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FAST AND DIRTYRULES FOR FAST AND DIRTY COMBAT

by Ivan Sorensenrunequester@ga!"#$o

%tt&'((gaes#grou&s#ya%oo#$o(grou&()astan**!rty(

+t% EDITION,ers!on -#./0

a*e 1!t% o&en sour$e too"s

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INTRODUCTION

WHAT IS DIFFERENT?

This is the fifth edition of the Fast And Dirty (FAD) game rules. Each version in the past have hadspecific aims driving it. In this case, the aim has een to e!pand the rules, try to retain the claim to

eing one of the most thorough and complete games on the mar"et, and dramatically e!pand theoptions you have as a player.As such, in many cases, you #ill find multiple rules options availale. $hen this is the case, one #ille given as a default, #ith alternatives indicated.

WHAT CAN I DO WITH THESE RULES?

FAD have al#ays een aimed at futuristic comat, #hether near%future or highly speculative. It canalso e used for ultra%modern and &'th century gaming #ithout too many complications.

The rules can e played #ith any miniatures that are individually ased. Team ases should e doale

provided you have some #ay to mar" casualties.maller scaled figures, such as mm or 1*mm #ill generally have the effect of ma"ing the #eaponranges more fitting to the miniatures scale.

Any miniatures can e utili+ed, and there are ample tools to help get them performing the #ay you feelthey should.

WHAT FREEDOMS DO I HAVE AS A PLAYER?

ou are free to copy, print and distriute these rules in any non%profit fashion.If you #ish to use part of these rules for a pro-ect of your o#n, ma"e a translation or #ish to release a

slightly modified version, you are #elcome to do so. lease give credit #here credit is due. /amesased on a sustantial portion of FAD (say, *'0 or more) should e non%profit.i"e#ise, you have complete permission to create supplementary #or"s, such as reference sheets,2uic" start guides, army lists, variant rules and so forth.

WHAT DO THE RULES COST?

If you are reading this, you already do#nloaded the game. The rules are availale on apay%#hat%you%#ant asis.If you play the game, en-oy it and #ant to have more developed for it, I3d encourage you to ma"e amoney donation to me via paypal ( rune2uester4gmail.com ), send me some 1*mm miniatures, #rite a

cool scenario and post it on the mailing list or something else, to #hatever amount you feel the rulesare #orth to you.

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WHO MADE THIS?

The principal designer for these rules is Ivan orensen. ou can reach me at rune2uester4gmail.com5ver the years, a multitude of people have helped, some providing a fe# ideas, some providing a flood

of them. ome have as"ed 2uestions, some made suggestions and some simply said they #ere playingthe game.articular than"s must go to teve /reen and Alan 6orey for more help than I can rememer.

For use of photo3s, a ig than" you to7The 8edout http799doodleot.net9redout9  Toshach 6iniatures http799###.toshachminiatures.com ictor3s tudio (cott erry : ;aime Fenimore) http799###.pictorsstudio.com 6ichael http799mmfuar.logspot.co.u" Ian /arutt http799good%times.#eshots.com9alum9*1<*==1c2IDDd

HOW ARE THESE RULES ORGANIZED?

The rules are divided into a numer of sections, to help ma"e the game easier to navigateOrganization and turn sequence>overs the asics of ho# the game functions, ho# the turn is carried out, 2uestions of scale and unitailities. Movement and the battlefield?o# to move units around the attle area. Engaging the enemy8anged comat, assaults resolving damage. Advanced rulesAdvanced player options, such as sentry guns, #ounded soldiers, unit traits and artillery fire. Appendices?elp setting up a game, including army creation, points values, campaigns and scenarios.Technology$eapon, armour and e2uipment information and charts. Narrative tools?elp to provide a narrative ac"ground to your attles and characters.

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ORGANIZATION AND TURN SEQUENCE:

Figure scae! 1 figure 1 soldier, vehicle or #eapon.

Ti"e scae! Each turn represents a fe# seconds of activity if comat is ta"ing place. 5n turns #herelittle fighting ta"es place, a turn may represent a fe# minutes. ?eavy #eapon attac"s tend to represent1 or & individual shots fired, #hile small arms or automatic #eapons attac"s may represent severalshots or short ursts.

Gr#u$% scae! Depends on miniatures used. $ith 1*mm or larger, assume #eapon ranges arecompressed y a factor of &%@. $eapon ranges used all relate to effective engagement ranges in a rapidmoving situation.

U$i&! The term unit in game terms can mean one s2uad of infantry, one vehicle, one independentcharacter or one heavy #eapon plus its cre#.

Orga$i'a&i#$! Troops are organi+ed into units (typically "no#n as a s2uad or section). A numer ofunits form a BplatoonC, led y a commander. A numer of platoons form a BcompanyC, li"e#ise led ya commander.latoons and companies may have outside units attached to them. These are considered to e BsupportCunits, and for command and control purposes are considered to e under the command of everycommander in the force.

Individual s2uads tend to range from <% figures. arger s2uads are certainly possile, ut may proveun#ieldy and ineffectual, #hile very small s2uads are 2uic"ly #hittled do#n y comat.

In a typical game, a player commands @%* s2uads of infantry #ith supporting #eapons and vehicles,though larger games are certainly possile.

TURN SE(UENCE!

Three turn se2uence options are presented. The standard se2uence uses initiative rolls and alternating

<

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activations, the card options present a more varied turn se2uence to ma"e the game less controllale.

S&a$%ar% &ur$ se)ue$ce! Each player rolls 1D to determine initiative. ?igh roller elects to move firstor second. layers then ta"e turns to activate and move one unit, #ith each unit activating once perturn.

Si"*e car% se)ue$ce! >reate a dec" of cards, and dra# from them to determine the se2uence unitsactivate in. Each unit is represented y 1 card. $hen the units card is dra#n, the unit activates.

E+*a$%e% car% se)ue$ce! se a dec" of cards, ut include the follo#ing cards as #ell7

C#""a$%er  1 per commander. >ard must indicate a specific commander.The indicated commander may activate any unit under his command, that he has communications to.I$s*ira&i#$  1 card for every s2uad leader rated as BgoodC.$hen dra#n, any s2uad led y a BgoodC s2uad leader may push his s2uad to do one of the follo#ing76ove @C. 8emove Bunder fireC status. Automatically pass ne!t morale chec". 8oll to recover 1#ounded trooper.Pas"a c##er  1 card in dec"Ends turn as indicated aove.Reac&i#$  uggested 1 card per commander (average if players are not fielded same numer)ut card aside and dra# ne!t card. If the ne!t card is a unit card, any opposing unit may react to itsactivation y either firing upon it, ta"ing a normal move directly to#ards it, to#ards cover or directlya#ay.The reacting unit must have line of sight.

*

P,i#s#*,-sing a card ased se2uence ma"es the game much more random and unpredictale. This can e a lotof fun, and can model a #hole range of outcomes that a normal activation se2uence does not. 5n theother hand, it can also lead to some frustration. $e advice gamers to give it a shot.

O*&i#$! Sei'e i$i&ia&i.e/ If the initiative roll comes up a for one player and a 1 for the other player, the player rolling the isassumed to have sei+ed initiative. ?e receives one BfreeC activation, letting a unit act t#ice.

O*&i#$! E+&e$%e% car% se)ue$ce/Each unit has & cards in the dec", letting it activate t#ice per turn.

O*&i#$! Pas"a c##er/Add a Blasma >oolerC card to the dec". $hen this is dra#n, the turn ends immediately. nits that didnot activate may fire at any target in short range, ut may not other#ise ta"e any actions.

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UNITPROFILE!

8ather than use long lines of numeric entries, FAD philosophy is to use plain #ords to descrie a unitscapailities. $hile these do ultimately correspond to numeric values, I have found it easier to thin"aout units in these terms, and it 2uic"ly ecomes second nature.

(uai&-7 This reflects the units training, fighting aility and competency. Rabble  these units have little training and lac" e!perienceConscript   The BdefaultC rating. ome training ut lac" e!perience. Regular  "illed and seasoned men. Elite  The est of the est. pecial forces and such li"es.

Res#.e7 >overs determination and #ill to fight on, in face of casualties. Reluctant   i"ely to flee at the first opportunity.ncertain  ?esitant and not li"ely to fight to the end.!teady  A -o to do, and #e3re the ones #ho3ll do it. "etermined  uccess of the mission is paramount.

All units, #hether infantry or vehicle, are rated #ith the t#o aove stats. Their specific game impact#ill e detailed in the specific rules sections.

UNIT ACTIVATION!

$hichever turn se2uence is used, #hen unit is BupC, it is considered to e BactivatedC. This means theunit is no# ale to act.$hen activated, any unit may select one of three actions to perform

 Engage the enemyInfantry may move and perform either a close assault or shoot. Gehicles may move at cautious speedand shoot. $eapon teams may fire if they do not move.hooting may e carried out efore or after the unit moves, ut you may not oth move and assault.

 Move out Infantry may rush, vehicles may perform a standard move and #eapon teams may perform a normal

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move. Ho firing or assault is possile.

Command5nly availale for infantry. elect & different actions from the follo#ing list7 Demolition, >all fire,8ecover #ounded, cout, hoot.

5nce the unit finishes it3s activation, remove any Bnder FireC and BinnedC mar"ers on the unit.

CHEC0ING RESOLVE!

$hen a unit is activated, efore any actions can e attempted, the unit must test it3s 8esolve. This isdone y comparing the unit3s current fighting strength to it3s original strength at the eginning of theattle.A figure is considered to e a casualty if the figure is dead, captured9lost or is an untreated #ounded.

Res#.e 1rea2 *#i$&

8eluctant 1 casualty

ncertain &*0

teady *'0

Determined =*0

If the unit3s current casualties e2ual or e!ceed the numer indicated aove, the unit is bro#en and musttest morale.Hote that even if the unit passes it3s morale test, it #ill still remain ro"en and must test again on it3sne!t activation.

$eapon teams test as infantry does.

Gehicles #or" slightly differently. A vehicle cre# #ill test morale if they have een the su-ect of aninfantry assault or had it3s hull penetrated y a shot.8esolve ratings are not generally used, though they can e assigned for dismounted cre# actions, ifdesired.

MORALE TESTS!

To test morale, roll @D (do H5T add the dice together) and note ho# many dice e2ual or e!ceed theuality level of the unit. The target numer is indicated elo#7

(uai&- Targe&

=

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8ale *J

>onscript <J

8egular @J

Elite &J

Infantry operating #ithin C of a friendly armoured fighting vehicle #ill e significantly olstered.5nly roll &D for a morale test, and count 1 die as an automatic success.

$ or % dice succeedThe unit operates normally this turn.

& die succeedsInfantry or #eapon teams must fall ac" one move. If they are in cover and have no enemy #ithin C,they may remain in place. A unit that is falling ac" may shoot, ut at a %@ penalty. They are unale toinitiate a close assault.

Gehicles #ill fall ac" at standard speed, if moile, and may not fire. For an immoili+ed vehicle, thecre# ails out and aandons the vehicle for the remainder of the game.Fall ac" moves should e made a#ay from the enemy and to#ards cover or out of sight.

 No dice succeedThe unit routs, surrenders or simply hugs dirt for the remainder of the game. It #ill play no role on theremainder of the attle.

5ther psychological effects are ignored if a unit is su-ect to a morale failure, the sole e!ception eingunits that are pinned, #ho must oey the rules for pinning.

(UALITY TESTS!

O*&i#$a 3 L#si$g ,ear&

Kefore the game starts, total up the numer of s2uads, vehicles, #eapon teams and independentcharacters. 5nce *'0 have een eliminated from the game, the force loses heart, and all units #illdrop one level of 8esolve.At =*0 losses, another 8esolve level is lost.Any unit reduced elo# 8eluctant is eliminated from play.

tructures such as radar stations, un"ers, artillery positions and so forth may e counted as BunitsC inscenarios, to olster an other#ise small defensive force.

P,i#s#*,- 5nce a unit has reached it3s rea" point, it #ill generally remain unreliale throughout the game. $hileetter 2uality units may still advance, once ro"en, the unit cannot e independently relied upon tosustain an attac", or hold a position against determined assault.

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The rules #ill fre2uently call for a uality Test. This is performed e!actly as a 6orale Test aove, utmay use 1, & or more dice. imply roll the indicated numer of dice, count ho# many roll e2ual or overthe target numer, and consult the relevant rules section for the outcome.

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MOVEMENT AND THE BATTLEFIELD

MOVEMENT!

Infantry can move in t#o #aysM a standard M#.e and a hurried 8us,/

A 6ove is a cautious advance #hile ta"ing advantage of cover. This may e used to enter close assault.A 8ush is a desperate sprint or a determined dash. 8ushing units are generally not ta"ing full advantageof protective measures and thus may not engage in comat at all (though they may defend if assaulted).

I$4a$&r- M#.e! nless modified y traits, most humanoid infantry move up to C in a normal moveaction. There3s no re2uirement for everyone to move e2ual distances. If the s2uad is entering closeassault, it may add a J<C move, if this rings at least one figure into physical contact #ith an enemyfigure. Figures can face in any direction that seems appropriate.

I$4a$&r- Rus,! The s2uad doules it3s movement rate (after traits are factored in). Ho close assaultsare permitted.

VEHICLES AS TRANSPORTS!

If a vehicle has transport capaility, any figure may generally oard y moving into contact #ith thevehicle. 6a"e sure to oserve the vehicle3s transport capacity. ?eavy #eapons count as one figure (in

addition to their cre#). o#ered armour troopers count as & figures each.If an entire s2uad is emar"ed, it does not activate normally.Instead, on any activation of the transport, the s2uad may e disemar"ed #ithin 1C of the vehicle. Thista"es up the entire activation of the vehicle. Disemar"ing infantry (not #eapon teams) may fire utcannot move any further.It I possile for an infantry s2uad to disemar" into close assault, rather than firing.

1'

O*&i#$a 3 Varia5e "#.e"e$&

In games #here you prefer more uncertainty, rather than a fi!ed rate, ma"e infantry movement 1DJ&C(roll once per unit each move). Elite units may roll the die t#ice, and pic" the est result.8ushing is done as &DJ<C.Direction and intent of movement should e declared efore the dice are rolled. This means a unit mayend up #ith a shorter move, and could e stranded in the open.

E+a"*e 

The player #ants a s2uad to ma"e a rush move across a street, indicating the appro!imate location he#ants them to reach, 1'C a#ay. nfortunately he rolls poorly, receiving a total move of =C. This is notenough to reach their destination, so they are moved as far as they can to#ards the target area.If he had rolled high, for e!ample 1<C, they3d reach the target in good time. They could not move pastthe indicated destination on this move.

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VEHICLE MOVEMENT!

Gehicle movement rates vary y moility type. Differences et#een specific vehicles is largelyastracted.

M#5ii&- Cau&i#us S&a$%ar%

Fly9/rav 1<C &'C

?over 1'C 1C

Trac" 1&C 1C

$al" C 1&C

$heel 1C &<C

$arp 1'C HA

Gehicles may turn as often as desired, and may move for#ard or in reverse. Gehicles generally turn inplace, y spinning the model, as #e are less concerned #ith e!act positioning.

layers #ho prefer a more realistic game may #ish to discuss ho# they3d li"e vehicles to turn, ased onmoility types and individual vehicle models.

pecial movement conditions apply to each 6oility type7

F-er6Gra. 3  6ay move over any terrain feature or unit. nless declared to e landed, they areairorne and may not e assaulted.nless landed, a flyer9grav vehicle can see (and e seen) over terrain features.Instead of normal movement, a flyer9grav may !coot , redeploying to any location on the tale ut notfiring any #eapons.Troops may disemar" from a flyer9grav normally. If the vehicle is not desired landed, it is assumed to

riefly touch do#n. A touched do#n vehicle may e close assaulted until it3s ne!t activation.

H#.er 3 6ay move over difficult ground and #ater, ut only at >autious speed.

Trac2 3 >annot enter s#amps or dense #oods, ut may traverse difficult ground at >autious speed.

W,ee 3 $hen moving off%road, every 1C moved #ill consume &C of movement. Difficult groundcannot generally e entered.

Wa2 3 6ay traverse difficult ground at >autious speed.

War* 3 Al#ays moves at >autious speed ut does not trace a path of movement. Instead simplyredeploy the model #ithin range. 5n a tandard move, the vehicle may redeploy any#here on thetale.

nless permitted y technological enefits, vehicles may not fire at tandard speed. The e!ception is/rav9Flyer vehicles, that may fire at tandard speed if the move is done in a straight line and the targetis straight ahead (trafing 8un)

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COHERENCY!

Infantry s2uads may spread out, up to limits dictated y their uality rating. The indicated distanceelo# is the furthest gap permitted et#een s2uad memers.

(uai&- Dis&a$ce

8ale &C

>onscript @C

8egular <C

Elite *C

8econ and scout type of units increase the aove numer y J1C.o#ered armour troopers al#ays use a C coherency distance regardless of other factors.

If a unit is not in a valid coherency #hen activated, it must reform into a valid coherent formation,unless it intends not to move.If the s2uad is occupying a terrain feature or ostacle, it may remain incoherent #ith no ill effects, aslong as no movement ta"es place.

$eapon teams are al#ays limited to a coherency of &C regardless of 2uality.

Gehicles are al#ays treated as individual figures, even if a unit is present on the tale, for e!ample atan" platoon. Each vehicle moves and fights completely autonomously, for the purpose of the closerange encounters #e portray on our gaming tales.

1&

O*&i#$a rue 3 Ve,ice 4#r"a&i#$s

In very large games, vehicle units must oey a 1&C coherency distance. If a vehicle formation is not in avalid coherent formation, only one vehicle may e moved each turn, although each vehicle may fire.

This reflects the difficulty in effectively commanding a dispersed vehicle platoon.

P,i#s#*,-

$hile in many settings, #eapon staili+ation is not comparale to firing from a stationary position,#e3re assuming that a vehicle #ill fire from the short stop, halting riefly to fire, efore movingagain. For that reason, fire control systems in FAD governs #hat #eapons may e fired, and #e donot assess a penalty for firing B#hile movingC at cautious speeds.

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DIFFICULT GROUND!

6ost gaming terrain is considered to e open, meaning it does not affect movement. For e!ample flatground, city streets, gently rolling hills, lo# #alls, shallo# streams and light #oods.

Terrain that is particularly dense, restricting or treacherous, such as deep streams, s#amp and marsh,

thic" #oods, high #alls, oulder fields or dense rule are considered difficult  ground. Infantry mustdoule their movement costs in such terrain, #hile vehicles are affected ased on 6oility types aove.'ery difficult  ground ta"es up @C of movement for every 1C actually moved.

>rossing an ostacle up to aout #aist height for an infantry figure ta"es 1C of movement. 5stacles upto man high ta"es @C of movement.?igher ostacles must e decided upon y the players.

1UILDINGS!

Entering a uilding must e done through a suitale opening. $indo#s count as a man%high ostacle,as does a arred or loc"ed door. $e3re assuming that a fully armed space marine can proaly find a

#ay through the door, #ith a it of time and care.Enterprising players may use specific floor plans for units inside uildings, other#ise it #ill suffice toindicate #hich room the unit is in. /enerally & figures #ith small arms or 1 support #eapon may firefrom a door or #indo#.

If a uilding is collapsed, troops inside are treated as if they #ere in a destroyed transport.

1@

P,i#s#*,-

Terrain rules are almost impossile to #rite comprehensively, as gamers have #idely differing terraincollections and are often used to handling a given terrain piece in their collection in a certain #ay,

from other games. Therefore, players are encouraged to ta"e a fe# minutes efore a game, anddiscuss the terrain effects of the attlefield in 2uestion.For players that #ish more interesting and unpredictale terrain effects, see the Appendi! on TerrainEvents.

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ENGAGING THE ENEMY 

SHOOTING!

$hen firing, an infantry s2uad or #eapons team fires as a single unit, against a single target s2uad,team or vehicle.

All the fire%po#er of the s2uad is condensed into a single attac" roll. upporting #eapons are includedin this fire.

$hen vehicles fire, each #eapon system is fired independently, ut the amount that may e fired #illdepend on the vehicles fire control systems.

?eavy #eapon teams, >haracters and nipers fire independently as a unit in it3s o#n right.

Li$e #4 sig,&! To fire at a target, you must generally have line of sight to it. For a s2uad memer to eeligile to contriute to the fire, the figure must have a line of sight to at least one memer of the targets2uad. Figures may fire through memers of their o#n s2uad, as they are trained to move and fight

together, ut infantry or #eapon teams may not fire through friendly infantry s2uads, unless there is agap of at least <C to fire through.Gehicles may of course fire over friendly infantry.

2uad memers that cannot see the target at all are assumed to "eep their heads do#n.

nless specifically permitted y a rule, item or gadget, infantry s2uads may never fire at more than onetarget in one activation.

In most cases, terrain effects on line of sight should e ovious. The e!ception is forested areas andother vegetation. ine of sight terminates <C after reaching a light #ood or ush area, and &C afterreaching dense #oods. These ranges are also used for distances #ithin a #ooded area.

Fire Pri#ri&-! nits, #hether infantry or vehicle, are generally limited in ho# #ell they can react to thetactical environment. This is mainly a function of training.

(uai&- Targe&s

8ale 1

>onscript &

8egular @

Elite <

1<

O*&i#$ 3 S)ua% 5ase% i$e #4 sig,&

ou may elect to simply measure from the rough centre of each s2uad. This is simpler and faster,provided you don3t mind a it of astraction. A suitale BcentreC can e pic"ed y selecting themiddle of the longest a!is of the s2uads current area.

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The tale lists the numer of units, starting #ith the closest, from #hich the shooting s2uad may selectit3s target. For e!ample, a >onscript s2uad must fire at one of the t#o closest targets.

If none of the permitted targets can e harmed, the unit is unale to fire. This can happen if lo# 2ualityunits are eing overrun y vehicles.

Ra$ge! uality affects effective #eapon ranges. The ase range is found elo# (and is the same as thes2uads coherency distance)

(uai&- Ra$ge

8ale &C

>onscript @C

8egular <C

Elite *C

Every #eapon has a range multiplier. 6ultiply ase range and #eapon range to determine the closerange of the #eapon. For e!ample >onscripts firing a #eapon #ith a 8ange of N* #ill have a closerange of 1*C6edium range is doule this, ong range is triple this.

The rules assume every memer of a s2uad has the same asic #eapons. If this is not the case, use the#orst range numer given.

Su**#r& 7ea*#$s! Each support #eapon has a range given as base 9 close ( medium ( long) If the smallarms fire is #ithin the indicated range and, the support #eapon may e fired as #ell. This reflects thatsupport #eapons are there to support the infantry unit, rather than act as a primary #eapons system ontheir o#n.Each support #eapon re2uires one soldier to operate it, and they may not e operated unless there is atleast one BstandardC small arms e2uipped soldier left. In other #ords, the last figure removed as acasualty should al#ays e a normal trooper.

1*

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R#i$g 4#r e44ec&! To determine the effect of fire, roll &D and pic" the highest numer (for a s2uad).8oll 1D for a #eapons team, vehicle #eapon or individual model firing.Add any modifiers that apply.

Si&ua&i#$ M#%i4ier

Target at ase range J&

Target at close range '

Target at medium range %&

Target at long range %<

Target under fire or pinned %1 Infantry target only

Target unched up J& Infantry only. Apply if @ or more figures are less than 1Capart.

Target non%comatant J&

Target 8ale in open

terrain

J1 Infantry target only

Target is concealed sniper %&

hooter 8egular J1

hooter Elite J&

hooter underfire or ro"en

%@ Infantry shooter only

Traits may apply modifiers as #ell.

If firing a heavy #eapon, add the Fire Effect modifier of the #eapon to the total.If firing a s2uad of infantry, add the Fire Effect of each support #eapon.In addition, add J1 for every @ small arms eing fired.

Each infantry figure may fire only one #eapon. Figures firing support #eapons do not count as smallarms fire.

The total is the Fire Effect rating. This is used to determine the numer of hits inflicted.

1

E+a"*eA s2uad #ith riflemen plus & s2uad automatic #eapons (J& each) has a Fire Effect onus of J.

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Targe& Fire E44ec& *er ,i&

Hot concealed @ points

>oncealed9soft cover < points

?ard cover * points

This #ill indicate ho# many hits are inflicted on the target.

A#ca&e ,i&s! ?its are assigned to the closest visile figures in the target s2uad. pread hits out, only

assigning multiple hits to one figure, if less figures are visile than the numer of hits.For e!ample, if & hits are inflicted, the & closest enemies in the target s2uad are hit. If only one figure#as visile, he3d ta"e & hits.

$hatever method is used, ear in mind that the last figure remaining must e a small arms e2uippedfigure. For e!ample if a @ man s2uad (& rifles, 1 grenade launcher) ta"es & casualties, the grenade

launcher #ould have to e one of the casualties.

De&er"i$e Da"age! For each hit, roll 1D and add the damage rating of the #eapon eing fired. Thedefender rolls 1D and adds the armour rating of the target.If the attac" roll is e2ual to or over the defenders roll, the target figure is incapacitated or "illed (ee theAdvanced 8ules section for details on #ounded figures). 5ther#ise the attac" is deflected or other#iseineffectual.

1=

E+a"*eThe s2uad aove has no further modifiers (target is concealed, they are conscripts firing at close range).They roll a @ and a *. $ith a J onus they get a Fire Effect of 11. It ta"es < points to score a hitagainst a concealed target, so they receive & hits. If the target had een in the open, they #ould havehad @.

O*&i#$a 3 Hi& a#ca&i#$ rueslayers may #ish to roll randomly for each hit, particularly in smaller attles. Alternatively the playero#ning the target s2uad may select #hich figures ta"es the hit. >larify efore starting the game.

O*&i#$ 3 S)ua% 1ase% Da"age

For 2uic"er game play or larger attles, the follo#ing rule may e used.6a"e a single Damage and a single Defender roll for the s2uad. For each point the defender rolls overthe attac"er, 1 hit is saved or avoided. Any unsaved hits are "ills.If playing #ith the rules for $ounded troopers, half the hits are #ounds (rounded up).

O*&i#$ 3 Passi.e Da"ageAnother option to speed play is to simply assume that the Defender al#ays rolls a @ )

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Ve,ice %a"age! For each hit, roll for damage as aove. Hote that #eapons have distinct anti%tan"ratings. Do H5T use the normal damage rating.Do H5T roll for the defender. The vehicle3s armour rating is a fi!ed rating.$eapons that do not have an anti%tan" rating may not e fired at vehicle targets.This can result in one or more hits penetrating the vehicle armour. Gehicle armour varies y facing andvehicle design.

For each penetrating hit roll & dice.

I4 $ei&,er %ie r#s a 8 % Gehicle Oill. The vehicle is "noc"ed out and B"illedC for the duration of theattle. >re# is presumed dead.Any infantry #ithin <C (oth sides) are mar"ed as under fire.assengers are disemar"ed, #ith each passenger eing "illed on a D roll. 5f <JIf using the rules for $ounded troopers, a @%< indicates a #ound, #hile a *% indicates a "ill.

I4 #$e %ie r#s a 8 3 ystem Oill. Gehicle is out of action. 5n each activation, the cre# may ta"e auality Test on & dice. If they pass oth, the vehicle is active again.

I4 5#&, %ice r# a 8 3 Hon%Damaging enetration. Gehicle is not affected. Gehicle cre# must testmorale though.

Any hit #ith a #eapon that is anti%tan" capale can inflict e!ternal damage. If a hit fails to penetrate (oris incapale of doing so), roll 1D. 5n a 1, the vehicle is immoili+ed. This re2uires a morale test onthe ne!t activation.

AREA OF EFFECT WEAPONS

$eapons designated as Klast #eapons can affect a #ide area. Klast effects are only used #hen firing atinfantry targets, and a last cannot affect any vehicle target.If the #eapon has an anti%tan" rating, this is used #$- #hen performing non%last fire against a vehicletarget. Thus the player must designate #hether he is firing an anti%tan" shot or a last shot.Fire Effect for Klast #eapons are only used for damage purposes against infantry, never #hen firing inan anti%vehicle role.

Ra$gi$g i$! To fire, the #eapon must range in. /etting a shell on target in a close range fire%fight cane prolematic. 6a"e a uality Test on 1D, #ith success indicating the shell is on target.A failure means the target #as not ac2uired, or the shell #ent #ide #ith no effect.

1

O*&i#$ 3 Sca&&er

layers may prefer rolling for scatter. For shots fired at close range, move the target point 1DC in arandom direction. At medium range, move it 1DJ&C and 1DJ<C at long range.

8andom directions can e determined y an appropriate Bdirection dieC or simply rolling a D andseeing #hich direction the 1 is pointed (use the & if the 1 is not visile)

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De&er"i$e I"*ac& Area! elect a target point #here desired. Each last capale #eapon #ill have a"ill +one measured in inches. Any s2uad, individual or #eapons team (including friendlies) that hasfigures #ithin this "ill +one is a potential target and has stri"e effect rolled against them.They are all considered to e under fire)

De&er"i$e S&ri2e E44ec&! 8oll &D, ADD them together and add the Fire Effect onus for the #eapon.

Ho other modifiers are used.Humer of hits and resulting damage is determined as per normal fire.

SCATTERED FIRE

In some cases, a unit or element may e permitted only scattered fire.cattered fire can only occur at ranges of 1'C or less. 8oll &D. Each indicates a single hit isinflicted. cattered Fire does H5T mar" the target as under fire unless a hit is inflicted.

1L

E+a"*eAfter successfully ranging in, the impact point is placed et#een t#o s2uads of infantry. The @C lastarea of the #eapon fired reaches at least one infantry figure in each s2uad, ma"ing them oth targets.The shooting player rolls for stri"e effect separately against each s2uad

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CLOSE ASSAULT

>lose assaults are generally the province of infantry s2uads, and may e conducted against othinfantry and vehicle targets.

Assau& i$4a$&r-! After ma"ing an assault move, at least one figure in the assaulting s2uad must ma"e

contact #ith one defending figure. 8eaching contact is a condition for launching the assault, sopre%measuring is permitted. There are no accidental assaults.nits that are falling ac" are never moved into close assault, ut they may of course themselves eclose assaulted.

5nce the assault is declared, the defending s2uad is allo#ed a free shot at their attac"ers. This isperformed against the attac"ers efore they egin moving at all that turn. Ho under fire or pinned mar"ers are placed.

5nce assault contact is made, every figure in an involved s2uad that has line of sight to a figure in anenemy, involved s2uad is assume to contriute to the fight.

De&er"i$e Vic&#r! For each side in the assault, roll &D and pic" the highest. An individual modelfighting on it3s o#n rolls only 1D. Add any appropriate modifiers, #ith the highest total #inning theassault.

Si&ua&i#$ Assau& "#%i4ier

>harging J1

Ketter Armour J1

5utnumer Enemy J1 per e!tra figure

?igher uality J& per level

o#ered Armour J@

Trait Konus ee Traits

$eapon onus ee $eapons

De&er"i$e Casua&ies!

Each figure on oth sides that is contriuting to the fight may roll 1 Oill die, in an attempt to "ill anopposing figure.The target numer depends on #hether you #on or lost.

Resu& Targe&

layer $on @J

Dra# <J

layer ost *J

&'

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osses are removed y the player ta"ing the casualties. Figures in contact #ith the enemy must eremoved first, then figures in line of sight.If the losing side has any survivors, they must fall ac" C. 5n a dra#, oth s2uads fall ac" @C #ith theattac"er moving first.

Troops in po#ered armour receive & "ill dice each. They may also BdeflectC any "ill suffered on a D

roll of *%.

O.erru$! If the assault roll total for one side is doule the opponents roll or etter, the loser has eenoverrun. In this case, the losing s2uad is #iped out, #ith no dice rolls.The losing player may manage to inflict a fe# losses. 8oll 1D per figure in the overrun s2uad forlosses, #ith a inflicting a casualty.

ASSAULTING A VEHICLE

Any infantry #ishing to assault a vehicle must test their nerve. This is a uality test on 1D. 5n afailure, the troops hesitate and ends their activation.

If the unit "eeps their nerve, they may ma"e a normal assault move as indicated aove.

De&er"i$e Da"age! 5nly figures in contact #ith the vehicle, and e2uipped #ith an anti%tan" capale#eapon, such as special mines or grenades, may inflict damage. Each such figure inflicts a single hit onthe vehicle. Damage is resolved as per the vehicle damage rules aove.

Hote that if a transport is destroyed y close assault, any transported troops are "illed outright.

SHOC0 VEHICLES

ome vehicles are capale of inflicting assault damage themselves, #hether through articulated limsor various attachments. In such a case, if the vehicle moves into contact #ith an infantry s2uad, it mayroll a numer of "ill dice, #ith casualties eing removed immediately. Each die #ill result in a casualtyon a <J.8emove casualties only #ithin &C of the vehicle. Any survivors #ill automatically stri"e the vehicle inreturn, if they have suitale anti%tan" #eapons.

&1

E+a"*e

A s2uad of 8egulars in heavy armour assault a s2uad of conscripts in light armour. All survive thedefensive fire.The regulars roll a @ and a *. Their assault score is * J 1 (charging) J1 (etter armour) J & (one level

etter) for a total of LThe conscripts roll a & and a <. Their assault score is < J & (& e!tra figures) for a total of .The regulars #in the assault, and roll dice, #ith each @% inflicting a "ill.The conscripts roll dice, #ith each *% inflicting a "ill and any survivors must fall ac".

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UNDER FIRE

Any unit fired upon, e!cept for scattered fire, has a mar"er placed ne!t to them to indicate that they areunder fire.This represents the unit eing suppressed, and operating less efficiently.

An infantry s2uad #ith an nder *ire mar"er in place #ill suffer the follo#ing penalties7

P %@ to Fire Effect rolls #hen shooting.P %&C penalty to movementP 6ay 8ush move only if the move is conducted entirely in cover, the unit is moving into cover or is

moving a#ay from enemy.P >onsidered one 2uality level lo#er for Target riority.P All fire against the unit is at %1 to Fire Effect.

nder *ire imposes a %1 to Fire Effect for vehicles. This is increased to %@ for e!ternal #eapons, suchas pintle%mounted machine guns or from open%topped vehicles.

5nce a unit completes an activation, the mar"er is al#ays removed.6ultiple mar"ers are not placed, and #ould have no effect.

&&

P,i#s#*,-It is the vie# of the designer that it is almost impossile for a human%li"e soldier to operate unhindered,#hen su-ected to fire, regardless of the volume of fire. This applies even to heavily armoured troopsand elite units, unless they are cra+y.

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ADVANCED RULES

FAD is a modular game. $hile many of the follo#ing Advanced 8ules are recommended for play,none are needed. layers should introduce these rules if they find them attractive, and should feel

encouraged to play at the level that is comfortale for them.Hote that there is no need to al#ays play in a specific manner. A smaller game may enefit from usingmore of these rules, #hile a large action may #or" more smoothly #ith only a fe#.

ATMOSPHERIC CONDITIONS

The environment must e classified as tandard, ?ostile or Gacuum. Hote that depending on scenario,#hat is ?ostile to one race may e tandard to another.

S&a$%ar%  The default assumption.H#s&ie 3 Troops must #ear protective gear. If using the rules for $ounded troopers, a figure is "illed if

the Damage roll e!ceeds their Defender roll y & points (instead of @ as normal).Vacuu"  All infantry must #ear at least Improved Armour.

Flame and smo"e #eapons #ill not #or"Any damage roll that e!ceeds the Defender roll #ill "ill the target, unless the target is #earingself%sealing armour. If so, normal #ound rules are used.All range multipliers for #eapons are increased y 1.aser #eapons #ill doule their range.

CHARACTERS

>haracters, also referred to as eaders function as an individual unit, and re2uire activation and action

selection -ust li"e any other unit.They are represented y a single figure. >haracters may attach to and detach themselves from otherunits at #ill, ut they may only act once each turn.

All characters are rated for eadership. There are four ratings, as indicated on the tale elo#7

Lea%ers,i* Ra&i$g

Hovice '

E!perienced J1

Inspiring J&

?eroic J@

Any s2uad containing a character may re%roll a numer of failed 6orale Test dice, e2ual to theeadership 8ating of the attached character.

>haracters are also speciali+ed y ranch. They are classified as Infantry, /unnery (for heavy #eapons)

&@

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and >avalry (for armour) leaders. $hen a character is attached to a unit of the same ranch, that unitmay add the eadership 8ating of the character to any >lose Assault or Fire Effect rolls.

>haracters may >lose Assault and hoot on their o#n, li"e any other unit, and participate in suchactivities #hen attached to a s2uad.

For the purpose of >hec"ing 8esolve, any s2uad containing a leader #ill temporarily have theirstrength raised y 1. If the leader leaves the s2uad, they revert to their original strength.

If the >ommand 8esponse advanced rule is used, characters of any uality evel #ill add J1 to the>ommand 8esponse tests of those units they have -oined.

COMMAND DISRUPTION

If the s2uad leader is "illed, the s2uad must e mar"ed as  pinned instead of under fire on the turn theloss is inflicted.

COMMAND RESPONSE

In the thic" of fighting, units do not al#ays hear or oey ne# orders. They donQt have the lu!ury of aperfect vie# of the attlefield, #ith enemy strengths and locations "no#n. They may e reluctant toleave cover, and hesitant to engage the enemy in close comat.

nder these rules, a unit #ill act as the player desires until one of the follo#ing conditions occur. Ifeither condition applies, the unit must ta"e a >ommand 8esponse test.

The unit activates nder Fire or inned.The unit activates 1'C or less from an enemy unit.

De&er"i$e C#""a$% Res*#$se! To resolve the command test roll 1d, add any modifiers that apply,and compare the result to the uality evel of the unit, as sho#n on the tales elo#7

C#$%i&i#$ M#%i4ier &# &arge& $u"5er

Too" casualties lastturn

%1

ntreated #ounded %1

2uad leader lost %1

>haracter present J1

If the roll e2uals or e!ceeds the level sho#n, the s2uad passes the test and may act as the playerchooses.If the s2uad fails the test they may hoot, 8ecover $ounded or call for Indirect Artillery Fire as usual,ut their movement is restricted as follo#s7

The unit may only 6ove to improve cover

&<

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The unit may only 8ush if heading a#ay from the enemy.

COMMUNICATIONS

FAD assumes that troops are ale to communicate #ith each other freely. This allo#s the player toco%ordinate his forces effectively, even over a #ide distance.

?o#ever, if communications are interfered #ith, or proper comm3s e2uipment is not availale, troopson the ground are left #ith hand signals, veral communication and similar methods, causing a slo#do#n in tactical initiative.

The game effect of this is that all units are su-ect to a command response test, unless they are not#ithin &<C of enemy troops. nits that #ould e su-ect to a command response test normally, musttest at %1.

In addition, no leadership traits such as ? may affect a unit that does not have communications.nits #ith no communication may still call in indirect fire, as this fire may e directed ased on droneor satellite imagery, called in y flares etc.>omm3s e2uipment is rated from 1%< This is important if the opposing force is utili+ing -amming gear.A force #ith no communications e2uipment at all is considered to e -ammed automatically.

DEMOLITIONS

A fe# targets are so heavily fortified as to e nearly indestructile. For these rare occasions, #hat youreally #ant is something specifically designed to reduce that structure to rule. $hat you need areDemolition >harges.$e strongly recommend that these #eapons only e included in scenarios created for their use, as theyare e!tremely po#erful. They are designed to destroy massive un"ers, dams, a spaceship on a landingpad,perhaps even sin" an enemy ship in harour.

Infantry units must e designated as carrying demolition charges. They may carry as many charges asthe scenario re2uires.

pon activation, a s2uad can elect to perform one Demolition action. There are t#o to choose from78ig >harges and Detonate >harges.5ne memer of the s2uad is usy performing the action, and can do nothing else. The rest of the s2uadmemers may perform one of the other >ommand Actions.Hote that any figure #ith the Engineer trait automatically succeeds on one of their dice #henattempting to rig or detonate demolition charges. 8oll one less die than allo#ed, and add one success tothe result.

 Rig Charges+ 5ne memer of the s2uad #ill attempt to rig the charges for detonation, and place themin a spot to cause the most damage. Ta"e a uality Test on &D.nits that are under fire roll only 1D.

If t#o dice succeed the charges are rigged. If only one die succeeds the tas" #ill ta"e a it longerM thecharges #ill e rigged at the end of the ne!t activation for this unit (no die roll is re2uired), providedthe unit remains in place. If no dice succeed the attempt fails. The unit can try again on a suse2uent

&*

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activation.

 "etonate Charges+ Kefore the charges can e detonated, the placing unit must get clear of the targetarea, #ith no figure from the unit any closer than <C to the charges. There is one e!ception. If the unit isreduced to a single figure efore they have a chance to get a#ay, the last soldier can choose to detonate

the charges, and e "illed in the last.

To detonate the charges, ta"e a uality Test on @D.If t#o or more dice succeed the #ell placed charges go off #ith a huge e!plosion and the target isdestroyed.If only one die succeeds the charges e!plode and the target is adly damaged. If no dice succeed thecharges mostly fi++le, and a #ea" e!plosion causes only superficial damage.

Hote that a adly damaged target is #ea"ened to the point #here it may eventually succum to thedamage. At the end of each turn roll 1d. If the result is < or greater, the target is destroyed.

DROP TROOPS

During attle, troops may deploy from the air in a numer of #ays, including parachutes, anti%gravitymodules, or some other ingenious fashion. For game purposes, all of these units #ill e referred to asDrop Troops.

Drop Troops are not placed on the tale during initial set%up ut held ac" in reserve. At any pointduring the game, #hen the active player has the option to activate a unit, he may choose to activate aunit of Drop Troops, and deploy them on the tale.

Seec& Dr#* P#i$&! To deploy Drop Troops, first select a target point on the tale. This point must e atleast C a#ay from any difficult terrain features and enemy figures.

De&er"i$e Dr#* Success! To determine the success of the drop roll a uality Test on @D.

If all three dice pass, the drop #as perfect. The s2uad lands at the drop point #ithout incident orscattering. Arrange the s2uad as desired, follo#ing rules for >oherency. The s2uad may ta"e no furtheraction this turn.

Sca&&er! For each dice that fails, the unit scatters 1dC in a random direction. Do this as a single dieroll.The unit lands centred around this ne# spot. lace the figures follo#ing the rules for >oherency.

If all three dice fail, the unit lands inned.Any troops that land on uildings or in #oods roll 1d. If #earing o#er Armour, a result of meansthe figure is #ounded. 5ther#ise, the figure is #ounded on a * and "illed on a .

De4e$si.e Fire! $hen drop troops are used, they #ill e su-ect to anti%air fire. This may e off%taleassets or local #eapons, ut is astracted in any event. Find the Density elo# ased on playeragreement and scenario considerations. AA presence is al#ays at least ight.

&

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De$si&- #4 AA 0i %ice

ight &

6oderate @

?eavy <

For each anti air unit, the defender rolls the specified numer of dice. Any roll of *J means one enemyfigure is "illed. 8egardless of the anti air fire results, if the defender fires at the landing troops, that unitlands nder Fire, and should e mar"ed as such.

FORTIFICATIONS

These refer to any position constructed specifically for attle, designed to provide greater cover andtactical advantage for the troops that use them. These include fo!holes, sandag emplacements,un"ers and other covered structures.

All provide hard cover and an Armour 8ating onus to the troops using the structure.

Hote that if a is rolled for the Damage roll, the armour onus is not applied. This reflects luc"y hitsthrough vision slits, etc.

S&ruc&ure Ar"#ur Ra&i$g Ar"#ur Vaue

Fo!holes J1 %

andags J& %

Trenches J@ %

ight Kun"er J< =6edium Kun"er J< L

?eavy Kun"er J< 11

In addition to the aove, troops in trenches #hich have not moved or fired may not e fired upon atranges over 1&C. Troops leaving trenches suffer a %@C movement penalty.eaving a un"er is treated the same as disemar"ing from a vehicle.

Further, units in un"ers and trenches are automatically successful on one of their dice #hen testingmorale. 5nly roll &d for their morale test and add one success to the result.

Kun"ers also have an Armour Galue. This is the defensive value of the structure itself. The structure cane targeted instead of the troops inside. hooting and close assaulting un"ers is handled e!actly thesame as the rules for targeting vehicles.

Treat any penetrating hit on the structure as a BKun"er DestroyedC result. Any fi!ed #eapons #ithin theun"er are destroyed as #ell. 8oll 1d for every trooper inside the un"er. If the result is a @ or < the

&=

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figure is #ounded. If the result is a * or the figure is "illed. Figures #earing po#ered armour are#ounded on a roll of * and "illed on a roll of . Any survivors are mar"ed as inned.

GRAVITY

nder these rules, the #orlds3 surface gravities are classified into three categories7 o#, tandard and

?igh.

L#7 Gra.i&-

5perating in lo# gravity should use the follo#ing rule changes7P All infantry movement rates should e increased y &33.P All ;et ac" operations have doule ranges (e.g. they may eap up to &<33 in distance and 1&33 inheight).P Aerial figures may clear ostacles t#ice the height of the figure.P $eapons launching heavy pro-ectiles (such as grenade launchers, missile launchers and 8/s)douletheir ranges.

S&a$%ar% Gra.i&-

Ho further rule modifications are re2uired.

Hig, Gra.i&-

P All infantry movement rates are reduced y &.P All ;et ac" operation ranges are halved (e.g. they may eap up to 33 in distance and @33 in height).P Aerial figures may clear ostacles only half the height of the figure.halve their ranges.P $eapons launching heavy pro-ectiles (such as grenade launchers, missile launchers and 8/s) halvetheir ranges.Hote that all range modifications are cumulative.

HEAVY WEAPONS TEAMS

A heavy #eapons team is an individual unit, and re2uires activation and action selection -ust li"e others2uads. These units may e a group of soldiers #or"ing a heavy #eapon, or simply a lone armedfigure, depending on the miniatures used y the players. Hote that these BteamsC are still consideredseparate units even if they are only one figure.

?eavy #eapon teams may perform a standard 6ove, ut may never 8ush due to the #eight of their#eapon. They may only hoot if they did not move that turn, to reflect the time spent pac"ing up anddeploying their #eapons.

If the #eapon is served y cre# and they ta"e casualties, the s2uad suffers a %1 Fire Effect and %1C6ovement penalty for each lost cre# memer.

A heavy #eapons team can e attached to an infantry s2uad #hen troops are first deployed. The t#ounits must remain together (follo#ing normal rules for >oherency) for the duration of the game. Theyactivate and move as one. For purposes of >hec"ing 8esolve and ta"ing 6orale Tests, the numers of

&

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the t#o s2uads are comined.

If the comined s2uad moves, only the infantry s2uad memers may hoot. If the comined s2uad doesnot move, the t#o components may fire at separate targets per the usual rules, or comine to fire at asingle target.

$hen firing at the same target, roll &d (for the infantry) and 1d (for the heavy #eapons) and>56KIHE the t#o highest dice, then add all the usual modifiers that apply. The result is your FireEffect rating.Follo# all the usual rules for shooting from this point.

HIDDEN MOVEMENT

5ften in attle, the e!act location of the enemy is un"no#n. They may simply e out of sight. Kut theymay e ta"ing delierate steps to avoid detection.

A s2uad that egins its activation outside the line of sight of all enemy units may attempt to hide. 8oll1d. If the result e2uals or e!ceeds the uality evel of the unit, the attempt #as a success and the unitcan egin the activation in hiding. 5ther#ise, the attempt failed, and the unit simply acts normally thisactivation.

A unit in hiding is replaced #ith three ?idden mar"ers. Every time the unit is activated, all mar"ers forthat unit are activated. They move individually, and up to C per turn, as long as they remain #ithin 1&Cof another mar"er.

The controlling player decides #hich mar"er represents the true location of the unit, and #hich t#o arefa"es. It is H5T necessary to record this information in secret ecause the controlling player can decide

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#hich is #hich at any point during the game. This helps encourage scouting, and prevents players fromta"ing too much of a #ait%and%see approach to concealed enemies.

A mar"er #hich enters the uninterrupted 5 of an enemy must e revealed immediately and removedfrom the game. If the mar"er is selected as the location of the unit, it is placed on the tale at thatlocation. 5nce the unit is revealed, any remaining mar"ers for that unit are removed.

6ar"ers in a terrain feature #hich can loc" 5 (such as uildings or #oods) are revealed if theenemy enters the feature and comes #ithin C of the mar"er.

Ve,ices! Gehicles cannot employ hidden movement. They are also notoriously poor at oserving theattle area. For this reason, a vehicle cannot employ the cout action (listed separately) and #ill onlydetect hidden troops #ithin 1C even in open terrain.If the vehicle is under fire, this drops to C

INDIRECT ARTILLERY FIRE

All characters and infantry 2uad eaders may call for Indirect Artillery Fire as their action for theturn.They may not perform any other activity as they are too usy spotting, ut the rest of the unit mayperform one of the other >ommand Actions. The impact point can e any#here #ithin line of sight,though particularly sophisticated #eapons systems may e more permissive.

These stri"es are made y off%oard support #eapons, or on%oard mortars. Hote that it is not are2uirement to fire last capale #eapons as indirect fire. An off%oard #eapons section can representother assets, such as orital #eapons stri"es, #eapons situated on hill sides and similar situations.Each is capale of receiving only one stri"e call per turn. The scenario should specify ho# many unitsthere are, and of #hat types.

The only on oard #eapon that may fire indirectly are mortars. Hote that light mortars may fireindirectly at any targets spotted y the force, #ithout re2uiring a leader to call the fire.

5n oard mortars may not fire from #ithin #oods, and firing from inside an enclosed uilding is not

advised.

De&er"i$e Ti"i$g7 To determine the timing of the stri"e ma"e a uality Test on @D.

If t#o or more dice succeed, the message is received and the stri"e arrives immediately.If only 1 die succeeds, the message #as garled and there is no stri"e, ut another attempt may emade on a later turn.

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P,i#s#*,-ince any of the mar"ers can potentially e the enemy unit, 2uite a it of luffing is possile. This also

encourages players to aggressively scout, rather than simply #aiting to see #hat happens.

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If none of the dice succeed, communication #ith that artillery unit has een permanently "noc"edout. Ho further calls to that unit may e attempted.For on%oard mortars, communications #on3t e lost, treat this as a simple failure.

De&er"i$e Accurac-! To determine if the stri"e is accurate, ma"e a uality Test on &D.If oth dice succeed, the stri"e hits #ith pinpoint accuracy.

For each die that fails, the stri"e #ill scatter 1dC in a random direction.To resolve damage from the impact points, use the normal rules for Klast #eapons. Hon last #eaponsare generally unli"ely to hit anything else, ut you may #ish to still roll, if multiple vehicles (fore!ample) are near each other.

Armoured vehicles are only affected y indirect fire from non%last #eapons.

$eapon teams may function at different levels of technology and e!pertise7

1asic! Target must e in line of sight of the spotter.A%.a$ce%! Target point can e up to C from any point in line of sight of the spotter.De%ica&e%! $eapon team is tied to a specific spotter, and may not e called y other units.Accura&e! 5nly roll 1 die for stri"e accuracy.

9UMP PAC0S

Fre2uently referred to as oosters, -ump -ets, -et pac"s and similar, this term covers any device thatpermits po#ered -umps and leaps, rather than true flight.8ather than performing a regular move, a unit #ith ;ump ac"s may perform one of t#o types of aerialmovementM they may eap or Kound.

Lea*i$g! this refers to a single po#ered leap, typically used to cross ostacles. The figures may moveup to 1&C on a eap, clearing ostacles up to C in height. Taller ostacles can e crossed, ut each 1Cadded to the height #ill reduce the -ump length y &C. A eap may not e used to enter close assault,and the unit may not perform any other action that turn.

1#u$%i$g! this is a series of short -umps used to cover ground 2uic"ly. Kounding troops may move atotal of 1C, divided into @ individual ounds of up to C each. Each ound must e ta"en in a straightline, and may clear ostacles up to the height of the ounding figure, ut no higher. Kounding troopsmay fire, ut suffer a %& penalty to their fire effect.

Troops may Kound into close assault, ut the defending s2uad is allo#ed a free shot at their attac"ers.The range #ill e from the point of the last ound prior to ma"ing contact. Do not place nder Fire orinned mar"ers for this, ho#ever, as the assaulting troops #ill e #ay too psyched up to careR

2uads e2uipped #ith ;ump ac"s may carry #ounded in the normal fashion, re2uiring & troopers tocarry each #ounded. Deduct &C from leaps and <C from Kound #hen doing so.

LAST STAND

Ho epic attle is complete #ithout a desperate last stand, preferaly against the odds.

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5nce per game, each player may select a single unit and declare they are ma"ing a ast tand. 5nce aunit has made this declaration, the deed is done. There is no die to roll (although #e suggest the playerma"e a dramatic speech).

A unit ma"ing a ast tand is rooted to their spot. They #ill not move for any reason, ut can regroupif they suffer casualties. There is no need to >hec" 8esolve or ta"e a 6orale Test. They ignore eing

nder Fire and inned as #ell as any other negative psychological effects that may e imposed uponthem.

In short, they #ill hold their positionM hoot at their choice of enemy units, and fight to the last man.

LULL IN FIGHT

This rule can e used in any game, ut is etter suited to large actions.

If oth players initiative roll comes up a 1, a lull has occurred in the fighting. >arry out the follo#ing

actions in se2uence7

All units that are #ithin 1&C of enemy troops must #ithdra# at least their asic move. Troops furthera#ay may #ithdra# a asic move ut are not re2uired to.Each player may roll to recover any #ounded troopers. nits #ith the elf repairing or 8egeneratetraits recover all #ounded automatically.Any staili+ed #ounded may e moved to the rear.Any indirect fire #eapon that has lost contact may e recovered on a D roll of *J.Any unit that has lost any support #eapons may recover the #eapon on a D roll of a .Any troops that are outside the enemy3s line of sight may assume hidden positions.

5nce these actions are carried out, the attle resumes, #ith a ne# initiative roll.

If using a card driven se2uence, #hen the turn ends, a D roll of 1 indicates a ull in fighting.

MINES

6ines can e used to olster the defence of a position, slo#ing the enemy, or forcing them to ta"e a

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different path. These Bset and forgetC devices #ill detonate #hen distured, usually triggered ypressure sensors or movement. They come in oth light and heavy varieties.

Each minefield consists of three mar"ers #hich should e numered for easy identification. They maye placed any#here on the tale. They cannot e fired upon or attac"ed in any #ay. 5ne mar"errepresents a real minefield. The other t#o are dummy mar"ers. The player placing the mines should

record oth the type (anti personnel or anti vehicle) and numer of each real minefield on a separatesheet.

Hote that dummy minefields, once discovered, are removed from the game. 8eal minefields, ho#ever,#ill remain in play for the duration of the game (unless scenario special rules allo# for the clearing orremoval of minefields), and may e triggered any numer of times

Any unit that approaches to #ithin <C of a mine must temporarily halt their movement and resolve theirencounter #ith the mine. 8oll 1d. If the result is *J the unit passes through the minefield #ithoutincident and may finish its movement. 5ther#ise the player #ho placed the mine must chec" hisrecords.If the mine is a dummy it is removed, and the unit may finish its movement. If the mine is real, resolvethe attac" immediately.

Mi$es .ersus I$4a$&r-! The attac"er rolls 1d@ to determine the numer of infantry figures that are hity the last. 8esolve damage as normal.

Mi$es .ersus Ve,ices! The attac"er rolls 1d@ to determine the numer of hits suffered y the vehicle.8esolve damage as normal, against the vehicle3s ottom armour.

NIGHT FIGHTING

Fighting during night time presents a significant ostacle, even to a #ell e2uipped force. Troops thatare not trained and outfitted for nocturnal operations are li"ely to face complete chaos.

nless night vision capale, all #eapons are reduced to a range modifier of N&. This is increased to N<#hen firing against vehicle targets, unless the #eapons natural range modifier is lo#er than this.

Troops that are night vision capale may fire unrestricted at targets #ithin their night vision range.Hormal range penalties apply ho#ever.

During night fighting, the total fire effect re2uired to pin a unit is reduced y &.All command response tests are su-ect to a %1 negative modifier. This is #aived for units #ith nightvision, #ho have an enemy #ithin visual contact.

nits that are not directly oserved y an enemy may hide #ithout re2uiring a dice thro#.

$hen attempting to reveal a hidden unit, after selecting the mar"er you #ish to reveal the unit as, roll auality test on 1D. If failed, the mar"er is removed as a dummy. If this leaves only one hidden mar"erleft for the unit, it is then revealed in the position of the remaining mar"er.

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This rule is ignored if only one hidden mar"er remains for the unit.

During the set%up and scenario se2uence, each side receives 1D additional dummy mar"ers #hendeploying their forces.

NON COM1ATANTS

ome scenarios may call for the inclusion of units #ith no fighting capailities. These units mayrepresent displaced civilians, ne#s cre#s, or even panic"ed troops #hich have dropped their #eaponsand fled the attlefield. All such units are "no#n as non comatants.

Hon comatants can only choose the 6ove 5ut action, and #ill al#ays 8ush a#ay from visile enemy

units, unless the scenario rules specify differently. For uality evel purposes, treat these units as8ale.A unit may attempt to control a non comatant group. They must move #ithin <C of the group andsucceed in a uality test on 1D. If they succeed, they may immediately activate the group and move itas they see fit.

OPPORTUNITY FIRE

Any unit that has not yet acted may give up it3s normal activation to conduct opportunity fire. Thispermits it to fire at any moving enemy target. If the unit is forced to ta"e a morale test, this is doneefore the fire is carried out.

PERSONALITIES

ersonalities are memers of a s2uad that have uni2ue or e!ceptional characteristics.$e recommend that players use models e2ual to the personality profiles they employ. An especiallyeefy soldier for a Kra#ler, a trooper #ith red cross arm ands, helmet and medical ag for a 6edic,etc. Kut players are, of course, free to simply assign the profiles to regular models.

The numer of personalities allo#ed per side may e scenario driven, a variale (such as 1d rolls perplayer), or a set numer agreed to y oth players.

,ra-ler7 A Kra#ler receives an e!tra roll on the Oill Tale during >lose Assaults.Comms7 A s2uad #ith a communications e!pert receives a J1 mod #hen chec"ing >ommand8esponse, and #hen calling for Indirect Artillery Fire. .nife *ighter7 A "nife fighter receives a J1 modifier during infantry >lose Assaults. /uc#y7 A s2uad #ith a luc"y trooper can re%roll any one die roll once during the game. Medic7 A 6edic can treat t#o #ounded in one turn #hen attempting to 8ecover $ounded, and re2uiresno additional helper.

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P,i#s#*,-

During night fighting, it is entirely possile for your units to get lost and end up in une!pectedpositions. >ommanders should ta"e appropriate precautions as their forces are li"ely toperform #ell under e!pectation.

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 Motivator7 Any s2uad #ith a 6otivator may re%roll one failed 6orale Tests.!harpshooter7 Any s2uad #ith a harpshooter receives a Damage onus of J1.Trigger 0appy7 A s2uad #ith a Trigger ?appy trooper receives a Fire Effect onus of J1.Tech7 ome technologies re2uire a tech to e present to operate them. Additionally, a unit containing atech may perform any technological tas" at E!pert level (see the Tas" ystem advanced rule) 1ntruder7 sing a command action, an Intruder may interfere #ith enemy net#or"s or attempt to garner

information y monitoring communications. This can e used to either reveal and remove a hidden unitmar"er, or -am a target units communications. The intruder must ta"e a 2uality test to succeed. If herolls a 1, he3s een su-ected to a counter attac" and may not perform either role for the remainder ofthe attle. *or-ard Observer7 >ounts as one higher uality level #hen calling in artillery.

PINNING

5ccasionally, an infantry unit may e!perience incoming fire aove and eyond the norm for a typicalattlefield. E!amples are an especially intense artillery arrage, e!tremely large units pouring forth ahail of fire, and massive un"er or vehicle #eapons coming to ear.

For these and similar e!treme situations, an nder Fire mar"er is insufficient. Any time a Fire Effectroll e!ceeds the value on the tale elo# for the targeted infantry s2uad, mar" the target as inned8eplace any nder Fire mar"er #ith a inned mar"er.

(uai&- Fire T#era$ce

8ale 1'

>onscript 1&

8egular 1<

Elite 1

nits #earing po#er armour add J& to their pinning level.

An infantry s2uad #ith a inned mar"er in place #ill suffer the follo#ing penalties7The s2uad cannot hoot.The s2uad cannot 6ove or 8ush, even if they ecome Kro"en and are e!pected to fall ac".The s2uad cannot initiate >lose Assault.Any additional fire targeting them #ill suffer %1 Fire Effect penalty since the s2uad is no# ma"ingma!imum use of cover.

Hote that the inned mar"er is removed after the unit completes their ne!t activation, so a mar"ed unit#ill suffer the effects for one turn. There is no need to place multiple mar"ers on a unit, as there is nocumulative effect.Also note that vehicles are never pinned.

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PLATOON COHERENCY

This rule is primarily intended for larger games, #here players have command of multiple platoons,such as a company or attalion level engagement. It helps platoons operate more li"e a real unit.

$hen used, the forces must e organi+ed into platoons. A platoon may only consist of mi!ed unit types(infantry and vehicle) if the vehicles are transports for the infantry. 5ther#ise, vehicle platoons mustconsist of vehicles only. A typical platoon #ill consist of @% distinct units on the taletop.Each platoon is centred around a leader figure. This may e an independent figure, a part of a s2uad ora command vehicle.

$hen operating on the tale, each element of the platoon must remain #ithin a certain distance of itscommander. This is "no#n as the 5rder Distance. This is determined as follo#s7

Kase 8ange *CJ*N >ommanders coherency distanceJ* if all elements are po#ered armourJ1' if all elements are vehicles.

This is the distance at #hich an element can operate from its commander #ith no ill effect. Elements#ith the 8econ trait (infantry) or For#ard 5server aility (vehicle) may add 1*C to this distance.An element that finds itself outside this distance must test >ommand 8esponse, even if the conditions

for such a test do not normally e!ist. If a 1 is scored, the element #ill aandon its current position andmove to #ithin 5rder Distance if possile. If this is not possile, the element #ill move to improve itsdefensive position as much as possile.

$hen using these rules, it is recommended that you alternate activating entire platoons, rather thanindividual s2uads or vehicles.

POWERED ARMOUR 

Troops e2uipped #ith o#ered Armour are #earing the est protection money can uy.As such, there are certain special ailities that only s2uads #earing this armour can en-oy.

These follo#ing enefits have een outlined in the appropriate rule sections, and are listed here for easeof reference7

nits #earing po#ered armour al#ays have a coherency of C.nits #earing po#ered armour have a J@ modifier in infantry >lose Assaults.nits #earing po#ered armour can negate any "ill result they suffer during infantry >lose Assault on ad roll of *J.

@

O*&i#$ 3 Cr#ss4ires

If a unit is fired upon from opposite directions in one turn, the unit must ta"e a uality Test on 1D.Failure causes the second attac" to in the unit.

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Figures #earing po#ered armour receive t#o rolls each on the Oill Tale during infantry >lose Assault.Troops #earing po#ered armour #hich drop onto the attlefield and scatter onto uildings or in #oodsare only #ounded on a d roll of .nits #earing po#ered armour eing transported y a vehicle #hich is destroyed are only #ounded ona d roll of *, and "illed on a .

PSIONICS

ome soldiers are armed #ith more than the #eapons they carry into comat. They have the aility toshape the events around them using only their minds. They are psionics.sionics function as an individual, and re2uire activation and action selection -ust li"e any other unit.They are represented y a single figure. They may attach to and detach themselves from other units at#ill, ut they may only act once each turn.

These #arriors have psionic po#ers, and they are rated for Aptitude and trength.Aptitude rates their s"ill at invo"ing their po#ers, #hile trength represents their aility to #ithstandinvocation attempts. A typical psionic starts #ith @ trength points. 5nce reduced to +ero trength apsionic can no longer invo"e their po#ers.

As part of an Engage the Enemy action, the sionic can attempt to invo"e one po#er at any pointduring their activation. The psionic does not contriute to any ranged comat during the turn.

I$.#ca&i#$7 To invo"e a sionic po#er, choose the po#er and nominate the target unit. Then roll auality Test on @D

A*&i&u%e Targe&

6arginal *J

>ompetent <J

E!pert @J

6aster &J

If t#o or more dice succeed the po#er #as invo"ed easily and the psionic suffers no loss of trength. Ifonly one die succeeds, the po#er #as invo"ed #ith some difficulty, and the psionic is drained of onetrength point.If no dice succeed the po#er #as not invo"ed, and the psionic is drained of one trength point.

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P#7ers7 All po#ers have a ase range of 1&C. All psionics have access to every po#er listed.

 "egrade7 5ne enemy unit receives a%& penalty to their Fire Effect or Assault roll on their ne!tactivation. Ho unit can receive this penalty more than once per turn. "emoralize7 6ar" one enemy unit nder Fire. If they are already mar"ed as such, replace that mar"er#ith a inned mar"er. Embolden7 5ne friendly unit does not have to ta"e a morale test the ne!t time they activate. Enhance7 5ne friendly unit receives a J& onus to their Fire Effect or Assault roll on their ne!tactivation. Ho unit can receive this onus more than once per turn. E2pose7 5ne enemy unit receives a penalty of %& to their armour rating until after their ne!t activation.Ho unit can receive this penalty more than once per turn. 0arm7 5ne figure in an enemy unit is hit y a mental last. 8oll 1d. A result of <J and the target is"illedM other#ise he is unharmed. If the 8ecover $ounded advanced rules are eing used, the target is#ounded on a d result of < or *, and "illed on a result of . The targeted player chooses the figure. 0eal7 5ne #ounded figure in a friendly unit is aided from #ithin. 8oll 1d. A result of <J and thetarget fully recovers from his #ounds and is ale to resume his dutiesM other#ise he is unchanged. 1nspire 7 8emove one nder Fire mar"er from a friendly unit. If they are inned, replace that mar"er#ith an nder Fire mar"er.!hield7 5ne friendly unit receives a onus of J& to their armour rating until after their ne!t activation.Ho unit can receive this onus more than once per turn.Terror7 5ne enemy unit must ta"e a morale test the ne!t time they activate.

RECOVER WOUNDED

2uads that suffer fatalities in attle #ill press on #ith their mission for as long as they canM there #ille time later to mourn the dead. Kut the #ounded are a different matter entirely. They need medicalattention, and soon, or they may die. Further, healthy memers of a unit are often reluctant to leaveuntreated #ounded ehind. nder these rules, s2uads may no# aid their #ounded comrades.

pon activation, an infantry unit can elect to perform a 8ecover $ounded action. They can then form

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aid teams and treat their in-ured. $ith any luc", they #ill staili+e a #ounded figure, and perhaps evenhelp them return to fighting form.

W#u$%i$g7 $hen using these rules, a figure is only "illed #hen the attac"er scores three or morepoints higher than the defender #hen rolling to Determine Damage. If the attac"er scores e2ual to, orone or t#o points higher than the defender, the target figure is only #ounded. This can e indicated y

placing a suitale mar"er ne!t to the in-ured figure, or laying the figure do#n.

$ounded figures are out of action. They cannot move or fight, and if #ounded again they are "illedand removed from play.

F#r"i$g Ai% Tea"s7 Any t#o healthy memers of a s2uad can form an aid team. The s2uad can formas many aid teams as their healthy troop strength allo#s, ut each team can only aid one #oundedfigure, and each #ounded figure may only e treated one time.

De&er"i$e Rec#.er-7 For each aid team, roll 1d, and add any modifiers #hich apply7

8E>5GE8 $5HDED 65DIFIE8nit nder Fire or inned %1

6edic resent J1

The result is your recovery numer. If the value is J the trooper has recovered from his #ounds, and isale to resume his fighting duties.

If the value is < or *, the #ounded figure is staili+ed. Ho further attempts can e made to recover thisfigure. They do not count as a casualty #hen >hec"ing 8esolve.

If the recovery numer is less than <, the trooper has died from his #ounds, and is removedimmediately.

Any troopers not aiding the #ounded may perform one of the other >ommand Actions.

Lea.e N# O$e 1e,i$%7 2uads are reluctant to leave untreated #ounded comrades ehind. If a s2uad#ithout a medic #ishes to aandon any unstaili+ed #ounded, they must roll 1d first.If the result is * or more, they may leave their #ounded ehind #ithout penalty. If they roll less than *,they still move off, ut their morale #ill suffer. The s2uad is no# at one level less than normal #hen>hec"ing 8esolve for the remainder of the game.

A s2uad #ith a medic can elect to leave the medic ehind #ith the #ounded. If this is the case, no dieroll is re2uired. The medic may not leave the #ounded until they recover, are staili+ed, or die fromtheir #ounds.

M#.i$g W#u$%e%7 A s2uad may choose to carry their #ounded #ith them, rather than aandoningthem to their fate. For every fit soldier, one #ounded may e moved up to half the movement rate ofthe s2uad.

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Any memers of the s2uad helping #ounded figures move may not hoot.

SCOUT

ometimes, you need to send a s2uad memer on ahead to search for hidden enemy positions, and tospot for artillery.

pon activation, a s2uad can elect to perform a cout action. 5ne memer of the s2uad acts as thescout.The figure is pic"ed up and placed any#here on the taletop, #ithin three times the coherency distanceof the s2uad. A scout from a s2uad #ith regular 2uality, for e!ample, could e placed up to 1&C a#ayfrom any other memer of the s2uad.From this position, the scout can e used to uncover ?idden troop mar"ers. The rest of the s2uadmemers may perform one of the other >ommand Actions.

If the scout calls for Indirect Artillery Fire, this constitutes the second >ommand Action allo#ed y theunit, so the rest of the s2uad memers #ill remain idle this turn.

The ne!t time this s2uad is activated the scout immediately returns to the s2uad and is placed any#here#ithin coherency distance of any other memer. This is done prior to the s2uad chec"ing resolve orselecting a ne# action.

SENTRY GUNS

Automated sentry guns are a mainstay of military science fiction, and may e found guarding manyinstallations and fortified positions. Each emplacement is fitted #ith a single heavy #eapon. nlessscenario rules dictate other#ise, these #eapons egin the game in place and cannot e moved.

Although any #eapon can e incorporated into a entry /un platform, the most common are rapid fireautomatic #eapons or precision eam #eapons.

Each such #eapon system is designed to different levels of sophistication, ased on the level ofartificial intelligence, as indicated on the follo#ing tale7

Se$&r- Gu$ AI Ma+ Ra$ge Fire Pri#ri&- PDS Success

Anti2uated 1&C 1 *J

6odern &<C & <J

Enhanced @C @ @J

Advanced <C < &J

entry guns are automated #eapons systems, and as such, they function differently from other troops.Instead of eing activated li"e ordinary units, sentry guns fire at the end of every game turn. Each gunfires once, at a target #ithin range, selecting their target ased on the normal rules for Fire riority.

A variation of the entry /un is a oint Defence ystem (D). These systems, also automated, are

<'

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placed to protect important targets such as un"ers, uildings, and ridges. They only activatedefensively, ho#ever, in an effort to shoot do#n an incoming round, and are only effective against last#eapon shells or 8/s.

$hen a location protected y a D is targeted, roll 1d and compare the results to the D uccessnumer, ased upon the AI of the D. If the roll e2uals or e!ceeds this numer, the incoming shell or

8/ has een destroyed.

SMO0E GRENADES

Any s2uad e2uipped #ith rifle grenades or a grenade launcher is considered to e carrying smo"egrenades in addition to the usual e!plosive shells. Any s2uad so e2uipped may lay do#n one smo"escreen per game.

A s2uad choosing to lay do#n a smo"e screen is essentially performing an Engage the Enemy action,ut #ith a t#ist. If they #ish, they can hoot (lay do#n the smo"e) efore they 6ove.

To lay do#n smo"e, mar" t#o points, each one no further than 1'C from the s2uad, and no further than1&C apart. The line connecting these t#o points is #here smo"e shells fall, creating a thic" cloud thatoscures all lines of sight through it, and preventing any close assault charges or shooting through it as#ell.mo"e lasts for one turn. 8emove the smo"e mar"ers the ne!t time the s2uad is activated.

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SNIPERS

nipers are an individual unit, and re2uire activation and action selection li"e any other unit. They arerepresented y a single figure, and cannot attach themselves to other units. As masters of concealment,if they didnQt move in their last activation, the enemy #ill suffer a %& Fire Effect penalty if they target

the sniper.

nipers 6ove and 8ush li"e other units, ut cannot initiate >lose Assault. They cannot hoot if theymoved this activation. They use the follo#ing special rules #hen shooting7

$hen firing, a sniper must select #hether he is firing at targets of opportunity or trying to get a shot ata specific target.If firing at targets of opportunity, the sniper fires li"e a normal unit, ut rolls only 1D for fire effect.If aiming at a specific target, the sniper must attempt to get a >lear hot.

De&er"i$e Cear S,#&! A sniper can target any enemy unit, regardless of Fire riority. 5nce a targethas een chosen, ma"e a uality test on 1D. If the test succeeds, he has a clear shot, other#ise, hecannot fire this turn.

If the sniper has a clear shot, one hit is inflicted on any visile figure in the target unit.

TAS0 SYSTEM

To encourage players to e more creative #hen developing scenarios, and to aid players #ho #ouldli"e to add a narrative style, role playing element to their games, the Tas" ystem #as created.

This system #ill allo# players to handle special situations as they arise during the game, either yuilding them into a scenario, or thin"ing of them on the spot.

An e!ample of the former #ould e to have a scenario #here an enemy defence net#or" must ehac"ed.For this, the scenario might call for a special technician to e attached to a s2uad #hich must fight its#ay to an access point, #here the hac"ing can e attempted.An e!ample of the latter is a player #ondering if he could someho# rig all the grenades in a s2uad todestroy a radar installation, after the engineering s2uad #ith the special demolition charges designedfor that purpose has een #iped out in an amush.

nder general circumstances, the tas" roll can e made against the uality evel of the unit ma"ing theattempt. For specific actions as re2uired y the scenario, it is proaly est to assign s"ill levels tounits.

A&&e"*&i$g a Tas2! 6a"e a uality or "ill Test on @ dice.

S2i Targe&

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6arginal *J

>ompetent <J

E!pert @J

6aster &J

If t#o or more dice succeed the tas" attempted #as accomplished. If only one die succeeds the attemptfailed, ut it may e tried again on a later activation. If no dice succeed the attempt fails and negativeconse2uences are triggered.

The follo#ing are e!amples of tas"s #hich may arise during the course of a game, either y design ory chance7 "isarm7 From self destruct mechanisms to tactical nu"es planted y the enemy, they all have one thingin common7 The cloc" is tic"ing and time is running out. Do you cut the red #ire or the greenSHegative conse2uences of a total failure #ould e the device e!plodes. 0ac# 7 ItQs time to hac" the enemy defensive grid and disale those automated ulveri+er guns "eepingthe rest of your invasion force at ay. Hegative conse2uences of a total failure #ould e the system

detects your unauthori+ed access attempt, and floods the area #ith a fast acting, highly corrosive anddeadly gas.3ury4rig7 >an your engineer reroute po#er from the main coupling and reconfigure the emitter toproduce a po#erful force field #hich #ill surround your positionS 5nly one #ay to find outR Hegativeconse2uences of a total failure #ould e a po#er surge #hich destroys the e2uipment and the engineerin the last. /earn7 our teams fought their #ay onto the enemy spaceship, placed their e!plosives, and #ere aoutto ma"e good their escape, only to discover their escape route is loc"ed. >an one of the team figureout the controls to the alien teleportation deviceS Hegative conse2uences of a total failure #ould eteleportation to the planetQs core, not surface. Repair7 If you could get that main attle tan" ac" on the move, the fortunes of #ar #ould turn in your

favour. Hegative conse2uences of a total failure #ould e a spar" hitting spilled fuel, #hich overheatsthe ammo, follo#ed y a very large ang.

TRAITS

Traits are special ailities #hich generally apply to an entire s2uad. They are designed to allo# playersto custom tailor their forces to match the figures eing used, and create the ac"grounds they prefer.

layers can decide ahead of time to allo# a set numer of Traits to e chosen, or they can use these tofreely tailor their forces in a mutually agreed upon manner.

Hote that the names of traits are intended as flavour only, and players should feel free to adapt these asthey see fit. ometimes the rules effect of a trait may do something you #ould li"e for a unit, ut thename doesn3t fit. In this case, simply change it as appropriate.

AE8IAnits #ith this trait hover in the air #hile moving, and can clear any ostacles up to t#ice the height ofthe aerial figure. These troops land at the end of each move, and #ill incur any enefits or penalties the

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terrain may provide.

A//8EIGE$hen an aggressive unit mar"ed as nder Fire is activated, if it chooses to move it must e to#ards theenemy. Any >ommand 8esponse limitations are ignored.

A/IEAgile units ignore movement penalties #hen crossing Difficult Terrain.

AI8 65KIEThe unit may deploy from a grav or air vehicle #ithout the vehicle having to touch do#n. If deployingheavy #eapons the vehicle must touch do#n.

AAT T855Assault Troops add J& to all >lose Assaults.

KE8E8OA s2uad #ith this trait #ill automatically pass their 8esolve chec" and ignore the effects of eingnder Fire or inned if they activate #ithin close assault range of an enemy unit. They #ill charge intohand%to%hand comat #ith the nearest enemy unit, and receive a J& to their >lose Assault.

KET5$ T8AITIf a character #ith this trait -oins another unit, he may esto# a specified trait upon them, as long as heremains part of that unit.

K8AGEThis unit automatically succeeds on one of their dice #hen testing morale. 8oll one less die thanre2uired and add one success to the result.

K/ ?HTE8nits #ith this trait are specially trained to fight alien species. $hen fighting an alien race, this s2uadreceives a onus of J1 to >lose Assault and Fire Effect rolls.

>ATI5The unit must test uality to leave cover if it is currently nder Fire

>56KAT D8/ (one use)A unit e2uipped #ith this item may use it upon activation. They temporarily gain the Kerser", Fearlessand #ift traits. They must charge into hand%to%hand comat #ith the nearest enemy unit. At the end oftheir activation roll 1d for each survivor. A result of indicates the trooper is #ounded y thepo#erful drugs.

>566AHD AD$hen activated, this s2uad may also activate a suordinate unit at the same time. This permits the unitto e activated ahead of time.A command s2uad may not have more than * suordinate units.

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DEEHDEHT$hen using the >ommand 8esponse rule, the unit receives an additional J1 onus for having an leaderpresent. If the unit has no leader and loses its s2uad leader, it is su-ect to a %1 penalty to >ommand8esponse

DETE>TI5HEvery time this unit is activated, all hidden mar"ers #ithin 1&C must e removed or revealed.

D85ID T855E8Droid troopers can e treated as normal for most comat purposes. Their main enefit is that they arenot su-ect to normal psychology. This means they do not ta"e morale chec"s.?o#ever, due to limitations of programming, droid troopers may never e rated as Elite units.Droid troopers may e programmed to maintain asic self%preservation tactics. If this is not done, theyac2uire the 8elentless trait.$hen firing upon droids, you must eat the droids armour roll to have any effect. ?o#ever, any rollthat eats the armour roll #ill "ill, rather than #ound the droid.

EIGE$hen an elusive unit is fired upon, they may fall ac" <C efore shooting is resolved. 6easure rangeand calculate terrain enefits from their ne# location. If ine of ight is lost, the shooting unit is free toselect another target. A s2uad may only use this trait once per turn.

EH/IHEE8An engineer automatically succeeds on one of their dice #hen attempting to rig or detonate demolitioncharges. 8oll one less die than allo#ed, and add one success to the result. In addition, units #ith theengineer trait add J& to their die roll #hen encountering minefields. They remove ared #ire uponcontact.

FAHATI>These s2uads never need to >hec" 8esolve.

FEA8EA s2uad #ith this trait is afraid of nothing, and ignores any 6orale Tests caused y Terrifying units orpsionic Terror.

FE8nits #ith this trait are considered airorne at all times. They may move over any ostacles, and neverreceive any enefit from terrain.

F8EHIEDEach fren+ied model receives 1 additional "ill roll in assault comat. This is cumulative #ith any otheradditional rolls otained.

/EHE T855E8/T3s or /enetics are uilt to e soldiers from the ground up, including physical enhancements, mental

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conditioning and even psionic manipulations in settings #here this is appropriate.The physical capailities of /T3s can e represented #ith appropriate traits. Due to their uni2ue mentalma"e up, /T3s have an e!treme disregard for their lives. For this reason, they only test morale if theyare ro"en AHD under fire.

/55H/oons may not fire eyond close range, e!cept to return fire, and suffer a %1 penalty to all Fire Effectrolls.Their Armour 8ating suffers a %1 penalty as #ell. They may never 8ush.

/8IED2uads #ith this trait >hec" 8esolve at one level higher than their uality level.

/H/ ?5If moving to close assault an enemy, the unit may ignore the effects of eing Bunder fireC

?A8DEHEDThese troops ignore eing nder Fire until they suffer their first casualty, and may al#ays leave#ounded ehind.

?E85This trait may only e ta"en y a single figure. ?eroes al#ays hoot individually, even #hen attachedto another unit. $hen firing at close range, they may choose the target figure. They are also Fearless,hoc" Troops. Hon heroes suffer a %& penalty #hen firing at a ?ero.

?EITAHTnless the unit is #ithin 1*C of enemy troops or is eing fired upon, the unit must ta"e a uality test on1D #hen activated. If the unit fails, it may not act e!cept to move to cover if #ithin one move.

?IGE6IHDnits #ith this Trait are Fanatic and 8elentless #hen they activate #ithin 1&C of one of their mindcontrollers. This controller can e the s2uad leader or an independent figure. The controller alsoenefits from this trait.

?5 (ITE6)This trait can apply to #eapons and armour. A ?oly $eapon gains a J1 damage onus. ?oly Armouradds J& to their Armour 8ating. This onus is negated y their nholy counterpart (?oly Armourreceives no onus #hen targeted y an nholy $eapon, etc).

?This trait may only e applied to a single figure. 5nce per turn, any one unit may re%roll a failed>ommand 8esponse test.

?/EA huge model may fire a heavy #eapon #hile moving, ut suffers a %& penalty to fire effect. In close

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assault, a huge model rolls < "ill rolls. If the opposing unit fails to destroy the huge model, it must fallac", even if it #on the assault.?uge models do not receive any enefits of cover.

I/H58E AIHThe model may continue to move and fight if #ounded. Each activation, roll a die for every #ounded

model. Each 1 indicates the model is removed as a casualty.

IHFE>T$hen a figure is "illed in >lose Assault y a unit #ith this trait, there is a chance the victim mayecome infected. 8oll 1d. If the result is *J the figure is infected. The nature of the infection #ill especified y the scenario.

IHFIT8ATI5HAfter initial deployment, this s2uad may ma"e an additional 8ush move efore the game starts. Inaddition, they chec" >oherency at one level higher than their uality level.

IHFENIKEThe unit may not fire on a turn #here it moved.

E/EHDThis trait may only e applied to a single figure. egends have oth ?ero and Gillain traits. egendsal#ays count as rolling a for >lose Assaults and hooting.

6E>?AHIEDAn infantry unit #ith this trait is partnered #ith a transport vehicle at the start of the game. $hen theinfantry unit is activated, the designated vehicle may A5 e activated at the same time if it iscurrently #ithin 1&C of the infantry s2uad. Either unit must perform all of its actions first efore thesecond unit is activated.

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HI/?T GII5HThe unit may fire #ith no penalties out to a range of &'C

H5 /8EHADEThe unit does not carry grenades and is su-ect to a %& penalty in assault comat.

5KGI5 TA8/ETThe model may not hide, and may al#ays e targeted, regardless of the Target riority rules.

8I6ITIGEnits that are significantly elo# the assumed tech level are su-ect to future%shoc". The first time aunit is attac"ed y a #eapon outside their technological level, the unit must pass a uality test or epinned.Additionally, primitive units may only roll 1D for Fire Effect #hen firing at a technologicallyadvanced unit. 5n the upside, they are immune to Intruders and similar forms of hac"ing, as they tendnot to have systems to hac".

8E>5H8econ units gain J1C to their >oherency. In addition, they are automatically successful on one of theirdice #hen attempting to call for Indirect Artillery Fire. 5nly roll &d for their timing test and add onesuccess to the result.$hen ta"ing the cout action, a recon s2uad may deploy t#o figures #ithin t#ice coherency distanceinstead of the normal option.

8E/EHE8ATEAny figure #ith this trait #ill automatically heal their #ound y remaining inactive during their ne!tturn.They cannot 6ove in any #ay, nor can they hoot or >lose Assault. At the end of their dormantactivation, they are fully healed.

8EEHTETroops that are 8elentless ignore the effects of eing nder Fire or inned. They never enefit fromany form of cover, and #ill leave any casualties ehind #ithout giving it a second thought.

8EIIEHTEach model that is 8esilient must e given a numer of 8esilience oints. $henever a B#oundC resultis inflicted on the model, one 8 is removed. $henever a B"illC result is inflicted on the model, & 8are removed.$hen reduced to ', the model is considered to e #ounded. $hen reduced elo# ', the model isconsidered to e "illed. 8 may never e regained.

AGE2uads #ith this trait roll 1d for every hit they suffer. 5n a result of *J the hit is negated. Troops#earing po#ered armour only receive one save in assault comat.

EF 8EAI8IH/

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nits #ith this trait have een infused #ith tiny nano medics. During a 8ecover $ounded action, thesetroops can ma"e a recovery roll as if an aid team #as present, #ithout the need to form such teams.

?AOThis unit automatically fails one of their dice #hen testing morale. 5nly roll &d for their morale testand add one failure to the result.

?5>O T855hoc" Troops add J1 to all >lose Assaults.

I>OA slic" model may only e engaged y & opponents in close comat. Thus against a unit of * models#ith this trait, you could not count more than 1' opponents for assault onus and "ill rolls.

5$lo# units suffer a penalty of %&C to their ase movement rate.

5$ FI8IH/lo# Firing units roll only 1d to determine Fire Effect if they moved this activation.

TEAT?A unit #ith this aility al#ays succeeds #hen it goes into hiding (see ?idden 6ovement). There is nodie roll re2uired.

$IFTThese units add J&C to their ase movement rate.

TAHO ?HTE82uads #ith this trait are e2uipped #ith special e!plosives used to deal #ith enemy armoured vehicles.They gain J1 to their Herves >hec" and a J& mod #hen >lose Assaulting vehicles.

TE>? 8EGE8EH>EIn superstitious cultures, technology may have ta"en the place of religion to a large e!tent. For soldierssteeped in such mysticism, a tan" or other #ar machine represents an icon of divine favour.uch troopers receive the Fearless and Krave traits #hen #ithin 1&C of a vehicle.?o#ever, #hen a vehicle is destroyed, all units #ithin 1&C must test morale on their ne!t activation,even if not ro"en.

TE88IFIH/2uads #ith this trait #ill stri"e fear in the hearts of any unit neary. An enemy unit #hich activates#ithin C of a terrifying s2uad must ma"e an immediate 6orale Test.

TI6IDThe unit must test uality to launch a close assault.

T5/?2uads that are Tough gain a J1 onus to their Armour 8ating.

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H?5 (ITE6)This trait can apply to #eapons and armour. An nholy $eapon gains a J1 damage onus. nholyArmour adds J& to their Armour 8ating. This onus is negated y their ?oly counterpart (an nholy$eapon #ould not receive the damage onus #hen targeting ?oly Armour, etc).

IHOp lin"ed troops are in constant communication #ith a remote head 2uarters feeding them attle fieldinformation, positional analysis and tactical advice. rovided the unit is in communications, thispermits the unit to ignore command response as long as the unit has no untreated #ounded.The unit may also ignore the target priority rules, as priority targets #ill e pointed out to them. Thisapplies as long as there are no enemy #ithin 1'C

GIAIHThis trait may only e applied to a single figure. Any time a Gillain is "illed, leave the figure on thetale.It remains in this state for the remainder of this turn. During the ne!t turn, the o#ning player mayactivate this figure. 8oll 1d. If the result is *J the Gillain #as really only stunned. ?e clims ac" tohis feet and may return to attle immediately. If the result #as less than *, the Gillain is truly dead andis removed from the tale, never to e seen again. 5r #ill heS 7)

$EAOThe unit suffers a %1 penalty to close assault.

56KIEomies are 8elentless and Fanatics. nless the scenario dictates other#ise, they may never 8ush.They have poor vision, so they cannot hoot eyond close range, and all fire suffers a %& penalty.

VEHICLE 1OGGING

Any time a trac"ed, #al"ing or #heeled vehicle attempts to cross a patch of difficult ground (such asthic" #oods, deep streams or s#amps), it has a chance of getting ogged do#n.For every C moved through such terrain, these vehicles must ta"e a Kogging Test.

1#ggi$g Tes&! This is a uality Test on &D

For trac"ed and #al"ing vehicles, as long as one die e2uals or e!ceeds the level sho#n then the vehicledoes not og do#n and may continue moving. For #heeled vehicles, oth dice must pass or the vehicleogs do#n.

If the test is failed the vehicle must stop in place. A vehicle can e freed y passing the same test at thestart of any future activation.

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8I6ITIGEThe vehicle may fire only one #eapon system each turn.

I685GEDThe vehicle may fire one main #eapon and one machine gun or chain gun each turn.

ENTEHIGE

The vehicle may fire any t#o #eapon systems each turn. At standard speed, one machine gun or chaingun may e fired.

?E8 TE>?The vehicle may fire any #eapon systems each turn. If moving at standard speed, any one #eaponsystem may e fired.

T8ATE>?Any #eapon systems may e fired each turn. If moving at standard speed, any t#o #eapon systemsmay e fired.

DEFEHIGEIf completely stationary, any #eapon systems may e fired. If moving, one machine gun or chain gunmay e fired.

>5E 58TIf moving at no faster than infantry speed (C), may fire any numer of machine guns, chain guns orBlightC versions of #eapons. 6ust e stationary to fire missiles or heavier #eapons, and only one perturn.

Ar"#ur Ra&i$gsArmour ratings are assigned to each BfacingC of the vehicle. The facings are Front, ide and 8ear.

Each can e assigned an armour rating to indicate the vehicles toughness, thic"ness and slope ofarmour, composition of armour and any additional defences present.Armour ratings generally range from * (light personnel carrier vulnerale to most anti vehicle fire) upto 1' (for a heavy main attle tan"). 8atings could go as far as 11 ut almost no #eapons can penetratethat level of armour.

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E+a"*e

A tan" capale of firing & machine guns and a main gun is manned y a >onscript cre# (target priorityof &). They could for e!ample, fire oth machine guns at the closest target (an enemy infantry s2uad)and fire the main gun at the second closest target (an enemy A>)

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Wea*#$ M#u$&i$gs$eapon systems can e attached to the vehicle in a numer of #ays.

IHTEE!ternal mount operated y an e!ternal cre# man. %@ to hit if vehicle is under fire. Arc of fire generally@' degrees ut may e limited y model.

Common for machine guns on top of a gun turret)

?$eapon is mounted in the hull itself. >an generally s#ivel #ithin a <* or L' degree arc.Common for tan# destroyers and assault guns)5H5H$eapon is mounted in a small enclosure attached to the hull. >an s#ivel L' degrees or 1' degreesdepending on design.Common on older tan#s and some 5mobile fortress6 designs)

T88ETA fully rotating #eapons mount on top of the vehicle. sually fully enclosed. >an fire in any direction.Common on almost all tan#s)

ENTE8HA$eapon is mounted e!ternally on vehicle, ut operated y remote control, AI system or similar.6ay fire in any direction.Common for anti tan# missiles7 remote controlled machine guns etc)

VEHICLE PROPERTIES

Gehicles can e assigned properties in much the same #ay that units of troopers can e assigned traits.These properties can upgrade (or degrade) the performance of the vehicle.

ADGAH>ED TA8/ETIH/ TE6Gehicles #ith advanced targeting systems add J& to all Fire Effect rolls against other vehicles and hardtargets (un"ers, uildings, etc).

A6?IKI5uitaly e2uipped vehicles can cross #ater at half >autious speeds. Any firing #hile in the #atersuffers a @ Fire Effect penalty. 5nly Turret and E!ternal #eapon mounts may e fired.

>5E IH DEFEHE TE65nly fully armoured and enclosed vehicles may ta"e this upgrade. This defensive #eapon launches acanister shot a fe# meters aove the vehicle efore it detonates. The resultant last does no harm to thevehicle, ut any troops neary #ill e targeted.Treat this as a Klast $eapon #ith a radius of <C centred on the vehicle. Any unit #ithin this radius #ille hit y the last. For each unit affected, #or" out any potential casualties as normal

>566AHD GE?I>E5nly a single vehicle may have this attriute, and if used, no infantry figure may ta"e the ? trait.

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5nce per turn, any one unit may re%roll a failed command response test. In addition, this vehicle canta"e a >ommand action to call for Indirect Artillery Fire.

>KE8TAHOThe term cyertan" applies to any completely AI controlled vehicle, #hether a tan" or not. >yertan"systems are commonly installed in heavy tan"s and #al"ers. uch vehicles are occasionally "no#n as

ogres, for arcane reasons.A cyertan" vehicle is completely immune to any morale effects. Additionally, any cre# casualty isinstead considered a Bsystems hitC.A cyertan" can sustain & system hits #ithout suffering any loss of activity. A third hit causes thesystems to shut do#n.>yertan"s may not e used for transport of infantry.

EE>T85HI> >5HTE86EA8EE>6s can e fitted to vehicles to negate the effectiveness of advanced targeting systems. As such, avehicle e2uipped #ith an Advanced Targeting ystem receives no enefit from that system if the targetis e2uipped #ith E>6.

EHE8/ >8EEHThe vehicle may deflect any incoming shot on a dice roll of *J.

F58$A8D 5KE8GE8The vehicle is e2uipped #ith special sighting and communications gear lin"ed to an artillery unit. Thisvehicle can ta"e a >ommand action to call for Indirect Artillery Fire.

F8A/IEThe vehicle is particularly susceptile to damage #hether due to flimsy design or vulneralecomponents.If the armour is penetrated, a fragile vehicle is al#ays counted as eing "noc"ed out.

I685GED $EA5H >5HT85An improved #eapons control system allo#s a single cre# to fire t#o #eapons instead of the single#eapon normally allo#ed.

;6 ;ET6ay e fitted only to #al"ers. Instead of moving and firing normally, the #al"er may -ump up to 1'C,clearing ostacles up to C in height. The -ump may not end #ithin &C of enemy troops.

6EDEGA>The vehicle and cre# are e2uipped to handle and transport casualties. $hen in contact #ith an infantrys2uad #ith casualties the vehicle may ta"e a recover #ounded action as if it had t#o aid teams. 2uadsmay leave #ounded #ith a 6edevac vehicle #ithout affecting their resolve.

6IHE >EA8IH/If moving into contact #ith a mine, the mine is disarmed #ith no harm to the vehicle.

8EA>TIGE A8658

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E!plosives placed on the outside armour #ill disrupt the energy of anti%tan" #eapons such as roc"etsand missiles. Gehicles e2uipped #ith reactive armour may deflect any such hits on a D roll of <J.

65OEAny vehicle e2uipped #ith smo"e may lay do#n one smo"e screen per game. Follo# the rules formo"e /renades on page @=, e!cept that the t#o points #hich mar" the ends of the smo"e screen can

e placed any#here the vehicle can see to shoot.As #ith infantry s2uads, the vehicle can hoot (lay do#n the smo"e) efore they 6ove.

TEAT?ome vehicles use a comination of shape, advanced materials and chameleon coverings to avoiddetection and foil targeting systems. Therefore, any shooting directed at a vehicle #ith stealthcapailities is resolved at one range and eyond the distance indicated.

E8>?A8/EDThe vehicle adds J<U to >autious and tandard movement rates.

HDE8 5$E8EDThe vehicle suffers a <U penalty to >autious and tandard movement rates.

8KAH $A8FA8E OITThe vehicle has een designed or modified to perform #ithin uran environments. It has the samearmour rating for the front, sides and rear, as #ell as the top and underside of the vehicle.

$EA5H TAKIIE8Gehicles #ith staili+ed main #eapons may fire #hen moving at standard speeds. All other modifiersapply as usual.

**

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APPENDICES

The Appendices mostly concern themselves #ith ho# games are set up and prepared. $hile this advicegoes for anything in FAD, it goes doule here. Do H5T feel li"e you have to use anything in thissection.For players that #ant a complete game e!perience, #ith rules for setting up the scenario, electing theirforces and resolving the game, these rules can assist.If you prefer using an army you have put together on the fly, creating victory conditions yourself or -ustseeing #hat happens, please do as you are most comfortale #ith.

The Kasic force creation gives a fairly 2uic" #ay to roll up a human platoon #ith relatively standard#eaponry. The Advanced force creation is a much more involved system using a system of playerdetermined priorities, as #ell as random rolls.Finally #e also provide a fully fledged points system for calculating the value of any given unit.

1UILDING 1ASIC FORCES

FAD includes multiple #ays to uild an army. The Kasic Force system is a 2uic" #ay to set up aplayale force.

Hote that this system #ill very fe# options availale under the rules. It is intended to generatefairly regular human forces #ith reasonale variations, for use in 2uic" pic"%up games. It is also notdesigned to produce perfectly alanced forces. 8eal attles are rarely even affairs.

This system is aimed at creating forces for a human centred, modern day or near future attleground.Kut donQt feel confined y the terms used. A Bgrenade launcherC can -ust as easily e a Bphoton lasterCor BiocannonC. Feel free to alter the names of the #eapons generated to get the game you #ant to play.

Pa&##$s! layers ne# to FAD should start #ith a single platoon each. 6ore e!perienced gamers caneasily handle t#o. If the scenario has already een chosen, and there is a definite Battac"erC andBdefenderC, #e recommend giving the attac"er one additional platoon.

The numer of s2uads in a platoon varies y nation and time period, and platoons are not al#aysoperating at full strength any#ay. This means that platoons have a variale numer of s2uads. For eachplatoon in your force, roll 1d on the follo#ing tale7

*

P,i#s#*,-

FAD ta"es great pains in providing a BreadyC e!perience, meaning you can use these rules to set up ande!ecute a game. $hile the preparation methods included herein can e time consuming, they alsoprovide a complete e!perience. In most cases, players are li"ely to reuse units et#een games,drastically reducing the amount of preparation re2uired.The use of inde! cards, a noteoo", spreadsheet or a similar system is recommended to "eep trac" ofunit information et#een games.

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Wea*#$s! The ma"e%up of asic s2uad #eapons #ill also vary et#een nations, ut #ithin a force, #illusually remain constant.Each player rolls 1d on the follo#ing tale to determine the asic s2uad #eapons for A s2uads inyour force.

PLATOON 1ASIC WEAPONS1%& o# Tech 8ifles

@%< Assault >arines

*% Assault 8ifles

All memers of the s2uad receive the #eapon rolled, e!cept one. That individual carries the s2uadsupport #eapon. To determine the nature of this #eapon for each s2uad in your force, roll 1d on thefollo#ing tale7

S(UAD SUPPORT WEAPONS

1 Flame thro#er&%< 2uad Automatic $eapon

*% /renade auncher

C#""a$% S)ua%s7 Each platoon comes #ith a command s2uad. This s2uad consists of one platoonleader, and three regular soldiers. These s2uads are automatically considered to e 8egular, teady, and#earing ight Armour, and armed #ith the same asic #eapons as regular s2uads (ut no support#eapons).

Re.ie77 Ky no#, oth players have formed the core of their forces. They "no# the numer of platoons

involved, the numer of s2uads in those platoons, the strengths of the s2uads, their characteristics, andtheir #eapons. All die rolls have een in the open, since this is the sort of intel that any force #ould"no# aout their enemy.

Kut from this point on, the selections should e made in private, and only revealed at the end. It is no#time to customi+e your forcesR

Varia&i#$s7 Each player is allo#ed to choose one of the follo#ing variations and apply it to their force7

 Assault Troops7 All s2uads replace their asic #eapons #ith u machine /uns, and receive the AssaultTroops trait.

 Energy 8eapons+ Any numer of s2uads may s#ap one support #eapon for a lasma 8ifle. 0eavy Rifles7 5ne asic s2uad can replace all #eapons carried (including support #eapons) #ith /auss8ifles. 0uman 8ave+ All of your asic s2uads may trade in their support #eapon for t#o additional regularsoldiers. 1mproved Command7 All of your command s2uads receive & additional soldiers, and are issued heavyarmour.

*

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Li"i&a&i#$s7 layers must no# choose one limitation per platoon. Hote that you cannot choose alimitation for a platoon that directly affects an enhancement (for e!ample, you cannot select ndertrength if you pic"ed 6anpo#er as an enhancement).

 1nfle2ible+ 2uad >oherency is no# &C regardless of individual 2uality ratings.

 1ne2perienced7 Decrease the uality evel of t#o s2uads y 1 level. Militia7 5ne s2uad is do#ngraded to 8ale, and #ears no armour. No 9renades+ All s2uads receive a & penalty to close assault rolls.!horter Range7 All s2uad asic #eapons receive a range penalty of !1.nder 9unned+ 8emove one support #eapon from any t#o s2uads.nder !trength+ 8emove one soldier from each asic s2uad.8ar 8eary+ The 8esolve for t#o s2uads is reduced y 1 level.

Grea&er Varie&- Rue! layers #ho #ant even more variety #ith their forces may use the follo#ingrules7

'

O*&i#$ : U$2$#7$ Res#.eInstead of assigning resolve levels to units efore the game, players can instead roll to determine theresolve level for each unit, the first time the unit ta"es casualties.

O*&i#$ : S)ua% Lea%ers

E!perience in #ar pays dividends on the attlefield. 8oll 1d for each s2uad leader. Ifthe result is a 1 or & the leader is Bine!periencedC, and the s2uad suffers a 1 penalty to 6orale Tests. Ifa @ or < the leader is Be!periencedC and receives no onus or penalty. If a * or the leader is a

BveteranC, and the s2uad earns a J1 onus to 6orale Tests.

O*&i#$ : Hea.- Wea*#$s If the ?eavy $eapons advanced rule is used, each player receives one heavy #eapons unit per platoon.8oll 1d per platoon. If the result is a 1 or &, the #eapon is a ight Auto >annon, if a @ or <, the#eapon is a ight >hain /un, if a * or , the #eapon is a ?eavy 6achine gun.

O*&i#$ : Ar&ier- Su**#r& If the Indirect Artillery Fire advanced rule is used, each player receives one off oard artillery unit. Ifthe scenario has een chosen, and there is a definite Battac"erC and BdefenderC, the attac"er receivesone additional unit. 8oll 1d. If the result is a 1 or &, the #eapon is a ight 6ortar, if a @ or <, the#eapon is a ight >annon, if a * or , the #eapon is a 6edium >annon.

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ADVANCED FORCE GENERATION

OVERVIEW

The follo#ing force generation system allo#s players to customi+e the #ay in #hich their force is

randomly generated. Through the use of a uni2ue Force riority system, players #ill assign points toeach of si! separate categories. Depending on the numer of points allocated to a category, a priorityrating #ill e otained. This rating #ill influence the outcome of the force eing generated.

The final result should e a force that is strong in some areas, #ea" in others. 5pposing forcesgenerated in this manner should e ale to face one another #ith a roughly e2ual chance of victory,arring a string of luc"y or unluc"y die rolls during generation.

Asolute alance, ho#ever, can never e achieved, nor should it e e!pected. If one force is oviouslyoutclassed y another, the players may agree to allo# the #ea"er force to simply generate a ne# one,or perhaps choose their mission (if the scenario generation rules are eing used) rather than generate it.

This system #as designed to create human forces for a generic near future setting, and assumes that anumer of the more common advanced rules are eing used. layers are encouraged to modify thissystem to suit their o#n needs regarding settings, miniatures, and rules usage.

In a game #ith multiple platoons, players may apply the initial results to all platoons in their force, orcreate each platoon individually.

PRIORITY ASSIGNMENT

Each player receives L Force riority points to allocate as they #ish to the categories elo#. Thenumer of points spent #ill determine the priority rating for that category.

 Manpo-er  This determines oth the numer of troopers in a s2uad and the numer of s2uads in aplatoon.Fire%po#er This determines the types of #eaponry availale.9ear  This determines the armour and specialist e2uipment availale.!upport   This determines the types of support #eapons and artillery availale.Training  This determines the uality rating of the troops, and the availaility of troops #ith specifictraits and s"ills. Aggression  This determines the 8esolve ratings of the troops, and the availaility of troops #ithspecific traits.

In addition, some categories #ill offer players a chance to otain specific onuses. $hen this occurs,players ta"e a uantity Test y rolling the numer of dice sho#n elo#, ased on the riority evel forthat category. Each result of *J is a success.

1

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Pri#ri&- FP P#i$&s (T %ice

Top @ *D

?igh & <D

6edium 1 @D

o# ' &D

GENERATE A FORCE

Defaults7 8egardless of the priority, every platoon in a force comes #ith a latoon ?. This unitconsists of 1 leader #ith a Hovice leadership rating, and @ regular troopers. They are all of 8egularuality #ith teady 8esolve, and are e2uipped #ith the same asic #eapons and armour as the rest ofthe s2uads in the platoon.

Ma$*#7er7 First, roll 1d to determine the numer of s2uads in each platoon7

PLATOON SIZE

Pri#ri&- Ou&c#"e

Top 1%* < s2uads, * s2uads

?igh 1%& @ s2uads, @% < s2uads

6edium 1%< @ s2uads, *% < s2uads

o# 1 & s2uads, &% @ s2uads

He!t, roll 1d only once to determine the numer of troopers in all s2uads. As an option, a player mayelect to roll individually for each s2uad (to simulate casualties and attrition), ut they must declare thisprior to rolling.

S(UAD STRENGTH

Pri#ri&- Ou&c#"e

Top P 1%& troopers, @%< 1' troopers, *% 1& troopers

?igh P 1%& troopers, @%< 1' troopers, *% 1& troopers

6edium 1%& troopers, @%< troopers, *% 1' troopers

o# 1%& < troopers, @%< troopers, *% troopers

In addition, add & troopers to the latoon ? for Top riority forces, and 1 trooper to the latoon ?for ?igh riority forces.

Fire:*#7er7 8oll 1d to determine the asic #eapon carried y most of the regular troopers #ithin as2uad.Hote that all s2uads #ithin a platoon #ill carry the same asic #eapon.

&

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Aggressi#$7 8oll 1d only once to determine the 8esolve for all s2uads in the platoon. As an option, aplayer may elect to roll individually for each s2uad, ut they must declare this prior to rolling.2uad 8esolve

Pri#ri&- Ou&c#"eTop 1 steady, &% determined

?igh 1%@ steady, <% determined

6edium 1 uncertain, &%* steady, determined

o# 1 reluctant, &%< uncertain, *% steady

Ta"e a uantity Test. Each result of *J allo#s for the assignment of the ?ardened trait to one s2uad inthe platoon.

A%%i&i#$a C,a$ges7 layers may customi+e each platoon in their force using any of the follo#ingoptions, provided they assigned at least one Force riority point to the category sho#n7

 Assault Troops  Any s2uad may e assigned the Assault Troops trait. 8eplace all asic s2uad #eapons#ith su machine guns (Aggression). 0uman 8ave  Any s2uad support #eapon may e s#apped for @ regular troopers armed #ith the asic#eapon issued to that s2uad (6anpo#er).

 1mproved Armour+ Any s2uad may s#ap t#o regular troopers to upgrade their armour y one level(/ear). 1ndependent leader 4 The latoon ? s2uad is reduced to a single leader #ith no troopers. Add 1regular trooper to every s2uad in the platoon (upport). /ocal Militia 4 Any s2uad may reduce their uality y one level to gain the Agile trait and increasetheir 8esolve y one level (Training). More !upport 4 Any s2uad may s#ap t#o regular troopers for one trooper armed #ith a A$(Fire%po#er).

Lea%ers7 Ta"e a uantity Test ased on your Training level. Each result of *J allo#s you to improvethe leadership rating of an leader y one level. Hote that an leader may receive more than one increaseif desired.Ky default, each leader starts #ith a Hovice leadership rating. ee the Advanced rules for >haracters..

Ta"e another uantity Test. Each result of *J allo#s you to improve the E!perience rating of a s2uadleader y one level. Hote that a s2uad leader may receive more than one increase if desired. Ky default,each s2uad leader starts #ith an Ine!perienced rating. ee 2uad eaders on page 11 for details.

*

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O*&i#$ : Her#ic C,arac&ers

8oll @d only one time for your entire force. For each result of *J the force #ill gain one independentcharacter. They can have the same #eapon and armour as any s2uad in the force. They are consideredleaders #ith an E!perienced leadership rating. They have the Agile trait. In addition, roll 1d todetermine their special nature7

CHARACTER TRAIT

1 & Gillain

@ < ?ero

* egend

O*&i#$ : Psi#$ics

8oll 1d per platoon. If the result is *J one memer of that platoon is a sionic.

Assign this aility to any figure. They #ill start the game #ith @ strength points. To determine theirAptitude roll 1d and consult the tale elo#7

PSIONIC APTITUDE

1 & 6arginal

@ < >ompetent

* E!pert

O*&i#$ : N#& Li2e Us

For those #ishing to try something different, the follo#ing rules #ill help turn an other#ise typicalhuman army into something BHot li"e us.C8oll 1d on oth tales elo# to determine the nature of your force. These traits #ill apply to everyfigure in your force.

1 Aerial, #ift 1 Aggressive

& Agile, Infiltrate & Kerser"

@ Elusive, tealth @ ha"y

< Fanatic, elf 8epairing < lo#* hoc" Troops, Tough * lo# Firing

8egenerate, Terrifying 8elentless

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POINT VALUE SYSTEM

INTRODUCTION

The follo#ing system #ill allo# players to assign point values to any troops used in the game. Thesepoint values can e used y those players #ho prefer to uild forces from a set numer of points ratherthan generating forces randomly, or ased on a specific scenario.

lease e advised that this points system aims at eing comprehensive and accurate, and as a result cane rather involved. ou #ill need a calculator. $e recommend preparing unit cards, for e!ample usinginde! cards or a spreadsheet, to prevent re%calculating unit costs each game.

INFANTRYThis process is relatively easy. tarting #ith a asic figure cost, add and sutract points ased on thearmour, #eapons carried, personalities, and (for the s2uad leader) any leadership mods desired. Thenmultiply the cost ased on a comination of uality and 8esolve to arrive at the final point value forthat soldier.

Do this for a s2uad leader, a asic trooper, and a support #eapons trooper, and you no# have thecomponents to uild a s2uad.

S&ar&i$g C#s&7 The asic foot trooper has a cost of < points. For this, you get a soldier #earing ightArmour and armed #ith an Assault 8ifle. ?e is of >onscript uality, #ith teady 8esolve.lease not that every trooper in a s2uad should have the same uality and 8esolve.

Ar"#ur7 Ad-ust the point cost y the value sho#n, ased on the type of armour desired7

ARMOUR 

Hone %1

Improvised %'.*

ight '

cout J'.*

Improved J1

?eavy J&

Kattle Dress J@

torm uit J@

=

IMPORTANT

All ase costs are indicated as J or (plus or minus) costs. These are all added up or sutracted eforeAH multipliers are applied to the cost.

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Kreach J@.*

ight o#er J

Kio 6ech Enhancement uit J*

?eavy o#er JL

Da++le uits J& #orn in addition to armour.

>old uits J'.* #orn in addition to armour.

elf%ealing J'.&* #orn in addition to armour.

1asic Wea*#$7 For regular troopers, ad-ust the point cost y the value sho#n per trooper.

S(UAD 1ASIC WEAPON

narmed %1.''

o# Tech 8ifles %'.&*

u machine /uns %'.*

Assault >arines %'.&*

?igh Tech 8ifles J'.&*

aser rifles J'.*

/auss 8ifles J1.''

Klasters J1.''

tunners %'.&*

in"ed #eapons J1.'' in addition to ase #eapon cost. (o#ered armour only)

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1asic 7ea*#$ &rai&s!6odify the small arms cost as follo#s if any #eapon traits are assigned7

Terror J'.*

imited upply %'.&*

>umersome %'.&*

ong 8ange Targeting J'.&*

Auto%Target J'.&*

Su**#r& Wea*#$! For support troopers, ad-ust the point cost y the value sho#n, ased on the type ofs2uad support #eapon carried7

S(UAD SUPPORT WEAPON

Assault hotgun J1 Fusion /un J@

Flame thro#er J@ 6issile 8ac" J

8ifle /renades J1 A6A$ J@

/renadeauncher

J@ 6ar"sman3s $eapon J1

2uad Automatic$eapon

J@ >omat Klade J1

lasma 8ifle J< 6ulti%/un J<

8apid fire A$ J< Keam 8ifle J*

Su**#r& 7ea*#$ &rai&s!

6odify the support #eapon cost as follo#s if any #eapon traits are assigned. Hote that comat ladescannot have traits other than terror -eapon

Terror J1.=*

imited upply %'.=*

>umersome %'.=*

ong 8ange Targeting J'.=*

mart Targeting J&

Auto%Target J'.*

L

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Pers#$ai&ies7 Ad-ust the point cost y the value sho#n for each personality included7

PERSONALITIES

Kra#ler J1

>omm3s J&

Onife Fighter J1

uc"y J1

6edic J&

6otivator J&

harpshooter J@

Trigger ?appy J1

Tech J1

Intruder J&

For#ard 5server J1

(uai&- ; Res#.e7 The cost of the trooper is no# multiplied y a factor that ta"es into considerationthe uality level desired, #hich is then ad-usted y the 8esolve7

(UALITY

8ale !'.=

>onscript !1.'

8egular !1.@

Elite !1.

RESOLVE

8eluctant %'.*

ncertain %'.@

teady '.'

Determined J'.@

The end result of this calculation ecomes the Kase >ost for the trooper eing determined. In most

cases this is also the Final >ost, ut not al#ays (see the sections on nit Ailities and nit Traits).

='

E+a"*e 3 Reguar Tr##*er

A soldier #earing Improved Armour, armed #ith an Assault 8ifle and #ith no ersonalities #ill have afinal ase cost of * points. 6ultiply this y 1.@ (8egular uality J teady 8esolve) and the final costfor this trooper is .* points.

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POWERED ARMOUR S(UADS

o#ered Armour s2uads are uilt li"e normal infantry s2uads, using the rules aove, ut have a fe#more options and considerations availale.>osts are per figure.

=1

E+a"*e 3 Su**#r& Tr##*er

A soldier #earing Improved Armour, armed #ith a 2uad Automatic $eapon, #ith the Trigger ?appyersonality #ill have a final ase cost of L points. 6ultiply this y 1.@ (8egular uality J teady8esolve) and the final cost for this support trooper is 11.= points.

E+a"*e 3 1ui%i$g a S)ua%

imply add together the Final >osts for a s2uad leader, each regular trooper, and each trooper armed#ith support #eapons to determine the final s2uad cost.sing the previous e!amples to uild #ith, a s2uad #ith eight memers (1 leader e2uipped the same ashis men, regular troopers and 1 support trooper) #ould cost *=.& points.

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P#7ere% Ar"#ur u*gra%es!

oldier Koys ight J@

oldier Koys ?eavy J*

cout J@

Assault J*

/unner J@

>ommand J@

6ar"sman J1*

hielded J

>rude %&

HEAVY WEAPONS TEAMS

tarting >ost7 A heavy #eapons team has a cost of @ points per cre# memer. This team may rangefrom a lone armed figure to a large cre# servicing a separate #eapon, depending on the miniaturesused. For this starting cost you get a team #earing ight Armour, armed #ith Assault 8ifles, of>onscript uality, and #ith teady 8esolve.

lease note that there are no po#ered armour heavy #eapon teams. Instead, po#ered armour figuresmay e e2uipped #ith heavy #eapons from the elo# list, in place of a small arm or support #eapon.In effect, the po#ered armour trooper is in effect a one man #eapons team.

If a #eapons team is part of a normal infantry s2uad, they must have the same uality, 8esolve and allTraits must e the same. >alculate the cost of team and s2uad separately, then add them together.

Ad-ust this cost for armour and personalities -ust as you #ould for a regular trooper. $eapon teams donot generally carry any support #eapons. For #eaponry though, ad-ust the cost y the value sho#n,ased on the #eapon they #ill serve7

HEAVY ; SPECIAL WEAPONS

Auto >annon ight J1' 8ail /un ight J&'

Auto >annon ?eavy J1 8ail /un ?eavy J@'

Keam ight J1' 8/ J*

Keam ?eavy J1 /rav /un J1'

>annon ight J1' Herve Disruptor J1

>annon 6edium J1 $e >annon ight J

>annon ?eavy J&& $e >annon 6edium J1&

=&

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>hain /un ight J $e >annon ?eavy J1

>hain /un ?eavy J1' >onversion /un J&'

/eneral urpose 6/ J* Anti 6ateriel 8ifle J

?eavy 6/ J Kurst auncher ight J1&

6issile auncher J1' Kurst auncher ?eavy J&'

6ortar ight J1' 6ortar ?eavy J1

>ryotasis nit J* no #eapon traits possile.Despite not eing #eapons, >ryotasis units are uilt li"e#eapon teams.

HEAVY WEAPON TRAITS

If any traits are applied to the heavy #eapon, modify the cost as indicated elo#.

Terror J

imited upply %@

>umersome Already Includes

6an ortale J*

/atling J@ auto cannon, 6/3s only

?ypertech >ooling ystem J& auto cannon, 6/3s

J@ Keam #eapons

ong 8ange Targeting J@

Auto%Target J1

tatic %<

lo# Firing %<

6ounted on /rav 6ount J* 5nly & cre# needed.

HEAVY WEAPON MUNITIONS

6ortars, missile launchers and cannon only. 5n or off oard.

Incendiary J*

>luster Kom J@

hrapnel J@

lasma J@

8edeemer J limited supply

cramle J* limited supply

Hano#ire J@

=@

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$ipe J&

mart J

8oc"et Assisted (8A6) J@

Armour Oill J

6ine ayer J<

pider 6ine ayer JL

?ypertech J@ J cost of oth types

ltratech J< J cost of all three types

hort 8ange $arp Emitter J1*

AUTOCANNON MUNITIONS

Auto cannon only.

Fragstorm J

>ling%fire Jmash J

#arm J*

enetrator J

Then multiply the ase cost y a factor that includes uality and 8esolve, -ust as you #ould for aregular trooper. Hote that off oard units cannot change their starting 8esolve, and their cost includes afinal multiplier ased on technology levels7

Kasic !&.*

Advanced !@

Dedicated %'.*

Accurate J'.*

CHARACTERSS&ar&i$g C#s&7 A character has a cost of 1' points. For this starting cost you get a soldier #earing ightArmour, armed #ith an Assault 8ifle, of >onscript uality, #ith teady 8esolve.Ad-ust this cost for armour, #eaponry and personalities -ust as you #ould for a regular trooper. Fortheir eadership 8ating, ad-ust the cost y the value sho#n, ased on the leadership rating desired7

=<

E+a"*e 3 Lig,& Ca$$#$ Tea"

Three cre# #earing ight Armour, carrying Assault >arines, #ith no ersonalities, all serving a ight>annon #ill have a final ase cost of 1L points. 6ultiply this y 1.@ (8egular uality J teady8esolve) and the final cost for this team is &<.= points. If this team is to e used off oard, multiply thiscost y &.* to determine their final cost of 1.=* points.

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LEADERSHIP

Hovice J'

E!perienced J*

Inspiring JL

?eroic J1*

Then multiply the ase cost of the leader y a factor that includes uality and 8esolve, -ust as you#ould for a regular trooper.

Hote that a leader is generally an independent character, ho#ever, if you #ish to have a particularlytalented s2uad leader, you can do so, simply y -oining the leader to a s2uad during gameplay.

PSIONICSS&ar&i$g C#s&7 A psionic has a cost of &' points. For this starting cost you get a soldier #earing ightArmour, armed #ith an Assault 8ifle, of >onscript uality, #ith teady 8esolve. They also have a6arginal sionic Aptitude, and @ trength points.Ad-ust this cost for armour, #eaponry and personalities -ust as you #ould for a regular trooper. Fortheir sionic Aptitude, ad-ust the cost y the value sho#n, ased on the rating desired7

PSIONIC APTITUDE

6arginal J'

>ompetent J*

E!pert J1'

6aster J1*

Any numer of additional trength points may e added, at a cost of * points each.Then multiply the ase cost of the psionic y a factor that includes uality and 8esolve, -ust as you#ould for a regular trooper.

SNIPERS

tarting >ost7 A sniper has a cost of 1* points.

=*

E+a"*e 3 C,arac&erAn leader #earing Improved Armour, armed #ith an Assault 8ifle, no ersonalities, and #ith the

Inspiring eader rating #ill have a final ase cost of &' points. 6ultiply this y 1.@ (8egularuality J teady 8esolve) and the final cost for the s2uad leader is & points.

E+a"*e 3 Psi#$icA psionic #earing Improved Armour, armed #ith an Assault 8ifle, no ersonalities, #ith a >ompetentaptitude and < strength points #ill have a final ase cost of @' points. 6ultiply this y 1.@ (8egularuality J teady 8esolve) and the final cost for the psionic is @L points.

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For this starting cost you get a soldier #earing ight Armour, armed #ith a niper 8ifle, of >onscriptuality, #ith teady 8esolve.Ad-ust this cost for armour and personalities -ust as you #ould for a regular trooper. Then multiply thease cost of the sniper y a factor that includes uality and 8esolve, -ust as you #ould for a regulartrooper.

COMMUNICATIONSThe asic cost of a unit gives it 8ating 1 communication devices. A unit may upgrade its comm3s for &points per level. This cost is per unit. nits #ithout any communications e2uipment can do#ngrade fora & point saving.

GADGETS< GEAR< A1ILITIESome units #ill have additional e2uipment and speciali+ed training. >osts e!pressed as a J are added tothe ase cost of the unit, efore any multipliers are applied.

GADGETS AND GEAR 

Field ro-ector J1' per pro-ector

Drones J per unit

8egen nit J1'

noopers J per unit

?ay#ire Emitter J* per unit;ammers J@ per rating per unit. 6a! rating @.

Thermal Imaging J1 per figure.

hort 8ange $arp J1' per unit

/uarded ystems J* per unit

1OTS

6ed%Kot J=

upply%Kot J

hield%Kot J1'

pot%Ko J

/un%Kot J* (plus cost of #eapon)

pgrade to ?over%Kot J&GRENADES (cost is per unit, added to ase cost of entire unit efore multipliers)

=

E+a"*e 3 S$i*erA sniper #earing Improved Armour, armed #ith a niper 8ifle, and no ersonalities #ill have a finalase cost of 1 points. 6ultiply this y 1. (Elite uality J teady 8esolve) and the final cost for thesniper is &*. points.

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?a+e J@

Defensive J&

Improvised >harges J&

enetrator J

;in! J@

8a+or field J@

A1ILITIES

Drop Troops !1.@

;et ac"s !1.*

Hote7 #hen granting several enefits to a single unit, multiply the Kase >ost of the unit y the firstenefit, then that results y the ne!t, and so on.

UNIT TRAITS

ome units have traits. As #ith unit ailities, multiply the Kase >ost of the entire unit y the factorsho#n elo#7

TRAITS

Aerial !1.@ ? !1.&

Aggressive !1.1 Ignore ain !1.&

Agile !1.& Infect PP varies

Assault Troops !1.@ Infiltration !1.@

Kerser" !1.@ Infle!ile !'.

Kesto# Trait !1.< J cost of traits egend !&.'

Krave !1.* 6echani+ed !1.&

Kug ?unter !1.& Hight vision !1.1

>autious !'.L Ho /renades !'.

>omat Drugs !1.& 5vious Target !'.

Dependent !1.1 rimitive !'.

Detection !1.1 8econ !1.@

Droid Trooper N1.@ self preserving 8egenerate !1.&

==

E+a"*e 3 Dr#* Tr##*s

sing the s2uad from page *@ as an e!ample (#ith a Kase >ost of @.= points)M multiply this y 1.@(Drop Troops) and the final cost ecomes &.1 points)

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N1. self%less 8elentless !1.&

Elusive !1.< 8esilient !1.& for & 8. J'.& pere!tra 8

Engineer !1.& ave !1.<

Fanatic P !1. elf 8epairing !1.1

Fearless !1.1 ha"y !'.

Flyer !1.& hoc" Troops !1.1

Fren+ied !1.@ lic" !1.&

/ene Troopers !1.& lo# !'.

/oon !'.= lo# Firing !'.

/ri++led !1.& tealth !1.1

/ung ?o !1.1 #ift !1.@

?ardened !1.1 Tan" ?unter !1.&

?ero !1.* Tech 8everence !1.&

?esitant !'. Terrifying !1.

?ive mind !1.* Timid !'.L

?uge !1.@ Tough !1.&

n 9 ?olyArmour

!1.@ p in"ed !1.@

n 9 ?oly$eapon

!1.1 Gillain !1.*

$ea" !'.Lomie !'.=

P nits that ta"e this trait cannot change their initial resolve (it must remain teady).PP The cost for this trait #ill vary depending on the nature of the infection itself. A slo# acting poison#ith a 1 in chance of "illing the figure at the end of every turn #ould cost less than an infection#hich immediately turns control of the figure over to the enemy. For this reason, players need to #or"out the cost of this trait for themselves.

Hote7 #hen granting several traits to a unit, multiply the Kase >ost of the unit y the first trait, then thatresults y the ne!t, and so on. This follo#s normal mathematical rules, so the e!act order is notimportant.

=

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NO RANGED ATTAC0S

nits #ith no ranged attac"s at all receive an additional cost multiplier, #hich is applied at the sametime traits are applied. +=/>

FIELD E(UIPMENT

This is any e2uipment that is not carried y a specific unit.

?55 85;E>T58 J* per device. 5nly if scenario generator is used.

VEHICLES

ARMOUR!To design a vehicle, the first step is to determine the armour values of the vehicle. These are selectedseparately for front, side and rear armour, and the three values are added together to find the total costof armour.

Armour ratings elo# @ essentially mean a soft s"in vehicle, and #ould e penetrated y any hit #ithan anti%tan" factor.

Armour rating Front ide 8ear

@ * @ &

< * @

=L

P,i#s#*,-

nits #ith multiple traits #ill see their points cost increase drastically. This is intentional ut can causesome issues if one side is heavy on traits and the opposition is not. To prevent players having a ade!perience, it may e #orth discussing #hether you #ill generally e using only a fe# traits for eachunit or several.

E+a"*e 3 Si$ge Trai&

sing the s2uad from page *@ as an e!ample (#ith a Kase >ost of @.= points)M multiply this y 1.1(?ardened) and the final cost ecomes ='.'= points.

E+a"*e 3 D#u5e Trai&

sing the s2uad from page *@ as an e!ample (#ith a Kase >ost of @.= points)M multiply this y 1.@(8econ) and the cost is no# &.1 points. 6ultiply that y 1.& (Agile) and the final cost ecomesLL.@= points.

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$hen all aspects have een added up, multipliers are applied for cre# uality rating as normal. Gehiclecre#s are not given a 8esolve rating.

TERRAIN EVENTS

$hen using these rules, the first time a terrain feature is reached or attempted entered y a figure fromeither side, roll 1D. 5n a 1, a Terrain Event has occurred. 8oll on the appropriate tale elo# todetermine the outcome.

WOODS

$oods loc" line of sight <C after edge (light) or &C (dense). Dense #oods are difficult ground.6ortars cannot e fired from #ithin #oods. $oods provide concealment.

1UILDING

Kuildings provide hard cover. Entering a uilding through a #indo# or normal door ta"es 1C ofmovement. Kreaching a door ta"es @C of movement. A collapsing uilding is treated as a destroyedtroop transport for any troops inside.

RU11LE8ule is difficult ground and hard cover for infantry.

1

1 ndergro#th Impossile to move #eapon teams. Difficult ground

& Kooy trapped Each figure in non po#ered armour that enters #ood is #ounded on Droll of @ #ampy Gehicles must test for ogging do#n.< o# visiility Gisiility range is half normal.* >learing 6ortars may fire from inside terrain. ath #ays Ho movement penalty.

1 Kloc"ed off nale to enter& nstale At eginning of each turn, a D roll of *% causes the uilding to collapse@ artially ruined Difficult ground inside< trongly uilt ave of <J against anything that #ould destroy it.* 5servation point nit in uilding get a free scout attempt each turn ne!pected find ne!pected goodies raise morale. nit is not ro"en #hile in uilding.

1 Treacherous Each figure moving is stuc" on D roll of . >an3t move for one turn& Karely passale Gery difficult ground@ ne!ploded shells Treat as anti personnel mine field< assale to vehicles Gehicles may cross #ithout testing for ogging* Intact #alls Feature is surrounded y chest high ostacle Firing position 5ccupying infantry may count as fo! holes

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WATER FEATURE

$ater features are passale for infantry ut are very difficult ground.

SWAMP 6 MARSH>auses ogging for vehicles. Difficult ground for infantry. Infantry more than @C into a s#amp areconcealed if fired upon from the outside.

ROAD 6 TRAC0 6 INTERSECTION

/round vehicles moving on roads may move 1C e!tra for every @C moved.

ALIEN PLANT LIFE

If fighting on an alien #orld, any vegetation entered #ill trigger an alien effect on a roll of *J #henfirst entered. If not alien, test as normal for a $oods effect.

&

1 Impossile to cross >annot e crossed y any units.& Fordale >an e crossed y ground vehicles, ut must test for ogging@ teep an"s >annot e crossed y vehicles. @C movement for infantry to enter or e!it< Deep >annot e crossed y non amphiious units* Gegetation >oncealment #ithin 1C of edge Gery clean Drin"ale. If not under fire7 a unit ad-acent does not have to test 6orale.

1 Dangerous footing Each figure that moves disappears in the muc" on a D roll of .& Impassale >annot e crossed y ground units.@ ?eavy vegetation >oncealment #ithin @C of edge. Troops further in cannot e seen at all< Firmer than e!pected Gehicles #on3t og* afe path Hot difficult ground ocal predators 5n each activation, a D roll of *% means a figure #as eaten

1 6ined lace minefield on road. Even chance of anti personnel or anti vehicle& >ratered 1DC stretch of craters. Difficult terrain and re2uires og test for vehicles@ Ditch Ditch on each side of road provides concealment for infantry< un"en 9 #alled road 5stacle (@C cost) on each side of road. Troops in cover from outside fire* 8a+or #ire 5stacle (@C cost) on each side of road. Engineers or vehicle may destroy

y moving through Karricade Karricade on road loc"s all movement.

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@

1 ?ostile Figures entering or activated inside are #ounded on a roll of . o#eredarmour figures are immoili+ed for a turn instead.

& /lue%plants Figures may only move 1C per turn #hile inside, and may not fire if theymove.

@ pore cloud $hile harmless, the spores emitted y movement completely loc" all

line of sight.< hrie"ers Deafening noise causes all units #ithin C to ecome under fire* $arp%leaf nits entering are teleported @DC in a random direction instantly. >rystal trees rovide hard cover against non%area attac"s.

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SCENARIO GENERATION

OVERVIEW

These rules #ere designed to give players the aility to create a #ide variety of scenarios, complete#ith mission o-ectives and force modifications for oth sides, #ith a minimum amount of effort.

The system #or"s #ith forces ranging from a reinforced platoon up to a company in si+e. Ky FADdefinition, a platoon is a grouping of & to < s2uads, often reinforced y the attachment of severalsupport units (heavy #eapons teams, vehicles, leaders, snipers, etc.). A company is a grouping of & to <platoons.

The scenarios assume a taletop area of <Q ! <Q for platoon si+ed forcesM a it #ider for larger forces.Ad-ust deployment +ones ased on the si+e of the tale you are using.

Hote that ecause of the immense variations possile due to the si+es of tales you play on, the natureof #hat terrain you have availale, and the types of miniatures you can field, some player discretionmay e re2uired.

GENERATION SE(UENCE

/enerating a scenario involves the follo#ing eight steps7

!elect a !tance!elect an Attitude "etermine Recon :oints!et up Terrain "etermine Missions "eploy Contact Mar#ers!pend Recon :oints Reveal *orces

5nce these steps have een completed, the game is ready to egin the first turn.

Seec& a S&a$ce! Each player must choose a stance (in secret) for their force, to represent their overallreadiness to engage in a variety of operations. There are three stances7

Offensive  The force is geared to#ards ta"ing the fight to the enemy. (/ain t#o calls for indirectartillery support). Neutral  The force is alanced and capale of offensive or defensive ops. (/ain & Dummy >ontact6ar"ers). "efensive  The force is designed more for holding an o-ective than ta"ing one. (/ain three defensivefield #or"s, lose & Dummy >ontact 6ar"ers).

Hote that the artillery unit eing called is a medium cannon, cre#ed y troops of 8egular 2uality. Alsonote that defensive field #or"s include <C sections of trench, sandags, ared #ire and minefields.

Seec& a$ A&&i&u%e7 Each player must choose an attitude (in secret) to represent the demeanour of thecommanding leader for this stretch of the attlefield. There are three attitudes7

<

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 Aggressive 4 The commander is prone to rush into attle 2uic"ly #ithout regard for the nature of theenemy forces efore him. (Ignore any three nder Fire conditions).Cautious  The commander is more li"ely to scope out the enemy forces efore he commits to a courseof action. (/ain J& 8econ oints). :assive  The commander is not #illing to ta"e chances and ris" losses, and prefers to react to enemy

actions rather than stri"e first. (/ain three defensive field #or"s, lose 1 8econ oint).

The different attriutes associated #ith each stance and attitude is e!plained in the rules sections thatfollo#.

De&er"i$e Rec#$ P#i$&s7 The aility of each force to manoeuvre units once they are placed (utefore the game egins), to loc" enemy manoeuvres, and to disclose enemy positions is ased onreconnaissance. This is accomplished through the use of 8econ oints (8).Each player must calculate in secret ho# many 8s they #ill have to spend. >onsult the tale elo#,and add all elements #hich apply7

RECON POINTS TA1LE

Each latoon P J1 8

5ffensive tance J& 8

Heutral tance J1 8

>autious Attitude J& 8

assive Attitude %1 8

P 8ound up, so a force larger than a reinforced platoon counts as t#o platoons, etc.The 8s aove come from higher echelon units performing reconnaissance in your sector andproviding you #ith their findings.

Each player, ho#ever, may commit additional forces under their command to gather intel on the enemy.p to one s2uad per platoon may e assigned recon duties. Hote that this must e a s2uad from theplatoon itself, and not a supporting unit such as a heavy #eapons team. In addition, any s2uad #ith theInfiltration or 8econ trait may e assigned. Also, one vehicle per platoon may e assigned. Each unitthat performs recon duties #ill generate J& 8s.

Hote that units #ith 8eluctant resolve cannot e chosen for recon duty. Hor can units #ith any of thefollo#ing traits7 Kerser", ?ive mind, 8elentless, ha"y or omie.

Hote too that performing recon is a ha+ardous duty, and any forces committed to this may e delayed inreturning to their sector, or #orse, destroyed in their attempt.

Se& u* Terrai$7 At this point, players should place terrain in a mutually agreeale fashion. This may ealternating ac" and forth until the tale is finished, or deciding ahead of time the nature of theupcoming attlefield.Kecause the amounts and types of terrain that can e placed are limited y your collections, #e cannote more precise #hen it comes to setting up terrain. In our e!perience #e found that the more terrain

*

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the etter the game.

5nce the tale is finished, each player should roll 1d and add the total numer of 8s to the roll. Theplayer #ith the highest result may choose #hich tale edge is theirs. The opposite tale edge elongs totheir opponent.The deployment area for each player is ased on the stance for their forces (#hich must no# e

disclosed), as sho#n on the tale elo#7

DEPLOYMENT ZONES

5ffensive tance C

Heutral tance 1&C

Defensive tance 1C

Any player #ith a Defensive stance may no# place up to three field defences #ithin their deploymentarea.These include sections of trench, sandag positions, ared #ire and minefields. A player can s#ap out

three field defences and place one light un"er instead.

Any player #ith a assive attitude may also place up to three field defences #ithin their deploymentarea, #ith the same restrictions and options as aove.layers no# place an o-ective mar"er in each of the three sectors (near, middle and far) of the tale.This #ill produce mar"ers. From the perspective of each player, there #ill then e & near, & middleand & far o-ectives. 5nce the specific missions have een generated, any o-ectives not re2uired cane removed.

De&er"i$e Missi#$s7 Although the stance of a force and attitude of the local commander can influencethe missions that may e assigned, there is no telling #hat upper ? has planned.

Koth player no# reveal the attitude for their force, and may assign a J1 onus to any t#o missions onthe tale elo#. Koth players #ill then roll 1d for each mission on the tale, and add any modifiersthat apply.

MISSION TA1LE

Missi#$ S&a$ce A&&i&u%e

Assault 5ffensive J& Aggressive J1

E!pand % >autious J1

?old Defensive J& assive J&

Infiltrate 5ffensive J1 >autious J1

Interfere Defensive J1 >autious J1

atrol Heutral J& %

tri"e % Aggressive J1

#eep 5ffensive J1 Aggressive J&

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The mission that receives the highest total is the one assigned to your force. In the event of a tie, theplayer may choose et#een them. If oth players are assigned the same mission, those orders arecancelled, and they #ill play an Escalating Engagement instead.

De*#- C#$&ac& Mar2ers7 8ather than place units directly on the tale, initial deployment for othsides #ill e handled through the use of contact mar"ers. There are t#o types of these mar"ers7 True

and Dummy.

A player receives one True mar"er for every unit in their force. 5nce revealed, these #ill represent theactual location of a friendly unit of their choice.layers #ill also receive a numer of Dummy mar"ers. These #ill represent false contact #henrevealed, as no unit #ill e present.layers receive five Dummy mar"ers for every platoon in their force. In addition, they #ill gain onemore for every unit #ith the Elusive or tealth trait, and t#o more per platoon if their force has ta"en aHeutral stance.

Any units #ith the Flyer or 8elentless trait #ill cause them to lose one mar"er for each such unit. Iftheir force has ta"en a Defensive stance they #ill lose t#o mar"ers per platoon.

5nce the numer of Dummy mar"ers has een determined, each player must roll 1d for any unit theyassigned to recon duties. Add J1 to the roll if the unit had the Infiltrate or 8econ trait.If the result is a 1 the unit #as destroyed y an amush. 8emove the unit and a True mar"er. If a &through * the unit #as delayed returning to their lines. It #ill enter the oard from the playerQs taleedge on turn &. 8emove a True mar"er. If a J then the unit returned in time to deploy #ith the rest oftheir forces.

layers no# alternate placing five mar"ers in their deployment +one, starting #ith the one #ith themost mar"ers. If oth players have the same numer of mar"ers, roll 1d, #ith the lo#est result placingfirst. 8e%roll ties.

S*e$% Rec#$ P#i$&s7 layers no# alternate spending their 8s, starting #ith the player #ho placedtheir >ontact 6ar"ers first. 8s may e spent as follo#s7

,loc#  % play as a reaction to any other 8 e!penditure. 8oll 1d. If the result is a <J the othere!penditure is loc"ed. Move 4 choose & friendly mar"ers and move them up to C in any direction. Reveal % choose 1 enemy mar"er and reveal it. If a Dummy mar"er, simply remove it. If a True mar"er,a unit must e placed on the tale at that spot.

If opposing mar"ers ever move to #ithin 1&C of one another they are immediately revealed.

Re.ea F#rces7 5nce all of the 8s have een spent, reveal any remaining mar"ers on the tale. lacea unit #here each True mar"er is found.If the ?idden 6ovement advanced rule is used, any unit positioned outside the line of sight of allenemy units may egin the game in hiding. 8eplace the unit #ith three ?idden mar"ers.The game is no# ready to egin. Turn to page 1& and get startedR

=

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MISSION DETAILSEach mission is outlined elo#. This includes a rief synopsis of the mission itself, the victoryconditions, and a onus used to augment your forces. If multiple traits are listed, they can e assignedto one unit, or split et#een t#o.

Hote that any turn ased distance conditions are al#ays measured at the end of a turn. 5nly at the end

ofa turn do you chec" to see ho# close units are to an o-ective.

ASSAULT

our force has een ordered to storm an important enemy position and hold it against any counterattac".Declare #hich of the far o-ective mar"ers you #ill target.To #in you must occupy the o-ective and prevent enemy forces from approaching any closer than Cfor & consecutive turns.As a onus, your force gains one Assault Troops and one ?ardened trait to assign as you #ish.

ESCALATING ENGAGEMENT

our reconnaissance forces have encountered those of the enemy, and ? has decided you should sendin the rest of your command and s#eep them from the attlefield.The deployment +one for oth players is no# 1C regardless of their stance.layers #ill alternate placing units that #ere assigned recon duties into their deployment +one,eginning #ith the player #ho selected his tale edge. If no units from your force #ere assigned thisduty, you may select any one unit to place. Do not deploy >ontact 6ar"ers as usual. lace the actualunits on the tale.Ho 8s #ill e spent on this mission, as the opposing recon forces have already collided. And since allforces are already revealed, the game is ready to egin.tarting #ith the first turn, remaining forces for each side may enter the attlefield from their taleedge at the rate of one unit per platoon in their force, per turn.The victory conditions and the onuses are per the #eep mission.

EPAND

? has decided that the area in front of your force is strategically important. ou have een ordered tota"e and hold oth of the middle o-ectives and deny them to the enemy.To #in you must occupy the middle o-ectives and prevent enemy forces from approaching any closerthan C for & consecutive turns.As a onus, your force gains one /ri++led and one Tough trait to assign as you #ish.

HOLD

The current position is critical to future plans and must e protected at any cost.To #in you must stop the enemy from getting any closer than 1*C to either near o-ective for @consecutive turns.As a onus, you receive three field defences #hich may e placed #ithin your deployment area. Theseinclude sections of trench, sandag positions, ared #ire and minefields. ou can s#ap all three forone light un"er instead.

INFILTRATE

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INFANTRY1 6an do#n 5ne small arms figure starts the game #ounded& Delayed 9 ost 8emove s2uad from tale. It #ill enter from friendly tale edge in turn

one@ ?esitant 2uad may not activate in the first turn of the game.< Energetic Ta"e one normal move* tealthy Kegin the game concealed Inspired 8aise 8esolve y one level.

WEAPONS TEAM

1 Hot prepared 6ay not activate in the first turn of the game& o# on ammo 8eceives limited supply #eapons trait@ tuc" 6ay not e moved from starting position #ithout a vehicle< 8edeploy 6ove to any location in deployment +one* tealthy Kegin the game concealed For#ard position 6ay e deployed up to C for#ard of deployment +one

VEHICLE1 Engine prolem Immoili+ed. 8oll *% on 1D each activation to fi!& Hervous 6ay not advance ahead of infantry@ >omm3s malfunction 6ay not move first & turns of game< Klit+ Ta"e one cautious move* nap fire Fire 1 #eapon at a visile target >lose support 6ove C along #ith one infantry s2uad #ithin C

CHARACTER

1 Intrigue 8educe leadership rating y 1& 6isunderstood orders5pponent may redeploy #ithin normal deployment +one@ 5ver#helmed 6ay not activate first & turns< 6otivational speech 8aise 8esolve of one unit y one level* uic" decision Free activation lan and e!ecute /ive a unit #ithin C a free activation

OFF 1OARD

1 /eneral support After every stri"e, roll 1D. 6ust roll @% or unit is no longer availale.& ac" of authority Each turn roll 1D. 6ust roll <% for unit to e availale to your force.@ >ounter attery fire nit may not fire t#o turns in a ro# due to redeployment< reliminary fire Free stri"e* re%registered ocation of first stri"e never re2uires roll for timing or accuracy $ell oiled cre# Hever roll for timing

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IN 1ATTLE EVENTS

If you like the battles to be slightly more erratic, you can use the following system to generaterandom events during the encounter.

Regular turn sequence:

Before activating your first unit each turn, roll a D6, with a 1 indicating a random event for oneof your units, to be determined randomly.If you want a more random game, you can trigger events on 1-2.

Card based turn sequence:dd one or two !andom "vent cards to the deck. If the ne#t card drawn is a unit, that unittriggers the random event.

Chaotic Battle option:If you $refer a much more chaotic game, roll a D6 each time a unit activates, with a 1triggering an event.

If an event has no effect, or is not a$$licable, sim$ly ignore it.%nless otherwise stated, events only a$$ly in the current turn.

It is worth noting that these events re&uire the use of a twenty sided die to generate. I shiedaway from events that rely on outside forces, reinforcements etc, since they may be harder tofit into the given scenario.

1' Panic. %nit is marked Under Fire.2' Confusion. %nit may not move or take command actions, but may fire.(' Bravery . %nit removes all negative morale effects for this turn )under fire, $inned,demorali*ed+' Leader redeploys. %nit may move u$ to for free.' Clear shot . %nit receives /2 0ire "ffect.6' "We're getting outflanked!" . %nit must withdraw this turn.' "Up and at 'e!" . If in charge range, unit will charge this turn.' ccident . 3ne basic troo$er is wounded.4' Feeling pressured . %nit must fire on closest enemy.15'  hero eerges. random troo$er becomes a ersonality.11' Perforing ell . %nit increases it7s 8uality by one ste$ for remainder of game.12' #ot a good day. %nit decreases it7s 8uality by one ste$ for remainder of game.1(' $oent of panic. %nit must move in random direction.1' %ug the dirt . Incoming fire is at -2 0ire "ffect.1' &ecovery . 3ne wounded troo$er recovers.16' rick up their sleeve. 9ake one command action )e#ce$t shoot+ for free.1' $alfunction. :ea$on with highest 0ire "ffect bonus may not fire.1' (uppressing fire. 3ne enemy in sight is marked %nder 0ire.14' &egroup to the rear . %nit moved away from enemy for free.25' Picked up a straggler. %nit receives 1 e#tra basic troo$er.1' ;alfunction. :ea$on withhighest 0ire "ffect bonus may not fire.

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CAMPAIGN RULES 3 (UIC0

Kelo# can e found 2uic" rules for governing ho# a force changes after a attle. They are intended asa fairly simply system #ith a minimal need for oo" "eeping.

POST 1ATTLE STEPS

After each attle has een fought, the players need to determine ho# the prior action #ill impact theirforces for the upcoming attle.

8eplacements7 For each infantry unit that suffered any losses (including those completely eliminated),roll on the follo#ing tale7

INFANTRY REPLACEMENTS

1 & Ho replacements availale

@ < ?alf the loses are replaced P

* nit is ac" to full strength

8ound up, ho#ever, a lone figure such as an leader or sniper is not returned to duty.

For each vehicle damaged or destroyed, roll on the follo#ing tale7

VEHICLE REPLACEMENTS

1 & Gehicle not repaired or replaced

@ < Damaged vehicle repaired, ut no replacement for a destroyed vehicle

* Gehicle repaired or replacedAny unit that receives at least half of their strength in replacements must roll on the follo#ing tale7

(UALITY LOSS

1 & uality drops one level P

@ J uality level remains the same

uality can never drop elo# 8ale.

In addition, any unit that suffered losses (or damage) of any "ind must roll on the follo#ing tale7

RESOLVE CHANGE1 & 8esolve drops one level P

@ < 8esolve remains the same

* 8esolve improves one level

8esolve can never drop elo# 8eluctant.

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REINFORCEMENTSKoth players no# roll &d. The result is the numer of additional troopers availale toreplace loses. These troopers #ill assume the uality level and 8esolve of the unit they are assigned to.Hote that no unit may e raised higher than their initial starting value.If a player #ishes, no less than * and no more than of these reinforcements may e used to form up ane#

s2uad, of >onscript 2uality and ncertain resolve, armed and armoured the same as a typical s2uad inthe platoon.

EPERIENCE

After each attle, oth players receive t#o campaign points (per reinforced platoon in theirforce) to spend as they #ish. These points may e spent as follo#s7

1 point to improve the uality level of any unit y one step (although no unit may e elevated to Elitestatus).1 point to improve the 8esolve of any unit y one step.1 point to roll an additional d for 8einforcements.1 point to return an eliminated lone figure to active duty.1 point to fully repair any damaged vehicle.1 point to grant any ersonality to a memer of a unit (see page NN).1 point to improve the eadership level of any leader y one step.& points to replace an eliminated vehicle.& points to assign any trait to a unit.

UNCONTROLLED FORCES

The follo#ing rules can e used for any situation, #here some or all of a force needs to e controlledy the rules. E!amples include solo play, same%side play #here the players are fighting a neutral

opponent, allied forces etc.

 These rules #ill provide a guideline to ho# an uncontrolled force acts, and pursues its o-ectives. They #ill still re2uire a certain level of fairness from the players side, due to the vast possiilities thatcan occur on the gaming tale. GROUPS

 A force should e divided into a numer of groups. Each group may comprise any numer of units thathave a shared o-ective. A group could consist of as little as a single unit. It is not recommended that agroup e!ceeds a platoon.

5n the tale, each unit in the group is treated normally for all gaming purposes. The group is only used#ithin the ncontrolled forces rules descried here.

APPROACH Each group #ill have an Approach selected efore the game starts. There are four options7

 Target 7 The group #ill move to destroy or occupy a specified o-ective. This could e an enemy unit,

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terrain feature, o-ective, uilding etc.

  Engage7 The group is tas"ed #ith locating, engaging and destroying enemy forces.

 0old7 The group is designated an area to defend, and #ill attempt to hold it.

 *all ,ac# 7 The group is retreating to a designated rallying point.

Each group should have a rallying point indicated as #ell, regardless of its Approach. This may e thesame for the entire army, or could e separate for each group.

 DISCIPLINE

 Each group is given a discipline rating, to indicate their #illingness to follo# the given orders. Thismay correlate to 2uality ut does not have to. It is more a reflection of their commanders dedication toa specific o-ective, the artificial player as it #ere. This discipline #ill range from &J to *J, -ust li"euality does.

 DISCIPLINE TEST

 At the eginning of each turn, efore any activations ta"e place, each group should test its discipline,y rolling @ dice, and comparing to its Discipline score. This functions e!actly li"e a morale test.

 If & or all @ dice are passed, the group #ill carry out its current orders this turn. Test again ne!t turn. Ifonly 1 die pass, the commander is temporarily uncertain of the situation. The group #ill hold its currentposition this turn. nits capale of improving their defensive position in one move #ill move to do so,either y see"ing cover or moving out of 5. Test again ne!t turn.

 If all dice fail, the commander has determined that his o-ective is unsustainale, and the group #ill atfull speed to#ards the nearest defensile position. Ho further tests are ta"en until the group reachesthis position.

 Individual units are still su-ect to all normal rules that may apply, including >ommand response,morale, under fire etc. This may cause some units to e unale to comply #ith the overall directionthey have een given. TARGET

A group #ith the Target approach #ill move at comat speeds, attac"ing enemies that are et#een itand its o-ective, or occupying the o-ective. Enemies outside those parameters #ill e attac"ed onlyin response to fire directed at the group.

If no eligile targets are availale, the group #ill move at its fastest possile rate, ut #ill retain agroup formation. nits in the group should not e dispersed more than C et#een each group, undernormal circumstances.

The group #ill close assault units occupying its o-ective. Intervening enemies #ill e assaulted if theunit has at least e2ual assault factor.

ENGAGE

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5ther#ise any units in the non%player force #ith the 8econ or Infiltrate Traits #ill automatically eassigned to recon duties. In addition, Forces #ith an aggressive stance roll for each platoonM on a *Jone s2uad from that platoon is also assigned to recon.

SET:UP TERRAIN

Terrain is set up in any agreeale fashion as usual. A D is rolled for the non%player force, and 8econ

oints added as normal. ?o#ever if the non%player force #ins the roll, the player deploys on a randomtale edge.5-ective mar"ers are then deployed as normal.

DETERMINE MISSIONSThis is done as normal e!cept that the non%player force does not assign any onuses.

DEPLOY CONTACT MAR0ERS8eal and dummy mar"ers are assigned as normal. Those for the non%player force should e shuffledlind. $hen placing mar"ers roll a D for the no%player force7

1%& Dispersed no mar"er may e closer than C to another

@%< Ho restrictions

*% >oncentrated no mar"er may e more than 1&C from another.

SPEND RECON POINTSEach time the player spends a 8 roll a D, on a <J the non%player force #ill spend an availale 8econoint to try and loc" it.

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TECHNOLOGY 

This section covers the various #eapons, technological items and defensive devices availale in thesetting.FAD provides a #ide range of #eapon systems. $hen determining #hat #eapons are carried, do notfeel confined y the names. They are purely for inspiration. i"e#ise, a given real life or fictional

#eapons system may e rated differently in different settings.$hat constitutes a Blo# tech rifleC in 1L1 may e different from #hat #ould e Blo# techC in &&1.

SMALL ARMS

These #eapons form the main armament of infantry s2uads and the secondary armaments of heavy#eapons teams. All memers of a unit must carry the same small arm. Individual models #ith different#eapons can e ignored for sa"e of simplicity.If a given type of small arm #ould present a significant enefit in assault comat, consider giving theunit an appropriate trait such as hoc" Troop or Assault Troopsmall arms only have t#o stats #hich are 8ange 6ultiplier and Damage. nless noted, small arms fireis never effective against vehicles.

Wea*#$ Ra$ge Da"age A$&i:Ta$2

o# tech rifles !* J1 HA

u machine gunsP !& J1 HA

Assault carines !< J& HA

Assault rifles !* J& HA

?igh tech rifles ! J& HA

/auss rifles ! J@ J'

aser rifles != J1 HA

Klaster !@ J< J1

tunnerP !& J1 HA

in"ed #eapons as any aove, ut count doulenumer of shooters. o#eredarmour only

!ub machine guns ; nits e2uipped #ith 6/3s receive a J1 onus to close assault rolls.!tunners  Any model #ounded y this is stunned, and can e captured y moving into contact.Intended for capture and raid type of scenarios. A Oill result is treated as a normal #ound.

SUPPORT WEAPONS

These are #eapons carried y a s2uad to improve their fire po#er or enale them to attac" a roaderrange of targets. upport #eapons are fired as part of the s2uads overall fire, rather than eing a#eapons system in their o#n right. For this reason, support #eapons do not have a separate damagerating. Instead, they effectively use the same damage rating as the s2uads small arms.

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Any assault onus is added to the total assault roll for the s2uad.

Wea*#$ Ra$ge Fire E44ec& A$&i:Ta$2

Assault shotgun >lose J1 HA J1 to assault

Flame thro#er Kase J1D J@ J& to assault

8ifle grenade >lose J1 J1

/renade launcher >lose J1D J&

2uad automatic #eapon ong J& HA

8apid fire A$ 6ed J@ HA

lasma rifle 6ed J1 J@

Keam rifle ong J' J&

Fusion gun >lose J' J<

6issile rac" ong J1D J1 po#ered armour

onlyAssault mounted automatic#eapon

6ed J& J1 assault,po#ered armouronly

6ar"sman3s #eapon ong J1 HA

>omat lade HA HA % J1 "ill roll if incontact

6ulti%/unAs A$, /renade launcher or assault shotgun.

 Multi49uns can e fired as either a s2uad automatic, grenade launcher or assault shotgun. The choicemay e made each time the #eapon is fired. If assaulted, it may e s#itched to shotgun as a free action.

HEAVY WEAPONS

A heavy #eapon may e man portale y a #eapons team, or vehicle mounted. Each heavy #eaponfires as a unit of its o#n. The >re# entry is not used for vehicle #eapons

Wea*#$ Ra$ge Da"age Fire E44ec& A$&i:&a$2 1as& Cre7

Auto >annon ight !1' J J& J& % @

Auto >annon ?eavy !1@ J J& J< % <

Keam ight !1* J& J' J@ % &

Keam ?eavy !&' J& J' J* % @

>annon ight !1' J@ J' J@ &C @

>annon 6ediumP !1& J@ J' J< @C <

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>annon ?eavyP !1* J@ J' J* <C *

>hain /un ight !< J& J* HA % &

>hain /un ?eavy != J& J= HA % <

/eneral urpose 6/ != J& J@ HA % &

?eavy 6/ ! J< J& J1 % @

6ines Anti%personnel % J< J' J1 % %

6ines Anti%vehicle % J J' J* % %

6issile auncher ! J& J1 J* &C &

6ortar ightP !1' J& J' J1 &C &

6ortar ?eavyP !1& J& J' J& @C @

8ail /un ight !1& J< J' J* % @

8ail /un ?eavy !1* J< J' J= % *

8/P !* J& J' J* % 1

niper 8ifle ! J@ J' HA % 1

/rav /unP !@ % J' special &C @

Herve DisruptorP !1* J& J' HA % &

$e >annon ightP !1' % J' HA &C @

$e >annon 6ediumP !1& % J' HA @C <

$e >annon ?eavyP !1* % J' HA <C *

>onversion /unP !1' % J' J@ &C @

Anti%6aterial 8ifleP ! J< J' J< % &Kurst auncher ight ! J& J@ J' <C @

Kurst auncher ?eavy !1' J& J& J1 C *

$eapon notes7Cannon7 >annon may e fired indirectly, ut only if they are off%tale. >annon on the tale must firedirectly. Anti%tan" fire does not create a last. If the impact point from a medium or heavy cannon isplaced on an infantry s2uad, that s2uad is pinned. Mortar7 6ay e fired indirectly. If the impact point from a heavy mortar is placed on an infantry s2uad,that s2uad is pinned.

 R:97 6ay only e fired at infantry if they are in a structure, or are #earing po#ered armour.9rav 9un7 Infantry targets are pinned. Kuildings are reduced to rule. Gehicles are immoili+ed as perthe normal damage rules. /rav9Flyer9?over vehicles have their armour penetrating automatically. Nerve "isruptor+ Infantry targets that are #ounded cannot e revived, and it re2uires a *J roll tostaili+e them. Automatically has the terror -eapon trait.8eb Cannon7 Infantry hit are pinned. 6ust ta"e a command action and pass a uality test on 1D torea" free. ?eavy cannon may target vehicles and #ill immoili+e them on a hit.

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ight o#ered J< ee o#ered Armour rules section

?eavy o#ered J ee o#ered Armour rules section

GRENADES!

 0aze7 $hen assaulting, the defending unit must pass a 2uality test to fire at the charging unit. "efensive7 nit receives a J1 to assaults #hen eing charged. 1mprovised charges7 8eceive an Antitan" rating of J1 #hen close assaulting a vehicle. :enetrator7 8eceive an Antitan" rating of J< #hen close assaulting a vehicle.3in27 J1 to assaults against po#ered armour and #ill negate the po#ered armour saving thro#. Razorfield7 If forced to #ithdra# from an assault, may also force enemy to #ithdra# C. imitedsupply

GADGETS AND GEAR!

GRAV MOUNTA grav mount only re2uires a single cre#man to operate, ut #ill typically have a team of & or @. Any

type of vehicle mounted #eapon may e positioned on a grav mount.The mount may move at the same speed as a normal foot soldier (C) and is unhindered y terrain. Itmay not perform rush moves ho#ever.$hen mounting a BlightC or BmediumC version of any heavy #eapon, the mount may move and fire itsarmament.$hen fired upon, treat the mount as a normal s2uad memer, #ith heavy armour. A B#oundC indicatesthat the mount is damaged, and the cre# must ta"e a 2uality test each turn to operate it. A B"illCdestroys it.The cre# must remain #ithin normal coherency distance of the mount to operate it.

DAZZLE SUITS

Da++le suits employ a variety of technologies to achieve their effects, including light ending. A soldier#earing a da++le suit has his outline ro"en up erratically, and can appear almost invisile if he isstationary.To represent this, soldiers #earing these suits may not e fired at eyond close range if they arestationary. If they are moving, they may not e fired at eyond medium range.

FIELD PRO9ECTOR 

A field pro-ector is a fairly ul"y device that can e mounted on a vehicle, fitted to a suit of po#eredarmour, or carried y an infantry trooper. The device can e activated at the eginning of the unitsactivation, and #ill pro-ect a ule #ith a <C radius. The ule may e fired upon. For each hit, roll1DJantitan" rating. A score of 1' or etter #ill overload the pro-ector, re2uiring a cool do#n period.

Each suse2uent activation, a *J roll is re2uired to activate it again.The unit activating the ule may move, if po#ered armour or vehicle mounted, ut may not itselffire. The ule ostructs all movement.ight infantry carrying a pro-ector may position it, and remote activate it at any later point.

DRONESThe primary use of remote controlled drones is for attlefield recon. Any unit carrying drones may

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launch a drone as a >ommand action. The drone may e positioned any#here #ithin &'C of the unit,and may spot hidden troops from this position.For each drone launched, roll a D. 5n a 1%&, it #as the last functioning drone availale to that unit.

REGEN UNIT

A regen unit may e mounted on a vehicle, grav mount or suit of po#ered armour, instead of a heavy

#eapons .Alternatively it may e carried y & normal infantry men.The regen unit may e used to heal one #ounded infantry man each turn, y moving into contact.

CRYOSTASIS UNITA stasis unit may e mounted on a transport vehicle or grav mount. It is used to preserve casualties sothey can e evacuated safely. A grav mounted unit may contain * #ounded, #hereas a vehicle mountmay contain up to t#ice its normal carrying capacity.Any #ounded pic"ed up y the stasis unit are automatically staili+ed.

HOLO PRO9ECTORS$hen using the cenario /enerator, each pro-ector grants an e!tra dummy counter.

SNOOPERS

A grenade si+ed drone. A unit carrying snoopers may reveal any hidden troops inside a uilding orterrain feature #ithout entering it. The unit must e #ithin @C of the feature to utili+e a snooper. Eachtime a snooper is deployed, roll 1D. 5n a 1%&, the unit has used its last atch.nli"e drones, snoopers are deployed as part of the units movement.

HAYWIRE EMITTER 

Any o#ered Armour #ithin 1C is mar"ed as under fire, #hen the unit carrying the emitter isactivated.

9AMMERS;ammers are rated from 1%@. A -ammer #ill loc" communications of a lo#er rating #ithin &<C, of ane2ual rating #ithin 1*C and a higher rating #ithin C

THERMAL IMAGINGnits #ith Thermal Imaging e2uipment may fire normally at night, and may see through smo"escreens.

COLD SUIT

6ay not e issued to po#ered armour units. >old units are not spotted #ith thermal imaging, andnormal rules apply #hen firing at them at night or through smo"e screens.

SPIDER MINES

Any minefield may e designated as pider 6ines. These must e assigned to a controlling unit. Thiscan e either a personality, a unit containing a Tech specialist, or a unit #ith the Engineer trait. $henthe controlling unit is activated, each spider mine may e moved up to <C in any direction.pider mines are considered to e ight mines for damage purposes.

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SCOUTcout suits add &C to their ase move and may leap over ostacles up to man high. ?o#ever, theyreceive only a J& to assault rolls instead of the normal J@ onus, and have their armour rating reducedy 1.

ASSAULT

8eceive an additional "ill roll per model in assaults. 6ay not e fitted #ith heavy #eapons.

GUNNER 

6ay move and fire heavy #eapons.

COMMAND

6ay confer leadership enefits to any po#ered armour unit on the tale, though only one unit mayenefit each turn. 8ecipient unit is selected upon activation of unit containing the >ommand suit. 5nlyapplicale if #orn y an 5fficer.

MAR0SMAN6ay e armed #ith a sniper rifle, though enemies do not suffer reduced Fire Effect #hen targeting a6ar"sman suit, unli"e a regular sniper.

SHIELDEDhielded suits are not su-ect to interference attac"s of any "ind. This includes ?ay#ire emitters andscramle rounds.

CRUDE

o#er ase move y &C. 6ay not have any other upgrades.

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CHARACTER 1AC0GROUNDS

For each character that you #ant to add additional detail to, you can roll on the tales elo# toestalish ac"ground facts. Hote that if you are playing a particularly alien force, you may have tomodify and adapt these consideraly. If use, use the rolled result as a starting point, or design your o#ntale for the race in 2uestion.

WHERE THE DESIGNER TALKS

As a gamer, I al#ays en-oyed reading designer notes. ometimes they help understand the rules etter,and sometimes they3d lay out some of the history of the game in 2uestion.

FAD egan many years ago (some#here around &''@) #hile I #as unale to #or", and had plenty oftime on my hands. I had daled in rules #riting efore, including one pulished game, ut had aurning feeling that I could create something that #as 2uite uni2ue.I set do#n #ith a fe# asic concepts that I #rote do#n in a notepad7

17 I #anted to use a Broll multiple dice and compare each against a target numerC system. Ho#adays,this seems very similar to the >hain 8eaction system, ut at the time, I did not have any e!perience

#ith it. I can3t claim originality ho#ever, as I #as asically orro#ing the dice mechanic from the roleplaying games pulished y $hite $olf.

I li"ed the idea that the dice thro# could give different degrees of success, #ithout resorting to a tale.?o#ever, I disli"ed the large dice pools used in the 8/3s, and thus, the asic morale chec" #ould use@ dice al#ays, #ith 2uality ratings modifying the target numer. The morale chart #as one of the firstthings #ritten, and asically remained the same since then.

1'=

8oll 1D to estalish military ac"ground1 romoted through the ran"s& >areer soldier@ Kattlefield promotion< rivileged ac"ground* He# arrival from military school Hon military specialist

8oll 1D for philosophy1 True eliever

& ractised professional@ Kitter cynic< Determined survivor* Amitious individualist 5edient follo#er

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&7 I #anted a suppression mechanic after playing targrunt II, ut I didn3t #ant it to e su-ect to dicethro#s, and I didn3t #ant it to e long lasting, unless the fire #as "ept up. This came into eing as theBnder FireC mechanic. I don3t uy the idea that a unit can e shot at, #ithout it affecting their aility tomove freely. ?ence, if you3re shot at, you ecome Bunder fireC, ut conversely it only lasts one turn.I felt that created a more interesting, dynamic e!perience. ou can pin a s2uad do#n, ut you3ll have to

"eep it up, if you #ant to "eep inhiiting them.

@7 I #anted comat to actually e et#een s2uads of troops. The asic firing mechanic of Broll & dice,pic" highestC #as around from day one as #ell. I had played a historical #argames set titled 1L1,#hich used a single D roll for comat from unit to unit. I li"ed that, ut I didn3t li"e ho# erratic it #as.$ith t#o dice, you get a more predictale result more often than not.

As time #ent on, and it turned out that people actually en-oyed the game, the need came for all sorts ofthings. Gehicle comat #as added (and is no# at it3s third incarnation, #here I hope I3ve finally gotten itBrightC), after much discussion and opposition a points system #as added, and I must admit I really li"ethe one that ended up in the game.5ne thing that al#ays irritated me in BuildC systems is that things often have a static cost. 6a"ing aunit ale to move through terrain #ithout penalty #ould cost the same for poor troops as it #ould foryour elite space marines. 5f course, the aility is far more valuale for the elite troops, hence it shouldcost more. The idea to use multipliers asically solved that.

$ith each version of FAD, there3s een a specific goal set out. For version &, it #as to get art#or"included.$ith version @, the aim #as lay%out and editing, ma"ing it a professional loo"ing game. $e lost theoriginal art#or", so this ecame the Bmilitary editionC, using internet images of various soldiers. $ealso ended up doing far more e!tensive re#rites and updates than e!pected, #ith much help from teve/reen.$hen the time came for <th, the aim #as to get art#or" again, "indly provided y heroes on the FADmailing list, and to e!pand the rules to ma"e them BcompleteC. This meant things li"e campaign rules,scenarios and fleshing out many things that had een more s"eletal previously.I am very proud of that version. It loo"s great and plays mean.

5ne thing stood out ho#ever. $e had failed in a fe# aspects7

17 The same 2uestions "ept coming up, and it #as ovious #e #ere suffering from some vague areas,as #ell as a fe# artefacts of the astract nature of the game.

&7 ome things -ust plain irritated people. As an e!ample, since the start, e!plosive #eapons re2uired a*J roll to e on target. I had put this in the game after tal"ing to people #ho had e!perience driving andoperating armoured fighting vehicles, #ho e!pressed that firing high e!plosive shells at infantry in theopen #ould rarely e done. ?ence, the rule proaly reflected reality fairly #ell.?o#ever, it clashed #ith people3s e!pectations, and most importantly, it #asn3t a #hole lot of fun toplay #ith. eople "ept as"ing aout it, and in the end, it seemed that this #as an area that neededchanging, simply to ma"e the game more en-oyale.

@7 Gehicles used a very B$arhammerC style damage system. I never felt happy #ith it. It #as etter

1'

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than the original vehicle system, ut it resulted in vehicles that #ere very hard to lo# up, and it didn3tmesh #ith ho# this should go.5ne of the cardinal rules I use have al#ays een to try and loo" at ho# something #or"s in real life,and then translate that to the tale. In this case, #e had done the opposite, asing FAD rules on ho#things #or" in other games. o it had to change, and thus it did.

<7 ome unusual creature types #eren3t #ell covered. arge urly monsters and s#arming melee%onlyug horde types in particular. These are popular models and so they needed to e accounted for.

$ith this document, the game is igger than ever, and for some areas, traits in particular, has proalyreached a critical mass #here adding more stuff #ill start to deteriorate the system.It is also one of the most complete games you can get out there, it can handle almost anything youthro# at it, and #ith the added e!amples, options and suggestions, it should e more accessile thanever.

As of the time of #riting, some L years of my life have gone into this game, on again and off again. It3svery much my ay, ut it3s also the ay of everyone #ho pitched in at some time or another, orsimply the people that #rote a line saying Bdude, this roc"sC.

And you "no#S It does.

And you helped it do so.

Ivan orensen.