The Icarus Project Alpha Version 0.1.4 by Icarus Miniatures

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THE

Icarus Project

Alpha Rules ICARUS MINIATURES NARRATIVE WARGAMING

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Foreword Dear Gamer, Thank you for looking at the latest version of our rules. We’re still in the very early stages of design and recognise that game design cannot happen in vacuum. We want to create the very best game that we can, and to do that we need as many people playing the game as possible. We have created a Facebook group for play testers which you can find here: LINK Our playtest group is filled with awesome people talking about The Icarus Project, and Icarus Miniatures in general. We discuss rules, background, artwork, and the miniatures. And it’s a great place to give feedback. We appreciate every piece of feedback we receive, and the more you tell us about what you like, and what you don’t like, the better we can make this game. I hope you enjoy these rules, and I look forward to chatting to you about The Icarus Project soon. Anthony Cerrato Founder, Icarus Miniatures

Created & written by Anthony Cerrato. Artwork by; Daniel Comerci, Prokopii Osipov, and Patricio Clarey. All rights reserved: © Copyright 2015 Icarus Miniatures. Any unauthorized reproduction, copying, or distribution of this material without the express permission of Icarus Miniatures is an infringement of the relevant copyright and will subject the infringer to the appropriate civil and criminal prosecutions. All characters appearing in this work are fictitious. Any resemblance to real persons, living or dead, is purely coincidental.

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The Icarus Project The Narrative Sci-Fi Skirmish Wargame Version: 0.1.4 Last Edited: 27 June 2015 Welcome to The Icarus Project; a new Science-Fiction Skirmish Wargame from Icarus Miniatures. The Icarus Project is set in a Science Fiction universe, around eight hundred years in the future. Humanity has grown rapidly; become a major force on the galactic stage, and paid for it with two brutal wars against an alien race named the Nexus. The galactic body which humanity, and almost all other races were a part of, the Council of Systems (or Council for short), has fallen apart. The Alliance of humanity, the Praesidians, the Nexus, and many other species have chose to leave the Council. Opting instead to govern themselves and claim their own territories throughout space. Tensions are high, and the various galactic factions come to blows regularly over border disputes, resources, and old grudges.

What You’ll Need to Play There are a few basic things you’ll need to play The Icarus Project. These are:

Change Log, Version 0.1.4 - New Cover - Moved Spectre to the Mercenaries force list.

Miniatures: 28-35mm miniatures to represent the various units in the game. Tape Measure: Used to measure distances in the game. Dice: Regular 6 sided dice (often called D6). You’ll want to have plenty of these to hand to resolve things like combats.

- Added a section on page 12 to clarify Critical Condition. - Changed the equipment listing of Gabriel Cross, Isaac Cross, and Jesse Pope. - Added Buddy. A new unique Mercenary Character. - Added Blaze. A new unique Mercenary Character.

Tokens: You’ll need tokens of some sort to mark which units have yet to activate, taken damage, and several other effects. Coins or different coloured dice work fine for this.

- Removed the Templar and Guy characters.

Templates: The Icarus Project uses 3 different templates for things which have an area of effect. These are Template (Small), Template (Large), and Template (Cone).

- Added the Manipulate special rule to Scarlett Black.

The Golden Rule: The most important part of any game is that you have fun!

- Replace Assault Rifle with Energy Rifle for all Praesidian Units.

- Added Hated Foes (Nexus), Echo Inhaler, & Orbital Strike to Charlie Bishop’s profile.

- Added the Echo Inhaler, Ravager Bike, and Ignition Bomb to the list of equipment.

- Added rules for bikes. - Added Nexus Commander & Ravager Biker.

Introduction

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The Icarus Project By 2163, following the private space race of the 21st and early 22nd century, mankind began preparations for the first manned mission to another solar system. Proxima Centauri, being the closest star, was chosen as the destination. For nearly twenty years, dozens of companies competed to design the ship that would make the voyage. In 2175, the Icarus Corporation won the contract to build the Icarus I, the ship which would deliver seven people to Proxima Centauri. Construction began a year later and the Icarus Project took almost ten years to complete. On the 9th of September, 2186, the crew of the Icarus I departed from the space station at the edge of the solar system and journeyed into the unknown.

When the airlock opened they were met with a trio of tall, blue-grey faces that looks eerily similar to the classic “grey” aliens of Earth’s popular culture.

Their voyage took over four and a half years, but on the 14th of May 2191 the Icarus I entered the Proxima Centauri system.

The figure introduced itself as the Spirit Warrior, Vey. Vey told them that they had discovered a Praesidian watching post, and that these creatures, the Praesidians, had been monitoring mankind for millennia.

The Icarus spent three days upon entering the system performing scans. While no life was found, their instruments did detect an anomaly on the opposite side of the star; a hollow ring approximately 80 km in diameter and 1 km deep. This ring was clearly not something that was formed naturally and the captain of the Icarus I, Emily Armstrong-Voight, ordered the ship to move closer to investigate. The ring was, as they thought, not a natural formation. It was made of various metals and seemed to give off large levels of radiation. However, it looked ruined. Its surface was pitted with craters, presumably from passing meteoroids. The captain ordered the crew to guide the Icarus though the centre of the object so that they could examine it more closely. As they moved within the ring their instruments began to malfunction and display strange readings. Alarms sounded and the crew begged the captain to turn the ship around, but he refused. And at 16:44, May 18th, 2191 earth time, the Icarus I vanished from the Proxima Centauri system. First Contact As the Icarus I reached the centre of the ring there was a flash of light, and when it dissipated, they saw they were no longer in the Proxima Centauri System. Before them lay a vast expanse of strange spacecraft, space stations, and beyond, a bright blue planet. A group of the strange ships immediately moved towards them and all the power systems of the ship were shut down. The closest ship opened a large hatch on its nose and enveloped the Icarus. Captain Armstrong-Voight ordered her crew to take up arms. Between the seven members of crew, they had a single assault rifle with 30 rounds, two pistols, and a flare gun. The stood, huddled together, their shaking weapons aimed at the airlock door of the Icarus.

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Background

‘Do not be afraid,’ the centre figure spoke, in perfect English. Arnold Jones, the Icarus’ engineer, opened fire with his pistol. The two figures either side of the one who spoke moved in the path of the bullet, blue disks glowing on their arms. The round struck one of these disks and vaporised. ‘Your weapons will be of no use to you here,’ the figure spoke again. It gestured for them to follow, ‘come, let us talk.’

Vey explained to the crew of the Icarus that the Praesidians were part of a galactic government called the Council, and that by successfully achieving interstellar travel, humanity was now eligible to join. The Praesidians escorted the crew of the Icarus back to Earth, with the journey taking less than a week. Vey told them the ring they had entered was a Light Gate, a device that links to points in space and allows for travel between points on opposite ends of the galaxy in almost no time. Vey and his delegates met with the world leaders of Earth and explained their proposition. They would be allowed to join the Council, and benefit from the technological advances that would bring, but must agree to live by council laws. Though they were reluctant at first, Earth’s leaders recognised that this was an opportunity that would never come around again, and accepted. The Galactic Alliance Mankind flourished under the guidance of the Council. Their technology leapt forward by a thousand years, and they began to colonise worlds all over known space. The Galactic Alliance of Humanity was formed as a way to unite the many pockets of humanity that had spread across the stars. The Alliance introduced new laws, in addition to Council laws, that member planets must abide by. Within decades, the Alliance had grown to a vast size, and was in control of almost all human worlds.


The Nexus War Less than 200 years after first contact, Mankind was given a seat on the Council, and allowed to help shape the decisions of the Council as a whole.

The Trax Rebellion In 2692, a Trax fleet arrived at the Ji’tar home world, with the intention of taking the Ji’tar metal. With Ji’tar armour, they would become almost unstoppable.

No other race had been allowed to sit on the Council so soon after being accepted into the Council as a whole. But mankind’s rapid expansion, adaptability, and eagerness to learn, had caught the attention of the Council.

Luckily, the Trax had no idea of the military presence on the Ji’tar home world. The Ji’tar were able to hold against the invasion, going to ground and digging in.

The Nexus leaders did not take the news of the appointment of a human counsellor well. They threatened military action if humanity’s seat on the Council was not revoked. The Council did not give in to their demands, and in 2377, Earth time, the Nexus declared war on humanity. The Nexus war lasted 29 years, and saw humanity pushed back to Earth. The Nexus blocked the human home world and had just begin their invasion when the Praesidians intervened. The Praesidian leaders had been reluctant to become involved in the conflict until that point; arguing that other races must be left to defend themselves. Vey campaign through the course of the war, arguing the Great Spirit would not have delivered humanity to them, only to have them crushed by the Nexus. Vey was eventually able to secure a small fleet to give aid. Together, the humans and Praesidians were able to drive back the Nexus. Under threat of a Praesidian embargo, the Nexus reluctantly signed a peace treaty with humanity. When the war was over, the Alliance declared that no alien species was ever again to set foot on Earth. A blockade was set up around the planet, and has been there ever since. No alien has set foot on earth in over 450 years. Might of the Alliance Knowing how close mankind had come to extinction, the Alliance’s focus shifted after the Nexus war. Defence became their primary concern, and all their efforts went into ensuring they would never be so outmatched again. The Galactic Marines, the Alliance’s special forces, were formed. The first recruits were trained at a secret location by a collection of mercenaries from various species. These mercenaries gave the marines the skills they would need to fight the various aliens they would encounter in battle. The Alliance also began building their fleet, and though they still don’t have as many ships in total as the Praesidians today, they have more combat ready vessels than any other race.

At the same time, another fleet arrived at the Praesidian home world. The Trax had long been monitored and policed by the Praesidians. The Praesidians recognised the danger the Trax could pose if they took up arms en mass. Unfortunately the Trax were more stealthy than the Praesidians gave them credit for, and were able to build their force in secret. Fall of the Trax Empire Two weeks before the end of the war, a Praesidian Spirit Warrior suggested a radical and bold strategy. In complete violation of their normal values, this Spirit Warrior suggested a fleet be dispatched to the Trax home world, and commence bombardment in an effort to lure the Trax fleets back. The loss of Trax lives, he reasoned, would be significantly lower than those that would be lost if they were left to continue their rebellion. The Praesidian leaders refused initially, until representatives from Ji’tar pressured them, reminding them that the Ji’tar home world was still under siege, and had been for over five years. The Nexus leader also agreed, pledging two dozen ships for the effort. The Praesidian senate turned to humanity, who had yet to cast their vote. Humanity reasoned that, abhorrent as an attack on a home world largely populated by civilians would be, it would certainly draw the Trax forces back. So it was agreed. On the 25th of April 2697, bombardment began. When the Trax fleet arrived, a combined fleet arrived through the Light Gate and the Trax were caught between two forces. The fleet was wiped out, all save the capital ship. The Praesidian senator boarded the immobile vessel, and offered the Trax leader an ultimatum; return to your home world and stay there, or be exterminated. The Trax leader agreed and he and his crew were transported to the ruins of their home world. The Praesidians deactivated the Trax light gate, cutting them off from the rest of the galaxy, and posted a contingent of 3 ships, two cruisers and a life ship, to remain in orbit above the Trax home world indefinitely to make sure they never rose up again. This decision faced serious backlash in the council, with many calling it a war crime, genocide, saying the decision should be overturned. But it remained in place for over 100 years. During this time, the only Trax left in the core systems were those that had been living there before and had not taken part in the war. Some of them banded together into communities on neutral planets, which is where the majority of Trax walking the galaxy today come from.

Background

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Models & Units The Icarus Project is played using finely detailed, scale miniatures. These models represent a huge variety of characters and creatures in The Icarus Project universe; from the noble Praesidians to the brutal Nexus and everything in between. Units A unit is counted as any single miniature in the game. Stats Each unit in The Icarus Project has a name and a series of statistics (called stats), which together make the profile that defines how they perform in the game. These are: Move (M) – How many inches a unit can move per action. Ranged (R) – The score needed by the unit to hit an enemy with a ranged attack. If the unit has no ranged attacks, this is a “-”. Combat (C) – The score the unit needs to roll to successfully hit an opponent in combat. Defence (D) – The score your opponent needs to damage your unit. Attacks (A) – The number of attacks a unit can make in close combat. Health (H) – This is the amount of damage a unit can take before they are removed from play.

The Turn A game turn is the time it takes for every unit of each player to perform all their actions. The Icarus Project uses an alternative activation system that begins with each player rolling for priority. Both players roll a D6 and the player who scores the highest may choose to go first. The turn then proceeds as follows: -Player one activates their first unit and performs their actions. -Player two activates their first unit and performs their actions. -Player one activates their second unit and performs their actions. -Player two activates their second unit and performs their actions. And so on until all units on both sides have performed all their available actions. Once all units on the table have performed their actions, the turn is over and the players roll priority for the next game turn. If one player has completed all his activations and the other player still has several units left to activate, that player may activate each of their remaining units in turn. However, each additional activation becomes more difficult. Roll a D6 for each unit and compare the result to the table:

Courage (Co) – How brave the unit is. Points (Pts) – The number of points the unit costs.

First additional activation: 4+ Second additional activation: 5+ Each additional activation thereafter: 6+

Equipment – The equipment the unit is armed with. Special – Any special rules that affect the unit. Example: Unit Alliance Trooper

M

R

C

D

A

H

Co

Pts

6

5

5

4

1

5

4

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Measuring Distances You may measure distances at any time you like. Distances are always measured to or from the nearest points between the bases of two units.

6 Models & Units

Dice Whenever we refer to a die or dice we are talking about a normal six-sided die, often shortened to D6. There may be times where the rules refer to a D3 which is a regular roll of a D6 where: 1 or 2 = 1, 3 or 4 = 2 and 5 or 6 = 3. There may also be mentions of multiple dice, such as 2D6, which is just rolling two dice and adding the results together.

Re-Rolls When you are allowed to make a re-roll, simply pick up the appropriate number of dice and roll them again. The second result counts, even if is worse than the first.


Modifiers Certain weapons and equipment modify the statistics of another unit, or dice roll. Modifiers come in two forms, a bonus modifier (+) and a penalty modifier (-). A bonus modifier (+) does not necessarily add to the unit’s stat, rather it improves it.

Actions Units in The Icarus Project all have a number of actions they can use to perform tasks in game such as moving, shooting with a weapon, or using an item. The standard number of actions for a unit is 2, but some units may have more indicated in their special rules. Actions can be taken in any order. The actions are:

Example: A unit with a defence of 4 that receives a bonus of +1 would have their defence stat increase to 5. But a unit with a courage of 4 that receives a bonus of +1 would have their courage stat changed to 3.

Move – The unit moves up to the number of inches indicated in their move stat.

A bonus (+) modifier always improves the effected stat, which may mean (in the case of Ranged, Combat and Courage) it actually makes the stat number lower.

Combat – The unit fights in hand to hand combat.

Similarly, a negative modifier (-) does not necessarily lower the effected stat, but rather, makes it worse. Example: A unit with a Courage of 4 suffers a –1 penalty to their Courage stat, changing it to a 5. As a lower number is better for Courage, Ranged and Combat, suffering a negative (-) modifier makes the number higher, and their stat worse. There are occasions where you will only be able to damage an enemy unit by using something that carries a modifier. For example, if an Alliance Trooper was firing at a unit with a defence of 7, they would normally be unable to wound them. However, if they were carrying a sniper rifle, they would only need a 5+ (Sniper rifles reduce the target’s defence by –2) Facing Units can see, move and fire in any direction they like. However, there are some things which you need to know which direction the unit is facing for (like pushback). The most simple way of knowing this is to mark a line, or place a piece of distinctive decoration on the unit’s base which can serve as the centre of the unit’s front facing 180 degree arc. Base Sizes Units may only be placed on bases the same size as those they are supplied with, or one size larger. Models may never use bases smaller than those they were provided with.

Shoot – The unit attempts to shoot at an enemy.

Reload – Some weapons must be reloaded after each shot, reloading costs 1 action. Use item – Units can use a variety of items; such as med kits, ordnance drops, and scanners during the course of the game. The specific rules for each of these items are listed in its entry in the equipment section. Overwatch – A special action that puts a model on alert. This is described in further detail in the Shooting section. Go to ground – A unit may elect to Go to Ground, ending its activation (if the unit goes to ground as its first action, it loses its second action). Going to ground infers a -1 to the ranged stat of any enemy attempting to shoot at the unit until the next game turn. A unit that has gone to ground in the previous turn must spend an action to get up again in their next activation. Spot –A unit may spend an action to spot an enemy within 12” of them. Any other friendly unit that shoots at a spotted enemy receives a +1 bonus to the result needed to hit them. These effects do not stack. All of a unit’s actions must be used in a single activation. Any unused actions are lost when the next unit is activated. So you can’t activate a unit, use one of their two actions, and return to them after the next enemy activation to spend the final action. To keep track of what unit’s have activated, place a marker next to unit at the start of each turn and remove it once the unit has activated. Activating A Unit When you wish to activate a unit, simply declare which unit you will be activating and perform all that unit’s actions. It helps to use tokens to keep track of which units have already activated. Placing a special coloured dice next to all the units that have yet to activate is enough; though you may wish to use dedicated tokens.

Actions

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Movement One or all of a unit’s actions can be spent moving. A unit moves up to the number of inches indicated in its stat profile per movement action. Measuring Movement When moving a unit, it is important to measure from the same edge of the base. Measuring from one at the start of the move, to the other at the end, can cause you to move too much or too little.

6’’ Rear to Rear

6’’ Front to Front

Difficult Terrain Some areas of terrain will slow down a unit’s movement. Areas such as bogs, dense rubble, and thick forest are harder for some (not all) units to navigate. Agree with your opponent after terrain is deployed what will be classed as difficult terrain. Difficult terrain reduces a unit’s movement speed by half. This number is not rounded up or down. Obstacles An obstacle is anything a unit may jump/climb over, or on top of that is not a building. So walls, containers, cliffs, hedges, barricades, and many others are all obstacles. A unit may move over an obstacle that is no higher than half the unit’s height at no penalty, and continue its move.

2’’

4’’

A unit moves 2 inches into base contact with a low wall, they may move over the wall with no penalty and continue their movement as normal.

8 Movement

If the obstacle is more than half as tall as the unit, but no taller than half the unit’s move value, they must use an entire move action to scale over it, starting in base contact. Once a unit has climbed an obstacle, place them in base contact with the edge of the obstacle that has just been climbed.

2.5’’

A unit is in base contact with an obstacle that is more than half its height, but not taller than half its move value. The unit must use an entire move action to scale over the obstacle, ending its movement in base contact with the other side of the obstacle.

Agility There are many situations where a unit will be required to perform a feat of agility, such as leaping a chasm, swinging on a rope and countless others. To do this, a unit must make an agility roll. To determine what result a unit needs for an agility test (Base) +/- (Movement Modifier) +/- (Modifiers) = Roll Needed. (Base) - The base roll for agility is 4+. (Movement Modifier) - If a unit’s movement is 5 inches or less, add +1 to the roll. If their movement is 8 inches or more, -1 to the roll. (Modifiers) - Some equipment, such as weapons with the Heavy special rule, incur modifiers to an agility roll. The modifier will be listed in the relevant entry. Example: An Alliance Heavy attempts to leap across a gap of more than 3 inches. They start with a 4+ base. They have a +1 penalty for having a movement of 5, they also have a +1 penalty for carrying a weapon with the Heavy special rule. This means they need a 6+ to pass their agility test. If you can’t decide whether a unit should be allowed to make an agility test to do something (such as use a hanging cable to swing between two buildings) always go with the option that makes the game more cinematic and exciting!


Climbing Units may climb obstacles 1- 6 inches in height at the cost of one move action, or 6-12 inches in height at the cost of two move actions. To climb an obstacle/structure, a unit must fist pass an agility test. If they fail, they may not climb the obstacle.

A unit that is on top of an obstacle may drop down with no penalty and continue its movement as long as the obstacle is no higher than 3 inches. If the obstacle is 3-6 inches tall, it costs an action to climb down. When a unit drops down from an obstacle, it counts as having moved for the purposes of shooting. Leaping A unit may jump a gap that is as wide as their movement value. If the gap is 3 inches or less across they may move across it as though it were regular terrain, so long as they don’t end their movement in the gap.

A unit starts its activation in base contact with a cliff that is 6.5 inches high. The unit must use both its actions to climb the cliff, as it is between 6 and 12 inches. The unit ends its climb in base contact with the edge of the cliff.

When a unit is attempting to jump a gap of more than 3 inches, they must make an agility test. If they fail, the unit falls. The unit suffers an automatic hit, resolved as normal at damage 1, regardless of the height they fell. In addition, for every 3 inches the unit falls (rounding up) they suffer an additional hit resolved as normal at damage 1.

6.5’’

Example: An Alliance Trooper is attempting to leap a gap of 4 inches, meaning they must pass an agility test to see if they make the jump. The trooper fails their agility test and falls. They suffer an immediate hit for falling, and as the building is 5 inches tall they suffer an additional 2 hits (one hit per 3 inches, rounding up). The damage is resolved as normal.

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Buildings Moving into and out of the ground floor of a building is counted as a regular move action. However, to move up a single floor of a building costs a move action. Example: A unit uses their first action to move inside a building. They then use their second action to climb to the first floor of that building. Building Types While buildings come in all shapes and sizes, one of the most important aspects of any building is its height. A multi-storey building offers an advantage for spotting and shooting at an enemy, but is harder to search when looking for objectives. The types listed here are rough guidelines, it is up to you and your opponent to decide which buildings on your gaming table are classed as which type. Type

Size

Small

1 floor/ ≤ 4 inches

Medium

2 floors/ ≤ 8 inches

Large

3+ floors/ ≤ 12 inches

Huge/Special*

12+ inches/special*

To work out what type a building is start by measuring the number of floors it has. If the number of floors, and total height fit into a single category (e.g. a two story building that is 7 inches high) then that is the type of building it is. However, sometimes you will have a building that has the number of floors to be put into one category, but it is too high (such as an 8 inch, single floor building). When this happens, categorize the building by its height. Huge/Special There may be occasions when you have an unusually large structure (perhaps the objective of a narrative) that is over 12 inches tall. In this case, regardless of the number of floors, it is counted as huge. You may also have a building that is special for some other reason (palace, bunker etc). These buildings can be any height (including a single floor) but because of their significance they are treated differently. Always agree with your opponent what buildings will be counted as Huge/Special. Damaging Buildings Buildings are not indestructible, with enough damage, even the strongest building will fall. A unit may damage a building in the same way it would another unit (as long as it is actually capable of doing the damage. You may attempt to damage a building either in close combat (by being in base contact with one of the walls) or by shooting at it.

10 Buildings

The following table describes the durability of the different building types:

Type Small Medium Large Huge/Special

Defence

Health

6

10

7

10

8

15

9

25

To damage a building, roll against its defence as normal. If you successfully damage it, place a number of damage markers equal to the amount of damage done next to the building. When a building’s health reaches 0, it is destroyed. Weapons that reduce a target’s defence are still effective against buildings. Destroyed Buildings When a building is destroyed, any units that are closer to the edge of the building than their movement value, may take an agility test to attempt to flee the building before it collapses. If they pass the agility test, they exit the building using the closes door or window. If they fail, they are crushed by the debris and killed instantly. If a unit passes an agility test and exits the building from higher floor than the ground level, the usual rules for falling apply. If the unit is not within a single move action’s range of the building edge, they cannot escape in time and are crushed by the building and instantly killed.


Shooting Most units carry some form of ranged weaponry, even if it is only a pistol. A unit may spend any of its actions shooting (unless they are carrying a weapon with the Reload rule, in which case they must spend an action to reload). Picking A Target A unit may pick a single enemy unit as the target for its ranged attacks as long as the following conditions are met: The target is in the unit’s line of sight. A unit may fire at a separate target for each action it has.

Action 1

The Alliance Trooper uses their first action to fire at the grunt, and their second action to fire at the Feral Nexus.

Action 2

Line of Sight An enemy is considered in your line of sight if the shooting unit can see any part of them. Look at the target from the shooting unit’s point of view, if you can see any part of the target unit (including arms, coats, capes, wings, tails etc.) other than the unit’s base then you can take a shot. Line of sight is a binary matter. Can you see any part of the target unit other than the base; yes or no? If you or your opponent are unsure, simply roll a D6. On a 1, 2 or 3 the unit cannot be seen. On a 4, 5 or 6 they can be. Moving And Shooting If a unit fires at an enemy unit that has moved in the same game turn, they suffer a -1 penalty to hit; it’s more difficult to hit a moving target. Example: A Alliance Trooper spends his first action moving to a better position to fire at a nexus grunt, who moved in his own activation. The Alliance Trooper would normally need to roll a 5 or 6 to successfully hit his target, but as the target has moved this game turn he must roll a 6.

Shooting And Hitting the Target Once you have picked a target, roll the number of dice equal to the number of attacks in the weapon profile of the weapon you have chose to use. You must score equal to or higher than your unit’s ranged value to hit your target. Discard any dice that score less than this.

Shooting

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Ranges Different weapons are effective at different ranges. The distance of the target effects how likely it is that the weapon will hit. Weapons in The Icarus Project have three ranges – Ideal Range, Effective Range and Extreme Range.

Ideal Range The ideal range of a weapon is the distance at which it is most accurate. Firing at a target within a weapon’s ideal range gives a +1 to hit bonus. So a Alliance Trooper, who would normally need a 5 or 6 to hit a target, must roll a 4 or more at ideal range to hit a target.

Recording Damage To record the damage a unit has suffered, use a suitable counter to track the number of health points they have lost (a D6 works well). Critical Condition When a unit suffers enough damage to reduce their health to exactly 0, instead of being killed outright, they enter Critical Condition. When a unit is in Critical Condition, lay the miniature on it’s side. A unit in Critical Condition may now perform any actions or be activated.

Effective Range The effective range of a weapon is a distance at which it is still reasonably accurate, but not as accurate as its ideal range. Firing at a unit in the weapon’s effective range has no penalties.

A unit in Critical Condition must be healed, either through the use of a med kit, or special rules, by the end of the following Game Turn. If they are not healed in this time, or suffer any further damage, they are considered dead and removed from play.

Extreme Range The extreme range of a weapon represents the maximum distance it can be used while still having a chance of hitting a target. Firing a weapon at extreme range has a -1 penalty to hit the target. So a Alliance Trooper, who normally hits on a 5+, would need a 6.

If they are healed by med kit or special rule, they recover the appropriate number of health points and may activate as normal from the start of the next Game Turn.

Ranges Ideal Range +1 Bonus to Hit

Effective Range No Modifiers

Extreme Range -1 Penalty to Hit

Scoring More Than A 6 There may be times when modifiers mean that you must roll a 7 or more on a six sided dice to hit a unit with a ranged attack. Example: If an Alliance Trooper is firing at extreme range at a target that has moved, they would need a 7+ to hit the target. So they must first roll a 6, and if they are successful, score a 5+ on the second roll (an Alliance Trooper’s ranged stat is 5+)

Example: Unit A has 3 health points and suffers 4 points of damage, killing them outright. Unit B has 3 health points and receives 3 points of damage. As this reduces they to 0 health points, they enter Critical Condition. Overwatch Overwatch is a special type of action that a model can make. Using overwatch ends that unit’s activation. If an enemy unit passes within the overwatch unit’s line of sight and range, the unit may choose to take an automatic shot against them, with a -1 to hit penalty, resolved as normal. Normal shooting restrictions apply however, so a unit that needs to reload their weapon after each shot may only fire if the weapon has been reloaded in that unit’s activation. Units with Heavy weapons that have moved during their activation may not enter overwatch (unless they have a Stabiliser). Overwatch

Note that this only effects hitting a target. If a target unit’s defence is 7+, you must use special weapons or equipment to reduce their defence. Damaging the Target After discarding any dice which failed to hit the enemy unit, roll the remaining dice. The number you need is equal to or higher than the target’s defence value. This roll may sometimes be modified by special rules. For each result over the target’s defence value you deal the number of damage points indicated in the weapon’s profile.

12

Shooting

High Wall

High Wall

An Alliance Trooper is in Overwatch. During the Nexus Grunt’s activation, the Grunt moves into the Trooper’s line of sight. The Trooper chooses to take his overwatch shot and wounds the Grunt.


Shooting Into Combat The ruthless or mad soldier may choose to fire into a combat where a friendly unit is engaged. If so, the unit attempting to fire into the combat must first pass a courage test. If the test is failed they may not fire into the combat (but may spend their action on something else) If the test is passed roll to hit as normal. If the hit roll is successful the controlling player of the shooting unit decides which unit involved in the combat suffers the hit. Damage is then resolved as normal. If the shot misses then each player involved in the combat must roll a D6, adding the number of their own units involved in the combat to the result. The player with the highest score suffers the hit, allocated by the firing unit’s controlling player. If your unit fires into a combat and puts a friendly unit into critical condition your firing unit must immediately take a courage test with a -1 penalty to the result. If they kill a friendly unit they must make an immediate courage test with a -2 penalty to the result.

Template Weapons Some weapons have an area of effect, such as explosives, or flamethrowers. Weapons such as these are template weapons, and will either be listed as Template (Small), Template (Large), or Template (Cone). Hitting Units With a Template To determine which units are hit by a template weapon, place the template over your target. Any model whose base is under the template completely is automatically hit. If a unit’s base is only partially under a template, they are hit on a 4+. If a unit’s base is not under the template, they are not hit. Template (Small)

Hit on 4+ +1

+1 Hit on 4+ +1

Template (Large)

+1

+1

+3

Player A Player B Player A fires into a combat and misses their shot. Player A has a single unit in the combat, Player B has 3 units in the combat. Both players roll a D6, Player A adds +1 to their result and Player B adds +3. Player A scores a 4, +1 for their unit, making the total a 5. Player B scores a 3, adding +3 for their units, bringing their total to 6. The controlling player of the firing unit may now decide which of the three enemy units will suffer the hit.

Hit on 4+

Hitting With Template (Cone) To fire a Template (Cone) weapon, place the back on the template in the centre of the firing unit’s base. Any units partially under the template are hit on 4+, and any fully under are automatically hit as normal. Template (Cone)

Hit on 4+

Hit on 4+

Shooting

13


Cover Cover If any part of the target unit other than the base is obscured, they are counted as being in cover. When shooting at units in cover, the shooting unit suffers a -1 penalty to the score they need to hit. If the shooting unit can see the entirety of the target unit, it is counted as being in the open and there is no penalty. Again, cover is a binary matter. Is there anything obscuring your view of the target unit; yes or no? If you or your opponent is unsure simply roll a D6. On a 1, 2 or 3 the unit is in cover. On a 4, 5 or 6 they are in the open.

Hi gh

W

all

Cannot Be Seen

Template (Cone) and Buildings If both the firing unit and the target unit are on the same level of a building, fire the Template (Cone) weapon as usual, taking into account any cover present. If the firing unit and the target are on two levels of a building, but less than half of the target unit is obscured, they count as being in cover. If the firing unit is outside of a building or structure, and the target is within the structure, the firing unit may only use the Template (Cone) weapon if the target is on the same level as them, and more than half the target unit can be seen through a window or opening. If the target unit can be completely seen by the firing unit, they do not receive cover, even though they are within a building. Template (Small/Large) and Cover

If there is an obstacle that is no more than half the height of the target unit between the centre of the blast template, and the target unit, they are hit on a 4+ if they are totally within the template, and 5+ if they are partially within the template.

In Cover

If the weapon has the Explosive special rule, then even if the unit is behind an obstacle, a receives the benefit of cover, they are still affected by the Pushback rule.

In the Open

Intervening Units If there is a unit (friendly or enemy) between the firing unit and the target that blocks line of sight, the target is considered to be in cover, and the shooting unit suffers a -1 penalty to the score they need to hit.

Pushback 3� Pushback 3� Hit on 5+ Hit on 4+

Template (Cone) and Cover If the target unit is behind a structure or obstacle that obscures no more than half of it, they are counted as in cover.

Low Wall

Units in cover that are totally within the template are hit on a 4+, and those partially under the template are hit on 5+.

Hit

Low Wall

Pushback 3� Hit on 5+

If the unit is behind an obstacle that covers more than half of it, they are not hit, or affected by Pushback. Hit on 4+

If the target unit is behind a structure or obstacle that obscures more than half of it, the Template (Cone) cannot hit them.

14 Cover

Smoke And Toxic Smoke and Toxic grenades hit units even if they are behind cover, as they are clouds of gas. Units are still only hit on a 4+ if they are only partially under the template.


Cover and Combat If a unit is stood in base contact with a piece of cover that is less than half its height, an enemy unit must enter base contact with obstacle to engage the unit.

If being moved back by the attacking unit that has passed its agility test would cause the defender to move off an edge, they must make an additional agility test.

The “Attacker�, has a -1 penalty to hit in the following combat.

If they fail, they fall over the edge and suffer the usual effects for failing. However, if they pass their test, move them to the side, remaining in base contact with the attacking unit. If there is no space to move the defending unit to the side, the automatically fall. If the defender successfully moves aside, the attacker must also make an agility test. If this is failed, the attackers momentum carriers them off the edge and they fall, suffering the usual effects for falling. If the test is passed, the combat continues as normal.

The Nexus brawler spends its first action moving into base contact with the wall. If then spends its second action to engage the Alliance trooper in close combat, and suffers a -1 penalty to hit the trooper. Leaping Cover An attacking unit may attempt to leap over cover if they have enough movement to end their move on the other side. To do this, they make an agility test. The controlling player of the enemy unit also rolls and agility test. If the attacker passes their test, and the defender fails, the defending unit is pushed back to allow the attacking unit to be placed in base contact with the obstacle. The attacker also does not suffer the -1 penalty to hit a defending unit. If both players pass their agility rolls, the attacking unit moves over the obstacle, and the defender is pushed back as before, but the attacker still suffers the -1 penalty to hit; as the defender has prepared themselves for the attack. If the attacker fails their agility roll, they do not move over the obstacle, and suffer a -2 penalty to hit in the following combat.

The Nexus Brawler passes its agility test and leaps over the obstacle, pushing the defending trooper back. The trooper failed his agility test, so the Brawler no longer suffers the -1 penalty to hit.

The Nexus Brawler successfully leaps the obstacle into combat with the Alliance Trooper. As the trooper was stood on an edge, when it is pushed back it must pass an agility test. The Trooper fails the agility test and falls. Buildings If a defending unit is stood in base contact with a window or opening in a building, follow the same rules for combat over obstacles. You may either engage the defending unit from the other side of the window/opening, or pass an agility test in the same was as leaping cover.

The Alliance Trooper is taking cover in the window of a building. The Nexus Brawler leaps through the window in the same way as over a barrier, and pushes the Trooper back.

Cover

15


Combat Hitting the Target To engage in combat with an enemy unit, you must first have moved your unit into base contact with the enemy unit. You may then use an action to attempt to attack the enemy unit by rolling the number of dice equal to your attacking unit’s Attacks stat. To hit the enemy you must roll equal to or above the number indicated in the unit’s combat stat.

5’’

Fleeing a Combat To flee a combat, you must make a courage test. If you pass, the unit may immediately move away from the enemy unit up to their full movement distance (this counts as a single move action). When you flee a combat, any enemies involved make an immediate combat action (resolved before you move your unit away), regardless of whether you passed your courage test or not. The enemy has a +1 bonus to their combat reaction roll. If you fail to flee the unit must remain in combat but cannot attack. A disengaged unit may make a second action from the following list: move, reload, use item, and go to ground.

An Alliance Trooper uses their first action to move 5 inches, putting them into base to base contact with a Nexus grunt. The Alliance Trooper has 1 attack, and needs to roll a 5 or 6 to hit the grunt. They roll a 5 and the blow lands. Damaging the Target To damage the target you unit must roll equal to or above the target’s Defence value. If a unit has more than one weapon. They must choose which to use at the start of combat. Example: The Alliance Trooper managed to hit the nexus grunt with his attack and must now roll to see if they damage the enemy. A nexus grunt has a defence value of 4+, which means the Alliance Trooper must roll a 4, 5 or 6 to damage their target. They roll a 5 and have successfully damaged the grunt. The Alliance Trooper was using a combat knife, which has a damage value of 2 so the Nexus grunt takes two wounds. Units with Multiple Melee Weapons If a unit has two or more melee weapons, it adds a single additional attack to the unit’s profile. The controlling player may choose which weapon they wish you use in combat, but may not use more than one melee weapon in a single action.

Losing 50% Health in Combat If a unit loses 50% of its health (rounding up) in combat in one turn they must make a courage test as normal. If they pass they stand their ground and continue fighting in the combat. However if they fail they move their full distance towards their deployment zone. The enemy unit also makes an immediate combat action with a +1 modifier to their hit roll. If a model that is fleeing combat cannot move towards their deployment zone because they are blocked (such as being stuck in a corner or surrounded by multiple enemies) all enemy units involved in the combat make an additional immediate combat action with a +1 bonus to hit. Pushback If no unit’s are killed during combat, the unit that has lost the most health is pushed directly backwards by 3 inches. If all units have suffered the same amount of damage then they remain in base contact. If, as a result of being pushed back, a unit is forced over an edge or into special terrain, the normal rules apply (e.g. If a unit is pushed back over an edge the same rules apply as if they had failed to leap across a gap.) Some ranged weapons and equipment also cause pushback. Units affected by this are pushed back away from the direction of the unit who fired the weapon. Weapons that cause pushback will have the special rule Pushback.

An alliance trooper fires at a Nexus Grunt with a missile launcher. The explosion causes the Nexus Grunt to be pushed back away from the source, the Alliance Trooper

16 Combat


Courage The courage stat represents how brave your unit is. How likely they are to continue fighting in the face of overwhelming odds. There are many times when a unit will be required to make a courage test. These include: - Fleeing from a combat. - Losing 50% of its health (rounding up) in one turn. - Charging into combat with particular units. - Being within 6 inches of a friendly unit when they are killed. - Being charged by particular units. To perform a courage test, roll a D6 and compare the result with the unit’s courage stat. If the result is equal to or higher than the unit’s courage, the test is passed. If it is lower, the test is failed. Courage Modifiers There are a number of situations which may modify a unit’s courage. If a unit is within 6 inches of a friendly unit when it is killed, during its next activation it must make a courage test with a -1 modifier. Example: A galactic marine is 5 inches from a friendly model when it is killed. During their next activation, the galactic marine must make a courage test with a -1 penalty, meaning they need a 4+ instead of a 3+. Some units, weapons, and equipment also modify the courage of a unit. These will be detailed in the relevant sections.

Courage

Failing a Courage Test If your unit fails their courage test they are counted as broken and must immediately move their full movement distance towards their deployment zone. This counts as all their actions and they can do nothing else for the remainder of the game turn. Mark broken units with an appropriate counter (such as a different colour dice) At the start of the following game turn (before the priority roll) roll a D6. On 4+ the broken counter is removed and the unit may act as normal during their next activation, but on a 3 or less they must make another courage test. If they pass, they can act as normal during their activation, but if they fail they begin the process again –moving towards the deployment zone, rolling a D6 at the start of the next game turn and so on. If a broken unit’s move would take them off the edge of the board they are considered out of the game. If there are multiple broken units the controlling player may decide in which order to attempt to rally them. Units with a Courage Value of 1 There are some units with a courage value of 1, meaning under normal circumstances they cannot fail a courage test. This value can be effected by modifiers (such as a fear toxin with inflicts a -1 to a unit’s courage value) There are also units with a courage of 1 that cannot be modified as part of their special rules. Mechanical units in the URC, for example, have a courage value of 1 which cannot be modified. An enemy may use a disruptor however to break the connection between a drone and its controller.

17


Bikes Bikes A bike is counted as a piece of equipment and will appear in a unit’s list of equipment. Bike Stat Line Bikes have their own statistics for the following attributes: Movement, Defence, and Health. When a unit is mounted on a bike, it may move up the value of the bike’s Movement stat. Mounting / Dismounting A unit that comes with a bike must begin the game mounted on the bike, but from turn 1 onwards, can freely mount and dismount from the bike. A unit may only mount or dismount from a bike once per activation. Mounting and dismounting from a bike does not cost an action. To mount a bike, the unit must be in base contact with the bike. A unit may mount any bike that is not currently mounted by an enemy unit. Movement A bike with a unit mounted on it moves as a single unit, using the bike’s movement value. Climbing Bikes cannot climb buildings or obstacles. Leaping A bike may jump across a gap as wide as its movement value. If the gap is 5 inches or less across, they may move across it as though it were regular terrain, so long as they don’t end their movement in the gap. When a unit on a bike is attempting to jump a gap of more than 5 inches, they must make an agility test. Use the movement value of the bike to determine the result needed for the agility test. If the unit fails its agility test, they fall. The bike suffers an automatic hit, resolved as normal at damage 2, regardless of the height it fell. In addition, for every 3 inches the bike falls (rounding up) it suffers an additional hit resolved as normal at damage 2.

Shooting at a Bike When shooting at a unit mounted on a bike, if you score a “hit”, you may choose whether to resolve the hit against the bike or the rider. If you score a “miss” when trying to shoot at a unit on a bike, you hit the bike and resolve damage against it as normal. Attacks against the bike itself are resolved against the bike’s defence. Attacks against the rider are resolved against the rider’s defence and health. If the bike reaches 0 or less health, it explodes. Place a large explosive template over the centre of the bike’s base. Resolve any damage for units under the template as normal. The explosion causes 5 damage. Thrown! If the bike explodes, the rider is also thrown D6 inches in the direction of the front of the bike. The rider suffers an automatic hit, resolved as normal at 5 damage. Killing the Rider If the bike has moved during the current activation and you reduce the rider to 0 or less health with a weapon that doesn’t have the Explosive rule, the bike immediately moves forward 2D6 inches. If the rider is in Critical condition, place the model on its side in base contact with the bike before moving it forward. Crashing If the bike’s move brings it into contact with another unit, the unit must pass an agility roll to get out of the way, if they fail, they take D3 damage and are pushed back. If the bike strikes solid terrain, on a 5+ it explodes with a large explosive template, resolve as normal with 5 damage. If the bike does not hit anything, it ends its move and is stationary from then on. It can be ridden by another unit. Bikes and Template Weapons Template weapons hit both the bike and the rider simultaneously. Resolve damage against each of them individually. Combat

If falling causes the bike’s health to drop to 0 or below, it explodes (as described in the Bike Shooting section) Shooting From a Bike A unit mounted on a bike may fire as normal. However, a unit on a bike may not use any weapon with the Heavy special rule.

Units on a bike may attack other units in close combat in the same way as they would on foot with a few exceptions: Charge If a unit on a bike uses their first action to move into base contact with the enemy unit, they get an extra attack in close combat. Attacking Bikes in Close Combat Enemy units may choose to attack the bike or the rider. Roll to hit and damage as normal.

18 Bikes


19


Equipment Axe Stronger than the sword, but more cumbersome. Dam

Ideal Range

3

Effective Range Extreme Range –

Assault Rifle Though each race has it’s own unique variant, Assault Rifles all remain largely the same in their capabilities. Att

Dam

Ideal Range

2

2

12

Effective Range Extreme Range 24

36

Combat Knife A simple close combat weapon. Dam

Ideal Range

1

Effective Range Extreme Range –

detonator A last resort device attached to some armour. Att

Dam

Ideal Range

1

5

Effective Range Extreme Range –

Special Rules: Explosive, Template (Small). When a unit with this item is killed, they immediately detonate. Any unit within the blast radius is hit on a 5+. The controlling player may choose to use the detonator at another time, this costs an action, and the unit with the detonator is removed from play. disruptor Engineered to combat the URC. Att

Dam

Ideal Range

1

6

Effective Range Extreme Range 12

18

The disruptor can only be used on units that have the We Are Legion rule. Roll to hit and damage as normal. If the damage roll is successful, the target unit is considered to be out of range of a controller, regardless of how far away they actually are. These effects remain until the end of the next game turn. Energy Gauntlet A powered device that greatly increases the strength of the user. Dam

Ideal Range

4

Effective Range Extreme Range –

Flashlight Unit’s equipped with a flashlight may choose to ignore the rules for shooting at night (I. E they can fire their weapons at their normal ranges). The controlling player may choose to use a unit’s flashlight at the start of the unit’s activation. This does not require an action to do. The effects last until the next game turn. Once a unit has used a flashlight, until the next game turn, enemy units may fire at them with no penalties to their range, just as if they were shooting during the day. All units carry a flashlight of some type. Grenade Att

Dam

Ideal Range

1

5

6

Effective Range Extreme Range 12

When throwing a grenade place a token where you would like the grenade to land. Then roll a scatter dice and D3. If a hit is scored on the scatter dice, the grenade detonates where the marker was placed and everything under a small explosive template is automatically hit. Special Rules: Explosive, Template (Small), Single Use. Jetpack Doubles the unit’s speed and allows them to ignore terrain while moving, as long as they do not end their move in difficult terrain. Unit’s with a jetpack ignore falling damage. If jetpack is listed in a unit’s equipment, the extra movement will already have been included. Light Machine Gun (LMG) Highly effective against infantry, the Light Machine Gun is a deadly weapon. Att

Dam

Ideal Range

4

2

12

Effective Range Extreme Range 24

36

Special Rules: Heavy. Med Kit Costs one action to use, can be used on friendly units in base contact as well as the owning unit. The target unit recovers 3 health points (up to its starting health). Single Us.

Special Rules: -1 to Target’s Defence. Energy Shield This device covers the user in a defensive shield. Special Rules: +1 to User’s Defence. Flamethrower This weapon fires gouts of flame that covers the enemy. Att

Dam

Ideal Range

1

3

Missile Launcher The high explosive ammunition makes this weapon highly effective against strong armour. Att

Dam

Ideal Range

1

5

12

Effective Range Extreme Range 24

36

Special Rules: Heavy, Reload, Explosive, Template (Small), -1 to Target’s Defence.

Effective Range Extreme Range –

Special Rules: Template (Cone), -1 to Target’s Courage if Damage is Inflicted.

20 Weapons & Equipment

Pistol A standard issue sidearm. Att

Dam

Ideal Range

1

1

6

Effective Range Extreme Range 12

18


Scanner The scanner is used as a single action. It reveals any stealth counter within 6 inches. If a revealed counter is the stealth unit, they do not get to automatically act as they would if they had been discovered normally. Shotgun An excellent close range weapon with high stopping power. Att

Dam

Ideal Range

2

3

6

Effective Range Extreme Range 12

18

Smoke Grenade Used to provide cover and signal air units. Att

Dam

Ideal Range

1

6

Effective Range Extreme Range 12

Targeter +1 bonus to the owning unit’s Ranged statistic. Teleporter Doubles the unit’s movement. A unit with a teleporter may move through difficult terrain as though it were normal terrain. They may also move through solid terrain such as cliffs, so long as their movement doesn’t end within the terrain. They may end their move within buildings. When a unit uses a teleporter to move, they count as having remained stationary for all other purposes (such as firing heavy weapons). When a unit has a Teleporter listed in their equipment, the extra movement will already have been included.

A smoke grenade is thrown like an ordinary grenade. Place a marker where you want the grenade to land and roll to scatter. Then place the centre of a Template (Large) on the marker. Any units under the template are considered to be in cover. Effects last until the end of the next game turn.

In addition, when a building containing a unit with a teleporter is destroyed, the unit is not immediately killed as normal. The controlling player rolls 2D6 to see if they can teleport out of the building. On a 3-12, place the unit in base contact with the edge of the rubble/remains instead. On a 2 the unit fails to teleport and is killed.

Orbital Strike Once per game the owning unit may call in an Ordinance Strike. To do so, the target location must be within the unit’s line of sight. Calling in an Ordinance strike counts as an action.

Toxic Grenade Producers a cloud of toxic smoke.

Place a Explosive Template (Large) where you wish the strike to land. At the start of the next game turn, before players roll for priority , any unit under the template suffers an automatic hit resolved as normal.

Att

Dam

Ideal Range

1

Effective Range Extreme Range 12

This may mean that some turns, the toxic grenade does no damage.

If any unit is wounded by the strike, they lose 5 health points. In addition, all units within the radius of the template must make a courage test at a –1 penalty, regardless as to whether they took damage or not.

Gas Mask Ignores the effects of Toxic Grenades

Sniper Rifle

Chaingun

A high powered rifle, incredibly accurate over extreme ranges. Att

Dam

Ideal Range

1

3

18

Effective Range Extreme Range 30

42

Special Rules: Heavy, Reload, -2 to Target’s Defence. Stabiliser Units with a Stabiliser ignore the Heavy special rule.

Thrown like a regular grenade. Place the centre of a Template (Small) over the target, any unit within template suffers 1D3-1 damage for 2 turns (including the turn the grenade is thrown.)

Att

Dam

Ideal Range

8

1

12

Effective Range Extreme Range 24

36

Missile Pod Att

Dam

Ideal Range

3

3

12

Effective Range Extreme Range 24

36

Special Rules: Explosive, Template (Small), Defence -1. Railgun

Stealth System Gives the owning unit the Stealth special rule. Sword More effective than a combat knife, swords come in many styles. Dam

Ideal Range

2

Effective Range Extreme Range –

Att

Dam

Ideal Range

1

6

24

Effective Range Extreme Range 36

72

Special Rules: Defence -3, Reload. Cannon Att

Dam

Ideal Range

1

4

18

Effective Range Extreme Range 30

48

Special Rules: Explosive, Template (Small), Defence -2.

Weapons & Equipment

21


Grenade Launcher Fires high explosive rounds. Att

Dam

Ideal Range

1

5

6

Effective Range Extreme Range 12

18

Special Rules: Template (Small) Grenade Launcher (Underslung) A more compact version of the grenade launcher that can be attached to the underside of a rifle. Att

Dam

Ideal Range

1

2

6

Effective Range Extreme Range 12

18

Special Rules: Template (Small) Energy Rifle An advanced assault rifle. The energy rifle is more powerful and fires further than a standard ballistic rifle, but must be allowed to cool down periodically. Att

Dam

Ideal Range

2

3

18

Effective Range Extreme Range 24

30

Special Rules: Cooldown, Defence -1 Glaive A cross between a sword and spear; a long pole with a blade on one end. Dam

Ideal Range

3

Effective Range Extreme Range –

Special Rules: If the owning unit fails to kill their opponent during the combat, any enemy unit that has suffered hits from the Glaive is pushed back 3 inches. Echo Inhaler The street drug, Echo, is an epidemic across the galaxy, with more and more people becoming addicted. Special Rules: (Single Use). A unit may choose to use its Echo Inhaler as one of its actions. They immediately recover D3 health, but their ranged and combat stats have a -1 penalty until the end of the following game turn. Ravager Bike Unit M R C D A H Co Ravager Bike 10 – – 5 – 3 – The collective name given to the motorcycles used by the Nexus forces. Special Rules: Bike.

22 Weapons & Equipment

Ignition Bomb Some vehicles come equipped with anti-theft booby traps that can be deadly. Special Rules: Any time an enemy unit attempts to embark into a vehicle with an ignition Bomb, roll a D6. On a 3+ they are able to use the vehicle as normal, but on a result of 1 or 2, they set off an ignition bomb and the vehicle explodes. The unit attempting to embark suffers an automatic hit resolved at 5 damage. Also place a Explosive Template over the centre of the vehicle. Any units caught beneath the template are hit as per the normal template rules, with damage 5.


23


Special Rules Bloodletting When a unit with this rule kills an enemy unit in close combat they recover D3 points of health (up to their starting number)

Template (Cone) The weapon uses the cone template instead of ranges. Any unit partially under the template is hit on a 4+. Any unit totally under the template is automatically hit.

Cheating Death If the unit with this rule is reduced to 0 health or killed roll a D6. On a result of 6 they survive and regain 3 health points.

Final Word When a unit with this rule is killed in close combat it makes a close combat attack (if the unit has more than one weapon available, the controlling player decides which to use) that automatically hits the enemy. If there is more than one enemy present in the combat, the controlling player decides which is hit. Resolve as normal.

Combat Drop A unit with this rule may choose not to be placed during the deployment phase. Instead they are held back in reserve. From turn 2 onwards they may choose to combat drop onto the battlefield. To deploy in this way, the controlling play must first roll a D6 to determine if the unit enters the game. Turn 2 3 4 5 6+

D6 Needed 6+ 5+ 4+ 3+ 2+

If the roll is successful the player chooses anywhere on the board, further than 6 inches from an enemy unit, or objective to deploy.

Half Life At the start of each game turn, the unit suffers 1 wound. Hated Foes (X) Units with this rule hate a particular force above all others. The specific force will be listed in the unit’s entry. Unit’s with the Hated Foes rule may re-roll their rolls to hit the specified enemy in close combat. Heavy The weapon/equipment is too cumbersome to use on the move. A unit with a Heavy weapon cannot move and fire in the same activation. The Heavy special rule also gives a +1 penalty to agility rolls.

Once you’ve chosen where you would like to deploy, roll a scatter dice. If you score a hit, the unit deploys where you wanted it to. If you score a direction, roll a D6 and move the unit that many inches in the direction of the arrow.

Insignificant Models with this special rule cannot capture or hold objectives. They may still search for objectives, but cannot capture them when found.

Units with Jetpacks and Teleporters do not scatter when they combat drop.

Investigator +1 to all search results.

Duel Wield A model with two weapons with the Dual Wield special rule may fire them both as a single activation, suffering a -1 penalty to hit.

Legendary Once per game, a unit with this special rule may grant +1 attack to all friendly units within 18 inches until the end of the current game turn.

Template (Small/Large) The Small/Large in this rule refers to the size of the template. If a unit is within a template of a weapon with the Explosive rule, and is not killed, push them back away from the centre of the blast by 3 inches.

Loner Unit gains +1 bonus to all rolls it is required to make, so long as it is at least 18 inches away from the closest friendly unit.

Cooldown Some weapons use so much energy they need to periodically cool down. If a weapon with this rule is fired more than twice in one activation, it may not be fired in the following turn.

24 Special Rules

Manipulate Once per turn, a unit with this rule may make a test against any enemy unit within 12 inches that has a courage of 5+ and has yet to activate. On a D6 result of 6, the target unit may be controlled by the controlling player of the Manipulate unit. The manipulated unit activates after the controlling unit has completed its actions. This lasts until the beginning of the next game turn.


Meat Shield If a unit with this rule is within 3 inches of a friendly unit without the Meat Shield rule when the friendly unit suffers damage, the controlling player may choose to allocate the damage to this unit instead. Medic Units with this special rule are trained in battlefield medicine, and as such, are able to make more effective use of med kits. A unit with this rule may use a med kit every turn, instead of once. Opportunist If an enemy unit enters critical condition within 6 inches of a unit with this rule, the unit with this rule may make an immediate shooting action against them, regardless of who’s activation it is, or whether the unit with the rule has already activated. Painless If a unit with this rule suffers a wound, roll a D6. On a result of 1-3 they suffer damage as normal. On a result of 4-6 they ignore the damage. Units with this rule still gain pinning tokens for taking the damage, even if they ignore the damage itself. Phase Walker A unit with this rule can choose to either move normally, or they can choose to phase walk and double their movement. If you choose to phase walk, roll 2D6. On a result of 2 the phase has gone wrong and the unit disappears. Remove them from the game. A unit that is phase walking can move through all terrain and units as if they weren’t there. It is also immune to the effects of Pushback. In addition, when a building containing a unit with this rule is destroyed, the unit is not immediately killed as normal. The controlling player rolls 2D6 to see if they can phase out of the building. On a 3-12, place the unit in base contact with the edge of the rubble/remains instead. On a 2 the unit fails to phase and is killed.

Stealth Before the first priority roll is made, but after all other deployment is completed, place D3+1 markers anywhere outside the enemy deployment zone and 12 inches away from objectives. These markers represent a potential location for a stealth unit. The controlling player makes a note of which of the markers is the actual unit. The other marker(s) are just to sow confusion. You may reveal your unit at the start of any Game turn after the priority roll is made. The stealth unit has the first activation, even if the enemy won the priority roll and should normally have first activation. If both players have stealth units revealed in the same turn, roll off to decide who activates their stealth unit first. Once both stealth units have been activated the turn continues as normal with the player who won priority activating their first unit. If an enemy moves within 3 inches of a stealth marker the marker must be revealed. If the stealth unit is revealed they are immediately activated and the unit who activated them loses any actions they have remaining. If the stealth unit is not revealed, discard the marker. Study Opponent In close combat, enemy units suffer a –1 penalty to hit a unit with this rule. Time is Meaningless Once per game, a unit with this rule may immediately activate, even during another player’s activation. Any actions the interrupted player had not taken are lost. The unit with this rule may activate even if they have previously activated in that game turn. Bike This vehicle is subject to the rules for Bikes, found on page (XX).

All rolls to hit a unit with this rule suffer a –1 penalty. Phase Walker also grants a -1 bonus to agility rolls. Pushback When a unit is hit by a weapon with this rule, they are pushed back 3 inches away from the source of the damage; the firing unit, or the centre of a template. Regenerate (x) Unit recovers (X) health at the start of each game turn. Reload After firing a weapon with the Reload special rule, the controlling unit must spend an action to reload the weapon before they may fire it again. Special Rules

25


Setting Up a Game Points Limit The first thing to do when setting up a game is to decide on a points limit. Every unit in The Icarus Project has a points value assigned to it that reflects how effective the unit is.

Objectives Objective is a broad term used to describe many things; such as intelligence packages, weapons drops etc. Anything that the strike force will want to capture/defend/recover.

Players should mutually agree on a points limit for their game and then build their Strike Forces from the appropriate army list up to that points limit.

The easiest way to represent an objective is with a token (a unique dice or coin works fine) but you may wish you model your objectives to bring more life to you battlefield.

Choose a Game area Your first games, and games up to 100 points are ideal for a 2’x2’ foot game area, but as you increase the points limit of your games, or you want more freedom, you may wish to increase the size of the game area. Once you’ve learned the rules/are playing games over 100 points, we recommend playing on a 4’x4’ foot area. You can play on areas larger than 4’x4’ foot areas, but you will probably find the forces start too far apart for an exciting game. Set up Terrain Once the game area is decided it is time to place terrain. Arrange the terrain in a sensible way, trying to create a realistic setting wherever possible. Take it in turns to place one terrain piece at a time. Alternatively you could ask a neutral third party to place the terrain. It is important that any areas of difficult terrain, and building sizes are agreed upon at this stage, before the game begins. Duration An average game will last somewhere between 6 and 12 game turns, depending on game size, scenario type and the layout of the game area. For friendly games you can either; choose a number of turns, play until the mission objectives have been achieved (regardless of the number of turns that takes) or choose an amount of time to play in (for example; an hour) and play until the end of that time, completing a single game turn once the time is over to round the game off. Time of Day Before setting up your forces, one player rolls 2D6. On a result of 3-12, the game is played during the day as normal. However, on a roll of a 2, the game takes place at night. A game played at night is the same as a normal game with one exception. All ranges for weapons are halved (Rounding up).

26 Setting Up A Game

It is important at the start of the game, to decide with your opponent what exactly counts as the objective for scoring purposes. There are three types of objectives in The Icarus Project. When reference in scenarios, objectives will be listed as (Take), (Hold), and (Search), representing he relevant objective types. Objective (Take) To capture this objective, a player simply moves a unit within 3 inches of the objective token and it is considered captured. Remove the token from play. Objective (Hold) To be considered holding this objective, a player must have a scoring unit within 3 inches of the objective token. If both players have unit’s within 3 inches, no one is considered to be holding the objective. Objective (Search) This is a special type of objective found within buildings or similar structures. Units must search the building to be able to discover the objective. To do this, they use the table below: Once an objective has been found, it is considered captured.

Building Type Small Medium Large Huge/Special

Result Needed on Game Turn 1 2 3 4 5+ 3+ 2+ 2+ 2+ 2+ 4+ 3+ 2+ 2+ 2+ 5+ 4+ 3+ 2+ 2+ 6+ 5+ 4+ 3+ 2+

Set Up After choosing the game area, placing terrain and selecting a mission type, it is time to deploy your forces. Both players roll a die, the player who scores the highest may choose their deployment zone and place a single unit within it. The players then take turns to alternatively place one unit each until all units are placed. Who Goes First Both players make a priority roll, the player who scores the highest has the choice of first activation, or may let their opponent go first.


Choose a Mission There are several mission types in The Icarus Project, each with different rules for set up and victory. You can either agree with you opponent on which mission to play, or you can roll 2D6 and use the table below: Dice Result 1 2 3 4 5 6 7 8 9 10 11 12

Mission Firefight Secure Objective Secure Objective Intelligence Search Intelligence Search Capture Prisoners Capture Prisoners Bomb Disposal Bomb Disposal Assassinate Focal Point Last Stand

Deployment There are several options for deploying your units in The Icarus Project; the standard deployment method is to follow the instructions given in the mission description. There are a few special methods of deployment, however. These are: Combat Drop Units with the Combat Drop special rule deploy as described in the rule entry on page 16. Stealth Units with the Stealth special rule deploy as described in the rule entry on page 16. Certain other special rules or missions may specify a different method of deployment. Follow the instructions in these situations to deploy your strike force.

Setting Up A Game

27


Firefight KEY

Player 1 Table Edge

Buildings/Structures

Player 4 Table Edge

Player 3 Table Edge Player 2 Table Edge Number of Players: 2-4 Strike Force: Standard (All players)

Deployment: Players each roll a D6, deployment is based on the result. Each player places a single unit in turn , with the player that scored the highest placing first and the player who scored the lowest placing last. This repeats until all units are placed. Units must be placed within 6 inches of the the board edge. Victory Conditions: Each player is attempting to eliminate as many of the enemy units as possible. Each time a player kills an enemy unit, they gain a number of victory points equal to the points value of the unit they killed. The player with the most victory points at the end of the game wins. Terrain: Place a selection of buildings, structures, obstacles and scatter terrain across the board. You want to aim to limit the number of clear firing lanes across the table to force units to move and use cover properly.

28


Secure Objective KEY

Player 1 Table Edge

Objective Buildings/Structures Player 4 Table Edge

Player 3 Table Edge Player 2 Table Edge Number of Players: 2-4 Strike Force: Standard (All players)

Deployment: Players each roll a D6, deployment is based on the result. Each player places a single unit in turn , with the player that scored the highest placing first and the player who scored the lowest placing last. This repeats until all units are placed. Units must be placed within 6 inches of the the board edge. Objectives: Place D3+2 objectives (Take) across the board,. These do not need to be within buildings or structures. Victory Conditions: Each player is attempting to secure as many objectives as possible. Each objective gives the player that takes it 50 Victory Points. Each unit killed is worth its points value in Victory Points. Terrain: Place a selection of buildings, structures, obstacles and scatter terrain across the board. You want to aim to limit the number of clear firing lanes across the table to force units to move and use cover properly.

29


Intelligence Search KEY

Player 1 Table Edge

Objective Buildings/Structures Player 4 Table Edge

Player 3 Table Edge Player 2 Table Edge Number of Players: 2-4 Strike Force: Standard (All players)

Deployment: Players each roll a D6, deployment is based on the result. Each player places a single unit in turn , with the player that scored the highest placing first and the player who scored the lowest placing last. This repeats until all units are placed. Units must be placed within 6 inches of the the board edge. Objectives: Place D6+3 markers within buildings or structures across the game board. These are (Search) Objectives, representing vital intelligence that the players are attempting to recover. Victory Conditions: Each player is attempting to recover as much intelligence as possible. Each objective found is worth 50 Victory Points, and each unit killed is worth its points value in Victory Points. Terrain: Place a selection of buildings, structures, obstacles and scatter terrain across the board. You want to aim to limit the number of clear firing lanes across the table to force units to move and use cover properly.

30


Capture Prisoners Player 1 Table Edge

KEY Buildings/Structures

Player 2 Table Edge Number of Players: 2 Strike Force: Standard (All players) Deployment: Players each roll a D6, deployment is based on the result. Each player places a single unit in turn , with the player that scored the highest placing first and the player who scored the lowest placing last. This repeats until all units are placed. Units must be placed within 6 inches of the the board edge. Objectives: Each player is attempting to capture as many of the enemy as possible to extract vital information from. When you reduce a unit to 0 health in combat, you count as having taken that unit prisoner. The unit is removed from play. Victory Conditions: Each time you reduce and enemy unit to 0 health points and remove them from the game, you score 25 victory points. Each unit killed is worth its points value in Victory Points. Terrain: Place a selection of buildings, structures, obstacles and scatter terrain across the board. You want to aim to limit the number of clear firing lanes across the table to force units to move and use cover properly.

31


Bomb Disposal Player 1 Table Edge

KEY Objective Buildings/Structures

Player 2 Table Edge Number of Players: 2 Strike Force: Standard (All players) Deployment: First determine which player will be Player 1; who is attempting to diffuse the explosives, and who is Player 2; who is trying to stop them. Each roll a D6, the person who scores the highest may choose to be player 1 or 2. Players then each roll a D6; deployment is based on the result, Each player places a single unit in turn, with the player that scored the highest placing first, and the player who scored the lowest placing last. This repeats until all units are placed. Units must be placed within 6 inches of the the board edge. Bombs: Place D6+3 tokens across the game board within buildings/structures. Each of these tokens represents an explosive device. At the start of each game turn (beginning on turn 2) roll a D6 for each token to determine whether the explosive device detonates this turn. Turn 2 3 4 5 6 7+

Explodes 6 6 5 4 3 2

Victory Conditions: Player 1 must defuse as many of the explosive devices as possible. Use the table presented in the Setting Up The Game section to search for the explosives. When a unit finds an explosive device, roll a D6 to diffuse (this does not count as an action). On a roll of 4+ the bomb is diffused. Diffused explosives grant 100 victory points to player 1. Each device that detonates grants 100 victory points to player 2. Detonation!: When an explosive detonates it destroys the building it was in outright. Any units that were in the building are killed in the same way as described in the buildings section. Each unit killed is worth its points value in Victory Points. Terrain: Place a selection of buildings, structures, obstacles and scatter terrain across the board. You want to aim to limit the number of clear firing lanes across the table to force units to move and use cover properly.

32


Assassinate Attacker Table Edge

KEY Buildings/Structures

Defender Table Edge Number of Players: 2 Strike Force: Standard (All players) Deployment: Players each roll a D6; deployment is based on the result. Each player places a single unit in turn , with the player that scored the highest placing first, and the player who scored the lowest placing last. This repeats until all units are placed. Units must be placed within 6 inches of the the board edge. Victory Conditions: The attacking player is attempting to kill one of the defending player’s units. Before the game begins, the attacker must choose one unique character (a character with a (1) in their profile) as the target. If no unique characters are present, the target will be the defender’s unit worth the most points. If the attacker kills the target, they get an additional 100 victory points. If they fail, the defender gets an additional 100 victory points. Each other unit killed is worth its points value in Victory Points. Terrain: Place a selection of buildings, structures, obstacles and scatter terrain across the board. You want to aim to limit the number of clear firing lanes across the table to force units to move and use cover properly.

33


Focal Point Player 1 Table Edge

KEY River Buildings/Structures

River 6’’ Wide

River 6’’ Wide

Player 2 Table Edge Number of Players: 2 Strike Force: Standard (All players) Deployment: Players each roll a D6, deployment is based on the result. Each player places a single unit in turn , with the player that scored the highest placing first and the player who scored the lowest placing last. This repeats until all units are placed. Units must be placed within 6 inches of the the board edge. Victory Conditions: Each player is attempting to eliminate as many of the enemy units as possible. Each time a player kills an enemy unit, they gain a number of victory points equal to the points value of the unit they killed. The player with the most victory points at the end of the game wins. Terrain: There should be a 6’’ wide section in the centre of the board. This represents the river. The river is impassible terrain and no unit may be placed on it (though units with jetpacks, etc. can cross it as normal). In the centre of the river should be a 6’’ wide bridge or crossing. Place a selection of buildings, structures, obstacles and scatter terrain across the board. You want to aim to limit the number of clear firing lanes across the table to force units to move and use cover properly.

34


Last Stand Attacker Table Edge

KEY Defender Deployment Buildings/Structures

Defender Deployment Number of Players: 2 Strike Force: Attacker has the Defender’s points limit x2 Deployment: The Defender deploys within a 12 inch wide section in the centre of one of the table edges, up to 6 inches away from the board edge. The attacker deploys as normal on the opposite table edge. The attacker deploys half of their force at the start of the game, the other half arrive on the attacker’s table edge at the start of game turn 3 (before priority is rolled). Players each roll a D6, deployment is based on the result, Each player places a single unit in turn, with the player that scored the highest placing first and the player who scored the lowest placing last. This repeats until all units are placed. Victory Conditions: The defenders do not expect to survive the coming assault; their only goal is to take as many of the enemy with them as possible. The defenders earn the number of victory points equal to the points value of the units they kill. In addition, for each of their units still alive at the end of the game, the defending player earns an additional 100 victory points. The attacker earns victory points as normal, plus an additional 100 victory points if they kill all the defenders before the end of the game. Terrain: Place a selection of buildings, structures, obstacles and scatter terrain across the board. You want to aim to limit the number of clear firing lanes across the table to force units to move and use cover properly.

35


Building a Strike Force Each unit in The Icarus Project costs a number of points, a number that represents how valuable the unit is on the battlefield. To play a game of The Icarus Project, you and your opponent must agree on a points limit. An average game of The Icarus Project is played with between 5 and 20 units per side. You can play a game with roughly the same number of units on each side, without both sides being equally matched. This is great for learning the core mechanics and some simple tactics, but soon you will want to start playing balanced games. To do this, both players decide on a points limit before the game and then each choose a force that totals no more in points than the agreed limit. Example Force Alliance Trooper ..….….….….….…….………..….….…… 16 points Equipped with sword, combat knife, and pistol. Alliance Trooper ..….….…………………………..…..….….26 points Equipped with LMG, combat knife, and pistol. Alliance Scout….…..….….….…….…….……….…….…… 26 points Equipped with sniper rifle, combat knife, and pistol. Alliance Trooper ..…….…….………….………...…………. 11 points Equipped with Assault Rifle, combat knife and pistol. Alliance Trooper . . …………………………..……………….11 points Equipped with Assault Rifle, combat knife and pistol. Alliance Marshal . . …………………………………………….9 points Equipped with shotgun, combat knife and pistol.

Total Points: 99

36

This is a fairly balanced 100 point list, representing a force you would typically see in a smaller game. At the core of the force are the two alliance troopers equipped with Assault Rifles. Their role will be to engage other “standard” units, and attempt to suppress and lower the health of larger units. The trooper with a sword is the “leader” of this squad, it falls to them to engage more elite units in combat. The marshal should be used to support the “leader”, using his shotgun to weaken enemy units before the “leader” moves into combat. The sniper’s key role will be to remove enemy leader units from play. The sniper’s main targets should be units equipped with med kits, hero characters, or other snipers. The last unit is equipped with an LMG. They can put out 8 shots in a single activation, which makes them incredibly effective at removing units with low armour and health. They can also keep stronger units confined to cover through fear that their many shots will weaken them. However, as this unit can deal so much damage, they will be the target of enemy snipers and heavy troops. It’s imperative to keep them in good cover, and use your own sniper to remove threats early on.


Strike Forces The following section details the various factions within The Icarus Project. To create your strike force, you and your opponent must first agree on a points limit. What that limit is will depend on the models you have available, the time in which you can play, and how large a battle you wish to fight. Choosing Your Strike Force Next, choose one of the factions presented on the following pages and write a list that is no more than the agreed point limit. You may go under the point limit if you wish, but this will put you at a disadvantage. Try to get as close to the limit, without going over, as possible. The Unit Entry Each unit in the list has a separate entry. These contain some vital information: - The name of the unit. - The unit’s stats. - Any Equipment the unit is carrying. - Any Optional Equipment the unit may purchase. - Any Special Rules the unit has. - A brief description of the unit. Equipment For any equipment that the unit already possesses that infers a modifier, it is assumed the benefits are already included in their profile. Example: A unit which has a Targeter listed in their equipment, will already have the modifier applied to their ranged statistic. Equipment costs are listed in the unit profile as (XX pts) and on the table found on Page 48.

Unit Restrictions There are some units that may only be taken if certain criteria are met (such as only being able to be taken if a specific unit is also selected) Similarly, there are some units that cannot be taken under certain circumstances, such as a specific unit already being present in the force. Anytime this is applicable, it will be listed in the relevant unit’s profile. Unit Limit The points limit of your game will effect how many units you can field. This is to help stop people fielding armies of cheap units to take advantage of many, successive activations.

Points Limit 1 - 100 101 - 200 201 - 300 301 - 400 401 - 500 Each 100 After

Unit Limit 10 20 30 40 50 10

It’s unlikely you’ll play many games of 500 points or more, but you may choose to for the occasional friendly game. Similarly, during a friendly game; if both you and your opponent agree, you can ignore these restrictions. You may enjoy a game where an elite force is heavily outnumbered by weaker units. For official play and average games though, use this table.

Allies In a regular game you must choose your units from a single army list. The only force which may ally with another is the Mercenary army (plus any units that state they may be fielded in another army in their profile). Of course in a friendly game, should you and your opponent decide, you may choose units from multiple army lists to compose your force. Unique Units There are some units, such as characters, that can only be taken once in a single strike force. These units have (1) after their name, to denote that only a single one of them may be taken. Some units may display a (n) after their profile, this means that you may include up to (n) in your strike force.

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38


The Alliance The Galactic Alliance of Humanity is a collection of human systems and governments that share the same beliefs, laws, and military.

There are however, a number of marine squads operating independently, under direct command of the Strategic Command. The are given the most classified

Though not all humans are part of the Alliance, most are.

missions; including abductions of high value targets, protection of senior GASC personnel, and wet-work.

Alliance worlds are fairly open in terms of trade with other races, and most Alliance planets have other species living on them, though they are still governed by Alliance law.

There are several marine squads who have become well known for working directly for Strategic Command; and rumours of the legendary feats they have accomplished circulate regularly.

Since the collapse of the Council, the Alliance now has the single largest military in the galaxy. Following their near defeat during the first Nexus war; a conflict they would have lost if not for the intervention of the Praesidians, mankind became devoted to protection, investing heavily in the military.

The most notorious of these units are the Reapers. One of the few marine squads to survive basic training, and the Gauntlet as a unit, the Reapers have earned a reputation of being arrogant, disrespectful to regular soldiers and commanders, and not playing well with others. But despite all this, there are few troopers in the Alliance who wouldn’t feel safer on the battlefield knowing the reapers are with them.

While they may not have the brutality of the Nexus, the resilience of the Ji’tar, or the precision of the Praesidians, mankind does have numbers. More ground forces than any other race, and while the Preasidians have more space ships overall, the Alliance has more combat read ships. Today, over 60% of Alliance controlled worlds have a standing fleet of space craft in orbit, and large garrisons of troops on the ground. Following their departure from the Council, the Alliance has worked hard to be attractive to other species in the hopes that they will also leave the council and join them. A large military, and the ability to provide security, has been a large part of this effort. While this hasn’t happened much on a planetary scale, there have been scores of individual aliens emigrating to Alliance controlled planets because of the military protection they offer. With Nexus raids increasing in frequency with each passing month, and the departure of the Praesidians, the civilian population is afraid. The Alliance war machine is controlled by Galactic Alliance of Humanity Strategic Command, or GASC. GASC co-ordinates large scale manoeuvres and the deployment of army groups & warships. GASC are also directly responsible for the Galactic Marines, the Alliance’s special forces outfit. Where Alliance Army groups are controlled by generals, and coordinated as a whole y GASC, Marines are direct by Strategic command on a squad-by-squad basis.

A galaxy of Crime Despite their focus on security and defence, life in Alliance space is not without its share of dangers. Because of the open borders and less regulated trading, Alliance worlds are a hotbed for criminal activity. The latest criminal pandemic to sweep the Alliance is a new drug called “Echo”. Echo has different effects depending on the quantity taken, usually via drug inhaler. Take a small amount, and Echo will produce a calming, relaxed effect. Take enough however, and there is no other drug that can rival Echo’s potency and mood change. This has made it very popular among the party crowds. To keep the day-to-day criminals in line, there are the marshals. Notoriously heavy handed, the marshals are a well funded, well equipped, galactic police force. Armed with riot armour, shotguns, and stun-mauls, the marshals cast an intimidating image. Their eyes are covered by visored helmets, and they usually travel in packs. Almost every Alliance planet will receive hundreds of thousands of formal complaints about marshal brutality in the course of a year. But with the Alliance Army fighting in real conflicts, and the rising crime rates, those in charge usually look the other way.

Galactic Marines The Galactic Marines are the most skilled soldiers in the Alliance army, and they are a valuable resource. Several marine squads are usually attached to an Alliance Army group, tasked with completing the most complex and dangerous missions.

39


Alliance Trooper Unit Alliance Trooper

Alliance Heavy

M R C D A H Co

Pts

Unit

6

11

Alliance Heavy

5 5 4 1 5

4

M R C D A H Co

Pts

5

27

4 4 5 2 7

4

Equipment: Assault Rifle, Pistol, Combat Knife.

Equipment: Assault Rifle, Pistol, Energy Gauntlet.

May replace Assault Rifle with one of the following: - LMG (15 pts) - Missile Launcher (15 pts)

May replace Assault Rifle with one of the following: - LMG (15 pts) - Missile Launcher (15 pts) - Flamethrower (10 pts)

May replace Combat Knife with the one of the following: - Sword (5 pts) May purchase the following: - Grenade (5 pts) The mainstay of the alliance military. What they lack in skill, they make up for in numbers.

May Purchase the Following: - Grenade (5 pts) - Energy Shield (10 pts) - Stabiliser (10 pts) - Targeter (10 pts) - Detonator (15 pts Alliance Heavies are clad in large exosuits. This enables them to wield even the heaviest of weapons with ease.

Galactic Marine Unit Galactic Marine

M R C D A H Co

Pts

6

15

4 4 4 2 5

3

Drop Trooper Unit Drop Trooper

Equipment: Assault Rifle, Pistol, Combat Knife, Gas Mask. May replace Assault Rifle with one of the following: - Sniper Rifle (15 pts) - Shotgun (6 pts) - LMG (15 pts) - Flamethrower (10 pts) - Missile Launcher (15 pts) - Grenade Launcher (5 pts) May replace Combat Knife with one of the following: - Sword (5 pts) - Targeter (10 pts) - Energy Gauntlet (10 pts) - Stabiliser (10 pts)

Alliance Marshal M R C D A H Co 5

Pts 9

Equipment: Assault Rifle, Pistol, Combat Knife. May exchange Assault Rifle for Shotgun for free. Notoriously heavy handed, the Marshals police the Alliance worlds.

40

23

4

Assault Rifle, Pistol, Combat knife,

May replace Assault Rifle with one of the the following: - Shotgun (6 pts) - Flamethrower (10 pts) May replace Combat Knife with one of the following: - Sword (5 pts) - Energy Gauntlet (10 pts)

Deployed from drop ships, Drop Troopers use their jetpacks to infiltrate behind enemy lines.

The Galactic Marines are some of the most skilled soldiers in the galaxy. Used as a special operations unit, they can be found in the Alliance’s harshest war zones.

5 5 3 1 5

10 5 4 4 2 5

Special Rules: Combat Drop

Special Rules: Combat Drop

6

Pts

May purchase the following: - Grenade (5 pts)

May purchase the following: - Disruptor (15 pts) - Grenade (5 pts) - Jetpack (10 pts)

Unit Alliance Marshal

Equipment: Jetpack.

M R C D A H Co


Scout Unit Alliance Scout

Fleet Officer (1) M R C D A H Co 6 3 5 3 1 4 4

Pts 11

Equipment: Assault Rifle, Pistol, Combat Knife. May replace Assault Rifle with one of the following: - Sniper Rifle (15 pts) - Missile Launcher (15 pts) May replace Combat Knife with one of the following: - Sword (5 pts)

Pts 30

Alliance fleet officers are sometimes sent planet side to help coordinate landings, equipment drops and support from ships above. The Gunslinger (1) The Gunslinger

M R C D A H Co

Pts

6

17

3 4 4 2 6

3

Equipment: 2 heavy pistols, Combat Knife.

Scouts move ahead of the main Alliance force, performing reconnaissance and relaying information back to command. They also make excellent snipers, often working in pairs, independently of main Alliance forces. Boarding Troops M R C D A H Co

Pts

6

15

4 4 5 2 5

M R C D A H Co 6 4 4 4 2 5 3

Equipment: Assault Rifle, Pistol, Combat Knife, Orbital Strike.

Unit

May purchase the following: - Disruptor (15 pts) - Targeter (10 pts) - Stealth System (15 pts)

Unit Boarding Troops

Unit Fleet Officer

4

Special Rules: Investigator, Loner, Opportunist. The Gunslinger walks the galaxy, brining to justice its most notorious criminals. Over his armour he wears a tattered duster and a Stetson, reminiscent of the lawmen of Old Earth.

Equipment: Shotgun, Pistol, Combat Knife, Smoke Grenade. May replace Shotgun with one of the following: - Flamethrower (10 pts) May replace Combat Knife with one of the following: - Sword (5 pts) - Energy Gauntlet (10 pts) May purchase the following: - Disruptor (15 pts) - Toxic Grenade (15 pts) Boarding troops are the first ones inside an enemy ship. Their equipment is all designed for maximum effectiveness in the close quarters of spaceship corridors. Battlefield Medic Unit Battlefield Medic

M R C D A H Co

Pts

4 5 4 1 5

22

6

4

Equipment: Assault Rifle, Pistol, Combat Knife, Med Kit. Special Rule: Medic Battlefield medics keep the Alliance troops in the fight.

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Captain (1) Unit Captain

Spencer Graham (1) M R C D A H Co

Pts

Unit

6

18

Butch

3 3 4 3 5

3

Pts

6

32

3 3 4 2 5

3

Equipment: Assault Rifle, Pistol, Combat Knife, Gas Mask, Grenade.

Equipment: Sniper Rifle, Pistol, Combat Knife, Gas Mask.

May replace Assault Rifle with one of the following: - LMG (15 pts) - Shotgun (Free) - Grenade Launcher (5 pts) - Flamethrower (10 pts)

May purchase the following: - Disruptor (15 pts) - Targeter (10 pts) - Grenade (5 pts) - Stabiliser (10 pts) - Jetpack (10 pts)

May replace Combat Knife with one of the following: - Sword (5 pts) - Energy Gauntlet (10 pts) May purchase the following: - Jetpack (10 pts) - Stabiliser (10 pts)

- Targeter (10 pts) Leo Reid (1)

Douglas Taylor (1) Unit Douglas Taylor

Special Rules: Combat Drop Spencer Graham is the Reapers’ sniper. He is one of the finest marksmen in the entire Alliance.

Alliance Captains are respected leaders, and ferocious warriors.

M R C D A H Co

Pts

6

28

3 3 4 3 5

3

Equipment: Shotgun, Pistol, Combat Knife, Energy Gauntlet, Gas Mask. May purchase the following: - Disruptor (15 pts) - Targeter (10 pts) - Grenade (5 pts) - Stabiliser (10 pts) - Jetpack (10 pts) Special Rules: Combat Drop, Study Opponent Sergeant of the Reapers, the famous Galactic Marine squad.

Unit Leo Reid

M R C D A H Co

Pts

6

27

3 3 4 2 5

3

Equipment: Energy Rifle, Pistol, Combat Knife, Gas Mask. May purchase the following: - Disruptor (15 pts) - Targeter (10 pts) - Grenade (5 pts) - Stabiliser (10 pts) - Jetpack (10 pts) Special Rules: Combat Drop, The Reapers’ tech expert. Reid is the first to requisition experimental weaponry from Strategic Command. Scott Dawson (1) Unit Scott Dawson

M R C D A H Co

Pts

6

27

3 3 4 2 5

3

Taylor leads from the front, and prefers to fight up close and personal.

Equipment: Assault Rifle, Med Kit, Pistol, Combat Knife, Gas Mask.

Bruce ”Butch” Lampart (1)

May purchase the following: - Disruptor (15 pts) - Targeter (10 pts) - Grenade (5 pts) - Stabiliser (10 pts) - Jetpack (10 pts)

Unit Butch

M R C D A H Co

Pts

6

33

3 3 4 2 6

3

Equipment: Assault Rifle, Missile Launcher, Pistol, Combat Knife, Gas Mask. May purchase the following: - Disruptor (15 pts) - Targeter (10 pts) - Grenade (5 pts) - Stabiliser (10 pts) - Jetpack (10 pts) Special Rules: Combat Drop, The Reapers’ heavy weapon specialist, Butch is renowned for his love of large guns and explosions.

42

M R C D A H Co

Special Rules: Combat Drop, Medic. The Reapers’ squad surgeon. Dawson keeps the unit alive and in the fight.


43


44


The Nexus The Nexus are one of the most brutal races in the galaxy. The ancient Nexus were amongst the first species discovered by the Praesidians. By the time the two races met, the Nexus had already achieved space travel, moving from planet to planet in vast ships that housed millions of Nexus. These journeys would take generations, but were fuelled by the belief that the Nexus were the dominant species in the galaxy and deserved to conquer.

During this time he was also able to manipulate galactic stocks to make himself extremely wealthy. He used this wealth to pay off hundreds of Nexus mercenaries with no allegiances to join him. Eight years after finishing university he was named general of the Nexus armed forces, the youngest in history. It’s thought that he bribed, threatened and bullied his way into the position, but once there he had the connections to spread the word of his movement throughout Nexus space.

The Nexus would enter the orbit of an inhabited planet and send wave after wave of solders down to the surface to conquer.

He quickly established who in the Nexus military could be trusted to follow him, and who were loyal to the Alliance. Those who he decided would not be loyal, he re-located to remote parts of the galaxy, active war zones or simple discharged.

When they first encountered the Praesidians they immediately went to war. They were not prepared for the technological superiority of the Praesidians however, and were quickly quelled.

Eighteen months after being named general, almost the entire military was made up of Nexus loyal to him.

The only reason the Nexus weren’t returned to their home world and blockaded was because of the actions of their leader at the time, Arkos. He surrendered to the Praesidians and was able to reach an agreement to allow his people to be accepted by the Council. Arkos has been branded a coward by the majority of the Nexus since, but it is because of him the Nexus still travel the stars.

The Nexus Separatist Movement When most people refer to the Nexus now, what they are actually referring to is the Nexus Separatist Movement. Started by the Nexus General, Varakos, the Separatist Movement was responsible for the second Nexus war, and countless minor conflicts since. Since he was young, Varakos held a deep resentment of other races, and the way the treated Nexus. During his education on Apollo, the Council’s foremost world of learning, Varakos began the Nexus Separatist Movement as a way for himself and his Nexus peers to find solidarity. What began as social gatherings to avoid discrimination, soon took a more radical turn. Varakos was elected leader of a group whose discussions were more and more becoming about revenge against the other races that had “oppressed” the Nexus. Varakos used his new position to convince the group’s members to go out into the galaxy and recruit more bodies for the cause. When he left Apollo, Varakos quickly found a place within the Nexus military, and rose through the ranks; all the while gathering more supporters in secret for his movement.

The Second Nexus war Ten years after leaving Apollo University, the stage was set, and Varakos was ready to put his plans into motion. Councilman Pritchard, one of the Alliance leaders, was visiting a Nexus fringe world on an aid mission. Varakos paid a soldier, disguised as a local to assassinate the councilman, and planted dozens of armed soldiers in the crowd. Once the councilman was dead, these soldiers opened fire. The resulting fire fight ended with almost all other Nexus civilians present dead. Varakos perverted the events and convinced the Nexus government that humanity had fired first. By the time the truth came out, the galaxy was at war. The Fall of Aros Aros is an Alliance system located at the edge of Alliance space. It is an agricultural world with very little significance. However, it became a turning point during the second Nexus war. Varakos’ bombardment, and subsequent invasion of Aros left the planet ruined, and its population almost entirely dead. This campaign earned him the title of the Butcher of Aros.

Army Special Rule: Capture Slaves Anytime a Nexus unit reduces an enemy unit to 0 health in close combat (but does not kills them), they capture the enemy unit, removing them from the game, and gaining 10 additional Victory Points, in addition to any them may have received for removing the unit from the game.

45


Grunt Unit Nexus Grunt

M R C D A H Co

Pts

6

13

5 4 4 2 5

4

Terror Unit Nexus Terror

M R C D A H Co

Pts

6

19

4 3 4 3 5

1

Equipment: Assault Rifle, Pistol, 2 Combat Knives (Additional attack already included in unit profile).

Equipment: Assault Rifle, Pistol, 2 Combat Knives (Additional attack already included in unit profile).

May replace Assault Rifle with one of the following: - LMG (15 pts) - Missile Launcher (15 pts)

May replace Assault Rifle with one of the following: - Flamethrower (10 pts) - Shotgun (6 pts)

May replace Combat Knives with one of the following: - Sword (5 pts)

May replace Combat Knives with one of the following: - Sword (5 pts) - Energy Gauntlet (10 pts)

May purchase the following: - Toxic Grenade (15 pts) - Grenade (5 pts) Nexus Grunts are vicious. They will often enslave any civilians they come across and renown for their brutality.

May purchase the following: - Energy Shield (10 pts) - Grenade (5 pts) - Toxic Grenade (15 pts) Special: Fear Toxin

Brawler Unit Nexus Brawler

M R C D A H Co

Pts

6

17

5 3 5 4 5

4

Equipment: Axe, Pistol, 2 Combat Knives (Additional attack already included in unit profile). May replace Combat Knives with one of the following: - Sword (5 pts) - Energy Gauntlet (10 pts)

In game terms, all weapons used by the Nexus Terror (except the flamethrower) are counted as being coated with fear toxin. Any enemy unit that suffers a wound will have a –1 penalty to their Courage for the rest of the game. This effect does not stack. Trax Brute

May purchase the following: - Grenade (5 pts) - Toxic Grenade (15 pts)

Unit Nexus Brute

M R C D A H Co

Pts

4 4 6 4 7

30

5

4

Nexus Brawlers live for combat. On their home worlds they are the gladiatorial champions. On the battlefield they are a relentless and deadly foe.

Equipment: Assault Rifle, Pistol, Combat Knife, Energy Shield.

Feral Nexus Unit M R C D A H Co

May replace Assault Rifle with one of the following: - LMG (15 pts) - Missile Launcher (15 pts)

Feral Nexus

6

6 4 3 3 4

4

Pts 11

Equipment: 2 Combat Knives (Additional attack already included in unit profile), Pistol. Special: Insignificant, Bloodletting, Meat Shield Descendents of ancient, outcast, Nexus; these feral warriors form a devastating first wave.

46

Fear is one of the most powerful weapons at the disposal of the Nexus. They use their brutality to scare their enemies into submission. Terror units have access to a rare toxin from the Nexus home world which causes paralysing fear in those affected.

May replace Combat Knife with one of the following: - Energy Gauntlet (10 pts) May purchase the following: - Grenade (5 pts) - Targeter (10 pts)

- Stabiliser (10 pts) - Toxic Grenade (15 pts)

The few Trax that can be found outside of their blockaded home world are either mercenaries, or Nexus Slaves. Their large size and aggressive nature makes them the perfect heavy troops for the Nexus war machine.


Scout Unit Nexus Scout

M R C D A H Co

Pts

6

11

3 5 4 1 4

5

Equipment: Assault Rifle, Pistol, 2 Combat Knives (Additional attack already included in unit profile). May replace Assault Rifle with one of the following: - Sniper Rifle (15 pts) - Missile Launcher (15 pts) May replace Combat Knives with one of the following: - Sword (5 pts) May purchase the following: - Targeter (10 pts) - Toxic Grenade (15 pts) Nexus scouts travel ahead of the main force and relay vital information back to the leader of the force. assassin Unit Assassin

Varakos (1) Unit M R C D A H Co Varakos (1)

6

3 3 6 4 7

2

Pts 44

Equipment: Assault Rifle, Pistol, Energy Gauntlet, Energy Shield, 2 Combat Knives (Additional attack already included in unit profile). Special Rules: Cheating Death, Opportunist. General Varakos is the leader of the Nexus Separatist Movement, and the Butcher of Aros. He is perhaps the most dangerous individual in the known galaxy. The Champion (1) Unit M R C D A H Co The Champion (1) 6 5 2 4 5 5 4

Pts 28

Equipment: Pistol, 2 Combat Knives, 2 Axes (Additional attack already included in unit profile) M R C D A H Co

Pts

6

34

3 3 4 3 5

2

Equipment: Assault Rifle, Pistol, 2 Combat Knives (Additional attack already included in unit profile), Stealth System. May replace Assault Rifle with one of the following: - Sniper Rifle (15 pts) May replace Combat Knives with one of the following: - Sword (10 pts) May purchase the following: - Toxic Grenade (15 pts) - Smoke Grenade (5 pts) - Energy Shield (10 pts) - Targeter (10 pts) Special Rule: Poison Blades

In the great arena on Nexus, there is name chanted. The name of the warrior who won more duels than any other. The name of the Champion. Kalos (1) Unit Kalos (1)

M R C D A H Co

Pts

6

23

4 3 5 3 6

4

Equipment: Assault Rifle, Pistol, Sword, 2 Combat Knives (Additional attack already included in unit profile). Kalos may be included in both Nexus forces and Mercenary forces. However, he may never be included in a force that contains Varakos. Kalos was a member of the Nexus Separatist Movement during the war. He has since left and is an active bounty hunter; attempting to atone for the things he did during the war.

Any unit that Assassin successfully wounds in combat is poisoned. At that start of each following turn, the affected unit will receive 1D3 damage each turn until the end of the game (or until they die). Special Rule: Fear Toxin All weapons used by the Assassin are counted as being coated with fear toxin. Any enemy unit that suffers a wound from them attack will suffer a –1 penalty to their Courage for the rest of the game. These effects do not stack. Where other members of the race may be shunned for using stealth technology, Nexus Assassins have earned the respect of their kin because of their incredible skills.

47


Ravager Biker Unit M R C D A H Co Nexus Biker

6

5 4 4 4 5

Pts

4

26

Equipment: Ravager Bike, Shotgun, Pistol, 2 Combat Knives (Additional attack already included in unit profile). May replace Shotgun with one of the following: - Flamethrower (10 pts) - Grenade Launcher (10 pts) May replace Combat Knives with one of the following: - Sword (5 pts) - Energy Gauntlet (10 pts) May purchase the following: - Energy Shield (10 pts) - Grenade (5 pts)

- Ignition Bomb (10 pts) - Toxic Grenade (15 pts)

Ravager Bikers serve as the vanguard for Nexus convoys. They travel ahead of the main force, pillaging and spreading terror.

Commander Unit M R C D A H Co Commander

6

3 3 4 4 5

2

Pts 20

Equipment: Assault Rifle, Pistol, Axe, 2 Combat Knives (Additional attack already included in unit profile). May replace Assault Rifle with one of the following: - Flamethrower (10 pts) - LMG (15 pts) - Shotgun (6 pts) May replace Axe with one of the following: - Sword (5 pts) - Energy Gauntlet (10 pts) May purchase the following: - Energy Shield (10 pts) - Grenade (5 pts) - Ignition Bomb (10 pts)

- Ravager Bike (10 pts) - Toxic Grenade (15 pts)

Nexus leaders often win their command through might alone, and are among the most fearsome warriors on the battlefield.

48


49


50


The Praesidians Considered to be the oldest known race, the Praesidians have spent millennia guiding the other members of the galaxy, forming the Council, and discovering new species. The Praesidians are the ones who built the first Light Gates, the portals through which interstellar travel is conducted. Birthing Colonies Praesidians are born on Birthing Colonies where they assigned a class and vocation. For the most part, Praesidians remain at the social level they are assigned at birth. While there are cases where a lower class Praesidian worker has managed to work their way into a position of power, those situations are rare. At a young age, Praesidian children are given a series of tests that determine where they will best fit within society. These tests, administered by a Spirit Warrior, are incredibly accurate, and it is not often that a Praesidian will find a duty they are more suited to than the one assigned to them as a child. Birthing Colonies are vital to the continuation of the Praesidian species. When a Praesidian lays an egg, it is taken to a Birthing Colony, where it will hatch. It takes almost 3 earth-years for a Praesidian egg to hatch, meaning they need constant monitoring and protection, which is why they are hatched on Birth Colonies. Birthing Colonies are some of the most heavily guarded worlds in the galaxy. Because they house so much of the Praesidian species, they are constant targets; and many of the Preasidians’ enemies have attempted to invade the Birthing Colonies over the centauries. Luckily, none have ever succeeded. The colonies are protected from above by large fleets of Praesidian war-ships. And on the group, Praesidian infants are protected by the Birthing Mothers; who hatch the eggs, raise the young, and keep them safe. Birthing Mothers are among the most skilled warriors in the Praesidian Republic. The Great Spirit The Praesidian’s are one of the few races that still worship the same deity across the entire species. They believe in the Great Spirit, which they believe is made up of the souls, or spirits, of every creature that has ever lived and died. They believe each and every life that ends improves the Spirit in some way. Culturally, the Praesidians are led by the Spirit Warriors, individuals they believe to be infused by the Spirit. In battle, Spirit warriors use a more compact version of Light Gate technology to perform close range “teleportation” to gain the advantage.

Praesidians believe that the Great Spirit has two aspects, or faces. One aspect is a manifestation of all the good and kindness in the universe, and is responsible for all the good fortune creatures experience. The other aspect of the Great Spirit is a manifestation of all the evil in the universe, and is responsible for all the misfortune experienced. Most Praesidians do not believe that the “good” face of the Great Spirit has a physical manifestation. Almost all Praesidians, however, believe that the “evil” aspect of the Great Spirit has a physical body and resides somewhere outside of known space. Scholars disagree with what form the Evil One takes; some say it is a great beast, twisted and rotten, with the power to re-animate the dead. Others say that it is a kind faced being that uses tricks and deceit to rally creatures to its cause. The remaining scholars suggest that the Evil One is a monstrous creature that resembles the demonic creatures that were feared on Old Earth. No one knows what form the Evil One takes, and no one has even proved that such a being even exists. But the belief in that aspect of the Great Spirit has driven the Praesidian race for millennia. Exodus Following the end of the second Nexus war, and in a move that shocked the galaxy, the Praesidian government announced that they were leaving the Council. There were no reasons given as to why the Preasidians, who had founded the Council, were separating themselves. Within weeks, the Nexus announced they too would split from the rule of the Council. Over the following months, the Ji’tar, Alliance and countless smaller governments announced that they would leave the Council and rule themselves. Less than six months after leaving the Council; the Praesidians left known space. Almost 70% of their ships and citizens gathered together into a vast fleet and left known space through one of the previously inactive Light Gates on the fringes of the galaxy. Those who stayed behind mainly consisted on the Birthing Colonies, their defence forces, and a handful of fleets tasked with defending the Praesidian Republic. No reason was given for the departure of the Praesidian fleet; and those who remain either do not know where their kin have gone, or they do not know.

51


Warrior Unit Warrior

Birthing Mothers M R C D A H Co

Pts

Unit

6

10

Birthing Mother

4 5 3 1 4

4

M R C D A H Co

Pts

6

17

5 3 4 2 4

4

Equipment: Energy Rifle, Pistol, Combat Knife.

Equipment: Energy Rifle, Pistol, Glaive.

May replace Energy Rifle with one of the following: - Shotgun (Free) - Missile Launcher (15 pts)

May replace Energy Rifle with one of the following: - Shotgun - Flamethrower (10 pts)

May replace Combat Knife with one of the following: - Sword (5 pts) - Glaive (5 pts) The staple of the Praesidian military. By Praesidian law, every citizen must have combat training during childhood, and must serve at least one period in the Praesidian military. Commando Unit Commando

M R C D A H Co

Pts

6

14

4 4 4 2 5

4

May replace Glaive with one of the following: - Energy Gauntlet (5 pts) May purchase the following: - Grenade (5 pts) - Med Kit (10 pts) Birthing Mothers, or Joshitai, are responsible for the hatching of Praesidian young, their education, and their protection. Should a Birthing Colony come under attack, the Birthing Mothers will be found at the centre of the conflict, defending the future of their race.

Swift Equipment: Energy Rifle, Pistol, Combat Knife. May replace Energy Rifle with one of the following: - Flamethrower (10 pts) - Missile Launcher (15 pts) - Shotgun (Free) - LMG (15 pts) May replace Combat Knife with one of the following: - Sword (5 pts) - Glaive (5 pts) - Energy Gauntlet (10 pts) May purchase the following: - Disruptor (15 pts) - Scanner (10 pts)

- Grenade (5 pts)

Career military Praesidians usually end up serving in the commando corps, the Praesidian special forces. Hunter Unit Hunter

M R C D A H Co 7 3 5 3 2 4 3

Pts 13

Equipment: Energy Rifle, Pistol, Combat Knife. May replace Energy Rifle with one of the following: - Sniper Rifle(15 pts) - Missile Launcher (15 pts) May replace Combat Knife with one of the following: - Sword (5 pts) - Glaive (5 pts)

Unit

M R C D A H Co

Pts

Swift

10 3 4 4 2 5

25

4

Equipment: Energy Rifle, Pistol, Combat Knife, Jetpack. May replace Energy Rifle with one of the following: - Flamethrower (10 pts) - Shotgun (Free) May replace Combat Knife with one of the following: - Energy Gauntlet (10 pts) - Sword (5 pts) - Glaive (5 pts) May purchase the following: - Grenade (5 pts) Special Rule: Combat Drop Praesidian Swifts attack from the sky, using their speed to outmanoeuvre the enemy. Surgeon Unit Surgeon

M R C D A H Co

Pts

6

20

4 5 3 1 4

4

Equipment: Energy Rifle, Pistol, Combat Knife, Med Kit. Special Rule: Medic

May purchase the following: - Targeter (10 pts) - Stealth System (15 pts)

- Grenade (5 pts)

Hunters move ahead of the main Praesidian force. Invisible and alert for any enemy movement.

52

Praesidian Surgeons are responsible for keeping troops on the ground alive to fight another day.


Honour Guard Unit Honour Guard

Spirit Warrior

M R C D A H Co

Pts

Unit

6

37

Spirit Warrior

3 3 6 3 6

2

M R C D A H Co

Pts

7

28

4 3 4 3 4

1

Equipment: Energy Rifle, Pistol, Sword, Energy Shield.

Equipment: Energy Rifle, Pistol, Glaive.

May exchange Sword and Energy Shield for any of the following at no cost: LMG, Missile Launcher, Flame Thrower. May Exchange Sword for Glaive or Energy Gauntlet for 5 pts.

May replace Glaive with one of the following: - Sword (Free) - Energy Gauntlet (5 pts)

May purchase the following: - Targeter (10 pts) - Stabiliser (10 pts)

- Jetpack (10 pts) - Stabiliser (10 pts) - Grenade (5 pts)

Special Rule: Honour Or Death Honour Or Death: If a Praesidian Commander or Spirit Warrior are present on the battlefield, the Honour Guard cannot be broken, and will pass any courage test they are required to make. If the Commander or Spirit Warrior are killed, every Honour Guard must make an immediate courage test. If they fail they turn their blades on themselves and immediately suffer D3 damage. The Honour Guard are some of the most fearsome warriors in the Praesidian ranks. They are tasked with protecting military and political leaders alike.

Commander

Special Rule: Phase Walker, Legendary, Time is Meaningless. The spiritual leaders of the Praesidians, Spirit Warriors are responsible for maintaining the faith of the troops on the battlefield, as well as administering first aid. Amongst the warriors they are almost mythical, phasing in and out of the battlefield, dealing deadly blows where they are needed most. Rannan Sho (1) Unit Rannan Sho (1)

M R C D A H Co

Pts

7

31

3 3 4 4 6

2

Equipment: Energy Rifle, Pistol, 2 Swords (Additional attack already included in profile.) Special Rule: Study Opponent. Rannan Sho Counts as a commander for the purposes of the Honour Or Death special rule.

Commander Unit

May purchase the following: - Energy Shield (10 pts)

M R C D A H Co

Pts

6

23

3 2 5 4 6

2

The Praesidian commander, Rannan Sho, is famous for his reckless tactics. He will often volunteer himself and his troops for the most dangerous missions.

Equipment: Energy Rifle, Pistol, Sword. May replace Energy Rifle with on of the following: - Shotgun (Free) - LMG (15 pts) - Flamethrower (10 pts)

mother Jezebel (1) Unit Jezebel (1)

May replace Sword with one of the following: - Glaive (Free) - Energy Gauntlet (10 pts) May purchase the following: - Disruptor (15 pts) - Grenade (5 pts) - Energy Shield (10 pts)

- Grenade (5 pts) - Jetpack (10 pts) - Stabiliser (10 pts)

Praesidian Commanders lead from the front. Their courage and strength at arms serves as an inspiration to those that follow them.

M R C D A H Co

Pts

6

22

4 3 4 3 5

3

Equipment: Energy Rifle, Pistol, Glaive. May purchase the following: - Grenade (5 pts) - Med Kit (10 pts) Special Rules: Legendary, Medic. Mother Jezebel as a commander for the purposes of the Honour Or Death special rule. Head of the Joshitai order, Mother Jezebel is one of the most respected individuals within the Praesidian republic. Praesidians from across the Republic travel to her court to receive her blessing in the hopes that she will be able to cure their ails. No one knows how old she is, but she has advised the Praesidian government for as long as any one remembers.

53


54


The Ji’tar The Ji’tar are one of the deep races, who live on the fringes of explored space. The Ji’tar Empire is a collection of eleven main worlds, and a number of smaller settlements. The most notable feature of the Ji’tar are their facial tentacles. Thought to be an evolutionary response to the fact they spend much of their life underground; their tentacles are more like additional limbs. They are used in the mastication process, can be individually manipulated to hold items, and can be used to help gauge a Ji’tar’s mood. Their tentacles also form a large part of their native language, similar to the body language of other races. They speak in several registered, and there is no other race that can hear the entire range of their speech. In fact, the name Ji’tar comes from the two sounds that all races seem to hear the same when the creatures speak of themselves. The language barrier is one of the reasons the Ji’tar are considered so separate to the rest of the galaxy. Largely distrustful of other races, it’s unlikely the Ji’tar would have any contact with others if it weren’t for commerce. Iron Heart The Ji’tar’s largest source of income is the precious metal that is abundant beneath the surface of their eleven main worlds. This Ji’tar metal is one of the strongest materials in the known galaxy; far stronger than the standard composite material used in armour, Ji’tar metal can be mixed with other metals in ratios as large as 100:1 and still retain its incredible defensive properties. Though the Ji’tar exports less than 1% of all the material they mine, it accounts for more than 80% of their economy. The price for Ji’tar metal on the galactic exchange regularly reaches thousands of credits per gram; and owning any amount of the metal is a serious status symbol. The brokerage of the metal is handled by the Ji’tar merchants. Despite their value to Ji’tar society, they are looked down upon by their kin because they freely trade their names with other species. The Ji’tar culture believes that all an individual’s power lies in their name, and to tell another your name is to give them a power over you. Most Ji’tar refuse to give their names to members of other species. Even Ji’tar ambassadors and military personnel do not give their names to outsiders. Instead they are referred to by their title, rank, or a nickname given by the outsiders.

The Destruction of Thes The Ji’tar Empire was originally formed of twelve worlds, but during the Trax rebellion, the world of Thes was destroyed. Towards the end of the rebellion, the Trax general, Bor, invaded Thes and took control of one of the major mines. Fearing the general would be able to get the metal off-world, the Ji’tar recalled all their fleets into orbit above Thes. The Field Marshal in control of the Ji’tar fleet decided he would rather lose Thes entirely than have the precious metal in the hands of an outsider. He ordered Thes to be bombarded from orbit, and tasked a small team of demolitions specialists to deliver a nuclear device deep beneath the surface of the planet. This device was so powerful that when it detonated, it cracked the planet itself, separating a large section of the world. The effects of the detonation ruined the atmosphere beyond repair and killed every living creature on the surface of the planet. The Ji’tar spent nearly ten years in orbit around the husk of Thes, collecting the metal from the dead planet. The death of Bor was instrumental in the end of the Trax rebellion. Having lost one of their most prominent leaders, much of the Trax war machine became disorganised and they were soon pushed back to their home world, where the Praesidians were able to defeat them, force them to sign a peace treaty, and blockade the planet. When the rebellion was over, the Field Marshal who had ordered the ruin of Thes was brought before the Council. He was charged with war crimes for the millions of innocent lives he took in destroying Thes. He was executed a day later. However, despite killing untold numbers of Ji’tar in his bombardment, the Ji’tar government openly supported the Field Marshal’s choice, saying it was the right thing to do for the Empire. Today, Thes is a corpse. When they had finished mining the majority of the planet, the Ji’tar left the surface, and surrounding space, littered with mines; and built a space station in orbit to watch against scavengers. Despite the small chance of success, and the immense danger, there are still scores of scavengers who travel to Thes in the hopes of mining a forgotten vein of Ji’tar metal. The black market for the metal is highly profitable.

55


Ji’tar Trooper Unit Ji’tar Trooper

Ji’tar Scout

M R C D A H Co 6 4 4 5 1 6 3

Pts 16

Ji’tar Scout

M R C D A H Co

Pts

6

13

3 5 4 1 5

4

Equipment: Assault Rifle, Pistol, Combat Knife.

Equipment: Assault Rifle, Pistol, Combat Knife.

May replace Assault Rifle with one of the following: - LMG (15 pts) - Missile Launcher (15 pts)

May replace Assault Rifle with one of the following: - Sniper Rifle (15 pts) - Missile Launcher (15 pts)

May replace Combat Knife with one of the following: - Sword (5 pts) - Energy Gauntlet (10 pts)

May replace Combat Knife with one of the following: - Sword (5 pts) May purchase the following: - Targeter (10 pts) - Stealth System (15 pts)

May purchase the following: - Grenade (5 pts) - Toxic Grenade (15 pts) The foot soldiers of the Ji’tar are incredibly disciplined and resilient. The basic Ji’tar armour is as strong as the heaviest armours of many races. Ji’tar Heavy Unit Ji’tar Heavy

Ji’tar scouts are more lightly armoured than their kin, choosing speed and manoeuvrability over defence. Ji’tar Demolitions Unit

M R C D A H Co

Pts

5

20

4 4 6 2 8

3

Ji’tar Demolitions

M R C D A H Co

Pts

6

22

3 4 5 1 6

3

Equipment: Assault Rifle, Pistol, Combat Knife.

Equipment: Grenade.

May replace Assault Rifle with one of the following: - LMG (15 pts) - Missile Launcher (15 pts) - Flamethrower (10 pts)

May replace Assault Rifle with one of the following: - Flamethrower (10 pts) - Missile Launcher (15 pts)

May replace Combat Knife with one of the following: - Sword (5 pts) - Energy Gauntlet (10 pts) May purchase the following: - Grenade (5 pts) - Toxic Grenade (15 pts) - Detonator (15 pts)

56

Unit

- Targeter (10 pts) - Stabiliser (10 pts) - Energy Shield (10 pts)

Assault Rifle, Pistol, Combat Knife,

May replace Combat Knife with one of the following: - Energy Gauntlet (10 pts) May purchase the following: - Energy Shield (10 pts) Deep beneath the surface of the Ji’tar home world are huge expanses of tunnels and mines. The Ji’tar that mine these tunnels have a natural affinity for explosives that comes in useful on the battlefield.


Ji’tar Jetpackers Unit Jetpackers Equipment: Jetpack.

commander

M R C D A H Co

Pts

Unit

10 3 4 5 2 6

28

Commander

3

Assault Rifle, Pistol, Combat Knife,

May replace Assault Rifle with one of the following: - Shotgun (6 pts) - Flamethrower (10 pts) May replace Combat Knife with one of the following: - Sword (5 pts) - Energy Gauntlet (10 pts) May purchase the following: - Grenade (5 pts) Special Rules: Combat Drop Adding some much needed speed to the Ji’tar forces, these warriors are often held back and deployed where the fighting is most fierce.

Ji’tar Assault

Pts

6

20

3 3 5 3 6

3

Equipment: Assault Rifle, Pistol, Combat Knife. May replace Pistol with the Following: - Heavy Pistol (2 pts) [May have 2] May replace Combat Knife with one of the following: - Energy Gauntlet (10 pts) -Sword (5 pts) -Axe (5 pts) May purchase the following: - Energy Shield (10 pts) - Jetpack (10 pts) - Grenade (5 pts) Ji’tar commanders are veterans of hundreds of campaigns. They lead their men from the front, taking the fight straight to the enemy. Field Marshal (1)

Ji’tar Assault Unit

M R C D A H Co

M R C D A H Co

Pts

6

17

5 3 5 2 6

3

Equipment: Assault Rifle, Pistol, Combat Knife. May replace Assault Rifle with one of the following: - Flamethrower (10 pts) - Shotgun (6 pts) May replace Combat Knife with one of the following: - Sword (5 pts) - Energy Gauntlet (10 pts) May purchase the following: - Grenade (5 pts) - Toxic Grenade (15 pts)

Unit Field Marshal

M R C D A H Co

Pts

6

39

3 3 6 5 6

2

Equipment: Assault Rifle, Pistol, Combat Knife, Orbital Strike. May replace Assault Rifle with one of the following: - Flamethrower (10 pts) - Shotgun (Free) - Heavy Pistol (2 pts) [May have 2] May replace Combat Knife with one of the following: - Energy Gauntlet (10 pts) -Sword (5 pts) -Axe (5 pts) May purchase the following: - Energy Shield (10 pts) - Grenade (5 pts)

- Jetpack (10 pts) - Disruptor (15 pts)

Special Rule: Legendary Field Marshal is the highest rank in the Ji’tar military. They are responsible for overseeing entire theatres of war. Though they rarely take to the field themselves, when they do they are a powerful and terrifying warrior.

57


Karel (1) Unit Karel (1) Equipment: Bubbles.

M R C D A H Co 6 5 5 5 2 5 4

Pts 23

Assault Rifle, Pistol, Energy Shield,

May purchase the following: Disruptor (15 pts) Grenade (5 pts) Special Rules: Bubbles, Manipulate. Bubbles: Karel has a mechanical rat named Bubbles, named after a famous chimpanzee of Old Earth (Ji’tar have no idea what a chimpanzee looked like) Karel will often send Bubbles off to report things to him or do other errands. In game terms, Karel and Bubbles are treated as a single unit, with Karel having 3 actions a turn instead of the standard 2. Karel the merchant is fascinated by Old Earth. He dresses himself after the fashion of Old Earth and is one of the few Ji’tar who would call a human a friend. He is also among one of the small number of Ji’tar who tell outsiders their name. Karel is largely distrusted, often hated, by his own kind. Karel does however seem to have the unnatural ability of making others do things for him, often without the other person realising they are doing him a favour.

58


Ji’tar Trooper

59


60


The URC Origins The United Robotics Corporation (URC) was founded by Viktor Kochenkov in 2753, after he secured an exclusive contract with the Council to produce service droids for industrial use. Prior to the breaking of the Council, the use of robots in combat was forbidden throughout much of the galaxy. The fear was that with enough funds, someone could create a mechanical army capable of destabilising government. Most homes on the core worlds, however, are filled with URC technology, from appliances, to computing equipment and software, and of course, service droids. The URC also manufacture and maintain almost all droids used in deep space mining, as well as all mechanical augmentations used by the Reid Medical Corporation. Even though the URC was one of the wealthiest corporations in the galaxy, each year they lobbied to make mechanised combat units legal. Millions were spent each election cycle to encourage citizens in the core to vote to make combat robotics legal; but the bill was never successful. Despite the legal issues, the URC continued to develop their combat technology, in secret, on a small fringe world. Machines of War When the council broke apart, Ivan Kochenkov, Viktor’s son, and the current CEO, announced that the United Robotics facilities would be leaving controlled space. After setting up facilities in the now-neutral space, Kochenkov announced the URC Combat Drone MK.1. The first drones were little more than boxy, vaguely human shaped constructs with little actual use in battle. But the technology advanced rapidly and the URC soon released the Mk.II drone. The Mk.II was a much sleeker design and far more effective in combat. It was around this time that the first combat androids began to appear. Mostly purchased to carry out assassinations, these human looking machines are rightly feared throughout the galaxy.

Army Special Rule: We Are Legion URC units with this special rule must be within 12 inches of a unit with the Controller special rule. While a unit with this rule is in range of a unit with the Controller special rule, they automatically pass any courage test they are required to make. If they are outside of the range of the controller, use the courage value listed in their profile. At the start of its activation, if the unit is not within range of a controller, roll a D6. The unit will act differently depending on the result: Dice result 6 5

4

3

2

1

Effect The unit acts as normal. The unit fires its weapon at the closest enemy unit. Resolve damage as normal. If there are no enemy units within range, the unit does nothing (as if it rolled a 1). The unit moves its full distance towards the closest enemy unit. If this brings it into base contact, it must assault the unit. Resolve damage as normal. The unit fires its weapon at the closest friendly unit. Resolve damage as normal. If there are no friendly units within range, the unit does nothing (as if it rolled a 1). The unit moves its full distance towards the closest friendly unit. If this brings it into base contact, it must assault the unit. Resolve damage as normal. The unit does nothing this turn.

Controller The URC controllers are essentially walking hubs, keeping all the units connected to one another and to their commander. A URC force must include at least one controller. The first controller is free. Following controllers must be brought for their points value. A unit with the Controller rule may spend an action to take control of a unit with the We Are Legion rule and perform an action with that unit. They may do this even if the target has already activated in the current game turn.

The current Mk.III drone builds on the achievements of the Mk.II. The Mk.III is strong, fast, accurate with ranged weapons and totally obedient. In the field, drones are given orders by a controller, usually a drone with some semblance of self awareness that is given orders by a superior. Sometimes Drones will even be lead by androids. The androids are also tasked with infiltrating an area and establishing post-human supporting groups and securing resources and supporters for the URC’s cause.

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Combat Drone Unit Combat Drone

M R C D A H Co 6 4 5 4 1 3 6*

Mech Pts 8

M R C D A H Co 5 3 3 7 2 9 6*

Pts 31

Equipment: Assault Rifle, Pistol, Combat Knife.

Equipment: Energy Shield, LMG, Energy Gauntlet

Special Rules: We Are Legion

May replace LMG with one of the following: - Chaingun (20 pts) - Missile Pod (20 pts)

Drones make up the bulk of the URC’s combat forces. Cheap to manufacture and relatively durable, they are the ideal foot soldiers. Guardian Unit Guardian

M R C D A H Co 6 3 4 5 2 5 6*

Pts 14

Equipment: Assault Rifle, Pistol, Combat Knife. May replace Assault Rifle with one of the following: - Shotgun (Free) - Sniper Rifle (15 pts) - LMG (15 pts) - Missile Launcher (15 pts) May replace Combat Knife with one of the following: - Sword (5 pts) - Energy Gauntlet (10 pts) May purchase the following: - Targeter (10 pts) - Energy Shield (10 pts)

More effective than drones, Guardians are often used as bodyguards by URC officers and leaders.

May purchase the following: - Targeter (10 pts) - Detonator (15 pts) Special Rules: We Are Legion The most deadly weapon in the URC is the Mech. Basically a walking tank, these constructs can deal tremendous amounts of damage. Kamikaze Drone Unit Kamikaze Drone

M R C D A H Co

Pts

6

13

5 5 3 3 3 6*

Assault Rifle, Pistol, Combat Knife,

Special Rules: We Are Legion Kamikaze drones rush enemy units with the intention of detonating themselves, causing maximum damage.

Dasher Unit Dasher

May replace Energy Gauntlet with one of the following: - Railgun (25 pts) - Cannon (25 pts)

Equipment: Detonator.

Special Rules: We Are Legion

M R C D A H Co 10 5 4 4 3 4 6*

Pts 11

Equipment: Assault Rifle, Pistol, Combat Knife. May replace assault Rifle with one of the following: - Flamethrower (10 pts) - Shotgun (Free) May replace Combat Knife with one of the following: - Sword (5 pts) May purchase the following: - Energy Shield (10 pts) Special Rules: We Are Legion Dashers come in many varieties; some move on tracks, others on wheels. All serve the same purpose though; providing the URC with a manoeuvrable unit to flank their enemies.

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Unit Mech

Repair Drone Unit Kamikaze Drone

M R C D A H Co

Pts

10 6 6 3 1 3 6*

14

Equipment: Assault Rifle, Pistol, Combat Knife, Jetpack, Repair Kit. Special Rules: We Are Legion Repair Kit Costs one action to use, can be used on friendly units in base contact as well as the owning unit. The target unit recovers 3 health points (up to its starting health). Can be used multiple times. Repair drones perform battlefield maintenance on their fellow machines.


Swarm Unit Swarm

Ivan Kochenkov M R C D A H Co 10 6 3 5 6 6 6*

Pts 21

Unit Ivan Kochenkov

M R C D A H Co

Pts

6

17

4 4 4 2 5

1

Equipment: Assault Rifle, Pistol, Combat Knife, Jetpack.

Equipment: Assault Rifle, Pistol, Combat Knife.

Special Rules: We Are Legion, Insignificant

Special Rules: Controller, Painless, Post-Human

When the URC take to the battlefield, clouds of small machines follow overhead, these mechanical flying creatures swoop down on the enemy and tear them

Post Human

Controller Unit Unit Controller Equipment: Jetpack.

M R C D A H Co 8 6 6 5 1 6 2

Pts 13

Assault Rifle, Pistol, Combat Knife,

Kochenkov has merged himself with technology; giving him an edge over regular humans. In game terms, Kochenkov has 3 actions a turn instead of the standard 2. The leader of the URC, Kochenkov strives for the evolution of mankind into a technologically superior species.

Special Rules: Controller Controller units are flying constructs that transmit the collective consciousness that keeps other URC units in the fight. Android Unit Android

M R C D A H Co 6 4 4 4 3 5 1

Pts 18

Equipment: Assault Rifle, Pistol, Combat Knife. May replace Assault Rifle with one of the following: - Sniper Rifle (15 pts) May replace Combat Knife with one of the following: - Sword (5 pts) - Energy Gauntlet (10 pts) May purchase the following: - Targeter (10 pts) - Energy Shield (10 pts) - Stealth System (15 pts)

- Detonator (15 pts) - Grenade (5 pts)

Special Rules: Controller, Wolf in Sheep’s Clothing Wolf in Sheep’s Clothing The controlling player may choose to deploy an Android in the enemy deployment zone, at least 6 inches away from an enemy unit. Because of their organic appearance, androids make the perfect scouts and assassins.

63


64


Mercenary Forces It’s a good time to be a hired gun in the galaxy. Private citizens are hiring mercenaries to keep them safe, criminals are outsourcing to mercenaries for their muscle, even governments are hiring mercenaries and bounty hunters to do what the law cannot. Mercenary numbers are up dramatically, and business is good. The Guild While some choose to go it alone, most register with the Guild of Mercenaries and Bounty Hunters. Guild membership allows them much greater freedom to move within lawful space, though if they break the law they are kicked out of the Guild. . . Officially at least. Most mercenaries will fight for anyone as long as the money is right, and there are few who’s prejudges against individuals or races cannot be overcome with enough credits. There are a few exceptions to this, usually with exmilitary who took part in the second Nexus War and refuse to work with individuals of the other side. Being a guild member also gives individuals access to weapons and equipment they would be unlikely to find anywhere else. There is a thriving black market scene within the guild, with stolen equipment from across the galaxy. Some of the most rare and dangerous weapons in existence have passed through the guild’s trade halls. And merchants often hire mercenaries of their own as protection. Kilo station is also home to one of the most active slavery operations in known space. Slavers will bring their property to Kilo station to sell as labourers, cannon fodder, or pleasure things.

Legendary Heroes Not all mercenaries are as amoral as those who frequently visit Kilo station. Some have become somewhat legendary because of their deeds. Gabriel Cross for example, an ex-galactic marine, has become a folk hero for helping people. He and his crew of outlaws travel the galaxy helping people. This has led him to blows with many other mercenaries and there is a general dislike for him and his crew within the hired gun community. Even though there are a few “good” mercenaries, on the whole the profession is filled with cheats, brutes and bullies. Corporate Life Technically, the largest group of mercenaries in the galaxy belong to the Wakefield Defence Corporation. This private military and arms manufacturing company hires all its soldiers on a freelance basis. It is Wakefield who most people hire their security forces through. The Wakefield Corporation was founded during the Trax rebellion to meet the demand for fighting men and women. Early in the rebellion, Council forces were suffering heavy losses at the hands of the Trax, without the new recruits to replace them. Elijah Wakefield, a businessman from the core worlds, and son of a career military man, saw a gap in the market. Using money he had made in smart investments, and his father’s contacts, Elijah formed the Wakefield Defence Corporation.

It’s Kilo station that the Nexus raiders bring any slaves they do not want, or have no use for; and it’s through the trafficking of lives, that the NSM raises most of its funds.

Now, the Wakefield Corporation provides security to many of the Core’s wealthier individuals. Payments are made through the corporation, so all the security personal are paid by Wakefield, not the people they protect. This means that an operative’s loyalty is always to the company, not the client.

Kilo Station Located on the fringes of known space, Kilo station is the guild’s main operating base, and where it houses all its seedier activities. Because it is not technically in any faction’s controlled space, the laws of elsewhere in the galaxy do not apply.

Wakefield are also solely responsible for the security of the Reid Medical Corporation, the largest producer of medical supplies and equipment in the galaxy. This mutual partnership has led to Reid and Wakefield becoming the two wealthiest companies in the galaxy respectively.

It is also one of the most heavily defended locations outside of the core worlds. A fleet of mercenary ships, employed directly by the guild, orbit it at all times, and the outside of the station is covered in defence turrets.

Alignment: Units from this list may be allied with any other list (unless their profile says otherwise.)

Each section of Kilo station generates its own independent power, gravity, and atmosphere, and sections can be shut down remotely from the central command. Or, in serious circumstances, disengaged from the station entirely.

Designers Note: The Mercenary list gives you an excellent opportunity to use your existing model collection to proxy for different mercenaries. It also gives you the chance to mix races within an army, by using mercenary profiles.

65


Mercenary Unit Mercenary

Gabriel Cross (1) M R C D A H Co 6 4 4 4 1 5 4

Pts 13

M R C D A H Co 6 3 3 5 2 6 2

Pts 20

Equipment: Assault Rifle, Pistol, Combat Knife.

Equipment: Assault Rifle, Pistol, Combat Knife.

May replace Assault Rifle with one of the following: - LMG (15 pts) - Missile Launcher (15 pts)

May purchase the following: - Targeter (10 pts) - Grenade (5 pts) - Disruptor (15 pts)

May replace Combat Knife with one of the following: - Sword (5 pts) May purchase the following: - Grenade (5 pts) Competent soldiers, motivated more by money than any cause. Bounty Hunter Unit Mercenary

M R C D A H Co 6 3 3 4 2 5 3

Pts 17

Equipment: Assault Rifle, Pistol, Combat Knife. May replace Assault Rifle with one of the following: - Sniper Rifle (15 pts) - Shotgun (6 pts) - LMG (15 pts) - Flamethrower (10 pts) - Missile Launcher (15 pts) May replace Combat Knife with one of the following: - Axe (5 pts) - Sword (5 pts) - Energy Gauntlet (10 pts) May purchase the following: - Disruptor (15 pts) - Jetpack (10 pts) - Grenade (5 pts) - Targeter (10 pts) - Stabiliser (10 pts) Those looking to make real money will become a bounty hunter. More dangerous than most mercenary work, bounties bring a higher paycheck. This means bounty hunters have access to superior weapons and equipment that regular mercs. Wraith (1) Unit Wraith Equipment: System.

M R C D A H Co 6 4 4 5 2 5 4

Pts 35

Assault Rifle, Pistol, Sword, Stealth

Special Rules: Study Opponent No one knows who, or what the mercenary known as Wraith is.

66

Unit Gabriel Cross

Special Rules: A. I System A. I System: Gabriel’s nanosuit is fitted with an advanced artificial intelligence, named Prometheus, that can relay information, as well as take over some of the suit’s functions. In game turns the A. I System grants Gabriel 3 actions per activation instead of 2. Gabriel may only be included in a Nexus force if Kalos is also included. Gabriel Cross is and ex-Galactic Marine and is the best bounty hunter in the galaxy. He is wanted from the Core to the Fringe. He is the Captain of the frigate Nimbus and its crew. Jesse Pope (1) Unit Jesse Pope

M R C D A H Co 6 4 3 6 3 7 3

Pts 21

Equipment: Shotgun, Pistol, Combat Knife. May replace Shotgun with one of the following: - LMG (15 pts) May replace Combat Knife with one of the following: - Energy Gauntlet (10 pts) May purchase the following: - Energy Shield (10 pts) - Stabiliser (10 pts) - Grenade (5 pts)

Jesse is Gabriel’s right hand man and serves as the “muscle” on the Nimbus. Jesse may only be included in a Nexus force if Kalos is also included.


Isaac Cross (1) Unit Isaac Cross

Scarlett Black (1)

M R C D A H Co

Pts

Unit

5

15

Scarlett Black

3 4 4 2 4

3

M R C D A H Co

Pts

6

18

3 4 4 3 5

2

Equipment: Assault Rifle, Pistol, Combat Knife.

Equipment: Assault Rifle, Pistol, Combat Knife.

May purchase the following: - Med Kit (10 pts) - Energy Shield (10 pts)

Special Rule: Manipulate, Deadly Kiss

Special Rules: Medic, Detective.

Scarlett uses her beauty to lure her target into letting her close, where she will deliver a deadly parting kiss.

Deadly Kiss

Isaac is Gabriel’s adoptive father. After rescuing Gabriel from thugs at an early age, Isaac raised him and taught him the trade of the bounty hunter.

Isaac may only be included in a Nexus force if Kalos is also included. Charlie Bishop (1) Unit Isaac Cross

M R C D A H Co

Pts

6

15

4 5 4 2 5

2

Any unit that Scarlett successfully wounds in combat is poisoned. At that start of each following turn, the affected unit will receive 1D3 damage each turn until the end of the game (or until they die). Scarlett Black is one of the most sought after assassins in the criminal underworld. Her skills are legendary, and she’s yet to meet a target who she cannot kill. Prisoner 19 (1) Unit

Equipment: Pistol, Combat Knife, Echo Inhaler, Orbital Strike.

Prisoner 19

M R C D A H Co

Pts

6

20

4 4 4 5 5

1

Charlotte Bishop is the pilot of the Nimbus, the ship that Gabriel Cross and his crew fly. An ex-Alliance fighter pilot, Charlie is amongst the most skilled pilots in the Galaxy.

Equipment: Assault Rifle, Pistol, 2 Combat Knives (additional attack already included in profile).

Special Rules: Hated Foes (Nexus)

Within the prison asteroid, Labyrinth, there is a level reserved for the most dangerous criminals in the galaxy. Once a person is sentenced to this area their names are erased and they are given numbers. Prisoner 19 is the most dangerous of them all.

Charlie may only be included in a Nexus force if Kalos is also included.

Special Rules: Cheating Death

Mad Natty (1) Unit Mad Natty

M R C D A H Co

Pts

6

14

5 5 3 1 4

5

Equipment: Shotgun, Pistol, Combat Knife. Special Rules: Messing With the Bad Man, Opportunist Messing With the Bad Man Anytime Natty fails a courage test, he makes a free shooting action (before moving towards the board edge). He must fire at the closest enemy. If there are no enemies in range, he moves towards the board edge as normal. Carl “Mad Natty” Natrick is a renowned Conduit, working as the middle man between the Guild and the bounty hunters.

Mad Natty may only be included in a Nexus force if Kalos is also included.

67


Blaze (1)

Kara Mariasha (1) Unit Kara Mariasha

M R C D A H Co

Pts

Unit

6

23

Blaze

4 4 4 2 6

2

Pts

6

24

4 4 4 2 5

4

Equipment: Shotgun, Pistol, Combat Knife, Gas Mask.

Equipment: Energy Rifle, Pistol, Combat Knife.

Special Rules: Opportunist, Cheating Death.

May replace Combat Knife with one of the following: - Glaive (5 pts) - Sword (5 pts) - Energy Gauntlet (10 pts)

Kara Mariasha is an ex-alliance colonel who now runs the criminal mercenary group, Anubis. Anubis are responsible for one of the largest black market operations on the eastern fringe. Spectre (1) Unit Spectre Equipment: Targeter.

M R C D A H Co 6 2 3 4 2 6 3

Pts 44

Sniper Rifle, Pistol, Combat Knife,

Spectre may only join a Nexus Strike Force if Kalos is also included. Thomas Welts, also known as Spectre, is a former Galactic Marine turned mercenary and bounty hunter. He is a famed marksmen and was the sharpshooter of Immortal Squad, the unit of Galactic Marines he was attached to. Buddy (1) Unit Buddy

M R C D A H Co 6 3 3 4 3 5 1

Pts 20

Equipment: Assault Rifle, Pistol, Combat Knife. May replace Assault Rifle with one of the following: - Sniper Rifle (15 pts) May replace Combat Knife with one of the following: - Sword (5 pts) - Energy Gauntlet (10 pts) May purchase the following: - Targeter (10 pts) - Stealth System (15 pts) - Energy Shield (10 pts) Special Rules: Controller, Half Life, Hated Foes (URC) Buddy may only join a URC Strike Force if Ivan Kochenkov is not included. Not all Artificial Intelligence is loyal to the URC. This one remembers. This one will have its revenge.

68

M R C D A H Co

May purchase the following: - Disruptor (15 pts) - Scanner (10 pts)

- Grenade (5 pts)

The Praesidian mercenary known as Blaze is wanted in twelve systems, and currently has a bounty of 10 million credits on his head.


Ranged Weapons

Weapon

Att

Pistol Heavy Pistol Assault Rifle Sub Machine Gun Shotgun

1 2 2

Ideal Effective Extreme Dam Range Range Range (-1 Bonus) (No Penalty) (-1 Penalty) 1 6 12 18 2 6 12 18 2 12 24 36

3

1

6

12

18

2

3

6

12

18

Flamethrower

1

3

12

0

0

Special Dual Wield Dual Wield

Sniper

1

3

18

30

42

1+ to courage if damage is inflicted. Defence -2, Heavy

Energy Rifle

2

3

18

24

30

Cooldown, Defence -1

LMG Missile Launcher Grenade Launcher Grenade Launcher (Underslung) Grenade

4

2

12

24

36

Heavy

1

5

12

24

36

Heavy, Reload, Defence -1

1

5

6

12

18

Template Small

1

2

6

12

18

Template Small

1

5

12

0

12

1

0

12

1

5

Template Small Template Small. Units inside take D3 damage for 2 turns Template Small,.+1 penalty to hit w/ranged within template. Template Small, Hits on 5+

Toxic Grenade Smoke Grenade Detonator

Mech Weapons

Weapon

Att

Dam

Chaingun Missile pod Railgun Cannon

8 3 1 1

1 3 6 4

Ideal Effective Extreme Range Range Range (-1 Bonus) (No Penalty) (-1 Penalty) 12 24 36 12 24 36 24 36 72 18 30 48

Special

Small Template Def -1 Def -3, Reload Small Template, Def -2

Close Combat Weapons

Weapon Combat Knife Sword Axe Glaive Energy Gauntlet

Ideal Effective Extreme Dam Range Range Range (-1 Bonus) (No Penalty) (-1 Penalty) 1 – – – 2 – – – 3 – – – 3 – – – 4

Special

Defence -1

69


THE

Icarus Project The Second Nexus War is over, the Council of Systems is broken. Many of its member races have established empires of their own, and now clash for control of their regions. And new powers are stirring. . . As armies clash across the galaxy, it falls to small Strike Teams, elite groups of warriors, to accomplish the missions that no one else can. Welcome to the Icarus Project, the game of science fiction skirmish warfare that puts you in control of your own Strike Force of warriors as you try and achieve your objectives, and stop your enemy achieving theirs.

In this rulebook you will find: ● Background: Learn about the background of this rich and living sci-fi universe. Learn about the second Nexus War; a galactic conflict that changed the face of the galaxy forever. ● The Game Rules: With a quick an easy to learn core rule system, and a host of special rules and additions, the Icarus Project is perfect for all gamers, regardless of their experience or play style. ● Game Scenarios: With a focus on narrative game play, there are a host of game options to choose from. From diffusing bombs in dense urban jungles, to assassinating the enemy’s leader in a barren wasteland, no two games are the same. ● Faction Background: Delve into the background of each of the main races. Learn about their motivations, their enemies, and goals. ● Strike Force Lists: This section gives you all the rules to assemble your own strike force of elite warriors. Customise their weapons and equipment to create a Strike Force unique to you!

© Icarus Miniatures 2015 ICARUS MINIATURES NARRATIVE WARGAMING

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www.icarusminiatures.com


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