Units and Formations


While units are the smallest controllable entity on the battlefield, each one typically consists of many individual soldiers. The number of personnel which constitute a given unit typically depends on the scale of the conflict and how many total soldiers are being deployed. Small battles may see each unit consist of five or ten soldiers, while large ones might have entire battalions or brigades fielded as singular units.

Regardless of their scale, units are always controlled identically.

Unit Types

Infantry (INF): Primarily scouts, foot-soldiers, or heavy grenadiers, but also includes drop troopers, rough riders, and artillery crews operating towed guns.

Light Vehicles (LV): Mobile, unarmoured vehicles where the crew is exposed. Light vehicles are armoured vehicles, but vulnerable to both AP and AT weapons.

Armoured Vehicles (AV): Vehicles covered in fairly durable plating, such as mainline tanks, armoured troop carriers, and self-propelled artillery.

War Engines (AV): Enormous vehicles of astounding firepower and resilence, with several unique rules applying to them.

Aircraft (AC): Fighters, bombers, interceptors, and flying transports. Aircraft function fairly differently from ground units.

Unit Size Scale Scale (Special) Cost
Team 3-5 0 ×0
Squad 6-10 1 ×0.0
Platoon 30-50 3-5 ×0.1
Company 100-250 10-25 ×0.5
Battalion 400-1,000 40-100 ×2
Brigade 2,000-4,000 200-400 ×5
Division 10,000-20,000 1,000-2,000 ×10
Corps 50,000-100,000 5,000-10,000 ×20
Army 100,000-300,000 10,000-30,000 ×30

Unit Characteristics

Type: The target type to which a unit belongs.

Speed: The base speed at which a unit can move. Most units can move faster than this in exchange for taking certain penalties.
Armour: A value representing how well-protected and/or durable a unit is. If a unit is hit, then this number or lower must be rolled to avoid the unit taking casualties.
Integrity: The amount of damage a unit can take before being destroyed. Most units have an integrity of one.
Vision: A value representing how far a unit can see on the battlefield in normal conditions.

Hide: The measure of a unit's stealth ability, used by all troops to avoid detection.
Spot: The perception of a unit, used to detect hidden units and terrain features within range

Close Combat (CC): A value representing the close-combat potential of a unit.
Firefight (FF): A value representing the firefight potential of a unit.
Weapons: The weapons carried by a unit. If a unit has more than one of a given weapon, it should be noted (such as 2× Lascannon).

Weapon Characteristics

Range: The range of a weapon. A value encompassed by parentheses means the weapon is only usable during assaults.
Firepower: How effective a weapon is when used. Values are capped at a unit's BS.

  • Anti-Air (AA): The value used when targeting aircraft.
  • Anti-Personnel (AP): The value used when targeting infantry.
  • Anti-Tank (AT): The value used when targeting armoured vehicles.
  • Barrage Points (BP): The value used by most artillery, used to determine blast radius and strength.
  • Macro-Weapon (MW): The value used by macro-weapons for all targets. A unit hit by a macro-weapon can only attempt a save if it has reinforced armour or an invulnerable save.


Some units may have special abilities which enable them to circumvent the usual rules or significantly impact the course of a battle.


On the battlefield, individual units are organized into unified groups that move and act together. The groups are referred to as formations.

All units must be organized into formations at the beginning of a battle. Each unit in a formation must be adjacent another unit in the same formation. Additionally, all units in a formation must form a continuous chain with no gaps; units arranged in such a way are considered to be in formation. If a formation is separated for any reason, such as in the aftermath of an assault, it must reconnect during its next action.

Command Ratings

Every formation has a command rating that represents how well-trained and loyal its soldiers are, as well as the capability of its field officer. A higher command rating is better, helping to ensure that actions the formation attempts will actually succeed.

A formation's command rating is equal to the average of its units' discipline, rounded down. If a formation has a commander, increase the command rating by the commander's expertise.

Morale Ratings

A formation's morale rating estimates the spirit and discipline of its troops. Soldiers that have higher morale are more resistant to panic, fear, and general dissolution in combat.

Formations ignore a number of Shock points up to their morale rating. Any Shock in excess of morale is treated as starting from zero.

Morale has a default value of zero, but can be modified both permanently and temporarily through various means.


As a conflict progresses, formations will acquire points of Shock when they come under fire, take casualties, participate in assaults, or fail command tests. Shock can be removed when a formation rallies or regroups.

  • A formation gains a point of Shock every time it is shot at by an enemy formation regardless of whether damage is caused, unless specifically stated otherwise.
  • Furthermore, a formation gains one point of Shock every time one of its units is destroyed, unless specifically stated otherwise.
  • One unit in a formation is suppressed for every point of Shock. Suppressed units cannot attack.
  • If every unit in a formation is suppressed, the formation is considered broken. Broken formations are forced to withdraw from any ongoing assaults.
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