Military Structure

Soldiers & Officers


Thankless and mostly faceless, the individuals who together compose a fighting force are referred to as soldiers.


Commanders and coordinators in equal measure, officers lead soldiers into battle and form the military support network.

Units & Formations


Individual groups of soldiers on the battlefield are called units, each acting and receiving orders independently.


While units are groups of soldiers, groups of units are known as formations, working together and led by an officer for increased effectiveness.

Sequence of Battle

Strategy Phase

Determine initiative by rolling a D6 and adding your strategy rating. The army with the higher score decides to go first or second. Ties go to the previous loser.

Action Phase

Both sides alternate acting with their formations by taking action tests.

  1. Select a formation that has not yet acted this round and is not broken.
  2. Declare the action that the formation will attempt to take, then roll a D6.
  3. Compare to the formation's CR. Having any Shock applies a -1 modifier to CR.
  4. If the result is the formation's CR or below, proceed with the desired action.
  5. If the result is above the formation's CR, take the Hold action and 1 Shock.
  6. Decide whether to retain the initiative or pass it to the opponent.
  7. To retain the initiative, have a second formation act with a -1 modifier to CR.
  8. After retaining the initiative or completing an action, pass the initiative.

If one side has activated all its unbroken formations, there is no need to keep passing initiative.

Once all unbroken formations have taken an action, proceed to the End Phase.

End Phase

Both sides attempt to rally all formations that have any amount of Shock.

  1. Select a formation with Shock to rally, then roll a D6 and compare to the formation's CR.
  2. There is a -2 modifier to CR if broken, and a -1 modifier if enemy units are within 8 tiles.
  3. If the result is the formation's CR or below, remove 50% of Shock points (rounding up).
  4. If the result is above the formation's CR and the formation is broken, it must withdraw.

Once all valid formations have attempted to rally, check the scenario victory conditions.

If neither side has one, return to the Strategy Phase and determine initiative again.


If any units are out of cohesion, the formation must use its action to regain cohesion.

Basic Actions:

  • Advance: Move, then shoot.
  • Double: Move twice, then shoot with a -1 to-hit modifier.
  • Engage: Charge, then begin an Assault.
  • March: Move three times.
  • Marshal: Either shoot with a -1 to-hit modifier or move. Afterwards, regroup.
  • Overwatch: Stay still and enter overwatch.
  • Sustained Fire: Stay still, do not turn, and shoot with a +1 to-hit modifier.

Special Actions:

  • Hold: Move, shoot, or regroup.
  • Special: Take a special action available to certain units.


Determine how many units in a formation can shoot.

Can a Unit Shoot?:

  1. Line of Sight: LoS is blocked by two tiles of terrain features, one tile of obstructing terrain, or a War Engine.
  2. Range: At least one unit in the target formation must be in range. Small arms cannot be used to shoot.
  3. Suppression: Each point of Shock prevents one unit from shooting, starting farthest from the target.

Targets in Cover:

  1. Shooting at a formation in cover applies a -1 to-hit modifier on all attacks.
  2. If the formation has only partial cover, the attacker can choose to ignore it.
  3. If ignoring partial cover, only units out of cover can be hit by the attacker.


  1. A formation on Overwatch can shoot at an enemy formation immediately after it completes a move, charge, or disembark.
  2. This shooting action interrupts the enemy formation's turn, taking place before it can shoot, assault, or make further moves.
  3. Until the formation shoots or takes another action, Overwatch remains active, even into the next round.
  4. Formations that enter Overwatch on one round but do not activate its shooting until the next round consume that round's action.


  1. Determine if there is a line between the shooting formation and an allied unit that passes through the target formation.
  2. Determine if the line is no longer than 12 hexes, while the allied unit both has line of sight and is not broken.
  3. If both these conditions are met, crossfire occurs, giving the defending formation a -1 save modifier against the attacker.

Shooting Action:

  1. The target formation gains one point of Shock once shooting begins, even if no casualties are caused.
  2. Determine whether to use the AP or AT value of each weapon, then roll a D6 for each weapon fired.
  3. Each result at or below the target value is a hit. Determine the total number of hits before allocating.
  4. Allocate hits evenly to units in the target formation, starting with those closest to the attacker.
  5. AP hits can only be allocated to infantry, while AT hits can only be allocated to armoured vehicles.
  6. Hits from Macro-Weapons are only allocated after all saves and casualties for AP/AT hits are resolved.
  7. After all saves are resolved, apply a point of Shock to the target formation for each casualty taken.


Assault Procedure:

  1. The attacker makes a charge move which must put at least one unit within 4 hexes of the target formation.
  2. The defending units can counter charge, which is a move at 25% speed toward the nearest enemy unit.
  3. Determine which units can attack based on FF (4 hexes) or CC (1 hex). No units are suppressed during an assault.
  4. Roll a D6 for each unit that can attack, then compare to the FF/CC values. No modifiers ever apply to these rolls.
  5. Each result at or below the target value is a hit. Determine the total number of hits before allocating.
  6. Allocate hits evenly to units in each formation, starting with those closest to their opposing formation.
  7. Only units with 4 hexes of an enemy unit are valid for allocating hits, but FF and CC hits are considered the same.
  8. Hits from Macro-Weapons are only allocated to both sides after all saves and casualties for FF/CC hits are resolved.
  9. Units that charged or counter charged are considered to be out of cover. Apply the rules for partial cover as normal.
  10. After all saves are resolved: if all defenders are dead, the attackers win. If no attackers are within 4 hexes, defenders win.

Supporting Fire:

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Certain rules govern the movement of units and formations on the field of battle.


The features of a battlefield's terrain can be helpful to the attentive or harmful to the unaware.



Many units can participate in long range shooting, using anything from man-portable heavy weapons to artillery barrages.


When the enemy is expected, formations can enter overwatch to shoot at hostile units as soon as they come into view.


Flanking enemy formations allow units to benefit from crossfire, reducing the effectiveness of an opponent's cover.


When all else fails, sometimes all that's left is to assault the enemy position, often with a mass of infantry at the forefront.

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