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THE

Icarus Project

Beta Rules

ICARUS MINIATURES 1
NARRATIVE WARGAMING
We thought the
Nexus were the most
dangerous species in the galaxy. . .

Created & written by Anthony Cerrato. Artwork by; Daniel Comerci, Prokopii Osipov, and Patricio Clarey. All rights
reserved: Copyright 2015 Icarus Miniatures.
Any unauthorized reproduction, copying, or distribution of this material without the express permission of Icarus
Miniatures is an infringement of the relevant copyright and will subject the infringer to the appropriate civil and
criminal prosecutions.
All characters appearing in this work are fictitious. Any resemblance to real persons, living or dead, is purely
coincidental.

2
THE
Icarus Project
The Game of Science Fiction Skirmish Battles

The Icarus Project is set in a Science Fiction universe, around eight hundred years in the future.

Humanity has grown rapidly; become a major force on the galactic stage, and paid for it with two brutal wars
against an alien race named the Nexus.

The galactic body which humanity, and almost all other races were a part of, the Council of Systems (or Council
for short), has fallen apart. The Alliance of humanity, the Praesidians, the Nexus, and many other species have
chosen to leave the Council. Opting instead to govern themselves and claim their own territories throughout space.

Tensions are high, and the various galactic factions come to blows regularly over border disputes, resources, and
old grudges.

3
Foreword
Dear Gamer,

Thank you for downloading the latest version of The Icarus Project. Were still in the early stages of design and
recognise that game design cannot happen in vacuum. We want to create the very best game that we can, and
to do that we need as many people playing the game as possible.

We have created a Facebook group for play testers which you can find here:

LINK

Our play test group is filled with awesome people talking about The Icarus Project, and Icarus Miniatures in
general. We discuss rules, background, artwork, and the miniatures; and its a great place to give feedback.

We appreciate every piece of feedback we receive, and the more you tell us about what you like, and what you
dont like, the better we can make this game.

I hope you enjoy these rules, and I look forward to chatting to you about The Icarus Project soon.

Anthony Cerrato
Founder, Icarus Miniatures

Version: 0.1.5

Last Edited: 28th August 2015


What Youll Need to Play Change Log, Version 0.1.5
There are a few basic things youll need to play The - Added Dray, a unique Nexus Character.
Icarus Project. These are:
- Added Artstu Kel-Arkos, a unique Nexus Character.
Miniatures: 28-35mm miniatures to represent the
various characters in the game. - Added the Phantoms, a new Nexus unit.

Tape Measure: Used to measure distances in the - Added Prisoner Escape and Breakthrough
game. missions.

- Added page references to the weapon table.


Dice: Regular 6 sided dice (often called D6). Youll
want to have plenty of these to hand to resolve things - Changed the name of the Alliance scout to Outrider,
like combats. added the Outrider Bike to the list of equipment.
Tokens: Youll need tokens of some sort to mark which - Added Tadeas, a Praesidian unique character.
models have yet to activate, taken damage, and
several other effects. Coins or different coloured dice - Changed description of miniatures from Unit to
work fine for this. Model throughout the book.
Templates: The Icarus Project uses 3 different
templates for things which have an area of effect.
These are Template (Small), Template (Large), and
Template (Cone).

The Golden Rule: The most important part of any


game is that you have fun!
background

4
5
The Icarus Project
By 2163, following the private space race of the 21st When the airlock opened they were met with a trio of
and early 22nd century, mankind began preparations tall, blue-grey faces that looks eerily similar to the
for the first manned mission to another solar system. classic grey aliens of Earths popular culture.
Proxima Centauri, being the closest star, was chosen
as the destination. For nearly twenty years, dozens of Do not be afraid, the centre figure spoke, in perfect
companies competed to design the ship that would English. Arnold Jones, the Icarus engineer, opened
make the voyage. In 2175, the Icarus Corporation won fire with his pistol. The two figures either side of the
the contract to build the Icarus I, the ship which would one who spoke moved in the path of the bullet, blue
deliver seven people to Proxima Centauri. Construction disks glowing on their arms. The round struck one of
began a year later and the Icarus Project took almost these disks and vaporised.
ten years to complete. On the 7th of September, 2186,
the crew of the Icarus I departed from the space station Your weapons will be of no use to you here, the figure
at the edge of the solar system and journeyed into the spoke again. It gestured for them to follow, come, let
unknown. us talk.

Their voyage took over four and a half years, but on The figure introduced itself as the Spirit Warrior, Vey.
the 14th of May 2191 the Icarus I entered the Proxima Vey told them that they had discovered a Praesidian
Centauri system. monitoring post, and that these creatures, the
Praesidians, had been monitoring mankind for
The Icarus spent three days upon entering the system millennia.
performing scans. While no life was found, their
instruments did detect an anomaly on the opposite side Vey explained to the crew of the Icarus that the
of the star; a hollow ring approximately 80 km in Praesidians were part of a galactic government called
diameter and 1 km deep. This ring was clearly not the Council, and that by successfully achieving
something that was formed naturally and the captain interstellar travel, humanity was now eligible to join.
of the Icarus I, Emily Armstrong-Voight, ordered the The Praesidians escorted the crew of the Icarus back
ship to move closer to investigate. to Earth, with the journey taking less than a week. Vey
told them the ring they had entered was a Light Gate,
The ring was, as they thought, not a natural formation. a device that folds two points in space together and
It was made of various metals and seemed to give off allows vessels to travel through the Void between them.
large levels of radiation. However, it looked ruined. Its
surface was pitted with craters, presumably from Vey and his delegates met with the world leaders of
passing meteoroids. The captain ordered the crew to Earth and explained their proposition. Humanity would
guide the Icarus though the centre of the object so that be allowed to join the Council, and benefit from the
they could examine it more closely. technological advances that would bring, but must
agree to live by the councils laws. Though they were
As they moved within the ring their instruments began reluctant at first, Earths leaders recognised that this
to malfunction and display strange readings. Alarms was an opportunity that would never come around
sounded and the crew begged the captain to turn the again, and accepted.
ship around, but she refused. And at 16:44, May 18th,
2191 earth time, the Icarus I vanished from the Proxima
Centauri system. The Galactic Alliance
Mankind flourished under the guidance of the Council.
First Contact Their technology leapt forward by a thousand years,
As the Icarus I reached the centre of the ring there was and they began to colonise worlds all over known
a flash of light, and when it dissipated, they saw they space.
were no longer in the Proxima Centauri System. Before
them lay a vast expanse of strange spacecraft, space The Galactic Alliance of Humanity was formed as a
stations, and beyond, a bright blue planet. A group of way to unite the many pockets of humanity that had
the strange ships immediately moved towards them spread across the stars. The Alliance introduced new
and all the power systems of the ship were shut down. laws, in addition to Council laws, that member planets
The closest ship opened a large hatch on its nose and must abide by. Within decades, the Alliance had grown
enveloped the Icarus. Captain Armstrong-Voight to a vast size, and was in control of almost all human
ordered her crew to take up arms. Between the seven worlds.
members of crew, they had a single assault rifle with
30 rounds, two pistols, and a flare gun. The stood,
huddled together, their shaking weapons aimed at the
airlock door of the Icarus.

6
The Nexus War The Trax Rebellion
Less than 200 years after first contact, Mankind was In 2692, a Trax fleet arrived at the Jitar home world,
given a seat on the Council, and allowed to help shape with the intention of taking the Jitar metal. With Jitar
the decisions of the Council as a whole. armour, they would become almost unstoppable.

No other race had been allowed to sit on the Council Luckily, the Trax had no idea of the military presence
so soon after being accepted into the Council as a on the Jitar home world. The Jitar were able to hold
whole. But mankinds rapid expansion, adaptability, against the invasion, going to ground and digging in.
and eagerness to learn had caught the attention of the
Council. At the same time, another fleet arrived at the
Praesidian home world. The Trax had long been
The Nexus leaders did not take the news of the monitored and policed by the Praesidians. The
appointment of a human counsellor well. They Praesidians recognised the danger the Trax could pose
threatened military action if humanitys seat on the if they took up arms en mass. Unfortunately the Trax
Council was not revoked. were more stealthy than the Praesidians gave them
credit for, and were able to build their force in secret.
The Council did not give in to their demands, and in
2377, Earth time, the Nexus declared war on humanity. Fall of the Trax Empire
The Nexus war lasted 29 years, and saw humanity Two weeks before the end of the war, a Praesidian
pushed back to Earth. The Nexus blocked the human Spirit Warrior suggested a radical and bold strategy. In
home world and had just begin their invasion when the complete violation of their normal values, this Spirit
Praesidians intervened. Warrior suggested a fleet be dispatched to the Trax
home world, and commence bombardment in an effort
The Praesidian leaders had been reluctant to become to lure the Trax fleets back. The loss of Trax lives, he
involved in the conflict until that point; arguing that other reasoned, would be significantly lower than those that
races must be left to defend themselves. Vey campaign would be lost if they were left to continue their rebellion.
through the course of the war, arguing the Great Spirit
would not have delivered humanity to them, only to The Praesidian leaders refused initially, until
have them crushed by the Nexus. representatives from Jitar pressured them, reminding
them that the Jitar home world was still under siege,
Vey was eventually able to secure a small fleet to give and had been for over five years. The Nexus leader
aid. Together, the humans and Praesidians were able also agreed, pledging two dozen ships for the effort.
to drive back the Nexus. The Praesidian senate turned to humanity, who had
yet to cast their vote. Humanity reasoned that,
Under threat of a Praesidian embargo, the Nexus abhorrent as an attack on a home world largely
reluctantly signed a peace treaty with humanity. populated by civilians would be, it would certainly draw
the Trax forces back.
When the war was over, the Alliance declared that no
alien species was ever again to set foot on Earth. A So it was agreed. On the 25th of April 2697,
blockade was set up around the planet, and has been bombardment began. When the Trax fleet arrived, a
there ever since. No alien has set foot on earth in over combined fleet arrived through the Light Gate and the
450 years. Trax were caught between two forces. The fleet was
wiped out, all save the capital ship.
Might of the Alliance The Praesidian senator boarded the immobile vessel,
Knowing how close mankind had come to extinction, and offered the Trax leader an ultimatum; return to your
the Alliances focus shifted after the Nexus war. home world and stay there, or be exterminated. The
Defence became their primary concern, and all their Trax leader agreed and he and his crew were
efforts went into ensuring they would never be so transported to the ruins of their home world.
outmatched again.
The Praesidians deactivated the Trax light gate, cutting
The Galactic Marines, the Alliances special forces, them off from the rest of the galaxy, and posted a
were formed. The first recruits were trained at a secret contingent of 3 ships, two cruisers and a life ship, to
location by a collection of mercenaries from various remain in orbit above the Trax home world indefinitely
species. These mercenaries gave the marines the skills to make sure they never rose up again.
they would need to fight the various aliens they would
encounter in battle. This decision faced serious backlash in the council,
with many calling it a war crime, genocide, saying the
The Alliance also began building their fleet, and though decision should be overturned. But it remained in place
they still dont have as many ships in total as the for over 100 years. During this time, the only Trax left
Praesidians today, they have more combat ready in the core systems were those that had been living
vessels than any other race. there before and had not taken part in the war. Some
of them banded together into communities on neutral
planets, which is where the majority of Trax walking
the galaxy today come from.

7
Models
The Icarus Project is played using finely detailed scale miniatures. These models represent a huge variety of
characters and creatures in The Icarus Project universe; from the noble Praesidians to the brutal Nexus, and
everything in between.

Models The Turn


Each miniature (referred to as Model) acts A game turn is the time it takes for every model of each
independently. player to perform all their actions.

Stats Priority
Each model in The Icarus Project has a name and a The Icarus Project uses an alternative activation
series of statistics (called stats), which together make system that begins with each player rolling for priority.
the profile that defines how they perform in the game. Both players roll a D6 and the player who scores the
These are: highest may choose to go first. The turn then proceeds
as follows:
Move (M) How many inches a model can move per
action. -Player one activates their first model and performs
their actions.
Ranged (R) The score needed by the model to hit -Player two activates their first model and performs
an enemy with a ranged attack. If the model has no their actions.
ranged attacks, this is a -. -Player one activates their second model and performs
their actions.
Combat (C) The score the model needs to roll to -Player two activates their second model and performs
successfully hit an opponent in combat. their actions.

Defence (D) The score your opponent needs to And so on until all models on both sides have
damage your model. performed all their available actions. Once all models
on the table have performed their actions, the turn is
Attacks (A) The number of attacks a model can over and the players roll priority for the next game turn.
make in close combat.
Additional Activations
Health (H) This is the amount of damage a model If one player has completed all his activations and the
can take before they are removed from play. other player still has several models left to activate,
that player may activate each of their remaining models
Courage (Co) How brave the model is. in turn. However, each additional activation becomes
more difficult. Roll a D6 for each model and compare
Points (Pts) The number of points the model costs. the result to the table:
Equipment The equipment the model is armed with. First additional activation: 4+
Second additional activation: 5+
Special Any special rules that affect the model. Each additional activation thereafter: 6+
Example:
Dice
Unit M R C D A H Co Pts Whenever we refer to a die or dice we are talking about
Alliance a normal six-sided die, often shortened to D6. There
6 5 5 4 1 5 4 11
Trooper may be times where the rules refer to a D3 which is a
regular roll of a D6 where: 1 or 2 = 1, 3 or 4 = 2 and 5
Measuring Distances or 6 = 3. There may also be mentions of multiple dice,
You may measure distances at any time you like. such as 2D6, which is just rolling two dice and adding
Distances are always measured to or from the centre the results together.
point of the models base.

Re-Rolls
When you are allowed to make a re-roll, simply pick up
the appropriate number of dice and roll them again.
The second result counts, even if is worse than the
first.

8
Modifiers
Actions
Certain weapons and equipment modify the statistics Models in The Icarus Project all have a number of
of another model, or dice roll. actions they can use to perform tasks in game such as
moving, shooting with a weapon, or using an item. The
Modifiers come in two forms, a bonus modifier (+) and standard number of actions for a model is 2, but
a penalty modifier (-). some models may have more indicated in their special
rules. Actions can be taken in any order unless
A bonus modifier (+) does not necessarily add to otherwise stated.
the models stat, rather it improves it.
The actions are:
Example: A model with a defence of 4 that receives a
bonus of +1 would have their defence stat increase to Move The model moves up to the number of inches
5. But a model with a courage of 4 that receives a indicated in their move stat.
bonus of +1 would have their courage stat changed to
3. Shoot The model attempts to shoot at an enemy.
A bonus (+) modifier always improves the effected stat, Combat The model fights in hand to hand combat.
which may mean (in the case of Ranged, Combat and
Courage) it actually makes the stat number lower. Reload Some weapons must be reloaded after each
shot, reloading costs 1 action.
Similarly, a negative modifier (-) does not
necessarily lower the effected stat, but rather, Use item Models can use a variety of items; such as
makes it worse. med kits, ordnance drops, and scanners during the
course of the game. The specific rules for each of these
Example: A model with a Courage of 4 suffers a 1 items are listed in its entry in the equipment section.
penalty to their Courage stat, changing it to a 5. As a
lower number is better for Courage, Ranged and Overwatch A special action that puts a model on
Combat, suffering a negative (-) modifier makes the alert. This is described in further detail in the Shooting
number higher, and their stat worse. section.
There are occasions where you will only be able to Go to ground A model may elect to Go to Ground,
damage an enemy model by using something that ending its activation (if the model goes to ground as its
carries a modifier. first action, it loses its second action). Going to ground
infers a -1 penalty to the ranged stat of any enemy
For example, if an Alliance Trooper was firing at a attempting to shoot at the model until the next
model with a defence of 7, they would normally be game turn.
unable to wound them. However, if they were carrying A model that has gone to ground in the previous
a sniper rifle, they would only need a 5+ (Sniper rifles turn must spend an action to get up again in their
reduce the targets defence by 2) next activation.

Facing Spot A model may spend an action to spot an enemy


Models can see, move and fire in any direction they within 12 of them. Any other friendly model that shoots
like. However, there are some things which you need at a spotted enemy receives a +1 bonus to the result
to know which direction the model is facing for (like needed to hit them. These effects do not stack.
pushback). The most simple way of knowing this is to
mark a line, or place a piece of distinctive decoration All of a models actions must be used in a single
on the models base which can serve as the centre of activation. Any unused actions are lost when the next
the models front facing 180 degree arc. model is activated. So you cant activate a model, use
one of their two actions, and return to them after the
Base Sizes next enemy activation to spend the final action.
As distances for moving, shooting, and area effects are
measured to the models base, you are free to mount To keep track of what models have activated, place a
your model on any base that you wish. marker next to model at the start of each turn and
remove it once the model has activated.
However, its wise to use bases of the same size as
those the models are supplied with as some
Activating A Model
competitive environments may have base size
restrictions. When you wish to activate a model, simply declare
which model you will be activating and perform all that
models actions.

It helps to use tokens to keep track of which models


have already activated. Placing a special coloured dice
next to all the models that have yet to activate is
enough; though you may wish to use dedicated tokens.

9
Movement
One or all of a models actions can be spent moving. If the obstacle is more than half as tall as the model,
A model moves up to the number of inches indicated but no taller than half the models move value, they
in its stat profile per movement action. must use an entire move action to scale over it, starting
in base contact. Once a model has climbed an
Measuring Movement obstacle, place them in base contact with the edge of
When moving a model, it is important to measure from the obstacle that has just been climbed.
the same edge of the base. Measuring from one at the
start of the move, to the other at the end, can cause
you to move too much or too little. A model is in base contact
with an obstacle that is more
than half its height, but not
taller than half its move value.
The model must use an entire
move action to scale over the
6 Rear to Rear 2.5 obstacle, ending its
movement in base contact
with the other side of the
obstacle.

6 Front to Front Agility


There are many situations where a model will be
required to perform a feat of agility, such as leaping a
chasm, swinging on a rope, and countless others. To
do this, the model must make an agility roll.
Difficult Terrain
Some areas of terrain will slow down a models To determine what result a model needs for an agility
movement. Areas such as bogs, dense rubble, and test
thick forest are harder for some models to navigate.
Agree with your opponent after terrain is deployed what (Base) +/- (Movement Modifier) +/- (Modifiers) = Roll
will be classed as difficult terrain. Needed.

Difficult terrain reduces a models movement speed by (Base) - The base roll for agility is 4+.
half. This number is not rounded up or down.
(Movement Modifier) - If a models movement is 5
Obstacles inches or less, add +1 to the roll. If their movement is
An obstacle is anything a model may jump/climb over, 8 inches or more, -1 to the roll.
or on top of that is not a building. So walls, containers,
cliffs, hedges, barricades, and many others are all (Modifiers) - Some equipment, such as weapons with
obstacles. the Heavy special rule, incur modifiers to an agility roll.
The modifier will be listed in the relevant entry.
A model may move over an obstacle that is no higher
than half the model's height at no penalty, and continue Example: An Trax Brute attempts to leap across a gap
its move. of more than 3 inches, meaning they must pass an
agility test. They start with a 4+ base. They have a +1
penalty for having a movement of 5, they also have a
+1 penalty for carrying a weapon with the Heavy
special rule. This means they need a 6+ to pass their
agility test.

If you cant decide whether a model should be allowed


to make an agility test to do something (such as use a
2 4 hanging cable to swing between two buildings) always
go with the option that makes the game more
A model moves 2 inches into base contact with a low cinematic and exciting!
wall, they may move over the wall with no penalty and
continue their movement as normal.

10
Climbing A model that is on top of an obstacle may drop down
Models may climb obstacles 1- 6 inches in height at with no penalty and continue its movement as long as
the cost of one move action, or 6-12 inches in height the obstacle is no higher than 3 inches. If the obstacle
at the cost of two move actions. is 3-6 inches tall, it costs an action to climb down. When
a model drops down from an obstacle, it counts as
To climb an obstacle/structure, a model must fist pass having moved for the purposes of shooting.
an agility test. If they fail, they may not climb the
obstacle, and forfeit that action. Leaping
A model may jump a gap that is as wide as their
movement value. If the gap is 3 inches or less across
they may move across it as though it were regular
terrain, so long as they dont end their movement in the
gap.

A model starts its When a model is attempting to jump a gap of more than
activation in base contact 3 inches, they must make an agility test.
with a cliff that is 6.5 If they fail, the model falls. The model suffers an
inches high. The model automatic hit, resolved as normal at damage 1,
must use both its actions regardless of the height they fell. In addition, for every
to climb the cliff, as it is 3 inches the model falls (rounding up) they suffer an
between 6 and 12 additional hit resolved as normal at damage 1.
inches. The model ends
its climb in base contact Example: An Alliance Trooper is attempting to leap a
with the edge of the cliff. 6.5 gap of 4 inches, meaning they must pass an agility test
to see if they make the jump.
The trooper fails their agility test and falls. They suffer
an immediate hit for falling, and as the building is 5
inches tall they suffer an additional 2 hits (one hit per
3 inches, rounding up). The damage is resolved as
normal.

11
Buildings
Moving into and out of the ground floor of a building is The following table describes the durability of the
counted as a regular move action. However, to move different building types:
up a single floor of a building costs a move action.

Example: A model uses their first action to move inside Type Defence Health
a building. They then use their second action to climb Small 6 10
to the first floor of that building. 7 10
Medium
Building Types Large 8 15
While buildings come in all shapes and sizes, one of Huge/Special 9 25
the most important aspects of any building is its height.
A multi-storey building offers an advantage for spotting To damage a building, roll against its defence as
and shooting at an enemy, but is harder to search when normal. If you successfully damage it, place a number
looking for objectives. of damage markers equal to the amount of damage
done next to the building. When a buildings health
The types listed here are rough guidelines, it is up to reaches 0, it is destroyed.
you and your opponent to decide which buildings on
your gaming table are classed as which type. Weapons that reduce a targets defence are still
effective against buildings.
Type Size
Small 1floor/4inches Damaging Buildings With
Medium 2floors/8inches Template Weapons
Large 3+floors/12inches If you fire a template weapon at models within a
building, the weapon also has a chance of damaging
Huge/Special* 12+ inches/special*
the building itself.

To work out what type a building is start by measuring In addition to resolving the attack against enemy
the number of floors it has. If the number of floors, and model(s), resolve damage against the building as
total height fit into a single category (e.g. a two story normal.
building that is 7 inches high) then that is the type of
building it is. Destroyed Buildings
When a building is destroyed, any models that are
However, sometimes you will have a building that has
closer to the edge of the building than their movement
the number of floors to be put into one category, but it
value, may take an agility test to attempt to flee the
is too high (such as an 8 inch, single floor building).
building before it collapses. If they pass the agility test,
When this happens, categorize the building by its
they exit the building using the closes door or window.
height.
If they fail, they are crushed by the debris and killed
instantly.
Huge/Special
If a model passes an agility test and exits the building
There may be occasions when you have an unusually
from higher floor than the ground level, the usual rules
large structure (perhaps the objective of a narrative)
for falling apply.
that is over 12 inches tall. In this case, regardless of
the number of floors, it is counted as huge.
If the model is not within a single move actions range
of the building edge, they cannot escape in time and
You may also have a building that is special for some
other reason (palace, bunker etc). These buildings can
be any height (including a single floor) but because of
their significance they are treated differently.

Always agree with your opponent what buildings will


be counted as Huge/Special.

Damaging Buildings
Buildings are not indestructible, with enough damage,
even the strongest building will fall.

A model may damage a building in the same way it


would another model(as long as it is actually capable
of doing the damage. You may attempt to damage a
building either in close combat (by being in base
contact with one of the walls) or by shooting at it.

12
Shooting
Most models carry some form of ranged weaponry, Line of Sight
even if it is only a pistol. An enemy is considered in your line of sight if the
shooting model can see any part of them. Look at the
A model may spend any of its actions shooting (unless target from the shooting model's point of view, if you
they are carrying a weapon with the Reload rule, in can see any part of the target model(including arms,
which case they must spend an action to reload). coats, capes, wings, tails etc.) other than the model's
base then you can take a shot.
Picking A Target
A model may pick a single enemy model as the target Line of sight is a binary matter. Can you see any
for its ranged attacks as long as the following part of the target model other than the base; yes or
conditions are met: no? If you or your opponent are unsure, simply roll
The target is in the model's line of sight. a D6. On a 1, 2 or 3 the model cannot be seen. On
a 4, 5 or 6 they can be.
A model may fire at a separate target for each action
it has. Moving And Shooting
If a model fires at an enemy model that has moved in
the same game turn, they suffer a -1 penalty to hit; its
more difficult to hit a moving target.
Action 1 The Alliance Trooper
uses their first action to Example: A Alliance Trooper spends his first action
fire at the grunt, and
their second action to
moving to a better position to fire at a nexus grunt, who
fire at the Feral Nexus. moved in his own activation. The Alliance Trooper
Action 2 would normally need to roll a 5 or 6 to successfully hit
his target, but as the target has moved this game turn
he must roll a 6.

Shooting And Hitting the Target There is no penalty to shooting if the firing model has
moved during the turn in which they declare the
Once you have picked a target, roll the number of
shooting action (unless they are carrying a Heavy
dice equal to the number of attacks in the weapon
weapon, or another piece of equipment that affects
profile of the weapon you have chosen to use. You
movement. If this is the case, it will be listed in the
must score equal to or higher than your model's ranged
equipments profile.
value to hit your target. Discard any dice that score less
than this.

13
Ranges Recording Damage
Different weapons are effective at different ranges. The To record the damage a model has suffered, use a
distance of the target effects how likely it is that the suitable counter to track the number of health points
weapon will hit. Weapons in The Icarus Project have they have lost (a D6 works well).
three ranges Ideal Range, Effective Range and
Extreme Range.
Critical Condition
When a model suffers enough damage to reduce their
Ideal Range health to exactly 0, instead of being killed outright, they
The ideal range of a weapon is the distance at which enter Critical Condition.
it is most accurate. Firing at a target within a weapons
ideal range gives a +1 to hit bonus. So a Alliance When a model is in Critical Condition, lay the
Trooper, who would normally need a 5 or 6 to hit a miniature on its side. A model in Critical Condition
target, must roll a 4 or more at ideal range to hit a target. may not perform any actions or be activated.

Effective Range A model in Critical Condition must be healed, either


The effective range of a weapon is a distance at which through the use of a med kit, or special rules, by the
it is still reasonably accurate, but not as accurate as its end of the following Game Turn. If they are not healed
ideal range. Firing at a model in the weapons effective in this time, or suffer any further damage, they are
range has no penalties. considered dead and removed from play.

Extreme Range If they are healed by a med kit or special rule, they
The extreme range of a weapon represents the recover the appropriate number of health points and
maximum distance it can be used while still having a may activate as normal from the start of the next Game
chance of hitting a target. Firing a weapon at extreme Turn.
range has a -1 penalty to hit the target. So a Alliance
Example: Model A has 3 health points and suffers 4
Trooper, who normally hits on a 5+, would need a 6.
points of damage, killing them outright. Model B has 3
health points and receives 3 points of damage. As this
Ranges reduces they to 0 health points, they enter Critical
Condition.
Ideal Range Effective Range Extreme Range
+1 Bonus to Hit No Modifiers -1 Penalty to Hit Overwatch
Overwatch is a special type of action that a model can
make. Using overwatch ends that model's activation.

If an enemy model passes within the overwatch


model's line of sight and range, the model may choose
to take an automatic shot against them, with a -1 to hit
Scoring More Than A 6 penalty, resolved as normal. Normal shooting
There may be times when modifiers mean that you restrictions apply however, so a model that needs to
must roll a 7 or more on a six sided dice to hit a model reload their weapon after each shot may only fire if the
with a ranged attack. To do this the attacking model weapon has been reloaded in that model's activation.
must roll a 6, followed by their base stat.
Units with Heavy weapons that have moved during
Example: If an Alliance Trooper is firing at extreme their activation may not enter overwatch (unless they
range at a target that has moved, they would need a have a Stabiliser).
7+ to hit the target. So they must first roll a 6, and if
they are successful, score a 5+ on the second roll (an
Alliance Troopers ranged stat is 5+) Overwatch

Note that this only effects hitting a target. If a target


model's defence is 7+, you must use special weapons
or equipment to reduce their defence.

Damaging the Target


High Wall High Wall
After discarding any dice which failed to hit the enemy
model, roll the remaining dice. The number you need
is equal to or higher than the targets defence value.
This roll may sometimes be modified by special rules.

For each result over the targets defence value you An Alliance Trooper is in Overwatch. During the
deal the number of damage points indicated in the Nexus Grunts activation, the Grunt moves into the
weapons profile. Troopers line of sight. The Trooper chooses to take
his overwatch shot and wounds the Grunt.

14
Shooting Into Combat Template Weapons
The ruthless or mad soldier may choose to fire into a Some weapons have an area of effect, such as
combat where a friendly model is engaged. If so, the explosives, or flamethrowers. Weapons such as these
model attempting to fire into the combat must first pass are template weapons, and will either be listed as
a courage test. If the test is failed they may not fire into Template (Small), Template (Large), or Template
the combat (but may spend their action on something (Cone).
else) If the test is passed roll to hit as normal.
Hitting Units With a Template
If the hit roll is successful the controlling player of the
To determine which models are hit by a template
shooting model decides which model involved in the
weapon, place the template over your target. Any
combat suffers the hit. Damage is then resolved as
model whose base is under the template completely is
normal.
automatically hit.
If a model's base is only partially under a template, they
If the shot misses then each player involved in the
are hit on a 4+.
combat must roll a D6, adding the number of their own
If a model's base is not under the template, they are
models involved in the combat to the result. The player
not hit.
with the highest score suffers the hit, allocated by the
firing model's controlling player.
Template (Small)
If your model fires into a combat and puts a friendly
model into critical condition your firing model must
immediately take a courage test with a -1 penalty to
the result. If they kill a friendly model they must make
an immediate courage test with a -2 penalty to the Hit on 4+
result.

+1

Hit on 4+
+1

+1

Template (Large)

+1 Hit on 4+

+1 +3

Player A Player B
Player A fires into a combat and misses their shot.
Player A has a single model in the combat, Player B
has 3 models in the combat.
Both players roll a D6, Player A adds +1 to their result
and Player B adds +3.
Player A scores a 4, +1 for their model, making the
total a 5.
Player B scores a 3, adding +3 for their models,
bringing their total to 6. Hitting With Template (Cone)
The controlling player of the firing model may now
To fire a Template (Cone) weapon, place the back of
decide which of the three enemy models will suffer
the template in the centre of the firing model's base.
the hit.
Any model whose base is partially under the template
are hit on 4+, and any fully under are automatically hit
as normal.

Template (Cone)

Hit on 4+

Hit on 4+

15
Cover
Cover Template (Cone) and Buildings
If any part of the target model other than the base is If both the firing model and the target model are on the
obscured, they are counted as being in cover. When same level of a building, fire the Template (Cone)
shooting at models in cover, the shooting model suffers weapon as usual, taking into account any cover
a -1 penalty to the score they need to hit. present.

If the shooting model can see the entirety of the target If the firing model and the target are on two levels of a
model, it is counted as being in the open and there is building, but less than half of the target model is
no penalty. obscured, they count as being in cover.
Again, cover is a binary matter. Is there anything
obscuring your view of the target model; yes or If the firing model is outside of a building or structure,
no? If you or your opponent is unsure simply roll and the target is within the structure, the firing model
a D6. On a 1, 2 or 3 the model is in cover. On a 4, 5 may only use the Template (Cone) weapon if the
or 6 they are in the open. target is on the same level as them, and more than half
the target model can be seen through a window or
Cannot Be Seen opening.
all
W

If the target model can be completely seen by the firing


gh

model, they do not receive cover, even though they are


Hi

within a building.

Template (Small/Large) and Cover


In Cover
If there is an obstacle that is no more than half the
height of the target model between the centre of the
blast template, and the target model, they are hit on a
4+ if they are totally within the template, and 5+ if they
are partially within the template.
In the Open
If the weapon has the Explosive special rule, then
even if the model is behind an obstacle, and receives
the benefit of cover, they are still affected by the
Intervening Units
Pushback rule.
If there is a model(friendly or enemy) between the firing
model and the target that blocks line of sight, the target
is considered to be in cover, and the shooting model Pushback 3
suffers a -1 penalty to the score they need to hit. Pushback 3

Hit on 5+
Template (Cone) and Cover Hit on 4+
If the target model is behind a structure or obstacle that
obscures no more than half of it, they are counted as Low Wall
in cover.

Units in cover that are totally within the template are


hit on a 4+, and those partially under the template are
hit on 5+.
Hit
Low Wall

Hit on 5+ Pushback 3

If the model is behind an obstacle that covers more


than half of it, they are not hit, or affected by Pushback.
Hit on 4+

Smoke And Toxic


Smoke and Toxic grenades hit models even if they are
If the target model is behind a structure or obstacle that
behind cover, as they are clouds of gas. Units are still
obscures more than half of it, the Template (Cone)
only hit on a 4+ if they are only partially under the
cannot hit them.
template.

16
Cover and Combat If being moved back by the attacking model that has
If a model is stood in base contact with a piece of cover passed its agility test would cause the defender to
that is less than half its height, an enemy model must move off an edge, they must make an additional agility
enter base contact with obstacle to engage the model. test.

The Attacker, has a -1 penalty to hit in the following If they fail, they fall over the edge and suffer the usual
combat. effects for failing.

However, if they pass their test, move them to the side,


remaining in base contact with the attacking model. If
there is no space to move the defending model to the
side, the automatically fall.

If the defender successfully moves aside, the attacker


must also make an agility test. If this is failed, the
attackers momentum carriers them off the edge and
they fall, suffering the usual effects for falling. If the test
is passed, the combat continues as normal.

The Nexus brawler spends its first action moving into


base contact with the wall. If then spends its second
action to engage the Alliance trooper in close combat,
and suffers a -1 penalty to hit the trooper.

Leaping Cover
An attacking model may attempt to leap over cover if
they have enough movement to end their move on the
other side.

To do this, they make an agility test. The controlling


player of the enemy model also rolls and agility test.

If the attacker passes their test, and the defender fails,


the defending model is pushed back to allow the
attacking model to be placed in base contact with the The Nexus Brawler successfully leaps the obstacle
obstacle. The attacker also does not suffer the -1 into combat with the Alliance Trooper. As the trooper
penalty to hit a defending model. was stood on an edge, when it is pushed back it must
pass an agility test. The Trooper fails the agility test
If both players pass their agility rolls, the attacking and falls.
model moves over the obstacle, and the defender is
pushed back as before, but the attacker still suffers the Buildings
-1 penalty to hit; as the defender has prepared If a defending model is stood in base contact with a
themselves for the attack. window or opening in a building, follow the same rules
for combat over obstacles. You may either engage the
If the attacker fails their agility roll, they do not move defending model from the other side of the
over the obstacle, and suffer a -2 penalty to hit in the window/opening, or pass an agility test in the same
following combat. was as leaping cover.

The Nexus Brawler passes its agility test and leaps


over the obstacle, pushing the defending trooper The Alliance Trooper is taking cover in the window of
back. The trooper failed his agility test, so the Brawler a building. The Nexus Brawler leaps through the
no longer suffers the -1 penalty to hit. window in the same way as over a barrier, and pushes
the Trooper back.

17
Combat
Hitting the Target Fleeing a Combat
To engage in combat with an enemy model, you must To flee a combat, you must make a courage test.
first have moved your model into base contact with the If you pass, the model may immediately move away
enemy model. You may then use an action to attempt from the enemy model up to their full movement
to attack the enemy model by rolling the number of dice distance (this counts as a single move action).
equal to your attacking model's Attacks stat. To hit the When you flee a combat, any enemies involved make
enemy you must roll equal to or above the number an immediate combat action (resolved before you
indicated in the attacking model's combat stat. move your model away), regardless of whether you
passed your courage test or not. The enemy has a +1
bonus to their combat reaction roll.

If you fail to flee the model must remain in combat but


cannot attack.
5
A disengaged model may make a second action from
the following list: move, reload, use item, and go to
ground.
An Alliance Trooper uses their first action to move 5
inches, putting them into base to base contact with a Losing 50% Health in Combat
Nexus grunt. The Alliance Trooper has 1 attack, and
needs to roll a 5 or 6 to hit the grunt. They roll a 5 and If a model loses 50% of its health (rounding up) in
the blow lands. combat in one turn they must make a courage test as
normal. If they pass they stand their ground and
continue fighting in the combat. However if they fail
Damaging the Target they move their full distance towards their deployment
To damage the target you model must roll equal to or zone. The enemy model also makes an immediate
above the targets Defence value. If a model has combat action with a +1 modifier to their hit roll.
more than one weapon. They must choose which to
use at the start of combat. If a model that is fleeing combat cannot move towards
their deployment zone because they are blocked (such
Example: The Alliance Trooper managed to hit the as being stuck in a corner or surrounded by multiple
nexus grunt with his attack and must now roll to see if enemies) all enemy models involved in the combat
they damage the enemy. A nexus grunt has a defence make an additional immediate combat action with a +1
value of 4+, which means the Alliance Trooper must bonus to hit.
roll a 4, 5 or 6 to damage their target. They roll a 5 and
Pushback
have successfully damaged the grunt. The Alliance
Trooper was using a combat knife, which has a If no model's are killed during combat, the model that
damage value of 1 so the Nexus grunt takes one wound. has lost the most health is pushed directly backwards
by 3 inches. If all models have suffered the same
amount of damage then they remain in base contact.

Models with Multiple If, as a result of being pushed back, a model is forced
Melee Weapons over an edge or into special terrain, the normal rules
apply (e.g. If a model is pushed back over an edge the
If a model has two or more melee weapons, it adds a
same rules apply as if they had failed to leap across a
single additional attack to the model's profile. The
gap.)
controlling player may choose which weapon they wish
you use in combat, but may not use more than one
Some ranged weapons and equipment also cause
melee weapon in a single action.
pushback. Units affected by this are pushed back away
from the direction of the model who fired the weapon.
Weapons that cause pushback will have the special
rule Pushback.

An alliance trooper fires at a Nexus Grunt with a missile


launcher. The explosion causes the Nexus Grunt to be
pushed back away from the source, the Alliance Trooper

18
Courage
The courage stat represents how brave your model is, Failing a Courage Test
and how likely they are to continue fighting in the face If your model fails their courage test they are counted
of overwhelming odds. There are many times when a as broken and must immediately move their full
model will be required to make a courage test. These movement distance towards their deployment zone.
include: This counts as all their actions and they can do nothing
else for the remainder of the game turn. Mark broken
- Fleeing from a combat. models with an appropriate counter (such as a different
- Losing 50% of its health (rounding up) in one turn. coloured dice)
- Charging into combat with particular models.
- Being charged by particular models. At the start of the following game turn (before the
priority roll) must make a courage test. If they pass,
To perform a courage test, roll a D6 and compare the they can act as normal during their activation, but if
result with the model's courage stat. If the result is they fail they begin the process again moving towards
equal to or higher than the model's courage, the test the deployment zone, rolling a D6 at the start of the
is passed. If it is lower, the test is failed. next game turn and so on. If a broken model's move
would take them off the edge of the board they are
Courage Modifiers considered out of the game.
Some models, weapons, and equipment also modify
the courage of a model. These will be detailed in the If there are multiple broken models the controlling
relevant sections. player may decide in which order to attempt to rally
them.
Models with a
Courage Value of 1
There are some models with a courage value of 1,
meaning under normal circumstances they cannot fail
a courage test. This value can be effected by modifiers
(such as a fear toxin with inflicts a -1 to a model's
courage value).

19
Bikes
Bikes Shooting at a Bike
A bike is counted as a piece of equipment and will When shooting at a model mounted on a bike, if you
appear in a model's list of equipment. score a hit, you may choose whether to resolve the
hit against the bike or the rider. If you score a miss
Bike Stat Line when trying to shoot at a model on a bike, you hit the
bike and resolve damage against it as normal.
Bikes have their own statistics for the following
attributes: Movement, Defence, and Health. When a
Attacks against the bike itself are resolved against the
model is mounted on a bike, it may move up the value
bikes defence. Attacks against the rider are resolved
of the bikes Movement stat.
against the riders defence and health.
Mounting / Dismounting
If the bike reaches 0 or less health, it explodes. Place
A model that comes with a bike must begin the game a large explosive template over the centre of the bikes
mounted on the bike, but from turn 1 onwards, can base. Resolve any damage for models under the
freely mount and dismount from the bike. template as normal. The explosion causes 5 damage.

A model may only mount or dismount from a bike once


Thrown!
per activation. Mounting and dismounting from a bike
does not cost an action. To mount a bike, the model If the bike explodes, the rider is also thrown D6 inches
must be in base contact with the bike. in the direction of the front of the bike. The rider suffers
an automatic hit, resolved as normal at 5 damage.
A model may mount any bike that is not currently
mounted by an enemy model. Killing the Rider
If the bike has moved during the current activation and
Movement you reduce the rider to 0 or less health with a weapon
A bike with a model mounted on it moves as a single that doesnt have the Explosive rule, the bike
model, using the bikes movement value. immediately moves forward 2D6 inches. If the rider is
in Critical condition, place the model on its side in base
contact with the bike before moving the bike forward.
Climbing
Bikes cannot climb buildings or obstacles.
Crashing
Leaping If the bikes move brings it into contact with another
model, the model must pass an agility roll to get out of
A bike may jump across a gap as wide as its movement the way, if they fail, they take D3 damage and are
value. If the gap is 5 inches or less across, they may pushed back. If the bike strikes solid terrain, on a 5+ it
move across it as though it were regular terrain, so long explodes with a large explosive template, resolve as
as they dont end their movement in the gap. normal with 5 damage.
When a model on a bike is attempting to jump a gap If the bike does not hit anything, it ends its move and
of more than 5 inches, they must make an agility test. is stationary from then on. It can then be ridden by
Use the movement value of the bike to determine the another model.
result needed for the agility test.

If the model fails its agility test, they fall. The bike Bikes and Template Weapons
suffers an automatic hit, resolved as normal at damage Template weapons hit both the bike and the rider
2, regardless of the height it fell. In addition, for every simultaneously. Resolve damage against each of them
3 inches the bike falls (rounding up) it suffers an individually.
additional hit resolved as normal at damage 2.
Combat
If falling causes the bikes health to drop to 0 or below, Units on a bike may attack other models in close
it explodes (as described in the Bike Shooting section) combat in the same way as they would on foot with a
few exceptions:
Shooting From a Bike
A model mounted on a bike may fire as normal. Charge
However, a model on a bike may not use any weapon
If a model on a bike uses their first action to move into
with the Heavy special rule.
base contact with the enemy model, they get an extra
attack in close combat.

Attacking Bikes in Close Combat


Enemy models may choose to attack the bike or the
rider. Roll to hit and damage as normal.

20
21
Equipment
Axe Flashlight
Stronger than the sword, but more cumbersome. Models equipped with a flashlight may choose to
Dam Ideal Range Effective Range Extreme Range ignore the rules for shooting at night.
3 The controlling player may choose to use a model's
flashlight at the start of the model's activation. This
Assault Rifle does not require an action to do. The effects last until
the next game turn.
Though each race has its own unique variant, Assault Once a model has used a flashlight, until the next game
Rifles all remain largely the same in their capabilities. turn, enemy models may fire at them with no penalties
Att Dam Ideal Range Effective Range Extreme Range to their range, just as if they were shooting during the
2 2 12 24 36 day.
All models carry a flashlight of some type.
Combat Knife
A simple close combat weapon. Grenade
Dam Ideal Range Effective Range Extreme Range Att Dam Ideal Range Effective Range Extreme Range
1 1 5 6 12
When throwing a grenade, place a token where you
detonator would like the grenade to land. Then roll a scatter dice
A last resort device attached to some armour. and D3. If a hit is scored on the scatter dice, the
Att Dam Ideal Range Effective Range Extreme Range grenade detonates where the marker was placed and
everything under a small explosive template is
1 5
automatically hit.
Special Rules: Explosive, Template (Small).
Special Rules: Explosive, Template (Small), Single
When a model with this item is killed, they immediately Use.
detonate. Any model within the blast radius is hit on a
5+. Jetpack
The controlling player may choose to use the detonator Doubles the model's speed and allows them to ignore
at another time, this costs an action, and the model terrain while moving, as long as they do not end their
with the detonator is removed from play. move in difficult terrain. Models with a jetpack ignore
falling damage and automatically pass agility tests. If
disruptor jetpack is listed in a model's equipment, the extra
Engineered to combat the URC. movement will already have been included.
Att Dam Ideal Range Effective Range Extreme Range
1 6 12 18 Light Machine Gun (LMG)
The disruptor can only be used on models that have Highly effective against infantry, the Light Machine Gun
the We Are Legion rule. Roll to hit and damage as is a deadly weapon.
normal. If the damage roll is successful, the target Att Dam Ideal Range Effective Range Extreme Range
model is considered to be out of range of a controller, 4 2 12 24 36
regardless of how far away they actually are. These
Special Rules: Heavy.
effects remain until the end of the next game turn.
Med Kit
Energy Gauntlet
Costs one action to use, can be used on friendly
A powered device that greatly increases the strength
models in base contact as well as the owning model.
of the user. The target model recovers 3 health points (up to its
Dam Ideal Range Effective Range Extreme Range starting health). Single Us.
4
Special Rules: -1 to Targets Defence. Missile Launcher
The high explosive ammunition makes this weapon
Energy Shield highly effective against strong armour.
This device covers the user in a defensive shield. Att Dam Ideal Range Effective Range Extreme Range
Special Rules: +1 to Users Defence. 1 5 12 24 36
Special Rules: Heavy, Reload, Explosive, Template
Flamethrower (Small), -1 to Targets Defence.
This weapon fires gouts of flame that covers the enemy.
Att Dam Ideal Range Effective Range Extreme Range Pistol
1 3 A standard issue sidearm.
Special Rules: Template (Cone), -1 to Targets Courage Att Dam Ideal Range Effective Range Extreme Range
if Damage is Inflicted. 1 1 6 12 18

22
Scanner Targeter
The scanner is used as a single action. It reveals any +1 bonus to the owning model's Ranged statistic.
stealth counter within 6 inches. If a revealed counter is
the stealth model, they do not get to automatically act Teleporter
as they would if they had been discovered normally. Doubles the model's movement.
A model with a teleporter may move through difficult
Shotgun terrain as though it were normal terrain.
An excellent close range weapon with high stopping They may also move through solid terrain such as
power. cliffs, so long as their movement doesnt end within the
Att Dam Ideal Range Effective Range Extreme Range terrain.
They may end their move within buildings.
2 3 6 12 18
When a model uses a teleporter to move, they count
as having remained stationary for all other purposes
Smoke Grenade (such as firing heavy weapons).
Used to provide cover and signal air models. When a model has a Teleporter listed in their
Att Dam Ideal Range Effective Range Extreme Range equipment, the extra movement will already have been
1 6 12 included.
A smoke grenade is thrown like an ordinary grenade.
In addition, when a building containing a model with a
Place a marker where you want the grenade to land teleporter is destroyed, the model is not immediately
and roll to scatter. Then place the centre of a killed as normal. The controlling player rolls 2D6 to see
Template (Large) on the marker. Any models under if they can teleport out of the building. On a 3-12, place
the template are considered to be in cover. the model in base contact with the edge of the
Effects last until the end of the next game turn. rubble/remains instead. On a 2 the model fails to
teleport and is killed.
Orbital Strike
Toxic Grenade
Once per game the owning model may call in an
Ordinance Strike. To do so, the target location must be Producers a cloud of toxic smoke.
within the model's line of sight. Att Dam Ideal Range Effective Range Extreme Range
Calling in an Ordinance strike counts as an action. 1 12
Thrown like a regular grenade. Place the centre of a
Place a Explosive Template (Large) where you wish Template (Small) over the target, any model within
the strike to land. At the start of the next game turn, template suffers 1D3-1 damage for 2 turns (including
before players roll for priority , any model under the the turn the grenade is thrown.)
template suffers an automatic hit resolved as normal.
This may mean that some turns, the toxic grenade does
If any model is wounded by the strike, they lose 5 no damage.
health points. In addition, all models within the radius
of the template must make a courage test at a 1 Gas Mask
penalty, regardless as to whether they took damage or
not. Models under the template are pushed back from Ignores the effects of Toxic Grenades
the centre.
Chaingun
Sniper Rifle Att Dam Ideal Range Effective Range Extreme Range

A high powered rifle, incredibly accurate over extreme 8 1 12 24 36


ranges.
Missile Pod
Att Dam Ideal Range Effective Range Extreme Range
Att Dam Ideal Range Effective Range Extreme Range
1 3 18 30 42
3 3 12 24 36
Special Rules: Heavy, Reload, -2 to Targets Defence.
Special Rules: Explosive, Template (Small),
Defence -1.
Stabiliser
Units with a Stabiliser ignore the Heavy special rule. Railgun
Att Dam Ideal Range Effective Range Extreme Range
Stealth System
1 6 24 36 72
Gives the owning model the Stealth special rule. Special Rules: Defence -3, Reload.

Sword
Cannon
More effective than a combat knife, swords come in Att Dam Ideal Range Effective Range Extreme Range
many styles.
1 4 18 30 48
Dam Ideal Range Effective Range Extreme Range
Special Rules: Explosive, Template (Small),
2
Defence -2.

23
Grenade Launcher Ignition Bomb
Fires high explosive rounds. Some vehicles come equipped with anti-theft booby
Att Dam Ideal Range Effective Range Extreme Range traps that can be deadly.
1 5 6 12 18 Special Rules: Any time an enemy model attempts to
Special Rules: Template (Small) embark into a vehicle with an ignition Bomb, roll a D6.
On a 3+ they are able to use the vehicle as normal, but
Grenade Launcher (Underslung) on a result of 1 or 2, they set off an ignition bomb and
the vehicle explodes.
A more compact version of the grenade launcher that The model attempting to embark suffers an automatic
can be attached to the underside of a rifle. hit resolved at 5 damage. Also place a Explosive
Att Dam Ideal Range Effective Range Extreme Range Template over the centre of the vehicle. Any models
1 2 6 12 18 caught beneath the template are hit as per the normal
Special Rules: Template (Small) template rules, with damage 5.

Energy Rifle Outrider Bike


An advanced assault rifle. The energy rifle is more Unit M R C D A H Co
powerful and fires further than a standard ballistic rifle, Ravager Bike 12 5 3
but must be allowed to cool down periodically.
The bikes used by the Alliance Outrider scouts.
Att Dam Ideal Range Effective Range Extreme Range
Special Rules: Bike.
2 3 18 24 30
Special Rules: Cooldown, Defence -1

Glaive
A cross between a sword and spear; a long pole with
a blade on one end.
Dam Ideal Range Effective Range Extreme Range
3
Special Rules: If the owning model fails to kill their
opponent during the combat, any enemy model that
has suffered hits from the Glaive is pushed back 3
inches.
Echo Inhaler
The street drug, Echo, is an epidemic across the
galaxy, with more and more people becoming addicted.
Special Rules: (Single Use). A model may choose to
use its Echo Inhaler as one of its actions. They
immediately recover D3 health, but their ranged and
combat stats have a -1 penalty until the end of the
following game turn.

Ravager Bike
Unit M R C D A H Co
Ravager Bike 10 5 3
The collective name given to the motorcycles used by
the Nexus forces.
Special Rules: Bike.

Heavy Pistol
A higher calibre side-arm.
Att Dam Ideal Range Effective Range Extreme Range
2 2 6 12 18
Special Rules: Duel Wield

Submachine Gun
A lightweight, fully automatic weapon. Perfect for
mobile troops
Att Dam Ideal Range Effective Range Extreme Range
3 1 6 12 18

24
25
Special Rules
Bloodletting Template (Cone)
When a model with this rule kills an enemy model in The weapon uses the cone template to hit. Any model
close combat they recover D3 points of health (up to partially under the template is hit on a 4+. Any model
their starting number) totally under the template is automatically hit.

Cheating Death Final Word


If a model with this rule is reduced to 0 health or killed, When a model with this rule is killed in close combat it
roll a D6. On a result of 6 they survive and regain 3 makes a close combat attack (if the model has more
health points. than one weapon available, the controlling player
decides which to use) that automatically hits the
enemy. If there is more than one enemy present in the
Combat Drop
combat, the controlling player decides which is hit.
A model with this rule may choose not to be placed Resolve as normal.
during the deployment phase. Instead they are held
back in reserve. From turn 2 onwards they may choose Half Life
to combat drop onto the battlefield. To deploy in this At the start of each game turn, the model suffers 1
way, the controlling play must first roll a D6 to
determine if the model enters the game.
Hated Foes (X)
D6
Units with this rule hate a particular force above all
Turn Needed
others. The specific force will be listed in the model's
2 6+ entry.
3 5+ Models with the Hated Foes rule may re-roll their rolls
4 4+ to hit the specified enemy in close combat.
5 3+
Heavy
6+ 2+
The weapon/equipment is too cumbersome to use on
If the roll is successful the player chooses anywhere the move. A model with a Heavy weapon cannot move
on the board, further than 6 inches from an enemy and fire in the same activation.
model or objective to deploy. The Heavy special rule also gives a +1 penalty to agility
rolls.
Once youve chosen where you would like to deploy,
roll a scatter dice. If you score a hit, the model deploys Insignificant
where you wanted it to. If you score a direction, roll a Models with this special rule cannot capture or hold
D6 and move the model that many inches in the objectives. They may still search for objectives, but
cannot capture them when found.
direction of the arrow.

Units with Jetpacks and Teleporters do not scatter Investigator


when they combat drop. +1 to all search results.

Duel Wield Legendary


A model with two weapons with the Dual Wield special Once per game, a model with this special rule may
rule may fire them both as a single activation, suffering grant +1 attack to all friendly models within 18 inches
a -1 penalty to hit. until the end of the current game turn.

Template (Small/Large) Loner


The Small/Large in this rule refers to the size of the Model gains +1 bonus to all rolls it is required to make,
template. so long as it is at least 18 inches away from the closest
If a model is within a template of a weapon with the friendly model.
Explosive rule, and is not killed, push them back away
from the centre of the blast by 3 inches. Manipulate
Once per Game Turn, a model with this rule may make
Cooldown a test against any enemy model within 12 inches that
has a courage of 5+ and has yet to activate. On a D6
Some weapons use so much energy they need to result of 6, the target model may be controlled by the
periodically cool down. If a weapon with this rule is fired controlling player of the Manipulate model. The
more than twice in one activation, it may not be fired manipulated model activates after the controlling model
in the following turn. has completed its actions. This lasts until the beginning
of the next game turn.

26
Meat Shield Stealth
If a model with this rule is within 3 inches of a friendly Before the first priority roll is made, but after all other
model without the Meat Shield rule when the friendly deployment is completed, place D3+1 markers
model suffers damage, the controlling player may anywhere outside the enemy deployment zone and 6
choose to allocate the damage to this model instead. inches away from objectives. These markers represent
a potential location for a stealth model. The controlling
player makes a note of which of the markers is the
Medic
actual model. The other marker(s) are just to sow
Units with this special rule are trained in battlefield confusion.
medicine, and as such, are able to make more effective
use of med kits. You may reveal your model at the start of any Game
A model with this rule may use a med kit every turn, turn after the priority roll is made. The stealth model
instead of once. has the first activation, even if the enemy won the
priority roll and should normally have first activation. If
both players have stealth models revealed in the same
Opportunist turn, roll off to decide who activates their stealth model
If an enemy model enters critical condition within 6 first. Once both stealth models have been activated the
inches of a model with this rule, the model with this rule turn continues as normal with the player who won
may make an immediate shooting action against them, priority activating their first model.
regardless of whos activation it is, or whether the
model with the rule has already activated. If an enemy moves within 3 inches of a stealth marker
the marker must be revealed. If the stealth model is
Any unused actions this interrupts are lost. revealed they are immediately activated and the model
who activated them loses any actions they have
Painless remaining. If the stealth model is not revealed, discard
If a model with this rule suffers a wound, roll a D6. On the marker.
a result of 1-3 they suffer damage as normal. On a
result of 4-6 they ignore the damage. Study Opponent
In close combat, enemy models suffer a 1 penalty to
Phase Walker hit a model with this rule.
A model with this rule can choose to either move
normally, or they can choose to phase walk and double Time is Meaningless
their movement. If you choose to phase walk, roll 2D6. Once per game, a model with this rule may immediately
On a result of 2 the phase has gone wrong and the activate, even during another players activation. Any
model disappears. Remove them from the game. actions the interrupted player had not taken are lost.
The model with this rule may activate even if they have
A model that is phase walking can move through all previously activated in that game turn.
terrain and models as if they werent there. It is also
immune to the effects of Pushback in the Game Turn
that is phase walks. Bike
In addition, when a building containing a model with This vehicle is subject to the rules for Bikes, found on
this rule is destroyed, the model is not immediately page 20.
killed as normal. The controlling player rolls 2D6 to see
if they can phase out of the building. On a 3-12, place
the model in base contact with the edge of the
rubble/remains instead. On a 2 the model fails to phase
and is killed.

All rolls to hit a model with this rule suffer a 1 penalty.


Phase Walker also grants a -1 bonus to agility rolls.

Pushback
When a model is hit by a weapon with this rule, they
are pushed back 3 inches away from the source of the
damage; the firing model, or the centre of a template.

Regenerate (x)
Model recovers (X) health at the start of each game

Reload
After firing a weapon with the Reload special rule, the
controlling model must spend an action to reload the
weapon before they may fire it again.

27
Setting Up a Game
Points Limit Objectives
The first thing to do when setting up a game is to decide Objective is a broad term used to describe many things;
on a points limit. Every model in The Icarus Project such as intelligence packages, weapons drops etc.
has a points value assigned to it that reflects how Anything that the strike force will want to
effective the model is. capture/defend/recover.

Players should mutually agree on a points limit for their The easiest way to represent an objective is with a
game and then build their Strike Forces from the token (a unique dice or coin works fine) but you may
appropriate army list up to that points limit. wish you model your objectives to bring more life to
you battlefield.
Choose a Game area
It is important at the start of the game, to decide with
Your first games, and games up to 75 points are ideal
your opponent what exactly counts as the objective for
for a 2x2 foot game area, but as you increase the
scoring purposes.
points limit of your games, or you want more freedom,
you may wish to increase the size of the game area.
There are three types of objectives in The Icarus
Project. When referenced in scenarios, objectives will
Once youve learned the rules/are playing games over
be listed as (Take), (Hold), and (Search), representing
75 points, we recommend playing on a 4x4 foot area.
the relevant objective types.
You can play on areas larger than 4x4 foot areas, but
you will probably find the forces start too far apart for Objective (Take)
an exciting game. To capture this objective, a player simply moves a
model within 3 inches of the objective token and it is
considered captured. Remove the token from play.
Set up Terrain
Once the game area is decided it is time to place Objective (Hold)
terrain. Arrange the terrain in a sensible way, trying to To be considered holding this objective, a player must
create a realistic setting wherever possible. Take it in have a scoring model within 3 inches of the objective
turns to place one terrain piece at a time. token. If both players have model's within 3 inches, no
one is considered to be holding the objective.
Alternatively you could ask a neutral third party to place
the terrain. It is important that any areas of difficult Objective (Search)
terrain, and building sizes are agreed upon at this This is a special type of objective found within buildings
stage, before the game begins. or similar structures. Units must search the building to
be able to discover the objective. To do this, they use
Duration the table below: Once an objective has been found, it
An average game will last somewhere between 6 and is considered captured.
12 game turns, depending on game size, scenario type
and the layout of the game area. Result Needed on Game
Building Type Turn
For friendly games you can either; choose a number
1 2 3 4 5+
of turns, play until the mission objectives have been
achieved (regardless of the number of turns that takes) Small 3+ 2+ 2+ 2+ 2+
or choose an amount of time to play in (for example; Medium 4+ 3+ 2+ 2+ 2+
an hour) and play until the end of that time, completing Large 5+ 4+ 3+ 2+ 2+
a single game turn once the time is over to round the
Huge/Special 6+ 5+ 4+ 3+ 2+
game off.
Set Up
Time of Day
After choosing the game area, placing terrain, and
Before setting up your forces, one player rolls 2D6. On selecting a mission type, it is time to deploy your forces.
a result of 3-12, the game is played during the day as Both players roll a die, the player who scores the
normal. However, on a roll of a 2, the game takes place highest may choose their deployment zone and place
at night. a single model within it. The players then take turns to
alternatively place one model each until all models are
A game played at night is the same as a normal game placed.
with one exception. All ranges for weapons are halved
(Rounding up).
Who Goes First
Both players make a priority roll, the player who scores
the highest has the choice of first activation, or may let
their opponent go first.

28
Choose a Mission
There are several mission types in The Icarus Project,
each with different rules for set up and victory.

You can either agree with you opponent on which


mission to play, or you can roll 2D6 and use the table
below:

Dice Result Mission


1 Firefight
2 Secure Objective
3 Secure Objective
4 Intelligence Search
5 Intelligence Search
6 Capture Prisoners
7 Bomb Disposal
8 Prisoner Escape
9 Breakthrough
10 Assassinate
11 Focal Point
12 Last Stand

Deployment
There are several options for deploying your models
in The Icarus Project; the standard deployment method
is to follow the instructions given in the mission
description.

There are a few special methods of deployment,


however. These are:

Combat Drop
Units with the Combat Drop special rule deploy as
described in the rule entry on page 26.

Stealth
Units with the Stealth special rule deploy as described
in the rule entry on page 27.

Certain other special rules or missions may specify a


different method of deployment. Follow the instructions
in these situations to deploy your strike force.

29
Firefight
Player 1 Table Edge KEY

Buildings/Structures
Player 3 Table Edge

Player 2 Table Edge Player 4 Table Edge

Number of Players: 2-4

Strike Force: Standard (All players)

Deployment: Players each roll a D6, deployment is based on the result. Each player places a single model in
turn, with the player that scored the highest placing first and the player who scored the lowest placing last. This
repeats until all models are placed.

Units must be placed within 6 inches of the the board edge.

Victory Conditions: Each player is attempting to eliminate as many of the enemy models as possible. Each time
a player kills an enemy model, they gain a number of victory points equal to the points value of the model they
killed. The player with the most victory points at the end of the game wins.

Terrain: Place a selection of buildings, structures, obstacles, and scatter terrain across the board. You want to
aim to limit the number of clear firing lanes across the table to force models to move and use cover properly.

30
Secure Objective
Player 1 Table Edge KEY

Objective

Buildings/Structures
Player 3 Table Edge

Player 4 Table Edge


Player 2 Table Edge

Number of Players: 2-4

Strike Force: Standard (All players)

Deployment: Players each roll a D6, deployment is based on the result. Each player places a single model in
turn, with the player that scored the highest placing first and the player who scored the lowest placing last. This
repeats until all models are placed.

Units must be placed within 6 inches of the the board edge.

Objectives: Place D3+2 objectives (Take) across the board,. These do not need to be within buildings or structures.

Victory Conditions: Each player is attempting to secure as many objectives as possible. Each objective gives
the player that takes it 50 Victory Points. Each model killed is worth its points value in Victory Points.

Terrain: Place a selection of buildings, structures, obstacles, and scatter terrain across the board. You want to
aim to limit the number of clear firing lanes across the table to force models to move and use cover properly.

31
Intelligence Search
Player 1 Table Edge KEY

Objective

Buildings/Structures
Player 3 Table Edge

Player 2 Table Edge Player 4 Table Edge

Number of Players: 2-4

Strike Force: Standard (All players)

Deployment: Players each roll a D6, deployment is based on the result. Each player places a single model in
turn, with the player that scored the highest placing first and the player who scored the lowest placing last. This
repeats until all models are placed.

Units must be placed within 6 inches of the the board edge.

Objectives: Place D6+3 markers within buildings or structures across the game board. These are (Search)
Objectives, representing vital intelligence that the players are attempting to recover.

Victory Conditions: Each player is attempting to recover as much intelligence as possible. Each objective found
is worth 50 Victory Points, and each model killed is worth its points value in Victory Points.

Terrain: Place a selection of buildings, structures, obstacles, and scatter terrain across the board. You want to
aim to limit the number of clear firing lanes across the table to force models to move and use cover properly.

32
Capture Prisoners
Player 1 Table Edge KEY

Buildings/Structures

Player 2 Table Edge

Number of Players: 2

Strike Force: Standard (All players)

Deployment: Players each roll a D6, deployment is based on the result. Each player places a single model in
turn, with the player that scored the highest placing first and the player who scored the lowest placing last. This
repeats until all models are placed.

Units must be placed within 6 inches of the the board edge.

Objectives: Each player is attempting to capture as many of the enemy as possible to extract vital information
from.

When you reduce a model to 0 health in combat, you count as having taken that model prisoner. The model is
removed from play.

Victory Conditions: Each time you reduce and enemy model to 0 health points and remove them from the game,
you score 25 victory points.

Each model killed is worth its points value in Victory Points.

Terrain: Place a selection of buildings, structures, obstacles, and scatter terrain across the board. You want to
aim to limit the number of clear firing lanes across the table to force models to move and use cover properly.

33
Bomb Disposal
Player 1 Table Edge KEY

Objective

Buildings/Structures

Player 2 Table Edge

Number of Players: 2

Strike Force: Standard (All players)

Deployment: First determine which player will be Player 1; who is attempting to diffuse the explosives, and who
is Player 2; who is trying to stop them. Each roll a D6, the person who scores the highest may choose to be player
1 or 2.
Players then each roll a D6; deployment is based on the result, Each player places a single model in turn, with
the player that scored the highest placing first, and the player who scored the lowest placing last. This repeats
until all models are placed.

Units must be placed within 6 inches of the the board edge.

Bombs: Place D6+3 tokens across the game board within buildings/structures. Each of these tokens represents
an explosive device.

At the start of each game turn (beginning on turn 2) roll a D6 for each token to determine whether the explosive
device detonates this turn.
Turn Explodes
2 6
3 6
4 5
5 4
6 3
7+ 2
Victory Conditions: Player 1 must defuse as many of the explosive devices as possible. Use the table presented
in the Setting Up The Game section to search for the explosives. When a model finds an explosive device, roll a
D6 to diffuse (this does not count as an action). On a roll of 4+ the bomb is diffused.

Diffused explosives grant 100 victory points to player 1. Each device that detonates grants 100 victory points to
player 2.

Detonation!: When an explosive detonates it destroys the building it was in outright. Any models that were in the
building are killed in the same way as described in the buildings section.

Each model killed is worth its points value in Victory Points.

Terrain: Place a selection of buildings, structures, obstacles, and scatter terrain across the board. You want to
aim to limit the number of clear firing lanes across the table to force models to move and use cover properly.

34
Assassinate
Attacker Table Edge KEY

Buildings/Structures

Defender Table Edge

Number of Players: 2

Strike Force: Standard (All players)

Deployment: Players each roll a D6; deployment is based on the result. Each player places a single model in
turn, with the player that scored the highest placing first, and the player who scored the lowest placing last. This
repeats until all models are placed.

Units must be placed within 6 inches of the the board edge.

Victory Conditions: The attacking player is attempting to kill one of the defending players models. Before the
game begins, the attacker must choose the unique character (a character with a (1) in their profile) that costs the
most points to purchase as the target. If no unique characters are present, the target will be the defenders model
worth the most points.

If the attacker kills the target, they get an additional 100 victory points. If they fail, the defender gets an additional
100 victory points.

Each other model killed is worth its points value in Victory Points.

Terrain: Place a selection of buildings, structures, obstacles, and scatter terrain across the board. You want to
aim to limit the number of clear firing lanes across the table to force models to move and use cover properly.

35
Prisoner Escape
Attacker Deployment KEY

Prisoner

Buildings/Structures

Defender Deployment

Attacker Escape

Number of Players: 2

Strike Force: Standard (All players).

Deployment: The Attacker deploys first, placing one model within the structure in the centre of the battlefield. The
players then take it in turns to deploy a single model at at a time, with the defender deploying in a 6 inch wide strip
along the centre of the board.

Prisoner: The prisoner model, as chosen by the attacker, begins the game in containment at the centre of the
board. To be freed, a friendly model must move into base contact with the structure and use an action to open the
door. Until the prisoner is freed by a friendly model, it cannot suffer any damage.

Victory Conditions: The attacker wins if they are able to free the prisoner from containment and get the prisoner
off the battlefield by moving them off the escaping edge.

The defender wins if the prisoner is killed.

Terrain: Place a single building or structure at the centre of the battlefield to represent the prison. The prison
counts as a Special structure for the purposes of Damage.

Place a selection of buildings, structures, obstacles, and scatter terrain across the board. You want to aim to limit
the number of clear firing lanes across the table to force models to move and use cover properly.

36
Breakthrough
Player 1 Deployment KEY

Buildings/Structures

Player 2 Deployment

Player 1 Exit Zone

Number of Players: 2

Strike Force: Standard (All players).

Deployment: Player 1 deploys on one table edge, with their Exit Zone being the opposite edge. Player 2 deploys
in a 6 inch strip in the centre of the battlefield.

Players each roll a D6, deployment is based on the result, Each player places a single model in turn, with the
player that scored the highest placing first and the player who scored the lowest placing last. This repeats until all
models are placed.

Victory Conditions: Player 1s goal is to breakthrough enemy lines and escape. For each model from Player 1s
Strike Force that exits the battlefield by moving across the Exit Zone board edge, player 1 receives 10 Victory
Points.

Each other model killed is worth its points value in Victory Points.

Terrain: Place a selection of buildings, structures, obstacles, and scatter terrain across the board. You want to
aim to limit the number of clear firing lanes across the table to force models to move and use cover properly.

37
Focal Point
Player 1 Table Edge KEY

River

Buildings/Structures

River 6 Wide River 6 Wide

Player 2 Table Edge

Number of Players: 2

Strike Force: Standard (All players)

Deployment: Players each roll a D6, deployment is based on the result. Each player places a single model in
turn, with the player that scored the highest placing first and the player who scored the lowest placing last. This
repeats until all models are placed.

Units must be placed within 6 inches of the the board edge.

Victory Conditions: Each player is attempting to eliminate as many of the enemy models as possible. Each time
a player kills an enemy model, they gain a number of victory points equal to the points value of the model they
killed. The player with the most victory points at the end of the game wins.

Terrain: There should be a 6 wide section in the centre of the board. This represents the river. The river is
impassible terrain and no model may be placed on it (though models with jetpacks, etc. can cross it as normal).
In the centre of the river should be a 6 wide bridge or crossing.

Place a selection of buildings, structures, obstacles, and scatter terrain across the board. You want to aim to limit
the number of clear firing lanes across the table to force models to move and use cover properly.

38
Last Stand
Attacker Table Edge KEY

Defender Deployment

Buildings/Structures

Defender Deployment

Number of Players: 2

Strike Force: Attacker has the Defenders points limit x2

Deployment: The Defender deploys within a 12 inch wide section in the centre of one of the table edges, up to 6
inches away from the board edge. The attacker deploys as normal on the opposite table edge.

The attacker deploys half of their force at the start of the game, the other half arrive on the attackers table edge
at the start of game turn 3 (before priority is rolled).

Players each roll a D6, deployment is based on the result, Each player places a single model in turn, with the
player that scored the highest placing first and the player who scored the lowest placing last. This repeats until all
models are placed.

Victory Conditions: The defenders do not expect to survive the coming assault; their only goal is to take as many
of the enemy with them as possible. The defenders earn the number of victory points equal to the points value of
the models they kill. In addition, for each of their models still alive at the end of the game, the defending player
earns an additional 100 victory points.

The attacker earns victory points as normal, plus an additional 100 victory points if they kill all the defenders before
the end of the game.

Terrain: Place a selection of buildings, structures, obstacles, and scatter terrain across the board. You want to
aim to limit the number of clear firing lanes across the table to force models to move and use cover properly.

39
Building a Strike Force
Each model in The Icarus Project costs a number of This is a fairly balanced 100 point list, representing a
points, a number that represents how valuable the force you would typically see in a smaller game.
model is on the battlefield. To play a game of The At the core of the force are the two alliance troopers
Icarus Project, you and your opponent must agree on equipped with Assault Rifles. Their role will be to
a points limit. engage other standard models, and attempt to
suppress and lower the health of larger models.
An average game of The Icarus Project is played with
between 5 and 20 models per side. You can play a The trooper with a sword is the leader of this squad,
game with roughly the same number of models on each it falls to them to engage more elite models in combat.
side, without both sides being equally matched. This The marshal should be used to support the leader,
is great for learning the core mechanics and some using his shotgun to weaken enemy models before the
simple tactics, but soon you will want to start playing leader moves into combat.
balanced games.
The snipers key role will be to remove enemy leader
To do this, both players decide on a points limit before models from play. The snipers main targets should be
the game and then each choose a force that totals no models equipped with med kits, hero characters, or
more in points than the agreed limit. other snipers.

Example Force The last model is equipped with an LMG. They can put
Alliance Trooper ............ 16 points
out 8 shots in a single activation, which makes them
Equipped with sword, combat knife, and pistol. incredibly effective at removing models with low armour
Alliance Trooper ..........26 points and health.
Equipped with LMG, combat knife, and pistol. They can also keep stronger models confined to cover
Alliance Outrider.......... 26 points
Equipped with sniper rifle, combat knife, and pistol.
through fear that their many shots will weaken them.
Alliance Trooper ......... 11 points However, as this model can deal so much damage,
Equipped with Assault Rifle, combat knife and pistol. they will be the target of enemy snipers and heavy
Alliance Trooper . . ...11 points troops. Its imperative to keep them in good cover, and
Equipped with Assault Rifle, combat knife and pistol.
Alliance Marshal . . .9 points
use your own sniper to remove threats early on.
Equipped with shotgun, combat knife and pistol.
Total Points: 99

40
Strike Forces Model Restrictions
The following section details the various factions within There are some models that may only be taken if
The Icarus Project. certain criteria are met (such as only being able to be
taken if a specific model is also selected)
To create your strike force, you and your opponent
must first agree on a points limit. What that limit is will Similarly, there are some models that cannot be taken
depend on the models you have available, the time in under certain circumstances, such as a specific model
which you can play, and how large a battle you wish to already being present in the force.
fight.
Anytime this is applicable, it will be listed in the relevant
Choosing Your Strike Force model's profile.
Next, choose one of the factions presented on the
Model Limit
following pages and write a list that is no more than the
agreed point limit. You may go under the point limit if The points limit of your game will effect how many
you wish, but this will put you at a disadvantage. Try models you can field. This is to help stop people
to get as close to the limit, without going over, as fielding armies of cheap models to take advantage of
possible. many, successive activations.

The Model Entry Points Limit Model Limit


Each model in the list has a separate entry. These 1 - 100 10
contain some vital information:
101 - 200 20
- The name of the model. 201 - 300 30
- The model's stats. 301 - 400 40
- Any Equipment the model is carrying.
- Any Optional Equipment the model may purchase. 401 - 500 50
- Any Special Rules the model has. Each 100 After 10
- A brief description of the model.
Its unlikely youll play many games of 500 points or
Equipment more, but you may choose to for the occasional
For any equipment that the model already possesses friendly game.
that infers a modifier, it is assumed the benefits are
already included in their profile. Similarly, during a friendly game; if both you and your
opponent agree, you can ignore these restrictions. You
Example: A model which has a Targeter listed in their may enjoy a game where an elite force is heavily
equipment, will already have the modifier applied to outnumbered by weaker models.
their ranged statistic.
For official play and average games though, use this
Equipment costs are listed in the model profile as (XX table.
pts).

Allies
In a regular game you must choose your models
from a single army list.

The only force which may ally with another is the


Mercenary army (plus any models that state they may
be fielded in another army in their profile).

Of course in a friendly game, should you and your


opponent decide, you may choose models from
multiple army lists to compose your force.

Unique Models
There are some models, such as characters, that can
only be taken once in a single strike force. These
models have (1) after their name, to denote that only
a single one of them may be taken.

Some models may display a (n) after their profile, this


means that you may include up to (n) in your strike
force.

41
42
The Alliance
The Galactic Alliance of Humanity is a collection of There are however, a number of marine squads
human systems and governments that share the same operating independently, under direct command of the
beliefs, laws, and military. Strategic Command. The are given the most classified
missions; including abductions of high value targets,
Though not all humans are part of the Alliance, most protection of senior GASC personnel, and wet-work.
are.
There are several marine squads who have become
Alliance worlds are fairly open in terms of trade with well known for working directly for Strategic Command;
other races, and most Alliance planets have other and rumours of the legendary feats they have
species living on them, though they are still governed accomplished circulate regularly.
by Alliance law.
The most notorious of these models are the Reapers.
Since the collapse of the Council, the Alliance now has One of the few marine squads to survive basic training,
the single largest military in the galaxy. Following their and the Gauntlet as a model, the Reapers have earned
near defeat during the first Nexus war; a conflict they a reputation of being arrogant, disrespectful to regular
would have lost if not for the intervention of the soldiers and commanders, and not playing well with
Praesidians, mankind became devoted to protection, others. But despite all this, there are few troopers in
investing heavily in the military. the Alliance who wouldnt feel safer on the battlefield
knowing the reapers are with them.
While they may not have the brutality of the Nexus, the
resilience of the Jitar, or the precision of the
Praesidians, mankind does have numbers. More A galaxy of Crime
ground forces than any other race, and while the Despite their focus on security and defence, life in
Praesidians have more space ships overall, the Alliance space is not without its share of dangers.
Alliance has more combat ready ships. Because of the open borders and less regulated
trading, Alliance worlds are a hotbed for criminal
Every Alliance world is required to maintain a standing
activity.
army, and also to supply troops for the various conflicts
the Alliance is engaged in throughout the galaxy.
The latest criminal pandemic to sweep the Alliance is
Following their departure from the Council, the Alliance a new drug called Echo. Echo has different effects
has worked hard to be attractive to other species in the depending on the quantity taken, usually via drug
hopes that they will also leave the council and join inhaler. Take a small amount, and Echo will produce
them. A large military, and the ability to provide a calming, relaxed effect. Take enough however, and
security, has been a large part of this effort. there is no other drug that can rival Echos potency and
mood change. This has made it very popular among
While this hasnt happened much on a planetary scale, the party crowds.
there have been scores of individual aliens emigrating
to Alliance controlled planets because of the military To keep the day-to-day criminals in line, there are the
protection they offer. With Nexus raids increasing in marshals. Notoriously heavy handed, the marshals are
frequency with each passing month, and the departure a well funded, well equipped, galactic police force.
of the Praesidians, the civilian population is afraid. Armed with riot armour, shotguns, and stun-mauls, the
marshals cast an intimidating image. Their eyes are
The Alliance war machine is controlled by Galactic covered by visored helmets, and they usually travel in
Alliance of Humanity Strategic Command, or GASC. packs.
GASC co-ordinates large scale manoeuvres and the
deployment of army groups & warships. Almost every Alliance planet will receive hundreds of
thousands of formal complaints about marshal brutality
GASC are also directly responsible for the Galactic in the course of a year. But with the Alliance Army
Marines, the Alliances special forces outfit. Where fighting in real conflicts, and the rising crime rates,
Alliance Army groups are controlled by generals, and those in charge usually look the other way.
coordinated as a whole by GASC, Marines are directed
by Strategic command on a squad-by-squad basis.

Galactic Marines
The Galactic Marines are the most skilled soldiers in
the Alliance army, and they are a valuable resource.
Several marine squads are usually attached to an
Alliance Army group, tasked with completing the most
complex and dangerous missions.

43
Alliance Trooper Alliance Heavy
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Alliance Trooper 6 5 5 4 1 5 4 11 Alliance Heavy 5 4 4 5 2 7 4 27

Equipment: Assault Rifle, Pistol, Combat Knife. Equipment: Assault Rifle, Pistol, Energy Gauntlet.

May replace Assault Rifle with one of the following: May replace Assault Rifle with one of the following:
- LMG (15 pts) - LMG (15 pts)
- Missile Launcher (15 pts) - Missile Launcher (15 pts)
- Flamethrower (10 pts)
May replace Combat Knife with the one of the following:
- Sword (5 pts) May Purchase the Following:
- Energy Shield (10 pts) - Grenade (5 pts)
May purchase the following: - Targeter (10 pts) - Stabiliser (10 pts)
- Grenade (5 pts) - Detonator (15 pts

The mainstay of the Alliance military. What they may Alliance Heavies are clad in large exosuits. This
lack in skill, they make up for in numbers. enables them to wield even the heaviest of weapons
with ease.
Galactic Marine
Unit M R C D A H Co Pts Drop Trooper

Galactic Marine 6 4 4 4 2 5 3 15 Unit M R C D A H Co Pts


Drop Trooper 10 5 4 4 2 5 4 23
Equipment: Assault Rifle, Pistol, Combat Knife, Gas
Mask. Equipment: Assault Rifle, Pistol, Combat knife,
Jetpack.
May replace Assault Rifle with one of the following:
- Sniper Rifle (15 pts) - Shotgun (6 pts) May replace Assault Rifle with one of the the following:
- LMG (15 pts) - Flamethrower (10 pts) - Shotgun (6 pts)
- Missile Launcher (15 pts) - Grenade Launcher - Flamethrower (10 pts)
(5 pts)
May replace Combat Knife with one of the following:
May replace Combat Knife with one of the following: - Sword (5 pts)
- Sword (5 pts) - Energy Gauntlet (10 pts)
- Energy Gauntlet (10 pts)
May purchase the following:
May purchase the following: - Grenade (5 pts)
- Disruptor (15 pts) - Targeter (10 pts)
- Grenade (5 pts) - Stabiliser (10 pts) Special Rules: Combat Drop
- Jetpack (10 pts)
Deployed from drop ships, Drop Troopers use their
Special Rules: Combat Drop jetpacks to infiltrate behind enemy lines.

The Galactic Marines are some of the most skilled


soldiers in the galaxy. Used as a special operations
model, they can be found in the Alliances harshest war
zones.

Alliance Marshal
Unit M R C D A H Co Pts
Alliance
Marshal 6 5 5 3 1 5 5 9

Equipment: Assault Rifle, Pistol, Combat Knife.

May exchange Assault Rifle for Shotgun for free.

Notoriously heavy handed, the Marshals police the


Alliance worlds.

44
Outrider Fleet Officer (1)
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Outrider 6 3 5 3 1 4 4 11 Fleet Officer 6 4 4 4 2 5 3 30

Equipment: Assault Rifle, Pistol, Combat Knife. Equipment: Assault Rifle, Pistol, Combat Knife,
Orbital Strike.
May replace Assault Rifle with one of the following:
- Sniper Rifle (15 pts) Alliance fleet officers are sometimes sent planet side
- Missile Launcher (15 pts) to help coordinate landings, equipment drops and
support from ships above.
May replace Combat Knife with one of the following:
- Sword (5 pts) The Gunslinger (1)

May purchase the following: Unit M R C D A H Co Pts


- Outrider Bike (15 pts) - Stealth System (15 pts) The Gunslinger 6 3 4 4 2 6 3 17
- Targeter (10 pts)
Equipment: 2 heavy pistols, Combat Knife.
Whether its scouting ahead of an Alliance army, or
exploring new worlds, the Outriders are the tip of the Special Rules: Investigator, Loner, Opportunist.
Alliance spear. Working alone or in small groups, they
often serve as snipers or infiltration models. The Gunslinger walks the galaxy, brining to justice its
most notorious criminals. Over his armour he wears a
tattered duster and a Stetson, reminiscent of the
lawmen of Old Earth.
Boarding Troops
Unit M R C D A H Co Pts
Boarding
Troops 6 4 4 5 2 5 4 15

Equipment: Shotgun, Pistol, Combat Knife, Smoke


Grenade.

May replace Shotgun with one of the following:


- Flamethrower (10 pts)

May replace Combat Knife with one of the following:


- Sword (5 pts)
- Energy Gauntlet (10 pts)

May purchase the following:


- Disruptor (15 pts)
- Toxic Grenade (15 pts)

Boarding troops are the first ones inside an enemy


ship. Their equipment is all designed for maximum
effectiveness in the close quarters of spaceship
corridors.

Battlefield Medic
Unit M R C D A H Co Pts
Battlefield
Medic 6 4 5 4 1 5 4 22

Equipment: Assault Rifle, Pistol, Combat Knife, Med


Kit.

Special Rule: Medic

Battlefield medics keep the Alliance troops in the fight.

45
Captain (1) Spencer Graham (1)
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Captain 6 3 3 4 3 5 3 18 Butch 6 3 3 4 2 5 3 32

Equipment: Assault Rifle, Pistol, Combat Knife, Gas Equipment: Sniper Rifle, Pistol, Combat Knife, Gas
Mask, Grenade. Mask.

May replace Assault Rifle with one of the following: May purchase the following:
- LMG (15 pts) - Shotgun (Free) - Disruptor (15 pts) - Targeter (10 pts)
- Grenade Launcher (5 pts) - Flamethrower (10 pts) - Grenade (5 pts) - Stabiliser (10 pts)
- Jetpack (10 pts)
May replace Combat Knife with one of the following:
- Sword (5 pts) Special Rules: Combat Drop
- Energy Gauntlet (10 pts)
Spencer Graham is the Reapers sniper. He is one of
May purchase the following: the finest marksmen in the entire Alliance.
- Jetpack (10 pts) - Targeter (10 pts)
- Stabiliser (10 pts)
Leo Reid (1)
Alliance Captains are respected leaders, and ferocious Unit M R C D A H Co Pts
warriors. Leo Reid 6 3 3 4 2 5 3 27

Douglas Taylor (1) Equipment: Energy Rifle, Pistol, Combat Knife, Gas
Mask.
Unit M R C D A H Co Pts
Douglas Taylor 6 3 3 4 3 5 3 28 May purchase the following:
- Disruptor (15 pts) - Targeter (10 pts)
- Grenade (5 pts) - Stabiliser (10 pts)
Equipment: Shotgun, Pistol, Combat Knife, Energy
- Jetpack (10 pts)
Gauntlet, Gas Mask.
Special Rules: Combat Drop,
May purchase the following:
- Disruptor (15 pts) - Targeter (10 pts) The Reapers tech expert. Reid is the first to requisition
- Grenade (5 pts) - Stabiliser (10 pts) experimental weaponry from Strategic Command.
- Jetpack (10 pts)

Special Rules: Combat Drop, Study Opponent Scott Dawson (1)


Unit M R C D A H Co Pts
Sergeant of the Reapers, the famous Galactic Marine
squad. Scott Dawson 6 3 3 4 2 5 3 27

Taylor leads from the front, and prefers to fight up close Equipment: Assault Rifle, Med Kit, Pistol, Combat
and personal. Knife, Gas Mask.

Bruce Butch Lampart (1) May purchase the following:


- Disruptor (15 pts) - Targeter (10 pts)
Unit M R C D A H Co Pts
- Grenade (5 pts) - Stabiliser (10 pts)
Butch 6 3 3 4 2 6 3 33 - Jetpack (10 pts)

Equipment: Assault Rifle, Missile Launcher, Pistol, Special Rules: Combat Drop, Medic.
Combat Knife, Gas Mask.
The Reapers squad surgeon. Dawson keeps the unit
May purchase the following: alive and in the fight.
- Disruptor (15 pts) - Targeter (10 pts)
- Grenade (5 pts) - Stabiliser (10 pts)
- Jetpack (10 pts)

Special Rules: Combat Drop,

The Reapers heavy weapon specialist, Butch is


renowned for his love of large guns and explosions.

46
47
48
The Nexus
The Nexus are one of the most brutal races in the During this time he was also able to manipulate galactic
galaxy. stocks to make himself extremely wealthy. He used
this wealth to pay off hundreds of Nexus mercenaries
The ancient Nexus were amongst the first species with no allegiances to join him. Eight years after
discovered by the Praesidians. By the time the two finishing university he was named general of the Nexus
races met, the Nexus had already achieved space armed forces, the youngest in history. Its thought that
travel, moving from planet to planet in vast ships that he bribed, threatened, and bullied his way into the
housed millions of Nexus. These journeys would take position, but once there he had the connections to
generations, but were fuelled by the belief that the spread the word of his movement throughout Nexus
Nexus were the dominant species in the galaxy and space.
deserved to conquer.
He quickly established who in the Nexus military could
The Nexus would enter the orbit of an inhabited planet be trusted to follow him, and who were loyal to the
and send wave after wave of solders down to the Council. Those who he decided would not be loyal, he
surface to conquer. re-located to remote parts of the galaxy, active war
zones or simple discharged.
When they first encountered the Praesidians they
immediately went to war. They were not prepared for Eighteen months after being named general, almost
the technological superiority of the Praesidians the entire military was made up of Nexus loyal to him.
however, and were quickly quelled.

The only reason the Nexus werent returned to their The Second Nexus war
home world and blockaded was because of the actions Ten years after leaving Apollo University, the stage
of their leader at the time, Arkos. He surrendered to was set, and Varakos was ready to put his plans into
the Praesidians and was able to reach an agreement motion.
to allow his people to be accepted by the Council.
Councilman Pritchard, one of the Alliance leaders, was
Arkos has been branded a coward by the majority of visiting a Nexus fringe world on an aid mission.
the Nexus since, but it is because of him the Nexus still Varakos paid a soldier, disguised as a local to
travel the stars. assassinate the councilman, and planted dozens of
armed soldiers in the crowd. Once the councilman was
dead, these soldiers opened fire. The resulting fire fight
ended with almost all other Nexus civilians present
The Nexus Separatist Movement dead.
When most people refer to the Nexus now, what they
are actually referring to is the Nexus Separatist Varakos perverted the events and convinced the Nexus
Movement. government that humanity had fired first. By the time
the truth came out, the galaxy was at war.
Started by the Nexus General, Varakos, the Separatist
Movement was responsible for the second Nexus war,
and countless minor conflicts since. The Fall of Aros
Aros is an Alliance system located at the edge of
Since he was young, Varakos held a deep resentment Alliance space. It is an agricultural world with very little
of other races, and the way the treated Nexus. During significance. However, it became a turning point during
his education on Apollo, the Councils foremost world the second Nexus war.
of learning, Varakos began the Nexus Separatist
Movement as a way for himself and his Nexus peers Varakos bombardment, and subsequent invasion of
to find solidarity. Aros left the planet ruined, and its population almost
entirely dead.
What began as social gatherings to avoid
discrimination, soon took a more radical turn. Varakos This campaign earned him the title of the Butcher of
was elected leader of a group whose discussions were Aros.
more and more becoming about revenge against the
other races that had oppressed the Nexus.
Army Special Rule: Capture Slaves
Varakos used his new position to convince the groups
members to go out into the galaxy and recruit more Anytime a Nexus model reduces an enemy model to
bodies for the cause. 0 health in close combat (but does not kills them), they
capture the enemy model, removing them from the
When he left Apollo, Varakos quickly found a place game, and gaining 10 additional Victory Points, in
within the Nexus military, and rose through the ranks; addition to any them may have received for removing
all the while gathering more supporters in secret for his the model from the game.
movement.

49
Grunt Terror
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Nexus Grunt 6 5 4 4 2 5 4 13 Nexus Terror 6 4 3 4 3 5 1 19

Equipment: Assault Rifle, Pistol, 2 Combat Knives Equipment: Assault Rifle, Pistol, 2 Combat Knives
(Additional attack already included in model profile). (Additional attack already included in model profile).

May replace Assault Rifle with one of the following: May replace Assault Rifle with one of the following:
- LMG (15 pts) - Flamethrower (10 pts)
- Missile Launcher (15 pts) - Shotgun (6 pts)

May replace Combat Knives with one of the following: May replace Combat Knives with one of the following:
- Sword (5 pts) - Sword (5 pts)
- Energy Gauntlet (10 pts)
May purchase the following:
- Toxic Grenade (15 pts) May purchase the following:
- Grenade (5 pts) - Energy Shield (10 pts)
- Grenade (5 pts)
Nexus Grunts are vicious. They will often enslave any - Toxic Grenade (15 pts)
civilians they come across and renown for their brutality.
Special: Fear Toxin
Brawler
Fear is one of the most powerful weapons at the
Unit M R C D A H Co Pts disposal of the Nexus. They use their brutality to scare
Nexus Brawler 6 5 3 5 4 5 4 17 their enemies into submission. Terror models have
access to a rare toxin from the Nexus home world
which causes paralysing fear in those affected.
Equipment: Axe, Pistol, 2 Combat Knives
(Additional attack already included in model profile). In game terms, all weapons used by the Nexus Terror
(except the flamethrower) are counted as being coated
May replace Combat Knives with one of the with fear toxin. Any enemy model that suffers a wound
following: will have a 1 penalty to their Courage for the rest of
- Sword (5 pts) the game. This effect does not stack.
- Energy Gauntlet (10 pts)

May purchase the following: Trax Brute


- Grenade (5 pts) Unit M R C D A H Co Pts
- Toxic Grenade (15 pts)
Nexus Brute 5 4 4 6 4 7 4 30
Nexus Brawlers live for combat. On their home worlds
they are the gladiatorial champions. On the battlefield Equipment: Assault Rifle, Pistol, Combat Knife,
they are a relentless and deadly foe. Energy Shield.

May replace Assault Rifle with one of the following:


Feral Nexus
- LMG (15 pts)
Unit M R C D A H Co Pts - Missile Launcher (15 pts)
Feral Nexus 6 6 4 3 3 4 4 11
May replace Combat Knife with one of the following:
- Energy Gauntlet (10 pts)
Equipment: 2 Combat Knives (Additional attack
already included in model profile), Pistol.
May purchase the following:
- Grenade (5 pts) - Stabiliser (10 pts)
Special: Insignificant, Bloodletting, Meat Shield
- Targeter (10 pts) - Toxic Grenade (15 pts)
Descendents of ancient, outcast, Nexus; these feral
The few Trax that can be found outside of their
warriors form a devastating first wave.
blockaded home world are either mercenaries, or
Nexus Slaves. Their large size and aggressive nature
makes them the perfect heavy troops for the Nexus
war machine.

50
Scout Varakos (1)
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Nexus Scout 6 3 5 4 1 4 5 11 Varakos (1) 6 3 3 6 4 7 2 44

Equipment: Assault Rifle, Pistol, 2 Combat Knives Equipment: Assault Rifle, Pistol, Energy Gauntlet,
(Additional attack already included in model profile). Energy Shield, 2 Combat Knives (Additional attack
already included in model profile).
May replace Assault Rifle with one of the following:
- Sniper Rifle (15 pts) Special Rules: Cheating Death, Opportunist.
- Missile Launcher (15 pts)
General Varakos is the leader of the Nexus Separatist
May replace Combat Knives with one of the following: Movement, and the Butcher of Aros. He is perhaps the
- Sword (5 pts) most dangerous individual in the known galaxy.

May purchase the following:


The Champion (1)
- Targeter (10 pts)
- Toxic Grenade (15 pts) Unit M R C D A H Co Pts
The Champion
Nexus scouts travel ahead of the main force and relay (1) 6 5 2 4 5 5 4 28
vital information back to the leader of the force.
Equipment: Pistol, 2 Combat Knives, 2 Axes
assassin (Additional attack already included in model profile)
Unit M R C D A H Co Pts
In the great arena on Nexus, there is name chanted.
Assassin 6 3 3 4 3 5 2 34 The name of the warrior who won more duels than any
other. The name of the Champion.
Equipment: Assault Rifle, Pistol, 2 Combat Knives
(Additional attack already included in model profile), Kalos (1)
Stealth System. Unit M R C D A H Co Pts
May replace Assault Rifle with one of the following: Kalos (1) 6 4 3 5 3 6 4 23
- Sniper Rifle (15 pts)
Equipment: Assault Rifle, Pistol, Sword, 2 Combat
May replace Combat Knives with one of the following: Knives (Additional attack already included in model
- Sword (10 pts) profile).

May purchase the following: Kalos may be included in both Nexus forces and
- Toxic Grenade (15 pts) Mercenary forces. However, he may never be
- Smoke Grenade (5 pts) included in a force that contains Varakos.
- Energy Shield (10 pts)
- Targeter (10 pts) Kalos was a member of the Nexus Separatist
Movement during the war. He has since left and is an
Special Rule: Poison Blades active bounty hunter; attempting to atone for the things
he did during the war.
Any model that Assassin successfully wounds in
combat is poisoned. At that start of each following turn,
the affected model will receive 1D3 damage each turn
until the end of the game (or until they die).

Special Rule: Fear Toxin

All weapons used by the Assassin are counted as


being coated with fear toxin. Any enemy model that
suffers a wound from them attack will suffer a 1
penalty to their Courage for the rest of the game. These
effects do not stack.

Where other members of the race may be shunned for


using stealth technology, Nexus Assassins have
earned the respect of their kin because of their
incredible skills.

51
Ravager Biker Dray (1)
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Nexus Biker 6 5 4 4 4 5 4 26 Nexus Biker 6 5 3 4 5 5 4 38

Equipment: Ravager Bike, Shotgun, Pistol, 2 Combat Equipment: Ravager Bike, Shotgun, Pistol, Axe, 2
Knives (Additional attack already included in model Combat Knives (Additional attack already included in
profile). model profile), Ignition Bomb.

May replace Shotgun with one of the following: May purchase the following:
- Flamethrower (10 pts) - Energy Shield (10 pts) - Toxic Grenade (15 pts)
- Grenade Launcher (10 pts) - Grenade (5 pts)

May replace Combat Knives with one of the following: Dray is the leader of the Ravagers. He is a brutal
- Sword (5 pts) - Axe (5 pts) commander, who leads his horde of Ravagers from the
- Energy Gauntlet (10 pts) front. He does not suffer dissent lightly, and is well
known for dragging the barely living bodies of those
May purchase the following: who question him behind his bike.
- Energy Shield (10 pts) - Ignition Bomb (10 pts)
- Grenade (5 pts) - Toxic Grenade (15 pts) Special Rules: Legendary, Painless, Along for the
Ride.
Ravager Bikers serve as the vanguard for Nexus
convoys. They travel ahead of the main force, pillaging Along for the Ride
and spreading terror.
When Dray passes within 6 inches of an enemy model
during a movement action, he may choose to sacrifice
Commander his second action to attempt to use his chain-whip to
Unit M R C D A H Co Pts drag an enemy model behind him. He may only do this
Commander 6 3 3 4 4 5 2 20 if the movement action was his first action.

To drag an enemy model, roll a D6. On a 4+, you


Equipment: Assault Rifle, Pistol, Axe, 2 Combat successfully hit the enemy model with the chain-whip.
Knives (Additional attack already included in model The enemy model may make an agility test to attempt
profile). to ignore the effects. If they fail the test, they are moved
and placed in base contact with the rear of Dray's bike.
May replace Assault Rifle with one of the following:
If this would cause them fall from a structure or
- Flamethrower (10 pts) - LMG (15 pts) obstacle, they suffer the usual effects of falling.
- Shotgun (6 pts)
Enemy models that have been dragged in this way
May replace Axe with one of the following:
cannot activate until the following game turn, when they
- Sword (5 pts)
can act as normal.
- Energy Gauntlet (10 pts)

May purchase the following:


- Energy Shield (10 pts) - Ravager Bike (10 pts)
- Grenade (5 pts) - Toxic Grenade (15 pts)
- Ignition Bomb (10 pts)

Nexus leaders often win their command through might


alone, and are among the most fearsome warriors on
the battlefield.

52
Phantom Artstu Kel-Arkos (1)
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Nexus Phantom 6 5 5 5 4 5 4 15 Artstu Kel-Arkos 6 4 3 5 4 5 3 19

Equipment: Pistol, 4 Combat Knives (Additional Equipment: Assault Rifle, Pistol, 2 Combat Knives
attacks already included in model profile). (Additional attack already included in model profile).

May replace Combat Knives with one of the following: May replace Combat Knives with one of the following:
- Sword (5 pts) - Sword (5 pts)
- Axe (5 pts) - Axe (5 pts)

May purchase the following: May purchase the following:


- Toxic Grenade (15 pts) - Toxic Grenade (15 pts)
- Grenade (5 pts) - Grenade (5 pts)

Special Rules: Half-Life, Bloodletting, Ghost Skin, Special Rules: Ghost Skin, Hated Foes (Varakos)
The Hunger
Artstu may never be included in a force that
Phantoms may never be included in a force that contains Varakos.
contains Varakos.
Artstu Kel-Arkos, descendant of the shamed Nexus
Ghost Skin leader, Arkos, has become a revolutionary figure
among some Nexus. A victim of General Varakos
Phantoms are the result of Varakos dark experiments twisted science experiments that left him and his kin
to create more powerful Nexus warriors. The results tainted by a blood-thirst - and gave them their iconic
are warriors with ghost-white skin that can blend into white-skinned appearance - Artstu now leads his
their environment. phantoms across the galaxy hunting his one time friend
and colleague, Varakos.
Units with Ghost Skin always count as being in cover
for the purposes of shooting. If the model is actually in
cover, enemy models suffer a -2 penalty to hit them
with ranged attacks.

The Hunger

Varakos experiments did more that just give the


Phantoms a chameleon-like power, it also gave them
a deadly disease. Their immune system cannot fight
the disease, and they must consume fresh blood to
temporarily lessen the effects. But doing so may drive
them to madness.

In game turns, each time a Phantom uses the


Bloodletting rule to recover health, roll a D6 after the
health has been recovered and consult the following
chart:

Dice Effect
result
6 The model acts as normal.
5 The model acts as normal.
4 The model acts as normal.
3 The model is consumed by hunger and remains to feed.
May make no further actions until the end of the next
game turn.
2 The model immediately moves its full move distance
towards the closest enemy model, regardless of
whether it has any actions remaining. If this brings it
into base contact, it must make a free combat action.
May act as normal from the start of the next game turn.
1 The model immediately moves its full move distance
towards the closest friendly model, regardless of
whether it has any actions remaining. If this brings it
into base contact, it must make a free combat action.
May act as normal from the start of the next game turn.

53
54
The Praesidians
Considered to be the oldest known race, the Praesidians believe that the Great Spirit has two
Praesidians have spent millennia guiding the other aspects, or faces. One aspect is a manifestation of all
members of the galaxy, forming the Council, and the good and kindness in the universe, and is
discovering new species. responsible for all the good fortune creatures
experience. The other aspect of the Great Spirit is a
The Praesidians are the ones who built the first Light manifestation of all the evil in the universe, and is
Gates, the portals through which interstellar travel is responsible for all the misfortune experienced.
conducted.
Most Praesidians do not believe that the good face
Birthing Colonies of the Great Spirit has a physical manifestation. Almost
all Praesidians, however, believe that the evil aspect
Praesidians are born on Birthing Colonies where they of the Great Spirit has a physical body and resides
assigned a class and vocation. For the most part, somewhere outside of known space.
Praesidians remain at the social level they are
assigned at birth. While there are cases where a lower Scholars disagree with what form the Evil One takes;
class Praesidian worker has managed to work their some say it is a great beast, twisted and rotten, with
way into a position of power, those situations are rare. the power to re-animate the dead. Others say that it is
a kind faced being that uses tricks and deceit to rally
At a young age, Praesidian children are given a series creatures to its cause. The remaining scholars suggest
of tests that determine where they will best fit within that the Evil One is a monstrous creature that
society. These tests, administered by a Spirit Warrior, resembles the demonic creatures that were feared on
are incredibly accurate, and it is not often that a Old Earth.
Praesidian will find a duty they are more suited to than
the one assigned to them as a child. No one knows what form the Evil One takes, and no
one has even proved that such a being even exists.
Birthing Colonies are vital to the continuation of the But the belief in that aspect of the Great Spirit has
Praesidian species. When a Praesidian lays an egg, it driven the Praesidian race for millennia.
is taken to a Birthing Colony, where it will hatch. It takes
almost 3 earth-years for a Praesidian egg to hatch,
Exodus
meaning they need constant monitoring and protection,
which is why they are hatched on Birth Colonies. Following the end of the second Nexus war, and in a
move that shocked the galaxy, the Praesidian
Birthing Colonies are some of the most heavily guarded government announced that they were leaving the
worlds in the galaxy. Because they house so much of Council.
the Praesidian species, they are constant targets; and
many of the Praesidians' enemies have attempted to There were no reasons given as to why the
invade the Birthing Colonies over the centauries. Praesidians, who had founded the Council, were
Luckily, none have ever succeeded. separating themselves. Within weeks, the Nexus
announced they too would split from the rule of the
The colonies are protected from above by large fleets Council. Over the following months, the Jitar, Alliance
of Praesidian war-ships. And on the group, Praesidian and countless smaller governments announced that
infants are protected by the Birthing Mothers; who they would leave the Council and rule themselves.
hatch the eggs, raise the young, and keep them safe.
Birthing Mothers are among the most skilled warriors Less than six months after leaving the Council; the
in the Praesidian Republic. Praesidians left known space. Almost 70% of their
ships and citizens gathered together into a vast fleet
and left known space through one of the previously
The Great Spirit
inactive Light Gates on the fringes of the galaxy.
The Praesidians are one of the few races that still
worship the same deity across the entire species. They Those who stayed behind mainly consisted on the
believe in the Great Spirit, which they believe is made Birthing Colonies, their defence forces, and a handful
up of the souls, or spirits, of every creature that has of fleets tasked with defending the Praesidian Republic.
ever lived and died. They believe each and every life
that ends improves the Spirit in some way. No reason was given for the departure of the
Praesidian fleet; and those who remain either do not
Culturally, the Praesidians are led by the Spirit know where their kin have gone, or they arent saying.
Warriors, individuals they believe to be infused by the
Spirit. In battle, Spirit warriors use a more compact
version of Light Gate technology to perform close range
teleportation to gain the advantage.

55
Warrior Birthing Mothers
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Warrior 6 4 5 3 1 4 4 10 Birthing Mother 6 5 3 4 2 4 4 17

Equipment: Energy Rifle, Pistol, Combat Knife. Equipment: Energy Rifle, Pistol, Glaive.

May replace Energy Rifle with one of the following: May replace Energy Rifle with one of the following:
- Shotgun (Free) - Shotgun - Flamethrower (10 pts)
- Missile Launcher (15 pts)
May replace Glaive with one of the following:
May replace Combat Knife with one of the following: - Energy Gauntlet (5 pts)
- Sword (5 pts)
- Glaive (5 pts) May purchase the following:
- Grenade (5 pts)
The staple of the Praesidian military. By Praesidian - Med Kit (10 pts)
law, every citizen must have combat training during
childhood, and must serve at least one period in the Birthing Mothers, or Joshitai, are responsible for the
Praesidian military. hatching of Praesidian young, their education, and their
protection. Should a Birthing Colony come under
Commando attack, the Birthing Mothers will be found at the centre
of the conflict, defending the future of their race.
Unit M R C D A H Co Pts
Commando 6 4 4 4 2 5 4 14
Swift
Equipment: Energy Rifle, Pistol, Combat Knife. Unit M R C D A H Co Pts
Swift 10 3 4 4 2 5 4 25
May replace Energy Rifle with one of the following:
- Missile Launcher (15 pts) - Flamethrower (10 pts)
- LMG (15 pts) - Shotgun (Free) Equipment: Energy Rifle, Pistol, Combat Knife,
Jetpack.
May replace Combat Knife with one of the following:
- Glaive (5 pts) - Sword (5 pts) May replace Energy Rifle with one of the following:
- Energy Gauntlet (10 pts) - Flamethrower (10 pts)
- Shotgun (Free)
May purchase the following:
- Disruptor (15 pts) - Grenade (5 pts) May replace Combat Knife with one of the following:
- Scanner (10 pts) - Sword (5 pts) - Energy Gauntlet (10 pts)
- Glaive (5 pts)
Career military Praesidians usually end up serving in
the commando corps, the Praesidian special forces. May purchase the following:
- Grenade (5 pts)
Hunter
Special Rule: Combat Drop
Unit M R C D A H Co Pts
Hunter 7 3 5 3 2 4 3 13 Praesidian Swifts attack from the sky, using their speed
to outmanoeuvre the enemy.
Equipment: Energy Rifle, Pistol, Combat Knife.
Surgeon
May replace Energy Rifle with one of the following: Unit M R C D A H Co Pts
- Sniper Rifle(15 pts)
- Missile Launcher (15 pts) Surgeon 6 4 5 3 1 4 4 20

May replace Combat Knife with one of the following: Equipment: Energy Rifle, Pistol, Combat Knife, Med
- Sword (5 pts) Kit.
- Glaive (5 pts)
Special Rule: Medic
May purchase the following:
- Targeter (10 pts) - Grenade (5 pts) Praesidian Surgeons are responsible for keeping
- Stealth System (15 pts) troops on the ground alive to fight another day.

Hunters move ahead of the main Praesidian force.


Invisible and alert for any enemy movement.

56
Honour Guard Spirit Warrior
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Honour Guard 6 3 3 6 3 6 2 37 Spirit Warrior 7 4 3 4 3 4 1 28

Equipment: Energy Rifle, Pistol, Sword, Energy Shield. Equipment: Energy Rifle, Pistol, Glaive.

May exchange Sword and Energy Shield for any of the May replace Glaive with one of the following:
following at no cost: LMG, Missile Launcher, Flame - Sword (Free)
Thrower. - Energy Gauntlet (5 pts)
May Exchange Sword for Glaive or Energy Gauntlet
for 5 pts. May purchase the following:
- Energy Shield (10 pts)
May purchase the following: - Med Kit (10 pts)
- Targeter (10 pts) - Jetpack (10 pts)
- Stabiliser (10 pts) - Stabiliser (10 pts) Special Rule: Phase Walker, Legendary, Time is
- Grenade (5 pts) Meaningless.

Special Rule: Honour Or Death The spiritual leaders of the Praesidians, Spirit Warriors
are responsible for maintaining the faith of the troops
Honour Or Death: on the battlefield, as well as administering first aid.
If a Praesidian Commander or Spirit Warrior are Amongst the warriors they are almost mythical, phasing
present on the battlefield, the Honour Guard cannot be in and out of the battlefield, dealing deadly blows where
broken, and will pass any courage test they are they are needed most.
required to make. If the Commander or Spirit Warrior
are killed, every Honour Guard must make an Rannan Sho (1)
immediate courage test. If they fail they turn their
blades on themselves and immediately suffer D3 Unit M R C D A H Co Pts
damage. Rannan Sho (1) 7 3 3 4 4 6 2 31

The Honour Guard are some of the most fearsome


Equipment: Energy Rifle, Pistol, 2 Swords (Additional
warriors in the Praesidian ranks. They are tasked with
attack already included in profile.)
protecting military and political leaders alike.
Special Rule: Study Opponent.

Commander Rannan Sho Counts as a commander for the purposes


Unit M R C D A H Co Pts of the Honour Or Death special rule.
Commander 6 3 2 5 4 6 2 23 The Praesidian commander, Rannan Sho, is famous
for his reckless tactics. He will often volunteer himself
Equipment: Energy Rifle, Pistol, Sword. and his troops for the most dangerous missions.

May replace Energy Rifle with on of the following: mother Jezebel (1)
- LMG (15 pts) - Shotgun (Free)
Unit M R C D A H Co Pts
- Flamethrower (10 pts)
Jezebel (1) 6 4 3 4 3 5 3 22
May replace Sword with one of the following:
- Glaive (Free) Equipment: Energy Rifle, Pistol, Glaive.
- Energy Gauntlet (10 pts)
May purchase the following:
May purchase the following: - Grenade (5 pts)
- Disruptor (15 pts) - Grenade (5 pts) - Med Kit (10 pts)
- Grenade (5 pts) - Jetpack (10 pts)
- Energy Shield (10 pts) - Stabiliser (10 pts) Special Rules: Legendary, Medic.

Praesidian Commanders lead from the front. Their Mother Jezebel as a commander for the purposes of
courage and strength at arms serves as an inspiration the Honour Or Death special rule.
to those that follow them.
Head of the Joshitai order, Mother Jezebel is one of
the most respected individuals within the Praesidian
republic. Praesidians from across the Republic travel
to her court to receive her blessing in the hopes that
she will be able to cure their ails. No one knows how
old she is, but she has advised the Praesidian
government for as long as any one remembers.

57
Tadeas (1)
Unit M R C D A H Co Pts
Tadeas 7 4 2 5 5 6 1 34

Equipment: Energy Rifle, Pistol, Glaive.

May purchase the following:


- Energy Shield (10 pts)
- Med Kit (10 pts)

Special Rule: Phase Walker, Legendary, Time is


Meaningless, Master of the Void.

Master of the Void

There is no being alive who understands fold space


travel, or the void between worlds, as well as Tadeas.
He has devoted centauries to the study of fold space,
the void, and phase walking.

In game terms, Tadeas is not removed from play if the


player rolls a 2 when phase walking.

Tadeas is a member of the Circle of Spirit Warriors. He


is the Spirit Warrior of War, and is one of the most
formidable warriors in the Praesidian Republic.

58
59
60
The Jitar
The Jitar are one of the deep races, who live on the The Destruction of Thes
fringes of explored space. The Jitar Empire was originally formed of twelve
worlds, but during the Trax rebellion, the world of Thes
The Jitar Empire is a collection of eleven main worlds, was destroyed.
and a number of smaller settlements.
Towards the end of the rebellion, the Trax general, Bor,
The most notable feature of the Jitar are their facial invaded Thes and took control of one of the major
tentacles. Thought to be an evolutionary response to mines. Fearing the general would be able to get the
the fact they spend much of their life underground; their metal off-world, the Jitar recalled all their fleets into
tentacles are more like additional limbs. They are used orbit above Thes.
in the mastication process, can be individually
manipulated to hold items, and can be used to help The Field Marshal in control of the Jitar fleet decided
gauge a Jitars mood. he would rather lose Thes entirely than have the
precious metal in the hands of an outsider. He ordered
Their tentacles also form a large part of their native Thes to be bombarded from orbit, and tasked a small
language, similar to the body language of other races. team of demolitions specialists to deliver a nuclear
They speak in several registeres, and there is no other device deep beneath the surface of the planet. This
race that can hear the entire range of their speech. In device was so powerful that when it detonated, it
fact, the name Jitar comes from the two sounds that cracked the planet itself, separating a large section of
all races seem to hear the same when the creatures the world. The effects of the detonation ruined the
speak of themselves. atmosphere beyond repair and killed every living
creature on the surface of the planet.
The language barrier is one of the reasons the Jitar
are considered so separate to the rest of the galaxy. The Jitar spent nearly ten years in orbit around the
Largely distrustful of other races, its unlikely the Jitar husk of Thes, collecting the metal from the dead planet.
would have any contact with others if it werent for
commerce. The death of Bor was instrumental in the end of the
Trax rebellion. Having lost one of their most prominent
Iron Heart leaders, much of the Trax war machine became
The Jitars largest source of income is the precious disorganised and they were soon pushed back to their
metal that is abundant beneath the surface of their home world, where the Praesidians were able to defeat
eleven main worlds. This Jitar metal is one of the them, force them to sign a peace treaty, and blockade
strongest materials in the known galaxy; far stronger the planet.
than the standard composite material used in armour,
When the rebellion was over, the Field Marshal who
Jitar metal can be mixed with other metals in ratios as
had ordered the ruin of Thes was brought before the
large as 100:1 and still retain its incredible defensive
Council. He was charged with war crimes for the
properties. Though the Jitar exports less than 1% of
millions of innocent lives he took in destroying Thes.
all the material they mine, it accounts for more than
He was executed a day later.
80% of their economy.
However, despite killing untold numbers of Jitar in his
The price for Jitar metal on the galactic exchange
bombardment, the Jitar government openly supported
regularly reaches thousands of credits per gram; and
the Field Marshals choice, saying it was the right thing
owning any amount of the metal is a serious status
to do for the Empire.
symbol.
Today, Thes is a corpse. When they had finished
The brokerage of the metal is handled by the Jitar
mining the majority of the planet, the Jitar left the
merchants. Despite their value to Jitar society, they
surface, and surrounding space, littered with mines;
are looked down upon by their kin because they freely
and built a space station in orbit to watch against
trade their names with other species. The Jitar culture
scavengers.
believes that all an individuals power lies in their name,
and to tell another your name is to give them a power Despite the small chance of success, and the immense
over you. Most Jitar refuse to give their names to danger, there are still scores of scavengers who travel
members of other species. Even Jitar ambassadors to Thes in the hopes of mining a forgotten vein of Jitar
and military personnel do not give their names to metal. The black market for the metal is highly profitable.
outsiders. Instead they are referred to by their title,
rank, or a nickname given by the outsiders.

61
Jitar Trooper Jitar Scout
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Jitar Trooper 6 4 4 5 1 6 3 16 Jitar Scout 6 3 5 4 1 5 4 13

Equipment: Assault Rifle, Pistol, Combat Knife. Equipment: Assault Rifle, Pistol, Combat Knife.
May replace Assault Rifle with one of the following: May replace Assault Rifle with one of the following:
- LMG (15 pts) - Sniper Rifle (15 pts)
- Missile Launcher (15 pts) - Missile Launcher (15 pts)
May replace Combat Knife with one of the following: May replace Combat Knife with one of the following:
- Sword (5 pts) - Sword (5 pts)
- Energy Gauntlet (10 pts)
May purchase the following:
May purchase the following: - Targeter (10 pts)
- Grenade (5 pts) - Stealth System (15 pts)
- Toxic Grenade (15 pts)
Jitar scouts are more lightly armoured than their kin,
The foot soldiers of the Jitar are incredibly disciplined choosing speed and manoeuvrability over defence.
and resilient. The basic Jitar armour is as strong as
the heaviest armours of many races.
Jitar Demolitions
Jitar Heavy Unit M R C D A H Co Pts
Unit M R C D A H Co Pts Jitar
Jitar Heavy 5 4 4 6 2 8 3 20 Demolitions 6 3 4 5 1 6 3 22

Equipment: Assault Rifle, Pistol, Combat Knife. Equipment: Assault Rifle, Pistol, Combat Knife,
Grenade.
May replace Assault Rifle with one of the following:
- LMG (15 pts) May replace Assault Rifle with one of the following:
- Missile Launcher (15 pts) - Flamethrower (10 pts)
- Flamethrower (10 pts) - Missile Launcher (15 pts)

May replace Combat Knife with one of the following: May replace Combat Knife with one of the following:
- Sword (5 pts) - Energy Gauntlet (10 pts)
- Energy Gauntlet (10 pts)
May purchase the following:
May purchase the following: - Energy Shield (10 pts)
- Grenade (5 pts) - Targeter (10 pts)
- Toxic Grenade (15 pts) - Stabiliser (10 pts) Deep beneath the surface of the Jitar home world are
- Detonator (15 pts) - Energy Shield (10 pts) huge expanses of tunnels and mines. The Jitar that
mine these tunnels have a natural affinity for explosives
that comes in useful on the battlefield.

62
Jitar Jetpackers commander
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Jetpackers 10 3 4 5 2 6 3 28 Commander 6 3 3 5 3 6 3 20

Equipment: Assault Rifle, Pistol, Combat Knife, Equipment: Assault Rifle, Pistol, Combat Knife.
Jetpack.
May replace Pistol with the Following:
May replace Assault Rifle with one of the following: - Heavy Pistol (2 pts) [May have 2]
- Shotgun (6 pts)
- Flamethrower (10 pts) May replace Combat Knife with one of the following:
- Energy Gauntlet (10 pts)
May replace Combat Knife with one of the following: -Sword (5 pts)
- Sword (5 pts) -Axe (5 pts)
- Energy Gauntlet (10 pts)
May purchase the following:
May purchase the following: - Energy Shield (10 pts)
- Grenade (5 pts) - Jetpack (10 pts)
- Grenade (5 pts)
Special Rules: Combat Drop
Jitar commanders are veterans of hundreds of
Adding some much needed speed to the Jitar forces, campaigns. They lead their men from the front, taking
these warriors are often held back and deployed where the fight straight to the enemy.
the fighting is most fierce.
Field Marshal (1)
Jitar Assault
Unit M R C D A H Co Pts
Unit M R C D A H Co Pts
Field Marshal 6 3 3 6 5 6 2 39
Jitar Assault 6 5 3 5 2 6 3 17

Equipment: Assault Rifle, Pistol, Combat Knife,


Equipment: Assault Rifle, Pistol, Combat Knife. Orbital Strike.
May replace Assault Rifle with one of the following: May replace Assault Rifle with one of the following:
- Flamethrower (10 pts) - Flamethrower (10 pts)
- Shotgun (6 pts) - Shotgun (Free)
- Heavy Pistol (2 pts) [May have 2]
May replace Combat Knife with one of the following:
- Sword (5 pts) May replace Combat Knife with one of the following:
- Energy Gauntlet (10 pts) - Energy Gauntlet (10 pts)
-Sword (5 pts)
May purchase the following: -Axe (5 pts)
- Grenade (5 pts)
- Toxic Grenade (15 pts) May purchase the following:
- Energy Shield (10 pts) - Jetpack (10 pts)
- Grenade (5 pts) - Disruptor (15 pts)

Special Rule: Legendary

Field Marshal is the highest rank in the Jitar military.


They are responsible for overseeing entire theatres of
war. Though they rarely take to the field themselves,
when they do they are a powerful and terrifying warrior.

63
Karel (1)
Unit M R C D A H Co Pts
Karel (1) 6 5 5 5 2 5 4 23

Equipment: Assault Rifle, Pistol, Energy Shield,


Bubbles.

May purchase the following:


Disruptor (15 pts)
Grenade (5 pts)

Special Rules: Bubbles, Manipulate.

Bubbles: Karel has a mechanical rat named Bubbles,


named after a famous chimpanzee of Old Earth (Jitar
have no idea what a chimpanzee looked like) Karel will
often send Bubbles off to report things to him or do
other errands.

In game terms, Karel and Bubbles are treated as a


single model, with Karel having 3 actions a turn instead
of the standard 2.

Karel the merchant is fascinated by Old Earth. He


dresses himself after the fashion of Old Earth and is
one of the few Jitar who would call a human a friend.
He is also among one of the small number of Jitar who
tell outsiders their name. Karel is largely distrusted,
often hated, by his own kind.

Karel does however seem to have the unnatural ability


of making others do things for him, often without the
other person realising they are doing him a favour.

64
65
66
The URC
Origins Army Special Rule: We Are Legion
The United Robotics Corporation (URC) was founded
by Viktor Kochenkov in 2753, after he secured an URC models with this special rule must be within 12
exclusive contract with the Council to produce service inches of a model with the Controller special rule.
droids for industrial use.
While a model with this rule is in range of a model with
Prior to the breaking of the Council, the use of robots the Controller special rule, they automatically pass
in combat was forbidden throughout much of the any courage test they are required to make. If they are
galaxy. The fear was that with enough funds, someone outside of the range of the controller, use the courage
could create a mechanical army capable of de- value listed in their profile.
stabilising government.
At the start of its activation, if the model is not within
Most homes on the core worlds, however, are filled range of a controller, roll a D6. The model will act
with URC technology, from appliances, to computing differently depending on the result:
equipment and software, and of course, service droids.
Dice Effect
The URC also manufacture and maintain almost all result
droids used in deep space mining, as well as all 6 The model acts as normal.
mechanical augmentations used by the Reid Medical 5 The model fires its weapon at the closest enemy model.
Corporation. Resolve damage as normal. If there are no enemy
models within range, the model does nothing (as if it
Even though the URC was one of the wealthiest rolled a 1).
corporations in the galaxy, each year they lobbied to 4 The model moves its full distance towards the closest
make mechanised combat models legal. Millions were enemy model. If this brings it into base contact, it must
assault the model. Resolve damage as normal.
spent each election cycle to encourage citizens in the
3 The model fires its weapon at the closest friendly model.
core to vote to make combat robotics legal; but the bill Resolve damage as normal. If there are no friendly
was never successful. models within range, the model does nothing (as if it
rolled a 1).
Despite the legal issues, the URC continued to develop 2 The model moves its full distance towards the closest
their combat technology, in secret, on a small fringe friendly model. If this brings it into base contact, it must
assault the model. Resolve damage as normal.
world.
1 The model does nothing this turn.

Machines of War
Controller
When the council broke apart, Ivan Kochenkov, Viktors The URC controllers are essentially flying hubs,
son, and the current CEO, announced that the United keeping all the models connected to one another and
Robotics facilities would be leaving controlled space. to their commander.
After setting up facilities in the now-neutral space, A URC force must include at least one controller. The
Kochenkov announced the URC Combat Drone MK.1. first controller is free. Following controllers must be
The first drones were little more than boxy, vaguely brought for their points value.
human shaped constructs with little actual use in battle.
But the technology advanced rapidly and the URC soon A model with the Controller rule may spend one action
released the Mk.II drone. per turn to take control of a model with the We Are
Legion rule and perform an action with that model.
The Mk.II was a much sleeker design and far more They may do this even if the target has already
effective in combat. It was around this time that the first activated in the current game turn.
combat androids began to appear. Mostly purchased
to carry out assassinations, these human looking
machines are rightly feared throughout the galaxy.

The current Mk.III drone builds on the achievements


of the Mk.II. The Mk.III is strong, fast, accurate with
ranged weapons and totally obedient. In the field,
drones are given orders by a controller, usually a drone
with some semblance of self awareness that is given
orders by a superior. Sometimes Drones will even be
lead by androids.

The androids are also tasked with infiltrating an area


and establishing post-human supporting groups and
securing resources and supporters for the URCs
cause.

67
Combat Drone Mech
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Combat Drone 6 4 5 4 1 3 6* 8 Mech 5 3 3 7 2 9 6* 31

Equipment: Assault Rifle, Pistol, Combat Knife. Equipment: Energy Shield, LMG, Energy Gauntlet

Special Rules: We Are Legion May replace LMG with one of the following:
- Chaingun (20 pts)
Drones make up the bulk of the URCs combat forces. - Missile Pod (20 pts)
Cheap to manufacture and relatively durable, they are
the ideal foot soldiers. May replace Energy Gauntlet with one of the following:
- Railgun (25 pts)
Guardian - Cannon (25 pts)
Unit M R C D A H Co Pts
May purchase the following:
Guardian 6 3 4 5 2 5 6* 14 - Targeter (10 pts)
- Detonator (15 pts)
Equipment: Assault Rifle, Pistol, Combat Knife.
Special Rules: We Are Legion
May replace Assault Rifle with one of the following:
- Sniper Rifle (15 pts) - Shotgun (Free) The most deadly weapon in the URC is the Mech.
- Missile Launcher (15 pts) - LMG (15 pts) Basically a walking tank, these constructs can deal
tremendous amounts of damage.
May replace Combat Knife with one of the following:
- Sword (5 pts) Kamikaze Drone
- Energy Gauntlet (10 pts) Unit M R C D A H Co Pts
May purchase the following: Kamikaze
- Targeter (10 pts) Drone 6 5 5 3 3 3 6* 13
- Energy Shield (10 pts)
Equipment: Assault Rifle, Pistol, Combat Knife,
Special Rules: We Are Legion Detonator.

More effective than drones, Guardians are often used Special Rules: We Are Legion
as bodyguards by URC officers and leaders.
Kamikaze drones rush enemy models with the intention
Dasher of detonating themselves, causing maximum damage.
Unit M R C D A H Co Pts
Repair Drone
Dasher 10 5 4 4 3 4 6* 11
Unit M R C D A H Co Pts
Kamikaze
Equipment: Assault Rifle, Pistol, Combat Knife. Drone 10 6 6 3 1 3 6* 14

May replace assault Rifle with one of the following:


- Flamethrower (10 pts) Equipment: Assault Rifle, Pistol, Combat Knife,
- Shotgun (Free) Jetpack, Repair Kit.

May replace Combat Knife with one of the following: Special Rules: We Are Legion
- Sword (5 pts)
Repair Kit
May purchase the following:
- Energy Shield (10 pts) Costs one action to use, can be used on friendly
models in base contact as well as the owning model.
Special Rules: We Are Legion The target model recovers 3 health points (up to its
starting health). Can be used multiple times.
Dashers come in many varieties; some move on tracks,
others on wheels. All serve the same purpose though; Repair drones perform battlefield maintenance on their
providing the URC with a manoeuvrable model to flank fellow machines.
their enemies.

68
Swarm Ivan Kochenkov
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Swarm 10 6 3 5 6 6 6* 21 Ivan
Kochenkov 6 4 4 4 2 5 1 17
Equipment: Assault Rifle, Pistol, Combat Knife,
Jetpack. Equipment: Assault Rifle, Pistol, Combat Knife.

Special Rules: We Are Legion, Insignificant Special Rules: Controller, Painless, Post-Human

When the URC take to the battlefield, clouds of small Post Human
machines follow overhead, these mechanical flying
creatures swoop down on the enemy and tear them Kochenkov has merged himself with technology; giving
apart. him an edge over regular humans.

Controller Unit In game terms, Kochenkov has 3 actions a turn instead


of the standard 2.
Unit M R C D A H Co Pts
Controller 8 6 6 5 1 6 2 13 The leader of the URC, Kochenkov strives for the
evolution of mankind into a technologically superior
Equipment: Assault Rifle, Pistol, Combat Knife, species.
Jetpack.

Special Rules: Controller

Controller Units are flying constructs that transmit the


collective consciousness that keeps other URC models
in the fight.

Android
Unit M R C D A H Co Pts
Android 6 4 4 4 3 5 1 18

Equipment: Assault Rifle, Pistol, Combat Knife.

May replace Assault Rifle with one of the following:


- Sniper Rifle (15 pts)

May replace Combat Knife with one of the following:


- Sword (5 pts)
- Energy Gauntlet (10 pts)

May purchase the following:


- Targeter (10 pts) - Detonator (15 pts)
- Energy Shield (10 pts) - Grenade (5 pts)
- Stealth System (15 pts)

Special Rules: Controller, Wolf in Sheeps Clothing

Wolf in Sheeps Clothing

The controlling player may choose to deploy an


Android in the enemy deployment zone, at least 6
inches away from an enemy model.

Because of their organic appearance, androids make


the perfect scouts and assassins.

69
70
Mercenary Forces
Its a good time to be a hired gun in the galaxy. Private Legendary Heroes
citizens are hiring mercenaries to keep them safe, Not all mercenaries are as amoral as those who
criminals are outsourcing to mercenaries for their frequently visit Kilo station. Some have become
muscle, even governments are hiring mercenaries and somewhat legendary because of their deeds. Gabriel
bounty hunters to do what the law cannot. Cross for example, an ex-galactic marine, has become
a folk hero for helping people. He and his crew of
Mercenary numbers are up dramatically, and business outlaws travel the galaxy helping people.
is good.
This has led him to blows with many other mercenaries
and there is a general dislike for him and his crew within
The Guild
the hired gun community.
While some choose to go it alone, most register with
the Guild of Mercenaries and Bounty Hunters. Guild Even though there are a few good mercenaries, on
membership allows them much greater freedom to the whole the profession is filled with cheats, brutes
move within lawful space, though if they break the law and bullies.
they are kicked out of the Guild - officially at least.

Most mercenaries will fight for anyone as long as the Corporate Life
money is right, and there are few whos prejudges Technically, the largest group of mercenaries in the
against individuals or races cannot be overcome with galaxy belongs to the Wakefield Defence Corporation.
enough credits. This private military and arms manufacturing company
hires all its soldiers on a freelance basis.
There are a few exceptions to this, usually with ex-
military who took part in the second Nexus War and It is Wakefield who most people hire their security
refuse to work with individuals of the other side. forces through.

Being a guild member also gives individuals access to The Wakefield Corporation was founded during the
weapons and equipment they would be unlikely to find Trax rebellion to meet the demand for fighting men and
anywhere else. There is a thriving black market scene women. Early in the rebellion, Council forces were
within the guild, with stolen equipment from across the suffering heavy losses at the hands of the Trax, without
galaxy available to those with enough credits. the new recruits to replace them.

Some of the most rare and dangerous weapons in


existence have passed through the guilds trade halls. Elijah Wakefield, a businessman from the core worlds,
And merchants often hire mercenaries of their own as and son of a career military man, saw a gap in the
protection. market. Using money he had made in smart
investments, and his fathers contacts, Elijah formed
Kilo station, the Guild headquarters, is also home to the Wakefield Defence Corporation.
one of the most active slavery operations in known
space. Slavers will bring their property to Kilo station Now, the Wakefield Corporation provides security to
to sell as labourers, cannon fodder, or pleasure things. many of the Cores wealthier individuals. Payments are
made through the corporation, so all the security
Its to Kilo station that the Nexus raiders bring any personal are paid by Wakefield, not the people they
slaves they do not want, or have no use for; and its protect. This means that an operatives loyalty is
through the trafficking of lives that the NSM raises most always to the company, not the client.
of its funds.
Wakefield are also solely responsible for the security
Kilo Station of the Reid Medical Corporation, the largest producer
Located in the Free Zone, Kilo station is the guilds of medical supplies and equipment in the galaxy. This
main operating base, and where it houses all its seedier mutual partnership has led to Reid and Wakefield
activities. Because it is not technically in any factions becoming the two wealthiest companies in the galaxy
controlled space, the laws of elsewhere in the galaxy respectively.
do not apply.

It is also one of the most heavily defended locations


outside of the core worlds. A fleet of mercenary ships, Alignment: Units from this list may be allied with any
employed directly by the guild, orbit it at all times, and other list (unless their profile says otherwise.)
the outside of the station is covered in defence turrets.
Designers Note: The Mercenary list gives you an
Each section of Kilo station generates its own excellent opportunity to use your existing model
independent power, gravity, and atmosphere, and collection to proxy for different mercenaries. It also
sections can be shut down remotely from the central gives you the chance to mix races within an army, by
command. Or, in serious circumstances, disengaged using mercenary profiles.
from the station entirely.

71
Mercenary Gabriel Cross (1)
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Mercenary 6 4 4 4 1 5 4 13 Gabriel Cross 6 3 3 5 2 6 2 20

Equipment: Assault Rifle, Pistol, Combat Knife. Equipment: Assault Rifle, Pistol, Combat Knife.
May replace Assault Rifle with one of the following: May purchase the following:
- LMG (15 pts) - Targeter (10 pts)
- Missile Launcher (15 pts) - Grenade (5 pts)
- Disruptor (15 pts)
May replace Combat Knife with one of the following:
- Sword (5 pts) Special Rules: A. I System
May purchase the following:
- Grenade (5 pts) A. I System: Gabriels nanosuit is fitted with an
advanced artificial intelligence, named Prometheus,
Competent soldiers, motivated more by money than that can relay information, as well as take over some
any cause. of the suits functions.

Bounty Hunter In game turns the A. I System grants Gabriel 3 actions


Unit M R C D A H Co Pts
per activation instead of 2.
Mercenary 6 3 3 4 2 5 3 17
Gabriel may only be included in a Nexus force if Kalos
is also included.
Equipment: Assault Rifle, Pistol, Combat Knife.

May replace Assault Rifle with one of the following: Gabriel Cross is and ex-Galactic Marine and is the best
- Sniper Rifle (15 pts) - Shotgun (6 pts) bounty hunter in the galaxy. He is wanted from the
- LMG (15 pts) - Flamethrower (10 pts) Core to the Fringe. He is the Captain of the frigate
- Missile Launcher (15 pts) Nimbus and its crew.
May replace Combat Knife with one of the following:
- Axe (5 pts) Jesse Pope (1)
- Sword (5 pts) Unit M R C D A H Co Pts
- Energy Gauntlet (10 pts)
Jesse Pope 6 4 3 6 3 7 3 21
May purchase the following:
- Disruptor (15 pts) - Jetpack (10 pts) Equipment: Shotgun, Pistol, Combat Knife.
- Grenade (5 pts) - Targeter (10 pts)
- Stabiliser (10 pts) May replace Shotgun with one of the following:
- LMG (15 pts)
Those looking to make real money will become a
bounty hunter. More dangerous than most mercenary May replace Combat Knife with one of the following:
work, bounties bring a higher paycheck. This means - Energy Gauntlet (10 pts)
bounty hunters have access to superior weapons and
equipment that regular mercs.
May purchase the following:
- Energy Shield (10 pts) - Stabiliser (10 pts)
Wraith (1) - Grenade (5 pts)

Unit M R C D A H Co Pts
Jesse is Gabriels right hand man and serves as the
Wraith 6 4 4 5 2 5 4 35
muscle on the Nimbus.

Equipment: Assault Rifle, Pistol, Sword, Stealth Jesse may only be included in a Nexus force if Kalos
System.
is also included.
Special Rules: Study Opponent

No one knows who, or what, the mercenary known as


Wraith is.

72
Isaac Cross (1) Scarlett Black (1)
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Isaac Cross 5 3 4 4 2 4 3 15 Scarlett Black 6 3 4 4 3 5 2 18

Equipment: Assault Rifle, Pistol, Combat Knife. Equipment: Assault Rifle, Pistol, Combat Knife.

May purchase the following: Special Rule: Manipulate, Deadly Kiss


- Med Kit (10 pts)
- Energy Shield (10 pts) Deadly Kiss

Special Rules: Medic, Investigator. Scarlett uses her beauty to lure her target into letting
her close, where she will deliver a deadly parting kiss.
Isaac is Gabriels adoptive father. After rescuing
Gabriel from thugs at an early age, Isaac raised him Any model that Scarlett successfully wounds in combat
and taught him the trade of the bounty hunter. is poisoned. At that start of each following turn, the
affected model will receive 1D3 damage each turn until
Isaac may only be included in a Nexus force if Kalos the end of the game (or until they die).
is also included.
Scarlett Black is one of the most sought after assassins
in the criminal underworld. Her skills are legendary,
Charlie Bishop (1) and shes yet to meet a target who she cannot kill.
Unit M R C D A H Co Pts
Isaac Cross 6 4 5 4 2 5 2 15 Prisoner 19 (1)
Unit M R C D A H Co Pts
Equipment: Pistol, Combat Knife, Echo Inhaler, Prisoner 19 6 4 4 4 5 5 1 20
Orbital Strike.

Charlotte Bishop is the pilot of the Nimbus, the ship Equipment: Assault Rifle, Pistol, 2 Combat Knives
that Gabriel Cross and his crew fly. An ex-Alliance (additional attack already included in profile).
fighter pilot, Charlie is amongst the most skilled pilots
in the Galaxy. Special Rules: Cheating Death

Special Rules: Hated Foes (Nexus) Within the prison asteroid, Labyrinth, there is a level
reserved for the most dangerous criminals in the
Charlie may only be included in a Nexus force if Kalos galaxy. Once a person is sentenced to this area their
is also included. names are erased and they are given numbers.
Prisoner 19 is the most dangerous of them all.
Mad Natty (1)
Unit M R C D A H Co Pts
Mad Natty 6 5 5 3 1 4 5 14

Equipment: Shotgun, Pistol, Combat Knife.

Special Rules: Messing With the Bad Man,


Opportunist

Messing With the Bad Man

Anytime Natty fails a courage test, he makes a free


shooting action (before moving towards the board
edge). He must fire at the closest enemy. If there are
no enemies in range, he moves towards the board
edge as normal.

Carl Mad Natty Natrick is a renowned Conduit,


working as the middle man between the Guild and the
bounty hunters.

Mad Natty may only be included in a Nexus force if


Kalos is also included.

73
Kara Mariasha (1) Blaze (1)
Unit M R C D A H Co Pts Unit M R C D A H Co Pts
Kara Mariasha 6 4 4 4 2 6 2 23 Blaze 6 4 4 4 2 5 4 24

Equipment: Shotgun, Pistol, Combat Knife, Gas Mask. Equipment: Energy Rifle, Pistol, Combat Knife.

Special Rules: Opportunist, Cheating Death. May replace Combat Knife with one of the following:
- Glaive (5 pts) - Sword (5 pts)
Kara Mariasha is an ex-alliance colonel who now runs - Energy Gauntlet (10 pts)
the criminal mercenary group, Anubis. Anubis are
responsible for one of the largest black market May purchase the following:
operations on the eastern fringe. - Disruptor (15 pts) - Grenade (5 pts)
- Scanner (10 pts)
Spectre (1)
The Praesidian mercenary known as Blaze is wanted
Unit M R C D A H Co Pts in twelve systems, and currently has a bounty of 10
Spectre 6 2 3 4 2 6 3 44 million credits on his head.

Equipment: Sniper Rifle, Pistol, Combat Knife,


Targeter.

Spectre may only join a Nexus Strike Force if Kalos


is also included.

Thomas Welts, also known as Spectre, is a former


Galactic Marine turned mercenary and bounty hunter.
He is a famed marksmen and was the sharpshooter of
Immortal Squad, the model of Galactic Marines he was
attached to.

Buddy (1)
Unit M R C D A H Co Pts
Buddy 6 3 3 4 3 5 1 20

Equipment: Assault Rifle, Pistol, Combat Knife.

May replace Assault Rifle with one of the following:


- Sniper Rifle (15 pts)

May replace Combat Knife with one of the following:


- Sword (5 pts)
- Energy Gauntlet (10 pts)

May purchase the following:


- Targeter (10 pts) - Stealth System (15 pts)
- Energy Shield (10 pts)

Special Rules: Controller, Half Life, Hated Foes


(URC)

Buddy may only join a URC Strike Force if Ivan


Kochenkov is not included.

Not all Artificial Intelligence is loyal to the URC. This


one remembers. This one will have its revenge.

74
Ranged Weapons

Ideal Effective Extreme


Page
Weapon Att Dam Range Range Range Special
Reference
(-1 Bonus) (No Penalty) (-1 Penalty)
Pistol 1 1 6 12 18 Dual Wield 22
Heavy Pistol 2 2 6 12 18 Dual Wield 24
Assault Rifle 2 2 12 24 36 22
Sub Machine Gun 3 1 6 12 18 24
Shotgun 2 3 6 12 18 23
1+ to courage if damage 22
Flamethrower 1 3 12 0 0
is inflicted.
Sniper Rifle 1 3 18 30 42 Defence -2, Heavy 23
Energy Rifle 2 3 18 24 30 Cooldown, Defence -1 24
LMG 4 2 12 24 36 Heavy 22
Heavy, Reload, Defence 22
Missile Launcher 1 5 12 24 36
-1
Grenade Launcher 1 5 6 12 18 Template Small 24
Grenade Launcher 24
1 2 6 12 18 Template Small
(Underslung)
Grenade 1 5 12 Template Small 22
Template Small. Units 23
Toxic Grenade 0 12 inside take D3 damage
for 2 turns
Template Small,.+1 23
Smoke Grenade 1 0 12 penalty to hit w/ranged
within template.
Template Small, Hits on 22
Detonator 1 5
5+

Mech Weapons

Ideal Effective Extreme


Weapon Att Dam Range Range Range Special Page
(-1 Bonus) (No Penalty) (-1 Penalty) Reference

Chaingun 8 1 12 24 36 23
Missile pod 3 3 12 24 36 Small Template Def -1 23
Railgun 1 6 24 36 72 Def -3, Reload 23
Cannon 1 4 18 30 48 Small Template, Def -2 23

Close Combat Weapons

Ideal Effective Extreme


Weapon Dam Range Range Range Special Page
(-1 Bonus) (No Penalty) (-1 Penalty) Reference

Combat Knife 1 22
Sword 2 23
Axe 3 22
Glaive 3 24
Energy 22
4 Defence -1
Gauntlet

75
76
We were wrong. . .

77
THE
Icarus Project

The Second Nexus War is over, the In this book you will find:
Council of Systems is broken. Many of Background: Learn about the background
its member races have established of this rich and living sci-fi universe. Learn
empires of their own, and now clash for about the second Nexus War; a galactic
control of their regions. And new conflict that changed the face of the galaxy
powers are stirring. . . forever.

The Game Rules: With a quick an easy to


As armies clash across the galaxy, it learn core rule system, and a host of special
falls to small Strike Teams, elite groups rules and additions, the Icarus Project is
of warriors, to accomplish the missions perfect for all gamers, regardless of their
that no one else can. experience or play style.

Game Scenarios: With a focus on narrative


Welcome to the Icarus Project, the game of
game play, there are a host of game options
science fiction skirmish warfare that puts you in
to choose from. From diffusing bombs in
control of your own Strike Force of warriors as
dense urban jungles, to assassinating the
you try and achieve your objectives, and stop
enemys leader in a barren wasteland, no
your enemy achieving theirs.
two games are the same.

Faction Background: Delve into the


background of each of the main races. Learn
about their motivations, their enemies, and
goals.

Strike Force Lists: This section gives you


all the rules to assemble your own strike
force of elite warriors. Customise their
weapons and equipment to create a Strike
Force unique to you!

Icarus Miniatures 2015


ICARUS MINIATURES
www.icarusminiatures.com
NARRATIVE WARGAMING

78

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