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    Headquarters Training CircularDepartment of War FAD 4.0

    FAST AND DIRTYGeneric Wargame Rules for

    Fast & DirtyModern and Sci-Fi Combat

    ByIvan Sorensen

    Document Status: FINALApproved: 09 March 2009Restrictions: None. Cleared for public release.

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    FA ST A ND DIRTY

    Cr e d it sGame Design & Development - Ivan Sorensen

    Graphics, Layout and Co-Development v3 Onwards - Steve GreenValuable Contributions & Artwork - Alan Morey

    Artwork - Javier Garcia, Stefan Hrnstrm, Randy Linbourn

    A CKNOW LEDGEMENTSI want to thank my wife for putting up with me, and everyone out there who

    asked questions, offered suggestions and helped make the game what it is today.Honorable mention goes to Jon Tuffley from Ground Zero Games.

    http://www.groundzerogames.net

    Without his fantastic Stargrunt 2 rules, this game would never have existed.

    SUPPORTFast and Dirty is a work in progress. I encourage you to visit

    http://www.freewebs.com/weaselfiercefrom time to time and check for updates and new supplements.

    Better yet, why not join the Yahoo Grouphttp://games.groups.yahoo.com/group/fastanddirty

    and help shape the future of Fast and Dirty! Let me know how the rules areworking for you. Im always interested in hearing suggestions from players, and

    Ill answer all of your rules questions too!

    L e g a l No t ic eFast And Dirty is 2006 - 2009 by Ivan Sorensen.

    All Rights Reserved.This electronic book is copyright by Ivan Sorensen. It is offered to the gaming

    public free of charge. Redistribution by any means is not only allowed butencouraged, provided this is done free of charge.

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    TA BLE OF CONTENTS

    INTRODUCTION

    Overview 5New Players 5Miniatures 5Spirit of the Game 5

    GETTING ST RTED

    Force Profiles 6Unit Name 6Quality 6Movement Rate 6Resolve 6

    Armour 6Weapons 6Game Units 7

    Infantry 7Vehicles 7Support 7

    Tabletop Prep 8Scenario Creation 8Building Forces 9

    Platoons 9Squads 9

    Weapons 10Command Squads 10Review 10Variations 10Enhancements 11Limitations 11

    PL YING THE B SIC G ME

    Turn Sequence 12Unit Activation 12Checking Resolve 13

    Morale Tests 13Movement 14Infantry Move 14Infantry Rush 14Vehicles as Transports 14Vehicle Move 15

    Coherency 16Difficult Ground 16

    Shooting 17Line of Sight 17Fire Priority 17Range 17Shooting at Infantry 18

    Determine Fire Effect 18Allocate Hits 18Determine Damage 19

    Shooting at a Vehicle 19Determine Fire Effect 19Determine Penetration 20Determine Damage 20Destroying a Vehicle 21

    Shooting a Blast Weapon 21Ranging In 21Determine Impact Area 21Determine Strike Effect 21

    Close Assault 22Assaulting Infantry 22Determine Victor 22Determine Casualties 22Overrun 22Assaulting a Vehicle 23Nerves of Steel 23Determine Damage 23About Transports 23

    Under Fire 24Pinning 24

    DV NCED RULES

    Command Disruption 25Command Response 25

    Determine Command Response 25Demolitions 26Drop Troops 27

    Select Drop Point 27Determine Drop Success 27Scatter 27

    Exceptional Troops 27Fire Teams 28Fortifications 28Heavy Weapons Teams 29

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    Hidden Movement 29Indirect Artillery Fire 30

    Determine Timing 30Determine Accuracy 30

    Jet Packs 30

    Leaping 30Bounding 30Last Stand 31Mines 31

    Mines versus Infantry 31Mines versus Vehicles 31

    Non-Combatants 31Officers 32Opportunity Fire 32Personalities 33

    Brawler 33

    Comm 33Knife Fighter 33Lucky 33Sharpshooter 33Trigger Happy 33Medic 33Motivator 33

    Power Armour 33Psionics 34

    Invocation 34Degrade 34

    Demoralize 34Embolden 34Enhance 34Expose 34Harm 34Heal 34Inspire 34Shield 34Terror 34

    Recover Wounded 35Wounding 35

    Forming Aid Teams 35Determine Recovery 35Leave No One Behind 35Moving Wounded 35

    Scout 36Sentry Guns 36Smoke Grenades 37Snipers 37

    Determine Clear Shot 37Task System 38

    Attempting a Task 38Traits 39

    Aerial 39

    Aggressive 39Agile 39Assault Troops 39Berserk 39Brave 39Bug Hunter 39Combat Drugs 39Elusive 39Engineer 39Fanatic 39Fearless 39

    Flyer 39Goon 40Grizzled 40Hardened 40Hero 40Hivemind 40Holy (Item) 40HQ 40Infect 40Infiltration 40Legend 40

    Mechanized 40Recon 40Regenerate 41Relentless 41Save 41Self-Repairing 41Shaky 41Shock Troops 41Slow 41Slow Firing 41Stealth 41

    Swift 41Tank Hunter 41Terrifying 41Tough 41Unholy (Item) 41Villain 41Zombie 41

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    Vehicle Bogging 42Vehicle Properties 42

    Advanced Targeting System 42Amphibious 42Close-in Defense System 42

    Command Vehicle 42Electronic Countermeasures 42Forward Observer 43Improved Weapons Control 43Medevac 43Reactive Armour 43Smoke 43Stealth 43Supercharged 43Under-Powered 43Urban Warfare Kit 43

    Weapon Stabilizer 43

    PPENDICES

    Basic Force Building Tutorial 44Advanced Force Generation 48

    Overview 48Priority Assignment 48Generate A Force 49

    Defaults 49Manpower 49Firepower 49

    Gear 50Support 50Training 50Aggression 50Additional Changes 51Officers 51Heroic Characters 51Psionics 51Not Like Us 51

    Point Value System 52Introduction 52

    Infantry 52Heavy Weapons Teams 54Officers 54Psionics 55Snipers 55Unit Abilities 55Unit Traits 56Vehicles 57

    Vehicle Properties 58Scenario Generation 59

    Overview 59Generation Sequence 59

    Select a Stance 59

    Select an Attitude 59Determine Recon Points 60Setup Terrain 60Determine Missions 61Deploy Contact Markers 61Spend Recon Points 61Reveal Forces 62

    Mission Details 62Campaign System 64

    Introduction 64Building A Campaign 64

    Tree Campaign 65Post-Battle Steps 66Replacements 66Reinforcements 66Experience 66

    Reference Tables 67Weapons Tables 69Vehicle Tables 70

    OPTION L RULES

    Greater Variety 11

    Card Activation 12Losing Heart 14Variable Movement 15Hit Allocation 18Squad-Based Damage 19Crossfire 24

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    INTRODUCTION

    OV ERV IEW

    Fast and Dirty was designed to provide a quick,uncomplicated, yet realistic game system forsmall unit modern day, near future and sci-fiskirmish combat.

    By building upon basic military principles thathave not changed much over time, such astroop morale, motivation, and experience,these rules are an attempt to create a systemthat will serve just as well for fire fights today

    as those far off into the future.Each player will field a small force, rangingfrom a few squads to a reinforced platoon withsupport elements, including heavy weapons,artillery, even a vehicle or two. Forces can becreated in one of three ways: using a simplerandom force generation system to get youplaying quickly, a more advanced system forexperienced players, and a detailed pointssystem for the ultimate in flexibility.

    Though the system is easy to learn and play,this doesnt mean the game is lacking details.In fact, there are actually three levels of play.First you will learn the Basic Game, whichprovides all the core rules necessary to headoff into battle. Then, as you become familiarwith the system, you might want to considerusing some of the

    dvanced Rules

    , which willadd more depth to your gaming experience.Finally, there are a number of Optional Ruleswhich you can incorporate into your games toadd even greater detail. The choice is yours.

    Fast and Dirty is a generic system, specificallydesigned to work with a wide array of settingsand miniatures. Feel free to devise your ownworlds and forces, based upon the miniaturesin your collection.

    NEW PLA Y ERS

    Players new to the game should start small,with 2 or 3 identical infantry squads on eachside, using only the Basic Game rules formoving, shooting and assaulting. No heavyweapons, artillery or vehicles.

    Then, as you get more comfortable with thesystem, you can add more forces to the mix,and begin to experiment with some of theAdvanced and Optional rules.

    MINIA TURES

    Fast and Dirty will work with any miniaturesranging in size from 15mm to 28mm. Figuresshould be based individually. Each representsa single soldier or piece of equipment.

    Ground scale is considered relative, with an eyetowards making the game playable on smallerplaying spaces - a 4 x 4 table is all you need.

    SP IRIT OF T HE GA ME

    The rules cant cover every situation. Andbecause we encourage players to introducetheir own troop types, weapons, stats andtraits, there may be an unforeseen impact onthe way the game was intended to flow.

    For these and other reasons, we suggest youuse common sense and good sportsmanship to

    establish an outcome that will be enjoyable forboth sides.

    Play for the fun of it you wont regret it!

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    GETT ING STA RTED

    FORCE PROFIL ES

    All forces used in Fast and Dirty are presentedusing a common template or profile. Thisprofile is used to describe the units and detailtheir game values.

    A profile contains the following:

    Unit Name: This simply identifies the unit inquestion. Examples include Light Infantry,Assault Marines and Star Guard; you arelimited only by your imagination.

    Quality: Think of this as a combination oftraining, competence and experience. Thereare four levels of quality:

    Rabble These units are poorly trainedand inexperienced.

    Conscript These units have sometraining but limited experience.

    Regular Skilled and seasoned units.

    Elite The best of the best, typicallyreserved for Special Forces.

    The overall quality of a unit will determine anumber of key factors, including:

    Coherency- How spread out they maybecome and remain a viable force.

    Fire Priority - How selective they maybe when choosing a target.

    Ranged Combat- How accurate theyshoot.

    Close Assaults - How well they fight inhand to hand.

    Movement Rate: The base movement rate forall infantry and other foot units is 6. The baserate for vehicles varies, depending on theirtype (wheeled, tracked, flyer, walker, etc.).

    Resolve: This relates to how dedicated the unitis to achieving the mission on this particularday. Unit resolve can be:

    Reluctant These units are fightingunder duress, and given the slightestreason or opportunity, will probablyleave the field

    Uncertain Circumstances have madethese units hesitant to fight and unsureof their chances to win.

    Steady These units have a job to doand the will to get it done.

    Determined To these units, success ofthe mission far outweighs any personalrisks which must be taken.

    This value will determine the casualties that aunit can suffer before it reaches its breakingpoint, which triggers a morale check.

    Armour: Represents the type of body armourworn by all members of the unit (or the naturalarmour of alien creatures). Vehicles will also

    have armour ratings for the top, front, sides,rear and bottom of the vehicle.

    Weapons: Your troopers are not members ofthe Diplomatic Corps. They are warriors, andenter battle armed with the best weapons theirleaders can provide.

    For infantry, these range from simple rifles andshotguns to plasma weapons, flame throwersand grenade launchers, with an array of heavyand special weapons available for support.

    Artillery can be anything from anti-tank gunsand light cannons to heavy mortars and missilelaunchers.

    Vehicles come in all shapes, sizes and purposes.As such, they can be equipped with any of theweapons included in Fast and Dirty.

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    GAME UNITS

    In the real world, individual soldiers seldomenter battle alone. They are organized intosmall groups and trained to operate as such.

    The names of these small units vary dependingon the nation and the year, and include suchterms as Fire Team, Section and Squad. For thesake of simplicity, however, we will refer tothese organized groups of soldiers as units orsquads throughout these rules.

    Infantry squads, heavy weapons teams, snipers,and officers each count as a single unit. This isalso true of each artillery piece and individualvehicle.

    Note that the actual composition of units is upto the players. These rules provide guidelinesfor unit creation, but the players are free tocreate their own units based on the figuresthey have and their own gaming expectations.

    Infantry: These are the basic fighting elementsof any army, and will likely form the core ofany force used in Fast and Dirty.

    Typically, groups of 5 to 10 soldiers form upinto squads (although larger units work fine).If using Advanced Rules, one member of thesquad should be designated the squad leader.Most members are armed with a single squadbasic weapon. One or two members usuallyhave a squad support weapon instead. See theSquad Weapons Tables on page 69 for details.

    Three to four squads can be grouped into aplatoon, which should have a command squad.For larger actions, two to four platoons can beformed into a company, which should alsohave a command squad.

    A command squad generally has 3 to 5 soldiersarmed with Squad Basic Weapons. One of thesesoldiers represents the platoon (or company)leader. If playing with Advanced Rules, theseshould be officers.

    Other infantry units include heavy weaponsteams (including artillery and anti-tank guns),snipers, officers and artillery. All of these arecovered by the Advanced Rules.

    Vehicles: While the game is aimed primarily atinfantry skirmish actions, a wide range ofvehicles can still make an appearance.

    When they do, treat each vehicle as a singleunit, requiring activation and action like anyother. Vehicles can only Engage the Enemy,and are limited to Moveand Shootactions.

    There are seven basic types of vehicles:

    Light Transports these are your basicunarmoured trucks and jeeps.

    Armoured Personnel Carriers theseare armoured vehicles designed todeliver soldiers to the battlefield.

    Infantry Fighting Vehicles these areusually lightly armoured vehiclesmounting a potent main weapon, andare designed to carry troops into battleand then stay to support them.

    Light Tanks more heavily armouredthan IFVs, these are designed to destroylightly armoured vehicles.

    Medium Tanks even more heavilyarmed and armoured vehicles, these aredesigned to take on other tanks.

    Main Battle Tanks these are the mostheavily armed and armoured vehicles,designed to destroy anything in theirpath.

    Walkers a mainstay of science fiction,these versatile machines can be armed

    with a wide array of weapons, makingthem capable of destroying any target.

    Vehicles will have armour ratings for their top,front, sides, rear and bottom. They are servedby a crew, and may be armed with a wide rangeof weapons. See the Vehicle Tables on page 70for details.

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    BUILDING BA SIC FORCES

    A detailed force generation system can befound in the appendices. What follows here isa simple system for building opposing forces,

    designed to get you up and gaming as quicklyas possible.

    Note that this system will not include everyoption available under the rules. It is intendedto generate fairly regular human forces withreasonable variations, for use in quick pick-upgames. It is also not designed to produceperfectly balanced forces. Real battles arerarely even affairs.

    This system is aimed at creating forces for ahuman-centered, modern day or near futurebattleground. But dont feel confined by theterms used. A grenade launcher can just aseasily be a photon blaster or bio-cannon.Feel free to alter the names of the weaponsgenerated to get the game you want to play.

    Platoons: Players new to FAD should start witha single platoon each. More experiencedgamers can easily handle two. If the scenario

    has already been chosen, and there is a definiteattacker and defender, we recommendgiving the attacker one additional platoon.

    The number of squads in a platoon varies bynation and time period, and platoons are notalways operating at full strength anyway. Thismeans that platoons have a variable number ofsquads. For each platoon in your force, roll 1d6on the following table:

    PLATOON SIZE

    1-4 3 Squads

    5-6 4 Squads

    The result is the number of squads which makeup that platoon.

    Squads: The number of soldiers in a squad alsovaries by nation and time period, and as withplatoons, squads are not always operating atfull strength anyway. This means that squadsare comprised of a variable number of soldiers.

    Each player rolls 1d6 on the following table todetermine the base level for each squad in yourforce:

    SQUAD STRENGTH

    1-2 6 Soldiers

    3-4 8 Soldiers

    5-6 10 Soldiers

    Now roll 1d6 on the following table, once for

    each squad in your force, to determine theirQuality Level:

    SQUAD QUALITY

    1 Rabble

    2-4 Conscript

    5-6 Regular

    Next, roll 1d6 on the following table, once foreach squad in your force, to determine theirResolve:

    SQUAD RESOLVE

    1 Uncertain

    2-5 Steady

    6 Determined

    Finally, roll 1d6 on the following table, once foreach squad in your force, to determine theirArmour:

    SQUAD ARMOUR

    1 None

    2-5 Light

    6 Improved

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    Weapons: The makeup of basic squad weaponswill also vary between nations, but within aforce, will usually remain constant.

    Each player rolls 1d6 on the following table todetermine the basic squad weapons for ALLsquads in your force. See the Weapons Tableson page 69 for details:

    SQUAD BASIC WEAPONS

    1-2 Low-Tech Rifles

    3-4 Assault Carbines

    5-6 Assault Rifles

    All members of the squad receive the weaponrolled, except one. That individual carries thesquad support weapon. To determine thenature of this weapon for eachsquad in yourforce, roll 1d6 on the following table:

    SQUAD SUPPORT WEAPONS

    1 Flamethrower

    2-4 Squad Automatic Weapon

    5-6 Grenade Launcher

    Command Squads: Each platoon comes with acommand squad. This squad consists of oneplatoon leader, and three regular soldiers.These squads are automatically considered tobe Regular, Steady, and wearing Light Armour,and armed with the same basic weapons asregular squads (but no support weapons).

    Review: By now, both players have formed thecore of their forces. They know the number ofplatoons involved, the number of squads inthose platoons, the strengths of the squads,

    their characteristics, and their weapons. Alldie rolls have been in the open, since this is thesort of intel that any force would know abouttheir enemy.

    But from this point on, the selections should bemade in private, and only revealed at the end.It is now time to customize your forces!

    Variations: Each player is allowed to chooseone of the following variations and apply it totheir force:

    Assault Troops:All squads replace theirbasic weapons with Submachine Guns,

    and receive the Assault Troops trait.

    Energy Weapons: Any number ofsquads may swap one support weaponfor a Plasma Rifle.

    Heavy Rifles: One basic squad canreplace all weapons carried (includingsupport weapons) with Gauss Rifles.

    Human Wave: All of your basic squadsmay trade in their support weapon fortwo additional regular soldiers.

    Improved Command: All of yourcommand squads receive 2 additionalsoldiers, and are issued heavy armour.

    Local Militia: Any number of squadsmay drop their quality level by one, togain the Agile trait, and have theirResolve increased by one.

    Lone Leader: Replace all commandsquads with a single platoon leader.Add 1 regular soldier to all other basic

    squads.More Support: Any of your basic squads

    may swap two regular soldiers for anadditional support weapon.

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    Enhancements: Playersmay now choose oneenhancement per platoon. All platoons canselect the same enhancement:

    Firepower: Add 1 additional supportweapon to every basic squad. Roll once

    to determine which weapon youreceive.

    Heavy Troopers: Any 2 squads areissued heavy armour.

    Improved Intel: The player receives a+1 modifier to rolls to determine whoactivates first, until an activation rollcomes up a natural 1.

    Longer Range: All squad basic weaponsreceive a range bonus of + x1.

    Manpower: Add 2 soldiers to everybasic (non command) squad.

    Recon: You receive a bonus squad of 5soldiers, classified as recon troops. Rollfor their Quality, Resolve and Armour.

    Urban Assault: 2 soldiers in everysquad may swap their basic weapon forassault shotguns.

    Veterans: Increase the Quality Level ofone squad by one level.

    Limitations: Players must now choose onelimitation per platoon. Note that you cannotchoose a limitation for a platoon that directlyaffects an enhancement (for example, youcannot select Under Strength if you pickedManpower as an enhancement).

    Inflexible: Squad Coherency is now 2regardless of individual quality ratings.

    Inexperienced: Decrease the Quality

    Level of two squads by 1 level. Militia: One squad is downgraded to

    Rabble, and wears no armour.

    No Grenades: All squads receive a -1penalty to close assault rolls.

    Shorter Range: All squad basic weaponsreceive a range penalty of - x1.

    Under Gunned: Remove one supportweapon from any two squads.

    Under Strength: Remove one soldierfrom each basic squad.

    War Weary: The Resolve for two squadsis reduced by 1 level.

    Optional Greater Variety Rule

    Players who want even more variety withtheir forces may use the following rules:

    Unknown Resolve: Instead of assigningresolve levels to units before the game,players can instead roll to determine theresolve level for each unit, the first timethe unit takes casualties. Use the Squad

    Resolve table on p7.

    Squad Leaders: Experience in war paysdividends on the battlefield. Roll 1d6 foreach squad leader. If the result is a 1 or 2the leader is inexperienced, and thesquad suffers a -1 penalty to Morale Tests.If a 3 or 4 the leader is experienced andreceives no bonus or penalty. If a 5 or 6 theleader is a veteran, and the squad earns a+1 bonus to Morale Tests.

    Heavy Weapons: If the Heavy Weaponsadvanced rule is used, each player receivesone heavy weapons unit per platoon. Roll1d6 per platoon. If the result is a 1 or 2, theweapon is a Light Auto Cannon, if a 3 or 4,the weapon is a Light Chain Gun, if a 5 or 6,the weapon is a Heavy Machinegun.

    Artillery Support: If the Indirect ArtilleryFire advanced rule is used, each playerreceives one off-board artillery unit. If the

    scenario has been chosen, and there is adefinite attacker and defender, theattacker receives one additional unit. Roll1d6. If the result is a 1 or 2, the weapon is aLight Mortar, if a 3 or 4, the weapon is aLight Cannon, if a 5 or 6, the weapon is aMedium Cannon.

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    PLA Y ING THE BA SIC GAME

    TURN SEQUENCE

    Game play is divided into turns. To determinewho goes first each turn, simply roll 1D6 each;highest roll goes first. On a draw, the side thatlost initiative last turn moves first this turn.

    During a turn, players will go back and forthactivating their units one at a time. The firstplayer activates a unit, then the second playeractivates one. No unit already activated thisturn may be activated again. Players alternate

    in this fashion until every unit in their forcehas been activated once during the currentturn.

    If one player runs out of units, his opponentmay activate his remaining units one at a time.This way, every unit gets one chance to acteach game turn.

    When all the units have been activated once,the current turn ends. Roll again to determinethe first player, and begin the next turn.

    Optional Card Activation Rule

    Players can make a deck of cards, one cardfor every unit in the game. Shuffle thecards, place it face down on the table, andturn them over one at a time. A unit isactivated when its card is drawn. When thedeck is exhausted the turn ends. Shufflethe deck and begin the next turn.

    UNIT A CT IV A T ION

    Each time a unit is activated, determine theircurrent status by Checking Resolve. If the unitis unbroken, it may perform one these Actions:

    Engage the Enemy Infantry units canMove, and then either CloseAssaultorShoot. Vehicles can Moveat Cautiousspeeds, and then Shoot.

    Move Out Infantry units canRushtoget into a better position, but may notshoot. Vehicles can Move at Standardspeeds, but may not shoot.

    Command (Advanced Rules) Infantryunits can take any two of the followingactions: Demolition, call for IndirectArtillery Fire, Recover Wounded, Scout,

    or Shoot.

    Once all actions for the active unit have beenresolved, remove any Under Fire or Pinnedmarkers from the unit.

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    CHECK ING RESOLV E

    It is rare for every soldier to enter a fight withthe same level of confidence in their ability towin. Training, experience, leadership, and

    prior victories or defeats can all influence theirstate of mind.

    In Fast and Dirty, levels of fighting spirit areknown as Resolve. Their function is to indicatehow much punishment a unit can take before itbreaks.

    Each time an infantry unit is activated, checktheir dedication by comparing current casualtylevels to their Resolve on the following table:

    INFANTRY RESOLVE TABLE

    Reluctant 1 casualty

    Uncertain 25% of original size

    Steady 50% of original size

    Determined 75% of original size

    If casualties equal or exceed the level shownthe infantry unit is Broken, and it must take aMorale Test to see how it may act this turn.

    Each time a vehicle is activated, their resolve isonly checked if they are marked as Under Fire.Compare the number of penetrating hits thevehicle has sustained to the Resolve of thecrew on the following table:

    VEHICLE RESOLVE TABLE

    Reluctant 1 hit

    Uncertain 2 hits

    Steady 3 hits

    Determined 4 hits

    If the number of penetrating hits equal orexceed the level shown the crew are Broken,and they must take a Morale Test to see howthey may act this turn.

    MORA LE TESTS

    To resolve a Morale Test roll 3d6 (do NOTaddthem together), and note how many dice equalor exceed the Quality Level of the unit, as

    shown on the table below:

    QUALITY LEVEL

    Rabble 5+

    Conscript 4+

    Regular 3+

    Elite 2+

    Note that the presence of a powerful armouredfighting vehicle will provide a significant boostto the morale of any grunt nearby. Therefore,any squad within 8 of a tank or walker isautomatically successful on one of their dicewhen testing morale. Only roll 2d6 for theirmorale test and add one success to the result.

    If two or more dice succeed the unit will rally,become unbroken, and may act normally thisturn.

    If the unit is infantry and only one die is a

    success, the unit remains broken and must fallback, unless they are in cover and no enemyunit is within 8. If they move it must be awayfrom the enemy. They cannot initiate a CloseAssault, and if they Shootthey will suffer a -3penalty to their Fire Effect roll.

    If the unit is a vehicle and only one die is asuccess, the crew remains broken and must fallback if the vehicle can still move. This movemust be away from the enemy at the fastest

    possible speed (Standard), so they may notShoot. If the vehicle is immobilized, the crewwill bail out and flee. Remove the vehicle fromthe game.

    If no dice succeed the unit (infantry or vehicle)immediately routs or surrenders. In eithercase, remove the unit from play.

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    Note that the effects of broken morale overrideany other psychological effects except forbeing Pinned. Troops that are Pinned willremain so, refusing to budge.

    Optional Losing Heart (Recommended)While a force may start a fire fight in highspirits, heavy resistance and casualties canswing things the opposite way. Checkingthe Resolve and taking Morale Tests appliesonly to individual units. This optional ruleapplies to the army as a whole.

    Once an army has sustained at least 50%losses*, the force will begin to Lose Heart,and the Resolve for all units will

    permanently drop by one level.Once an army has sustained at least 75%losses*, the force is considered decimated,and the Resolve for all remaining units willpermanently drop by one more level.

    Any Reluctant unit required to lose anotherlevel of Resolve is automatically eliminatedinstead.

    * Losses relate to the overall total numberof independent units eliminated from play.

    So squads, heavy weapons teams, snipers,officers and vehicles each count as a singleunit. If the scenario includes on-boardartillery (perhaps in a pillbox), or otherhard target points such as bunkers,bridges and radar stations, players maywish to assign these unit status forpurposes of determining army size.

    MOVEMENT

    There are two forms of movement for infantrysquads, a standard Moveand a hurried Rush.

    A Move represents a cautious advance whilesquad members make use of available cover,but it can be used to charge into Close Assault.

    A Rush represents a determined dash ordesperate sprint. The object is to cover asmuch ground as possible as quickly as possible,without regard for what the enemy is doing.

    Infantry Move: During a move, squad membersmay travel up to their maximum allowance (6)subject to the rules for Coherency. If movinginto Close Assault, squad members gain a +4charge bonus. After moving, figures can face inany direction.

    Infantry Rush: When rushing, the movementrate for a unit is doubled. Coherencyrules stillapply. Units cannot rush into close assault, norcan they shoot. Note that any bonus or penaltyto the movement rate is applied to the unitbase rate BEFORE it is doubled for rushing.

    Optional - Variable Movement RulePlayers who prefer infantry movement tobe more unpredictable may roll for a rateinstead. When activated, make a single rollof D6+2 for each unit, and apply that rateto every figure in the squad that turn. Eliteunits roll 2D6+2, and pick the best result.

    Rushing adds an additional D6+2 to themovement rate of any unit.

    When using this rule players should declaretheir movement intent prior to making theroll. For instance, This squad will attemptto rush across the road to that brick wall.Regardless of the die roll, the unit musthead towards their stated objective. Thismeans that if you take risks, sometimes aunit will be caught in the open!

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    Vehicles as Transports: Some vehicles aredesigned to transport squads of soldiers. Toembark a squad, all members of a unit mustcome into base contact with the vehicle. Asthis occurs, remove the infantry figures and

    place them off-board.When all figures in a squad have been loaded,the vehicle and squad are treated as a singleunit, which can activate the next time thesquad may do so. They will continue as a singleunit for activation purposes for as long as thesquad is carried by the transport.

    To disembark, place all figures back on thetable within 1 of the vehicle. The infantrycount as having moved and may go no fartherthis turn. They can Close Assaultthe enemy ifthe vehicle was itself under attack, or they mayShoot. This also counts as the action of thevehicle for this turn. The two units may beactivated individually next turn.

    Vehicle Move: Vehicles traverse the battlefieldon wheels, using tracks, hovering, walking, andeven flying. Movement rates for vehicles arebased on these methods, as follows:

    VEHICLE MOVEMENT

    Method Cautious Standard

    Fly 14 20

    Hover 10 16

    Tracked 12 18

    Walk 6 12

    Wheeled 18 24

    All vehicles may turn as often as they please,

    and may move forward or in reverse. Everysingle vehicle is considered to be a unit of one.Therefore, vehicles never concern themselveswith Coherency.

    Flyers can pass over any terrain feature or unit.They are considered airborne at all times andcannot be close assaulted, unless the owningplayer declares it has landed. Flying vehiclesmay always be targeted by shooting.

    Hovering vehicles may pass over or throughdifficult ground (this includes rivers and otherbodies of water), but only at Cautious speeds.

    Tracked vehicles cannot enter dense woods orswamps, but may otherwise traverse difficultground at Cautious speeds.

    Wheeled vehicles must expend 2 of movementfor every 1 moved off-road, and cannot enterdifficult ground.

    Walkers can traverse any form of difficultground at Cautious speeds.

    Note that stationary vehicles or those whichmove at Cautious speeds may shoot, whilethose moving at Standard speeds may not.

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    SHOOTING

    Infantry squads shoot as a unit at a singletarget, using their basic weapons, resolvingmost fire with a single roll of the dice. Squad

    support weapons such as flamethrowers andgrenade launchers are included in the fireeffect of the squad, and are not rolled forseparately.

    Vehicles fire individually, but may designate adifferent target for each weapon they carry.Note that only vehicles which did not move, orwhich moved at Cautious speeds may shoot,and they may only shoot as many weapons asthey have crew.

    Heavy weapons teams, snipers and officers (allAdvanced Rules) fire individually.

    The methods used to resolve shooting vary,based on the type of unit being targeted, andwhether or not weapons with a blast radius arebeing used.

    But before any shooting can be resolved, thefiring unit must always check to ensure thetarget meets Line of Sight, Fire PriorityandRangerequirements.

    Line of Sight: The shooting unit must be ableto see the target in order to shoot at it. Thereis no indirect fire in the basic game.

    Fire Priority: When selecting which enemyunit within line of sight to fire upon, a unit hasa limited number of valid targets to choosefrom. This is based on the Quality Level of theshooting unit, as shown in the table below:

    FIRE PRIORITY TABLE

    Rabble 1

    Conscript 2

    Regular 3

    Elite 4

    The table lists the number of units, startingwith the closest enemy unit first, from whichthe shooting squad can select ONEto target.For example, a unit of regular troops may fireat any one of the three closest enemy units.

    Range: The Quality Level of a unit will alsodetermine its Base Range. This reflects thattroops with better training are more effectivewith their weapons at greater distances.

    BASE RANGE TABLE

    Rabble 2

    Conscript 3

    Regular 4

    Elite 5

    Note that every weapon has a range multiplier.To determine the close range of a weapon, takethe Base Range of the unit and multiply that bythe weapons Range Multiplier. Medium rangeis up to double close range, and long range isup to triple close range.

    For example, a Regular squad (base range 4)armed with assault rifles (range multiplier x5)

    can fire their weapons out to 20 and be inclose range, from 21 to 40 they are at mediumrange, and 41 to 60 they are at long range.

    See the Weapons Tables on page 69 for details.

    Once the target is confirmed as being withinline of sight and meeting fire priority andrange requirements, the actual method used toresolve shooting is based upon the nature ofthe target (infantry or vehicle) and whether ornot a blast weapon is being used.

    See the appropriate rules section that follows:Shooting at Infantry

    Shooting at a VehicleShooting a Blast Weapon

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    Shoot ing at Infantry

    Determine Fire Effect: To resolve shooting roll2D6 (for squads), or 1d6 (for individuals or avehicle), pick the highest result (do NOTaddthem together), and add any modifiers whichapply:

    FIRE EFFECT MODIFIERSVERSUS INFANTRY

    Target at Base Range +2

    Target at Medium Range - 2

    Target at Long Range - 4

    Target Under Fire or Pinned - 1

    Target Bunched Up** +2

    Target Non-Combatant +2

    Target Rabble in Open Terrain +1

    Target is Concealed Sniper - 2

    Shooter Every 3 Riflemen* +1

    Shooter Regular +1

    Shooter Elite +2

    Shooter Each SAW* +2

    Shooter Under Fire or Broken* - 3

    Trait Bonus See Traits

    Weapon Bonus See Weapons

    * Applies only to infantry units.

    ** Squads are Bunched Up if three or moresquad members are less than 1 apart. Anysquad being transported is automaticallyconsidered Bunched Up.

    The result is your Fire Effect rating. The tablebelow shows how many Fire Effect points arerequired to inflict one hit on the enemy unit.

    FIRE EFFECT TO HIT

    Target Not Concealed 3 Points

    Target Partially Concealed * 4 Points

    Target Behind Hard Cover * 5 Points

    * Units are considered Partially Concealed orBehind Hard Cover if at least half the unit isconcealed or behind hard cover.

    Allocate Hits: Hits are always assigned to thoseenemy figures closest to the shooting squad.For example, if three hits are scored, the threeclosest enemy figures receive those hits.

    Optional Hit Allocation Rule

    Players who wish may choose instead toallocate hits randomly, or simply allow theplayer of the targeted squad to select thefigures hit.

    For each hit, it is necessary to determine thenature and extent of any wounds inflicted.

    The attacker rolls 1d6 and adds the highestdamage rating of the firing weapons. If a squadhas been reduced to one or two models, they

    cannot produce the same volume of fire andsuffer a -1 penalty to their roll.

    SQUAD SMALL ARMS DAMAGE

    Low-Tech Rifles +1

    Submachine Guns +1

    Assault Carbines +2

    Assault Rifles +2

    High-Tech Rifles +2

    Gauss Rifles +3

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    HEAVY & SPECIAL WEAPONS DAMAGE

    Auto Cannons +6

    Beam Weapons +2

    Cannon - Light +2

    Cannon - Medium +3

    Cannon - Heavy +3

    Chain Guns +2

    General Purpose MG +2

    Heavy MG +4

    Missile Launcher +2

    Mortar - Light +1

    Mortar - Heavy +2

    Rail Guns +4Sniper Rifle +3

    The defender rolls 1d6 and adds the ArmourRating of the targeted squad.

    ARMOUR RATINGS

    None -2

    Light +0

    Improved +1

    Heavy +2

    Light Power +4

    Heavy Power +6

    Trait Bonus See Traits

    Determine Damage:If the attacker scores lessthan the defender nothing happens. Therounds were either a near miss, or onlyinflicted a superficial wound.

    If the attacker scores equal to or greater thanthe defender, the target is either incapacitatedor killed outright. Either way, remove thefigure from play.

    Optional Squad-Based Damage

    Players who prefer quicker results whendetermining casualties from shooting canuse this method.

    Instead of rolling for each hit, the attackerrolls 1d6 and adds the highest DamageRating of the firing weapons. The defenderrolls 1d6 and adds the Armour Rating of thetargeted squad.

    For each point that the defender rollshigher than the attacker, 1 hit is saved.Any unsaved hits are kills. If using theRecover Wounded advanced rule, then halfof the kills are wounded instead, roundingup in favor of wounds for odd numbers.

    For example, four hits have been inflicted.The attacker rolls a combined final result of5, and the defender 6. So one hit is saved,and three become kills. If using the rulesfor wounded figures, then two figures arewounded, and only one is killed.

    Shoot ing at a Vehic le

    Determine Fire Effect: To resolve shooting roll2D6 (for squads), or 1d6 (for individuals or avehicle), pick the highest result (do NOTaddthem together), and add any modifiers whichapply:

    FIRE EFFECT MODIFIERSVERSUS VEHICLES

    Target at Base Range +2

    Target at Medium Range - 2

    Target at Long Range - 4

    Shooter Regular +1Shooter Elite +2

    Shooter Under Fire or Broken * - 3

    Trait Bonus See Traits

    Weapon Bonus See Weapons

    * Applies only to infantry units.

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    The result is your Fire Effect rating. The tablebelow shows how many Fire Effect points arerequired to inflict one hit on the vehicle.

    FIRE EFFECT TO HIT

    Target Not Concealed 3 PointsTarget Partially Concealed * 4 Points

    Target Behind Hard Cover * 5 Points

    * Units are considered Partially Concealed orBehind Hard Cover if at least half the unit isconcealed or behind hard cover.

    Determine Penetration:For each hit,determine if the shot penetrated the armour.

    The attacker rolls 1d6 and adds the highestAnti-Tank rating of the firing weapons.

    SUPPORT WEAPONS AT

    Rifle Grenade +1

    Grenade Launcher +2

    Flamethrower +3

    Plasma Rifle +3

    HEAVY & SPECIAL WEAPONS AT

    Auto Cannon - Light +2

    Auto Cannon - Heavy +4

    Beam - Light +3

    Beam - Heavy +5

    Cannon - Light +3

    Cannon - Medium +4

    Cannon - Heavy +5

    Heavy MG +1

    Missile Launcher +5

    Rail Gun - Light +5

    Rail Gun - Heavy +7

    RPG +5

    The defender rolls 1d6 and adds the properArmour Rating of the targeted vehicle.

    Determine Damage: If the attacker scores lessthan the defender then nothing happens. Therounds were either a near miss, or bounced offthe armour plating.

    If the attacker scores equal to, or one or twopoints higher than the defender, the vehiclewas penetrated. Roll once on the VehicleDamage Table.

    If the attacker scores three or more pointshigher than the defender, roll twice on thetable and choose the result preferred.

    VEHICLE DAMAGE TABLE

    Roll Damage Effect

    1 - 2 1 Crew Killed *

    3 - 4 Vehicle Immobilized **

    5 Weapon Inoperable

    6 Vehicle Destroyed

    * If the vehicle is a light transport the crew lostis the driver. The vehicle immediately crashesand is destroyed if it moved at all during its lastactivation.

    ** If the vehicle is a flyer, it immediately

    crashes and is destroyed.

    If the item rolled does not apply (the vehicle isan unmanned drone perhaps, or it has alreadybeen immobilized), then the shot missed. If avehicle has multiple weapons, then randomlydetermine which was destroyed.

    Note that a vehicle may only fire a number ofweapons up to the number of remaining crew;excess weapons cannot be fired. One memberof the crew can always drive while still firingone weapon, so a vehicle can still move andshoot one weapon when they are down to theirlast crew member.

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    Destroying a Vehicle: When a vehicle isdestroyed all crew serving the vehicle arekilled as well. Remove the vehicle from thegame.

    In addition, if a small vehicle is destroyed, alltroops within 4 are marked as Under Fire. Ifthe vehicle is large, all troops within 4 aremarked as Pinned instead.

    If the vehicle was carrying any passengers, testfor each to determine if they survive. Roll 1d6.A result of 4+ and the passenger is killed. Placeany survivors on the table where the vehiclewas, and mark them as Pinned.

    If the Recover Wounded advanced rule is being

    used, passengers are wounded on a d6 result of3-4, and killed on a result of 5+. Those wearingpower armour are wounded on a roll of 5 andkilled on a roll of 6.

    Shoot ing a Blast Weapon

    When fired at infantry, cannons, mortars andmissile launchers all use high explosive shells.These shells impact an area beyond the singletarget point. They are known collectively as

    blast weapons.

    Ranging In: To see if the fire is accurate roll1d6. If the result is 5 or greater, the range isacquired and shells will land on target. If theresult is less than 5, the shells miss their markand are ineffective.

    Determine Impact Area: If the shot is accurate,place a marker to indicate the target point, andthen measure out from this point the distanceindicated by the blast radius for the weapon (orcenter a template of the proper size over thetarget point). Any unit within this radius (orunder the template) will be hit by the blast.

    Note that armoured vehicles within the blastradius are not affected by these weapons. Anypassengers or crew of unarmoured transportscan, however, be targeted.

    BLAST RADIUS

    Cannon - Light 2

    Cannon - Medium 3

    Cannon - Heavy 4

    Missile Launcher 2

    Mortar - Light 2

    Mortar - Heavy 3

    For each unit affected, work out potentialcasualties using the procedures which follow.

    Determine Strike Effect: To resolve the strikeroll 2D6, ADDthem together, and then add anymodifiers which apply:

    STRIKE EFFECT MODIFIERSVERSUS INFANTRY

    Target Under Fire - 1

    Rabble in Open Terrain +1

    Target Bunched Up * +2

    Target Non-Combatant +2

    * Squads are considered Bunched up if three ormore squad members are less than 1 apart.

    Any squad being transported is automaticallyconsidered bunched up.

    The result is your Fire Effect rating. The tablebelow shows how many Fire Effect points arerequired to inflict one hit on the enemy unit.

    FIRE EFFECT TO HIT

    Target Not Concealed 3 Points

    Target Partially Concealed 4 Points

    Target Behind Hard Cover 5 Points

    To resolve these hits, continue with the rulesto Allocate Hits on page 18. Note that hits mustbe assigned to figures within the blast radiusbefore those outside the radius can be chosen.

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    CLOSE ASSA UL T

    Only infantry units may close assault, and theymay do so against other infantry or vehicles.

    Assaulting Infantry: The attacking unit mustmove so that at least one squad member is inbase contact with an enemy figure. Once thathappens, the two squads are considered to beengaging in hand to hand combat. Note that aunit gains a +4 charge bonus to initiate a closeassault, and that players may pre-measure thedistance to see if the target is within range.

    Once a close assault is declared, the defendingsquad is allowed a free shot at their attackers.

    The range will be from where the assaultingunit starts. Do not place Under Fire or Pinnedmarkers for this, however, as the assaultingtroops will be way too psyched up to care!

    Determine Victor: To resolve the close assaulteach player rolls 2D6 (for squads), or 1d6 (forindividuals), picks the highest result (do NOTadd them together), and adds any modifierswhich apply. The highest total wins combat(note that a draw is possible).

    INFANTRY ASSAULT MODIFIERS

    Lacks Grenades - 2

    Charging +1

    Better Armour +1

    Outnumber Enemy * +1 per extra figure

    Higher Troop Quality +2 per level

    Wearing Power Armour +3

    Trait Bonus See Traits

    Weapon Bonus See Weapons

    * Count only those figures in the squad whichare in base contact with the enemy or withinline of sight of the enemy squad.

    Determine Casualties: Both players now roll1d6 for each friendly figure and consult thetable below. Only roll for those figures whichare in base contact or within line of sight of theenemy. If the roll is equal to or greater than

    the kill number shown, one enemy figure isremoved as a casualty.

    KILL TABLE

    Player Won Enemy Killed on 3+

    Draw Enemy Killed on 4+

    Player Lost Enemy Killed on 5+

    Players select their own losses from thosefigures in base contact with the enemy first,

    and then any remaining figures. Any survivorson the losing side must now fall back 6. On adraw, each squad falls back 3.

    Note that troops wearing power armour maynegate any kill suffered on a d6 roll of 5+. Theyalso receive two rolls each on the Kill Table.

    Overrun: If either side scores twice or morethe total of the other, an Overrun occurs. Thelosing squad is completely wiped out. Thelosing player still rolls 1d6 for each friendly

    figure, but an enemy casualty is only causednow when rolling a 6.

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    Assaulting a Vehicle: Charging an armouredvehicle is not for the timid. Therefore, once aninfantry unit has declared their intent to do so,but before any movement is done, the squadmust test their nerve. This test is not required

    when assaulting an unarmoured vehicle.Nerves of Steel: To resolve the test roll 1d6 andcompare the result to the Quality Level of theassaulting unit, as shown on the tables below:

    QUALITY LEVEL

    Rabble 5+

    Conscript 4+

    Regular 3+

    Elite 2+

    If the squad fails the test they hesitate, unsureof their abilities. The assault falters, and theircurrent activation ends.

    If the roll equals or exceeds the level shown,the squad passes the test and successfullyassaults the vehicle.

    The attacking unit must move so that at leastone squad member is in base contact with thevehicle. Note that the unit gains a +4 chargebonus to initiate a close assault, and thatplayers may pre-measure the distance.

    Determine Damage: The attacker rolls 1D6 foreach figure in base contact with the vehicle,and adds any modifiers which apply. Thedefender rolls 1d6 and adds the weakestArmour Rating for the targeted vehicle.

    VEHICLE ASSAULT MODIFIERS

    Lacks Grenades - 2

    Trait Bonus See Traits

    Weapon Bonus See Weapons

    For each attack result that equals or exceedsthe defense result, the attacker rolls on thefollowing table to determine the damage:

    VEHICLE ASSAULT DAMAGE TABLE

    Roll Damage Effect

    1 1 Crew Killed *

    2 - 5 Vehicle Immobilized

    6 Vehicle Destroyed

    * If the vehicle is an unarmoured transport thecrew lost is considered the driver. The vehicleimmediately crashes and is destroyed if itmoved during its last activation.

    If the roll on the Vehicle Assault Damage tableresults in the vehicle being destroyed, and thevehicle was carrying troops, all passengers arekilled.

    About Transports: Vehicles carrying troopsare assaulted in the same manner as any othervehicle. The attack is considered sudden, andthere is no time for the passengers to shoot ordisembark to engage the enemy.

    The next time the vehicle is activated, anytroops being carried may disembark per thenormal rules for doing so. If this places themin base contact with the enemy, then theyinitiate a Close Assault. At this point, thevehicle is no longer the target, and the troopsthat originally assaulted the vehicle are nowfighting for their lives. Treat this as aninfantry assault.

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    UNDER FIRE

    When any unit is shot at (infantry or vehicle),place a marker next to them to indicate theycame under fire. Units under fire operate less

    efficiently because they are more concernedwith self-preservation.

    An infantry squad with an Under Fire markerin place will suffer the following penalties:

    The squad suffers a -3 penalty to all FireEffect rolls.

    The squad suffers a -2 penalty to Move.

    The squad may Rushonly if it stays incover, is rushing to get into cover, or is

    falling back away from the enemy.

    Any additional fire targeting them will suffer a-1 Fire Effect penalty since the squad is nowbeing extra cautious and making maximum useof cover.

    A vehicle marked as Under Fire will suffer noimmediate effects. However, upon their nextactivation, they are forced to check resolve.

    Note that the Under Fire marker is removedafter the unit completes their next activation,so a marked unit will suffer the effects for oneturn. There is no need to place multiplemarkers on a unit, as there is no cumulativeeffect.

    Optional Crossfire Rule

    If a squad is fired upon in the same turn bytwo enemy units which are approximately180 degrees apart, the squad must take an

    immediate Pinning Test. Roll 1d6 andcompare the result to the Quality Level ofthe targeted unit. If the result is equal toor exceeds their level, the unit remainsUnder Fire. If the result is less than theirlevel, the squad becomes Pinned.

    PINNING

    Occasionally, an infantry unit may experienceincoming fire above and beyond the norm for atypical battlefield. Examples are an especially

    intense artillery barrage, extremely large unitspouring forth a hail of fire, and massive bunkeror vehicle weapons coming to bear.

    For these and similar extreme situations, anUnder Fire marker is insufficient. Any time aFire Effect roll exceeds the value on the tablebelow for the targeted infantry squad, markthe target as Pinned instead. Replace anyUnder Fire marker with a Pinned marker.

    PINNING FIRE EFFECT TABLERabble 10

    Conscript 12

    Regular 14

    Elite 16

    Units wearing power armour add +2 to theirpinning level.

    An infantry squad with a Pinned marker in

    place will suffer the following penalties:

    The squad cannot Shoot.

    The squad cannot Moveor Rush, even ifthey become Broken and are expectedto fall back.

    The squad cannot initiate Close Assault.

    Any additional fire targeting them will suffer a-1 Fire Effect penalty since the squad is nowmaking maximum use of cover.

    Note that the Pinned marker is removed afterthe unit completes their next activation, so amarked unit will suffer the effects for one turn.There is no need to place multiple markers ona unit, as there is no cumulative effect.

    Also note that vehicles are never pinned.

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    A DV A NCED RULES

    This section contains rules that enhance gameplay and provide a deeper and more realisticbattle, but at the cost of added complexity.

    Feel free to pick and choose those rules whichsuit your individual needs (and scenarios).

    COMMA ND DISRUPT ION

    Any infantry unit that loses its squad leader ismarked as Pinned instead of Under Fire theturn the squad leader is lost.

    COMMA ND RESPONSE

    In the thick of fighting, units do not alwayshear or obey new orders. They dont have theluxury of a perfect view of the battlefield, withenemy strengths and locations known. Theymay be reluctant to leave cover, and hesitantto engage the enemy in hand-to-hand combat.

    Under these rules, a unit will act as the player

    desires until one of the following conditionsoccur. If either condition applies, the unitmust take a Command Response test.

    The unit activates Under Fire or Pinned.

    The unit activates 10 or less from anenemy unit.

    Determine Command Response: To resolve thecommand test roll 1d6, add any modifiers thatapply, and compare the result to the QualityLevel of the unit, as shown on the tables below:

    COMMAND RESPONSE MODIFIERS

    Squad Took Casualties Last Turn - 1

    Squad Has Untreated Wounded - 1

    Squad Leader Lost - 1

    Officer Present +1

    QUALITY LEVEL

    Rabble 5+Conscript 4+

    Regular 3+

    Elite 2+

    If the roll equals or exceeds the level shown,the squad passes the test and may act as theplayer chooses.

    If the squad fails the test they may Shoot,

    Recover Woundedor call for Indirect ArtilleryFireas usual, but their movement is restrictedas follows:

    The unit may only Moveto improvecover

    The unit may only Rushif heading awayfrom the enemy.

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    DEMOLITIONS

    A few targets are so heavily fortified as to benearly indestructible. For these rare occasions,what you really want is something specifically

    designed to reduce that structure to rubble.What you need are Demolition Charges.

    We strongly recommend that these weaponsonly be included in scenarios created for theiruse, as they are extremely powerful. They aredesigned to destroy massive bunkers, dams, aspaceship on a landing pad, perhaps even sinkan enemy ship in harbor.

    Infantry units must be designated as carrying

    demolition charges. They may carry as manycharges as the scenario requires.

    Upon activation, a squad can elect to performone Demolition action. There are two to choosefrom: Rig Chargesand Detonate Charges. Onemember of the squad is busy performing theaction, and can do nothing else. The rest of thesquad members may perform one of the otherCommand Actions.

    Note that any figure with the Engineer traitautomatically succeeds on one of their dicewhen attempting to rig or detonate demolitioncharges. Roll one less die than allowed, andadd one success to the result.

    Rig Charges: One member of the squad willattempt to rig the charges for detonation, andplace them in a spot to cause the most damage.Roll 2d6 (do NOTadd them together), and notehow many dice equal or exceed the QualityLevel of the figure, as shown on this table:

    QUALITY LEVEL

    Rabble 5+

    Conscript 4+

    Regular 3+

    Elite 2+

    Note that a unit marked as Under Fire rolls oneless die when attempting to rig charges.

    If two dice succeed the charges are rigged. Ifonly one die succeeds the task will take a bitlonger; the charges will be rigged at the end ofthe next activation for this unit (no die roll isrequired), provided the unit remains in place.If no dice succeed the attempt fails. The unitcan try again on a subsequent activation.

    Detonate Charges: Before the charges can bedetonated, the placing unit must get clear ofthe target area, with no figure from the unitany closer than 4 to the charges. There is oneexception. If the unit is reduced to a singlefigure before they have a chance to get away,the last soldier can choose to detonate thecharges, and be killed in the blast.

    To detonate the charges, roll 3d6 (do NOTaddthem together), and note how many dice equalor exceed the Quality Level of the figure, asshown on the previous table.

    If two or more dice succeed the well placedcharges go off with a huge explosion and thetarget is destroyed. If only one die succeeds

    the charges explode and the target is badlydamaged. If no dice succeed the chargesmostly fizzle, and a weak explosion causes onlysuperficial damage.

    Note that a badly damaged target is weakenedto the point where it may eventually succumbto the damage. At the end of each turn roll1d6. If the result is 4 or greater, the target isdestroyed.

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    DROP TROOPS

    During battle, troops may deploy from the airin a number of ways, including parachutes,anti-gravity modules, or some other ingenious

    fashion. For game purposes, all of these unitswill be referred to as Drop Troops.

    Drop Troops are not placed on the table duringinitial set-up but held back in reserve. At anypoint during the game, when the active playerhas the option to activate a unit, he maychoose to activate a unit of Drop Troops, anddeploy them on the table.

    Select Drop Point: To deploy Drop Troops, first

    select a target point on the table. This pointmust be at least 6 away from any difficultterrain features and enemy figures.

    Determine Drop Success: To determine thesuccess of the drop roll 3d6 (do NOTadd themtogether), and note how many dice equal orexceed the Quality Level of the Drop Troops, asshown on the table below:

    QUALITY LEVEL

    Rabble 5+

    Conscript 4+

    Regular 3+

    Elite 2+

    If all three dice pass, the drop was perfect. Thesquad lands at the drop point without incidentor scattering. Arrange the squad as desired,following rules for Coherency. The squad maytake no further action this turn.

    Scatter: For each dice that fails, the unitscatters 1d6 in a random direction. Do this asa single die roll. The unit lands centeredaround this new spot. Place the figuresfollowing the rules for Coherency.

    If all three dice fail, the unit lands Pinned.

    Any troops that land on buildings or in woodsroll 1d6. If wearing Power Armour, a result of 6means the figure is wounded. Otherwise, thefigure is wounded on a 5 and killed on a 6.

    The defender has certain off-board, anti-airunits, as defined by the scenario. These unitsfall into three types, as shown on the tablebelow:

    ANTI-AIR UNITS

    Light 2d6

    Medium 3d6

    Heavy 4d6

    For each anti-air unit, the defender rolls the

    specified number of dice. Any roll of 5+ meansone enemy figure is killed. Regardless of theanti-air fire results, if the defender fires at thelanding troops, that unit lands Under Fire, andshould be marked as such.

    EX CEPT IONA L T ROOPS

    Players wishing for a little more variety intheir forces may wish to randomly add someTraits to their units.

    Simply roll on the following tables prior to thestart of the game, and assign the results to yourunits. The number of rolls may be scenariodriven, a variable (such as 1d6 rolls per player),or a set number agreed to by both players. Feelfree to spread the assignments around, or tocombine multiple traits in one unit.

    1 Agile 1 Bug Hunter2 Elusive 2 Fanatic

    3 Hardened 3 Grizzled4 Infiltration 4 Hardened5 Stealth 5 Shock Troops6 Swift 6 Tough

    See Traits which begin on page 39 for details.

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    FIRE TEA MS

    Some units receive additional training whichallows them to better coordinate their effortson the field of battle. These units consist of

    two squads known as Fire Teams, which arelinked to form a single, larger squad.

    Fire Teams have designated partner squads(noted before the game begins), and mustremain within 12 of their partner or beconsidered out of Coherency.

    The two squads activate as one, but can selectdifferent actions. For all intents and purposes,the two squads are separate units, Checking

    Resolve, taking Morale Tests, Close Assaultingand Shootingas independent units.

    They may, however, choose to work togetherand perform the same action. If this action is aClose Assault, then roll 2D6 as usual, but thistime you add them together to determine thevictor. If the Fire Teams choose to Shoot, thenroll 2d6 as usual, and then add them togetherto determine the Fire Effect.

    If one Fire Team is eliminated for any reason,the other continues to act as a single squad.

    FORT IFICA T IONS

    These refer to any position constructedspecifically for battle, designed to providegreater cover and tactical advantage for thetroops that use them. These include foxholes,sandbag emplacements, bunkers and othercovered structures made from reinforcedmaterials (such as concrete and armourplating), and trenches.

    All provide hard cover and an Armour Ratingbonus to the troops using the structure. Thisbonus is added to any armour the troops insidemay already be wearing.

    FORTIFICATION BONUS

    TypeArmourRating

    ArmourValue

    Foxholes +1 -

    Sandbags +2 -

    Trenches +3 -

    Light Bunker +4 7

    Medium Bunker +4 9

    Heavy Bunker +4 11

    In addition to the above, troops in trencheswhich have not moved or fired may not befired upon at ranges over 12. Troops leavingtrenches suffer a -4 movement penalty.

    Further, units in bunkers and trenches areautomatically successful on one of their dicewhen testing morale. Only roll 2d6 for theirmorale test and add one success to the result.

    Bunkers also have an Armour Value. This isthe defensive value of the structure itself. Thestructure can be targeted instead of the troopsinside. Shooting and close assaulting bunkersis handled exactly the same as the rules fortargeting vehicles. See Shooting at a Vehiclerules which start on page 19.

    Treat any penetrating hit on the structure as aBunker Destroyed result. Any fixed weaponswithin the bunker are destroyed as well. Roll1d6 for every trooper inside the bunker. If theresult is a 3 or 4 the figure is wounded. If theresult is a 5 or 6 the figure is killed. Figureswearing power armour are wounded on a rollof 5 and killed on a roll of 6. Any survivors aremarked as Pinned.

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    HEA V Y W EA PONS TEA MS

    A heavy weapons team is an individual unit,and requires activation and action selectionjust like other squads. These units may be a

    group of soldiers working a heavy weapon, orsimply a lone armed figure, depending on theminiatures used by the players. Note thatthese teams are still considered separateunits even if they are only one figure.

    See the Heavy & Special Weapons Table onpage 69 for details.

    Heavy weapon teams may perform a standardMove, but may never Rushdue to the weight of

    their weapon. They may only Shootif they didnot move that turn, to reflect the time spentpacking up and deploying their weapons.

    If the weapon is served by crew and they takecasualties, the squad suffers a -1 Fire Effect and-1 Movement penalty for each lost crewmember.

    A heavy weapons team can be attached to aninfantry squad when troops are first deployed.The two units must remain together (followingnormal rules for Coherency) for the duration ofthe game. They activate and move as one. Forpurposes of Checking Resolveand takingMorale Tests, the numbers of the two squadsare combined.

    If the combined squad moves, only the infantrysquad members may Shoot. If the combinedsquad does not move, the two components mayfire at separate targets per the usual rules, orcombine to fire at a single target.

    When firing at the same target, roll 2d6 (for theinfantry) and 1d6 (for the heavy weapons) andCOMBINEthe two highest results, then add allthe usual modifiers that apply. The result isyour Fire Effect rating. Follow all the usualrules for shooting from this point.

    HIDDEN MOV EMENT

    Often in battle, the exact location of the enemyis unknown. They may simply be out of sight.But they may be taking deliberate steps to

    avoid detection.

    A squad that begins its activation outside theline of sight of all enemy units may attempt tohide. Roll 1d6. If the result equals or exceedsthe Quality Level of the unit, the attempt was asuccess and the unit can begin the activation inhiding. Otherwise, the attempt failed, and theunit simply acts normally this activation.

    QUALITY LEVEL

    Rabble 5+

    Conscript 4+

    Regular 3+

    Elite 2+

    A unit in hiding is replaced with three Hiddenmarkers. Every time the unit is activated, allmarkers for that unit are activated. They moveindividually, and up to 6 per turn, as long asthey remain within 12 of another marker.

    The controlling player decides which markerrepresents the true location of the unit, andwhich two are fakes. It is NOT necessary torecord this information in secret because thecontrolling player can decide which is which atany point during the game.

    A marker which enters the uninterrupted LOSof an enemy must be revealed immediately andremoved from the game. If the marker was the

    location of the unit, it is placed on the table atthat location. Once the unit is revealed, anyremaining markers for that unit are removed.

    Markers in a terrain feature which can blockLOS (such as buildings or woods) are revealed ifthe enemy enters the feature and comes within6 of the marker.

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    INDIRECT A RT IL L ERY FIRE

    All officers and infantry Squad Leaders maycall for Indirect Artillery Fireas their action forthe turn. They may not perform any other

    activity as they are too busy spotting, but therest of the unit may perform one of the otherCommand Actions.

    These strikes are made by off-board artilleryunits armed with cannons, mortars or missilelaunchers (blast weapons). Each is capable ofreceiving only one strike call per turn. Thescenario should specify how many units thereare, and of what types.

    Determine Timing: To determine the timing ofthe strike roll 3d6 (do NOTadd them together),and note how many dice equal or exceed theQuality Level of the artillery unit:

    QUALITY LEVEL

    Rabble 5+

    Conscript 4+

    Regular 3+

    Elite 2+

    If two or more dice succeed, the message isreceived and the strike arrives immediately. Ifonly 1 die succeeds, the message was garbledand there is no strike, but another attempt maybe made on a later turn. If none of the dicesucceed, communication with that artilleryunit has been permanently knocked out. Nofurther calls to that unit may be attempted.

    Determine Accuracy: To determine if thestrike is accurate, roll 2d6 (do NOTadd themtogether), and note how many dice equal orexceed the Quality Level of the spotter. If bothdice succeed, the strike hits with pinpointaccuracy. For each die that fails, the strike willscatter 1d6 in a random direction.

    To resolve indirect artillery fire, continue withthe rules to Determine Impact Area on page 20.

    J ET PACKS

    Frequently referred to as boosters, jump jets,jump packs and similar, this term covers anydevice that permits powered jumps and leaps,

    rather than true flight.

    Rather than performing a regular move, a unitwith Jet Packs may perform one of two types ofaerial movement; they may Leapor Bound.

    Leaping: this refers to a single powered leap,typically used to cross obstacles. The figuresmay move up to 12 on a Leap, clearingobstacles up to 6 in height. Taller obstaclescan be crossed, but each 1 added to the height

    will reduce the jump length by 2. A Leap maynot be used to enter close assault, and the unitmay not perform any other action that turn.

    Bounding: this is a series of short jumps usedto cover ground quickly. Bounding troops maymove a total of 18, divided into 3 individualbounds of up to 6 each. Each bound must betaken in a straight line, and may clear obstaclesup to the height of the bounding figure, but nohigher. Bounding troops may fire, but suffer a-2 penalty to their fire effect.

    Troops may Bound into close assault, but thedefending squad is allowed a free shot at theirattackers. The range will be from the point ofthe last bound prior to making contact. Do notplace Under Fire or Pinned markers for this,however, as the assaulting troops will be waytoo psyched up to care!

    Squads equipped with Jet Packs may carrywounded in the normal fashion, requiring 2

    troopers to carry each wounded. Deduct 2from leaps and 4 from Bound when doing so.

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    LA ST STA ND

    No epic battle is complete without a desperatelast stand, preferably against the odds.

    Once per game, each player may select a singleunit and declare they are making a Last Stand.Once a unit has made this declaration, the deedis done. There is no die to roll (although wesuggest the player make a dramatic speech).

    A unit making a Last Stand is rooted to theirspot. They will not move for any reason, butcan regroup if they suffer casualties. There isno need to Check Resolve or take a Morale Test.And they ignore being Under Fire and Pinned.

    In short, they will hold their position; Shootattheir choice of enemy units, and fight to thelast man.

    MINES

    Mines can be used to bolster the defence of aposition, slowing the enemy, or forcing themto take a different path. These set and forgetdevices will detonate when disturbed, usually

    triggered by pressure sensors or movement.They come in both light and heavy varieties.

    Each minefield consists of three markers whichshould be numbered for easy identification.They may be placed anywhere on the table.They cannot be fired upon or attacked in anyway. One marker represents a real minefield.The other two are dummy markers. The playerplacing the mines should record both the type(light or heavy) and number of each real

    minefield on a separate sheet.

    Note that dummy minefields, once discovered,are removed from the game. Real minefields,however, will remain in play for the durationof the game (unless scenario special rules allowfor the clearing or removal of minefields), andmay be triggered any number of times

    Any unit that approaches to within 4 of amine must temporarily halt their movementand resolve their encounter with the mine.Roll 1d6. If the result is 5+ the unit passesthrough the minefield without incident and

    may finish its movement. Otherwise the playerwho placed the mine must check his records.

    If the mine is a dummy it is removed, and theunit may finish its movement. If the mine isreal, resolve the attack immediately.

    Mines versus Infantry: The attacker rolls 1d3to determine the number of infantry figuresthat are hit by the blast. For each hit, theattacker rolls 1d6 and adds the Damage Ratingof the mines. The defender rolls 1d6 and addsthe Armour Rating of the targeted squad.

    To resolve these hits, continue with the rulesto Determine Damage for infantry on page 19.

    Mines versus Vehicles: The attacker rolls 1d3to determine the number of hits suffered bythe vehicle. For each hit, the attacker rolls 1d6and adds the Anti-Tank Rating of the mines.The defender rolls 1d6 and adds the ArmorRating for the underside of the vehicle.

    To resolve these hits, continue with the rulesto Determine Damage for vehicles on page 20.

    NON-COMBATANTS

    Some scenarios may call for the inclusion ofunits with no fighting capabilities. These unitsmay represent displaced civilians, news crews,or even panicked troops which have droppedtheir weapons and fled the battlefield. All suchunits are known as non-combatants.

    Non-combatants can only choose the Move Outaction, and will always Rushaway from visibleenemy units, unless the scenario rules specifydifferently. For Quality Level purposes, treatthese units as Rabble.

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    OFFICERS

    Officers function as an individual unit, andrequire activation and action selection just likeany other unit. They are represented by a

    single figure. Officers may attach to anddetach themselves from other units at will, butthey may only act once each turn.

    All officers are rated for Leadership. There arefour ratings, as indicated on the table below:

    LEADERSHIP RATINGS

    Novice +0

    Experienced +1

    Inspiring +2

    Heroic +3

    Any squad containing an officer may re-roll anumber of failed Morale Test dice, equal to theLeadership Rating of the attached officer.

    Officers are also specialized by branch. Theyare classified as Infantry, Gunnery (for heavyweapons) and Cavalry (for armour) officers.When an officer is attached to a unit of the

    same branch, that unit may add the LeadershipRating of the officer to any Close AssaultorFire Effectrolls.

    Officers may Close Assaultand Shooton theirown, like any other unit, and participate insuch activities when attached to a squad.

    For the purpose of Checking Resolve, anysquad containing an officer will temporarilyhave their strength raised by 1. If the officer

    leaves the squad, they revert to their originalstrength.

    If the Command Responseadvanced rule isused, officers of any Quality Level will add +1 tothe Command Response tests of those unitsthey have joined.

    OPPORTUNIT Y FIRE

    It is often tactically prudent to position troopsin such a way that they can direct fire againstan area of terrain, in order to deny the enemy

    access. This may be the approach to a bridge,bunker or other installation, an intersection, apatch of open ground, etc.

    Any unit, including squads of infantry, snipers,heavy weapons teams, and even vehicles mayperform Opportunity fire once per turn evenif they have already been activated. Doing sodoes not count as activating the unit.

    To perform Op-Fire, interrupt an enemy unit

    (infantry or vehicle) at any point during itsmove. Note how much further the enemy unitcould have moved, and mark the friendly unitas having performed Op-Fire.

    Then follow all the normal rules for shootingwhich begin on page 17, except that no actualcasualties or damage will be inflicted.

    When targeting infantry, if any hit becomes akill (or a wound if the advanced rules are used),the enemy unit is repulsed instead. If no kills(or wounds) are caused by the Op-Fire, theenemy unit may continue to move as desired.

    When targeting vehicles, if the attacker scoresthree or more points higher than the defenderwhen determining penetration, the enemy unitis repulsed instead. If no hits penetrate by atleast 3 points, the vehicle may continue tomove as desired.

    Being repulsed means the unit must use any

    remaining movement to head for the nearestcover from the shooter. Note that the unitbeing repulsed may end their turn in the openif they have insufficient movement left tomake it to cover.

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    PSIONICS

    Some soldiers are armed with more than theweapons they carry into combat. They havethe ability to shape the events around them

    using only their minds. They are psionics.

    Psionics function as an individual unit, andrequire activation and action selection just likeany other unit. They are represented by asingle figure. They may attach to and detachthemselves from other units at will, but theymay only act once each turn.

    These warriors have psionic powers, and theyare rated for Aptitude and Strength. Aptitude

    rates their skill at invoking their powers, whileStrength represents their ability to withstandinvocation attempts. A typical psionic startswith 3 Strength points. Once reduced to zeroStrength a psionic can no longer invoke theirpowers.

    As part of an Engage the Enemy action, thePsionic can attempt to invoke one power at anypoint during their activation.

    Invocation: To invoke a Psionic power, choose

    the power and nominate the target unit. Thenroll 3d6 (do NOTadd them together), and notehow many dice equal or exceed the Aptitude ofthe figure, as shown on the table below:

    PSIONIC APTITUDE

    Marginal 5+

    Competent 4+

    Expert 3+

    Master 2+

    If two or more dice succeed the power wasinvoked easily and the psionic suffers no loss ofStrength. If only one die succeeds, the powerwas invoked with some difficulty, and thepsionic is drained of one Strength point. If nodice succeed the power was not invoked, andthe psionic is drained of one Strength point.

    Powers: All powers have a base range of 12.All psionics have access to every power listed.

    Degrade: One enemy unit receives a -2 penaltyto their Fire Effect or Assault roll on their nextactivation. No unit can receive this penalty

    more than once per turn.

    Demoralize: Mark one enemy unit Under Fire.If they are already marked as such, replace thatmarker with a Pinned marker.

    Embolden: One friendly unit does not have totake a morale test the next time they activate.

    Enhance: One friendly unit receives a +2 bonusto their Fire Effect or Assault roll on their nextactivation. No unit can receive this bonus

    more than once per turn.Expose: One enemy unit receives a penalty of -2 to their armour rating until after their nextactivation. No unit can receive this penaltymore than once per turn.

    Harm: One figure in an enemy unit is hit by amental blast. Roll 1d6. A result of 4+ and thetarget is killed; otherwise he is unharmed. Ifthe Recover Wounded advanced rules are beingused, the target is wounded on a d6 result of 4

    or 5, and killed on a result of 6. The targetedplayer chooses the figure.

    Heal: One wounded figure in a friendly unit isaided from within. Roll 1d6. A result of 4+ andthe target fully recovers from his wounds andis able to resume his duties; otherwise he isunchanged.

    Inspire: Remove one Under Fire marker from afriendly unit. If they are Pinned, replace thatmarker with an Under Fire marker.

    Shield: One friendly unit receives a bonus of +2to their armour rating until after their nextactivation. No unit can receive this bonusmore than once per turn.

    Terror: One enemy unit must take a moraletest the next time they activate.

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    RECOV ER W OUNDED

    Squads that suffer fatalities in battle will presson with their mission for as long as they can;there will be time later to mourn the dead. But

    the wounded are a different matter entirely.They need medical attention, and soon, or theymay die. Further, healthy members of a unitare often reluctant to leave untreated woundedbehind. Under these rules, squads may now aidtheir wounded comrades.

    Upon activation, an infantry unit can elect toperform a Recover Wounded action. They canthen form aid teams and treat their injured.With any luck, they will stabilize a wounded

    figure, and perhaps even help them return tofighting form.

    Wounding: When using these rules, a figure isonly killed when the attacker scores three ormore points higher than the defender whenrolling to Determine Damage. If the attackerscores equal to, or one or two points higherthan the defender, the target figure is onlywounded. This can be indicated by placing asuitable marker next to the injured figure, or

    laying the figure down.Wounded figures are out of action. Theycannot move or fight, and if wounded againthey are killed and removed from play.

    Forming Aid Teams: Any two healthy membersof a squad can form an aid team. The squadcan form as many aid teams as their healthytroop strength allows, but each team can onlyaid one wounded figure, and each woundedfigure may only be treated one time.

    Determine Recovery: For each aid team, roll1d6, and add any modifiers which apply:

    RECOVER WOUNDED MODIFIERS

    Unit Under Fire or Pinned -1

    Medic Present +1

    The result is your recovery number. If thevalue is 6+ the trooper has recovered from hiswounds, and is able to resume his fightingduties.

    If the value is 4 or 5, the wounded figure isstabilized. No further attempts can be made torecover this figure. They do not count as acasualty when Checking Resolve.

    If the recovery number is less than 4, thetrooper has died from his wounds, and isremoved immediately.

    Any troopers not aiding the wounded mayperform one of the other Command Actions.Remember, if a squad has been reduced to one

    or two firing models, they cannot produce thesame volume of fire and suffer a -1 penalty totheir roll.

    Leave No One Behind: Squads are reluctant toleave untreated wounded comrades behind. Ifa squad without a medic wishes to abandon anyun-stabilized wounded, they must roll 1d6 first.

    If the result is 5 or more, they may leave theirwounded behind without penalty. If they roll

    less than 5, they still move off, but their moralewill suffer. The squad is now at one level lessthan normal when Checking Resolvefor theremainder of the game.

    A squad with a medic can elect to leave themedic behind with the wounded. If this is thecase, no die roll is required. The medic maynot leave the wounded until they recover, arestabilized, or die from their wounds.

    Moving Wounded: A squad may choose tocarry their wounded with them, rather thanabandoning them to their fate. For every fitsoldier, one wounded may be moved up to halfthe movement rate of the squad. Any membersof the squad helping wounded figures movemay not Shoot.

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    SMOKE GRENADES

    Any squad equipped with rifle grenades or agrenade launcher is considered to be carryingsmoke grenades in addition to the usual

    explosive shells. Any squad so equipped maylay down one smoke screen per game.

    A squad choosing to lay down a smoke screen isessentially performing an Engage the Enemyaction, but with a twist. If they wish, they canShoot(lay down the smoke) before they Move.

    To lay down smoke, mark two points, each oneno further than 10 from the squad, and nofurther than 16 apart. The line connecting

    these two points is where smoke shells fall,creating a thick cloud that obscures all lines ofsight through it, and preventing any closeassault charges or shooting through it as well.

    Smoke lasts for one turn. Remove the smokemarkers the next time the squad is activated.

    SNIPERS

    Snipers are an individual unit, and requireactivation and action selection like any otherunit. They are represented by a single figure,

    and cannot attach themselves to other units.As masters of concealment, if they didnt movein their last activation, the enemy will suffer a-2 Fire Effect penalty if they target the sniper.

    Snipers Moveand Rushlike other units, butcannot initiate Close Assault. They cannotShootif they moved this activation. They usethe following special rules when shooting:

    Determine Clear Shot: A sniper can target any

    enemy unit, regardless of Fire Priority. Once atarget has been chosen, roll 1d6. If the result is5 or greater, he has a clear shot, otherwise, hecannot fire this turn.

    If the sniper has a clear shot, continue with therules for Shooting at Infantry on page 18. Notethat as an exception to the usual rules, a snipercan choose the figure being targeted.

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    TA SK SY STEM

    To encourage players to be more creative whendeveloping scenarios, and to aid players whowould like to add a narrative style, role-playing

    element to their games, the Task System wascreated.

    This system will allow players to handle specialsituations as they arise during the game, eitherby building them into a scenario, or thinking ofthem on-the-spot.

    An example of the former would be to have ascenario where an enemy defense networkmust be hacked. For this, the scenario might

    call for a special technician to be attached to asquad which must fight its way to an accesspoint, where the hacking can be attempted.

    An example of the latter is a player wonderingif he could somehow rig all the grenades in asquad to destroy a radar installation, after theengineering squad with the special demolitioncharges designed for that purpose has beenwiped out in an ambush.

    Under general circumstances, the task roll canbe made against the Quality Level of the unitmaking the attempt. For specific actions asrequired by the scenario, it is probably best toassign skill levels to units.

    Attempting a Task: To attempt a task, roll 3d6(do NOTadd them together), and note howmany dice equal or exceed the Skill Level of thefigure, as shown on the table below:

    SKILL LEVEL

    Marginal 5+

    Competent 4+

    Expert 3+

    Master 2+

    If two or more dice succeed the task attemptedwas accomplished. If only one die succeeds theattempt failed, but it may be tried again on alater activation. If no dice succeed the attemptfails and negative consequences are triggered.

    The following are examples of tasks which mayarise during the course of a game, either bydesign or by chance:

    Disarm: From self-destruct mechanisms totactical nukes planted by the enemy, they allhave one thing in common - the clock is tickingand time is running out. Do you cut the redwire or the green? Negative consequences of atotal failure would be the device explodes.

    Hack: Its time to hack the enemy defensivegrid and disable those automated Pulverizerguns keeping the rest of your invasion force atbay. Negative consequences of a total failurewould be the system detects your unauthorizedaccess attempt, and floods the area with a fastacting, highly corrosive and deadly gas.

    Jury-rig: Can your engineer reroute powerfrom the main coupling and reconfigure theemitter to produce a powerful force field which

    will surround your position? Only one way tofind out! Negative consequences of a totalfailure would be a power surge which destroysthe equipment and the engineer in the blast.

    Learn: Your teams fought their way onto theenemy spaceship, placed their explosives, andwere about to make good their escape, only todiscover their escape route is blocked. Can oneof the team figure out the controls to the alienteleport