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oN All events portrayed in this game have (ge Ie aR AR Haar aca SUR e cee cl ere ce Te ec te et Pee Rao e ter er fucking up ourselves and our planet. a APOKALYPSE CREDITS Bei ae ae Cauca as Sse uhyotinr a s Ror en Doe) PRODUCTION pa ard Carl Johan Hakansson, Malin Rydén and Ola Holmdah! Perret a) Retard Dee eR Cae Ne cena as still exists) Perera raat Tear Se) ORCL Me te un Coe NL Re (The Pro from Dover), Sven and Majken Rydén, Hakan "PC Guru Cree et ne ert oe ze aye eg pees Flammans Spel ("Where Gamers Go”), Peter Bank, Peter Nordgren, Jeremy Fitz, Anders Quest, Benny, Rufus and Beelzebub Nods to era era Case Petar a arts pc Me etme Pee See traced All lyrics quoted should not be seen as copyright infringement. The lyrics are the property of their respective owners. They are solel used by Hardcore Media for purposes of creating atmosphere. eae eon eee ee anu td Penance atkins care ere ater tee ein Sears Cerne Nts RC eer Ce ee een ae ea ene kor ae Rn CRUE ete eee seo Carl Johan Hakansson is 25 years old. He's a Sociologist with a clear interest Peet ee UCT CPO See LeU elec Ce Ue etal Welcome to the World of Shit. The lands of Everywhere eee ont ee ce BUR ema rey eR RC mankind. The world is going straight to hell, mankind eeu neck ase add Pea eines cace Re eur es Emer eS can come up with. We're being killed. Not by aliens. Not by some sinister eee Cee euch ee cece Sete SINC rtom arta a Man has one hundred twenty days to live. After that, the End. The Final fucking End. No more friends or Pre oe ea Mc Coe eae Paes ma Uke ln Aaa ee tect set pet ae Pramas aa power and prestige won't make a difference anymore. er aoe irra et eet Oa ce Teme BCI ee Ege RL BLL Ec eee Ce DL Ree eminent ec er eli atd hundred twenty days. You take the role of a eee Cae Tel Ae od Pe en cree cu rer Wren Manco mae Cae cr ne cag ear pa ea Ace orc aa Pest MOR de ee ee Rd Promree Ce MEL haus Siete Pre eee ea al cle COM Le rua Rech Mat tC ee ane PEE ser nee Onur eras Sar a aime CURR ee aad Dae Ct Cae ac mr ler conquer even death, right? Your ignorance knows no LT You're destined to rule. To rule the funeral pyre. | Tsay sued oe peasy rnc eee aad Re aed TR ecaes ceeds Se era aad eens eer ee Cr Cn cad Sa ead Cans Sed ed Rema Peta cu c 9 9 10 tt i 1 4 cg ic 4 1S 16 16 4 2 2a a or vay Py ros rr Pr ya Pa ray 29 a Rd coy er Ey eS) aie 4 cd cad ord er vA or re cl So mat ane) DR one aad Ldn ee eed een Rs Lean eed Lawomates & Rosors wH 1 H Comeat eta Cause & Errect reg od Oa ee od aS a kd eed Destowwe THe BATTLEFELD Me rm Aa Pema Rone id RR a read Pred ee co Lge a cae Tre Geeennouse Dene Ac te) Beer Firtarms ers eS Seem ey TET e anes TCC ced DO eed re aad Dee nace Dee ead ea ce ry ocd ul Lr 13 a 119 7a as 25 19 179 aA ici} ASICS Just in case that questions arise for new Gamers we havederided.to include a few basics before theirules begin. fan pay lee ES a ea wn i he Nee Oe at PEs des Ames aml “it — Eten RE HE AME TURN On the real world battlefields, Syeverything happens much at the same time. One hia sats of troops may advance, while other troops re at the enemy and a third squad panics and attins'for cover, all at the same time. But hey, as as we would like to create a realistic simu- in of firefights we also want to make an inter- .,esffhg and fur to play game, hence the need for a Game Turn sequence. In a simple and abstract fam¢ like chess, there is no need for an elaborate me Turn sequence to determine in which or- ‘er,the Gamers’ actions take place. One side simply moves one of his pieces befpre it’s the other Gamers turn. A more com: “ein plek game, like Apokalypse, requires a more elabo- raeTurn Sequence because it's possible to do so _*"nany different things with different units. In real v { In Apokalypsamane tfooper is ong tr@oper, no more and no less. Distances se Is meas- ured in “game meters”, or meters for short. One meter is equal to 1,5 cms. We recommend that you make your own ruler that is marked in me- ters. This scale is adopted to be used together with 25mm miniatures. If you wish to use mini- atures in other scales this is fine with us, but you will have to make a new ruler that can be used together with that scale. As all distances in the game are given in game meters it is very easy to Use 15mm, or even smaller miniatures as the only thing that need to be changed is the ruler. Measurinc Distances Yes, we do know that you aren't stupid and know how to use a ruler but there is one thing that need to be clarified. Always measure the distance between the target's and the attacker’s heads, that from base center to base center. This way the size of your model’s base won't matter. Miniatures: Despite what both you and we might wish, there are no special Apokalypse miniatures yet. Until they have been released you will have to make do with existing models. Do not look at it as a draw. back, now is the time to grab all your old unused miniatures belonging to all those games that you don’t play anymore and make good use of them. There are more Sci-Fi miniatures out there than you might think, use your imagination and im provise. Not all SF miniatures have gigantic shoulderpads and look like they are suffering from indigestion. We have play-tested Apokalypse for approximately five years now, and if we have been able to find suitable miniatures to play with, you ought to be too. ‘life, as you may know, there are no Game Turns “and there is no "sequence” which determine who does what first. The Game Turn is a way to make sense of what happens on a battlefield and to give a sense of order to what in reality is chaos ‘A Game Turn, or simply Turn, is a complete sequence of combat that encompass both move- ment, firing and morale checks for both sides. A Turn consists of several Game phases. In a Game Turn it's important to determine which side that has got the initiative, as it can be vital to know who acts first in certain cases. In reality, initia- tive is based on aggressiveness, strategic ability, and the commanders’ ability to think fast and exploit opportunities. Here we settle for a d20 roll, but in the forthcoming Apokalypse Kompanion a more realistic optional system will be introduced. Pvanninc Puase, PPH (First Game TuRW ONLY) This phase only takes place at the start of a firefight and is more of a set up preparation than an actual Game phase. In the PPh the Gamers se cretly write down their squads’ deployment and orders for the battle, that is, what they will do during the firefight. Iwrriative Puase, IPH The Gamers each roll 1420, re-rolling ties. The amer with the highest score gets the initiative jor the Game Turn, He fires first in the OwFPh and gets to choose if his or his opponent's troops will move first in the MPh. Orver Puase, OPH Now the Gamers have the opportunity to give new orders to their troops, changing the orders that were written down in the PPh “4 Movement Prase, MPH The gamer who won the initiative decides wheth he oF his opponent moves first. Move all squads that are able to move, then the opposing gamer moves his. It is possible to fire Overwatch fire in this phase. Duckback tests are made, as well as ISP tests for wounded troops. OveRWATCH Fire PHASE, OwFPH Squads which have Overwatch orders may fire now if they did not fire during the MPh. The gamer who won the initiative may begin to fire with one squad. Players then alternate firing their squads, one at a time, until all squads with Overwatch orders have fired. Duckback tests are made, well as ISP tests for wounded troops. Fire Puase, FPH All firing are carried out in no specific order. Fir: ing is simultaneous in the Fph, so no troops are removed before they have been able to fire back ISP tests are made for wounded troops. After fir- ing, hand to hand combat is resolved. Morate PHase, MoPH All Morale tests are made. Panic tests are made by squads that are forced to do so. Remove all Duckback and Headless Chicken markers. During the PPh the Gamer gives every squad or team a plan. The plan is a pre-set pattern of movement and combat that the Gamer wants the squad to follow. It symbolizes the fact that every Warlord has a plan before a firefight and usually sticks to it during battle. Plans are used in Apokalypse to force the Gamers to behave like actual battlefield commanders, not like the omniscient Gamer that can see every inch of the battlefield. Plans make the game a contest of wits, not of die-rolls. Since plans are pre-determined by the Gamers, it’s very important to come up with a good plan, or you will probably see your forces massacred because of that one small, fatal mis- take. However, it is possible to alter the battleplan during the firefight as you, the war- lord, try to cope with unexpected situations or simply wants to correct your previous tactical mistakes. New orders can be given in the Or- der Phase. This does not mean that your troops only are automatons that follows the orders you programmed them with before the battle Troops do have a certain degree of free-will in the game, and they may take initiatives of their own when things start looking bleak. The whole point of giving orders to your troops is to show that you have to have a plan prior to combat and then stick to it. Far too many games give the Gamers the possibility to react to each others movements every Turn. It is quite hard to really fool or surprise your opponent and the game soon degenerates to a contest of maneuvering, where winning the ini: tiative and having fast troops that can re-de- ploy quickly are the only things that count. To make the order system as flexible as possible we deliberately try to make as few rules as pos: sible and the drawback is obvious: ruthless Gamers abuse the system Apokalypse requires a great deal of hon esty and if you feel that your opponent can’t resist to cheat then we strongly recommend you to play with someone else. The point of gaming is that you should be having fun, and our idea of fun is not having to spend an hour arguing every time we want to play the game. THE BATTLEPLAN The battleplan is your overall plan for the en- tire battle. This includes two major parts; the deployment of your troops before the battle begins and their orders once the battle has started. The battleplan is made on piece of pa- per. You need space for writing down your squads, thelr orders and to draw a simple’ map of the battlefield. DePLoyMENT After the terrain have been placed, your troops will have to be deployed. Usually the troops will start from one of the table-edges, but in some scenarios that might not be the case. Ambushes, raids and other situations might have one side start in the mid- dle of the battlefield. Deployment areas are de- cided when making the scenario. The squads’ de- ployment must be clearly marked on your plan- ning sheet. Orvers A plan is composed of three types of orders; Movement Orders, Target Selection Orders and Other Orders. A plan must include Movement: and Target Selection Orders and may include Other Orders. The Planning Sheet gives space for writ- ing down your grders and to draw a simple map of the battlefield. On the map you draw 2 symbol for every squad together with arrows and notes to show how the squad will move to avoid confu- sion later on. The map can be as simple or as, complex as you like, the important thing is that it will help you to remember exactly where your squads are supposed to go. Remember that or- ders are given to whole squads or teams and not to individual troops except on very special occa- sions described later. move during the Firefight. A simple map depict: ing the battlefield is drawn on your planning sheet and the positions of all your squads are clearly marked. On the map an arrow is drawn to show where the squad will move and what route it will take there. The squad will then move in the di- rection indicated using whatever type of move- ment you think is suitable at the time. If you for- get to give a squad a movement order, je. draw an arrow on the map, the squad will idly sit by and have no idea that the party is about to start. But when the shit hits the fan, seeing a friendly squad move out they decide that they better get going and do something. Execution for cowardice isn’t an option. The squad tries to join the near- est friendly squad, move within formation dis tance of the friendly squad with at least one trooper, and follow the same order (arrow) as that squad. If a gamer forgets to draw the squad on his planning sheet altogether it may not be used in this game at all. This simulates misunder- standings between the squadleader and the war- lord regarding time and place, misguiding maps causing the squad to get lost, ‘or simple sensible desertion. TYPES oF Movenent K squad can use several types of movement to get where they are going. They might wish to be Careful, dashing from cover to cover and keeping an eye open for enemy troops all the time. Or {they might feel speed is more important than caution and rush forward as fast as their legs can carry them. This is not decided before the battle by the Warlord, but is left to the common sense and experience of the squadleader. There are three different types of movement for the squad to use; Cautious Advance, Advance and Charge. These types of movement, as well as how to move the squad are described in the Formations & Movement section. Rogot types oF MoveMENT Robots have different types of movement. Robots use and fights in different modes. There are two modes, DeployMode and AttackMode. Using DeployMode the robot concentrates completely on getting where the slaughter is the fiercest. The robot may not attack in h-t-h combat or fire its weapons. In AttackMode the Robot slows down and concentrates fully on its mission of extermi- ration. THE OVERWATCH ORDER Unlike the other types of movement the Overwatch order is not determined by the squadleader in the heat of the battle, but pre- determined in the battleplan. A squad on Overwatch may not move, it's lying down or crouching, using available cover and bracing to their advantage. They spend the whole Turn fi ing at their targets, thus improving both their accuracy and the number of shots that may be fired. They are not doing anything else than fir- ing their weapons, so no time is wasted by run ning around and shouting to each other. They have proper time to aim and are not forced to fire snapshots like other squads. A squad on Overwatch is shown by drawing a small circle around the squads position and writing the let- ters OW next to it Se aan Oe ae eg i ac ge es caterer eae eae et a7 ee BU er eee eel and ‘vest didn’t help. The bullet tore out his ae au er eee ee stad His face, it looks like.. Pee Bee ae cae a aoa ra are EXAMPLE: You want Squad 13 to move to the rocks, take cover and wait for a Turn and then ‘move as fast as possible towards building X. In game terms this would be expressed as: Squad 13 move towards the rocks, stay on Overwatch for one Turn and then run towards building X. When the map is drawn it would probably Took something like this. = A eobots or troops equipped with Power A Target 1s a squad, team, Robot or Landmate. Troops that are equipped with weapons that are tunable to penetrate the armor of Landmates, (pe Re Aik we ws SSX 4“ Ammters do not need to fire at these targets, “a ee = i 3 feats LICL . and will instead chose to fire at the closest ee Lm Papo Br a . eee Target Selection Orders isthow youlwant Four squads to attack the enemy. You may give each trooper with a support weapon a different Tar- get Selection order than the rest of the squad or team. This is done to simulate the fact that troops equipped with support weapons often have a dif- ferent role in combat than the rest of their squad. They might, for example, be equipped to take out Landmates or robots rather than infantry and may subsequently be given order only to fire at such targets instead of wasting their valuable am: munition at targets other troops can kill just as effectively. Overkill seldom pays of, at least not in the long run. There are seven kinds of Target Selection Orders; Kill ‘em alll, Get the.... Conserve Your ‘Ammo, Suppressive Fire, Hold Your Fire, Assault! and Assault the... They are all described below. If a gamer forget to give a squad a Target Selec- tion Order, then the squad is considered to have Kill “em alll orders and will attempt to blast away at anything in, or out of sight in a desperate at- tempt to not get killed themselves. The squad will fire at the end of the FPh after having re- moved its casualties. This is to represent the squad’s confusion at not being told exactly what to do. They may return fire if attacked, but will stop as soon as the enemy is eradicated or re: frains from attacking them. The squad may fire and fight normally if it's within ten meters of an enemy target, even if it doesn't attack them. They simply react ‘to the enemy's movement and try to stay alive by killing every motherfucker that moves. It is not a good idea to forget to give your Troops orders as those that do survive the battle seldom are too happy with an incompetent War- lord S-mendivary squad. Power Armors, Landmates avid Robots are easy to distinguish from other squads, even at a distance, making it possible for badly equipped troops to chose Cams Att eam pn Bg ssugftargets more fitting to their armament SS oP aie: teas Sa 1H AhPeoe a : BRVictiyt ” Example: If squad 13 was equipped with Ur- Ban Eliminator SMGs, they would not at- tempt to attack a Landmate as their weap ons would be unable to do anything more than scratch the massive armor. On the / other hand they would fire their weapons at a Wardog squad equipped with Trooper Body ‘Armor, even though they would have no chance of harming their enemy. It is very hard to spot the exact type of armor worn by the enemy at a distance in the midst of a battle. A target may also be a Character or other single trooper that isn’t within formation distance of a squad or team. If a Character is within a squads formation distance he will count as being a mem- ber of the squad for targeting purposes, and wil be hit the same way as any of the other troops would be Important: Troops will generally fire at the clos- est possible target of the type indicated in their orders, but there are one exception to this rule. If the target is engaged in H-t-H combat with friendly troops, the attacking squad will chose another target for their fire. If their LoS to the target is blocked by friendly troops they will pick a new one if they have no access to weapons ca: pable of Indirect Fire. Troops with Kill ’em All orders will fire anyway as described under Los, in the Fire Combat section THE TARGET SELECTION ORDERS Kit ‘em Au! A squad with Kill ‘em all! orders are in such a state of frenzy that they attack the closest en- emy target in sight with whatever they've got. If there are two enemy targets at an equal dis- tance away, the squad picks the one that is the most dangerous threat to their survival. "Most dangerous threat” is up to you to decide, within reason. If there is no target in sight they must fire their weapons anyway, blasting away at any terrain in their Firing Arc that looks likely to hide an enemy. The squad must use all attack dice available. After all, the closest enemy is always the most dangerous one. The result of this excessive use of ammunition at innocent scenery will be described in the Hiding Section. Conserve Your Ammo! A squad with Conserve Your Ammo! orders is instructed not to waste their valuable ammu- nition at what they “suspect” is a hidden tar- get by blasting away at whatever bushes, trees and buildings that look suspicious. The squad attack the closest enemy target in sight. If there are two enemy targets at an equal dis- tance away, the squad picks the one that is the most dangerous threat to their survival. The squad may not attack a hidden target or a po- sition they suspect hides a target. Troops also avoid to use their weapons on full auto so they may only fire half of their initial RoF, before modifications (round up), each Turn, Since they are more careful with spending their ammuni- tion, Conserve Your Ammo! also gives a -5 die roll modification when checking to see if the trooper’s weapon has run out of ammunition The Ammo Roll will be explained in the Fire Combat Section. GET THE. A squad with Get the...! (fill in a specific type of target), must attack the closest enemy tar- get that corresponds to the type you have spect hed, and that sin sight. The target must be very easy to identify at a distance, like Landmates and Robots. This order is perfect for the Warlord that wishes to take out heav- ily armored targets with his teams or troops carrying support weapons. If no such target is available the squad may not fire at another enemy target. They may not fire at hidden tar- gets or terrain pieces that they suspect con- Ceals enemy targets. They don't need to use all attack dice when firing their weapons, but can chose to fire their weapons as if they had Conserve Your Ammo! orders. EXAMPLE: Team 5 has the order “Conserve Your Ammo!". Being lucky enough to be equipped with a Constrictor HMG with AP ammo, Trooper #52 has the order Get the Landmates! She will fire her weapon at the closest Landmate, trusting that her teammate will handle any threatening enemy troops. Remembering that they are low on ammo she also chooses to fire only half her available attack dice, getting the same -5 Mod on the Ammo Roll as her teammates. Some vicious Gamers may see the opportunity to give squads a Get the Warlord order. A War- lord may only be targeted if he isn’t within a squad's formation distance. If he is, it’s virtu ally impossible to single him out unless the at- tacker is within 10m of him. It is not allowed to give orders like Get the Enemy!, Get the Man in the Blue Hat!, Get Everything That Moves! and similar. The Get the...! order need to be used with care and thought and both you and jour opponent should refrain from trying to Bend the rules, A battle is much more fun to win if the victory is based on your skills as a Warlord instead of on superior rules knowledge or cheating. Suppressive Fire! This order is useful if you want to fire at a piece of terrain that you think contains, or will contain, enemy targets. Also, use it against those places that needs to be clinically free from enemy troops before your vital plans can continue. Suppressive Fire may only be used by troops carrying certain support wespons os lescribed in the Suppressive Fire section. Read that section carefully before giving this order to be sure that you have the correct weapons available. A squad that have Suppressive Fire! orders must always have Overwatch orders as well. A piece of terrain must be the designated target of a Suppressive Fire attack. It must be clearly marked on the battle plan. Look up the Suppressive Fire section in the Rules of War- fare chapter for further information. EXAMPLE: Before squad 13 will charge the ru- ined factory building, trooper #52 has orders to fire Suppressive Fire against the building for two Turns with her newly acquired Rocket launcher to soften the enemy resistance. Hoto Your Fire! A squad with Hold Your Fire! orders may not fire at all. This order is given to avoid embar- rassing situations like when you have carefully hidden your squad and suddenly an overzealous trooper stands up shouting "Die, Motherfuckers!” and starts blasting away at some target, conse- quently revealing your squad's location. Assautt! The Assault! order is a special kind of Target Se- lection Order that only can be given to squads in- dicated as H-+t-H Specialists in the Cannonfodder chapter. These squads are mainly equipped with H-tH combat weapons and their primary use is to engage the enemy in H-t-H combat instead of fir- ing at a distance. The squad moves toward the near- est enemy target that is within the squadleader’s Los and which is possible to reach and engage this Turn in H+t-H combat, instead of moving and shoot- Ing as normal When you give the squad Movement Orders, you draw an arrow on the battle map just as usual, but don’t be surprised when the squad suddenly deviates from your plotted course and attacks in a direction that isn’t exactly according to your plan. When there are no more enemy tar- gets within LoS and reach, the squad will return fowards their original goal. Common sense will be needed as the squad sometimes can move far away from the target. If an enemy squad is within LoS but not within Charge distance, the assaulting squad may instead chose to fire their weapons as normal, using Kill em All! orders. This is one of the two possible orders that can be given to squads that has taken Rage at the beginning of the Battle as described in the Cannonfodder chapter. Berserks must always charge a possible target, and may only fire their weapors at's target that & out of thelr reach. That is, not possible to engage in H-t-H com- bat this Turn. Assautt THE... This order may also only be given to H+t-H Special- Iss, When squad has been given Assault the-1 orders they will move as if they had Assault or- ders, but will only attack the kind of enemy target(s) you have specified as in the Get the... order above. The squad will try to move around all other enemy targets and stay out of any op- posing Kill Zones (see the Formations & Movement section for an explanation of Kill Zones). If they hhave LoS to a designated target, they will change their direction of movement and will start moving as fast as possible towards it. When there are no more enemy targets within LoS, the squad will re- turn towards their original goal. This sone of the two possible orders that can be given to squads that has taken Rage at the beginning of the battle as described in the Cannonfodder chapter. Berserks must always charge a possible target, and may only fire their weapons at'a target that is out of their reach. That is, not possible to engage in H-t-H com bat this Turn RESTRICTIONS: Krrestriction is something the | troops will not shoot at, at any cost. A restriction can be almost anything, for example a squad can be ordered not to shoot at women, the hostages, Landmates or whatever comes to the Gamers mind. If a fire restriction is in effect for an individual that is within the for- mation distance of a squad, she can only be sin- gled out if within 10 m of the attacker. That is, Unless she is wearing something that clearly dis- tinguish her from the squad, like a Hellraiser in a squad of Cultists for example. It is not enough to wear a red scarf or being unarmed, nobody has time to notice something like that before it’s too late. However, to avoid confusion a single squad may only have one fire restriction at a single time. Itis not easy remembering to many facts at once, especially not in the middle of a firefight. A squad wail stil shoot at a target they have orders net to shoot at if it’s hidden as they are unable to see the enemy and thus identify and single out a par ticular target. Important: Note that you cannot give a squad a target selection order and then restrict the or- der in such a manner as to remove the drawbacks and keep only the advantages. For example, if you give a squad Kill em all! orders and then a re- striction that says "don’t shoot at what you sus- pect to,be hidden targets”. If you do that, you ‘ave effectively given them a Conserve Your ‘Ammo! order without the drawbacks of Kill em alll or Conserve your ammo!. EXAMPLE: Squad A has Assault! orders, and have been told to move towards the distant woods. They end their first Turn of movement halfway there, In the second Turn, squad A is within 20 meters from enemy squad 1 and chooses to charge them instead of continuing. In the third Turn they can continue their charge towards the woods ifsquad 1 is annihilated. Other Orders is a term for whatever else you want the squad to do. Dig a hole, wait until someone shoots at you, split into teams, clear mines, re~ treat when you have lost more than two men, climb up in a tree to get a better view or do whatever weird thing you wish them to do to improve your chances of winning the battle. Here your imagina- tion really can run riot! Remember to use your common sense when writing other orders. We trust that you will not abuse the system or bend the rules We trust you to discuss the orders with your opponent after the game if any questions arise, and also to make your own rules if your actions not are covered by the ones we have provided. After all it's up to you how much detail you want when giving your orders, we only give you a few guide: ines to help you on the way. An order can be just as complicated or simple as you want it to be: OrHer Sturr You NEED To Know TIMING Itis very important to write down exactly when a squad will perform a particular action. Most of the time this is readily apparent as the squad performs their actions in the order written down on the Planning Sheet. A squad with the orders "Go to the ruins and then stay there on Overwatch” will of course first move to the ruins before entering Overwatch, regardless of how many Turns it actually takes them to get there. Another possibility is to write down how many Turns the squad will perform the particular or: der before continuing. You may, for example, or- der 2 squad to spend three Turns on Overwatch in order to be sure to clear a building of enemy troops before they charge. TRIGGERS In order to coordinate attacks between different squads, specific actions can be used as “triggers”. A trigger is an event which, when it occurs, causes the squad to perform a specific action. For exam ple, a squad can be given the order “Stay on Overwatch until squad B has charged the build ing, then move to point x”. Almost anything can be used as triggers, the only rule is that the squad must be able to see (or hear) the trigger clearly in order to act upon it. If the squad in the last example was prevented from seeing squad B, for example if smoke grenades had been used against them they would be unable to move until the smoke had cleared and they would see that squad B already were in the house. It can be a good idea to include a trigger that activates a Backup Plan if something unforeseen happens. For example: "Run to the woods, then Hold Your Fire! and hide. If you are attacked or discovered, switch to Kill em All”, In this case, the part that says "If you are attacked or discovered” is the trigger and the part that says "switch to Kill 'em allt” is the Backup Plan (backup plans will be described below). TEAMS Teams are given orders and plans just like ordi- inary squads. The only thing that separates 2 team from a squad is the number of troops. A team consists of two troops, of which one, or both, is armed with a support weapon. The two members of the team can be given different Target Selec- tion orders. The trooper with the support weapon might be given Get the Landmates! orders, while his partner might have Conserve Your Ammol. LaNoMATES Landmates do not take orders the way ordinary troops do, their behavior is far to irrational to follow any battleplan apart from the one in their own twisted imagination. A Warlord has to be very careful when dealing with these killing machines as even the suggestion that they should follow the orders of 2 meat-thing could have serious consequences to the Warlords health. It is com- mon practice to simply position the Landmate on the part of the battlefield where they will do the most damage to the enemy, and then letting them loose to chose their own way of slaughtering the enemy. It is the Landmate pilot's personality that determines which orders that is possible to give to him The personalities and all their special rules are thoroughly described in the Cannonfodder chapter. Rogots Robots used to be programmed to obey the com- manders slightest whim, before and during the battle. This was of course before the Extermina- tion Wars, when they could be re-indoctrinated between each battle. Nowadays, many Robots suf- fer from severe psychosis that sometimes have warped their programming so much that they can only be used with greatest caution. Robot Psy- chosis will be described in the forthcoming Apokalypse Kompanion, for now the Robots wil follow orders just like normal squads do. One ex- ception, Robots don’t move as squads. They use different modes instead. You decide modes for the Robot just as you would decide what kind of movernent a squad will use for a Turn. THE WARLORD The Warlord is not given orders like ordinary troops. In fact, he is not given orders at all. You move and fire with the Warlord as you wish as long as the normal rules are followed. You may not move and fire in the OwFPh at the same time, and all normal modifications still apply. No Warlord’can-foresee all the-possible situations that will occur on-the battlefield” This is where the backup Plas important. Every squad or team is allowed one BaekupiPlan-This is a new set of orders that takes precedence over the old ones if a specific situation occurs. An example of a Backup Plan with a trigger might be something like "If you spot any Landmates, trooper #131 will switch to Get the Landmates! orders while #132 will switch to Kill ‘em Alli”. CHANGING THE BATTLEPLAN During a Turn, in the OPh, a War- lord may give a squad, or other unit excluding Landmates, a new set of orders. To do this he or she must be within conversation dis- tance of the squadleader, 5 me ters, and remain with the squadleader a whole turn doing nothing else but discussing the new plan. If the squadleader is dead or, in the case of a team, not present, a new squadleader will be nominated for the purpose of tak ing orders. The new squadleader will remain the same for the rest of the battle, unless he also is killed. This means that you can not nominate the trooper closest to your Warlord as the new squadleader every time you wish to give them new orders. During that time the squad can either continue to follow the original battleplan while the War- lord moves with the squad giving new orders to the squadleader, oF the squad can remain still on Overwatch. The exception to this rule are very simple orders that consists of a few short words like; Overwatch, now! or Chaaarge! accompanied by pointing in the de. sired direction. Such simple orders will be followed immediately in the same Turn as they were given. If the squad is forced to roll for Morale and fails while you're changing their orders, you are in deep shit. A Morale result always take precedence over an order or plan, until the squad is rallied. _ SPPPOOPeooeeeqoaragesagegagagaqaacaaaaeess yO 0 Py The most usual disagreement between Gamers is what a trooper will do if faced with a situation that has several different solutions, and if there is no question about the fact that the trooper would do something about it. Will he fire into hand-to-hand combat and risk his brother in arm’s, life to save himself from the rampaging berserk? Will he instead throw a grenade, despite that he hasn't received any orders to do so, or will he wait until the hand-to-hand combat is over be fore firing? In Apokalypse, this is easily resolved with a single d20 die roll. if you roll equal to, or below, the trooper’s Inl’ he'll do what you think is the wisest move. This rule is meant to make the game more realistic and to represent the fact that your troops have some degree of independ: ent thought. Some troops of course have less of that as you will see when you reach the Cannonfodder chapter. THE AcTrion CHir Inl should not be a fail-safe way to adjust your trooper’s actions when your plans have gone wrong. It shall only be used in situations when a trooper has to choose between two, or more, dif- ferent actions that seem logical. Logc isthe key word here, there must be a logical explanation for an action. This might include a trooper’s in- stinct of self-preservation or that he would throw a grenade if faced with multiple opponents for example. To avoid abuse, an "Action Chit” is in: cluded in your copy of the game and can be found amongst the rest of the markers at the back of the book. The Action Chit The Action Chit is a marker that indicates that ‘the gamer who owns it can roll for InI. When the gamer has rolled the marker changes hands whether the roll succeeded or not, and the other gamer now has the opportunity to roll. It is not Possible to roll for Inl if it isn’t you who own the Action Chit at the moment, you'll have to wait until your opponent has used it and returned it to you. This ensures that one gamer abuse will not be possible. It is wise to save the chit for as long as possible and only use it in situations that really are important As the game begins, neither you nor your opponent has the Chit, instead both hhas the opportunity to use it for the first time. After the first gamer has used Inl, the chit passes to his opponent as normal. Important: Abuse of this rule should be avoided. If you, or your opponent, uses In! in: stead of plans you have missed the point of plans, orders and Inl completely. This is also the case if ‘you, once you have received the Chit, refrain from rolling just to keep the chit out of your oppo- nents Kands. The Action Chit is an optional rule and if you feel that it restricts your play too much and ifneither you nor your opponent abuse the Inl rule, you may skip it completely. Coe eR oe od fe 3 Se All troops, with a few notable exceptions, move in formations called squads. A squad consists of 5 ‘or more troops, the norm being about 8. all troops in the squad must be within a certain distance of each other in order to be able to function effi- ciently. This is called the squads Formation Dis- tance and varies according to the training and the experience of the troops involved. If a trooper by accident strays to far from the group he must immediately move towards the rest of the squad, trying to rejoin them as fast as possible. A special formation is called a Team. A team consists only of two troops, one usually armed with a support ly PP ur weapon while the other functions as backup and security. If a team is reduced to a single survivor, she will try to join the closest friendly formation and follow them for the rest of the battle. Char- acters, Robots and Landmates move as individu: als, Wounded troops that are left behind may try to rejoin their squad if they are able to do so. ‘A wounded trooper whose squad is out of his Los will have to take a Morale check. If he fails the Morale check, he will not roll on the "Failed mo- rale test table” but will automatically retreat and attempt to leave the battlefield as soon as possi ble. In case he succeed with the Morale Check, he will try to comply with his orders to the best of his ability ‘A Landmate or Robot will always move as a Character and will never be a part of a forma tion, even if several Landmates or Robots are used on one side. It was a long time since they fought ‘together with their battle-brothers and they are now too disturbed to be able to function as a group. Characters move independently from other troops and do no not move as squads. Formation DISTANCE Untratmed/Green Commandos All others 3 meters distance Move as Characters 5 meters distance Perio tenatinn F Reeetrnet azeet eg Plane When giving orders to a squad before the battle, the direction in which it should move is marked on the battleplan as described in the Orders and Planning section. It is then up to the squadleader to decide at what pace to proceed. All troops in a single squad must have the same type of move- ment, but it can be changed freely between Turns. There are three different types of movement that ‘the squad can use; Cautious Advance, Advance and Charge. The gamer decides what type of move- ment the squad should use before he moves them and places the correct Movement Marker besides them afterwards to remind him what modifica: tions to use in the Fire Phase. A trooper can chose to move any amount of meters, up to the maximum distance allowed. The distance moved can be modified by Harsh terrain as mentioned below, as well as by certain wounds as described in the Damage Tables. Re- member, millimeter accuracy is not necessary when measuring movement distance as this will slow down the pace of the game to a crawl. After all, a battle was never won by those who ran the furthest. &F Cautious Advance fh Advance Ae Charge $- Overwatch (laced on gaming surface as reminder only) Movement ORDERS These are the different types of movement that the squadleader can order the squad to use, Overwatch is included despite the fact that it can only be given during the PPh. This is so that all the different Modifications can be seen at the same time and more easily compared to each other. The terms AttMod and DefMod will be ex plained in detail in the Fire Combat section, but a short explanation is given here. AttMod is a modi- fication depending on the attacker's movement that is added to his CS when shooting with his weapon. DefMod is a modification that also is added to the attacker’s CS, but which depends on the target’s movement and not on his own. Cautious ADVANCE A squad moving on Cautious Advance moves care- fully forward and makes maximum use of cover to minimize the risk of hostile fire. The squad is moving slowly, dashing from cover to cover and where there is none, they throw themselves flat to the ground to crawl the rest of the way. The troops also takes the time to get into proper fir- ing positions, ralsing their accuracy when firing at the enemy. A trooper moving on Cautious vance wil also have a greater chance of being behind full cover than faster moving troops. AttMod: +0, DefMod: -2, Move: 8m AovaNcE When Advancing, the squad sacrifices the protec- tion of cover for greater speed. This is the way squads move when they are in no immediate dan- ger of drawing enemy fire and they can still re- turn fire with some degree of accuracy in the case of an ambush AttMod -4, DefMod 0, Move: 14m CHarce A squad on Charge orders are running full speed ahead, guns blazing from the hip. The chance of hitting the enemy is greatly reduced as the troops haven't got the time for aimed shots. The squad is especially effective if it’s charging when enter- ing Hand-to-hand combat. Note that a squad can enter Hand-to-hand combat without charging, the squad is just more effective when doing so. AttMod -8, DefMod 0, Move 20m Fl) Ls AttackMode DeployMode OVERWATCH For completeness sake the Overwatch order is repeated here even if it’s not up to the squadleader to decide if, and when, to use it. It is described in the Orders & Planning section. AttMod +4, DefMod -2, Move Om DepLoyMooE The Robot locks his weapons in transport mode, calls up the map from hls CPU and is on hs way. The Robot moves a distance according to its Move listed under DeployMode. The Robot may not attack in any manner. The Robot is considered a Fast Target due to its dashing speed. ATTackMovE. The Robot moves in short dashes, screaming and screeching agonizing sounds. The Robot has a C5 and A Move according to its specs found in the ‘Fodder Chapter. DEATH OF THE SQUADLEADER: If the squadleader is killed, the troops will be bereft of his leadership and will not function as effectively as before. They can only move on Advance for the rest of the battle as they are unnerved and lack the experience to decide the best course to follow. No one wants the respon- sibility of giving new orders. ae ” arse ee ee er ec Aira Ne Pe hee ee nia Ifa trooper in a squad comes within three me- ters of an enemy trooper she must immediately stop moving and prepare for fighting, either fir- ing her weapon or engaging in hand-to-hand combat. The threat of an enemy at such close range is so great that their normal orders are suspended until the enemy has been eradicated, or at least driven away. This three meter zone is called the trooper’s Kill Zone. If a squad comes within three meters of a single trooper, only the trooper affected by the Kill Zone has to stay and fight while the others have the opportu nity of continuing with their movement. The trooper must try to rejoin the squad as fast as possible thereafter. If more than 1/3 of the squad is affected by enemy Kill Zones, the whole squad must stop and prepare for combat. The fight is resolved in the proper phase and the squad can resume movement in the next Turn if possible. Kill Zone Landmates and Robots have Kill Zones just like ordinary troops. However, one big exception is made for Landmates. They are only affected by the Kill Zones of other Landmates or Robots, not those of ordinary troops which are regarded as lesser creatures not worthy of their atten- tion. Robots are affected by Kill Zones as nor- mal troops. Harsh terrain is terrain difficult to move through or even hazardous to the trooper’s health. It hin: ders the squad, Robot or Landmate's movement because it takes much more effort to move through. Harsh terrain costs twice as much to move through as ordinary terrain. That is, for every meter actually moved on the battlefield, deduct two meters from the trooper’s remaining movement allowance as the difficult terrain slows him down, Harsh terrain can be any kind of movement hindrance that slows down the trooper you in- tend to move. The exact type of harsh terrain depend on what kind of environment you are fighting in. There are different types of harsh ter- rain for each of the battlezones as the fetid marshlands in the Plagueground offer very dif- ferent dangers compared to the burned out rub- ble of the Free War Zones. Some general types of harsh terrain are described below, but it’s up to ‘you if you wish to include new ones. Landmates encounter different hazards on the battlefield than infantry. They will crash through bushes, shrubs and hedges with ridicu- lous ease and step over walls and rubble that would have caused considerable trouble to ordi nary troops. On the other hand, their very size tend to be cumbersome inside buildings and dense woods. Some Landmates have been known to crash right through the floor inside buildings of weaker construction. The fall might not harm the Landmate but itis very embarrassing for the pi lot to get stuck in the rubble as well as putting him in'a possibly lethal situation if the enemy are well prepared and equipped with "Driller Kill- ers”. Landmates are unable to enter any build- ings smaller than large warehouses or other con- structions with at least 5m headroom. They also have trouble with confined places where their bulk is a great hindrance to them. In general they will avoid such areas, but if they enter anyway it is up to you to determine any effects on their perform- ance. Harsh TERRAW For INFANTRY & Rogots Rubble, burned out ruined buildings and rusty car wrecks. Steep elevations, slippery roof tops, stairs and ladders. Rough ground, craters, deep mud and waist- high water. Woods with dense undergrowth , shrubbery, thorn bushes and tangle vines. Hedges, walls and streams. EXAMPLE: Trooper #52 is going to move through an old mud filled crater that is 4 meters wide. It will cost her 8 meters of movement to get through, and if she is Advancing, she'll have four meters left to run after climbing out of the stink- ing mud. HarsH TERRAIN FOR LANOMATES Buildings, factories and mostly intact ruins Steep elevations and very rocky ground. Heavy woods. Cinewe To climb up a tree or to the top of a ruin or a rooftop a trooper needs to use Cautious Advance and the climbing will take all his time during the turn. He will not be able to do anything else dur. ing the turn, not even shooting back if he is fired upon. When ‘he has finished climbing for the turn he wil have gained one floor of height, A tree is usually two floors high, but might be higher or lower depending on the terrain of the battlefield, Put the model on the top of the roof next to its edge or at the bottom of the tree and write down the height he’s at on a separate piece of paper. Gaining height at a battlefield is useful for spot- ting purposes, as well as creating a potentially ‘deadly sniper if he is equipped with the right weapon. Note that even a support weapon can be ed from a rooftop as long as there is sufficient space, about 2x2 m, for the trooper to brace itnself. A support weapon can not be fired from -afree, not even when syro-mounted, and no sane oper would attempt to do so. Landmates are unable to climb even if they “*wbuld find some structure that could bear their UWylght, they were simply not designed with such excursions in mind. Likewise, none of the Robot types described in the Cannonfodder chapter have been equipped with climbing utilities Movine Wwsice Houses Some Notes Agout Movets Houses can represent a problem when used on the battlefield. Depending on the kind of model buildings you use there are two different ways to determine where a trooper is when inside a house. One, you have been industrious enough to build realistic houses with roofs that can be taken off to place the models inside. Two, you have made a fimtple blueprint of each of the diferent floors of the building that are placed beside the battlefield and upon which the models are moved. It doesn’t matter how you solve this problem as long as it’s to your and your opponents satisfaction. Just make sure that it’s easy to determine where eve- Ipbody is standing. The model houses and loorplans need to be made in the same scale as, the miniatures used so that the effect of certain weapons remains the same. If you wish, you can even rule that all the houses on your battlefield are boarded up and that movement inside them isn’t allowed Movinc BeTween Floors In general, troops that move on Cautious Advance can gain ° floor per Turn and will be stuck inside the Staircase when the MPh ends. Troops that Advance will be able to climb a whole floor, while troops that Charge can climb two. It is up to you to decide if troops inside a staircase can see and shoot at each other, after all itis great difference between different kinds of stairs. We have no spe- cial rules for fighting inside buildings yet, so you will have to adapt the existing ones when diffi- cult situations arise. It should not be too hard to do so, after all if you have the guts to be a Powermonger you should have enough guts to make some tough rules decisions. Hows If a squad wishes to, it may attempt to hide from the enemy. This is possible only if the whole squad is in dense enough terrain to hide all the troops involved. It is impossible to list all the different terrain’s where it’s possible to hide people, but as long as there is enough terrain to give room for the whole squad without having to resort to stacking troops on top of each other it should work out. Tall grass, bushes and undergrowth in woods, rocks and rubble as well as buildings, walls and wrecks are all suitable to hide behind. Note that it's up to you and your opponent if the grass on the playing area is high enough to hide a crawl- ing trooper, or if the woods are filled with under- rowth or clean as a ballroom floor. It is impossi le to make terrain as dense as it is in real life as there would not be enough room to place the mini- atures. Decide together with your opponent well before the battle if a particular piece of terrain will be suitable to hide troops in. The squad automatically stays hidden as long as it doesn't do something that draws the enemy's attention to them. How to fire at hid: den squads is described in the Suppressive Fire section. Robots are free to hide exactly as other troops. The ability to hide was valued when de- signing the Robots, especially the sniper variants. Hiding is also made easier as the Robot can stay thoroughly immobile for indefinite amounts of time. Important: In general, Landmates are un- able to hide as they are large, bulky and have large weapons pointing in all the wrong directions, but a Landmate can be hidden behind a solid struc: ture that completely hides the Landmate from enemy LoS. It may also be moved while hidden if it uses Cautious Advance orders. Hiows THE Squad It is easy to hide a squad that no enemy troops have line of sight to. Simply declare that the squad hhas hidden and place a "Hidden” marker next to it. In order to hide a squad that already is in the LOS of the enemy, the squad must first move out of sight from all enemy troops. Next Turn , if the squad is in suitable terrain, it can hide if it’s still ‘out of sight from the enemy at that time. When playing with hidden troops, honesty and fair play is necessary to avoid exploiting the fact that you, as 2 gamer, can see the troops on the table-top while your Warlord can not. Rules for "double- blind” scenarios where hidden troops are removed from the table will be covered in the forthcom- ing Apokalypse Kompanion. The “Hidden” counter Movinc wHIte Hiooen Ifa squad wishes to move in the LoS of an enemy but still remain hidden, it's possible for them to do so if they move on Cautious Advance at half speed. Of course this type of movement {s very slow as the squad carefully crawls forward, using extreme stealth, to avoid being detected by the enemy at all costs. Even then there is a possibil- ity that a sharp-eyed enemy trooper will spot them as described below. It is possible to move while hidden in all terrain types that offer a modicum of things to hide behind. As long as the members of the squad neither move or fire they are impossible to detect by normal means. However, if they move on Cautious Ad: vance, or fire their personal weapons or sidearms, there is 2 risk that they will be detected by the enemy. Roll a die for each enemy trooper that has LoS to the squad. If he rolls under his Com- bat Skill he has spotted the squad and alerts his comrades. When a squad has been spotted, the Hidden marker is removed and the squad can be fired upon normally. If the squad moves on Charge or Advance orders, or fire their support weapons they are spotted automatically. ‘A special case is squads with Kill ‘em All! orders. They can automatically detect one hid- den squad within 20 m, measured from the ‘squadleader’s position, at the end of the FPh if it hasn’t been detected before that. The hidden squad must be within the AoF of at least half of the squad's members and the squad can not have fired upon anything else during that Turn. The squad is detected because the squad on Kill ’em All orders spray every suspicious looking bush, wood and ruin in their path. No thoughts on the ammunition waste involved. They make hidden troops quickly attempt to scramble further into cover to avoid the hail of bullets that suddenly fy their way, forgetting all thoughts of stealth as they are certain that they already have been spot- ted, The accuracy of the bullets are not suffi- cient to cause any casualties as the troops don’t have the slightest idea where to concentrate their fire, but every trooper in the hidden squad will have to check for Stray fire. The squad with Kill ’em All! orders are considered to have fired and consequently roll for ammunition expenditure. The hidden squad is considered to be detected at the end of the FPh and may not be fired upon by any other squad until next Turn, as all firing is simultaneous and the FPh has already passe flan eg yen ea ae ae firefight if they heard it, Automatic weap- ‘ons hammering, ranging from heavy, grind- an erg OT Mee nC R eee mer mes Re ee ere ‘shotguns and handguns kick in, trying to pin Cae ane ema start firing again. Men, crouching low, sprint- ing from cover to cover, the look of broken Ce ee eae treetrunks ground to shrapnel and splinters Pre arr aa ees ome ae es through with horrible ease. The marked men ee ear Aa aad ac see tar eters starts, it never stops. Poor bastards not luck Pe mae Reg ae hold their guts from spilling all over the razorwire, but missing fingers to do it with. Christ, they never stop screaming, Pak eae ear ea cers oe coe bom e sea Pa nad Re arg Mac read 2 EXAMPLE: The squad in ruin x is detected as it’s within 20 m from Squad 13’s hysteric fire © Lane Tlie SOS PO ny Poe ll Laat aA eaptie,, Fala sbezsrte year Leahey Ret orp te fase J 2d ce Meany So SGS EER Ma cla This section toafains the framework for resolv- ing fire combats int Apokalypse. There are some exceptions and special Tules for certain weapons, armor, troops and equipment. It will be vital for you to know about these special rules if you want to stay alive in the wartorn ruins. The saying goes *know your enemy” and that goes doubly for your ‘own troops, weapons and equipment, Check out The Tools of Warfare and The Cannonfodder chap- ters, they'll contain all the special rules you'll need to know. To fire a weapon at a target, you need a clear Line of Sight (LoS). In Apokalypse it’s easy to check if you have a clear LoS to your target. In the Pre- paring for Battle section there are instructions on how to make a small periscope. This periscope is used to simulate the trooper's LoS on the bat- tlefield. Simply align the periscope with the troop- er’s head and aim the periscope in a direction that is inside his Field of Vision (FOV), measured from the front of the miniature. If you can see the target, then you have a clear LoS. Sometimes you will only see parts of the target and then it %ill be counted as being behind cover. Ifyou only can see a small part of a target, like a hand or the top of the head, then it isn’t considered to be inside your LoS and you may not fire at it. @ 180 degrees FoV The periscope is normally held at the approximate height of the models eyes. The firer can only see the top of the target's head and con- sequently hasn't a valid LoS. 4-ty | | ner wus as maar ie “le ver. Sometimes the trooper is lying down on the ground when firing, especially when firing Overwatch or having Cautiously Advanced over open ground, and therefore you may not hold the periscope at the troopers head level. The periscope is aligned with the miniature’s base in- stead. If the trooper have moved Cautious Ad- vance and ended up being behind cover, he is peek- ing up from behind it and the periscope is held at the cover’s height instead. Exception: If the trooper is of lesser height than the cover he may not see in that direction at all as he is simply too short to peek over it. If the trooper is standing beside one of the cover’s endpoints, like the corner of a building, he may peek around it and the periscope is used normally. Los is blocked. LoS is blocked. scan. If the target is on Overwatch or has used Cau tious Advance he will be more or less covered, either by lying down flat to the ground to create the smallest possible target, or by using what. ever obstacle he is close to as cover. If the target is lying down, either on Overwatch or in the open after Cautious Advance, you must have a clear LoS to the miniature’s base as this is where the trooper actually is. Some Notes Agout TERRAIN It is seldom possible to make terrain pieces as filled with bushes, rubble and other assorted de- bris and undergrowth as in the real world, after all it must be possible to place a based miniature within without having it falling over all the time. The re- sult is that it will be possible to spot a trooper from unrealistically far away, especially if your terrain is very tidy. In a ruined urban landscape, this is no big deaf as walls, bushes and ruins will block Los quite realistically. In a wood however, it will be pos- sible to spot a trooper on the other side of the wood easily, something that would be Impossible in real life. This can be solved in two different ways. Either decide thatthe woods are of the very open kind, like a park, and simply scatter some lichen where you want to have bushes and similar under growth. Or you can assume that the woods are very fangled, filled with bushes, boulders and smaller trees, and decide that no LoS can be tracked more than ‘4m into or out of a wood. In the end it's up to ‘you to decide if a terrain piece will block the line of sight, when in reality it does not, as long as your opponent agrees with your decision. Try to sort out all stich question marks before the battle so that both of you can enjoy playing without having to argue about if a trooper can be spotted or not. This way you can avoid "I can see your trooper in the woods...\No you can't, there are bushes he can hide behind ” situations more easily. Troops as LoS Ogstactes It is not good when your own troops happen to get in the way of your own fire, but sometimes it appens. They might get hit by some stray bul lets, this situation will be dealt with later, or they might be accidentally shot in the back by some overzealous trooper. Generally, no trooper may fire his weapon if there is a friendly trooper within 2 meters of his line of fire. To check if there is, take a ruler, or a piece of string, and place it be- tween the trooper and the target. If the ruler i within 2 meters of a friendly trooper, the trooper may not fire. This don’t apply to troops standing beside the attacker, only to troops standing be- ‘tween the attacker and his target. a LUNE o¢ FIRE (LeF) en uss 7 Neoars bes oe Te PAT NOT FIRE } enon iess @~paesnot OK Los a Some troops don’t give a damn if they happen to hit one of their own. Troops that are Fanatic or Berserk will fire anyway, but there is a 1-10 chance (on 1d20) that the friendly trooper gets it in- stead. Troops that have the order Kill ’em all! are so caught up in the business of annihilation that they sometimes get carried away. High strung and a little nervous it’s not surprising that they hap- pen to pull the trigger a little too fast when a friend happens to walk into their AoF. They fol low the same rules as Fanatics and Berserks in this case LoS ano Buowes Well, obviously it’s a bit difficult to use the peri- scope inside a building. So guess what? You'll have to use some of that precious common sense again. Use a ruler or a stick if you have a building whose roof can be taken off. Or simply use some imagi- nation. If the blueprint is drawn correctly it shouldn't be too hard figuring out if people can see each other or not. When checking for LoS out through a window, door or hole in the wall, one thing is important to remember: As no trooper is stupid enough to stick his head out a window to gain his full LoS of 180, the only Los the trooper gets is the same as his AoF. No more! ee apn Ub athens ln he oper soem Bap as Ng primed Bae = Algerei/ deme frimed Tate Arc oF Fire 4 ‘An Arc of Fire (AOF) is a sym aX bolization of the trooper’s re flexes and his area of atten- tion. Within this AoF he can react and fire at a target without difficulty. Every trooper has an AoF consisting of a 60° cone with the point at the front of the miniature's base, The trooper can: not fire his weapon outside this cone unless he is firing a weapon that is so small and lightweight that it gives him a greater speed to match his reflexes. A trooper with a sidearm or a SMG has an AoF of 120° because these weapons are easier to handle and don’t weigh as much as other weap- ons. This means that a trooper equipped with one of them may react faster than a trooper with a heavy, large or cumbersome weapon. A trooper on Overwatch orders can elect to fire outside his AoF if he wishes to. The reason for this is that the trooper has ample time to prepare himself and to pay attention to his whole field of vision rather than just straight down his gun barrel. This is further described in the Overwatch rules. igo" “TROOPER, WITH SOEARY or SG For ease of play the AoF may be painted on the base of the model. This also removes any ques- tions regarding in which direction the models front lies. This is often difficult to determine on many models as they might point the weapon in ‘one direction and look in another. AoF Our oF Buowes Depending on the position of the trooper, the door or win- dow he fires his weapon through may restrict his AoF. If he stands close to the opening his AoF will remain unaffected, but if he is standing further away his AoF will be more narrow as the walls restrict his vision. This is clearly shown in the Pictures below. ‘Support weapons fired through doors or windows will also be unable to fire outside their AoF as they are too long and clumsy to be maneuvered easily in such cramped quarters. A maximum of two troops may comfortably fire out of a normal sized window or door. If the window is large, more troops may stand there, but a useful rule is that there must be enough room for the models bases as well. Remember that the LoS may change dra- matically if the trooper in question stands in one of the upper floors of the building Dean Zones A Dead Zone is that small area surrounding the window not covered by the AoF of the trooper inside. This is the one area that is safe from the weapons inside the house. After all, if the trooper inside would be stupid enough to stick out his head through the window to try to check if some- body were standing in the Dead Zone, he would be inviting a bullet through his brain. Of course, if he had any brains he wouldn’t had stuck his head out in the first place. This means that it is not permitted for a trooper to shoot outside his AoF in the OwPh in order to hit enemies in his Dead Zone. He doesn’t even know that they are there! PREPARATIONS ORDER OF FIRE In the Overwatch Phase and the Movement Phase it’s important to determine which squad fires first. The Gamer who won the initiative may choose one of his squad to fire with. When all firing has been resolved with that squad, it’s his opponent's turn to choose one of his squads on Overwatch and fire with it. Gamers then alternate firin squads, All casualties are immediately remove from the gaming table and replaced with casu- alty markers or casualty models (whichever you may prefer). In the Fire Phase all fire actions are simultaneous. All casualties have a chance of fir- ing back before being removed. TARGET SELECTION Squads select their targets according to the Tar- get Selection Order that you gave them in the Planning or Order Phases. They will fire at the closest visible target of the appropriate type. EXAMPLE: Squad 13 has "Kill em All!” orders and fire their weapons at a squad of Militia, because it’s closer to them than the quickly approaching squad of Wardog Berserks. Trooper #52, stick- ing with squad 13 as she believes in security in numbers, is equipped with her Constrictor HMG with AP ammo and has orders to "Get the Landmates!”. She will fire at the distant Landmate even though both of the other two squads are closer. Most squads will end up shooting at the closest enemy target according to their orders. This is not always as clear as it may sound and there are ‘two major exemptions. Exception 1: When two enemy squads move so close together that they are within Formation distance of each other. They are considered to be ‘one squad for Target selection purposes. EXAMPLE: Squad 13 may fire at both squad A and B as they are within For. ‘mation distance of each other EXAMPLE: In the PPh, Knecht Support team Iwas given Kill ‘em alll orders. In addition, the trooper carrying the Minigun was given Get the Support Teams! orders. He will fire at the enemy support team besides the wood while his teammate will fire at enemy squad B as it is closer to him than the Support team. Exception 2: When not all the members of a squad have LoS to the same target. In such a situation, the troops may shoot at different targets as long as they follow all the usual rules for Target selec- tion Rogors Robots may fire at several different targets. They may fire at one target per ranged Weaponsystem. Allocation of Ad’s and everything else works just like when a squad fires at a target. Example: It is not allowed for a squad to spl their fire between many different targets if they are not within Formation dis- tance of each other, even if it would be threoretically possible, especially with a 120° Aof. Fiews Proceoure Resolve the fire of each individual member of a squad by rolling all his eligible attack dice at the same time. Each trooper in the firing squad fires at a separate trooper in the target unit if at all possible. If the target is a single trooper, Landmate or robot or if there are more attackers than there are troops in the target squad, this rule is waived. It is possible for a trooper to fire at more than one trooper in the target squad if he has Overwatch orders (see Overwatch for more de- tals), or has 2 nasty support weapon. When the first trooper in the squad has fired, continue to fire each of the other squad members in what. ever order you wish. The troops must always fire towards the closest troops in the enemy squad. If a squad contains five troops and the enemy squad EXAMPLE: Even though en- emy squad 8 consists of six troops, only five of them can be targeted as the LoS of one of the members of the attacking squad is blocked. The enemy trooper at the rear of his squad is not at: tacked and the attacking trooper with blocked Los does not fire and need not make an Ammo roll. -&8. Ge NOT WITWIN FORMATION. DISTANCE contains 10, only the five enemy troops closest to your troops may be targeted. Use common sense. If the target squad is wiped out before all attacking troops have got a chance to fire, so be it. The remaining troops are still considered to have fired at the target squad and may not fire ata different one. Troops are very prone to over- kill and may continue to fire at a target even though it’s already dead. Most weapons fire huge quantities of ammo by the pull of the trigger and sometimes the target doesn’t even have the time to fall down before he has been hit by more bul- lets than necessary. Also, many troops seem to think that it’s a good idea to fire again, just to be sure. Troops that have blocked LoS to their tar- get or are otherwise unable to fire their weapons pon the enemy don’t need to check for ammuni- tion ere 3 : — ——— = Overhead, the sky was slowly turning crimson. The flat lead-gray clouds that shined as dully as an old bullet started to crack up in the east, revealing the crimson sky undemeath. The wind started to pick up and a low moaning could be heard as the dead trees started to move again. Tham, the leader of the small band of Dustdevils put down his scanner with a sigh of relief and turned to his men. "No more rain”, he ae net a a ee ce of the small force that had camped on the tiny hill to await better weather. "The city boys will have to move on now, before the Rabids pick up our scent”. eRe ae na eae em ee Ae dain for the city soldiers that moved as slowly and noisily as crippled children. Dis- Cen aie eae ea ae rece pay in ammunition and weapons in exchange for two squads of Dustdevil warriors ee Ls ae mR ag er iced Plague! Ce ae ea ae a ran Bee eee ea ees ra eget a rank-scars, everything seemed to become infected in this brown-green sump, they Rem r o a Rae Da ae en te ta ree Ree ecm er Ca ea ead Pere eae ee ea Neate ee aa It took the city soldiers the better part of a hour to get themselves ready to ‘march. On orders from the Warlord two teams of Pitvipers moved ahead as a scout- ing unit, ostensibly because of their great skills as Sa eR a Se eee em eR eee eee ee Pear i Reta ne gie a cee ea ee ee era ee SOR Reno gan eM a a hing to think that it was a bad idea to accept this contract. Achbar the Warlord seemed to have no idea at all where he was going and Tham doubted his ability to eae ake eM Re Manti, his metal-brother, moved up to his side, his metal limbs gleamed dully in the eirie red light that filtered down under the trees. Tham lias eet asim they must be more than a kilometer ahead of the main force anyway. "How are you holding up brother?”, he asked with a slight smile, "no rust yet?”. Manti turned his Cm eR eee ee te ee ee ee el voice had a metallic tang to it despite the improved voice-box that they had scay- enged for him. “Self-cleaning systems active. Oil in water helps. No rust flesh-brother”. a een ee eit eee Oe eek at eda ee erie a Lies Wisin etn meget cee engi. [nh ae Fa See Gen eee era ene ete nasa are injector needles, poison dribbling from them in small claret Cee aa ee ie pay that their Warlord has promised us”, Tham replied. "it would help our peo- ple to survive a little longer.” Manti bowed down and picked up one of the great fat eee a ee eae ee eer ee ee al Pee een nea et cee argc aaa looking at Tham, Manti closed his hand slicing the worm inside to still twisting ribbons of gummy flesh. "No use pay if all dead”, he said dropping the worm to the Peter fate seein peer ere ea er Peek oe ea ee aa men a a Oe aera a ea esate eee ae ee eRe The city boys would be easy enough to take once thelr support weapons was si ern hie Pa een ee Ae a a Ie ee era eo ee ees nee ee cere oe aa) ee ee eee ere ee so eae Take the women alive if they aren't too ugly, kill the rest.” His words were almost superfluous, every Dustdevil knew what to do. No one wanted it any other way. Conserve Your Ammo Squads that have the target selection order Conserve your Ammo, is an exception to this waste of ammunition. Troops need not to check for ammunition expenditure if they didn’t fire. This doesn't mean that only some of ther fired in the FPh while the rest of them trusted that their comrades would bring the enemy down, but rather that they all fired but were a bit more careful not to waste unnecessary amounts of am- munition. Firinc PROCEDURE When one of your troops fire at an enemy target, this procedure is followed. Determine the number of attack dice Roll to hit with appropriate modifications. Check for penetration. Apply damage. Roll for Ammo as well as ISP, DB and Mo rale if necessary. ATTACK Dice Sot wa eS fice ee Every wéapon hasaafixed furibé of attack dice, called the weapor's Rgh thatteflects-its ability to fire automatic fire. A'Weapon that only has @ single attack dice has no automatic fire capabil: ity and the trigger has to be pressed every time @ shot is to be fired. An automatic fire weapon is a weapon with a RoF of 2 or more where each at- tack die is equivalent to a single attack against the target, not necessarily a specific amount of bullets BAMBAMEAM Beet “Oy poly ; toes hae BAMBAMBAM Ne i Stef The number of bullets actually fired each time an attack die is rolled varies, not only be- tween different weapons but on different occa- sions as well. A weapon with a RoF of 1 usually fires one to three bullets, or sometimes more, per every attack dice rolled. A weapon with a RoF of 2 fires maybe five to ten rounds while the Spandau Slaughterhouse minigun fires several hundreds of rounds. All depends on the situation. Maybe the trooper only sees a glimpse of the en- emy and only fires a single shot or she maybe feels scared enough to pulll the trigger until the weapon is empty. Weapons with a RoF of two or less are normally only able to attack a single tar- get AuTOMATic Fire Some weapons have the ability to fire automatic fire and have a large Rof, like the Constrictor heavy machine-gun or the Spandau Slaughter- house minigun. These weapons are mainly used in a support role for laying down massive hails of bullets to cover advancing troops. Some personal weapons and sidearms also have autofire capabil ity. These were mostly designed to give the trooper behind the weapon a morale boost by ~~. _giving him supposedly superior firepower. ‘A man is more apt to risk his neck if you —fool him to believe that he is a god among mortals behind his Warmaster combat rifle. The superior firepower only resulted in massive overkill’s as the ability to fire more bullets per second only feant that the target got hit by more bullets, “often more bullets than necessary. It also resulted “in gn increase of ammunition spent during a bat- tle, as troops with "boosted morale” got trigger . However, when fighting indoors and in fer confined spaces, autofiring personal weap- ve the infantryman the same ability as he have if he'd been equipped with a machine- Weapons with an original rate of fire of three or more may attack several targets at the same time and use a an Automatic fire template that is in: cluded in the back of the book. -ons The Automatic Fire Template 4s $f BAMEBAM SNe stay ih dh oe BAMBAMI Z i BAM BAM BAM BAMBAMBAMBAM BAMBAM BAMBAM The template must be placed so that it’s within the LoS and AoF of the trooper. The template must be placed so that it attacks the closest tar- get according to the Target Selection Order that you gave the squad or the trooper. Any trooper that is at least half covered by the template can be attacked. Distribute the weapons attack dice among the troops in any way you wish, but troops closer to the attacker must have as many, or more, attack dice allocated to them than troops stand: ing further away If the trooper has a Get the... order he may chose to concentrate all his attack dice on the specified target, even if the template covers other targets as well. For example, a trooper with a Get the Robots order may chose to fire all his attack dice at the closest robot, even if it’s surrounded by troops that are also covered by the template. Aurorire Wwro Buiowcs When firing a weapon that use the Automatic Fire template through a window or a door the tem- plate will be positioned in a specific way. The short end of the template will automatically be placed so that it covers the door or window, while the rest of the template is almed straight into the room. If the window is very large, or if the trooper is standing at a narrow angle towards the win- dow, it might be positioned in other ways. Re- member that the attacker must be able to see the troops hit by the template, bullets are not heat seeking. EXAMPLE: When the Minigun equipped trooper from Knecht Support team #1 is firing through the window, the Automatic Fire template will be positioned as shown below. 2 a 2 BAMBAMBAMBAMBAMEAM EXAMPLE: Trooper #52 fires her Constrictor HMG at a squad of enemy troops. She places her tem- plate and allocates her attack dice. She may aim two dice at A because it’s the closest trooper to her. C and D gets 1 attack die, while B gets none. If she had wished to, she could have allocated ‘one die each to A,B,C and D, or even fired all attack dice at trooper A. To hit a target, the die roll result must be equal to, or lower, than the attacker's Combat Skill Certain situations make it harder or easier to hit a target. For every such situation there is a modi fier, positive or negative, to the attacker's CS. An unmodified roll of 1 always hit the target, even if modifications have lowered the attacker's CS be- low 1. There are two groups of modifiers: Attack- er’s Modifier (AttMod) and Defender’s Modifier (DefMod). AttMods depend on the firer’s actions during the Turn and DefMods on the target's. Rogots A Robot is using a wide array of various targeting systems and consequently a Robot’s CS is never modified by normal modifiers. A Robot’s CS is only modified if the Robot has sustained some sort of damage specified in the damage tables. Artacker’s Mooiriers ‘Overwatch The attacker is on Overwatch this Turn. Cautious Advance The attacker have C. Adv. this Turn ‘Advance The attacker have Advanced this Turn Charge The attacker have Charged this Turn The attacker is shooting outside his AoF with a sidearm 4 swith a personal weapon 6 swith a support weapon 8 Range modifiers Varies Spmeorerner we a 4 om Derenper’s Mooriers Half Cover The target is behind Half cover Full Cover The target is behind Full Cover Cautious Advance The target has used C. Adv. Overwatch The target is on Overwatch Large Target The target is so big that it’s easier to hit it. Large targets are Landmates, Ramrods, buildings and other terrain pieces. Small Target 4 The target is so small that it’s difficult to hit. To qualify, the target needs to be as small as @ human sized head, or smaller. Fast Target 2 The target is moving so fast that it's difficult to draw a bead on it. Targets wearing Hellraiser speed armor are entitled to this modifier. It is not used if the Hellraisers are on OW or CA. EXAMPLE: Trooper #134, after having moved us- ing Cautious Advance (+2), fires his weapon at a target that is behind half cover (-2) and gets a +/-0 modifier. Rance Since the firefights portrayed in Apokalypse takes place at such close quarters and the weapons that are used are capable of firing accurately at up to Several hundreds of meters, the range to the tar get is seldom a hindrance. At this short range, visibility proves to be the greatest limiting fac- tor. Some weapons however, like the Assassin machine pistol, are not intended for long range firefights and are therefore limited by an effec- tive range. Even though the shot may continue for maybe ten or twenty times this range, the aiming systems of these weapons are rather lim: ited. They are more of the "point in that direc- tion and fire until he drops” variety. Sub-machineguns, sidearm, flame-throw: ers, thrown grenades and shotguns are limited by their range. Flame-throwers and Thrown gre: nades have a fixed range and suffer no negative AttMod, but they may not be used on targets that are beyond this range. Sub-machineguns and sidearms have a negative AttMod that makes it harder to hit a target the farther away it is To measure range, take the distance ruler that is used for determining movement and place the O range end at the center of the base of the model that is firing. The distance measured be- tween the attacker and the target is within one of the ranges noted on the Distance AttMod Mod table, PB, CLOSE, MEDIUM and LONG. For each of these ranges the trooper gets a positive or nega- tive AttMod. Note that shotguns have a different modifier than sub-machineguns and sidearms at the same type of range. Tre HaNocun Ranges PB: CLOSE LONG: 0-3 meters 4-6 meters 7-25 meters Attack Modifiers PB: CLOSE: LON The handgun is especially effective at PB range, and for every attack die that hits the target you may roll 1d3 damage rolls. This represent the frantic pull of the trigger at a range where the trooper feels that she is involved in a "do or die” situation, Actually, it’s quite hard not to fire more than one shot. At this range a blind man could hit the target if he’s only pointed in the general direction, Note that the trooper can only fire his sidearm at this range if she chooses not to en: gage the target with a Hand-to-hand weapon and if she herself isn’t attacked in hand-to-hand com: bat. THE MACHINEPISTOL, HANOCANNON & Sus_MACHINEGUN Ranges PB: CLOSE: LONG: 0-6 meters 7-10 meters 11 meters or more Attack Modifiers PB: +4 CLOSE: +0 LONG! 3 EXAMPLE: Trooper # 134 is firing his Urban Elimi- nator sub-machinegun at an enemy trooper be- longing to a local Rape-Kill gang and his To Hit rolls calculated. He has moved at Cautious Ad- vance (+2 mod), the gang member is Charging towards him (+0) and has no cover (+0). The gang member is 14 meters away (Long range 3). Trooper #134’s To Hit roll will be modified by a total of -1 Svotcuns Bucksor Ranges PB: 0-6 meters CLOSE: 7-12 meters MEDIUM: 13-30 meters LONG: 31 meters or more Attack Modifiers PB: +4 CLOSE: 42 MEDIUM: +3 LONG: + A shotgun fires not a single bullet but a cloud of small pellets in a cone shaped blast. This cone spreads the further away it moves from the barrel and actu: ally increases the odds of hitting the target. The tar- doesn't get hit by as many pellets as he would fave if he had been closer and damage therefore decreases with increased range, When a target is hit by a buckshot at PB or CLOSE range he or she suf- fers damage from the Shotgun Closed Choke dam- age table to represent that the swarm of bullets is still fairly concentrated and/or hasn't lost too much velocity. ‘At MEDIUM or LONG range, the fortunate vic- tim only suffers the effects of the Shotgun Open Choke damage table. A well aimed shotgun blast may sometimes hit several victims at the same time. If the targets are within 3 meters of each other and at CLOSE range or more, both gets hit by the same shot. If the shotgun fire slugs, they follow the same range modifiers as for an ordinary combat rifle. Pr eee ee ek Bee er eae ae a aca it? Fuck up and I'll blow you away, that will only cost us two bullets”. Squadleader #130 went si- eee esa Re RL tion. Trooper #132 looked at #135. “If they are aa Ret ale

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