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Star Breach

Star Breach Rulebook

Table of Contents

Table of Contents

  • Setting Up the Game
  • Winning the Game
  • Building a Warband
    • Soldiers and Specialists
    • Mechs
    • Base Sizes
  • The Profile of a Soldier
  • Weapons, Relics, Skills & Psychic Abilities
  • The Order Dice System
  • Playing Out a Battle
    • Determine Sides and Deployment
    • Alternative Deployment Rules
  • Follow the Turn Phases
    • 1. Order Dice Phase: Draw Order Dice and Execute Orders
    • 2. Special Actions Phase: Execute Special Actions
    • 3. End Phase: Clean-up and Prepare for the Next Turn
  • Battle End and Tallying Victory Points
  • Gameplay Mechanics and Special Rules
    • Weapon Profiles and Special Rules
    • Ranged Attacks
    • Applying Wounds
  • Close Combat
  • Health Effects
    • Walking Wounded
    • Mech Mend Orders and Malfunction Chart
  • Casting Psychic Abilities
  • Terrain Effects
  • Psychic Schools
    • School of Order
    • School of Disorder
    • School of Time
    • School of Bio-Instinct
    • Plasmids
  • Psychic Blocks and Psychic Counters
  • Alpha Skills
  • Scenario Log
    • 1. Secure the Sectors
    • 2. Fight to the Center
    • 3. Rescue Mission
    • 4. Extermination Order
    • 5. Search and Destroy
    • 6. Intel Retrieval
  • Three Player Games
    • 1. Secure the Sectors (3 Player)
    • 2. Fight to the Center (3 Player)
    • 3. Sunstone Solstice (Also adapts well to 2 player matches)
  • Four Player Games
    • 1. Fight to the Center (4 Player, Free-for-All)
    • 2. Steal the Beacon (Free-for-All)
    • 3. Mech Graveyard (Free-for-All OR Team Battle; Also adapts well to 3 player matches)
  • Five and Six Player Order Dice and Deployment
  • The Secret Objective System for Five or Six Player Matches
    • Six Player "Team Battle" Notes
  • Warbands Anthology
  • Anthology Notes and Reminders
  • Legion of Mankind
  • Terror Legion
  • Terrors of Abaddon
  • The Hive
  • The Ancient Machine
  • Coven Empire
  • L'Orani Empire
  • Corrupted L'Orani
  • U'rak Warlords
  • Nomadic Raiders
  • The Resistance
  • The Inquisition
  • Hunters
  • The Path
  • The Dark Path
  • Continuum Syndicate
  • Intergalactic Marshals
  • Terror Cult
  • Machine Cult
  • Hive Cult
  • Quick Reference Sheet

Setting Up the Game

Like most tabletop miniature games, Star Breach utilizes a flat playing surface, scale-models, a lot of six-sided dice, and a measuring tape (in inches) for gameplay. Here's everything you'll need to play a game:

  • 28mm scale models to represent your warband (though players may easily choose to play in any other preferred scale)
  • A table with at least 3' square area (36" x 36") of gaming space, covered with lots of appropriately scaled terrain
  • Completed warband roster sheets and a copy of the game rules
  • Identically shaped and sized, but different colored, sets of six-sided dice in a dice bag, specifically for use as "Order Dice". There should be a unique color set of these dice for each player's warband, and one order die per model on the table. (see more about order dice under The Order Dice System section)
  • A few favorite counters and general use tokens to help keep track of in-game numbers and conditions
  • A handful of six-sided dice (commonly referred to as D6) for active rolling
  • At least one measuring tape, in inches (")

All in-game distances and ranges for soldiers' movement, weapons, abilities, and skills are measured in inches. As with many tabletop games, players will need to use a tape measure to play Star Breach. Players are free to measure distances as needed and desired throughout the game. All soldier models must be set on appropriately sized bases (see "Base Sizes" section below), representing the area in which a soldier currently occupies space on the battlefield. Thus, whenever players need to check a range from or to a model, the measurement begins and ends at the edge of the model's base. The same principle applies when measuring distances between objective markers or terrain features: all measurements are made base-to-base.

Star Breach games are best played on a three-dimensional map, among appropriately scaled, model terrain. Star Breach is a true, 360° line-of-sight game. Not unlike real combat situations, your models need to typically see one another to interact. This is called "line-of-sight". In Star Breach, line-of-sight is 360°, meaning a model's facing is not considered when finding line-of-sight. It is assumed a model may be facing any given direction at any given time. To find line-of-sight between two models, players must be able to find a straight line from one model to another on the battlefield, starting and ending measurement somewhere from the bottom of the models' bases to the tops of their heads: following the cylindrical width of each base, and thus excluding extended limbs and/or weapons and gear.

Since this is a sci-fi game, dream big with your battlefields: alien wastelands, sprawling cargo holds, hostile jungles, futuristic cities, etc. You cannot go wrong with your setting. The more captivating the terrain, the more captivating the game. If you and friends are playing with balance and competition in mind, then just be sure that the terrain is always evenly placed on the board in a manner that is advantageous for both sides and where line-of-sight is consistently broken-up.

Typical Star Breach games are played between two opposing warband rosters that each total exactly 120 Universal Credits. Most games of Star Breach will be played between two players commanding their respective personalized warbands. As you will find, each soldier a player can include in their warband is worth a certain amount of "Universal Credits", abbreviated "UC", depending on the soldier's rank, weapons, skills and relics. Every faction comes with its own list of soldiers, specialists, weapons and relics to choose from. More on this in the Building a Warband section below.

Winning the Game

A typical Star Breach battle lasts for 6 game turns and the winner is the player who has secured the most UC by the end of the final turn. While there are many unique and challenging scenarios that offer much more variety when it comes to victory conditions (found in the Scenario Log), the end of a Star Breach battle will always involve tallying up UC from eliminated soldiers. When your warband kills a soldier in battle, you count the UC it cost your opponent to acquire the soldier towards your running total. Therefore in most games of Star Breach the object is to kill as many enemy soldiers as possible (gaining UC) while keeping your own soldiers alive (and thus keeping UC from your opponent).

Building a Warband

Before engaging in battle, players build and outfit their warbands. To build a warband, players will first determine the size of their engagement and how many points to spend when filling their rosters. In a standard game, each player will get up to 120uc to spend on their warband roster (which ranges from 4-14 soldiers total, depending on the warband faction chosen). Players will use this UC to acquire outfitted soldiers for their warband, clearly listing each squad member and their characteristics on a roster sheet. For every soldier on the roster, the player must have a corresponding model that clearly represents each soldier on the battlefield. Players may add as many different or duplicate types of soldiers as the UC limits allow, unless a soldier is marked as (unique). If the soldier is marked as (unique) in their warband roster, then there can only be one of these soldiers per warband. Also, the only soldier each player must include in their warband is their Alpha, who is always free to take at base cost. The Alpha is simply the leader of the warband and may be considered as a player's "avatar" on the tabletop battlefield.

Soldiers and Specialists

Every faction has a unique list of soldiers and specialists available for players to acquire for their warband. Soldiers, except for a warband's Alpha, of course, are common combatants who will make up the core of a warband. There is no restriction to how much of the player's UC limit may be spent on regular soldiers.

Specialists are soldiers who possess unique fighting skills, powers and/or weapons. As their title suggests, these soldiers are harder to come by than the average warrior, and thus players may only spend up to 40% of their UC limit on specialists (48uc for a 120uc limit game).

For the sake of simplicity, both soldiers and specialists are typically referred to as simply "soldiers" throughout this book. If a distinction must be made, it will be clearly noted.

Mechs

Some factions have enhanced their specialist armor with the support of a mechanized battle suit or similar mechanical support-unit: specialists marked as (mech) for short. Below is what makes a (mech) special:

  1. Mechs are heavily armed. When executing any ranged attack order or action, mechs may either fire their primary weapon twice or fire both their primary weapon and secondary weapon simultaneously. In addition, they may choose to fire at two different targets when executing these ranged attacks.
  2. Mechs tend to be big and easy to hit, and thus do not benefit from partial cover of any kind. Similarly, while mechs may execute a Down Order, mechs do not gain the initiative mod for being down when making dodge rolls.
  3. Most mechs have specialized equipment to auto-target enemies and stabilize their weapons while firing. Thus, they do not suffer a -1 initiative modifier when executing an Advance Order or when executing a Fire Order/Action in response to an assault.
  4. Mechs can not mend normally during the heat of battle and have a breakdown chart when they start taking a significant amount of wounds. See the Health Effects section for more details.
  5. Finally, mechs may only take weapons marked with (m) from their warband's armory and they cannot, with rare exceptions, take any relics. Weapons marked with (m) are exclusively available to mechs alone.

Base Sizes

While Star Breach encourages the use of any and all sci-fi models, the scale of the game is 28mm, and almost all soldier and specialist models should stand on bases that are anywhere between 25mm and 32mm wide. Being the centerpiece of a warband, the Alphas of a faction may be placed on heroic base sizes up to 40mm wide.

Mech models should stand on bases that are anywhere between 32 and 50mm wide. At players' discretion and agreement, a mech's base size may be bumped up to 60mm maximum if necessary.

The Profile of a Soldier

As you'll find, every soldier in every warband has a characteristics profile. It looks like this:

ProfileMIHACost
Private5"38410uc

Let's break down this Legion of Mankind's Private profile to better understand what each value means:

Movement (M) This value stands for a soldier's normal movement value, in inches. Thus, "M5" means the Private can move up to 5 inches. Movement in this game is omni-directional, so long as the move makes real-life sense. All horizontal and vertical movement is measured from the base of the model, and the model is moved from the front lip of their base up to the maximum movement allowed within the measured distance. A soldier's normal movement value counts towards walking, surmounting waist high objects, and climbing up ladders or stairs. If a soldier executes a Run/Assault Order, movement is doubled, and can count towards running, jumping horizontal gaps (no more than 2" wide), and scaling any vertical surface up to 3" without the use of a ladder or stairs.

Initiative (I) This value stands for a soldier's overall alertness, skill and dexterity in the heat of battle. This Private has a lower initiative value of 3. Initiative is a very important value that highly impacts how a soldier performs in a game. The higher the initiative value, the more effective a soldier will be in taking actions, firing and dodging ranged attacks, casting psychic abilities (if available), and fighting in close combat. A soldier's initiative value is often manipulated throughout the game depending on many different circumstances. See the Gameplay Mechanics and Special Rules section for more on how initiative impacts a soldier's effectiveness on the battlefield.

Health (H) This value stands for a soldier's maximum health. Thus, "H8" means the Private can take up to 7 wounds before counting as a casualty, as tracked on their roster. If a soldier's health value reaches 0 at any point in the game, then they die and are immediately eliminated from play. Health can be regained in various ways up to a soldier's initial, max value. See the Health Effects section for more about health as it pertains to play.

Armor (A) This value stands for a soldier's overall protective covering. Armor is important for saving a soldier against wounds when hit by both ranged and close combat attacks, as the total damage count from an attack will first apply against armor before depleting health. Armor values are not depleted over the course of a battle, unlike health, but are a constant value. This Private has an armor value of 4. See the Applying Wounds Section for more on armor.

Cost This is the soldier's UC value at base cost, without replacing and/or adding any additional weapons or relics. When tallying UC before a game and at the end of the game, players will always count their soldiers' base cost, plus any additional cost that went into equipping them with weapons, relics, skills and/or psychic abilities (see below).

Weapons, Relics, Skills & Psychic Abilities

Every soldier comes with presets and purchase options for taking different types of weapons and relics. Nearly every soldier has at least a primary weapon slot, if not a secondary weapon slot and option to take grenades as well (see the Weapon Profiles and Special Rules section for more info). Also, alphas can be outfitted with special skills, and at least one soldier per warband has psychic abilities. Under the profile of each soldier is where you will find special notes, abilities, their free gear (included in a soldier's base cost) and gear options. All warband lists, including special rules, soldiers, weapons and relics, can be found under the Warbands Anthology section of this book. All psychic abilities are found under the Psychic Schools section, and descriptions of alpha skills are found under the Alpha Skills section.

The Order Dice System

Star Breach utilizes an "order dice" system for determining when soldiers take action in battle. For every warband in a game of Star Breach, there should be a corresponding set of six-sided, colored dice. These are players' order dice. For each warband, there should be one order die in the set per model present on the table. All of the dice in a set should be uniform in color. Players may prefer to purchase and utilize specially designed Star Breach Order Dice, but these are not essential, as normal six-sided dice will do the trick. What is essential is that all players' order dice sets are identical in shape, weight and size. In fact, the only difference between opposing players' sets of order dice must be their color.

There are six different orders that players may give to the soldiers they control, and each order can be represented by either a number on a normal six-sided die or a special symbol found on the limited edition Star Breach order dice sets. Here are the descriptions of those six orders, by number and symbol:

  1. Down: The soldier hits the dirt where they were standing and does not move, nor shoot. A soldier can only use certain relics and perform certain actions when given a Down Order. Also, a downed soldier adds +2 to their initiative when making dodge rolls against ranged attacks. Furthermore, an order die may be immediately drawn and used to assign a Down Order to any soldier who is targeted by an enemy "ranged attack", but only if they have yet to take an order. If a player chooses to do this, the appropriate die is pulled and the order is immediately executed before any attack rolls are made. If a Down Order is given in this manner, the soldier may not use a relic.
  2. Mend: The soldier concentrates all their energy on tending to wounds. The player rolls a D6. The result of the roll is directly proportional to the health regained by the soldier, in a 1:1 ratio. Thus, a roll of a 1 grants the soldier +1 health, a roll of 6 gives +6 health, and so forth, up to the soldier's initial maximum health value.
  3. Cover Fire: Instead of aiming at a single enemy target, the soldier centers aim on a general area of the battlefield and then rapidly unloads their weapon. The player chooses a target point on the table, over an enemy model or not, where they want their soldier to aim and execute a ranged attack. This point must be within line-of-sight of the soldier and within range of the weapon used. All soldiers, friend or foe, within 2" of the target point become individual targets of the ranged attack. Because Cover Fire is a poorly aimed volley of fire, the attacking soldier must apply a -2 initiative modifier to all of their resulting attack rolls. (See the Ranged Attacks section for more info on making attack rolls.) If a soldier is hit by a Cover Fire ranged attack, then not only do they apply wounds as normal, but, if they also have yet to take an order, they must immediately pull an order die and execute a Down Order, without the ability to use relics or receive relic effects.
  4. Fire: The soldier stands and fires any one of their equipped weapons towards one enemy model within line-of-sight and range. Or, if they are able, the soldier may instead attempt to cast a psychic ability. Except for mechs, all soldiers and specialists may not fire more than one weapon per Fire Order. (See the Ranged Attacks section for more info on making attack rolls. See the Psychic Abilities section for more info on casting psychic abilities.)

Note: Soldiers can never leave the battlefield for any reason, including from the results of a movement order. If they are moved in such a way that would place them off the battlefield, then they will instead stop right at the edge of the table. Also, while soldiers may freely move through friendly models, they may never come within 1" of an enemy model without an Assault Order or Action.

Playing Out a Battle

Once players have set up the table, compiled their rosters, chosen their models, gathered order dice, and selected a scenario, it is time to battle! Before starting, it is always courteous for players to share their rosters with each other, double-check for point accuracy and make sure they have enough order dice in their sets to represent each of their warband members.

Determine Sides and Deployment

To start the game, players will each roll a D6 to determine which side of the battlefield they will deploy their warbands, and who will deploy first. The player who rolled the higher number gets to choose their deployment side first and then the player who rolled the lower number must immediately deploy the whole of their warband on the opposite side. After this, the player who rolled the higher number deploys their soldiers, on their chosen side, in response. Different scenarios can make deployment areas vary in size and position on the table, but for a typical battle, a player's deployment area is anywhere along the length of their chosen table edge and up to 3" away from this edge.

Alternative Deployment Rules

If players agree to do so, they may choose to use these alternative deployment rules for most Star Breach games:

After rolling a D6 to determine deployment table-edges, players keep all their soldier models off the battlefield and immediately begin the Order Dice Phase for Turn 1. During this phase, and only during Turn 1, players must assign all of their soldiers and specialists either an Advance or Run Order. This means that each soldier model will move onto the battlefield, one-by-one, from their respective deployment edges as part of their Turn 1 order die execution. When moving a model onto the table, simply measure the movement distance from the table's edge and place the model anywhere within this distance. Remember to keep all movement rules in mind when placing and potentially shooting with each new soldier.

Follow the Turn Phases

Games of Star Breach typically run for 6 turns. Each turn has three different phases. They are as follows:

1. Order Dice Phase: Draw Order Dice and Execute Orders

At the start of a new turn, including the first turn, players' order dice should be placed into a single, opaque dice bag and shaken. The players will then take turns blindly drawing a die from the bag, without looking into the bag itself. The color of the die drawn from the bag will clearly indicate whom it belongs to, and this player must then use their die to give an order to one of their soldiers. To give an order, the player simply places the die next to one of their own available soldier models, with the order number (or symbol) they want the soldier to execute facing up. Once an order is assigned, the soldier must immediately execute that order, following the order's directions under The Order Dice System section above. Be sure to remember which player got to assign the turn's first order, as it will matter in the next phase.

Once the effects of this order are fully resolved, then the next player blindly draws a new die from the bag. This order die is again given to its rightful player, and the player uses the die to assign an order to any one of their soldiers who have yet to execute an order. In this manner, the system repeats and play unfolds until all the order dice have been drawn from the bag and each soldier has been assigned (and executed) an order.

Two notes about Order Dice:

  1. While this initiative system is designed to simulate the equalizing chaos of battle, sometimes the players may fall into a rare streak of pulling the same warband's dice repeatedly. To help keep this system in check, if players have drawn 4 of the same warband's dice in a row, blindly or with the aid of relics and/or skills, then the opposing player may openly choose who gets the next order die. After this choice is made, then the following orders revert back to a blind draw.

  2. Sometimes a soldier is killed and the model is removed from play before receiving an order. When you remove this model, remember to remove a matching die from the bag. When a soldier is removed, but an extra die remains in the bag, it can slightly skew the odds and makes for a confusing end to the phase.

2. Special Actions Phase: Execute Special Actions

When the fighting intensifies, the common soldier keeps their head down, forgoes the heroics and sticks to orders. Then there are those who, whether in instinctive fury or uncommon valor, act and fight beyond the call of duty. The special actions phase represents moments of battle where the exceptionally skilled and alert take advantage of the chaos and choose to execute additional actions.

After all the order dice have been pulled from the bag, and all soldiers from both sides have executed orders, the turn devolves into a furious phase of extended heroics. Per special action phase, each player chooses three living specialists and/or alphas from their warband to take one special action each. However, if a specialist or alpha had just executed either a Cover Fire or Run/Assault Order in the previous phase, then they are too preoccupied, either with reloading or catching their breath, to take a special action this phase and cannot be selected to do so.

These are the four special actions a chosen specialist or alpha may execute during this phase:

  • Focus Fire: The soldier focuses, slows breathing, and fires a well-aimed shot at one enemy soldier. All Focus Fire ranged attacks are resolved like a normal Fire Order, except the enemy soldier loses their positive initiative modifiers from any cover and/or being Down when making a dodge roll. Also, like a normal Fire Order, instead of firing a ranged weapon, a soldier with psychic abilities may attempt to cast any one of their psychic abilities during a Focus Fire Action. Remember: if a soldier executed an Advance Order during the order dice phase of this turn, the -1 initiative modifier for moving and shooting still applies when making an attack roll or psychic roll with Focus Fire.
  • Assault: The soldier aggressively moves towards an enemy soldier and engages with their opponent in close combat. This special Assault action is resolved similarly to a normal Assault Order during the order dice phase, but the soldier's movement is not doubled. Also, just like an Assault during the order dice phase, the enemy soldier may execute a Fire Order in response to this Assault action, but only if the enemy soldier is also capable of executing a special action this phase and has yet to do so. When an assaulting soldier is moved into base-to-base contact with an enemy, immediately resolve close combat as normal.
  • Ambush: The soldier hunkers down into a ready position and patiently waits for the perfect moment to strike against an unsuspecting foe. The player places a token next to the soldier who is executing an Ambush Action. This soldier immediately executes a Down Order and remains down for the remainder of this turn and the next, until the player chooses to trigger the Ambush. (Note that going Down for an Ambush may still be utilized for using relics, securing objectives, etc. per the normal Down Order rules). While down, the token must stay with the soldier even if the order die is collected for the new turn. During this turn or the next, the soldier may trigger the Ambush Action when any enemy movement falls within the soldier's line-of-sight: including all movement from Advance, Run or Assault orders or actions. When the soldier triggers the Ambush, movement is immediately interrupted, the enemy model halts where they are, and a Fire, Cover Fire, or Run Order (with the intent to Assault into close combat) is executed. An order die is pulled from the bag, if executed during the order dice phase, and the order chosen is resolved according to its normal rules. If the enemy model has not been stopped due to the ambush (from either a Cover Fire Order or close combat), then the soldier is free to finish moving. The controlling player may choose to cancel an Ambush at any time during the next turn by simply assigning the soldier a new order when available to do so. Only one Ambush may be triggered per moving model.

The player who did not get to assign the first order die of the previous phase goes first in this phase, assigning a special action to any one of the three specialists and/or alphas they have chosen (see Scenario Log for resolving special actions in matches between more than two players). The soldier immediately executes the action given. To show that this soldier has executed a special action, the player should place a token of sorts on the soldier's order die. After this soldier has finished taking an action, the opposing player now does the same thing: assigning one special action to any one of their 3 selected specialists or alphas. After this soldier has executed the action, then the play moves back to the previous player and they give a special action to the next of their three selected specialists or alpha. Thus, in this alternating manner, players take turns assigning and executing special actions until all selected soldiers have taken one. Once this happens, the phase is over.

3. End Phase: Clean-up and Prepare for the Next Turn

Once the Special Actions phase has ended, the turn is essentially over. Players now make certain that remaining casualties and unnecessary tokens are cleared from the table. They then collect all of the order dice and place them back into the dice bag for shuffling. Players may now start the new turn and repeat phases 1, 2 and 3. In this manner, the game is played out until the end of the final turn (typically turn 6), which is the end of the battle.

Battle End and Tallying Victory Points

As mentioned under the Winning the Game section, the most basic games of Star Breach will immediately end after the 6th turn, where players will then tally their dead, calculate victory points and declare the outcome of the battle. Also, as mentioned under the Winning the Game section, every enemy casualty, regular or special, is worth their cumulative UC in victory points. The only exception to this rule is a dead Alpha, who, as the leader of a squad, was mandatory for each player to take and costed 0 points to initially acquire at base value. A dead enemy Alpha will always grant the player an additional 55uc in victory points!

Whether playing casually or competitively, it is strongly recommended that once players get a handle on the basic gameplay of Star Breach, they utilize and enjoy the additional scenarios, objectives and challenges found in the Scenario Log. However, regardless of the scenario, or lack thereof, the outcome of every game can be calculated on this chart and a winner decided:

Victory Point DifferenceResult
> 120Crushing Victory
119-90Decisive Blow
89-60Tactical Success
59-30Narrow Advantage
29-0Entrenched Stalemate (Draw)

Gameplay Mechanics and Special Rules

Weapon Profiles and Special Rules

Every soldier and specialist in Star Breach will take at least a primary weapon into battle, and often a secondary weapon along with a grenade or two. Weapons have their own mini profiles, highlighting the weapon's range in inches, number of attacks per targeted soldier, and damage modifier. Sometimes a weapon has "melee" listed under range and "NA" under number of attacks because this weapon is suited for close combat. Thus, the weapon is only useful in melee and range is not applicable. Other times, along with the weapon's range, a weapon may grant 2 or even 3 ranged attack rolls per target (see the Ranged Attacks section below). For each soldier being targeted by a ranged attack from this weapon, each of these rolls, and their corresponding dodge rolls, must be calculated and worked out independently from one another. And finally, the weapon's damage modifier adds an additional damage bonus value to successful hits from ranged attacks and close combat (as explained in the Ranged Attacks and Close Combat sections below).

Weapons may also have special rules listed next to their profiles. These rules explain special benefits of the weapon and/or how the weapon works under specific circumstances. Some of these special rules are common enough that they are indicated by a single word or phrase. Here are those common special rules:

  • Area of Effect Weapon (AoE): A weapon noted as "AoE" under its Special Rules section is an area of effect weapon that always produces a large target area when executing a Fire order or Focus Fire action. These weapons cannot be used to execute a Cover Fire order, but when making other ranged attacks always produces a target area exactly like Cover Fire would (a 2" radius from a chosen point on the battlefield, creating a 4" wide circular area). Also similar to a Cover Fire order, soldiers who have yet to take an order and are hit by an AoE weapon must immediately be assigned an order die and execute a Down order, regardless of total damage applied. Unlike a Cover Fire order, however, the soldier executing a ranged attack with an AoE weapon only applies a -1 initiative modifier. Also, AoE weapons may never be used in close combat. When fighting in close combat while equipped with an AoE weapon, a soldier may either fight with their other equipped weapon (i.e. secondary weapon), or must choose to fight with no weapon in particular and thus forfeit any initiative modifier or damage bonus when rolling for and resolving close combat.
  • Unwieldy: A weapon noted as "Unwieldy" under its Special Rules section is difficult to aim with effective results. When executing a Focus Fire action with an unwieldy weapon, the action is treated like a normal Fire order.
  • Compact: A weapon noted as "Compact" under its Special Rules section is light in the hands of a soldier and easy to fire while on the move. Soldiers may execute an Advance order (move and shoot) with a compact weapon without incurring the typical -1 initiative modifier for attack rolls.
  • Grenade: A weapon noted as a "Grenade" under its Special Rules section is a one-time-use, unwieldy, AoE weapon. A grenade may only be used one time during a Fire order or Focus Fire Action per each grenade taken under a soldier's profile. When executing a ranged attack with a grenade, the grenade may be thrown over obstacles up to 3" tall, needing no line-of-sight when targeting a point on the battlefield. Due to the indirect nature of the weapon, there is a -1 initiative modifier when making a ranged attack with a grenade (like other AoE weapons). Furthermore, when using a grenade without line-of-sight the modifier drops to -2 initiative.

Ranged Attacks

Fire and Cover Fire Orders, as well as the Focus Fire Action, are all considered "ranged attacks". When a soldier executes a ranged attack, the controlling player will need to roll two, six-sided dice (2D6) and add the attacking soldier's current initiative value to the sum of the roll. This is called an "attack roll." After an attack roll is made, the opposing player then responds by rolling 2D6 and then adding the targeted soldier's current initiative value to the sum of the roll. This defensive roll is called a "dodge roll." When calculating the total of either an attack roll or a dodge roll, a soldier's current initiative value may be impacted, momentarily, by initiative modifiers from battlefield situations, such as being behind cover or having the "high ground". Here is a list of all possible modifiers:

Attack Roll Modifiers (not including weapon, skill or relic effects):

ModifierSituation
-2 Initiative*Soldier is "walking wounded" at 3 health value or less remaining
-2 InitiativeSoldier's ranged attack is "Cover Fire"
-2 Initiative*Soldier is making a ranged attack in response to an "Assault"
-1 Initiative*Soldier moved before shooting (executed an "Advance" order) this turn
-1 InitiativeSoldier's weapon is an AoE weapon
+1 InitiativeSoldier's target is within half-range of their weapon's max range
+2 InitiativeSoldier has the "high ground", at 3" or more above their target's base

Dodge Roll Modifiers (not including skill or relic effects):

ModifierSituation
+1 Initiative*Soldier behind partial cover
+2 Initiative*Soldier is currently Down

*These modifiers are not applied to soldiers marked as (mech)

After both the attack roll and corresponding dodge roll have been calculated, players compare their totals. If the total of the attack roll is equal to or less than the dodge roll, then the ranged attack is a miss and no wounds are applied to the targeted soldier. However, if the total of the attack roll is greater than the total dodge roll, the attack is a hit. If the ranged attack is a hit, then the players immediately calculate the difference between the total attack roll and total dodge roll (still including initiative and all applicable modifiers). This final number will be the "initial damage" to be applied against the targeted soldier.

Applying Wounds

Once players have determined the initial damage from an attack, applying wounds is simple. The soldier adds the used weapon's damage bonus (listed under the weapon's profile) to the initial damage and then applies the total damage against the targeted soldier's armor value. Any leftover damage is then applied against the target soldier's health as wounds. It is entirely possible that the total damage inflicted will be too weak to penetrate the soldier's armor value, thus causing 0 wounds against their health. It is also possible that the total far surpasses the soldier's armor value, consumes their current health value, and thus eliminates them from the battle. Just remember: a soldier's armor value is a constant value that is never depleted. A soldier's health value is the only value that fluctuates from wounds and healing.

Here's a quick example of the entire Ranged Combat process:

A Legion Private "Fires" his Bolt Rifle from short range and high ground at a Coven Trooper who is currently Down. The Private rolls 2D6 and gets a 9. Adding his modified initiative of 6 (3 base + 1 half range + 2 high ground), his total attack roll is 14.

The Coven Trooper rolls 2D6 and gets a 6. Adding his modified initiative of 5 (3 base + 2 being down), his total dodge roll is 11.

The attack hits with an initial damage of 3. The weapon's damage bonus is +3 for a total of 6. The damage total is first applied against the Coven Trooper's armor value of 4 and then against his health value of 7. Thus, the Trooper takes 2 wounds and is left with 5 health value.

Close Combat

If a soldier successfully executes an Assault towards an enemy, and if a responding Fire or Focus Fire does nothing to kill the assaulting soldier, then the soldiers who are now in base-to-base contact immediately enter and resolve a round of close combat (sometimes noted as CC). To resolve a round of close combat, each player first selects one weapon available to their soldier to use in the combat. Then, each player rolls 2D6 and adds the initiative value of their soldier in combat to the resulting roll (adding any initiative modifiers from the selected weapon). The player with the higher outcome wins the round of combat, and the losing soldier must apply the difference of the two combat roll totals, plus any damage bonuses granted by the winning weapon, first against their armor value and then against their health value.

Here's a quick example of the entire Close Combat Process:

Player One's Legion Private successfully assaults Player Two's Coven Trooper. Both players roll 2D6, with Player One rolling a 10 and Player Two rolling a 6. The Private's initiative value is 3, so his total combat score is 13. The Trooper's initiative is 3, so his total score is 9. The Private wins the combat by a difference of 4 and adds his used weapon's wound mod to the difference (say, +4) for a total of 8. This damage total is then applied against the Trooper's armor and current health.

If the result of a round of close combat kills a soldier, then they are removed as a casualty and the order is complete. If the result does not kill a soldier, then the winning player has a choice from three options. They may either:

  1. push the enemy soldier back, moving the enemy model 2" away in any direction (even off a ledge!),
  2. step out of combat and move their own model in any direction up to 2" away from the enemy model, or
  3. fight a new round of close combat, but the losing enemy soldier must incur a -2 initiative modifier to their base initiative value (this modifier is only applied to the following round of CC for the soldier who lost the previous round).

If option 3 is chosen, then a second close combat round ensues, with players once again making combat rolls and calculating who is the winner and who takes damage. The winner of this round, if both soldiers are still alive, may then make a choice from the three options above. If a third round of close combat is chosen and completed, and both soldiers are still alive, the winner of this combat round must choose either option 1 or 2 from the list above and the soldiers disengage. If the results of a round of close combat ever end in a tie, then both soldiers immediately disengage without damage taken and safely step away from each other, leaving a 2" gap between them.

Health Effects

Healthy soldiers are essential to the success of a warband's operation. When soldiers lose health players simply keep track of this on the soldier's profile with the use of tokens, a counting die, pencil/eraser, etc.

Walking Wounded

If a soldier's health has dropped to the point where they only have 3 health value or less remaining, until they can be mended back to better health, the soldier must apply -2 movement to their base profile and when executing any ranged attack or fighting in close combat, the soldier must apply a -2 initiative modifier. This rule does not apply to mechs, as losing health impacts their performance differently (see below).

Mech Mend Orders and Malfunction Chart

Because of the chaotic nature of quick skirmish fighting, it is typically difficult for mechs to mend efficiently on the field of battle (thus the loads of armor). If a specialist marked (mech) executes a Mend Order, the machine simply regains 3 health value. Also, mechs will breakdown and malfunction at certain points of low health, following this chart:

Mech Malfunction Chart

  • 3 or 4 Health Value Remaining: Drive-train Malfunction. The mech loses 2" from its movement value.
  • 2 Health Value Remaining: Weapons Malfunction. When executing a ranged attack, the mech may only fire one weapon of the controlling player's choice, instead of both weapons (in addition to a Drive-Train Malfunction).
  • 1 Health Value Remaining: Circuitry Malfunction. The mech is reduced to an initiative value of 2 (in addition to a Drive-Train Malfunction and Weapons Malfunction).

Casting Psychic Abilities

Some soldiers and specialists have psychic abilities: utilizing supernatural powers, mystical knowledge, or synthetic compounds to advance their cause on the battlefield. If a soldier has such power, then their psychic school will be noted under their profile, along with the abilities they possess from that school. A psychic's school is the list of abilities they may attempt to cast during a battle. When a player chooses to give a psychic soldier a Fire or Focus Fire order, they may choose to have the soldier attempt to execute one psychic ability instead of making a ranged attack. To successfully execute a soldier's psychic ability, the player will roll 2D6 and then add the soldier's current initiative value. If the total meets or surpasses the ability's required power level, then the ability is successfully executed, immediately enacted, and the order is finished. If the total is less than the required power level, then the ability fails, the soldier applies -1 to their health value and the order is finished.

Under the right conditions, all psychics also have the ability to block or counter opposing psychic abilities immediately after they have been successfully cast. See the Psychic Blocks and Psychic Counters section for more on this.

Terrain Effects

Every game of Star Breach should be unique and exciting to play, largely thanks to the terrain set on the table. The terrain on the battlefield not only enhances the look of a game, but also greatly enhances the strategy and gameplay. Without any interesting terrain features, a game could be potentially very bloody and very boring. Below is a list of different types of terrain, their rules as they relate to the game, and some examples of how they may be represented on the table. After setting up the terrain on your battlefield, be sure that both players know exactly what type of terrain is featured and how it impacts the rules of the game.

  • Full Cover. If a soldier model is behind a piece of terrain that completely obscures the model from an attacker's line-of-sight, then the soldier is in full cover. When in full cover, a soldier cannot be directly targeted by any type of ranged attack or assault from an enemy soldier who cannot see the model, with the only exception of becoming collateral from a Cover Fire ranged attack or AoE weapon (in which case, the full cover is considered partial cover if applying modifiers). Many terrain pieces can act as full cover if a soldier is completely hidden from a certain vantage point. Oppositely, if any part of the model can still be seen from the vantage point of an attacker (except for limbs or weapons/gear that extend beyond the width of a model's base), then even if the model is assumed to be down the model may still be targeted and the cover is not considered full cover, but rather partial cover.
  • Partial Cover. When drawing line-of-sight from the position of a soldier making a ranged attack, if the targeted soldier model is partially obscured by any piece of terrain, or any soldier model, friend or foe, then they gain a +1 initiative modifier when totaling a dodge roll. To be considered partially obscured, a portion of the model's body should be blocked from line-of-sight. If only the hands or feet or extended weapons/gear of a model are obscured, then the model does not gain partial cover.
  • Difficult Ground. These terrain pieces may be the most difficult for players to identify and agree upon. Difficult ground would be any surface, greater than 2" of width on the field, where a Run/Assault order (but not Assault special action) would be impossible to execute. Sometimes terrain could be both providing cover for a soldier, but also prove to be difficult to maneuver through, such as a ransacked control room, or a densely thicketed jungle. Again, the players should identify these grounds before battle.
  • High Ground. When the base of a soldier model is at least 3" vertically above the base of an enemy model, they are considered to have the high ground. If a soldier executes a ranged attack on an enemy who is below their position by 3" or more, then they will gain an additional +2 Initiative to the total attack roll. Also, a soldier on the high ground cannot be the target of an Assault Order from any enemy who is 3" or more vertically beneath their position (base to base). A soldier may always jump down from any height instead of climbing down while moving, even when executing an Assault Order, for free movement during the length of the fall. However, if a fall, voluntary or not, is 4" or greater, for every inch fallen the soldier must apply a wound against their health, completely bypassing any armor value.

Psychic Schools

School of Order

(Legion of Man, Coven Empire, L'Orani Empire, The Path, The Inquisition, Intergalactic Marshals, Continuum Syndicate*, Nomadic Raiders**)

  1. Mend (Power level 9): If this psychic ability is cast successfully, select one friendly soldier within 12" and line-of-sight of the psychic (including the psychic as well) to regain up to 4 health value, up to their initial maximum health value.
  2. Push (Power level 10): If this psychic ability is cast successfully, select any other soldier within 18" and line-of-sight of the psychic and move them up to 8" in any direction, even if the direction places the soldier out of line-of-sight. This movement is free, but it cannot be used to place soldiers into close combat. Also, this movement cannot be directly up into the air.
  3. Dismantle (Power level 11): If this psychic ability is cast successfully, select any enemy soldier within 18" and line-of-sight of the psychic and immediately destroy their primary weapon and any grenades they may have. The soldier may no longer execute ranged attacks or fight in close combat with their primary weapon or grenades for the remainder of the battle.
  4. Heal (Power level 12): If this psychic ability is cast successfully, select one friendly soldier within 18" and line-of-sight of the psychic (including the psychic as well) to regain full health value.
  5. Halt (Power level 13): If this psychic ability is cast successfully, select any enemy soldier within 18" and line-of-sight of the psychic and set their movement value to 1 and initiative value to 2 for the remainder of this turn and the next.
  6. Disremember (Power level 14): If this psychic ability is cast successfully, select any one enemy soldier within line-of-sight who possesses an Alpha skill or psychic ability. The enemy soldier may no longer utilize one skill or psychic ability, of the casting player's choice, for the remainder of the battle. This ability may only be cast on the same enemy soldier once per battle.
  7. Thrive (Power level 15): If this psychic ability is cast successfully, all friendly soldiers within 12" of the psychic (including the psychic as well) regain 4 health value, up to their initial maximum health value.

School of Disorder

(Terror Legion, Terrors of Abaddon, Terror Cult, Corrupted L'Orani, The Dark Path, U'rak Warlords*, Nomadic Raiders**)

  1. Decay (Power level 9): If this psychic ability is cast successfully, select any enemy soldier within 18" and line-of-sight of the psychic and automatically subtract 3 health value from the soldier, regardless of the soldier's armor value.
  2. Wither (Power level 10): If this psychic ability is cast successfully, select an area 4" in diameter, like a Cover Fire Order, anywhere within 18" and line-of-sight of the psychic and automatically subtract 3 health value from every soldier standing within the target area, regardless of the soldier's armor value.
  3. Scar (Power level 11): If this psychic ability is cast successfully, select any friendly soldier within line-of-sight (including the psychic as well) and apply to them +2 armor value and -1 movement value for the remainder of the battle. This psychic ability cannot be cast more than once on the same soldier.
  4. Choke (Power level 12): If this psychic ability is cast successfully, select any enemy soldier within line-of-sight and 18" of the psychic and set their movement value and initiative value to the value of 2 for the remainder of this turn and the next. At the end of both turns, the targeted soldier subtracts 2 health value, regardless of the soldier's armor value. This ability may only be successfully cast once on one enemy soldier at a time.
  5. Blast (Power level 13): If this psychic ability is cast successfully, all soldiers within 6" of the psychic are moved directly away from the psychic, in a straight line and up to 6" or until they collide with a piece of terrain. If a soldier collides with a piece of terrain, even partially, they immediately and automatically subtract 5 health value, regardless of the soldier's armor value.
  6. Leech (Power level 14): If this psychic ability is cast successfully, select any enemy soldier within 24" and line-of-sight and automatically subtract 4 health value from the soldier, regardless of the soldier's armor value. Simultaneously, select any friendly soldier within line-of-sight to regain 4 health value, up to their initial maximum. This friendly soldier may also be the psychic himself.

School of Time

(Continuum Syndicate, Intergalactic Marshals, L'Orani Empire*, Corrupted L'Orani, The Inquisition, Nomadic Raiders**)

  1. Stride (Power level 9): If this psychic ability is cast successfully, select any friendly soldier within 12" and line-of-sight of the psychic (including the psychic as well). This soldier immediately executes a free Run Order up to 8", drawing no order die to execute the free action, as well as taking the free action even if an order was previously executed. If the soldier selects to Assault as part of the Run, the targeted enemy may not respond with a Fire Order. However, a soldier in Ambush may still select to spring the Ambush action against the moving soldier.
  2. Crumble (Power level 10): If this psychic ability is cast successfully, select any flat surface of full cover on the battlefield (such as a wall, ceiling or floor) that is within line-of-sight of the psychic. On this surface, specify a circular area 4" in diameter, like a Cover Fire Order. This target area instantly crumbles in a wrinkle of time and no longer exists for the remainder of the game, giving soldiers full line-of-sight and freedom to pass through (or even immediately fall through) the area.
  3. Swap (Power level 11): If this psychic ability is cast successfully, select any two soldiers within line-of-sight of the psychic, one of them possibly being the psychic as well. Immediately swap the battlefield positions of these two soldiers.
  4. Teleport (Power level 12): If this psychic ability is cast successfully, select any friendly soldier within line-of-sight of the psychic who is currently Down, including the psychic as well. This soldier immediately and instantly teleports to any new location on the battlefield of the player's choice.
  5. Rearm (Power level 13): If this psychic ability is cast successfully, select any friendly soldier within line-of-sight of the psychic (including the psychic as well) and give them a new weapon of the player's choice for both the soldier's primary and secondary weapon choice. Select any weapons listed in the Warbands Anthology. This ability may only be cast once per friendly soldier.
  6. Retry (Power level 14): If this psychic ability is cast successfully, the controlling player commands both players to replay the entire sequence of the last executed order or special action. The assigned order or action still stands, but the sequence of resulting events is replayed. Move soldiers back to their previous locations as necessary, regain lost wounds as necessary, re-roll D6 rolls as necessary: everything as if the first sequence of events never happened. This ability may only be cast on an order or special action if 1) all the soldiers of the event are still alive and 2) if the action was not already previously "retried" once before.

School of Bio-Instinct

(The Hive, Hive Cult, Hunters*, Nomadic Raiders**)

  1. Burrow (Power level 9): If this psychic ability is cast successfully, select one friendly soldier within 12" of the psychic, a soldier who has already executed an order, and cause them to "burrow" into the ground. The soldier model is removed and replaced with a "burrow" token, which cannot be interacted with whatsoever. During the following turn, when the player wishes to assign an order to the "burrowed" soldier, they place the soldier model back onto the battlefield anywhere within 6" of the token and then remove the token. The player then assigns the soldier any order they wish, per usual game play.
  2. Hunt (Power level 10): If this psychic ability is cast successfully, select one enemy soldier within 18" and line-of-sight of the psychic and place a token next to the model. For the remainder of the game, when a soldier from the psychic's warband executes a ranged attack against this soldier, the enemy soldier never gains any initiative modifiers of any kind for dodge rolls. This ability may only be cast on the same enemy soldier once per battle.
  3. Adapt (Power level 11): If this psychic ability is cast successfully, select one friendly soldier within line-of-sight of the psychic (including the psychic as well) and select one ranged weapon carried by any enemy soldier which has already caused wounds to one or more friendly soldiers. The friendly soldier selected is immediately immune to attacks from this weapon type until the end of the battle and cannot be hit by ranged attacks from this weapon type whatsoever. This psychic ability may only be successfully cast once per battle.
  4. Evolve (Power level 12): If this psychic ability is cast successfully, select one friendly soldier within line-of-sight of the psychic (including the psychic as well). This soldier immediately gains +1 movement, +1 initiative and +1 armor values until the end of the battle. This psychic ability may only be successfully cast on the same friendly soldier once per battle.
  5. Roar (Power level 13): If this psychic ability is cast successfully, the psychic unleashes a sub-sonic roar that acts like an EMP burst from the psychic's position. All enemy soldiers within 12" of the psychic model lose 2 movement value and cannot fire ranged attacks for the remainder of the turn.

Plasmids

(The Ancient Machine, Machine Cult, Continuum Syndicate, Intergalactic Marshals, Hunters*, The Resistance*)

  1. Hack (Power level 9): If this psychic ability is cast successfully, select one enemy mech within 24" of the psychic model (no line-of-sight needed) and force it to immediately execute a free ranged attack with one of its weapons towards any one of its friendly soldiers within its line-of-sight. If the mech does not have ranged weapons, then simply subtract 3 health value from the mech, regardless of its armor value.
  2. Bullseye (Power level 10): If this psychic ability is cast successfully, select one enemy soldier within 24" and line-of-sight of the psychic and place a token next to this model. Until the end of the turn, when a soldier from the psychic's warband executes a ranged attack against the specially marked enemy soldier, this soldier must apply a -2 initiative modifier to his dodge rolls.
  3. Freeze (Power level 11): If this psychic ability is cast successfully, select any enemy soldier within line-of-sight and 18" of the psychic and set their movement value to 1 and initiative value to 1 for the remainder of this phase.
  4. Enrage (Power level 12): If this psychic ability is cast successfully, select any friendly mech within line-of-sight of the psychic and add +2 movement value and +2 initiative value to the mech for the remainder of this turn.
  5. Incinerate (Power level 13): If this psychic ability is cast successfully, select an area 4" in diameter, like a Cover Fire Order, anywhere within 18" of the psychic and automatically subtract 3 health value from all soldiers who stand within the target area, regardless of the soldiers' armor values.
  6. Collide (Power level 14): If this psychic ability is cast successfully, select a single point anywhere on the battlefield grounds within 24" and line-of-sight of the psychic. This point becomes a gravity well, violently pulling all soldiers within 4" of the point towards the center of the point and thus colliding with one another. All soldiers pulled together by the gravity well instantly move into a clump surrounding the point and each immediately loses 3 health value, regardless of their armor value. If a friendly soldier is caught in the well, they are pulled to the clump of soldiers and takes wounds just as well, but when repositioned, they are placed 1" away from all enemy models (and thus not entering close combat). Falling damage may also apply.

* Some soldiers of this warband know a few abilities from this school, but the warband does not have access to every ability from this school.

** At the beginning of every game, The Wandering Mage from the Nomadic Raiders warband has the option of choosing which school he has abilities from, but all power levels from that school are increased by 1.

Psychic Blocks and Psychic Counters

(All Psychics of all warbands)

All soldiers and specialists marked with (Psychic) have, in addition to their other abilities, the defensive ability to cast a Psychic Block or a Psychic Counter. When successfully cast, blocks and counters are useful tools to protect a psychic's warband from the effects of an enemy psychic's abilities. Either a block or counter may be attempted by a controlling player's friendly psychic under the following conditions:

  1. An opposing psychic has just successfully cast any one of their psychic abilities, but its effect has yet to be enacted.
  2. The friendly psychic is either within 6" of the soldier(s) targeted by the ability (including the psychic themselves) or the friendly psychic is within 6" of the opposing psychic who just successfully cast the ability. No line-of-sight required.
  3. The friendly psychic has yet to take an order die this phase (or special action during the Special Actions Phase).
  4. The player controlling the friendly psychic verbally declares they are attempting to make a "Psychic Block" or a "Psychic Counter", immediately pulling an available order die from the dice bag and assigning a Fire Order to the psychic (or a Focus Fire Action during the Special Action Phase). The block or counter is then attempted as described below.

Psychic Block: The psychic attempts to block the enemy psychic's ability by meeting the ability's base power level. The controlling player rolls 2D6 and adds their psychic's current initiative value. If the total meets or exceeds the ability's base power level, then the ability has been successfully blocked and nothing happens. If the total is less than the power level, the block has failed, the ability is enacted, and the psychic who attempted the block loses 1 health value.

Psychic Counter: The psychic attempts to not only block the opposing psychic's ability but also harm the opposing psychic with telekinetic feedback by matching the opposing psychic's power level roll. The controlling player rolls 2D6 and adds their psychic's current initiative value. If the total meets or exceeds the roll which the opposing psychic used to cast their ability, then the ability has been successfully blocked and the opposing psychic immediately loses 4 health value, to a minimum of 1 health remaining. If the total fails to match the opposing psychic's roll, then the counter fails, the ability is enacted, and the psychic who attempted the counter loses 4 health value, to a minimum of 1 health remaining.

Alpha Skills

Inspiring Presence (1 & 2 & 3)

  • Inspiring Presence 1. When a soldier with Inspiring Presence 1 executes a Cover Fire, Fire, or Advance Order during the Order Die Phase of a turn, all friendly soldiers within 3" of the soldier's starting position, including the soldier as well, gain a +1 initiative modifier when executing ranged attacks until the end of the Order Dice Phase.
  • Inspiring Presence 2. Soldier must first possess Inspiring Presence 1 to use this skill. Read as Inspiring Presence 1 but increase the range of this skill to 6".
  • Inspiring Presence 3. Soldier must first possess Inspiring Presence 2 to use this skill. Read as Inspiring Presence 2, but instead of gaining an initiative modifier for only ranged attacks, all soldiers gain a +1 bonus to their base initiative value until the end of the phase.

Natural Leader (1 & 2)

  • Natural Leader 1. When a soldier with Natural Leader 1 is assigned an order die, the player may immediately draw 1 more order die for their warband and assign it to any soldier or specialist who is within 6" of the soldier with the Natural Leader skill. Both soldiers may then execute their assigned orders in any sequence of the player's choosing.
  • Natural Leader 2. Soldier must first possess Natural Leader 1 to use this skill. Read as Natural Leader 1, but instead of drawing only 1 additional order die for their warband, the player draws 2 and assigns these additional dice to any soldier and/or specialist who are within 6" of the soldier with the Natural Leader 2 skill.

Deadeye (1 & 2) & Weapons Mastery

  • Deadeye 1. When a soldier with Deadeye 1 executes any ranged attack, they gain an additional +1 initiative modifier to all ranged attack rolls.
  • Deadeye 2. Soldier must first possess Deadeye 1 to use this skill. Read as Deadeye 1, but increase the initiative modifier to +2 when using AoE weapons or grenades.
  • Weapons Mastery. Soldier must first possess Deadeye 2 to use this skill. In addition to the benefits of Deadeye 2, when assigned a ranged attack order, the soldier with Weapons Mastery may execute two ranged attack orders, one immediately after the other, whether they be the same order type or not, whether they are at the same target or not, and whether they are with the same weapon or not.

Fighting Instinct (1 & 2)

  • Fighting Instinct 1. When a soldier with Fighting Instinct 1 is engaged in close combat, they gain an additional +1 initiative modifier to their close combat roll.
  • Fighting Instinct 2. Soldier must first possess Fighting Instinct 1 to use this skill. Read as Fighting Instinct 1 but increase the initiative modifier to +2.

Ruthless Nature (1 & 2) & Terrifying Aura

  • Ruthless Nature 1. When a soldier with Ruthless Nature 1, and any friendly soldiers within 12" of the soldier with Ruthless Nature 1, are hit by Cover Fire or an AoE weapon, they do not execute Down Orders, but remain free to take orders normally.
  • Ruthless Nature 2. Soldier must first possess Ruthless Nature 1 to use this skill. Read as Ruthless Nature 1 but increase the range of this skill to 18".
  • Terrifying Aura. Soldier must first possess Ruthless Nature 2 to use this skill. In addition to the benefits of Ruthless Nature 2, all enemy soldiers within 12" and line-of-sight of the soldier incur a -1 initiative modifier when executing ranged attacks or fighting in close combat.

Psychic Prowess (1 & 2) & Telekinetic Mastery

  • Psychic Prowess 1. When a soldier with Psychic Prowess attempts to cast a psychic ability, they add +1 initiative modifier to their total power level roll.
  • Psychic Prowess 2. Soldier must first possess Psychic Prowess 1 to use this skill. Read as Psychic Prowess 1, but increase the initiative modifier to +2.
  • Telekinetic Mastery. Soldier must first possess Psychic Prowess 2 to use this skill. In addition to the benefits of Psychic Prowess 2, once per game the soldier may automatically cast one psychic ability from their available abilities. No dice roll necessary, and this particular cast cannot be blocked nor countered.

Stealth (1 & 2)

  • Stealth 1. When a soldier with Stealth 1 must make a dodge roll, apply an additional +1 initiative modifier to the total.
  • Stealth 2. Soldier must first possess Stealth 1 to use this skill. In addition to the benefits of Stealth 1, when this soldier executes a Down Order and is against any type of cover, they cannot be directly targeted by a Fire or Focus Fire order.

Field Medicine

  • Field Medicine. When a soldier with Field Medicine executes a Down Order, instead of only using one-time use relics on their own self, they may also use a relic and apply its effect on any friendly soldier or specialist, but not a mech, within 3" of the able soldier's position. Additionally, when the soldier executes a Mend Order, they always regain +3 health value, up to their initial maximum, with no D6 roll required. This soldier may also transfer the effect of their Mend Order to any one friendly soldier or specialist, but not a mech, within 3" of their position.

Field Mechanic

  • Field Mechanic. When a soldier with Field Mechanic executes a Mend Order, they may transfer the effect of their Mend Order to any one friendly specialist marked (Mech) within 3" of their position.

Tough Skin

  • Tough Skin. Any time a soldier with Tough Skin must apply damage, the soldier temporarily gains +1 armor value when calculating the total damage against their armor.

Scenario Log

UC Limit Per Player: 120uc Battlefield Size: 3' x 3' Illicit Caches for Campaigns: 2+D3 (3-5 Total)

1. Secure the Sectors

Deployment: Typical deployment rules are in effect.

Turns: 6 turns total.

Scenario Rules: The opposing warbands have been ordered to control the entire field of battle. Before deployment, divide the battlefield into nine, equally square sectors, with rows and columns of three. The scenario objective for both players is to hold more sectors than your opponent by the end of turn 6. To hold a sector, players must have at least one more soldier fully within the sector's boundary than their opponent does. If a sector is contested, meaning there is an equal number of opposing soldiers within the sector, then the sector is not considered to be in the possession of either player. If there are no soldiers within a sector, then this sector is also not in the possession of either player.

Victory Conditions: Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to these points, add bonus points for each sector held by your soldiers in this manner:

  • +10uc for each of the three sectors held on the player's deployment edge
  • +15uc for the left-middle and right-middle sectors held, where no soldiers originally deployed
  • +25uc for the center-middle sector held
  • +30uc for each of the three sectors held on your opponent's deployment edge

2. Fight to the Center

Deployment: Typical deployment rules are in effect with the exception that each player can deploy their soldiers within their designated edge of the table, as well as the table edge to their left (within 3" of each edge).

Turns: At the end of the 4th turn, roll a D6. On a 3+, the game goes to turn 5. On a 1 or 2, the game ends. At the end of turn 5, roll a D6. On a 5+, the game goes to turn 6. On a 1-4, the game ends. At the end of turn 6 the game ends.

Scenario Rules: All soldiers from both warbands have been ordered to claim the central position of the battlefield and hold their ground. Before deployment, find the exact center of the battlefield and set a token or terrain piece down on the field to make the center clear to both players. The objective of this battle is to get your Alpha and soldiers as close to the center of the battlefield as possible, without letting the enemy soldiers do the same. In the rare circumstance that the game ends and opposing soldiers are exactly the same distance from the center, then neither warband gains points for each equally distanced soldiers.

Victory Conditions: Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to these points, bonus points apply:

  • +50uc if your lead Alpha is closer to the center of the battlefield than your opponent's
  • +5uc for every regular soldier closer to the center of the battlefield than your opponent's regular soldiers
  • +10uc for every specialist closer to the center of the battlefield than your opponent's specialists

3. Rescue Mission

Deployment: Typical deployment rules are in effect.

Turns: 6 turns total, or until a soldier carrying the injured pilot touches or passes the edge of the battlefield where the soldier deployed.

Scenario Rules: The warband who had deployed second is on a rescue mission to save a stranded, injured pilot behind enemy lines. The warband who deployed first is the possessor of this territory and has orders to capture, or at the very least kill, the stranded pilot. After deployment, but before anything else happens, find the exact center of the board. Once the center is identified, place on this point a model or token that represents the injured pilot and roll a D6. On a roll of 1, the pilot wanders 3" from his position directly towards the center of the enemy table edge. On a roll of 2-3, the pilot wanders 2" from his position, directly towards the center of the left table edge (from the perspective of the rescuing warband). On a roll of 4-5, the pilot wanders 2" towards the center of the right table edge. On a roll of a 6, the pilot wanders 3" directly towards the center of the friendly table edge. Regardless of where he wanders, once he has reached this final position, the pilot passes out from his injuries and remains immobilized for the rest of the battle.

The objective of this scenario for both players is to pick up the pilot and bring him back to your table edge before the opposing warband does. To do this, a player's soldier must grab the pilot by coming into base-to-base contact with him as the result of a Run or Advance order. Once a soldier has grabbed the pilot, wherever they move, the pilot will go with. While carrying the pilot, a soldier must apply a -2 initiative modifier to their base initiative value, cannot be assigned any other order or special action except a Run or Down Order, nor be targeted by psychic abilities which involve immediate, free movement. The soldier who is carrying the pilot will not drop the pilot, nor pass him off, and the pilot cannot be killed while in their possession. They will either bring the pilot all the way back to their deployment edge of the field or die trying. If the soldier carrying the pilot dies, however, the pilot is dropped in this location and can be picked up by any other soldier who touches him.

While not preferable by HQ, the enemy warband who is looking to capture the pilot may choose to kill him instead. From turn 4 onward, instead of capturing the pilot, the Alpha of this squad, and the Alpha model alone, may choose to kill the pilot by either executing a Fire Order or an Assault Order. Assume the pilot is always in a Down position, with a base initiative value of 0. Any wounds done to the pilot will result in his death, and a successful Assault Order will automatically kill the pilot.

Victory Conditions: Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to these points, bonus points apply:

  • +75uc to the allied player if the pilot is successfully rescued by his allies (the source reads "+75uc to allied player the If the pilot..."; the wording is garbled in the printed text and is rendered here by its evident sense)
  • +60uc to the enemy player if the pilot is successfully captured by his enemies
  • +15uc to the enemy player if the pilot is killed in action

4. Extermination Order

Deployment: Typical deployment rules are in effect.

Turns: At the end of the 4th turn, roll a D6. On a 3+, the game goes to turn 5. On a 1-2, the game ends. At the end of turn 5, roll a D6. On a 5+, the game goes to turn 6. On a 1-4, the game ends. At the end of turn 6 the game ends.

Scenario Rules: Both warbands have each been given special assignments to kill specific men in the opposing force. Each player rolls a hidden D6 and secretly jots down the number rolled for later reference. They will not reveal the numbers they rolled until the end of the game. Here is each secret mission by number rolled:

  • 1-2: Kill at least half (rounding up) of the enemy's listed soldiers (not including specialists).
  • 3-4: Kill at least 3 (or all, if 3 or less are present) of the enemy's listed specialists.
  • 5-6: Kill an enemy Alpha, while ending the game with yours (or one of yours) at full health.

Once the missions are noted, the objective of both players is to fight through the match as normal, while trying to successfully, and secretly, complete their specific assignment.

Victory Conditions: Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to these points, bonus points apply:

  • +60uc to a player if they complete their secret mission
  • +15uc if a player can, at the end of the match and in one try, correctly guess their opponent's mission before revealed

5. Search and Destroy

Deployment: Typical deployment rules are in effect, but deployment zones are now 6" deep from the table's edge, instead of 3".

Turns: 6 turns or until one of the supply drops is destroyed.

Scenario Rules: Before the game starts, each player must designate a "supply drop" position on the battlefield with equally sized tokens/terrain pieces. The supply drop which a player designates must be touching their battlefield deployment edge but must also be at least 6" away from both the left and right neutral table edges of the battlefield. These supply drops are loaded with high-explosives, so while the player's soldiers must protect the drop they deployed around, they will not, at any time during the battle, get within 3" of it themselves.

The objective of this scenario for both players is to destroy your enemy's supply drop before they destroy yours. To do this, before deployment, each player openly designates one soldier, not a specialist, from their roster as "The Bomber". The Bomber cannot transfer the bomb to any other soldier and cannot be targeted by any psychic abilities that involve instant, free movement. To complete their objective, The Bomber must come into base-to-base contact with the enemy's drop and be assigned a Down Order to blow it up. If this happens before turn 6, the game comes to an immediate end. If a bomber is killed before completing the objective, then the game simply continues on without the warband's ability to destroy the enemy supply drop.

Victory Conditions: Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to these points, bonus points apply:

  • +75uc to the player whose warband destroys the enemy supply drop before the end of turn 6

6. Intel Retrieval

Deployment: Typical deployment rules are in effect.

Turns: 6 turns total.

Scenario Rules: A vehicle carrying important intelligence has been shot up and destroyed in this area, scattering multiple pieces of sensitive data across the battlefield. This intel cannot fall into enemy hands. Before deployment, find the exact center of the battlefield and place a token/mini there to imply that a piece of the intel is laying there. After this, both players each place two more tokens on the field at least 6" from the center piece, 6" from each other and 9" from the deployment edges of the battlefield.

The objective of this scenario for both players is to secure at least 3 out of the 5 pieces of intelligence by the end of turn 6. To do this, soldiers will need to grab the pieces by coming into base-to-base contact with them as the result of a Run or Advance Order. Once a piece is secured by a soldier, the player has two options. They may either keep the soldier alive, holding the intel on the battlefield, by the end of turn 6, or they may attempt to order their soldier in such a way that the soldier leaves the battlefield, via their deployment edge, with the piece securely in their possession. Once the range of a movement order brings the soldier past their deployment table edge, the player has permanently secured the piece of intel. The soldier who was carrying the piece will not return to the battle for the rest of the game (but the soldier is counted as alive and not as a casualty when tallying victory points). This is one of few situations in which a soldier can voluntarily leave the battlefield. If the soldier carrying the intel is killed, they will drop it where they died for somebody else to pick it up. A soldier will not pass pieces of intel to another but will hold their piece until it is secured or the soldier is dead.

Victory Conditions: Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to these points, bonus points apply:

  • +45uc if your warband has secured (holding on or off the field) at least 3 out of the 5 pieces of intel by the end of turn 6
  • +10uc for every piece of intel, except the centerpiece, that your warband has successfully removed from the battlefield
  • +25uc for successfully removing the center piece of intel off of the battlefield for your warband

Three Player Games

UC Limit Per Player: 90uc Battlefield Size: 3' x 3' Illicit Caches for Campaigns: 3+D3 (4-6 Total)

Order Dice and Deployment Rule Adjustments for Three Players: When playing Star Breach with three players, each player must utilize a different colored set of order dice, but all three sets should still be identical in weight, size and shape. All three sets of order dice will go into the same order dice bag. Other than this, the mechanics of order dice function just like a normal two player game per the core ruleset. When it comes to a turn's Special Actions Phase, players simply take turns assigning and executing Special Actions, starting with the player whose first order die was drawn last during the Order Dice Phase, then the player who was second, and finally the player whose order die was drawn first.

When deploying for battle, all three players will roll a single D6 to determine in what order each player will deploy their warband, and upon where on the battlefield (rerolling any ties). Instead of using a full table's edge per player, matches that have 3-4 players utilize designated deployment zones where players must setup their warbands. The highest roller chooses their deployment zone first but waits to deploy their warband. The second highest roller then chooses their deployment zone second and immediately deploys all their warband within the zone. Finally, the lowest roller immediately deploys all their warband within the remaining deployment zone. After this, the player who had the highest roll deploys their warband in their designated zone and the game begins with the first order die draw.

An Important Note for All Multiplayer Matches Involving 3-6 Players: When calculating UC for victory points at the end of a match, every player equally receives the full UC cost of every eliminated, opposing soldier. So, for example, if players A, B, and C are playing a three-player match, then both players A and B will gain full victory points from player C's eliminated soldiers and specialists. B and C will both fully gain from A's eliminated soldiers and specialists. C and A will both gain fully from B's eliminated soldiers and specialists.

1. Secure the Sectors (3 Player)

Deployment: Typical deployment rules are in effect. Deployment zone 1 is exactly centered along any one of the four table edges and is 6" wide by 6" deep. Depending on which table edge deployment zone 1 is placed, deployment zones 2 and 3 are placed along the right table edge and the left table edge respectively, facing each other and their flanks flush against the remaining table edge that has no deployment zone. Zones 2 and 3 are 12" wide by 3" deep.

Turns: 6 turns total.

Scenario Rules: The opposing warbands have been ordered to control the field of battle. Before deployment, divide the battlefield into nine, equally square sectors, with rows and columns of three. The scenario objective for all players is to hold more sectors than your opponents by the end of turn 6. To hold a sector, players must have at least one more soldier fully within the sector's boundary than their opponents do. If a sector is contested, meaning there is an equal number of opposing soldiers within the sector, then the sector is not considered to be in the possession of any player. If there are no soldiers within a sector, then this sector is also not in the possession of any player.

Victory Conditions: Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to these points, add bonus points for each sector held by your soldiers in this manner:

  • +10uc for holding the sector your warband started in
  • +15uc for holding any sector except the center-middle sector and the sectors your opponents' warbands started in
  • +25uc for holding the center-middle sector
  • +30uc for holding a sector your opponent's warband started in

2. Fight to the Center (3 Player)

Deployment: Typical deployment rules are in effect. Deployment zone 1 is exactly centered along any one of the four table edges and is 6" wide by 6" deep.

Turns: At the end of the 4th turn, roll a D6. On a 3+, the game goes to turn 5. On a 1 or 2, the game ends. At the end of turn 5, roll a D6. On a 5+, the game goes to turn 6. On a 1-4, the game ends. At the end of turn 6 the game ends.

Scenario Rules: All soldiers from all warbands have been ordered to claim the central position of the battlefield and hold their ground. Before deployment, find the exact center of the battlefield and set a token or terrain piece down on the field to make the center clear to all three players. The scenario objective for all three players is to get your Alpha and soldiers as close to the center of the battlefield as possible, without allowing the enemy soldiers do the same. In the rare circumstance that the game ends and opposing soldiers are exactly the same distance from the center, then neither warband gains points for these equally distanced soldiers.

Victory Conditions: Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to these points, bonus points apply:

  • +50uc if your lead Alpha is closer to the center of the battlefield than your opponents'
  • +10uc for every regular soldier closer to the center of the battlefield than your opponents' regular soldiers
  • +15uc for every specialist closer to the center of the battlefield than your opponents' specialists

3. Sunstone Solstice (Also adapts well to 2 player matches)

Deployment: Typical deployment rules are in effect. Deployment zone 1 is exactly centered along any one of the four table edges and is 6" wide by 6" deep. Depending on which table edge deployment zone 1 is placed, deployment zones 2 and 3 are placed along the right table edge and the left table edge respectively, facing each other and their flanks flush against the remaining table edge that has no deployment zone. Zones 2 and 3 are 12" wide by 3" deep.

Turns: At the end of the 4th turn, roll a D6. On a 3+, the game goes to turn 5. On a 1 or 2, the game ends. At the end of turn 5, roll a D6. On a 5+, the game goes to turn 6. On a 1-4, the game ends. At the end of turn 6 the game ends.

Scenario Rules: The three warbands have located and prepared to raid a Sunstone Solstice: a rare occurrence where multiple shards of sunstone instantaneously and randomly appear in a single location due to a natural rift in the multiverse. Before deployment, find the exact center of the battlefield and then set a sunstone token/marker/mini (no bigger than 32mm round) on this center point. The scenario objective for all three players is to secure as many randomly appearing shards of sunstone as possible before the end of the solstice.

To secure a shard of sunstone, players must move their models into base-to-base contact with the sunstone token as the result of a Run or Advance Order. Once a shard of sunstone is secured, the warband is considered to keep the shard in its possession for the remainder of the match, even if the securing soldier is eliminated from play. When a shard of sunstone is secured, the securing player rolls a D3. The number rolled is the number of new shards of sunstone that appear on the battlefield at random locations. To randomize the location of a newly appearing shard, the player holds a small die over the center area of the battlefield, between 1-2' above the table surface and then drops the die onto the table. Where the die finally rests is exactly where the new shard appears. A player will do this action for each new shard that appears, one die at a time. If a die rolls directly under or into a multi-leveled terrain piece, the player may choose upon which level of terrain the new shard appears. If a die rolls off the table, place the new shard right at the table's edge approximately where the die had rolled off, as agreed upon by all players. If a die rolls into a soldier model and lands in base-to-base contact, then the shard appears right next to the lucky soldier in base-to-base contact (but cannot be secured until the soldier is given a Run or Advance Order).

Victory Conditions: Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to these points, bonus points apply:

  • +30uc to the player whose warband secures the first shard of sunstone
  • +15uc for every time a player's warband secures a new shard of sunstone

(And, if playing in a campaign, the player who collects the most shards of sunstone by the end of the game receives a free Opal Sunstone relic for their inventory during the Post-Battle Regroup.)

Four Player Games

UC Limit Per Player: 60uc Battlefield Size: 4' x 4' Illicit Caches for Campaigns: 3+2D3 (5-9 total)

Order Dice and Deployment Rule Adjustments for Four Players: When playing Star Breach with four players, each player must utilize a different colored set of order dice, but all four sets should still be identical in weight, size and shape. For four player matches, two dice bags are used to blindly draw the order dice, with only two players' sets of order dice placed in each bag. When the scenario is marked "Free-for-All", the warbands facing each other from across the table place all their dice together in the same bag. When a scenario is marked "Team Battle", the warbands on the same team place all their order dice (still different in color) into the same bag. Once the four sets of dice are organized into the two bags, the two bags are blindly drawn from in an alternating fashion. One die is pulled from one bag, the die is given to its owner, the player assigns and executes an order, and then the next die is pulled from the other bag, the die is given to its owner, etc. Play continues like this until both bags are completely empty. When playing a "Team Battle" scenario, teammates may not exchange order dice orders: the order die drawn must stay with its player and be assigned to its designated warband. Other than these rule adjustments, the mechanics of order dice function just like a normal two player game.

For four player games, action begins with blindly drawing an order die from the first of the two order dice bags. The bag containing the order dice of the player(s) who had rolled the lowest for deployment is the bag that is drawn from first. When it comes to a turn's Special Actions Phase, players simply take turns assigning and executing Special Actions, starting with the player whose first order die was drawn last during the Order Dice Phase, then the player who was second to last, then the player who had drawn second, and finally the player whose order die was drawn first.

When deploying for battle, all four players will roll a single D6 to determine the order in which players will deploy and where they will deploy on the battlefield (rerolling any ties). Instead of using a full table's edge per player, matches that have four players utilize designated deployment zones where players are allowed to setup their warbands. For "Free-for-All" games, the highest roller for the deployment roll chooses their deployment zone first but waits to place their warband. The second highest roller then chooses their deployment zone second and immediately deploys all their warband within the zone. The second lowest roller does the same as the second highest. Finally, the lowest roller immediately deploys all their warband within the remaining deployment zone. After this, the player who had the highest roll deploys their warband within their deployment zone. For "Team Battle" games, only two dice are rolled: one for the first team, and one for the second team. The team with the higher roll chooses the table sides and their deployment zones, and then the team with the lower roll must deploy the whole of their warbands in the two remaining deployment zones (one zone per warband; no intermixing warbands in the same zone). After this, the two players with the higher team-roll deploy their warbands in the deployment zones they had chosen.

When playing a "Team Battle" match, naturally, there will be two scenario winners and two losers. When tallying victory point UC, teams add the total of each team member's victory points for a team-score. The two players with the highest team-score wins the scenario. Thus, two players will get to add a Win to their running total of scenario wins if the match was for a campaign. Also note that teammates do not share secured illicit caches. If illicit caches are in play, then individuals are still responsible for securing their own caches and solely reaping the benefits.

1. Fight to the Center (4 Player, Free-for-All)

Deployment: Typical deployment rules are in effect. All four deployment zones are each centered along all four table edges, 24" wide by 3" deep.

Turns: At the end of the 4th turn, roll a D6. On a 3+, the game goes to turn 5. On a 1 or 2, the game ends. At the end of turn 5, roll a D6. On a 5+, the game goes to turn 6. On a 1-4, the game ends. At the end of turn 6 the game ends.

Scenario Rules: All soldiers from all warbands have been ordered to claim the central position of the battlefield and hold their ground. Before deployment, find the exact center of the battlefield and set a token or small terrain piece down on the field to make the center clear to all players. The scenario objective for all four players is to get your Alpha and soldiers as close to the center of the battlefield as possible, without allowing the enemy soldiers do the same. In the rare circumstance that the game ends and opposing soldiers are exactly the same distance from the center, then neither warband gains points for these equally distanced soldiers. (If playing as a "Team Battle", then allied warbands simply work together to get as many allied soldiers and specialists as close to the center of the table as possible.)

Victory Conditions: Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to these points, bonus points apply:

  • +50uc if your lead Alpha is closer to the center of the battlefield than your opponents'
  • +10uc for every regular soldier closer to the center of the battlefield than your opponents' regular soldiers
  • +15uc for every specialist closer to the center of the battlefield than your opponents' specialists

2. Steal the Beacon (Free-for-All)

Deployment: Typical deployment rules are in effect. All four deployment zones are each centered along all four table edges, 24" wide by 3" deep.

Turns: 6 turns total, or until the beacon is fully retrieved off the battlefield.

Scenario Rules: An outer-orbit beacon containing highly confidential satellite footage has crash landed in this remote location and must be recovered before falling into the wrong hands! Before deployment, find the exact center of the battlefield and set a beacon token/mini at this location (no larger than 32mm round). The scenario objective for all four players is to secure and retrieve the beacon for their own warband, while preventing the opposing warbands from doing the same.

To secure the beacon, any soldier or specialist from a player's warband must come into base-to-base contact with the beacon as the result of either an Advance or Run Order. Once secured, the beacon must be fully retrieved off the battlefield for the soldier's warband to successfully capture the satellite images. Since the beacon's hardware is quite small, the carrying soldier can execute orders and actions per usual. The soldier will not hand off the beacon to any other soldier but will attempt to escape the battlefield with the beacon or die trying. If the soldier is killed and eliminated from play, the beacon is dropped at this location and free for any other soldier or specialist to pick up.

Once a soldier carrying the beacon is successfully moved in such a way that they touch or move beyond the edge of the table, the beacon is fully retrieved for their warband and the match immediately comes to an end. If the beacon remains on the battlefield, having not been secured by any of the four warbands, then none of the warbands gain bonus victory points for the beacon's retrieval.

Victory Conditions: Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to these points, bonus points apply:

  • +50uc to the player whose soldier fully retrieves the beacon for their warband before the end of turn 6
  • +10uc to a player if their warband had secured the beacon, but failed to get it off the field by the end of turn 6

3. Mech Graveyard (Free-for-All OR Team Battle; Also adapts well to 3 player matches)

Deployment: Typical deployment rules are in effect. All four deployment zones are each centered along all four table edges, 24" wide by 3" deep. If playing with teams, teamed warbands may deploy anywhere in relation to one another, whether it be across the table from one another or to each other's flanks.

Turns: 6 turns total, or until a mech is fully retrieved off the battlefield.

Scenario Rules: All four warbands have their eye on looting a Mech Graveyard, hoping to find the perfect specimen to steal away and build into a customized war machine. Before deployment, each player is given two mech models (or representative tokens no larger than 50mm round) and in an alternating fashion each player takes turns placing a mech model on the battlefield with each mech being at least 12" away from any table edge and at least 6" away from each other. Since players have yet to know where they are deploying, distribution of the mechs should be kept fairly even. Once the mechs are placed, players roll for deployment and begin the battle.

The objective for all players of this scenario is to find a working mech, hack it and then fully retrieve it off the battlefield before any of the other warbands can do so. To check if a mech is working or not, a soldier must be moved into base-to-base contact with the mech model and execute a Down Order. Once Down, the controlling player of the soldier rolls a D6. On the roll of a 1-4, the mech is completely unserviceable and nothing happens. On the roll of a 5 or 6, however, the mech has been found to be in repairable condition. If a mech is deemed repairable, then it is fair game for any warband to attempt to hack the mech and bring it to life for their cause. To hack a mech, a soldier must be in base-to-base contact with a repairable mech and then execute a Mend Order or Action. The Mend has no other effect but to successfully hack the Mech and start it up for the controlling player's warband (thus adding a new order die into the order dice bag for the warband). The Mech has a unique profile of its own:

Junkyard Mech: M6, I4, H8, A5

  • Primary Weapon: Rivet Gun (Range: 24" / Attack Rolls: 2 / Wound Mod: +3)
  • Secondary Weapon: Drilling Blade (Melee / Wound Mod: +4 / +2 Initiative in CC)

A Junkyard Mech has no special rules and must abide by all normal mech rules. Multiple Junkyard Mechs may be hacked in the same match, even by the same warband. Once a mech is hacked, it is the controlling player's main objective to get the Mech off the battlefield before being destroyed. While the mech may be used to fight in the battle, unless it can do a considerable amount of damage, it is probably worth more to the warband safely retrieved. To retrieve the mech for their warband, a player must simply move the mech in such a way so that the model either touches or moves beyond the table's edge. Once a single mech is fully retrieved off the table, the game comes to an immediate end.

If seven out of the eight mechs are found to be unserviceable upon first examination, then the last remaining mech is automatically considered serviceable and ready to be hacked by any warband. If no mech is claimed by a warband by the end of turn 6, or all claimed mechs are destroyed before being retrieved, then none of the warbands gain bonus points.

Victory Conditions: Tally victory points per usual, by adding up the total UC of eliminated enemy soldiers. In addition to these points, bonus points apply:

  • +50uc to the player whose warband successfully retrieves a Junkyard Mech before the end of turn 6
  • +15uc every time a player's hacked mech kills and eliminates an enemy soldier or specialist (in addition to their UC cost)
  • +25uc to the warband which delivers the killing blow and eliminates an enemy hacked Junkyard Mech from battle

Five and Six Player Order Dice and Deployment

UC Limit Per Player: 40uc Battlefield Size: 4' x 4' Illicit Caches for Campaigns: 5+2D3 (7-11 total)

Order Dice Rule Adjustments for Five or Six Player Matches: When playing Star Breach with five or six players, each player must utilize a different colored set of order dice, but all the players' dice sets should still be identical in weight, size and shape. For five player matches, only one order dice bag is used, and all the players' dice go into the same bag for drawing. For six player matches, two dice bags are used to blindly draw the order dice, with three sets of order dice placed in each bag. When playing "Free-for-All" matches with six players, it doesn't really matter which players' set of dice go in which bag, so long as they continue to be pulled, recollected and placed back into the same bags they started in. When playing "Team Battle" matches, the warbands on the same team place all their order dice (still different in color) into the same bag. Once the sets of dice are organized into two bags, the two bags are blindly drawn from in an alternating fashion. One die is pulled from one bag, the die is given to its owner, the player assigns and executes an order, and then the next die is pulled from the other bag, the die is given to its owner, etc. Play continues like this until the bags are completely empty. When playing a "Team Battle" scenario, teammates may not exchange order dice orders: the order die drawn must stay with its player and be assigned to its designated warband. When the order dice are collected and placed into the two order dice bags, action begins each new turn by blindly drawing an order die from the first of the two order dice bags. The bag containing the order dice of the player(s) who roll the lowest for deployment is the bag that is drawn from first. Other than these rule adjustments, the order dice mechanics function just like a normal game.

When it comes to a turn's Special Actions Phase for five or six players, players simply take turns assigning and executing Special Actions, starting with the player whose initial order die was drawn last during the turn's Order Dice Phase, then the player who was second to last, then the next player, the next, etc., and finally the player whose order die was drawn first.

Keep It Moving: To keep the game moving at a decent rate of play for five or six player matches, it may be wise to have two players active at a time. To do this during the order die phase, players simply pull a die and the moment the controlling player assigns an order, while the order is being executed, players immediately pull the next order die and the controlling player of that die can get along with also assigning and executing an order. Similarly, during the Special Actions Phase, once a player assigns a special action, the next player in queue can also immediately assign a special action. This method is especially helpful when the two players' actions have nothing to do with each other and engage other players on different areas of the battlefield.

Deployment Rule Adjustments for Five or Six Player Matches: Deployment for five or six player matches works very differently than other matches. Illicit caches are always in play for five or six player matches, even for open play matches, and thus caches should be rolled for and placed before the beginning of any 5-6 player match. When players are ready to begin a game, dice are collected and placed into the dice bag(s) and none of the warbands start the game deployed on the battlefield. Then, as part of the first turn's Order Dice Phase, when a player's initial order die is blindly drawn, they must choose a 6" wide deployment zone along the table's edge, anywhere, along any edge, and then deploy all of their warband models within this 6" zone and touching the edge of the table. Once their deployment zone is chosen, the player then assigns and executes their first order, which must be a Run Order or a Down Order. After this, the next order die is drawn, and if it is for a new player, this player now chooses their own 6" wide portion of the table's edge, anywhere at least 12" away from any other players' chosen deployment zones, and deploys the whole of their warband there. Also, they may only assign a Run or Down Order for their first order. In this manner, every player eventually chooses their own deployment zone and deploys their warband, while also assigning the first order die to any one of their soldiers with a Run or Down Order. It is important to note that Warband Special Rules that involve drawing/manipulating order dice draws and/or post-deployment events (such as special movement or bombardments), are not allowed during this first turn of battle in five or six player matches but may be enacted starting at the very beginning of the second turn, before order dice are drawn.

The Secret Objective System for Five or Six Player Matches

Instead of choosing from a list of scenarios, when players organize a five or six player match, players get to individually roll for secret objectives. After the battlefield has been set up and illicit caches placed, but before the first order die is drawn, players each roll a D6 to determine their secret objective number. When rolling the D6, it should be done in a hidden fashion and the number should be jotted down somewhere hidden for future reference. Once each player has rolled for their number and has noted it, they then consult the secret objective chart below to determine their secret objective for this match:

SO#Secret Objective
1Your warband must personally contribute to the elimination of one, entire, enemy warband. As long as your warband applies at least one wound to each of the soldiers and specialists in the eliminated warband, your objective is completed.
2Your warband must keep your Alpha alive for the entirety of the match, and your Alpha must end the match at full health.
3Your warband must be the closest warband to the exact center of the battlefield by the end of the match. Even if only a single soldier from your warband is the closest, that is a success. Find the center of the battlefield at the end of the match.
4Your warband must secure the most illicit caches out of any warband before the end of the match. You cannot tie with another player. You must be solely holding the most caches by the end of the final turn.
5Your warband must personally contribute to the elimination of three enemy specialists or Alphas, from any warband, before the end of the match. As long as your warband applies at least 5 wounds to each of the eliminated specialists, your objective is complete.
6Your warband must move across the entire battlefield and end the match with at least one model touching the table edge directly opposite of where you started.

Once each player has committed their warband's secret objective to memory, the match begins. It is very possible, and highly likely, that a few players will have the same secret objective. This is not an issue for gameplay. If anything, it is an expected outcome that will make for a more intriguing match. Sometimes secret objectives will become not-so-secret as gameplay progresses, and that is also OK. It is acceptable, but potentially unwise, for players to reveal their objectives at their own discretion and to any number of opposing players they wish to inform. Also, it is entirely possible that multiple players will end the match having completed their objective.

If a player comes to the end of a five or six player match and has completed their objective, their warband gains an additional 75uc when tallying victory points.

Six Player "Team Battle" Notes

When playing with six players, it may be agreed upon by all the players to do a "Team Battle", in which case the six participants are split into two teams of three. Players may even choose to further split into three teams of two, and the only adjustment necessary to do this is to utilize three order dice bags instead of two: one for each team, and each team drawing dice in an alternating manner (just like the four-player "Team Battle" matches).

After players are split into teams, the play through of the match is essentially identical to a "Free-For-All" match. All players still roll individually for secret objectives and fight to complete their secret objective in battle before the game ends. The only addition is that teams can share their secret objectives outright with their teammates and work together to complete as many of their objectives as possible. When tallying victory point UC, teams add the total of each team member's victory points for a team-score. The team with the highest team-score wins the scenario, and all team members get to add a Win to their running total of scenario victories if the match was for a campaign. Also note that teammates do not share secured illicit caches. Individuals are still responsible for securing their own caches and solely reaping the benefits.

Warbands Anthology

Each warband's soldiers, weapons and relics are listed below. The printed "Warband Selector & Summaries" pages, which repeat each faction's soldier stat lines in condensed form, are not reproduced separately; every soldier profile appears in full in its faction entry.

Minor typographical errors in the printed anthology (for example a missing word or a garbled hyphenation) have been corrected to their evident sense.

Anthology Notes and Reminders

  • For the sake of simplicity, the term "soldier" is used generally throughout this section to refer to both soldiers and specialists. If a distinction is necessary, it will be clearly noted.
  • Weapons and Relics pre-listed under a soldier's profile are included in the soldier's base cost for free, unless otherwise noted.
  • Every warband has their own weaponry list and relics list, from which the warband's soldiers' weapons and relics are chosen. Unless otherwise noted, warbands must work within their own lists.
  • If a soldier is free to equip any weapons of the player's choice, and the player equips the soldier with both a ranged weapon and a weapon marked as "melee", then the ranged weapon must always be slotted as the "primary weapon" and the melee weapon must be slotted as the "secondary weapon." If the soldier is equipped with both ranged weapons or both melee weapons, then the weapon which cost the most uc is slotted as the "primary weapon." If the weapons are equal in cost, then it does not matter which weapon is slotted where.

Legion of Mankind

Warband Special Rules

  • Overwatch: Once per turn, when a soldier or specialist is assigned and executes a Fire Order during the Order Dice phase, one additional friendly soldier within 6", and who has not already executed an order, may also be assigned, and immediately execute, a Fire Order. This rule may also apply when executing a Fire Order in response to an Assault Order.
  • Fire and Movement: Legion of Mankind soldiers and specialists do not suffer a -1 initiative modifier for moving and shooting (and for psychic abilities) due to executing an Advance Order.

Soldiers

  • Sergeant (Alpha): M5 I5 H10 A5 | Cost: FREE
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type for FREE
    • Relics: May take any two relics at cost
    • Alpha Skills: Natural Leader 1 and any one skill for FREE, plus one additional skill for 3uc
  • Corporal: M5 I4 H10 A4 | Cost: 14uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: Bolt Pistol
    • Grenades: May take one of any type at cost
    • Relics: May take any single relic at cost
  • Lance-Corporal: M5 I3 H8 A3 | Cost: 10uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: Bolt Pistol
    • Grenades: May take one of any type at cost
    • Relics: May take any single relic at cost
  • Private: M5 I3 H8 A2 | Cost: 8uc
    • Primary Weapon: Bolt Rifle OR Subcompact Bolt Gun
    • Relics: May take any single relic at cost

Specialists

  • Scout: M6 I3 H8 A1 | Cost: 8uc
    • Primary Weapon: Bolt Rifle (Scoped)
    • Secondary Weapon: Bolt Pistol
  • Engineer: M4 I3 H8 A4 | Cost: 15uc
    • Primary Weapon: Flamethrower OR Rocket Launcher
    • Secondary Weapon: Bolt Pistol
    • Grenades: May take two of any type for FREE
    • Alpha Skill: Field Mechanic
  • Medic (Unique): M5 I3 H8 A2 | Cost: 10uc
    • Primary Weapon: Bolt Pistol
    • Relics: Steroid Pack and Opiate Pack
    • Alpha Skill: Field Medicine
  • Chaplain (Unique/Psychic): M5 I4 H8 A2 | Cost: 12uc
    • Primary Weapon: Power Gauntlet or Power Saber
    • Secondary Weapon: Bolt Pistol
    • Relics: May take any single relic at cost
    • Psychic Abilities: All abilities from the School of Order
  • Assault Mech (Unique/Mech): M7 I4 H10 A5 | Cost: 18uc
    • Primary Weapon: May take any (m) weapon at cost

Legion of Mankind Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Power Gauntlet2meleena+4+1 initiative in close combat
Power Claws2meleena+2+2 initiative in close combat
Power Saber3meleena+4+2 initiative in close combat
Bolt PistolFREE121+2+1 initiative in CC; Cannot be used to execute Cover Fire

Legion of Mankind Relics

Relic NameCost (uc)Special Effect
Jetpack2Grants +1 movement value to the soldier and the soldier ignores all terrain rules while the model moves.
Service Medal3Grants +1 initiative value to the soldier for the entirety of the battle.
Battle Forged Armor2Grants +1 armor value to the soldier for the entirety of the battle.
Artifact of Old Earth1Once per game, before executing an assigned order, the soldier gains +1 initiative value until the end of the turn.
Kevlar Under Armor1Once per game, before applying damage to the soldier, the player may add to the soldier +2 armor value.
Steroid Pack2Once per game, before executing an assigned order, the soldier gains +1 movement and may take a special action during the Special Action Phase, for this turn only.
Opiate Pack2

Terror Legion

Warband Special Rules

  • Unnatural Armor: When Terror Legion soldiers and specialists reach 3 health or less remaining, they gain +1 to their armor value for the remainder of the battle, even after mending back to a higher health value.
  • Numb: All Terror Legion soldiers and specialists ignore the "walking wounded" rule and perform normally even at low health. Terror Legion Mechs are also unaffected by low health and disregard the Mech Malfunction Chart.

Soldiers

  • Terror Sergeant (Alpha): M4 I5 H10 A5 | Cost: FREE
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: Corrupted Blade
    • Grenades: Two of any type for FREE
    • Relics: May take any two relics for FREE
    • Alpha Skills: Ruthless Nature 1 and any one skill for FREE, plus one additional skill for 3uc
  • Terror Veteran Guard: M4 I4 H10 A3 | Cost: 15uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type at cost
    • Relics: May take any single relic at cost
  • Terror Guard: M4 I3 H8 A3 | Cost: 12uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: Bolt Pistol
    • Grenades: May take one of any type at cost
    • Relics: May take any single relic at cost
  • Slave to Terror: M6 I2 H8 A1 | Cost: 7uc
    • Primary Weapon: Corrupted Claws OR Corrupted Blade

Specialists

  • Doomsayer: M4 I4 H10 A3 | Cost: 16uc
    • Primary Weapon: Disease Expeller OR Rocket Launcher
    • Secondary Weapon: Corrupted Blade
    • Grenades: 1 Pestilence Grenade
    • Relics: May take any single relic at cost
  • Corrupted Apothecary: M4 I3 H8 A2 | Cost: 10uc
    • Primary Weapon: Corrupted Blade
    • Secondary Weapon: Bolt Pistol
    • Relics: Corrupted Steroid Pack and Tainted Opiate Pack
    • Alpha Skill: Field Medicine
  • Warlock (Unique/Psychic): M4 I5 H8 A2 | Cost: 14uc
    • Primary Weapon: Corrupted Claws OR Corrupted Blade
    • Secondary Weapon: Bolt Pistol
    • Relics: May take any single relic at cost
    • Psychic Abilities: All abilities from the School of Disorder
  • Terror Engine (Unique/Mech): M6 I4 H10 A4 | Cost: 18uc
    • Primary Weapon: Disease Expeller (m)
    • Secondary Weapon: Searing Probe
  • Terror Mech (Unique/Mech): M6 I4 H12 A5 | Cost: 20uc

Terror Legion Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Corrupted GauntletFREEmeleena+3+1 initiative in CC
Corrupted Claws1meleena+2+2 initiative in close combat
Corrupted Blade1meleena+6-
Bolt PistolFREE121+2+1 initiative in CC; Cannot be used to execute Cover Fire

Terror Legion Relics

Relic NameCost (uc)Special Effect
Jetpack2Grants +1 movement value to the soldier and the soldier ignores all terrain rules while the model moves.
Amulet of the Damned1Once per game, before executing an assigned order, the soldier may lose 3 health value to gain +1 initiative value until the end of this turn. Once the turn has ended, the soldier immediately regains 3 health value and returns to their base initiative value (removing the +1 bonus they had in the previous turn).
Pestilence Censor2Enemy soldiers who must apply damage within 6" of the soldier who bears Pestilence Censor, including those in close combat, must apply an additional 2 damage to the total taken.
Corrupted Steroid Pack2Once per game, before executing an assigned order, the soldier gains +2 movement and +1 initiative values and may take a special action during the Special Action Phase, for this turn only. However, on the next turn, the soldier must be assigned and execute a Down Order during the Order Dice Phase.
Tainted Opiate Pack1Once per game, when executing a Down Order, the soldier regains 2 health value, up to initial maximum.
Com-link

Terrors of Abaddon

Warband Special Rules

  • Ethereal Presence: Instead of adding their initiative value to a dodge roll, all Terrors of Abaddon soldiers and specialists add their current movement value. However, they do not ever gain initiative modifiers for partial cover or being Down. Furthermore, when hit by a ranged attack or in close combat, the difference in dice rolls is irrelevant, and only the weapon's damage modifier value and an additional +1 point of damage (or simply the special rule damage without a +1) is applied against the armor and health value of the Terrors of Abaddon soldier or specialist. If the weapon has no damage modifier, then only the +1 point of damage is applied.
  • Soul Leech: When an enemy soldier is removed as a casualty for any reason during the battle, all Terrors of Abaddon soldiers and specialists within 6" of the death instantly gain +2 health. In addition, Terrors of Abaddon soldiers and specialists ignore the "walking wounded" rule.

Soldiers

  • Terror Principality (Alpha/Psychic): M6 I5 H12 A0 | Cost: FREE
    • Primary Weapon: Staff of Terror
    • Secondary Weapon: Claws and Fangs
    • Relics: May take any two relics at cost
    • Psychic Abilities: All abilities from the School of Disorder
    • Alpha Skills: Psychic Prowess 1 and 2, plus one additional skill for 3uc
  • Champion of Horror: M5 I4 H10 A0 | Cost: 14uc
    • Primary Weapon: Sword of Horror
    • Secondary Weapon: Fire Breath
    • Relics: May take any two relics at cost
  • Champion of Lust: M6 I3 H10 A0 | Cost: 14uc
    • Primary Weapon: Blade of Vanity
    • Secondary Weapon: Claws and Fangs
    • Relics: May take any two relics at cost
  • Champion of Chaos: M* I* H10 A0 | Cost: 12uc
    • Primary Weapon: Maul of Corruption
    • Secondary Weapon: Fire Brands
    • Relics: May take any two relics at cost
    • Special Note: A Champion of Chaos does not have set movement or initiative values, but the player rolls a D6 at the beginning of each turn to see what each of the values are for this turn. If the player rolls a 1 or 2: M2 and I2. A result of 3 or 4: M4 and I4. A result of 5 or 6: M6 and I6.

Specialists

  • Hell Hound: M6 I2 H8 A0 | Cost: 8uc
    • Primary Weapon: Claws and Fangs
  • Changeling: M6 I* H10 A0 | Cost: 10uc
    • Primary Weapon: Firebrands OR Fire Breath
    • Secondary Weapon: Claws and Teeth
    • Special Note: A Changeling does not have a set initiative value, but the player rolls a D6 at the beginning of each turn to see what the value is for this turn. If the player rolls a 1 or 2: I2. A result of 3 or 4: I4. A result of 5 or 6: I6.
  • Foul Beast: M5 I4 H12 A0 | Cost: 12uc
    • Primary Weapon: Fire Breath
    • Secondary Weapon: Huge Daemonic Claws
    • Special Note: While not a Mech, this soldier may be fixed to a base up to 50mm round.
  • Ancient Terror Engine (Unique/Mech): M5 I4 H12 A0 | Cost: 18uc
    • Primary Weapon: May take any (m) weapon at cost
    • Secondary Weapon: May take any (m) weapon at cost
  • Advent of Abaddon (Unique/Psychic): M5 I5 H20 A0 | Cost: 28uc
    • Primary Weapon: Fire Breath
    • Secondary Weapon: Huge Daemonic Claws
    • Relics: Black Mirror and one additional relic at cost

Terrors of Abaddon Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Staff of TerrorFREE242+4+2 initiative in close combat; Compact
Sword of HorrorFREEmeleena+4+2 initiative in close combat
Blade of VanityFREE123+2+1 initiative for ranged attacks; Compact
Maul of CorruptionFREEmeleena+7

Terrors of Abaddon Relics

Relic NameCost (uc)Special Effect
Wings2Grants +1 movement value to the soldier and the soldier ignores all terrain rules while the model moves.
Amulet of the Damned1Once per game, before executing an assigned order, the soldier may lose 3 health value to gain +1 initiative value until the end of this turn. Once the turn has ended, the soldier immediately regains 3 health value and returns to their base initiative value (removing the +1 bonus they had in the previous turn).
Vestibule of Souls2Once per game, when executing a Down Order, the soldier regains 3 health value, up to initial maximum.
Ruby Moonstone3Grants +2 health value to the soldier for the entirety of the battle.
Onyx Moonstone2When a psychic bearing a Onyx Moonstone attempts to cast a Psychic Counter, they gain a +1 initiative modifier for their roll.
Amethyst Moonstone2All psychic abilities attempted by the bearer are decreased in their Power Level by 1.

The Hive

Warband Special Rules

  • Hivemind: As long as The Hive's warband Alpha is alive, Hive soldiers and specialists may use the base initiative value listed in their profiles. When The Hive Alpha is killed, however, then all soldier and specialist initiative values are instantly and permanently dropped to a base value of 1.
  • Scuttering Horde: All Hive soldiers and specialists ignore difficult terrain for movement and freefall at any height without applying damage. Similarly, they can climb up and over any vertical surface (measuring for upward movement). In addition, at the beginning of every turn, before any order dice are drawn, The Hive player may immediately and freely move any three of their soldiers and/or specialists up to 3" in any direction.

Soldiers

  • Taskmaster (Alpha/Psychic): M6 I5 H12 A4 | Cost: FREE
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Relics: May take any two relics at cost
    • Psychic Abilities: All abilities from the School of Bio-Instinct
    • Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
  • Drone X: M6 I4* H8 A3 | Cost: 8uc
    • Primary Weapon: Acidic Talons
    • Relics: May take any single relic at cost
  • Drone Y: M6 I3* H7 A3 | Cost: 8uc
    • Primary Weapon: Needle Gun OR Needle Rifle OR Acid Spitter at cost
    • Relics: May take any single relic at cost
  • Drone Z: M7 I3* H7 A2 | Cost: 8uc
    • Primary Weapon: Needle Rifle
    • Relics: May take any single relic at cost
    • Special Note: Drone Z has wings and can fly, meaning it ignores all terrain rules while executing movement of any kind.

Specialists

  • Harvester: M7 I4* H8 A3 | Cost: 12uc
    • Primary Weapon: Acidic Claws and Teeth
    • Relics: May take any two relics at cost
  • Warrior X: M6 I4* H10 A4 | Cost: 14uc
    • Primary Weapon: Acidic Lash
    • Secondary Weapon: Acidic Sword
    • Relics: May take any two relics at cost
  • Warrior Y: M6 I4* H10 A4 | Cost: 14uc
    • Primary Weapon: Spike Cannon OR Spore Cannon at cost
    • Secondary Weapon: Acidic Talons
    • Relics: May take any two relics at cost
  • Reaper (Unique): M6 I4* H10 A5 | Cost: 16uc
    • Primary Weapon: Acidic Lash
    • Secondary Weapon: Acidic Claws and Teeth
    • Relics: May take single relic at cost
    • Special Note: When assigned an order die, a Reaper may use the single die to execute two Fire Orders back-to-back, whether they are at the same target or not. Also, a Reaper may be fixed to a base up to 50mm round.
  • Brood Mother (Unique/Psychic): M4 I5 H18 A2 | Cost: 20uc
    • Primary Weapon: Spore Cannon

The Hive Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Acidic TalonsFREEmeleena+4+1 initiative in close combat
Needle GunFREE122+2+1 initiative in CC; Unwieldy; Compact
Needle RifleFREE241+4-
Acidic Claws and Teeth1meleena+4+2 initiative in close combat

The Hive Relics

Relic NameCost (uc)Special Effect
Adrenalin Sac1Once per game, before executing an assigned order, the soldier may gain +1 initiative value until the end of the turn.
Toxin Sac1Once per game, before making any single attack roll or combat roll, the player may declare they are using the soldier's equipped Toxin Sac. If this roll is successful and the target is hit, the total damage is immediately applied directly to the target's health and ignores armor.
Elongated Limbs2Grants +1 movement value to the soldier for the entirety of the battle.
Oversized Mandible2Increases the damage bonus applied by the soldier's melee weapons by +2
Magnified Oculus2Increases the range of all the soldier's ranged weapons by 6"
Scales of the Fallen2Grants +1 armor value to the soldier for the entirety of the battle.
Hyper Adaptive Scaling

The Ancient Machine

Warband Rules

  • Plasma Shielding: When Ancient Machine soldiers and specialists apply damage, instead of applying the total damage count against armor first and then health, the damage total is simply halved (rounding up) and then applied against health. If the Ancient Machine Alpha dies, then this shield connection is broken and all soldiers and specialists are left with an armor value of 2. If a soldier with the "Plasma Shielding" rule has the opportunity to add an armor value (from a skill or relic), then damage against the soldier is first applied against this armor value, and then halved (rounding up) before damage is applied to their health.
  • Auto-Mend Protocol: When executing a Mend Order, any Ancient Machine soldier or specialist automatically gains +4 health, with no D6 roll necessary.

Soldiers

  • Ancient Seer (Alpha/Psychic): M4 I6 H12 A* | Cost: FREE
    • Primary Weapon: Electrified Scythe
    • Secondary Weapon: Beam Rifle
    • Relics: May take any two relics at cost
    • Psychic Abilities: All Plasmid abilities
    • Alpha Skills: Field Mechanic, and any two additional skills for FREE
  • Bot Mk2: M4 I4 H10 A* | Cost: 13uc
    • Primary Weapon: Beam Rifle
    • Secondary Weapon: Electrified Knife
    • Relics: May take any two relics at cost
  • Bot Mk1: M4 I3 H10 A* | Cost: 10uc
    • Primary Weapon: Beam Rifle
    • Secondary Weapon: Electrified Knife
    • Relics: May take single relic at cost
  • Razor Bot Swarm: M6 I2 H8 A* | Cost: 8uc
    • Primary Weapon: Searing Razors

Specialists

  • Shock-trooper Bot: M6 I4 H8 A* | Cost: 12uc
    • Primary Weapon: Electrified Rod
    • Secondary Weapon: Electrified Knife
    • Relics: May take any two relics at cost
  • Heavy Support Bot: M4 I3 H12 A* | Cost: 13uc
    • Primary Weapon: Beam Cannon OR Lightning Cannon at cost
    • Secondary Weapon: Electrified Knife
    • Relics: May take any two relics at cost
  • Ancient Soothsayer (Unique/Psychic): M4 I5 H8 A* | Cost: 15uc
    • Primary Weapon: Electrified Scythe
    • Secondary Weapon: Electrified Knife
    • Relics: May take any two relics at cost
    • Psychic Abilities: All Plasmid abilities
  • Razor Bot Mother (Unique/Mech): M6 I4 H12 A* | Cost: 17uc
    • Primary Weapon: Razor Bot Swarm
    • Secondary Weapon: Searing Razors
  • War Machine (Unique/Mech): M4 I4 H14 A* | Cost: 20uc
    • Primary Weapon: Lightning Coil OR Precision Laser Beam
    • Secondary Weapon: Precision Laser Beam OR Dual Beam Cannon

The Ancient Machine Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Electrified KnifeFREEmeleena+2+1 initiative in close combat
Electrified RodFREE62na+2 initiative in close combat and ranged attacks; Compact; If this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 3 health from the target; if used in close combat, when the soldier wins a round of close combat, also apply wounds in the above manner (subtracting 3 health)
Electrified ScytheFREE122na+2 initiative in close combat and ranged attacks; Compact; If this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 3 health from the target; if used in close combat, when the soldier wins a round of close combat, also apply wounds in the above manner (subtracting 3 health)

The Ancient Machine Relics

Relic NameCost (uc)Special Effect
Overclocked Driver1Once per game, before executing any assigned order, the soldier may add +1 initiative value until the end of the turn.
Auto Targeting System1Once per game, before executing any ranged attack with any weapon, the soldier gains a +1 initiative modifier to their attack roll.
Accuracy Lock2When executing a Fire or Advance Order, ranged attacks made by this soldier prohibit the target from adding initiative modifiers to their dodge roll for being behind cover and/or Down.
Telescoping Optics2The soldier treats all ranged attacks as if they were shooting from close-range (+1 initiative to attack rolls)
Sub-Gamma Gun Cell2When this soldier executes any ranged attack with a weapon that has "Beam" in the name, the targeted soldier immediately and automatically applies -1 to their health value, even if the ranged attack is a miss.
Sub-Gamma Radiation2When this soldier comes into close combat with an enemy, the enemy soldier must immediately, automatically apply -1 to their health value, before the close combat round is fought.

Coven Empire

Warband Special Rules

  • EMP Barrage: At the beginning of a battle, before the first order die is drawn, the player rolls a D6 for every enemy soldier and specialist on the table. On a roll of 1-3, nothing happens. On a 4-6, the enemy soldier cannot execute any ranged attacks of any kind during the first full turn.
  • Death Before Dishonor: Coven soldiers and specialists never apply the -2 initiative modifier for losing a round of close combat. Also, if a Coven soldier or specialist kills an enemy in close combat, the victorious soldier will gain +1 to their base initiative value for the rest of the game (once per soldier).

Soldiers

  • Coven Sergeant (Alpha): M5 I5 H9 A5 | Cost: FREE
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type for FREE
    • Relics: May take any two relics at cost
    • Alpha Skills: Inspiring Presence 1, and two additional skills for FREE
  • Coven Veteran Trooper: M5 I5 H9 A4 | Cost: 15uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: Pulse Handgun or Electrified Knife
    • Grenades: May take two of any type at cost
    • Relics: May take single relic at cost
  • Coven Trooper: M5 I4 H7 A3 | Cost: 12uc
    • Primary Weapon: Pulse Rifle OR Pulse Carbine
    • Secondary Weapon: Electrified Knife
    • Grenades: May take one of any type at cost
    • Relics: May take single relic at cost
  • Coven Serf: M5 I3 H7 A2 | Cost: 8uc
    • Primary Weapon: Pulse Rifle OR Pulse Carbine
    • Secondary Weapon: Electrified Knife

Specialists

  • Coven Hover Drone: M8 I1* H7 A1 | Cost: 7uc
    • Primary Weapon: Pulse Carbine
    • Relics: May take Shield Generator at cost
    • Special Note: A Coven Hover Drone has a base initiative value of 1 when outside of 3" from a friendly soldier or specialist (not including other Hover Drones). But, when within 3" of a friendly soldier or specialist, the Drone's initiative value gains +2, for a total of 3.
  • Coven Scout: M6 I3 H9 A1 | Cost: 10uc
    • Primary Weapon: Pulse Jezail OR Fusion Blaster
    • Secondary Weapon: Electrified Knife
    • Grenades: 1 EMP Grenade
  • Coven Battle Priest (Unique/Psychic): M5 I5 H9 A2 | Cost: 13uc
    • Primary Weapon: Electrified Battle Staff
    • Relics: May take any two relics at cost
    • Psychic Abilities: All abilities from the School of Order
  • Coven Stealth Suit (Mech): M5 I5 H9 A4 | Cost: 17uc
    • Primary Weapon: Pulse Jezail OR Incinerator
    • Secondary Weapon: Incinerator OR Electrified Knife
    • Alpha Skill: Stealth 1
  • Coven Battle Mech (Unique/Mech): M5 I4 H10 A6 | Cost: 20uc

Coven Empire Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Electrified Knife (Soldier or Mech)FREEmeleena+2+1 initiative in close combat
Pulse HandgunFREE121+1+2 initiative in CC; Cannot be used to execute Cover Fire Orders
Pulse RifleFREE241+3-
Pulse CarbineFREE182+2+1 initiative in CC; Compact; Unwieldy

Coven Empire Relics

Relic NameCost (uc)Special Effect
Hover Engine2Grants +1 movement value to the soldier and the soldier ignores all terrain rules while the model moves.
Armored Bracing3Grants +1 movement value and +1 armor value to the soldier for the entirety of the battle.
Icon of the Emperor2Once per game, when executing a Down Order, the soldier gains +1 movement and +1 initiative values until the end of the turn.
Shield Generator1Hover Drones only; All friendly soldiers within 6" of a drone with a shield generator, including the drone itself, momentarily add +1 to their armor value while positioned within the shield range. This effect does not multiply if there are several Shield Generator areas overlapping.
Life Pack2Once per game, when executing a Down Order, the soldier regains 4 health value, up to initial maximum.
Com-link2Any Skills possessed by the soldier have an additional 4" radius of effect.

L'Orani Empire

Warband Special Rules

  • Ancient Spring: When executing a Mend Order, all L'Orani soldiers and specialists automatically regain up to +4 health, with no need to roll a D6.
  • Starfire Dance: When executing an Assault Order or Special Action, all L'Orani soldiers and specialists ignore the "difficult terrain" and "higher ground" rules. Further, the assaulting soldier cannot be targeted by a sprung Ambush order and an enemy soldier or specialist executing a Fire response order to the assault must apply an additional -1 initiative modifier to their attack roll.

Soldiers

  • L'Orani Prince (Alpha): M7 I6 H8 A5 | Cost: FREE
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: Sunstone Saber
    • Grenades: May take two of any type for FREE
    • Relics: May take any two relics at cost
    • Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
  • Royal Bodyguard: M7 I5 H8 A5 | Cost: 17uc
    • Primary Weapon: Starfire Rifle OR Shotgun OR Devastator at cost
    • Secondary Weapon: Sunstone Blade
    • Grenades: May take two of any type at cost
    • Relics: May take any single relic at cost
  • Warrior: M6 I4 H8 A4 | Cost: 13uc
    • Primary Weapon: Starfire Rifle OR Shotgun OR Devastator at cost
    • Secondary Weapon: Starfire Pistol
    • Grenades: May take one of any type at cost
    • Relics: May take any single relic at cost
  • Squire: M6 I3 H8 A3 | Cost: 10uc
    • Primary Weapon: Starfire Rifle
    • Secondary Weapon: Starfire Pistol
    • Relics: May take any single relic at cost

Specialists

  • L'Orani Assassin: M7 I6 H8 A2 | Cost: 15uc
    • Primary Weapon: Sunstone Shuriken
    • Secondary Weapon: Sunstone Saber
    • Grenades: Starflare Grenade
    • Relics: May take any two relics at cost
    • Alpha Skill: Stealth 1
  • L'Orani Healer (Unique/Psychic): M6 I4 H8 A3 | Cost: 10uc
    • Primary Weapon: Sunstone Blade
    • Relics: May take any single relic at cost
    • Psychic Abilities: Abilities 1 and 4 from School of Order
  • L'Orani Oracle (Unique/Psychic): M6 I5 H8 A3 | Cost: 15uc
    • Primary Weapon: Sunstone Blade
    • Relics: May take any single relic at cost
    • Psychic Abilities: All abilities from School of Order and abilities 1, 2 and 3 from School of Time
  • L'Orani Weapon Platform (Mech): M5 I3 H10 A5 | Cost: 13uc
    • Primary Weapon: Starfire Cannon OR Starfire Repeater (FREE of cost)
  • L'Orani Walker (Unique/Mech): M7 I4 H12 A5 | Cost: 18uc
    • Primary Weapon: May take any (m) weapon at cost

L'Orani Empire Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Starfire PistolFREE121+3+1 initiative in CC; Cannot be used for Cover Fire Order
Starfire RifleFREE301+4-
Starfire Shotgun1122+4+2 initiative in CC; Compact; Unwieldy
Starfire Devastator2242+4AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy

L'Orani Empire Relics

Relic NameCost (uc)Special Effect
Jet-Wings2Grants +1 movement value to the soldier and the soldier ignores all terrain rules while the model moves.
Meteorite Gauntlet2The soldier bearing a Meteorite Gauntlet gains additional +1 initiative value while fighting in CC, and, if they lose close combat, they gain +1 armor value before applying the total damage.
Meteorite Helm2Grants +1 armor value to the soldier for the entirety of the battle.
Emerald Sunstone3Unique Relic (one per warband); Grants +3 health value to the soldier for the entirety of the battle.
Opal Sunstone1Once per game, when the bearer is at a health value of 3 or below and must apply damage from a successful ranged attack roll, roll a D6. On a result of 1-4, nothing happens. On a 5-6, ignore all damage as if the attack roll failed and the ranged attack missed entirely.
Sapphire Sunstone1When a psychic bearing a Sapphire Sunstone attempts to cast a Psychic Block, they gain a +1 initiative modifier for their power level roll.

Corrupted L'Orani

Warband Special Rules

  • Ancient Decay: The first time, and only the first time, a Corrupted L'Orani soldier or specialist loses health down to a value of 3 or less, they instantly regain 3 health. This does not apply if the soldier or specialist reaches a health value of 0, in which case, they are killed and eliminated from play.
  • Shadow Step: When declared as a target for ranged attacks, a Corrupted L'Orani soldier or specialist may immediately make a special move of 2" in any direction of the player's choice, as long as the move does not cause close combat. This may include any movement that would render the ranged attack impossibly out of line-of-sight, in which case, the opposing player may choose a new target for their attack or new order altogether.

Soldiers

  • L'Orani Warlock (Alpha/Psychic): M7 I5 H10 A5 | Cost: FREE
    • Primary Weapon: Poisoned Saber
    • Secondary Weapon: Starfire Pistol
    • Grenades: May take two of any type for FREE
    • Relics: May take any two relics at cost
    • Alpha Skills: Psychic Prowess 1, and two additional skills for 3uc each
    • Psychic Abilities: All abilities from the School of Disorder
  • Bloodsworn: M6 I5 H8 A5 | Cost: 15uc
    • Primary Weapon: Starfire Rifle OR Shotgun OR Devastator at cost
    • Secondary Weapon: Poisoned Blade
    • Grenades: May take two of any type at cost
    • Relics: May take any single relic at cost
  • Black Warrior: M6 I3 H8 A4 | Cost: 12uc
    • Primary Weapon: Starfire Rifle OR Shotgun OR Devastator at cost
    • Secondary Weapon: Starfire Pistol
    • Grenades: May take one of any type at cost
    • Relics: May take any single relic at cost
  • L'Orani Cultist: M6 I3 H8 A3 | Cost: 10uc
    • Primary Weapon: Starfire Rifle
    • Secondary Weapon: Poisoned Blade

Specialists

  • Butcher: M6 I4 H10 A4 | Cost: 12uc
    • Primary Weapon: Poisoned Saber
    • Secondary Weapon: Poisoned Blade
    • Relics: May take any single relic at cost
    • Special Note: When a Butcher is in close combat, the player may reroll their 2D6 combat roll once per close combat engagement.
  • Black Assassin: M7 I5 H8 A2 | Cost: 13uc
    • Primary Weapon: Poisoned Shuriken
    • Secondary Weapon: Poisoned Saber OR Moonbeam Whip at cost
    • Grenades: Starflare Grenade
    • Relics: May take any two relics at cost
    • Alpha Skill: Stealth 1
  • Witch (Unique/Psychic): M7 I5 H8 A3 | Cost: 14uc
    • Primary Weapon: Moonbeam Whip
    • Secondary Weapon: Starfire Pistol
    • Relics: May take any single relic at cost
    • Psychic Abilities: Abilities 1 and 2 from the School of Disorder
  • Jester (Unique/Psychic): M7 I6 H10 A3 | Cost: 16uc
    • Primary Weapon: Poisoned Saber
    • Secondary Weapon: Starfire Pistol
    • Grenades: Starflare Grenade

Corrupted L'Orani Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Starfire PistolFREE121+3+1 initiative in CC; Cannot be used for Cover Fire Order
Starfire RifleFREE301+4-
Starfire Shotgun1122+4+2 initiative in CC; Compact; Unwieldy
Starfire Devastator2242+4AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy

Corrupted L'Orani Relics

Relic NameCost (uc)Special Effect
Jet-Wings2Grants +1 movement value to the soldier and the soldier ignores all terrain rules while the model moves.
Meteorite Gauntlet2The soldier bearing a Meteorite Gauntlet gains additional +1 initiative value while fighting in CC, and, if they lose close combat, they gain +1 armor value before applying the total damage.
Meteorite Helm2Grants +1 armor value to the soldier for the entirety of the battle.
Ruby Moonstone3Grants +2 health value to the soldier for the entirety of the battle.
Onyx Moonstone2When a psychic bearing a Onyx Moonstone attempts to cast a Psychic Counter, they gain a +1 initiative modifier for their roll.
Amethyst Moonstone2All psychic abilities attempted by the bearer are decreased in their Power Level by 1.
Corrupted Data-Script

U'rak Warlords

Warband Special Rules

  • Armed to the Teeth: All U'rak Warlord soldiers and specialists with a base initiative value of 3 or higher, when executing any ranged attack, may execute one additional ranged attack immediately after resolving their initial attack. This special additional ranged attack is worked out like a normal Fire order, may be aimed at the same target or a new target, and may be executed with any weapon currently equipped.
  • Brawlers: All U'rak Warlord soldiers and specialists fight in close combat with a +2 modifier to their base initiative value.

Soldiers

  • Big Bad Boss (Alpha): M4 I4 H12 A5 | Cost: FREE
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type for FREE
    • Relics: May take any two relics at cost
    • Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
  • Big Bad Muscle: M4 I3 H10 A4 | Cost: 14uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type at cost
    • Relics: May take any two relics at cost
  • Big Muscle: M5 I3 H9 A3 | Cost: 12uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type at cost
    • Relics: May take any two relics at cost
  • Grunt: M6 I2 H8 A3 | Cost: 8uc
    • Primary Weapon: May take any weapon at cost
    • Relics: May take any one relic at cost

Specialists

  • Toothy Pet: M7 I2 H10 A0 | Cost: 6uc
    • Primary Weapon: Claws and Teeth
  • Tinker: M4 I3 H10 A4 | Cost: 14uc
    • Primary Weapon: Rocket Launcher
    • Secondary Weapon: Flamethrower
    • Grenades: May take any two types for FREE
    • Alpha Skill: Field Mechanic
  • Doc Shaman (Unique/Psychic): M4 I4 H10 A4 | Cost: 12uc
    • Primary Weapon: May take any weapon at cost
    • Relics: 2x 'Shrooms
    • Alpha Skill: Field Medicine
    • Psychic Abilities: Abilities 1, 2, and 3 from the School of Disorder
  • Blood Painta (Mech): M4 I3 H12 A5 | Cost: 16uc
    • Primary Weapon: May take any (m) weapon at cost
    • Secondary Weapon: May take any (m) weapon at cost
  • Guts Stompa (Unique/Mech): M5 I4 H10 A6 | Cost: 20uc
    • Primary Weapon: May take any (m) weapon at cost
    • Secondary Weapon: May take any (m) weapon at cost

U'rak Warlord Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Claws and Teeth (Toothy Pet Only)FREEmeleena+3+2 initiative in close combat
Power Claws2meleena+2+2 initiative in close combat
Chainsaw3meleena+5+2 initiative in close combat
Bolt PistolFREE121+2+1 initiative in CC; Cannot be used to execute Cover Fire

U'rak Relics

Relic NameCost (uc)Special Effect
Extra Metal Plating2Grants +1 armor value to the soldier for the entirety of the battle.
Illicit Steroid Pack1Once per game, before executing an assigned order, the soldier gains +2 movement.
Illicit Opiate Pack1Once per game, when executing a Down Order, the soldier regains 2 health value, up to initial maximum.
'Shrooms2Once per game, when executing a Down Order, the soldier regains 2 health value, up to initial maximum, and gains +2 initiative value until the end of the turn.
Com-link2Any Skills possessed by the soldier have an additional 4" radius of effect.
Auto Targeting System1Once per game, before executing any ranged attack with any weapon, the soldier gains a +1 initiative modifier to their attack roll.
Accuracy Lock2

Nomadic Raiders

Warband Special Rules

  • Thick as Thieves: While within 12" and line-of-sight of the Captain, the 1st Mate soldier possesses, and may use, any of the Alpha Skills the Captain possesses. Also, the 1st Mate is FREE of cost at base value (but worth 25uc to the opposing warband if eliminated from a battle).
  • Black Market Goods: When building their warband, all Nomadic Raider soldiers and specialists with a base initiative value of 4 or better may each take their weapons and relics (but not grenades) from either the "Legion of Mankind", "Coven Empire" or "L'Orani Empire" lists, FREE of listed costs. Also, all soldiers with an initiative value of 3 or less may take any relics from those same lists, but they must pay the listed cost. Except for the weapons listed in the Nomadic Raiders Weaponry, no two soldiers or specialists may ever be equipped with the same weapons and/or relics.

Soldiers

  • Captain (Alpha): M5 I5 H10 A4 | Cost: FREE
    • Primary Weapon: May take any weapon for FREE
    • Secondary Weapon: Plasma Cutlass
    • Grenades: May take two of any type for FREE
    • Relics: May take any one relic for FREE
    • Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
  • 1st Mate (Unique): M5 I5 H10 A4 | Cost: FREE
    • Primary Weapon: May take any weapon for FREE
    • Secondary Weapon: Plasma Cutlass
    • Grenades: May take one of any type for FREE
    • Relics: May take any one relic for FREE
    • Alpha Skills: Whatever Skills the Captain possesses (See "Thick as Thieves" Warband special rule)
  • Merchant Marine: M5 I4 H10 A4 | Cost: 22uc
    • Primary Weapon: May take any weapon for FREE
    • Secondary Weapon: May take any weapon for FREE
    • Grenades: May take one of any type at cost
    • Relics: May take any one relic for FREE
  • Raider: M5 I4 H8 A3 | Cost: 16uc
    • Primary Weapon: May take any weapon for FREE
    • Secondary Weapon: Bolt Pistol

Specialists

  • Scrap Bot: M5 I3 H10 A* | Cost: 10uc
    • Primary Weapon: Bolt Rifle OR Subcompact Bolt Gun
    • Special Note: When a Scrap Bot must apply damage, instead of applying the total damage count against armor first and then health, the damage total is always simply halved (rounding up) and then applied against health.
  • Mercenary Engineer: M5 I4 H8 A4 | Cost: 16uc
    • Primary Weapon: May take any weapon for FREE
    • Secondary Weapon: May take any weapon for FREE
    • Grenades: May take one of any type at cost
    • Alpha Skill: Field Mechanic
  • Mercenary Surgeon (Unique/Psychic): M5 I4 H8 A2 | Cost: 12uc
    • Primary Weapon: Subcompact Bolt Gun
    • Relics: 2x Opiate Pack (See Legion of Man Relics)
    • Alpha Skill: Field Medicine
    • Psychic Abilities: 1 and 2 of School of Order
  • Wandering Mage (Unique/Psychic): M5 I5 H8 A1 | Cost: 14uc
    • Primary Weapon: Bolt Pistol
    • Relics: May take any two relics at cost
    • Psychic Abilities: Before a new battle begins, choose one Psychic School. The Wandering Mage knows all the abilities of this School, but all the abilities from this school have an additional +1 power level for casting.

Nomadic Raiders Weaponry (see "Black Market Goods" warband special rule)

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Plasma Cutlass1meleena+4+2 initiative in close combat
Bolt PistolFREE121+2+1 initiative in CC; Cannot be used to execute Cover Fire
Subcompact Bolt GunFREE182+2+1 initiative in CC; Unwieldy; Compact
Bolt RifleFREE241+3

Nomadic Raiders Relics (see "Black Market Goods" warband special rule)

The printed Nomadic Raiders Relics heading has no table beneath it. Under the "Black Market Goods" warband special rule, Nomadic Raiders soldiers take their relics from the Legion of Mankind, Coven Empire and L'Orani Empire lists.

The Resistance

Warband Special Rules

  • Bleeding Hearts: During the first two turns of any battle, all Resistance soldiers and specialists add +1 to their movement value and +1 to their initiative value. From turn three onward, the values are dropped back down to their original, normal values.
  • Weapons of Rebellion: All Resistance soldiers and specialists with an I4 or better may take their weapons or grenades from either the "Legion of Mankind", "Coven Empire" or "L'Orani Empire" lists at cost. When a weapon from another warband list says "FREE" in the cost, consider it as costing 1uc for your soldier to acquire, unless the weapon is also listed as "FREE" in The Resistance weaponry below.

Soldiers

  • Squad Leader (Alpha): M5 I5 H10 A5 | Cost: FREE
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type for FREE
    • Relics: May take any two relics for FREE
    • Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
  • Veteran Rebel: M5 I4 H9 A4 | Cost: 14uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type at cost
    • Relics: May take any two relics at cost
  • Resistance Fighter: M5 I3 H9 A3 | Cost: 10uc
    • Primary Weapon: Subcompact Bolt Gun OR Bolt Rifle
    • Secondary Weapon: Bolt Pistol
    • Grenades: May take one of any type at cost
    • Relics: May take any one relic at cost
  • New Recruit: M5 I2 H8 A3 | Cost: 7uc
    • Primary Weapon: Subcompact Bolt Gun OR Bolt Rifle
    • Relics: May take any one relic at cost

Specialists

  • Loyal Animal Companion: M7 I2 H10 A0 | Cost: 7uc
    • Primary Weapon: Claws and Teeth
  • Hacked Bot: M4 I4 H10 A* | Cost: 12uc
    • Primary Weapon: May take any weapon at cost
    • Relics: May take any one relic at cost
    • Special Note: When a Hacked Bot must apply damage, instead of applying the total damage count against armor first and then health, the damage total is always simply halved (rounding up) and then applied against health.
  • Hired Gun: M6 I4 H10 A4 | Cost: 14uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type at cost
    • Relics: May take any two relics at cost
  • Hacker (Unique/Psychic): M5 I4 H8 A2 | Cost: 10uc
    • Primary Weapon: Bolt Pistol
    • Relics: May take any one relic at cost
    • Psychic Abilities: Ability 1 and 4 from Plasmids
    • Alpha Skill: Field Mechanic
  • Paramedic (Unique): M6 I3 H8 A2 | Cost: 8uc
    • Primary Weapon: Bolt Pistol

The Resistance Weaponry (see "Weapons of Rebellion" special warband rule)

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Claws and Teeth (Loyal Animal Only)FREEmeleena+3+2 initiative in close combat
Bolt PistolFREE121+2+1 initiative in CC; Cannot be used to execute Cover Fire
Subcompact Bolt GunFREE182+2+1 initiative in CC; Unwieldy; Compact
Bolt RifleFREE241+3

The Resistance Relics

Relic NameCost (uc)Special Effect
Jetpack2Grants +1 movement value to the soldier and the soldier ignores all terrain rules while the model moves.
Token of the Resistance3Unique Relic (one per warband); Grants +1 initiative value to the soldier during every Special Action Phase of a battle.
Stolen Legionary Armor2Grants +1 armor value to the soldier for the entirety of the battle.
Artifact of Old Earth1Once per game, before executing an assigned order, the soldier gains +1 initiative value until the end of the turn.
Kevlar Under Armor1Once per game, before applying damage to the soldier, the player may add to the soldier +2 armor value.
Illicit Steroid Pack1Once per game, before executing an assigned order, the soldier gains +2 movement.
Illicit Opiate Pack1

The Inquisition

Warband Special Rules

  • Psychic Resistance: Every soldier and specialist in an Inquisition warband has the ability to attempt a Psychic Block, even if the soldier or specialist is not marked (psychic). However, no soldier or specialist may attempt a Psychic Counter, even if the soldier or specialist is marked (psychic).
  • Divine Shielding: Once per Phase, when making a dodge roll, and after the opposing attack roll is made, The Inquisition player may choose to roll 3D6 instead of 2D6 and use the sum of the two highest dice towards their total dodge roll.

Soldiers

  • Terror Hunter (Alpha): M5 I5 H10 A5 | Cost: FREE
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type for FREE
    • Relics: May take any two relics for FREE
    • Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
  • Witch Hunter: M5 I4 H10 A5 | Cost: 16uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type at cost
    • Relics: May take any two relics at cost
  • Brother in Arms: M5 I3 H9 A4 | Cost: 12uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: Bolt Pistol
    • Grenades: May take one of any type at cost
    • Relics: May take any one relic at cost
  • Sister in Arms: M6 I3 H9 A3 | Cost: 12uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: Bolt Pistol
    • Grenades: May take one of any type at cost

Specialists

  • Exorcist: M5 I3 H10 A4 | Cost: 12uc
    • Primary Weapon: Flamethrower
    • Secondary Weapon: Power Hammer
    • Grenades: May take two of any type for FREE
    • Relics: May take any one relic with "Script" in the name for FREE
  • Prophetess (Unique/Psychic): M6 I4 H8 A2 | Cost: 14uc
    • Primary Weapon: Power Saber
    • Secondary Weapon: Bolt Pistol
    • Relics: May take any one relic with "Script" in the name for FREE
    • Psychic Abilities: Abilities 1, 2, and 3 from the School of Time
  • Priest (Unique/Psychic): M5 I4 H8 A2 | Cost: 14uc
    • Primary Weapon: Power Gauntlet
    • Secondary Weapon: Bolt Pistol
    • Relics: Script of Judgement
    • Psychic Abilities: Abilities 1 and 4 from the School of Order
  • Engine of Redemption (Unique/Mech): M7 I4 H11 A6 | Cost: 22uc
    • Primary Weapon: May take any (m) weapon at cost
    • Secondary Weapon: May take any (m) weapon at cost
    • Relics: May take any two relics with "Script" in the name for FREE

The Inquisition Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Power Gauntlet2meleena+4+1 initiative in close combat
Power Hammer2meleena+6-
Power Saber3meleena+4+2 initiative in close combat
Bolt PistolFREE121+2+1 initiative in CC; Cannot be used to execute Cover Fire

The Inquisition Relics

Relic NameCost (uc)Special Effect
Jetpack2Grants +1 movement value to the soldier and the soldier ignores all terrain rules while the model moves.
Blessed Helm3Unique Relic (one per warband); Grants +1 armor value and +1 movement value to the soldier for the entirety of the battle.
Banner of Light1Once per game, when the soldier bearing the Banner of Light executes a Down Order, all friendly soldiers within 6" of the bearer gain +1 initiative until the end of the turn.
Chain of Hope1Once per game, before applying damage to the soldier from a ranged attack, the player may roll a D6. On a result of 1-4, the damage is applied as normal. On a 5-6, the damage is disregarded as if the ranged attack had missed entirely.
Script of Life2Once per scroll taken, when executing a Down Order, the soldier regains 3 health value, up to initial maximum.
Script of Vengeance2Once per scroll taken, when this soldier executes an order that results in rolling 2D6 for any reason, the controlling player may choose to re-roll the 2D6 once.

Hunters

Warband Special Rules

  • Hunting Party: Hunters are a unique warband in that they do not have any typical soldiers or specialists within their warband list. That is because every hunter is considered an Alpha in their own respect. These Alphas, however, are acquired at a cost to the player and are not FREE to take. Because of this, when a Hunter Alpha is eliminated from battle, they are worth 55vps to the opposing player like any Alpha. When a player assembles a Hunters' warband, they may add as many Alphas to the list as the battle's total UC limit allows. Also, they may take multiples of any Alpha type.
  • Prize Fighters: For every single Hunter Alpha in a warband roster, the player must bring three order dice to a battle. (For example: if a player has three Hunter Alphas in their roster, they should have nine order dice in total in the dice bag at the start of a game.) Throughout the Order Dice Phase of every turn, a single Hunter Alpha will be assigned and execute three orders. When an order die is drawn for the Hunter Warband, the player may assign an order to any one of their Alphas up to three times, in any sequence of their choice (such as giving one Alpha three orders in a row, or skipping around to different Alphas and assigning them each their three orders in no particular arrangement). A Hunter Alpha may be assigned any order in any sequence, however, out of the three order dice available, each Alpha may only execute one order type per turn (such as a Run Order, Mend Order, and Cover Fire Order, but never two alike orders such as a Run Order and two Mend Orders). When a Hunter Alpha dies and is eliminated from play, be sure that their three corresponding order dice are also removed from play, whether they be on the table or still in the dice bag. During the Special Actions Phase, Hunter Alphas may always take one special action, regardless of the orders previously executed in the Order Dice Phase.

Soldiers

  • Blooded (Alpha/Psychic): M7 I6 H12 A5 | Cost: 45uc
    • Primary Weapon: Plasma Cannon
    • Secondary Weapon: Razor Net OR Hunting Spear
    • Melee Weapon: Power Claws
    • Grenades: May take two of any type for FREE
    • Relics: Self-Destructing Gauntlet
    • Alpha Skills: Stealth 1 and Fighting Instinct 1
    • Psychic Abilities: Abilities 2 and 5 from the School of Bio-Instinct
  • Manta'lur (Alpha): M6 I6 H10 A5 | Cost: 45uc
    • Primary Weapon: Custom Twin Blasters
    • Secondary Weapon: Flamethrower OR Homing Plasma Missiles
    • Melee Weapon: Electrified Knife
    • Grenades: May take two of any type for FREE
    • Relics: Jet Pack and Auto Targeting System
    • Alpha Skills: Deadeye 1 and 2, Weapons Mastery
  • Varia (Alpha/Psychic): M8 I5 H10 A5 | Cost: 40uc
    • Primary Weapon: Beam Cannon
    • Secondary Weapon: Homing Plasma Missiles OR Line Gun
    • Melee Weapon: Power Gauntlet
    • Relics: Life Energy Capsules
    • Alpha Skills: Deadeye 1 and Field Medicine
    • Psychic Abilities: Abilities 3 and 5 of Plasmids

Hunters Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Power GauntletFREEmeleena+4+1 initiative in close combat
Power ClawsFREEmeleena+2+2 initiative in close combat
Electrified KnifeFREEmeleena+2+1 initiative in close combat
Hunting SpearFREE121+5+2 initiative in CC; Compact; Cannot be used for Cover Fire Order

Hunters Relics

Relic NameCost (uc)Special Effect
Jetpack2Grants +1 movement value to the soldier and the soldier ignores all terrain rules while the model moves.
Self-Destructing Gauntlet3When this soldier is eliminated from play, before removing the model, all soldiers, foe or friend, within 6" of the eliminated model immediately lose 3 health value, regardless of armor.
Life Energy Capsules2Once per game, when executing a Down Order, the soldier regains 4 health value, up to initial maximum.
Noxious Gas Dispenser2Enemy soldiers who must apply damage within 6" of the soldier who bears Noxious Gas Dispenser, including those in close combat, must apply an additional 2 damage bonus to the total taken.
Auto Targeting System1Once per game, before executing any ranged attack with any weapon, the soldier gains a +1 initiative modifier to their attack roll.

The Path

Warband Special Rules

  • Light of the Path: Once per turn, whenever it may be time to pull an order die, The Path player may choose to blindly pull three order dice from the dice bag instead of only one. After pulling the dice, the player then selects the order in which the dice will be played and both players must abide by this order. If The Path Alpha dies, then this ability is lost for the warband.
  • The Art of War: At the beginning of the Special Actions Phase, The Path player may choose any 4 soldiers to take special actions, instead of only 3, and regardless of whether they are specialists, alphas, or soldiers.
  • Peacetime/Wartime Selector: When building a warband for The Path, the player may choose to run either a "peacetime" list or a "wartime" list. If the player builds a peacetime list, they may only choose soldiers and specialists who are either untagged or tagged with (Peace), and the warband Alpha's base initiative value is raised to I7. If the player builds a wartime list, they may only choose soldiers and specialists who are either untagged or tagged (War), and the warband Alpha's base armor is raised to A4.

Soldiers

  • Knight of the Path (Alpha/Psychic): M7 I6 H12 A2 | Cost: FREE
    • Primary Weapon: May take any weapon with the word "Power" in it at cost
    • Relics: May take any two relics at cost
    • Psychic Abilities: All abilities from the School of Order
    • Alpha Skills: Psychic Prowess 1 and 2, and may take one additional skill for 3uc
  • Padawan (Unique/Psychic): M6 I5 H10 A2 | Cost: 22uc
    • Primary Weapon: May take any weapon with the word "Power" in it at cost
    • Relics: May take any two relics at cost
    • Psychic Abilities: All abilities from the School of Order
  • Disciple (Peace/Psychic): M6 I4 H10 A2 | Cost: 16uc
    • Primary Weapon: Training Rod
    • Secondary Weapon: Blaster Pistol
    • Relics: May take any one relic at cost
    • Psychic Abilities: Abilities 1 and 2 from the School of Order
  • Trooper (War): M5 I3 H8 A4 | Cost: 12uc
    • Primary Weapon: Laser Blaster
    • Secondary Weapon: Blaster Pistol

Specialists

  • Heavy Trooper (War): M5 I4 H8 A5 | Cost: 13uc
    • Primary Weapon: Blaster Cannon OR Rocket Launcher at cost
    • Secondary Weapon: Blaster Pistol
    • Grenade: May take one Thermal Detonator Grenade at cost
    • Relic: May take Auto Targeting System at cost
  • Assault Trooper (War): M6 I4 H8 A4 | Cost: 15uc
    • Primary Weapon: Dual Blaster Pistols OR Flamethrower at cost
    • Secondary Weapon: Training Rod
    • Grenade: May take one Thermal Detonator Grenade at cost
    • Relic: May take Auto Targeting System at cost
  • Servant AnBot: M5 I3 H10 A2 | Cost: 10uc
    • Primary Weapon: Laser Blaster
    • Relics: May take Accuracy Lock AND/OR Auto Targeting System at cost
  • Hired Gun (Unique): M6 I4 H10 A4 | Cost: 16uc
    • Primary Weapon: Laser Blaster or Rocket Launcher at cost
    • Secondary Weapon: Dual Blaster Pistols
    • Grenades: One Thermal Detonator Grenade
    • Relics: May take any one relic at cost
    • Alpha Skills: Deadeye 1

The Path Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Power SaberFREE121+4+2 initiative in CC; Compact; Cannot be used for Cover Fire Order
Dual Power Saber3122+4+3 initiative in CC; Compact; Cannot be used for Cover Fire Order
Power Lance2meleena+6+2 initiative in close combat
Power Whip262+4

The Path Relics

Relic NameCost (uc)Special Effect
Ancient Familiar (Knight of the Path or Padawan Only)12Unique Relic (one per warband); An Ancient Familiar is the ghost of a Knight of the Path from ages long ago. If a player acquires an Ancient Familiar for their warband, a token or model is deployed in base contact with either a Knight of the Path or Padawan. The Ancient Familiar then moves with the friendly soldier throughout the game. If a friendly soldier, not specialist, is within 3" of the Ancient Familiar, the soldier may reroll any first-attempt 2D6 or D6 rolls made, for any reason. If the soldier who is attached to the Ancient Familiar is eliminated from the battle, the Ancient Familiar is also removed from the battle.
Amulet of The Path2All psychic abilities attempted by the bearer are decreased in their Power Level by 1.
Stone of Alignment2Once per game, when the bearer attempts to cast a psychic ability and fails, the controlling player may re-roll the dice result.
Twig of Healing3Once per game, when the bearer executes a Mend Order, all soldiers, friend or foe, including the soldier as well, within 6" of the bearer regain 4 health value, up to each of the soldier's initial maximum. There is no need to roll a D6.
Concealing Cloak2When the soldier executes a Down Order, they gain +3 initiative modifier for their dodge rolls, instead of the normal +2.

The Dark Path

Warband Special Rules

  • Shadow of the Path: Once per turn, at the very beginning of the turn before any order dice are drawn from the dice bag, The Dark Path player blindly draws three order dice from the dice bag and puts them aside. These dice must be the last order dice assigned at the end of the Order Dice phase, and when it is time to assign them (meaning there are no more dice in the bag to draw), the player chooses in which sequence the order dice will be played. All players must follow this sequence.
  • Disturbing Lack of Faith: Once per game, if either a Knight of the Dark Path or Dark Acolyte can attempt to cast a Psychic Counter and the player chooses to do so, the counter automatically happens and the opposing psychic's ability is countered, causing the ability to fail, and the opposing psychic to automatically lose 4 health value, to a minimum of 1. This special counter is limited to once per game, regardless if it is enacted by either the Knight of the Dark Path or the Dark Acolyte.

Soldiers

  • Knight of the Dark Path (Alpha/Psychic): M7 I6 H10 A4 | Cost: FREE
    • Primary Weapon: May take any weapon with the word "Power" in it at cost
    • Relics: May take any two relics at cost
    • Psychic Abilities: All abilities from the School of Disorder.
    • Alpha Skills: Ruthless Nature 1 and 2, and Psychic Prowess 1
  • Dark Acolyte (Unique/Psychic): M6 I5 H10 A2 | Cost: 23uc
    • Primary Weapon: May take any weapon with the word "Power" in it at cost
    • Relics: May take any two relics at cost
    • Psychic Abilities: All abilities from the School of Disorder.
  • Dark Veteran Trooper: M5 I4 H9 A4 | Cost: 15uc
    • Primary Weapon: Laser Blaster
    • Secondary Weapon: Blaster Pistol
    • Grenades: May take up to two Thermal Detonators at cost
  • Dark Trooper: M5 I3 H8 A4 | Cost: 12uc
    • Primary Weapon: Laser Blaster
    • Secondary Weapon: Blaster Pistol

Specialists

  • Dark Heavy Trooper: M5 I4 H8 A5 | Cost: 13uc
    • Primary Weapon: Blaster Cannon OR Rocket Launcher at cost
    • Secondary Weapon: Blaster Pistol
    • Grenades: One Thermal Detonator
    • Relic: May take Auto Targeting System at cost
  • Dark Assault Trooper: M6 I4 H8 A4 | Cost: 15uc
    • Primary Weapon: Dual Blaster Pistols OR Flamethrower at cost
    • Secondary Weapon: Electrified Rod
    • Relic: Auto Targeting System
  • Hired Gun (Unique): M6 I4 H10 A4 | Cost: 16uc
    • Primary Weapon: Laser Blaster or Rocket Launcher at cost
    • Secondary Weapon: Dual Blaster Pistols
    • Grenades: One Thermal Detonator Grenade
    • Relics: May take any one relic at cost
    • Alpha Skills: Deadeye 1
  • Red Guard: M6 I5 H10 A4 | Cost: 18uc
    • Primary Weapon: Electrified Rod
    • Secondary Weapon: Blaster Pistol
    • Alpha Skills: Fighting Instinct 1 and Stealth 1

The Dark Path Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Power SaberFREE121+4+2 initiative in CC; Compact; Cannot be used for Cover Fire Order
Dual Power Saber3122+4+3 initiative in CC; Compact; Cannot be used for Cover Fire Order
Power Lance2meleena+6+2 initiative in close combat
Power Whip262+4

The Dark Path Relics

Relic NameCost (uc)Special Effect
Amulet of The Path2All psychic abilities attempted by the bearer are decreased in their Power Level by 1.
Stone of Suffering2When the bearer attempts to cast a psychic ability and fails, the controlling player may choose to have the bearer lose -4 health and successfully cast the ability instead.
Shard of Fear2While within 12" and line-of-sight of the bearer, all enemy soldiers and specialists cannot execute a Mend Order.
Concealing Cloak2When the soldier executes a Down Order, they gain +3 initiative value for their dodge rolls, instead of the normal +2.
Auto Targeting System (Specialists Only)1When executing any ranged attack with any weapon, if the attack roll hits its target, add an additional +1 to damage applied.

Continuum Syndicate

Warband Special Rules

  • Synthetic Wrinkle in Time: All Continuum Syndicate soldiers and specialists sustain their base movement and initiative values as long as the warband's Alpha is alive. If the warband's Alpha is eliminated, however, then all soldiers and specialists immediately lose -2 movement and -2 initiative to their base values for the rest of the battle.
  • Second Chance: When a Chronomancer, Looper or Clairvoyant reaches a health value of 0 for the first time, before being eliminated from play, the Continuum Syndicate player rolls a D6. On a roll of 3 or less, the soldier/specialist dies and is eliminated. On a roll of 4+, the soldier is not eliminated, but rather warps back to the present battle from the past. The soldier model is moved up to 12" on the board from their current location and their health value is reset to 4. This soldier must execute a Down Order immediately, without the ability to use an item, and, if they have not already done so, they cannot take a special action this turn.

Soldiers

  • Chronomancer (Alpha/Psychic): M7 I6 H10 A3 | Cost: FREE
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type for FREE
    • Relics: May take any one relic for FREE
    • Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
    • Psychic Abilities: All abilities from the School of Time
  • Looper: M6* I5* H8 A3 | Cost: 15uc
    • Primary Weapon: Blunderbuss
    • Secondary Weapon: Bolt Magnum
    • Grenades: May take two of any type at cost
    • Relics: May take any one relic for FREE
  • Hired Gun: M6* I4* H10 A3 | Cost: 14uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type for FREE
    • Relics: May take any one relic at cost
  • Henchman: M6* I3* H8 A2 | Cost: 10uc
    • Primary Weapon: Bolt Rifle OR Subcompact Bolt Gun
    • Secondary Weapon: Bolt Magnum

Specialists

  • Servant AnBot: M5* I3* H10 A4 | Cost: 10uc
    • Primary Weapon: Bolt Rifle OR Subcompact Bolt Gun
    • Relics: May take Jetpack at cost
  • Clairvoyant (Unique/Psychic): M7* I6* H10 A2 | Cost: 14uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Relics: May take any two relics at cost
    • Psychic Abilities: Any Plasmid ability at the cost of 1uc per ability
  • Seamstress (Unique/Psychic): M7* I5* H8 A2 | Cost: 12uc
    • Primary Weapon: Bolt Rifle (Scoped)
    • Relics: May take any two relics at cost
    • Psychic Abilities: Abilities 1 and 2 of School of Order
  • Stolen Over-Dated-Mech (Unique/Mech): M6* I4* H12 A5 | Cost: 18uc
    • Primary Weapon: Ion Cannon
    • Secondary Weapon: Chain Blade
  • Stolen Out-Dated-Mech (Unique/Mech): M6* I4* H12 A4 | Cost: 15uc
    • Primary Weapon: Rivet Gun
    • Secondary Weapon: Drill

Continuum Syndicate Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Power Saber3meleena+4+2 initiative in close combat
Bolt Magnum1121+3+1 initiative in CC; Cannot be used to execute Cover Fire
Subcompact Bolt GunFREE182+2+1 initiative in CC; Unwieldy; Compact
Bolt RifleFREE241+3

Continuum Syndicate Relics

Relic NameCost (uc)Special Effect
Jetpack2Grants +1 movement value to the soldier and the soldier ignores all terrain rules while the model moves.
Synthetic Moonstone1Once per game, when a psychic bearing the Synthetic Moonstone attempts to cast an ability, they may choose to reroll a single D6.
Stolen Sunstone1Once per game, when the bearer is at a health value of 3 or less and must apply damage from a successful ranged attack roll, roll a D6. On a result of 1-4, nothing happens. On a 5 or 6, ignore all damage as if the attack roll failed and the shot missed entirely.
Stolen Legionary Armor2Grants +1 armor value to the soldier for the entirety of the battle.
Kevlar Under Armor1Once per game, before applying damage to the soldier, the player may add to the soldier +2 armor value.
Eyedrop2Once per game, when executing an assigned order, the soldier regains 2 health value up to their initial value, and then gains +1 initiative value until the end of the turn. During the following turn, when assigned an order, this soldier must execute a Down Order.

Intergalactic Marshals

Warband Special Rules

  • I Am the Law: Once per turn, when a single order die is blindly drawn, the Intergalactic Marshal player may choose to have the die mixed back into the bag and the order die draw happen again.
  • Infamous Reputation: All enemy soldiers and specialists who are within 18" and line-of-sight of an Intergalactic Marshals' Alpha (at any given moment within the battle) must apply a -2 initiative modifier when making attack rolls and close combat rolls against any member of the Alpha's warband.

Soldiers

  • Marshal (Alpha): M5 I5 H10 A5 | Cost: FREE
    • Primary Weapon: May take any weapon for FREE
    • Secondary Weapon: Razor Net
    • Grenades: May take two of any type for FREE
    • Relics: May take any one relic for FREE
    • Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
  • Psycher Deputy (Unique/Psychic): M5 I4 H10 A3 | Cost: 16uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type at cost
    • Relics: May take any one relic for FREE
    • Psychic Abilities: Any 3 abilities from either the School of Order OR Plasmids
  • Senior Officer: M5 I4 H8 A3 | Cost: 14uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take one of any type at cost
    • Relics: Plasma Riot Shield
  • Officer: M5 I3 H8 A2 | Cost: 8uc
    • Primary Weapon: Bolt Rifle
    • Grenades: May take one of any type at cost

Specialists

  • Robotic Hound: M8 I2 H8 A2 | Cost: 8uc
    • Primary Weapon: Claws and Teeth
  • Cyborg Specialist: M6 I4 H10 A4 | Cost: 14uc
    • Primary Weapon: Flamethrower or Rocket Launcher
    • Secondary Weapon: Power Gauntlet
    • Grenades: May take two of any type for FREE
    • Relics: Plasma Riot Shield
  • Cyborg Marksman: M5 I4 H10 A3 | Cost: 14uc
    • Primary Weapon: Bolt Rifle (Scoped)
    • Secondary Weapon: Razor Net
    • Alpha Skills: Deadeye 1 and 2
  • Precog (Unique/Psychic): M5 I4 H8 A2 | Cost: 12uc
    • Primary Weapon: Bolt Rifle
    • Alpha Skills: Stealth 1
    • Psychic Abilities: All abilities from the School of Time
  • Breaching Mech (Unique/Mech): M7 I4 H10 A6 | Cost: 20uc
    • Primary Weapon: Any (m) weapon at cost
    • Secondary Weapon: Chain Blade OR Crushing Claw

Intergalactic Marshals Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Claws and Teeth (Robotic Hound Only)FREEmeleena+3+2 initiative in close combat
Power Gauntlet2meleena+4+1 initiative in close combat
Razor NetFREE122+1AoE; All targets hit by a Razor Net must apply -3 movement value and -3 initiative value until the end of the turn; Unwieldy
Custom Twin Blasters3243

Intergalactic Marshals Relics

Relic NameCost (uc)Special Effect
Jetpack2Grants +1 movement value to the soldier and the soldier ignores all terrain rules while the model moves.
Plasma Riot Shield2Grants a +1 initiative modifier to the soldier when making a dodge roll or close combat roll
Kevlar Under Armor1Once per game, before applying damage to the soldier, the player may add to the soldier +2 armor value.
Steroid Pack2Once per game, before executing an assigned order, the soldier gains +1 movement and may take a special action during the Special Action Phase, for this turn only.
Opiate Pack2Once per game, when executing a Down Order, the soldier regains 4 health value, up to initial maximum.
Com-link2Any Skills possessed by the soldier have an additional 4" radius of effect.
Auto Targeting System1

Terror Cult

Warband Special Rules

  • Worthy Sacrifice: All Terror Cult soldiers and specialists immediately gain +2 initiative value for the rest of the battle if the warband's Alpha is at any point eliminated from the battle.
  • Abaddon's Favor: All enemy psychic abilities must add +2 to their power levels when fighting against Terror Cultists.
  • *Specialists with "Specter" in the name also benefit from the Terrors of Abaddon Warband Special Rules: "Ethereal Presence" and "Soul Leech".

Soldiers

  • Terror Summoner (Alpha/Psychic): M5 I5 H10 A4 | Cost: FREE
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type for FREE
    • Relics: May take any two relics at cost
    • Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
    • Psychic Abilities: All abilities from the School of Disorder
  • Terror Templar: M5 I5 H10 A3 | Cost: 15uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type at cost
    • Relics: May take any two relics at cost
  • Possessed Fanatic: M7 I4 H8 A1 | Cost: 12uc
    • Primary Weapon: Claws and Fangs
    • Relics: May take any one relic for FREE
  • Terror Cultist: M5 I3 H8 A2 | Cost: 10uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: Bolt Pistol
    • Grenades: May take one of any type at cost
    • Relics: May take any one relic at cost

Specialists

  • Specter of Horror (Unique): M5 I5 H12 A0 | Cost: 12uc
    • Primary Weapon: Firebrands
    • Secondary Weapon: Fire Blade
  • Specter of Lust (Unique): M6 I6 H10 A0 | Cost: 12uc
    • Primary Weapon: Fire Breath
    • Secondary Weapon: Fire Blade
  • Specter of Chaos: M* I* H12 A0 | Cost: 10uc
    • Primary Weapon: Firebrands OR Firebreath
    • Secondary Weapon: Corrupted Blade
    • Special Note: A Specter of Chaos does not have set movement or initiative values, but the player rolls a D6 at the beginning of each turn to see what each of the values are for this turn. If the player rolls a 1 or 2: M2 and I2. A result of 3 or 4: M4 and I4. A result of 5 or 6: M6 and I6.
  • Possessed Mech (Unique/Mech): M* I* H12 A6 | Cost: 18uc
    • Primary Weapon: May take any (m) weapon at cost
    • Secondary Weapon: May take any (m) weapon at cost
    • Special Note: A Possessed Mech does not have set movement or initiative values, but the player rolls a D6 at the beginning of each turn to see what each of the values are for this turn. If the player rolls a 1 or 2: M2 and I2. A result of 3 or 4: M4 and I4. A result of 5 or 6: M6 and I6.

Terror Cult Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Corrupted Claws1meleena+2+2 initiative in close combat
Corrupted Blade2meleena+6-
Bolt PistolFREE121+2+1 initiative in CC; Cannot be used to execute Cover Fire
Subcompact Bolt GunFREE182+2+1 initiative in CC; Unwieldy; Compact

Terror Cult Relics

Relic NameCost (uc)Special Effect
Jetpack2Grants +1 movement value to the soldier and the soldier ignores all terrain rules while the model moves.
Psychoactive Agent2Unique Relic (one per warband); Once per game, when the soldier bearing the Psychoactive Agent executes a Down Order, all friendly soldiers within 6" of the bearer gain +1 initiative until the end of the turn, while all enemy soldiers within 6" lose -1 initiative until the end of the turn.
Daemon Blood2Once per game, when executing a Down Order, the soldier may drink Demon Blood and the controlling player rolls a D6. On a result of 3-6, the soldier regains all of their health, back to their initial maximum. On the result of 1 or 2, the soldier is instantly killed and eliminated from the battle.
Amulet of the Damned1Once per game, before executing an assigned order, the soldier may lose 3 health value to gain +1 initiative value until the end of this turn. Once the turn has ended, the soldier immediately regains 3 health value and returns to their base initiative value (removing the +1 bonus they had in the previous turn).
Pestilence Censor2Enemy soldiers who must apply damage within 6" of the soldier who bears Pestilence Censor, including those in close combat, must apply an additional +2 damage bonus to the total taken.

Machine Cult

Warband Special Rules

  • Computed Precision: Once per round, the Machine Cult player may change any single die rolled (of their own dice rolls) to a value of their choice.
  • Synthetic Blessing: Once per game, the Machine Cult player may reroll for a failed psychic ability attempt.

Soldiers

  • Cyborg Prophet (Alpha/Psychic): M6 I5 H10 A5 | Cost: FREE
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: Two Plasma Grenades
    • Relics: May take any two relics at cost
    • Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
    • Psychic Abilities: All Plasmid abilities
  • Cyborg Soldier: M5 I5 H10 A4 | Cost: 15uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type at cost
    • Relics: May take any two relics at cost
  • Machine Cultist: M5 I4 H8 A4 | Cost: 12uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: Electrified Baton
    • Grenades: May take one of any type at cost
    • Relics: May take any one relic at cost
  • Splicer: M6 I2 H8 A2 | Cost: 10uc
    • Primary Weapon: May take any weapon at cost
    • Relics: Vigor

Specialists

  • Hacker (Unique/Psychic): M5 I4 H8 A2 | Cost: 10uc
    • Primary Weapon: Pulse Rifle
    • Secondary Weapon: Electrified Baton
    • Psychic Ability: Ability 1 and 4 from Plasmids
    • Alpha Skill: Field Mechanic
  • Big Brother Mk1 (Mech/Psychic*): M5 I4 H10 A5 | Cost: 16uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
  • Big Brother Mk2 (Unique/Mech/Psychic*): M6 I5 H12 A5 | Cost: 20uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
  • Big Sister (Unique/Mech/Psychic*): M8 I5 H8 A4 | Cost: 18uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: Needle
  • Little Sister: M** I4 H8 A2 | Cost: 8uc
    • Relics: Adam, Vigor, and Gene Tonic
    • Alpha Skill: Field Medicine
    • Special Note: A Little Sister has no weapons of her own. If a player acquires a Little Sister for their warband, her model is deployed in base contact with either a Big Brother or Big Sister, one Little Sister per mech. The Little Sister then moves with the friendly mech throughout the game. The Little Sister cannot be targeted by any ranged attack, nor can she be the target of an Assault (since her mech counterpart will protect her at all costs and take the target instead). Little Sisters possess the Field Medicine Skill, with the bonus that they can give relic and mend effects to mechs and not just soldiers. If her mech counterpart is eliminated from battle, the Little Sister is also eliminated.

* Special Note: A Big Brother or Big Sister may be equipped with a "Plasmid Glove" as a weapon. If the Plasmid Glove is equipped, the bearer becomes a "psychic", giving him or her the ability to use any two Plasmid psychic abilities of the Player's choice.

Machine Cult Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Electrified BatonFREEmeleena+2+2 initiative in close combat
Electrified Hook1meleena+4+1 initiative in close combat
Electrified Saber2meleena+4+2 initiative in close combat
Pulse HandgunFREE121+1+2 initiative in CC; Cannot be used to execute Cover Fire Orders

Machine Cult Relics

Relic NameCost (uc)Special Effect
Jet-boots2Grants +1 movement value to the soldier and the soldier ignores all terrain rules while the model moves.
Armored Bracing3Grants +1 movement value and +1 armor value to the soldier for the entirety of the battle.
Vigor2Once per game, when executing a Down Order, the soldier gains +2 movement and +1 initiative values until the end of the turn.
Adam2Once per game, when attempting to cast a psychic ability, automatically cast the ability without needing to roll 2D6.
Gene Tonic2All psychic abilities attempted by the bearer are decreased in Power Level by 1.
Com-link2Any Skills possessed by the soldier have an additional 4" radius of effect.
Auto Targeting System1

Hive Cult

Warband Special Rules

  • Gene Splicing: The Hive Cult player may decrease the base health value of any of their soldiers (not specialists) in order to equally increase the soldier's movement or initiative value at a 1:1 ratio. For example: -1 health base value to add a +1 to the soldier's movement value. The maximum movement and initiative values for each soldier are listed in parenthesis next to the base value.
  • Unification: When any Hive Cult soldier or specialist wins close combat and eliminates the enemy soldier, the Hive Cult soldier regains all of its health value back to full.

Soldiers

  • Hive Apostle (Alpha/Psychic): M4(7) I4(7) H12 A4 | Cost: FREE
    • Primary Weapon: Staff of the Marker
    • Secondary Weapon: Acidic Saber
    • Grenades: May take two of any type for FREE
    • Relics: May take any two relics at cost
    • Alpha Skills: Any two Skills for FREE, and may take one additional skill for 3uc
    • Psychic Abilities: All abilities from the School of Bio-Instinct
  • Drone Soldier X: M4(6) I3(6) H12 A3 | Cost: 13uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: May take any weapon at cost
    • Grenades: May take two of any type at cost
    • Relics: May take any one relic at cost
  • Drone Soldier Y: M4(6) I2(4) H12 A3 | Cost: 10uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: Acidic Dagger
    • Grenades: May take two of any type at cost
    • Relics: May take any one relic at cost
  • Hive Cultist: M4(6) I1(3) H10 A2 | Cost: 7uc
    • Primary Weapon: May take any weapon at cost
    • Secondary Weapon: Acidic Dagger

Specialists

  • Pure-Gene Twitcher: M7 I4 H8 A3 | Cost: 12uc
    • Primary Weapon: Acidic Scythes
    • Secondary Weapon: Acidic Vomit
    • Relics: May take any one relic at cost
  • Pure-Gene Brute: M4 I5 H12 A3 | Cost: 16uc
    • Primary Weapon: Barbed Fists and Teeth
    • Secondary Weapon: Acidic Vomit
    • Relics: May take any one relic at cost
  • Pure-Gene Hunter: M6 I4 H10 A4 | Cost: 16uc
    • Primary Weapon: Massive Talons
    • Secondary Weapon: Acidic Vomit
    • Relics: May take any one relic at cost
  • Brood Daughter (Unique/Psychic): M6 I5 H8 A2 | Cost: 14uc
    • Primary Weapon: Acidic Saber
    • Relics: Marker Fragment
    • Psychic Abilities: All abilities from the School of Bio-Instinct
  • Living Mech (Unique/Mech): M7 I4 H12 A5 | Cost: 18uc
    • Primary Weapon: May take any (m) weapon at cost
    • Secondary Weapon: May take any (m) weapon at cost

Hive Cult Weaponry

Weapon NameCost (uc)Range (")Attack Rolls per TargetDamage BonusSpecial Rules
Acid Saber1meleena+3+2 initiative in close combat
Staff of the Marker (Alpha Only)FREEmeleena+2+2 initiative in CC; All psychic abilities attempted by the bearer have their power level reduced by 1.
Acid DaggersFREEmeleena+2+2 initiative in CC
Bolt PistolFREE121+2

Hive Cult Relics

Relic NameCost (uc)Special Effect
Hive Toxin2Once per game, before the soldier executes a ranged attack, the player states that the soldier is using Hive Toxin. If the attack hits, an additional +3 damage modifier is added to the damage total.
Marker Fragment2Once per game, for the soldier bearing Marker Fragment, when executing any order that involves the rolling of 2D6, the player may choose to reroll the dice results for any reason.
Ancient Unity Script2Alpha only; Once per game, whenever it may be time to pull an order die, the controlling player may choose to pull their own order die. When this is done, the die must be assigned to the Hive Cult Alpha.
Stem-Cell Serum2Once per game, when executing a Down Order, the soldier may drink Stem-Cell Serum and the controlling player rolls a D6. On a result of 3-6, the soldier regains all of their health value, back to its initial maximum. On the result of 1 or 2, the soldier loses -2 health value.
Kevlar Under Armor1Once per game, before applying damage to the soldier, the player may add to the soldier +2 armor value.
Illicit Steroid Pack

Quick Reference Sheet

The printed roster sheets (pages 78-80) are blank warband and soldier forms and are not transcribed.

The Three Phases of a Turn

  • Phase 1) Draw Order Dice and Execute Orders. Orders by their dice number:
    1. Down: Soldier takes cover and gains a +2 modifier to their initiative when making dodge rolls.
    2. Mend: Roll a D6 and the soldier heals at a 1:1 ratio. Roll a 1, soldier gains +1 health. Roll a 4, gain +4 health. Etc.
    3. Cover Fire: Shoot one weapon at a target point on the battlefield. All soldiers within 2" of point become targets.
    4. Fire: Stand and shoot one weapon at a single enemy soldier OR attempt to cast a psychic ability.
    5. Advance: Move up to max movement value and Fire with a -1 initiative when making an attack or psychic roll.
    6. Run (also used for Assault): Move up to double movement. May be used to Assault a nearby enemy soldier.
  • Phase 2) Execute Special Actions. Players each choose three specialists and/or alphas to take one of four special actions (as long as they did not previously execute a Cover Fire or Run/Assault Order in the previous phase):
    1. Focus Fire: Shoot, ignoring cover and Down initiative bonuses of target enemy, OR attempt a psychic ability.
    2. Assault: Move soldier into close combat with enemy soldier who is within movement value. No double movement.
    3. Mend: Roll a D6 and the soldier heals at a 1:1 ratio. Roll a 1, soldier gains +1 health. Roll a 4, gain +4 health. Etc.

Situational Initiative Modifiers for Ranged Attacks

Attack Roll Modifiers (not including weapon, skill or relic effects):

ModifierSituation
-2 InitiativeSoldier is "walking wounded" at 3 health value or less remaining
-2 InitiativeSoldier's ranged attack is Cover Fire
-2 InitiativeSoldier is making a ranged attack in response to an Assault
-1 InitiativeSoldier moved before shooting (executed an Advance Order) this turn
-1 InitiativeSoldier's weapon is an AoE weapon
+1 InitiativeSoldier's target is within half-range of their weapon's max range
+2 InitiativeSoldier has the "high ground", at 3" or more above the target's base

Dodge Roll Modifiers (not including skill or relic effects):

ModifierSituation
+1 InitiativeSoldier behind partial cover
+2 InitiativeSoldier is currently Down (but not for "mechs")

Walking Wounded: If a soldier's health has dropped to the point where they only have 3 health value or less remaining, until they can be mended back to better health, the soldier must apply -2 movement to their base profile. Also, when executing any ranged attack or fighting in close combat, the soldier must apply a -2 initiative modifier.

Mech Mend Orders and Malfunction Chart: If a specialist marked (mech) executes a Mend Order, the machine simply adds +3 to its health. Also, mechs will breakdown and malfunction when at certain points of low health, following this chart:

  • 3 or 4 Health Value Remaining: Drive-train Malfunction. The mech loses -2" from its movement value.
  • 2 Health Value Remaining: Weapons Malfunction. When executing a ranged attack, the mech may only fire one weapon of the controlling player's choice, instead of both weapons (in addition to a Drive-Train Malfunction).
  • 1 Health Value Remaining: Circuitry Malfunction. The mech is reduced to an initiative value of 2 (in addition to a Drive-Train Malfunction and Weapons Malfunction).
  • Advance: The soldier first moves up to their maximum movement value listed in their profile (see "Movement" under The Profile of a Solider section for details). Then, the soldier may execute a Fire Order (as described above). If a Fire Order is executed, the soldier incurs a -1 initiative modifier for their attack roll or psychic roll due to moving before shooting.
  • Run (Assault): The soldier quickly moves across the field up to double their movement value (see "Movement" under The Profile of a Solider section for details of qualifying movements). This order may also be used as an Assault Order against one targeted enemy soldier within the running soldier's movement range. Furthermore, the running soldier must have either a direct line-of-sight to the target, or at least one friendly warband member must have line-of-sight to the target. The player must declare the Run as an Assault before moving the soldier, indicating which enemy soldier they are attempting to engage in close combat. The targeted soldier, if having not already taken an order, may counter the assault by pulling an order die and immediately executing a Fire Order (at -2 initiative). This responsive Fire Order is worked out before the running soldier is brought into close combat, always from the exact distance where the running soldier either started in full view or came into full view, unobscured by any cover. If the shot does not kill the assaulting soldier, or no Fire attempt was made, then the assaulting soldier will move up to double their movement value to connect with their target. The two will then immediately enter a round of close combat. (See the Close Combat section for more info on resolving close combat.)
  • Mend: The soldier concentrates their energy on tending to wounds. The player rolls a D6. The result of the roll is directly proportional to the health regained by the soldier, in a 1:1 ratio. Thus, a roll of a 1 grants the soldier +1 health, a roll of 6 gives +6 health, and so forth, up to the soldier's initial maximum health value.
  • Thematic Element. Oftentimes, players will want to include thematic elements to their battlefield: terrain that can be interacted with and utilized by both warbands. Outside of defined scenario pieces, the possibilities of such terrain elements are endless (portals, airlocks, construction equipment, explosive containers, etc.). Be creative with how you place and use thematic elements, but just be sure to create sensible and balanced rules for each piece well before a battle begins. All players should know how to properly identify and advantageously interact with (or avoid!) the thematic terrain elements on your battlefield.
  • Possess (Power level 15): If this psychic ability is cast successfully, select any enemy soldier within 24" and line-of-sight, draw an order die for the soldier (from the opposing player's order dice) and assign them any order of the psychic player's choice. This order may include executing a ranged attack towards a friendly soldier or assaulting a friendly soldier.
  • Recall (Power level 15): If this psychic ability is cast successfully, the controlling player selects one soldier, but not a "mech", from their warband who has been previously eliminated from the battle. Roll a D6. On the result of a 1 or 2, nothing happens. On the result of a 3-6, the soldier warps back to the present from the past and is redeployed anywhere within the player's deployment zone with full health. (For the sake of VP, the opposing player still gains full points for killing the soldier the first time and could potentially gain further victory points for eliminating the soldier again).
  • Screech (Power level 14): If this psychic ability is cast successfully, all enemy soldiers within 12" of the psychic must immediately subtract 3 from their health value, regardless of their armor values.
  • Frenzy (Power level 15): If this psychic ability is cast successfully, all friendly soldiers, regardless of their positions on the battlefield, immediately gain +2 movement value and +1 initiative value until the end of the turn.
  • Electro-Bolt (Power level 15): If this psychic ability is cast successfully, the psychic sends a bolt of electricity through the nearest enemy soldier within 24" and line-of-sight. The soldier instantly loses 5 health value, regardless of their armor value. The bolt then jumps to the nearest soldier within line-of-sight and 6" of the original target (friend or foe, but never to the psychic as well) and this new soldier now instantly loses 4 health value. Then the bolt moves on to the next nearest soldier within line-of-sight and 6" and this soldier instantly loses 3 health value, and thus the bolt moves on in this manner until a fifth soldier is hit and loses 1 health value or the bolt has no more viable targets. No soldier may be electrocuted by the same bolt more than once.
  • Secondary Weapon: Crushing Claw (m) or Chain Blade (m)
  • Support Mech (Unique/Mech): M5 I4 H12 A6 | Cost: 20uc
    • Primary Weapon: May take any (m) weapon at cost
    • Secondary Weapon: May take any (m) weapon at cost
  • Subcompact Bolt GunFREE182+2+1 initiative in CC; Unwieldy; Compact
    Bolt RifleFREE241+3-
    Bolt Rifle (Scoped)1361+3If used to execute an Advance Order, read all stats like a normal Bolt Rifle and apply -1 initiative modifier to attack roll as normal
    Heavy Bolt Repeater2242+3AoE; Unwieldy
    Plasma Shotgun2182+4+1 initiative in CC; Compact; Unwieldy
    Flamethrower3182+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Rocket Launcher3241+6AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Smoke Grenade112nanaGrenade, but the grenade automatically hits and target area fills with smoke and creates a momentary full cover, but passable, terrain piece that is 4" round and 6" tall for the entirety of this turn and the next. Smoke between soldiers blocks line-of-sight like full cover, but while standing within smoke, soldiers are treated as being within partial cover and may be assaulted.
    Frag Grenade2122+6Grenade, but target does not add positive initiative modifiers to their dodge roll for cover
    Plasma Grenade3122+5Grenade, but target does not add positive initiative modifiers to their dodge roll of any kind
    Chain Blade (m)FREEmeleena+5+2 initiative in close combat
    Crushing Claw (m)FREEmeleena+7+1 initiative in close combat
    Ion Cannon (m)FREE361+3In addition to applying damage, if a target is hit by the Ion Cannon, it drops to a movement value of 2 and initiative value of 2 until the end of the turn.
    Heavy Chain Gun (m)FREE242+4Unwieldy
    Flame Cannon (m)2182+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Plasma Cannon (m)3241+5AoE, but target does not add positive initiative modifiers to their dodge roll of any kind
    Once per game, when executing a Down Order, the soldier regains 4 health value, up to initial maximum.
    Com-link2Any Skills possessed by the soldier have an additional 4" radius of effect.
    Auto Targeting System1Once per game, before executing any ranged attack with any weapon, the soldier gains a +1 initiative modifier to their attack roll.
    Accuracy Lock2When executing a Fire or Advance Order, ranged attacks made by this soldier prohibit the target from adding initiative modifiers to their dodge roll for being behind cover and/or Down.
    • Primary Weapon: May take any (m) weapon at cost
    • Secondary Weapon: May take any (m) weapon at cost
    Subcompact Bolt GunFREE182+2+1 initiative in CC; Unwieldy; Compact
    Bolt RifleFREE241+3-
    Flamethrower3182+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Disease Expeller (soldier or mech)3122naAoE, but target does not add positive initiative modifiers to their dodge roll of any kind; if this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 4 health from the target
    Rocket Launcher3241+6AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Frag Grenade2122+6Grenade, but target does not add positive initiative modifiers to their dodge roll for cover
    Pestilence Grenade3122naGrenade, but target does not add positive initiative modifiers to their dodge roll of any kind; if this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 5 health from the target
    Chain Blade (m)FREEmeleena+5+2 initiative in close combat
    Crushing Claw (m)FREEmeleena+7+1 initiative in close combat
    Searing Probe (m)2meleena+6+2 initiative in close combat
    Heavy Chain Gun (m)FREE242+4Unwieldy
    Hell Cannon (m)3302+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    2
    Any Skills possessed by the soldier have an additional 4" radius of effect.
    Auto Targeting System1Once per game, before executing any ranged attack with any weapon, the soldier gains a +1 initiative modifier to their attack roll.
    Accuracy Lock2When executing a Fire or Advance Order, ranged attacks made by this soldier prohibit the target from adding initiative modifiers to their dodge roll for being behind cover and/or Down.
  • Terror: M5 I3 H8 A0 | Cost: 10uc
    • Primary Weapon: Firebrands OR Fire Breath
    • Secondary Weapon: Fire Blade
  • Psychic Abilities: All abilities from the School of Disorder
  • Special Note: While not a Mech, this soldier may be fixed to a base up to 50mm round.
  • -
    FirebrandsFREE242+2-
    Fire BreathFREE122+3AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Fire BladeFREEmeleena+4+1 initiative in close combat
    Claws and FangsFREEmeleena+4+2 initiative in close combat
    Huge Daemonic ClawsFREEmeleena+5+3 initiative in close combat
    Disease Expeller (m)FREE242naAoE, but target does not add positive initiative modifiers to their dodge roll of any kind; if this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 4 health from the target
    Hell Cannon (m)FREE302+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Fire Sword (m)FREEmeleena+4+2 initiative in close combat
    Crushing Claw (m)FREEmeleena+7+1 initiative in close combat
    Pestilence Censor2Enemy soldiers who must apply damage within 6" of the soldier who bears Pestilence Censor, including those in close combat, must apply an additional 2 damage to the total taken.
    Black Mirror3Unique relic (one per warband); once per game, when the soldier who bears the Black Mirror must apply damage, before the total damage is applied, the controlling player may choose any enemy soldier within line-of-sight of this soldier and then both soldiers must simultaneously apply the total damage per normal rules (armor first, health second).
  • Secondary Weapon: Eggs
  • Psychic Abilities: All abilities from the School of Bio-Instinct
  • Special Note: If a warband includes a Brood Mother, then the "Hivemind" warband special rule must replace the word "Alpha" with the words "Brood Mother". Also, a Brood Mother may be fixed to a base up to 50mm round.
  • Acidic Sword2meleena+6+2 initiative in close combat
    Acidic Lash1122+4Compact; cannot be used for Cover Fire Order
    Spike CannonFREE301+6-
    Acid Spitter2242naAoE, but target does not add positive initiative modifiers to their dodge roll of any kind; if this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 4 health from the target
    Spore Cannon2243naAoE, but target does not add positive initiative modifiers to their dodge roll of any kind; if this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 3 health from the target. If a soldier is killed by the Spore Cannon, the model is replaced with an "Egg". See below for how "Eggs" work.
    Eggs (Brood Mother only)FREE6nanaInstead of executing a ranged attack during a Fire order or Focus Fire action, the Brood Mother may choose to lay a single egg. Place the egg anywhere 6" from the base of the Brood Mother. At the beginning of the following turn, the controlling player rolls a D6. On a roll of 1-3, the egg is sterile and immediately removed from play. On a 4-6, the egg hatches into a single Drone Y soldier with a Needle Gun. The soldier is immediately ready for orders, and a corresponding order die is added to the dice bag. Before hatching, eggs may be destroyed by enemy soldiers by executing any ranged attack or assault on the egg. This will automatically kill and remove the egg from play, no dice rolling necessary.
    2
    Grants +2 health value to the soldier for the entirety of the battle.
    Searing RazorsFREE63+2+3 initiative in close combat
    Beam RifleFREE241+3-
    Beam CannonFREE301+6-
    Lightning Cannon2242naIf this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 4 health from the target; when used in close combat resolve damage normally
    Lightning Coil (m)FREE123naIf this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 4 health from the target; when used in close combat resolve damage normally
    Razor Bot Swarm (m)FREE6nanaTwice per game, instead of executing a ranged attack during a Fire order, the Razor Bot Mother releases a Razor Bot Swarm, which is placed anywhere within 6" of the Mother. The Razor Bot Swarm is immediately ready for battle, and a corresponding order die is added to the dice bag.
    Precision Laser Beam (m)FREE301+6Target(s) from this attack do not add positive initiative modifiers to their dodge roll of any kind
    Dual Beam Cannon (m)FREE242+4-
    Dark Crystal Diode2When this soldier causes damage against an enemy target while using a weapon that has "Electrified" in the name, the soldier regains 2 health value, up to their initial maximum.
    • Primary Weapon: May take any (m) weapon at cost
    • Secondary Weapon: May take any (m) weapon at cost
    Pulse Jezail1301+3Cannot be used to execute Cover Fire Orders
    Line Gun2241+5AoE, following these additional rules: The player creates a 4" wide, horizontal line and places the line starting from the height of the soldier's gun who fired the weapon. The player then moves the horizontal line directly away from the soldier and straight towards the point on the table which the player chose as the gun's target area. All soldiers, foe or friendly, who are cut directly by the path of this line are considered targets of the attack. Full and partial cover rules are still to be considered. Unwieldy
    Fusion Blaster2122+4-
    Plasma Grenade2122+5Grenade, but target does not add positive initiative modifiers to their dodge roll of any kind
    EMP Grenade1121naGrenade, but target does not add positive initiative modifiers to their dodge roll of any kind. All targets hit take no damage, but lose 3 movement value and cannot make ranged attacks until the end of the turn.
    Electrified Battle StaffFREEmeleena+4+2 initiative in close combat
    Pulse Jezail (m)FREE301+5Cannot be used to execute Cover Fire Orders
    Incinerator (m)FREE122+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Fusion Blast Cannon (m)2242+4AoE, but target does not add positive initiative modifiers to their dodge roll for cover OR choose a single target, target does not add positive initiative modifiers to their dodge roll for cover, and attack rolls per target are upped to 3
    Homing Plasma Missiles (m)3241+5AoE, but target does not add positive initiative modifiers to their dodge roll of any kind; Mech does not need line-of-sight of target, as long as at least one friendly soldier has line-of-sight of target
    Auto Targeting System1Once per game, before executing any ranged attack with any weapon, the soldier gains a +1 initiative modifier to their attack roll.
    Accuracy Lock2When executing a Fire or Advance Order, ranged attacks made by this soldier prohibit the target from adding initiative modifiers to their dodge roll for being behind cover and/or Down.
  • Secondary Weapon: May take any (m) weapon at cost
  • Sunstone SaberFREEmeleena+4+2 initiative in close combat
    Sunstone BladeFREEmeleena+3+2 initiative in close combat
    Sunstone ShurikenFREE122+3Compact
    Starflare Grenade21210Grenade, but target does not add positive initiative modifiers to their dodge roll of any kind. All hit targets apply damage and drop to movement and initiative values of 1 until the end of the turn.
    Starblast Grenade2122+6Grenade, but target does not add positive initiative modifiers to their dodge roll of any kind
    Starfire Cannon (m)2302+4AoE, but target does not add positive initiative modifiers to their dodge roll of any kind
    Starfire Repeater (m)2243+3-
    Sunstone Great-Sword (m)FREEmeleena+4+3 initiative in close combat
    Ancient Data-Script2If the bearer has psychic abilities, then they may not only attempt to cast any of their own abilities, but may also attempt to cast any abilities from any list the opposing warband may have on their roster.
  • Relics: May take any single relic at cost
  • Relics: Meteorite Gauntlet
  • Psychic Abilities: All abilities from the School of Time
  • Black Walker (Unique/Mech): M6 I4 H12 A6 | Cost: 18uc
    • Primary Weapon: May take any (m) weapon at cost
    • Secondary Weapon: May take any (m) weapon at cost
  • Poisoned SaberFREEmeleena+6+1 initiative in close combat
    Poisoned BladeFREEmeleena+4+1 initiative in close combat
    Poisoned ShurikenFREE122+4Compact
    Moonbeam Whip162+4+2 initiative in CC; Compact; Cannot be used for Cover Fire Order
    Starflare Grenade21210Grenade, but target does not add positive initiative modifiers to their dodge roll of any kind. All hit targets apply damage and drop to movement and initiative values of 1 until the end of the turn.
    Starblast Grenade2122+6Grenade, but target does not add positive initiative modifiers to their dodge roll of any kind
    Starfire Cannon (m)2302+4AoE, but target does not add positive initiative modifiers to their dodge roll for cover of any kind
    Starfire Repeater (m)2243+3-
    Moonstone Cleaver (m)FREEmeleena+6+2 initiative in close combat
    2
    If the bearer has psychic abilities, then they may not only attempt to cast any abilities from their list, but they may also choose one psychic ability from any other psychic school and add the ability to their own for casting.
    Subcompact Bolt GunFREE182+2+1 initiative in CC; Unwieldy; Compact
    Bolt RifleFREE241+3-
    Boomstick2182+4+1 initiative in CC; Compact; Unwieldy
    Flamethrower3182+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Rocket Launcher (soldier or mech)3241+6AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Smoke Grenade112nanaGrenade, but the grenade automatically hits and target area fills with smoke and creates a momentary full cover, but passable, terrain piece that is 4" round and 6" tall for the entirety of this turn and the next. Smoke between soldiers blocks line-of-sight like full cover, but while standing within smoke, soldiers are treated as being within partial cover and may be assaulted.
    Frag Grenade2122+6Grenade, but target does not add positive initiative modifiers to their dodge roll for cover
    Nerve-Gas Grenade3122naGrenade, but target does not add positive initiative modifiers to their dodge roll of any kind; if this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 4 health from the target; Also for each hit, the target loses -1 movement value for the remainder of the game, down to a minimum value of 1.
    Chain Blade (m)FREEmeleena+5+2 initiative in close combat
    Crushing Claw (m)FREEmeleena+7+1 initiative in close combat
    Ion Cannon (m)2361+3In addition to applying damage, if a target is hit by the Ion Cannon, it drops to a movement value of 2 and initiative value of 2 until the end of the turn.
    Heavy Chain Gun (m)FREE242+4Unwieldy
    Flame Cannon (m)2182+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Flak Cannon (m)3243+3AoE; Unwieldy
    When executing a Fire or Advance Order, ranged attacks made by this soldier prohibit the target from adding initiative modifiers to their dodge roll for being behind cover and/or Down.
    War PaintFREEThe soldier may gain +1 initiative and +1 movement values at the expense of -2 armor value for the entirety of the battle.
  • Relics: May take any one relic for FREE
  • Crew: M5 I3 H8 A2 | Cost: 12uc
    • Primary Weapon: Bolt Rifle OR Subcompact Bolt Gun
    • Relics: May take any one relic at cost
  • Scrap Mech (Unique/Mech): M6 I4 H12 A6 | Cost: 18uc
    • Primary Weapon: May take any (m) weapon for FREE
    • Secondary Weapon: May take any (m) weapon for FREE
  • -
    Smoke Grenade112nanaGrenade, but the grenade automatically hits and target area fills with smoke and creates a momentary full cover, but passable, terrain piece that is 4" round and 6" tall for the entirety of this turn and the next. Smoke between soldiers blocks line-of-sight like full cover, but while standing within smoke, soldiers are treated as being within partial cover and may be assaulted.
    Frag Grenade2122+6Grenade, but target does not add positive initiative modifiers to their dodge roll for cover
  • Relics: Illicit Steroid Pack and Illicit Opiate Pack
  • Alpha Skill: Field Medicine
  • Modified Labor Mech (Unique/Mech): M6 I4 H12 A6 | Cost: 16uc
    • Primary Weapon: May take any (m) weapon at cost
    • Secondary Weapon: May take any (m) weapon at cost
  • -
    Smoke Grenade112nanaGrenade, but the grenade automatically hits and target area fills with smoke and creates a momentary full cover, but passable, terrain piece that is 4" round and 6" tall for the entirety of this turn and the next. Smoke between soldiers blocks line-of-sight like full cover, but while standing within smoke, soldiers are treated as being within partial cover and may be assaulted.
    Frag Grenade2122+6Grenade, but target does not add positive initiative modifiers to their dodge roll for cover
    Once per game, when executing a Down Order, the soldier regains 2 health value, up to initial maximum.
    Com-link2Any Skills possessed by the soldier have an additional 4" radius of effect.
    Auto Targeting System1Once per game, before executing any ranged attack with any weapon, the soldier gains a +1 initiative modifier to their attack roll.
    Accuracy Lock2When executing a Fire or Advance Order, ranged attacks made by this soldier prohibit the target from adding initiative modifiers to their dodge roll for being behind cover and/or Down.
  • Relics: May take any one relic at cost
  • Zealot: M6 I2 H8 A2 | Cost: 8uc
    • Primary Weapon: Bolt Rifle OR Subcompact Bolt Gun
    • Relics: May take any one relic at cost
  • Subcompact Bolt GunFREE182+2+1 initiative in CC; Unwieldy; Compact
    Bolt RifleFREE241+3-
    Bolt Rifle (Scoped)1361+3If used to execute an Advance Order, read all stats like a normal Bolt Rifle and apply -1 initiative modifier to attack roll as normal
    Plasma Shotgun2182+4+1 initiative in CC; Compact; Unwieldy
    Flamethrower3182+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Rocket Launcher3241+6AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Smoke Grenade112nanaGrenade, but the grenade automatically hits and target area fills with smoke and creates a momentary full cover, but passable, terrain piece that is 4" round and 6" tall for the entirety of this turn and the next. Smoke between soldiers blocks line-of-sight like full cover, but while standing within smoke, soldiers are treated as being within partial cover and may be assaulted.
    Frag Grenade2122+6Grenade, but target does not add positive initiative modifiers to their dodge roll for cover
    Plasma Grenade3122+5Grenade, but target does not add positive initiative modifiers to their dodge roll of any kind
    Chain Blade (m)FREEmeleena+5+2 initiative in close combat
    Crushing Claw (m)FREEmeleena+7+1 initiative in close combat
    Ion Cannon (m)FREE361+3In addition to applying damage, if a target is hit by the Ion Cannon, it drops to a movement value of 2 and initiative value of 2 until the end of the turn.
    Heavy Chain Gun (m)FREE242+4Unwieldy
    Flame Cannon (m)2182+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Plasma Cannon (m)3241+5AoE, but target does not add positive initiative modifiers to their dodge roll of any kind
    Script of Redemption2Once per scroll taken, after the soldier who bears this script loses a round of close combat and applies damage, they may choose to immediately disengage from the combat and step back 2" away from the enemy soldier (regardless of what the opposing player wishes to do).
    Script of Judgement3Unique Relic (one per warband); Once per game, the controlling player may command the opposing player to re-roll any 2D6 roll for any reason. The command must be given immediately after the dice roll, and before any new action is taken by either player.
  • Assassin Bot (Alpha): M6 I5 H14 A4 | Cost: 40uc
    • Primary Weapon: Beam Cannon OR Custom Twin Blasters
    • Secondary Weapon: Flamethrower OR Razor Net
    • Melee Weapon: Power Gauntlet
    • Grenades: May take two of any type at cost
    • Relics: Noxious Gas Dispenser and Auto Targeting System
    • Alpha Skills: Deadeye 1 and 2
  • Lone Wolf (Alpha): M6 I4 H10 A4 | Cost: 30uc
    • Primary Weapon: Plasma Cannon OR Custom Twin Blasters
    • Secondary Weapon: Electrified Knife OR Razor Net
    • Grenades: May take one of any type at cost
    • Relics: May take any two relics at cost
    • Alpha Skills: Any one skill for FREE
  • Razor NetFREE122+1AoE; All targets hit by a Razor Net must apply -3 movement value and -3 initiative value until the end of the turn; Unwieldy
    Custom Twin BlastersFREE243+1-
    Beam CannonFREE301+6-
    Plasma CannonFREE241+5AoE, but target does not add positive initiative modifiers to their dodge roll of any kind
    FlamethrowerFREE182+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Homing Plasma MissilesFREE181+5AoE, but target does not add positive initiative modifiers to their dodge roll of any kind; Soldier executing ranged attack does not need line-of-sight of target, as long as at least one friendly soldier has line-of-sight of target
    Line GunFREE241+5AoE, following these additional rules: The Player creates a 4" wide, horizontal line and places the line starting from the height of the soldier's gun who fired the weapon. The player then moves the horizontal line directly away from the soldier and straight towards the point on the table which the player chose as the gun's target area. All soldiers, foe or friendly, who are cut directly by the path of this line are considered targets of the attack. Full and partial cover rules are still to be considered. Unwieldy
    Smoke Grenade112nanaGrenade, but the grenade automatically hits and target area fills with smoke and creates a momentary full cover, but passable, terrain piece that is 4" round and 6" tall for the entirety of this turn and the next. Smoke between soldiers blocks line-of-sight like full cover, but while standing within smoke, soldiers are treated as being within partial cover and may be assaulted.
    Frag Grenade2122+6Grenade, but target does not add positive initiative modifiers to their dodge roll for cover
    Plasma Grenade3122+5Grenade, but target does not add positive initiative modifiers to their dodge roll of any kind
    Nerve Gas Grenade3122naGrenade, but target does not add positive initiative modifiers to their dodge roll of any kind; if this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 4 health from the target; Also for each hit, the target loses -1 movement value for the remainder of the game, down to a minimum value of 1.
    +2 initiative in CC; Compact
    Training RodFREEmeleena+3+2 initiative in close combat
    Blaster PistolFREE121+2+1 initiative in CC; Cannot be used to execute Cover Fire
    Laser BlasterFREE241+3-
    Blaster CannonFREE242+4AoE; Unwieldy
    Dual Blaster PistolsFREE122+2+1 initiative in CC
    Flamethrower2182+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Rocket Launcher2241+6AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Thermal Detonator Grenade2122+6Grenade, but target does not add positive initiative modifiers to their dodge roll of any kind
    Auto Targeting System (Specialists Only)1Once per game, before executing any ranged attack with any weapon, the soldier gains a +1 initiative modifier to their attack roll.
    Accuracy Lock (Specialists Only)2When executing a Fire or Advance Order, ranged attacks made by this soldier prohibit the target from adding initiative modifiers to their dodge roll for being behind cover and/or Down.
    +2 initiative in CC; Compact
    Electrified RodFREE62na+2 initiative in close combat and ranged attacks; Compact; If this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 3 health from the target; if used in close combat, when the soldier wins a round of close combat, also apply wounds in the above manner (subtracting 3 health)
    Blaster PistolFREE121+2+1 initiative in CC; Cannot be used to execute Cover Fire
    Laser BlasterFREE241+3-
    Blaster CannonFREE242+4AoE; Unwieldy
    Dual Blaster PistolsFREE122+2+1 initiative in CC
    Flamethrower2182+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Rocket Launcher2241+6AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Thermal Detonator Grenade2122+6Grenade, but target does not add positive initiative modifiers to their dodge roll of any kind
  • Relics: May take one relic at cost
  • -
    Bolt Rifle (Scoped)1361+3If used to execute an Advance Order, read all stats like a normal Bolt Rifle and apply -1 initiative modifier to attack roll as normal
    Heavy Bolt Repeater2242+3AoE; Unwieldy
    Blunderbuss3182+4+2 initiative in CC; Compact; Unwieldy
    Rocket Launcher3241+6AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Smoke Grenade112nanaGrenade, but the grenade automatically hits and target area fills with smoke and creates a momentary full cover, but passable, terrain piece that is 4" round and 6" tall for the entirety of this turn and the next. Smoke between soldiers blocks line-of-sight like full cover, but while standing within smoke, soldiers are treated as being within partial cover and may be assaulted.
    Frag Grenade2122+6Grenade, but target does not add positive initiative modifiers to their dodge roll for cover
    Nerve Gas Grenade3122naGrenade, but target does not add positive initiative modifiers to their dodge roll of any kind; if this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 4 health from the target; Also for each hit, the target loses -1 movement value for the remainder of the game, down to a minimum value of 1.
    Chain-blade (m)FREEmeleena+3+2 initiative in close combat
    Drill (m)FREEmeleena+5+1 initiative in close combat
    Ion Cannon (m)FREE361+3In addition to applying damage, if a target is hit by the Ion Cannon, it drops to a movement value of 2 and initiative value of 2 until the end of the turn.
    Rivet Gun (m)FREE242+1-
    Illicit Steroid Pack1Once per game, before executing an assigned order, the soldier gains +2 movement.
    Illicit Opiate Pack1Once per game, when executing a Down Order, the soldier regains 2 health value, up to initial max.
    Com-link2Any Skills possessed by the soldier have an additional 4" radius of effect.
    +1
    -
    Bolt PistolFREE121+2+1 initiative in CC; Cannot be used to execute Cover Fire
    Subcompact Bolt GunFREE182+2+1 initiative in CC; Unwieldy; Compact
    Bolt RifleFREE241+3-
    Bolt Rifle (Scoped)1361+3If used to execute an Advance Order, read all stats like a normal Bolt Rifle and apply -1 initiative modifier to attack roll as normal
    Heavy Bolt Repeater2242+3AoE; Unwieldy
    Plasma Shotgun2182+4+1 initiative in CC; Compact; Unwieldy
    Flamethrower3182+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Rocket Launcher3241+6AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Smoke Grenade112nanaGrenade, but the grenade automatically hits and target area fills with smoke and creates a momentary full cover, but passable, terrain piece that is 4" round and 6" tall for the entirety of this turn and the next. Smoke between soldiers blocks line-of-sight like full cover, but while standing within smoke, soldiers are treated as being within partial cover and may be assaulted.
    Frag Grenade2122+6Grenade, but target does not add positive initiative modifiers to their dodge roll for cover
    Plasma Grenade3122+5Grenade, but target does not add positive initiative modifiers to their dodge roll of any kind
    Chain Blade (m)FREEmeleena+5+2 initiative in close combat
    Crushing Claw (m)FREEmeleena+7+1 initiative in close combat
    Ion Cannon (m)FREE361+3In addition to applying damage, if a target is hit by the Ion Cannon, it drops to a movement value of 2 and initiative value of 2 until the end of the turn.
    Heavy Chain Gun (m)FREE242+4Unwieldy
    Flame Cannon (m)2182+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Plasma Cannon (m)3241+5AoE, but target does not add positive initiative modifiers to their dodge roll of any kind
    Once per game, before executing any ranged attack with any weapon, the soldier gains a +1 initiative modifier to their attack roll.
    Accuracy Lock2When executing a Fire or Advance Order, ranged attacks made by this soldier prohibit the target from adding initiative modifiers to their dodge roll for being behind cover and/or Down.
    Bolt RifleFREE241+3-
    Heavy Bolt Repeater2242+3AoE; Unwieldy
    Plasma Shotgun2182+4+1 initiative in CC; Compact; Unwieldy
    Flamethrower3182+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Firebrands (Specters Only)FREE242+2-
    Fire Breath (Specters Only)FREE122+3AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Fire Blade (Specters Only)FREEmeleena+4+1 initiative in close combat
    Claws and Fangs (Possessed Fanatic Only)FREEmeleena+4+2 initiative in close combat
    Frag Grenade2122+6Grenade, but target does not add positive initiative modifiers to their dodge roll for cover
    Nerve Gas Grenade3122naGrenade, but target does not add positive initiative modifiers to their dodge roll of any kind; if this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 4 health from the target; Also for each hit, the target loses -1 movement value for the remainder of the game, down to a minimum value of 1.
    Chain Blade (m)FREEmeleena+5+2 initiative in close combat
    Crushing Claw (m)FREEmeleena+7+1 initiative in close combat
    Searing Probe (m)2meleena+4+3 initiative in close combat
    Heavy Chain Gun (m)FREE242+4Unwieldy
    Hell Cannon (m)3302+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Corrupted Steroid Pack2Once per game, before executing an assigned order, the soldier gains +2 movement and +1 initiative values and may take a special action during the Special Action Phase, for this turn only. However, on the next turn, the soldier must be assigned and execute a Down Order during the Order Dice Phase.
    Tainted Opiate Pack1Once per game, when executing a Down Order, the soldier regains 2 health value, up to initial maximum.
    Pulse RifleFREE241+3-
    Pulse CarbineFREE182+2+1 initiative in CC; Compact; Unwieldy
    Pulse Jezail1301+3Cannot be used to execute Cover Fire Orders
    Heavy Bolt Repeater2242+3AoE; Unwieldy
    Plasma Shotgun2182+4+1 initiative in CC; Compact; Unwieldy
    Plasma Rocket Launcher3241+5AoE, but target does not add positive initiative modifiers to their dodge roll of any kind
    Plasma Grenade3122+5Grenade, but target does not add positive initiative modifiers to their dodge roll of any kind
    Drill (m)FREEmeleena+6+1 initiative in close combat
    Rivet Gun (m)FREE242+3-
    Ion Cannon (m)2361+3In addition to applying damage, if a target is hit by the Ion Cannon, it drops to a movement value of 2 and initiative value of 2 until the end of the turn.
    Plasmid Glove (m)2nananaGives the bearing mech the ability to use any two psychic abilities from the Plasmids table, as well as the use of Relics
    Flame Cannon (m)2182+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Plasma Cannon (m)3241+5AoE, but target does not add positive initiative modifiers to their dodge roll of any kind
    Needle (m)FREEmeleena+3+3 initiative in close combat
    Once per game, before executing any ranged attack with any weapon, the soldier gains a +1 initiative modifier to their attack roll.
    Accuracy Lock2When executing a Fire or Advance Order, ranged attacks made by this soldier prohibit the target from adding initiative modifiers to their dodge roll for being behind cover and/or Down.
  • Relics: May take any one relic at cost
  • +1 initiative in CC; Cannot be used to execute Cover Fire
    Subcompact Bolt GunFREE182+2+1 initiative in CC; Unwieldy; Compact
    Bolt RifleFREE241+3-
    Line Gun2241+5AoE, following these additional rules: The Player creates a 4" wide, horizontal line and places the line starting from the height of the soldier's gun who fired the weapon. The player then moves the horizontal line directly away from the soldier and straight towards the point on the table which the player chose as the gun's target area. All soldiers, foe or friendly, who are cut directly by the path of this line are considered targets of the attack. Full and partial cover rules are still to be considered. Unwieldy
    Flamethrower3182+5AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Rocket Launcher3241+6AoE, but target does not add positive initiative modifiers to their dodge roll for cover; Unwieldy
    Frag Grenade2122+6Grenade, but target does not add positive initiative modifiers to their dodge roll for cover
    Acidic Vomit (Specialists only)FREE122naAoE, but target does not add positive initiative modifiers to their dodge roll of any kind; if this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 4 health from the target
    Barbed Fists and TeethFREEmeleena+7+2 initiative in close combat; only a Pure-Gene Brute may equip
    Acidic ScythesFREEmeleena+3+3 initiative in close combat; only a Pure-Gene Twitcher may equip
    Massive TalonsFREEmeleena+4+3 initiative in close combat; only a Pure-Gene Hunter may equip
    Chain Blade (m)FREEmeleena+5+2 initiative in close combat
    Crushing Claw (m)FREEmeleena+7+1 initiative in close combat
    Spike Cannon (m)FREE301+7-
    Acid Spitter (m)2242naAoE, but target does not add positive initiative modifiers to their dodge roll of any kind; if this weapon hits, for each hit, disregard total damage and target's armor and immediately subtract 4 health from the target; Unwieldy
    1
    Once per game, when executing a Down Order, the soldier gains +1 movement and +1 initiative values until the end of the turn.
    Illicit Opiate Pack1Once per game, when executing a Down Order, the soldier regains 2 health value, up to initial maximum.
    Com-link2Any Skills possessed by the soldier have an additional 4" radius of effect.
  • Ambush: Soldier goes Down, waiting to spring a surprise Fire, Cover Fire, or Assault Order for the rest of this turn and the next.
  • Phase 3) Turn End Clean-Up. Remove all casualties, collect and recount order dice, and then put dice back into bag for a new turn.