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Universal Miniatures Rule Set Gameplay Like many miniature games, UMs gameplay is based on small to medium sized squad combat. Each player will create a squad of, typically, between 5 and 10 units that they will tactically move around the board in order to engage other player’ s squads in skirmishes. Rules for how players create their squads will be detailed later, but it is important to learn the basics of gameplay beforehand so that each player has an idea of how they want their squad to act.  Note: a word or phrase written in bold indicates an important term that will be referr ed to throughout the rules. Therefore, it is a good idea to understand what each bold ed word or phrase means since they will be critical to playing the game. Generally, UMs gameplay is subdivided into turns which are then subsequently subdivided into phases. Each game turn represents around 10 seconds of real time and each model will only be able to perform a few of its possible actions each turn. Phases are imposed upon each of these turns to make it easier for the players to keep track of what is happening on the battlef ield at any given time. Each turn is divided into 4 phases: Initiative , Tactical , Combat, and Recovery. The Initiative Phase This phase is the simplest in the game since, generally, all that happens during this phase is that players role to determine the order in which they take their actions for the rest of the turn. Each player rolls 1d6 and the player with the highest roll may choose to either play first or last for the rest of the turn. Then, each other player is assigned a turn ord er based on the descending order of their rolls. Any ties must be re-rolled between those players to determine their order.  Example: Players A, B, C, D, and E each roll initiative. Player A rolls a 2, B rolls a 6, C and D roll 4s, and E rolls a 1. Player B, with the hig hest roll, chooses to play last. C and D, with the  second highest rolls, re-roll their dice to see who players first and second. C r olls a 3 and D rolls a 5 therefore D plays first and C plays second. Player A plays third and E plays fourth, based on their rolls. After all of the rolling is finish ed the play order is D, C , A, E, B. The Tactical Phase 1

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Universal Miniatures Rule Set

Gameplay

Like many miniature games, UMs gameplay is based on small to medium sized squad combat. Each player will create a squad of, typically, between 5 and 10 units that they will tactically move around the board inorder to engage other player’s squads in skirmishes. Rules for how players create their squads will bedetailed later, but it is important to learn the basics of gameplay beforehand so that each player has an ideaof how they want their squad to act.

Note: a word or phrase written in bold indicates an important term that will be referred tothroughout the rules. Therefore, it is a good idea to understand what each bolded word or phrasemeans since they will be critical to playing the game.

Generally, UMs gameplay is subdivided into turns which are then subsequently subdivided into phases .Each game turn represents around 10 seconds of real time and each model will only be able to perform afew of its possible actions each turn. Phases are imposed upon each of these turns to make it easier for the players to keep track of what is happening on the battlefield at any given time. Each turn is dividedinto 4 phases: Initiative , Tactical , Combat , and Recovery .

The Initiative Phase

This phase is the simplest in the game since, generally, all that happens during this phase is that playersrole to determine the order in which they take their actions for the rest of the turn.

Each player rolls 1d6 and the player with the highest roll may choose to either play first or last for the restof the turn. Then, each other player is assigned a turn order based on the descending order of their rolls.Any ties must be re-rolled between those players to determine their order.

Example: Players A, B, C, D, and E each roll initiative. Player A rolls a 2, B rolls a 6, C and Droll 4s, and E rolls a 1. Player B, with the highest roll, chooses to play last. C and D, with the

second highest rolls, re-roll their dice to see who players first and second. C rolls a 3 and D rollsa 5 therefore D plays first and C plays second. Player A plays third and E plays fourth, based ontheir rolls. After all of the rolling is finished the play order is D, C, A, E, B.

The Tactical Phase

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The tactical phase is, arguably, the most important phase in the game. In this phase players will positiontheir squads in the battlefield and make all the tactical decisions that will affect how their squads performduring the combat phase. During this phase, each player will choose what actions their squad will take inthe order determined during the initiative phase. Each player will complete the tactical actions for their entire squad before the next player takes their turn.

There are several actions that each member of a squad may make during the tactical phase. Each actionthat a model takes during the tactical phase will affect how that model performs during the combat phase.

Each squad member may only use each action once per turn.

Moving

Probably the most used action during tactical phase will be movement . Each squad member will have

their own movement stat and each player may choose to move that squad member up to a total number of inches equal to their movement stat. Once a squad member finishes their movement, place an Mmarker next to them (all templates and markers mentioned in these rules are at the back of the rulebook).These markers will help all players keep track of what actions each squad member took as this will beimportant during the combat phase.

Running

In addition to their regular movement, a player can choose to have their squad member run . Running givesa squad member a random amount of extra movement but will have a greater effect on the squad member

during the combat phase.

To see how far your squad member can run:

If they have a base movement stat of 4 or less, roll 1d3.If they have a base movement stat of 5-8, roll 2d3.If they have a base movement stat of 9 or more, roll 3d3.

When your squad member completes its run action, replace a their M marker with an R marker to mark that they ran.

Climbing / Jumping / Falling

Players can also have their models attempt to make several special kinds of movement.

Jumping: A normal size model may jump across gaps no more than 2” (3” for large models, and 1”

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for small models) wide as if it were normal movement. Also, any model may attempt to jump up to adistance equal to their movement stat, but must test against their reflexes stat. If they fail the test, themodel falls and must be placed at the bottom of the pit they tried to jump across.

Climbing: A normal sized model may climb up or over any surface no higher than 2” (3” for large,1” for small models) without penalty or movement cost.

Most models may attempt to scale any taller vertical surface, but may not end their movement mid-climb.If a player wants one of their squad members to climb a wall, that squad member must have enoughmovement remaining during the same tactical phase to reach the top of the wall, otherwise they may notattempt the climb.

When climbing, measure the vertical distance of the wall. The player whose model is attempting the climbmust test against their strength stat at -1 for every 2” of distance climbed above the first 2”. If the modelsucceeds it is placed at the top of the climb but if it fails, the model falls.

Falling: Whenever a model falls off (or is thrown off) of terrain that is taller than 2”, measure thetotal distance fallen. The model that fell is placed in the prone position at the base of the terrain and take 1wound for every 2” fallen.

Rough Terrain

Some terrain is naturally more difficult to navigate than normal terrain. Examples of such terrain areexceptionally rocky terrain, dense forest, swimming across a river, etc. Players should decide and

designate such terrain before beginning their game.

When moving through rough terrain, a model moves ½ speed.

A model in rough terrain is considered to be under at least partial cover.

Carrying Models

Sometimes it may become necessary or advantageous for one of your squad members to carry another model. Any squad member may pick up another model if they are physically able to. All squadmembers can no more than a total weight (items and models) that is equal to their strength stat .If a squad member has maxed out their carry weight (carrying a total weight equal to theirstrength stat), they may not run.

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This carry weight will become more relevant when you are purchasing items as most weapons and armor also have a weight value, however it also limits whether or not another model may be carried.

Size of Model Carry Weight

Standard 3Small 2Large 5Hulking 5Large and Hulking 8

For example: a model with a strength of 6 is carrying items with a total weight value of 4. That model may pick up another small model, but may not pick up a normal or larger sized model unlessit drops some of its items.

Taking Cover

In certain situations, it will be advantageous to have your squad members take cover behind walls / rocks/ trees, etc. General cover rules will be detailed when we get to the combat phase and these rulesapply to all models regardless of whether or not they take cover .

A squad member whose base is next to any object that would provide at least partial cover may take

cover behind that object. If a squad member chooses to use the take cover action, they are considered to be out of line of sight from all other models if the other model does not have them in full view.

A squad member that had taken cover may not make any actions during the combat phase.A squad member that has run during the same tactical phase may not take cover.

Place a C marker next to any model that has taken cover.

Going Prone / Standing Up

Also in certain situations, it is necessary or beneficial for a squad member to go prone or stand up. Asquad member that goes prone or stands up may only move at half speed during the same tactical phase(this means that in order to go prone, the squad member may only move half their normal movement, if they moved all of their movement value during the same tactical phase they may not go

prone ).

Going prone and standing up are considered the same action and so a model may not choose to go prone

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and stand up during the same turn.

- A model that is prone may only move at half speed and may not run.- A model that is prone is automatically hit by all melee attacks.- A model that is prone is always considered to be in cover that is one level higher than what theyare actually in. (For example, if a prone model is in partial cover, they are considered in full cover andthey are always considered in partial cover even when in the open).- A model that is prone shoots at +2.

A model that is prone, stays prone until it stands up. A model that has just stood up cannottake any actions during the combat phase.

Place a P marker next to any model that is prone.

The Combat Phase

The combat phase represents all of the actual hand to hand combat and exchange of fire that occursduring the skirmish. Given that, there are two main ways that squad members fight each other, at rangeand in melee.

Every model may make any combined number of ranged and melee attacks up to the total of their reflexes stat each combat phase. Each ranged attack “costs” 3 reflex points and eachmelee attack “costs” 2 reflex points. Making attacks does not actually reduce the model’s

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reflexes stat.

Example, a model with a 6 in their reflexes stat can choose to make up to 2 ranged attacks, 3 meleeattacks, or 1 ranged and 1 melee attack per combat phase. They may not make 2 melee attacksand 1 ranged attack as this would bring the total “cost” up to 7.

Ranged Combat

Ranged combat will, most likely, be the type of combat that occurs the most during a skirmish. Theserules represent the squad members firing at each other with bows, guns, laser rifles, etc. There are alsospecial rules for thrown weapons that will be detailed a bit later. All ranged combat in UM is basedaround rolling a total of 3 or better on a d6 , with modifiers. The character stats that most affect rangedcombat are perception and reflexes . Ranged combat sounds simple and, on occasion, it is, however

there are many modifiers that will make reaching that magic number 3 more difficult and sometimesimpossible.

It is important to note that, in UM, models may shoot both into and out of melee combat.

This is the list of basic modifiers that always apply (unless specifically negated). All modifiers arecumulative and are added or subtracted to the die roll to make the final total:

If the squad member shooting :

- Moved -1- Ran -1 (additional)- Is prone +2- For every 2 points of perception +1- Is in a melee combat -2

If the target :

- Ran -1- For every full 12” of distance to the target -1 (example, a model 25” away is -2)- Is within 6” +1- Is in partial cover -1- Is in full cover -1 (additional)- Is in melee with 1 or more of your squad -1 (per other squad member)- For every 3 points in reflexes -1- Is small -1

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- Is large +1- Is hulking +1

Cover

In some situations a model will be shooting at a target that is partially obscured behind terrain or another model. When this happens, the target is considered to be under cover and is more difficult to hit (asdetailed in the modifiers list).

It is important to note that cover should be determined largely by the base of the model . As mostgamers know, but some of you that are new may not, wargaming miniatures are generally placed on basesso that they can stand up on their own. These bases come in various sizes and shapes, but are usuallyrepresentative of the size of the model. Since the models themselves vary widely but their bases are moreuniform, using the model’s base to determine cover gives a more consistent result.

Sometimes, however, using the base of a model does not give a realistic result and, in those cases themodel itself should be used. A good example of this is a model standing at a window. In that case, thoughthe squad member could plainly see some of the model itself, it would not be able to see any of the base of the model. For that situation the model should not be considered out of line of sight simply because the

base is covered.

Due to the amount of variance that can occur, these rules give general situations, but cannot cover every possibility. Determining cover is largely based on subjective “eyeballing” and you and your opponent willhave to determine some situations on the fly. You should both look and try to agree about how much

cover each model is in when it is being fired at.

General Cover Rules (all descriptions are when viewed from the perspective of the model shooting):

No cover: The model and its base are fully visible and are not obscured in any way.

Partial cover: The model and its base are somewhat obscured but at least half of the model and/or its base is still visible.

Full cover: The model and its base are mostly covered and only a small amount are visible, generallya model will be in full cover if it is more than half obscured.

Out of line of sight: A model that is out of line of sight cannot be seen at all. If the model is out of lineof sight, it cannot be shot at.

Critical Hits and Misses

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Sometimes a model shoots so well or so poorly that it does extra damage or injures itself in some way. If your squad member shoots and the total roll, after all modifiers, is more than 6 that squad member scores acritical hit .

If the total score is:

7-8 The squad member fires with such ease that they may immediately make a second attack on the same target. (This second attack cannot critical hit or miss in any way).

9-10 The shot is so well aimed that it bypasses the target’s armor.

11 The shot, while well-aimed, was also extremely lucky. It bypasses the target’s armor andhits a vital spot dealing 2 wounds.

12+ This is the once in a lifetime shot. Any model hit with a 12+ it is immediately taken outof the game.

Conversely, if your squad member shoots and the total roll is, after all modifiers, less than 1 that squadmember suffers a critical miss.

If the total score is:

0 to -1 The squad member’s weapon jams (bow string breaks, etc.) and they must spend the rest

of the combat phase unjamming the weapon.

-2 to -3 The squad member fires the weapon so ineptly that it breaks and must be repaired beforeit can be used again. That squad member’s turn is over and they must spend one entire turn repairing theweapon before it can be used again.

-4 to -5 The squad member zealously overcharges the weapon in an ill-fated attempt to deal moredamage to the opposing squad. However, this attempt backfires and the weapon explodes / splinters intheir hands. The weapon the squad member was using is permanently destroyed and the squad member takes 1 wound.

-6 and below The squad member is about as unlucky as you can get. The weapon they were using backfires so violently that it immediately takes them out of the game and the weapon is destroyed in the process.

Throwing Weapons / Items / Models

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Throwing weapons , such as spears and hand grenades, act much like ranged weapons but have thelimiting factor of only being able to travel as far as the character is physically able to toss them.Whenever a model throws a throwing weapon the maximum distance the weapon can be thrown is up totwice that model’s strength stat . All of the standard “to hit” modifiers apply to a thrown attack thatwould apply to a normal ranged attack.

Any weapon that is thrown must be retrieved before it can be used again. Place a T marker on the board next to the model that was targeted by the throwing weapon. Throwing weapons may be retrievedduring the recovery phase by any model that comes in contact with them.

In addition to throwing weapons, any squad member may throw any item or model that it iscarrying. To do so, the player decides if they want their squad member to throw the item or model at atarget, or just in a general direction. Any item or model that is not specifically designated as a

throwing weapon may only be thrown a distance equal to the squad member’s strength statdivided by the item or model’s carry weight (round down). Treat a carry weight of 0 as a carry

weight of 1 . For example: if a model with a strength 5 is carrying another standard size model (weight of 3), they may throw that model a total of 1”.

Any item or model thrown at a target is treated as a standard ranged attack and, regardless if it hits or misses, the item (marker) or model is placed in base to base contact with the intended target. If the itemor model is simply thrown in a general direction, the player throwing the item or model may place itanywhere within the distance the throwing model can physically toss the item.

Whenever one of your models is thrown you must test against that model’s reflex stat. Upon landing, if the test is successful the model lands on their feet and suffers no injury. If the test is failed, the model is

placed in the prone position and takes a wound.Melee Combat

Melee combat rules represent models duking it out in close quarters. Since, at close range, each modelhas a chance to defend itself, melee combat is more of a test of skill between the models fighting thanranged combat. The main stats that are used in melee combat are reflexes and strength .

Fighting 1 v. 1

If there are two models in base to base contact from opposing squads, they are considered to be in meleecombat. The simplest kinds of melees are those with only one model on each side.

To make a melee attack, both the attacking player and the defending player roll a d6 and add theirmodel’s strength stat. If the attacking player scores higher, the defending player is wounded. If the

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defending player scores higher, the attack is successfully warded off.

If the difference between the both total scores is ever 3 or more, the model that lost the roll isoverwhelmed and is knocked into the prone position in addition to being wounded.

Fighting With Multiple Models

Fighting with multiple models in base to base represents an all out brawl. All models involved in the samemelee combat are considered to be fighting with each other and, therefore, do not necessarily need to be in

base to base contact with the model that they are attacking, as long as they are in base to base contactwith at least one of the opposing models in the melee. However, a model that is only in base to basecontact with models under your control is not considered to be in the melee combat.

Fighting While Outnumbered

Fighting while outnumbered is much more difficult than fighting 1 v. 1 and any model that is outnumberedin melee combat suffers significant disadvantages.

- For every extra model in a melee combat, the player who controls that model may reduce thenumber of attacks of any one opposing model in the melee by 1. The player must choose to reduce thenumber of attacks before the attack dice is rolled.

- No model may leave a melee combat where they are outnumbered.

Picking up an Opposing Model

When one of your squad members is engaged in melee combat with an opposing squad member, they maytry and pick up that squad member instead wounding them. When a player decides to attempt this, theymust declare it before making the combat role.

Both players roll as if the attack were a standard melee attack, but the defending player gains an additional+2 to their roll (on top of any bonuses they might already have). If the attacker is successful, thedefending model is hoisted over their shoulder and can be carried off. If the defender is successful, thegrapple is warded off and the melee continues as normal.

When one model is carrying an enemy model, both models stay in base to base and in melee combat witheach other. The carrying model may move as normal and the model being carried must be moved in tow.The model being carried may attack the carrier, but may make no other actions during the combat or

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tactical phases. During each initiative phase, both players must roll a dice and add their model’s strengthstat. If the player whose model is being carried rolls higher, the model breaks away and may act asnormal.

Leaving Melee Combat

How dangerous it is to run away from a melee combat depends on the situation.

When the number of combatants is even, leaving the melee allows one of the opposing player’s models in base to base the with model leaving to make one standard melee attack against the model fleeing.

If you have more models in the melee than your opponent, any of your models are free to leave until thenumbers are even.

Taking Wounds

Becoming wounded is a process that spans both the combat and recovery phases. During the combat phase your models take and deal out wounds and they also take armor tests to negate any wounds theymight suffer. During the recovery phase, which we will deal with in a moment, each player determineshow severely a model is wounded and whether or not they can continue to fight. Any time a model iswounded and the wound is not negated by their armor, place a W marker next to them (1 per wound).

Armor Tests

Armor tests are similar to stat tests (see the testing against a stat section under squad member customization ). Whenever a model that has armor is wounded, the controlling player may make an armor test to see if the wound is ignored. The player making the test rolls a d6: if the roll is equal to or under themodel’s armor value, the wound is negated. Armor tests are made during the combat phase and anywounds negated by armor do not carry over into the recovery phase.

Some weapons and attacks have an armor piercing (AP) value. If a model is wounded by an armor piercing weapon or attack, they must reduce their effective armor value by the amount of the weapon’sAP value when testing to see if the wound from that weapon is negated.

For example: a model with an armor value of 5 is wounded by a weapon with an AP of 2. Whenmaking an armor test, that model must roll a 3 or below to successfully negate the wound.

The Recovery Phase

The first thing that happens during the recovery phase is that all players roll to see which of their models

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that were wounded can continue to fight and which succomb to their wounds.

Every player who controls a model with any wounds must test against that model’s endurance stat. For every wound above the first the test is taken with a -1 penalty. If the test is failed, the model is removedfrom the game.

Routing

Seeing squad members pummeled and killed on the battlefield is a harrowing experience and even thestrongest squad member will eventually break and run. Every time a squad member is taken out of thegame, the controlling player must roll 2d6 to see if their remaining squad has the will to continue fighting.If the roll is equal to or less than the total number of squad-members that the player has left on the board,their squad is unphased and may continue fighting. If the roll is greater than the number of squadmembers, their squad runs and they lose the game.

Resetting the Board

The last thing that happens during the recovery phase, and during the turn, is that each player removes alltemporary markers and effects from the board. Once the board is cleared, the next turn begins again witha new initiative phase.

Unless the game has a specific objective, the game ends when there is only one squad left onthe board.

Building a Squad

Before every game, or before the first game in a campaign, each player has to build a squad that they willcontrol during the game. The roleplaying aspect of this game can be as elaborate or simple as you wish itto be and it only takes a little imagination to add character and personality to your squad members. Doingthis is especially rewarding if a squad member survives through multiple games in a campaign and

becomes quite powerful. Squad building is based on a point system. Each squad member will be worth acertain amount of points that they contribute to the total for the squad. These points will be generated bythe stats, skills/abilities, and items that each player chooses to assign to each squad member.

Players may choose to play with however many points they want for each game, but a typical game willconsist of something like 500 points per squad. Also, each newly generated individual squad membermay not exceed 100 total points , though squad members may exceed this total through surviving gamesin a campaign. Every squad member has a base cost of 30 points.

Squad Member Customization

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Each squad member’s unique characteristics and play style will derive from three customizable categories:stats, skills/traits, and items .

Stats

Each squad member has a set of numbers that represent their innate abilities to perform certain actions.These stats fall into five categories: movement, reflexes, perception, strength, and endurance .These stats will affect almost every aspect of gameplay in one way or another and each player canchoose if they want their squad members to concentrate in one stat or be more well rounded.

Movement: Controls the speed with which the character moves around the board.

Reflexes: Controls how quickly a character reacts to events and how many attacks they can make.

Perception: Controls their ability to observe events and how well they shoot with ranged weapons.

Strength: Controls how many items they may carry as well as their ability in melee combat.

Endurance: Controls, both mentally and physically, how well they can survive.

Every new squad member starts with 3’s in each stat and the controlling player may add 3 totalfree stat points, distributed however they wish, before the first game with that squad member.

Each player may also purchase up to a maximum of 3 more stat points for a new squad memberat 10 points apiece.

Testing Against a Stat

Whenever a model is required to test against a specific stat, the controlling player must roll a d6 andcompare the roll to that model’s specified stat. If the result is equal to or under the stat, the test issuccessful.

Anytime a test must be made at +/- X, that number is added or subtracted from that model’s stat, and notthe dice roll.

Skills and Traits

Skills and traits are what make each squad member special. These are both innate characteristics andskills that have been acquired through extensive training. Each skill/trait is worth a certain number of

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points and grants a bonus to the squad member that takes that skill/trait. There are also negative traits thatmay be taken which reduce the total number of points a squad member is worth.

Unless indicated otherwise, all skills and traits may only be taken once per model.

Some skills and traits are inherently contradictory (such as small and large, intelligent and stupid, etc.).Use common sense when deciding if two traits or skills may be taken together. All the players shoulddecide as a group whether or not skills that are not necessarily directly contradictory, but do not seem togo together (such as hulking and fast, a leader with hive mind, etc.), may be used together.

Command Points

Some skills and traits generate a special characteristic that represents the leadership ability of each squadmember. These command points are cumulative for the squad and can be used to give the entire squada boost during the game. Each player must make a note of the total number of command points that their squad generates and must keep track of how many they use during the game. Each command point mayonly be used once per game.

Command points may be used to:

- Negate a critical hit (against one of your squad members) or a critical miss. If a player decides to negate another player’s critical hit, the other player may use a command point of their

own to reinstate it.

- Give a squad member an additional attack of any kind. One attack per command point.

- Negate any additional wounds a squad member has taken above the first wound. Onewound per command point, this cannot be used to reduce the total number of wounds to zero.

- Re-roll any dice roll.

- Activate any skill or trait that requires a command point.

- Re-roll any roll on the “taken out of the game” chart. This applies to campaign gamesonly, and the player must have command points unused after the game is over.

- Any left over command points may be “sold” for 10 additional points each after acampaign game.

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Skills and Traits:

Positive Skills and Traits

Ambidextrous 20 points (per arm)

This squad member is equally skilled with both hands.

They may use an additional one handed weapon (2 total) in their off-hand, and, if they do, theymay make one free attack with that weapon per turn. This squad member may make a freeunarmed melee attack even if they do not have a weapon in their off-hand. If the squad member has more than 2 arms, they may take this trait for any or all of their extra arms as well.

Ambitious 20 points

This squad member is eager to gain ranks and improve themselves.

After each campaign game where this squad member is not taken out of the game, they generate 10additional points for their squad.

Berzerk 25 points

This squad member rushes into melee combat with little thought to their own, or their squad member’s,

safety.

If this squad member is close enough to a squad member of an opposing squad so that they canreach them without running,, they must move into base to base with that squad member.

This squad member is +2 to their rolls in melee combat.

Commanding Presence 35 points

This squad member’s presence on the battlefield inspires his squad mates.

If this squad member is present during a game, gain 2 command points. However, if this squadmember is taken out of the game, you must lose 3 of your remaining command points. If losingthese command points reduces you to less than 0 total command points, you must immediatelytake a rout test for every command point less than 0.

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Crack Shot 45 points

This squad member has excellent aim.

This squad member is +3 when making ranged attacks.

Craggy 40 points

This squad member’s skin is hard and rocky.

When wounded, this squad member may make an additional armor test against an armor valueof 6. This armor test may be taken even against critical hits that bypass armor.

Drunken Master 20 points

This squad member excels at fighting in close combat when drunk.

When fighting in melee combat while drunk ( see the negative trait list ), this squad member

ignores the negative aspects of being drunk and instead gains +1 to strength and may make 1extra melee attack.

Extra Arm 10 points (per arm)

This squad member has one or more extra arms.

These extra arms allow the squad member to hold extra items. For example, if the squad member has one extra arm, they can hold one 2-handed weapon and one 1-handed weapon at the same time.These extra arms do not grant additional attacks, unless ambidextrous is also taken and they donot allow the squad member to exceed their maximum carry weight.

Extra Strong 25 points

This squad member is imbued with great strength.

Add 2 to this squad member’s strength stat.

Fast 25 points

This squad member is exceptionally quick.

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Add 1 to both this squad member’s movement and reflexes stats.

Flying 40 points

This squad member can fly (innately).

This squad member’s movement stat is +2. This squad member ignores rough terrain and maymove vertically as if it were a normal movement action.

Hive Mind 10 points + 10 points per other squad member with hive mind.

Some of your squad is linked together to form one consciousness.

The cost for each squad member to take hive mind is 10 points + an additional 10 points for

every other squad member with hive mind. For example, if only 1 squad member has hive mind,the cost is 10 points. If 3 squad members take hive mind, the cost for the first squad member is 10 points, the cost is 20 points for the second, and 30 points for the third for a total of 60 points.Hive Mind grants command points based on the number of squad members who take the trait.

Squad Member W/ Hive Mind Command Points

1 02 13 3

4 55+ 3 / Squad Member with Hive Mind

Whenever you take a rout test because a squad member with hive mind was taken out of thegame, you may not count any other squad member with hive mind when determining thenumber of models that you have left on the board for that test.

Hulking 20 points

You squad member is blessed (cursed) with tremendous size and weight.

This squad member is +2 for both strength and endurance, but -1 for both movement andreflexes. Hulking models may not climb, they treat moving through water as normal movement,and they must always to a reflexes test to make any sort of jump.

Intelligent 10 points

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This squad member is of above average intelligence.

This squad member may use modern items.

Leader 20 points

This squad member is the designated commander of your squad.

This squad member generates 2 command points. You may only have 1 leader per squad in anygiven game. Your rout test roll suffers a -1 penalty when you are forced to make a rout testbecause this model was taken out of the game.

Large 25 points

This squad member is just big.

This squad member gains +1 to their strength, movement and endurance stats. This squadmember may never take cover .

Magic Attuned 10 points

This squad member is attuned to the ways of the force....err...magic.

This squad member may use magical items.

Molten / Firey 20 points

This squad member is too hot to handle.

This squad member deals one automatic wound per turn (during the combat phase) to allmodels (enemy and friendly) within 1” of them unless that model is also molten / firey.Whenever this model is attacked in melee combat with a non-magical weapon, the attackingplayer must roll a d6. On a roll of 1-3, that weapon is destroyed.

This squad member may not use any non-magical items as they melt in their hands.

Mule 10 points

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This squad member is used to carrying large amounts of weight.

This squad member may carry 2 extra points.

Perceptive 25 points

This squad member has shaper senses than your average model.

This squad member is +2 perception.

Psion 50 points

This model’s mind is a weapon in and of itself.

This model may use any power from the Psionic Powers list.

Small 10 points

This squad member is diminutive in size.

In addition to the -1 penalty to hit when being shot at, this squad member is considered to be inthe prone position when being attacked in ranged combat.

This squad member is -1 to their strength and endurance stats.

Terrifying 50 points

To see this squad member is to know fear.

Any model (enemy and friendly) that or gains line of sight to this squad member during thetactical phase must test against their endurance at the beginning of the combat phase. If theyfail the test, that model cowers in fear and may not perform any more actions for the rest of theturn. This does not affect models that are terrifying, blind, or berzerk.

Thorny 15 points

This squad member is covered in thorns or horns.

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Whenever this model is attacked in melee combat, the attacker must roll a d6. On a 1-3, theattacking model takes a wound. Any melee attacks made by a thorny model have an AP valueof 1.

Time Traveler 20 points

This squad member has seen it all.

This squad member may use any category of item.

Tough 25 points

This squad member is fairly impervious to pain.

This squad member is +2 to endurance.

Wizard 50 points

This squad member has a command over magic that only the rare few possess.

This squad member may cast any spells from the Wizard’s spell list and may use magical items.

Negative Skills and Traits

Alien -20 points

This squad member is fight in an environment they are not used to.

This squad member is -2 to endurance.

Animal / Worthless -15 points

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This squad member cannot see very far.

This any model that is farther than 12” away from this squad member is considered out of line of sight.

Partial Paralysis -40 points

This squad member is paralyzed from the waist down.

This squad members movement stat is permanently set at 0.

Slow -20 points

This squad member is sloth-like.

This squad member is movement and reflexes -1.

Stupid -30 points

This squad member is unusually dull.

This squad member may not use any items except for primitive items.

Weak -20 points

This squad member’s muscles are under developed.

This squad member is strength -2.

Spells

Psionic Powers:

Any model with the Psion trait may use any 1 power from this list once per turn. Some powers requirecommand points to be activated.

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Tactical Phase Powers

Levitation: The Psion uses their mental prowess to levitate any number of models within line of sightand within 6” of the psion and with a total carry weight equal to the Psion’s endurance stat. Any levitatedmodels may be moved up to 4”. Enemy models may resist this levitation with a successful endurance test.

Psychic Manipulation: The Psion is able to manipulate any item within 12” and line of sight withtheir mind and pull it to their position. The Psion may retrieve throwing weapons with this ability.

Psionic Armor: The Psion uses their mental abilities to create a layer of densely charged particlesaround their body, or the body of a friendly model within 6”. The Psion, or the friendly model, gains theCraggy trait for the remainder of the turn.

Combat Phase Powers

Psychic Lance: The Psion compresses the air in a small area so quickly that the resulting chargegenerates a bolt of lightning. The Psion may make a normal ranged attack against any model within 6”. If the ranged attack successfully hits that model makes their armor test at -2.

Hallucination: The Psion uses all their strength to invade an enemy model’s mind and make realtheir darkest fears. If successful, this reduces that model to a blubbering, useless mess. This abilityrequires 2 command points to activate . The Psion may target a single enemy model within 12” andwithin line of sight of the Psion. That model must test against endurance. If the test is failed, the model is

taken out of the game. If the test is sucessful, the Psion’s powers are blocked for the rest of the game.

Reactionary Powers

Psionic Duel: Any psion on the board may choose to interrupt any other Psion using a psionic power and initiate a psionic duel regardless of distance or line of sight. Any interrupted power does notgenerate any effect and does not cost command points. When interrupted, both Psions become locked ina mental battle and may not make any further actions that turn. Each player must roll a d6 for their Psionand add their Psion’s endurance stat. Whichever Psion has the higher total score wins the duel and theother Psion takes a wound with no armor save allowed of any kind (including those generated by psionic

armor and the craggy trait).

Permanent Powers

Permanent Psionic powers must be chosen before the game starts and grant continuous effects to thePsion throughout the game. A Psion that chooses to use a permanent power may not use any other

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psionic power. Permanent powers cannot be interrupted by the psionic duel power.

Open the Third Eye: The Psion has become so attuned to the facets of their own mind that they have become ultimately aware of their surroundings. The Psion gains +1 to their perception and reflexes

stats , all models within 12” are always considered to be in full view of the Psion, and the Psion counts astwo separate models when fighting in melee combat.

Note: A Psion who has Opened the Third Eye may make ranged attacks against models within 12”that would normally be out of line of sight. If they choose to do so, they must still fire through theterrain that would have blocked sight and, therefore, the model being fired upon makes any armor test at +2.

Wizard Spells:

Any model with the Wizard trait may use 1 power from this list per turn. Some powers requirecommand points to activate.

Tactical Phase Spells

Expulsion: The wizard blasts a model in base to base contact with the Wizard (either friendly or enemy) directly away from them d6 inches. The blasted model counts as having been thrown and musttest against reflexes accordingly. This spell may blast models over ledges and/or out of melee combat asthe Wizard sees fit.

Demonic Possession: The Wizard invites a demon to possess his body. The demon then cloaks theWizard in fire and grants him terrifying strength. After the possession ends, the demon attempts to claimthe Wizards soul.

This spell costs 1 command point to cast. The Wizard becomes hulking , molten, and terrifying untilthe end of the turn. Becoming molten immediately destroys any non-magical items the Wizard is carrying.During the recovery phase, the player controlling the Wizard must roll a d6: on a roll of 1-3 the Wizard istaken out of the game.

Enchant Weapon: The Wizard may enchant 1 weapon of any friendly model within 12” and line of sight for the remainder of the turn. Any attacks made with the enchanted weapon are rolled at +2 andhave an AP value of 1.

Combat Phase Spells

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Tornado: The wizard summons a vortex of wind to lift all models in a small area around him. Allmodels (friendly and enemy) within 3” of the wizard are lifted into the air and then unceremoniouslydropped to the ground. All those models must test as if they fell a number of inches equal to 8 - their carry weight.

Good, Ol’, Fireball: The Wizard, stereotypically, shoots a massive ball of flame from his hands at anenemy target. The Wizard makes a standard ranged attack against any enemy model within 12” and lineof sight. If the attack hits, that model and all models within 3” of that model, take a wound.

Recovery Phase Spells

Healing Touch: The Wizard’s touch sews up a friendly model’s wounds. The wizard mayremove one wound counter from any model within 3” and line of sight of the Wizard.

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