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Page 1: Vortex: Core Rulebook - Wargame Vault · proto-infinity, a graveyard of dead existences, an everlasting expanse of worlds waiting to be born, existing side-by-side with whole universes

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Customizable Miniature Skirmish Game

CORE RULEBOOK

Unified Theory Games

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CREDITS

Creator / Designer / Editor James A. Fallin

Writer / Developer Scott J. L. Spear

Original Artwork

Joshua David

Primary Lab Rat Scott Ramsey

Model Painters

James A. Fallin Barry D. McGuffin

James Napier Doug Olds

Scott J. L. Spear

Featured Models and Gaming Elements by

Armorcast www.armorcast.com

Black Scorpion Miniatures

www.blackscorpionminiatures.com

GameScience www.gamescience.com

Hirst Arts

www.hirstarts.com

Reaper Miniatures www.reapermini.com

Studio Miniatures

www.studiominiatures.com

Wargames Factory www.wargamesfactory.com

Woodland Scenics

www.woodlandscenics.com

Playtesters Anthony Adamo, Don Alley, Scott "now I am Pharaoh" Anderson, Ben P. Balestra, David V. Brewer, Todd Debiak, Leo DePasquale, Andrew Dunks, Todd V. Ehrenfels, Joshua Gordon, Robert J. Guadagno, Robin Harpenau, Stephen Holcomb, James R. Kepler, Scott Kramer, Will Mayer, Brian McCleary, Kyler McCleary, Barry D. McGuffin, Bryan J. Miley, James Napier, Zach Napier, Doug Olds, Ron Purvis, Luke Purvis, Jason Roshon, Peter J. Ross, Wesley Schaarschmidt, K. M. Schaefer, Steve "Vard" Smith, Carl Stoelzel, Trevor Swallow

For further information on Vortex and Unified Theory Games visit: www.UnifiedTheoryGames.com

©2011, All rights reserved.

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Table of Contents THE INFINITE CONTINUA……………. 7 Atop a Perilous Pyramid……………….. 11 BATTLEFIELD RULES………………… 13 Conventions……………………………. 13 Tools of the Trade…………………… 13 Terminology…………………………. 14 Rounds…………………………………. 17 Initiative Check……………………… 17 Turns…………………………………… 17 Compulsory Checks………………….. 17 Break Checks………………………. 18 Suppression Checks………………... 18 Instant Check………………………… 18 Movement……………………………. 18 Action………………………………... 21 Double-Time………………………... 21 Overrun……………………………... 21 Ranged Attack……………………… 22 Aim…………………………………. 24 Overwatch…………………………... 24 Melee Attack……….……………….. 24 Gauge Opponent……………………. 26 Melee Adjustment………………….. 26 Disengage…………………………... 27 Evade……………………………….. 27 Encourage…………………………... 27 Use Item…………………………….. 27 Miscellaneous………………………. 27 Hold………………………………… 27 Generic Combatants………….………… 28 Basic Fray……………………………… 34 COMBATANT CONSTRUCTION……... 37 Traits…………………………………… 39 Equipment……………………………… 40 Melee Weapons……………………… 40 Ranged Weapons…………………….. 45

Armor………………………………... 53 Abilities & Liabilities………………….. 55 Pre-Game Abilities…………………... 56 In-Game Abilities: Deployment…….. 57 In-Game Abilities: Movement……….. 56 In-Game Abilities: Transport….……... 62 In-Game Abilities: Ranged Attack..…. 63 In-Game Abilities: Melee Attack….…. 66 In-Game Abilities: Defense………….. 69 In-Game Abilities: Miscellaneous…… 71 Post-Game Abilities………………….. 75 Construction Abilities………………... 77 Liabilities…………………………….. 77 Abilities & Liabilities Summary List… 84 PLAYING THE GAME…………………. 89 Campaign………………………………. 89 Pre-Game………………………………. 90 Player Selection……………………… 90 Game Point Maximum………………. 90 Scenario Selection…………………… 91 Platoon Selection…………………….. 92 In-Game………………………………... 93 Base Scenarios……………………….. 94 Scenario Templates…………….…….. 114 Post-Game……………………………... 121 Income……………………………….. 121 Laurels……………………………….. 121 Injury………………………………… 129 Enhancement………………………… 130 Recruitment………………………….. 132 Retirement…………………………… 133 APPENDIX……………………………… 135 Glossary………………………………... 135 Pre-Constructed Combatants…………... 155 Pre-Constructed Equipment..…………... 165 Blank Combatant Sheet….....…………... 171

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Anything Is Possible The Big Picture Reality is not what it seems. The universe is not singular. The cosmos is but an infinitesimal mote floating in an endless sea of alternate spheres of existence, a limitless expanse where improbabilities do not exist. It is the Infinite Continua. On countless other worlds life strives to survive, beating its chest against the ever-present tide of entropy. Beings, both recognizable and alien, compete with one another for the right to exist in an eternal ballet of conflict and savagery set against an incalculable array of backdrops and scenery. Histories play out as ecosystems are born, evolve, and extinguish; stories separated from one another by the laws of physics governing space and time. But sometimes the natural boundaries between worlds are briefly compromised. The fingertips of realities touch, bridging the interminable gap between continuities, and the impossible becomes possible. Most worlds are brutal environments where survival is a difficult endeavor. When realities collide the inherent struggle to exist almost always manifests in direct altercation between the confused, intermingling inhabitants. Individuals from different time periods skirmish and people native to different worlds clash. Armored, mounted knights charge into units of World War Two American infantry. Green-skinned alien raiders fire devastating bolts of energy into the ranks of psychic Roman Centurions. Ravenous zombies throw themselves against dinosaur-riding cyborgs. The Infinite Continua is a violent place.

The Concept Of Infinity Scientists, sorcerers, and sages from countless realities have long struggled to understand the perplexing truths of the Infinite Continua. But before contemplating any of them, one must first understand the concept of infinity. Infinity is not simply a large amount. It is an unlimited quantity. Thus, if the odds of an event occurring are a billion to one, the occurrence of such an event is assured when measured against an infinite number of chances. This means that no matter how improbable something's existence is, it is still possible within an infinite scope. This idea is the key to understanding the Infinite Continua. Four Theories No one is exactly sure how an infinite number of realities can exist but there are four commonly accepted theories. Some believe that the universe is infinitely large and composed of uncountable planets teeming with inhabitants; a myriad of worlds giving rise to an incomprehensible variety of life. These inhabitants might be radically different from what we know or they may be almost identical to us. Although the chances are astronomical, somewhere in this infinite universe is a person identical to you living in a world with, except for perhaps a few small differences, a physicality and history just like yours. In fact, given the odds, there are an unknowable amount of these doppelgangers. There is speculation that in addition to our own infinite universe, there are an infinite number of universes co-existing side by side within space-time as we understand it. In these separate universes, the laws of physics may be different. Gravity might function in unusual ways or magic might be a common phenomenon. Each of these universes is also infinite; an infinite universe multiplied by infinite universes.

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Others add, though it is difficult to comprehend and the mechanics involved are unwieldy, that every time an event occurs within one of these universes every possible result produced by the variables that lead to the event manifests itself in the creation of a new and corresponding universe. These new universes share a common history but within themselves hold individual futures. We now find ourselves contemplating an infinite universe multiplied by infinite universes multiplied by infinite universes. It has even been suggested that at any given point in space-time within each of these infinite universes there is an infinitely small universe folded in upon itself where the rules of physics may not even apply. Our end equation is almost impossible to fathom; an infinite universe multiplied by infinite universes multiplied by infinite universes multiplied by infinite universes. Given these parameters, a world filled with bio-tech enhanced Samurai patrolling the skies over a conquered Victorian London on the backs of flying fire-breathing whales is not only possible, it's inevitable! In all likelihood, there are probably an infinite number of worlds that answer to this description. Any of these theories may be accurate. Perhaps all four postulations are correct. It is also entirely possible that none of them are factual and the truth has yet to be discerned. But until such time as the particulars can be proven, most individuals who study and philosophize on such matters agree that these four accepted models are as good a place as any to begin. The Vortex It has been theorized that every universe is made manifest by a fabric of space-time interlaced over a skeleton of intra-cosmic supports that anchors the physics of that reality. In the world we know, this substructure is made up of lines and beams that some fringe-scholars of meta-physics call Ley Lines. These Ley Lines intersect at mystery-laden junctions called Nodes. Stonehenge, Teotihuacan, Easter Island, the Nazca Desert, and the Giza Plateau are all examples of areas that are speculated to conceal Nodes. It would be impossible to guess how many lesser-known Nodes are scattered across the Earth and throughout our universe. Sometimes, when subjected to stresses and energies not yet understood, the Node punctures the fabric of reality around it, creating a tunnel

between areas in time and space. This passageway is a Vortex. Most Vortices exist for only a few minutes before the fabric of reality mends itself. They sometimes occur within great storms or other areas of intense energies. Other times they might manifest in quiet secluded areas. Individuals passing near the event might notice an eerie green light or a strange fog created by different moisture levels and temperatures that suddenly find themselves adjoined. The aperture itself is usually a swirling distortion in space a few meters in diameter that glows green and whistles with breezes created by atmospheric pressure differences between connected universes. Some Vortices linger for days, weeks, months, or even years before closing. These prolonged rifts can generate peculiar events called Seeps. When a Seep occurs, the surrounding area for miles around the Vortex seems diffuse, misty, or gray. Time becomes distorted and the area's inhabitants might seem listless and disconnected. Those outside the Seep would likely call the area haunted, cursed, or fey. If the Seep is strong enough or lasts too long, a Permeation may occur. Within the Permeation, elements from within the connected universes begin to merge. Bloodthirsty dinosaurs might run amok along streets filled with terrified industrial-age civilians or an endless night filled with undead monsters might descend upon a lonely mountain village. Very rarely, if the Permeation persists, a Sink occurs and an entire area simply vanishes. During a Sink, entire communities disappear without a trace and whole islands vanish forever. Vortices can connect two points within a universe's own continuum or they can lead to points in the space-time of other universes. Most of the time however, the Vortex leads directly to the Inlands. The Inlands Just as a universe can suddenly spring into being, for reasons unfathomable, a reality can sometimes pass from existence. Perhaps the universe in question was unstable upon creation or maybe it simply collapses in upon itself when it grows too similar to an adjacent reality. No one can say. But knowing that energy and matter cannot be created from absolute nothingness nor be absolutely destroyed, one must ask: where does the substance of these newborn

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macrocosms come from? Where does it go after its final cosmic death-throws? The answer is perhaps the most mind-boggling truth of all. Beneath the endless ocean of worlds that is the Infinite Continua exists another state of being; an eternal plane coterminous with every point in every space and every time in every universe. A reality from which all other realities spring; a proto-infinity, a graveyard of dead existences, an everlasting expanse of worlds waiting to be born, existing side-by-side with whole universes of dead energy and matter. Those unlucky enough to find themselves in this surreal domain have many names for it; Limbo. Purgatory. Oblivion. But for the vast majority of unfortunate souls who reside amidst its harsh environs, it is simply the Inlands, an infernal realm adjacent to every universe that ever was, is, or will be. Bleak. Feral. Hellish. The boundless Inlands are unforgiving and savage. Here the forsaken and displaced find desolate, bone-littered wastelands and primordial, vine-choked jungles. The perpetually red sky is filled with floating "skylands;" small, encapsulated environments of sweltering heat, freezing snows, and pillaring mountains. Entire derelict moons orbit high above as ravenous beasts of every imaginable type and wandering clusters of marauders from uncountable worlds hunt resource-poor plains in the shadows of craggy peaks. Small bands of marooned refugees stake desperate claims amongst dislocated buildings and vehicles, carving small empires and warring with each other over food, material, and philosophical differences. Somewhere at the heart of the Inlands, and yet always nearby to those who seek it, lies the awesome city of Nexus; a sprawling, mile-high mountain of structures and thoroughfares of every conceivable design housing inhabitants of every imaginable type. Here Neanderthals shop alongside alien scientists as fedora-wearing, machinegun-toting gangsters dine with Greek Hoplites. Colossal sentient robots stride ancient cobblestone avenues beside horse-drawn Mesopotamian chariots and armored hover-cars while gangs of post-apocalyptic mutants rob angry Viking shopkeepers. It is an improbable community with an ever-shifting government held together by the despair and need for order of those that live there. And everywhere within the Inlands, there are the blighted, cyclopean ruins of the Muvians.

Mu No one is exactly sure who the Muvians are, were, or will be. But most Inlanders can tell you that at some point in the distant past, or perhaps the distant future, a race of immortal beings invented the means to generate stable, traversable Vortices. While this was not a unique occurrence - many cultures have devised methods of moving between realities - the Muvians also found a way to anchor themselves as individuals within the Infinite Continua. In doing so, the choices they made no longer generated divergent realities. They became the only singular culture to ever exist. As a unique race, their power was unchallenged by possible alternate versions of themselves from parallel realities. They grew god-like as they traveled from cosmos to cosmos, subjugating planets, stripping them of resources, building a massive inter-reality empire, and living forever. Entire universes became servitors of the Muvians. They offered extended life free from sickness and the effects of old age to their most favored subjects and annihilation to their enemies. Loyal, productive civilizations governed by compliant regents were rewarded with fabulous technological advances while problematic and troublesome races were severely punished, enslaved, or simply wiped from existence. The Muvian Empire flourished. And then, suddenly and mysteriously, they vanished, leaving behind worlds filled with eldritch technology and frightened inhabitants. The world we know was witness to this event. Our pre-history belonged to the Muvians and its servitor races. Our ancient cultures toiled for their revered alien masters, building great and awesome cities around them in a global culture that was known simply as Mu. When the Muvians disappeared, the world was thrown into chaos and upheaval. Great wars were fought, civilizations crumbled, and nearly every record of the Muvian Occupation was lost. The subjugated people that inhabited the greatest of the Muvian cities here on Earth, the wondrous island of orichalcum-rich Atlantis, endeavored to utilize the weird technologies left behind. Child-like, they tried desperately to understand and use the abandoned Muvian technology, unleashing energies they could not control. A massive and uncontrollable Vortex was generated and a Sink occurred. The island city disappeared, its pieces scattering into the Inlands forever. To those left behind, it was as though the island had simply vanished beneath the waves.

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Remnants of the Muvian Occupation can be found hidden within the art, architecture, and beliefs of our world's most archaic civilizations. Most notable are those of ancient Mesopotamia, ancient Indonesia, pre-Columbian Mesoamerica, and early Polynesia. Traveling Between Realities For the individual who uses a Vortex to move between points in space or time, the journey is a two-way trip. As long as the Vortex remains stable and functional, travelers can freely pass to and fro through the rift as often as they like. If, however, the Vortex collapses and strands the voyager in the destination reality, a Shunt ensues. The traveler is violently removed from the destination reality in a mind-bending quantum implosion and hurled back to the reality of origin. Dangerous and unpredictable, a Shunt leaves an unfortunate wayfarer, at best, simply nauseated and confused. More times than not, however, the Shunt victim is transformed by the event. The subject suffers terrible physical mutations or crippling injuries as the two universes rebalance. At worst, the Shunt is fatal. Those who employ Vortices to regularly move about the Infinite Continua avoid Shunts at all costs. Outlanders, the Inlander term for individuals not native to the Inlands, who either purposely or inadvertently arrive in the Inlands soon discover a very different cosmic rule applies to them. Like the very Vortices that enabled their passage, they have become unstable, composed of the same Inland matter that surrounds them. Short jaunts to the Outlands are still possible for these outcasts but should the Vortex employed collapse before they can return, the hapless individuals disintegrate into nothingness, ceasing to exist. Aside from occasional brief forays, the travelers have become trapped in an otherworldly prison, exiled and unable to return to their homes in the Outlands. Those born in the Inlands label Outlanders who become imprisoned Sundered. Life As Inlanders Ghastly, roaming bands of bloodthirsty cannibals, ferocious beasts from every shadowed corner of the Infinite Continua, and predatory gangs of raiding slavers; all these threats and more plague the lives of Inlanders as they fight for survival in a merciless world. The hazards that beset those who call the Inlands home are as numerous and as varied as can be imagined.

A few Inlanders are fortunate enough to find sanctuary within the walls of Nexus. Most are forced to exist in the perilous wilds, clustered together in small settlements constructed around the fragments of temples, castles, gas stations, and similar structures; the vestigial remnants of Sinks. Governed by councils, tyrants, and warlords, they scavenge for raw materials and farm the nutrient-poor soil as best as they can. They war against other communities weaker than themselves and trade surplus with their stronger neighbors. The most sought after commodity is Vortex-generating technology that can be used to make short expeditions into the Outlands to obtain material, supplies, weapons, and recruits. Since this technology is frequently found in the Muvian ruins that litter the landscape, Inlanders commonly refer to it as M-tech. Life in the Inlands is a constant battle. But for those with an entrepreneurial spirit and a will to dominate, it is a place for building empires. Great generals can raise armies, powerful traders can establish massive wealth, and peasants can become kings. The Game The Infinite Continua is everything that ever was, is, or will be. Every history, real and imagined, exists within its realm. In Vortex it is perfectly normal to find sorcerous elf archers defending crumbling urban ruins from laser-wielding old-west gunslingers while dragon-riding Napoleonic cavalry assail packs of snarling werewolves. The world of Vortex is what you, the player, make it. You are free to write any sort of back-story for your miniatures. You can play with historical accuracy or pure flights of fancy. You can create your own universe or play using existing literary or cinematic fare. The story of Vortex is every story. Gather your friends, dust off your favorite miniatures, and play!

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Atop a Perilous Pyramid The temple rose out of the ancient, steaming jungle reaching its apex just above the treetops. Despite its age, the great orichalcum-plated ziggurat gleamed in the waning light of the setting sun. A distant volcano rumbled disturbing a flock of small avian creatures attempting to roost for the evening in the nearby canopy. The thumping of large drums and the bellow of bass horns echoed from the jungle floor far below. Suddenly the space above the temple began to distort and glow, twisting into an impossible spiral! From within the pulse of the dim green light, four figures stepped out onto the small, flat peak of the temple - one man dressed entirely in black body armor, two men wearing long, white lab coats, and a small woman wearing a lab coat over fatigues. All were heavily armed with an assortment of weapons, and each carried an array of bizarre equipment that hummed, beeped, and chimed. The man in black raised his weapon, a Romanian-made AK-47, and swept the top of the shining edifice in a full circle. "Clear," he called to the others. The largest of the group wore a fedora, as well as a pair of goggles that sported a strange display of lenses and clasps. In his arms he carried a massive plasma cannon, its charge-indicator glowing a menacing blue. "Is this the place?" he asked. "Hold on, Albert. I need a second to filter out the valences from the aperture," the third man replied nodding toward the swirling eddy of light the group had just exited. The speaker tucked his long, brown hair behind his ears, shifted the MP 40 slung over his shoulder, and adjusted the forked sensor that chirped in his hand. "Yeah, this is it," he said, "We missed the target date by a few thousand years - but that shouldn't matter." The woman, a small brunette with matching machine pistols in her hands, peered over the edge of the temple. She cocked her head towards the thrumming, primitive music emanating from the dense undergrowth, "I'm sure I don't need to tell you what a bad sign that is, Sam," she said with a heavy sigh. "Let's not get twitchy, Zhanna," the long-haired scientist replied. "The locals are a divergent branch of Muvian proto-servitors. All my research has shown that they never advanced beyond a few simple tools and a rudimentary tribal structure. They're completely innocuous." The man in the black armor peered anxiously into the seemingly impenetrable greenery. "Let's get on with it," he said, "I don't want a repeat of 77C-V2." "Stalingrad was an honest mistake, Fenris," Zhanna interjected. "The winter in that divergence was warmer. The Axis presence shouldn't have been that strong. Besides, I got us out - didn't I?" she finished. Fenris, his gaze never leaving the thick wall of trees surrounding them, replied "We didn't make it

back to the aperture before it closed, and we ended up shunting." He shivered visibly as he remembered the incident and then continued, "I wouldn't have thought such physical agony was possible. I'm not going through that experience again. Ever." "At least you still have eyes," said Albert. The Stalingrad Shunt had been particularly hard on him, his sight now only operated in the infrared spectrum, though his goggles corrected this problem to some degree. "I'm with Fenris," Albert continued, "We need to find the cache quickly." Sam moved his fingers across the face of the chrono-spatial meter. "There," he said pointing to a crumbling ruin about half a mile to the west on a mist-shrouded hill. "The event horizon decay rate on the aperture is pretty tight," he added, "There's not going to be much time before it collapses!" Abruptly the percussive rhythms from the floor below stopped, leaving the jungle alarmingly quiet. "That can't be good," murmured Fenris, his jaw clenching. A chorus of furious shouts and screams rose up from the jungle as the bushes surrounding the base of the temple erupted with dozens of half-naked humanoids, whooping and hooting as they charged the ziggurat. They were slightly larger than the average human and tan in color, with faces that looked like a mixture of turtle and horse. Long spikes protruded from the back of their heads, as well as from around their wrists and ankles. In their hands they carried long, savage spears with tips made of the same shining metal that covered the temple. "Completely innocuous," Zhanna smirked, raising her weapons. "Are you guys sure this is worth it?" asked Albert. "There's enough M-tech and treasure in that cache to fund the company for years," Sam shouted holding up his CS meter. "Even with all the interference from the aperture, the node stones hidden in those ruins are pegging the meter!" Hundreds of creatures were now clawing their way up all four sides of the temple, howling in berserk rage, their eyes glinting feral in the last rays of the dying sunlight. "Whatever you're planning to do," snarled Fenris as he fingered his rifle's safety to off, "do it now!" "What do you guys think?" asked Sam. Albert hoisted his plasma cannon and activated its primer coils. The protective casing around the muzzle sprang open with a dangerous-sounding snap. "I'm ready when you are," he said. Zhanna smiled wolfishly and aimed her weapons," We came to dance, right?" "Okay," said Sam, sliding the CS meter into a pocket and racking the bolt on the side of his machine pistol. "Let's do some science."

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Vortex is an omni-genre customizable miniature skirmish game for two or more players as infinite as the players’ imaginations. Not only is it possible for a Roman centurion, an old west cowboy, a space pirate and a giant cybernetic alligator to meet on the battlefield, they could find themselves on the same team. Vortex is a fast-paced game that keeps players involved at all times. The rules are easy and quick to learn while still containing vast amounts of diversity to provide for continually interesting play, game after game. A full campaign system is available which makes each game count, and allows the miniatures to change and progress. The players have the power to write their own story in the Vortex universe. A detailed tournament system is also available for those with a taste for short-term competition.

TOOLS OF THE TRADE Vortex is, first and foremost, a balanced game promoting fun competition. It is not designed to support a single miniature line, perpetuate the need for endless accessories, or to promote a single genre. In order to play the game players need the following items: • The Vortex Rules – While the rules are

straightforward enough to master after only a few games, it is wise to have at least one copy of the rulebook handy to reference during play.

• Miniatures – Vortex requires three-dimensional miniatures that are usually made of metal or plastic. A player needs at least one, and can use up to thousands, but ten to twenty is a good starting number.

• D10 – Each player needs at least one ten sided die. All rolls in Vortex use a d10.

• Measuring Device – A measuring tape or some other ruler is required for determining exact measurement.

• Pen/Paper – Each player needs to keep track of the gaming stats of his or her miniatures as well as the points he or she accrues during the game.

• Playing Area – The game is usually played on a square flat surface. A kitchen table, large desk or even a floor can be used.

• An Opponent – Vortex requires at least two players.

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TERMINOLOGY Throughout the rules various terminologies are used and a glossary of these terms is found near the end of the Vortex: Core Rulebook. For a quick understanding of the basic rules, some important terms are listed here. Player You, the person reading these rules, are a Player. Opponent The person(s) playing against you are your Opponents. Combatant Miniatures, regardless of size or type, are referred to as Combatants. Allied Combatant Fellow Combatants of the same Platoon are Allies. Enemy Combatant A Combatant that belongs to an Opponent is referred to as an Enemy. Company A Player’s Company is the total of all of his or her Combatants and Resource Points. Platoon The Combatants of a Player’s company currently in play are referred to as a Platoon. Attacker A Combatant that initiates an attack is an Attacker. Defender A Combatant that is the recipient of an attack is a Defender. Casualty A Combatant that has lost the capability to continue participating in a battle is considered a Casualty and is removed from the Battlefield. Base Size The flat bottom a miniature is mounted on is a Base. The shape of the Base is not important so long as it is fairly symmetrical and easily visible. Square, Rectangle, Round, and Hexagonal are common Base shapes. The distance between the two farthest points on any Base determines the Combatant’s Base Size.

Base-To-Base The condition of two or more Combatants’ Bases being in contact is referred to as Base-To-Base. Battlefield The area (tabletop, desk, etc.) on which Vortex is played is the Battlefield. Deployment Edge The side of the Battlefield on which a Platoon starts the game is its Deployment Edge. Surface The Battlefield’s Surface is any area on the Battlefield capable of physically supporting a Combatant. Ground Level The lowest Surface of the Battlefield is considered the Ground Level. Cost The point value of a Combatant is its Cost. Fielded Any Combatant currently in play on the Battlefield is considered Fielded. Resource Points The points used by Players to purchase and enhance Combatants are called Resource Points. Scenario A special set of gaming conditions that control how a game begins, is played, and ends is a Scenario. The Scenario also determines the victory conditions of a game. Set-Up The beginning of a game before any Player has taken a Turn, when initial Terrain placement occurs, is the Set-Up. Marker A Marker is a token used to represent a gaming situation or a Combatant’s status. Glass beads, dice or pieces of paper can be used as Markers. When a Combatant is under a specific gaming effect, a Marker representing the effect is placed next to or on the Combatant for the duration of the effect. Printable markers are available for download at www.UnifiedTheoryGames.com. Scale Vortex is not restricted to a specific scale. However the rules assume the miniatures in play are between 20mm and 35mm in scale. If the Players wish to use miniatures of larger or

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smaller scale they may, so long as all the Players are using the same scale. Mixing scales is possible so long as there is an agreed upon common scale. A 54mm barbarian could be a giant to a 15mm tank or the tank could be a robotic toy to the barbarian. If Players prefer a scale of 6mm to 15mm, all of the measurements are halved. Alternatively, the Players may choose to substitute Centimeters for Inches while playing in this smaller scale. In games with 54mm or larger miniatures, measurements are doubled. Measurement Vortex uses Imperial Measurements. References to measurement in this rulebook are in inches. Converting these rules to the metric system for measurement is quite easy. The Players may either agree to substitute two centimeters for one inch, or they may agree to the more accurate 25mm per inch rule. Either is acceptable so long as all Players agree to the conversion in advance. Pre-Measuring: Players are allowed to measure at any time. This includes checking available distance before committing a Combatant to Movement or Actions. Single Genre The Vortex setting is beyond the boundaries of a single theme. If you can imagine it, it exists in Vortex. It is possible that Players may want to use the Vortex rules for a single genre. Vortex is also a great system for recreating historic battles or memorable movie scenes. If you wish to play a game or Campaign within a single setting, all the Players need to agree upon the setting and what limitations, if any, exist. If the Single Genre rule is not declared it is assumed anything is possible. Die Rolling Every time a die roll or Check is required in Vortex it involves rolling a d10 and adding or subtracting to that number to reach a total. These Checks must be made visibly so all Players can see the results. Opposed Checks: Some Checks are Opposed which means more than one Player rolls a die simultaneously and compete for a higher total. An example of an Opposed Check is a Melee Attack Check (Opposed). Unopposed Checks: Some Checks need to meet or beat a target number. A Check of (Savvy 11+) means the Player rolls a d10 and adds the Savvy score of the Combatant. If the total is 11 or greater the Check succeeds. Percentile Checks: Some Unopposed Checks are Percentile. If a Check has a percentage

chance of success, a single die can be used to make the Check. For example, a 30% chance of success would succeed on a die roll of 8 or better. This may also be listed as (8+). Automatic Checks: Some Checks automatically succeed without the need of a die roll. An example of an Automatic Check is Instant Check (Automatic). Re-Roll: Anytime a Player is allowed to Re-Roll a Check, the results of the subsequent roll must be kept. Infinite Die Rolling Except where noted, every d10 roll in Vortex is said to be Infinite. If a d10 roll results in a 10 an additional d10 is rolled and the result is added to the original 10. The process is continued until any number other than 10 is rolled. If however, the original die roll is a 1, then a subsequent die roll is made and the result is subtracted from the original die roll. If this roll is a 10 the process continues, further subtracting from the total until any number other than 10 is rolled. Original rolls of 2-9 are kept at face value and no additional die rolls are added or subtracted. Checks that are rolled on a chart are not Infinite.

D0-3 A d0-3 is a special roll of the d10 where 1,2,or 3 represents a One; 4,5,or 6 represents a Two; 7,8, or 9 represents a Three; and 0 represents zero. D0-3 rolls are not Infinite. Vector Roll A Vector Roll is a special roll of the d10 used in determining random direction and distance. When a Vector Roll is performed, the number on the die determines the distance in inches and the narrow point on the top die facet indicates the direction. Vector Rolls are not Infinite.

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Bonuses and Penalties Some gaming conditions in Vortex add Bonuses or subtract Penalties to Checks. Unless specified otherwise, all Bonuses and Penalties stack unless they are of the same name. Terrain Terrain is a physical representation of a Battlefield’s features. Buildings, hills and forests are represented by Terrain as are smaller objects such as barrels, rocks and chairs. A typical game of Vortex makes use of many pieces of Terrain. Terrain Footprint: The footprint of a piece of Terrain is created by envisioning an invisible line around the outer edge of the Terrain from an overhead perspective enclosing the Terrain’s interior space.

Facing In Vortex, the directional facing of a Combatant is irrelevant. A Combatant may Move and Attack in any direction regardless of its physical representation on the Battlefield. Line of Sight Line of Sight is the capacity of a Combatant to “see” another Combatant or point on the Battlefield. A Combatant’s Line of Sight is an imaginary straight line connecting any physical part of one Combatant to another Combatant or point, excluding Combatants’ weapons, Bases, and non-anatomical decorations. Determining Line of Sight requires a Player positioned behind the Combatant to line-up the Combatant and another Combatant or point. If the Player’s view is obstructed by Terrain, a rod or LASER pointer can assist in determining the Combatant’s Line of Sight.

Combatant Construction Combatants in Vortex can be custom created by the Players. Combatants consist of several different Attributes: Traits, Equipment, Abilities and Liabilities. The six Traits are:

• Speed [SPD] – The base number of inches a Combatant may move in a Turn.

• Combat [COM] – A Combatant’s ability

to fight in Melee.

• Agility [AGI] – Useful in making or dodging Ranged Attacks, and navigating the Battlefield.

• Strength [STR] – The physical power of

a Combatant.

• Savvy [SAV] – The level of a Combatant’s intelligence and initiative.

• Resistance [RES] – The measure of a

Combatant’s capacity to shrug off physical injury.

Equipment may include guns, swords, rocks or any other weapons, as well as any protective armor. Abilities are special talents that give Combatants a benefit, while Liabilities impose limitations. Combatant Size Class Every Combatant is assigned a Size Class during construction. The available Combatant Size Classes from smallest to largest are: Small, Average, Large, and Gigantic. Points of Construction Attribute values vary the Cost of Combatants. The higher a Combatant’s Cost, the more formidable it is. Combatant Costs are used to match Players in a fair game. Pre-Constructed Combatants Players are encouraged to create their Combatants using the Combatant Construction chapter of this book. Sixteen pre-constructed Basic Combatants are available within this chapter, and an entire roster of fully detailed Combatants is available in the Pre-generated Combatant section of the Appendix chapter and from www.UnifiedTheoryGames.com. Freedom of Information Players must present the stats of their Combatants to other Players upon request.

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Spirit of Play Competition is exciting, especially when you are winning, but it is important to never forget the true purpose of playing the game… to have fun. While the Combatants may be gripped in an epic struggle for blood and glory, the Players should always remain cheerful. Use the game as a vessel for socializing, quoting movie lines and telling jokes. Miniature war gaming should be part art, part strategy, and all fun.

Vortex is played in Rounds, each of which is further broken into individual Turns with each Turn composed of specific segments.

Play Sequence ROUND BEGINS Initiative Check Selected Player takes a Turn Combatant is activated -Compulsory Checks -Movement -Action Turn Ends Next Player takes a Turn Continue until all Combatants have activated ROUND ENDS Instant Checks may occur any time during the Turn after Compulsories

INITIATIVE CHECK At the start of every Round each Player makes an Initiative Check (Opposed) of d10 + the highest Savvy Trait of any unbroken Fielded Combatant in the Platoon. If this result ends in a tie, the unbroken Fielded Combatant with the highest Savvy Trait determines the winner of the Initiative Check. If a tie still exists, re-roll the Initiative Check. The Player who wins the Initiative Check may choose to take the first Turn or select an Opponent to take the first Turn. After the first Player has taken a Turn by activating a Combatant, the Player with the next highest Initiative Check result selects who goes next from any Players yet to take a Turn. This proceeds until all Players have taken a Turn. This process is repeated with Players taking one Turn at a time in the order they were selected for the Round. No Player may take two Turns in a row unless all other Players have activated all of their Combatants for the Round. No Player with yet to be activated Combatants may skip a Turn. Once every Combatant has taken a Turn, the Round ends and another Initiative Check is made to determine the order for the next Round.

During a Player’s Turn, a Combatant is selected to be activated. Combatants may only be activated one Turn each Round. While no Combatant may skip a Turn, it can be declared to make no Movement and take No Action. A Combatant’s Turn must take place in the following order:

Compulsory Checks Movement Action In addition to these three steps, a Combatant may make Instant Checks at any time during its Turn after the Compulsory Checks segment. COMPULSORY CHECKS Some of the Combatants actions are out of the Players’ control. These are called Compulsory Checks. A Combatant’s Compulsory Checks are made during the Combatant’s Turn before any Movement or Actions. Compulsory Checks are composed of Break Checks and/or Suppression Checks and are made in that order.

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BREAK CHECKS Certain game situations may require a Combatant to receive a Break Marker. If a Combatant begins its Turn with a Break Marker it must make a Break Check (Savvy 11+). If the Combatant passes the Break Check, the Break Marker is removed and the Turn continues. If the Break Check fails the Combatant is considered Broken, must make its full Movement and take a Double-Time Action in as direct a line as possible toward its Deployment Edge, any active Markers (except Break) are removed from the Combatant, and its Turn ends. The Combatant must follow a path that ends as close to its Deployment Edge as possible. The Broken Combatant may not voluntarily move within 1” of an Enemy Combatant. A Combatant may not move into a situation that results in a Casualty Check, such as by Falling. If the Combatant exits the Battlefield while Broken it is considered Routed and removed from the game. If it does not exit the Battlefield this Turn, the Break Marker remains with the Combatant to be checked again when the Combatant is next activated. Break Checks in Melee A Broken Combatant Base-to-Base with an Enemy Combatant may not make its regular Movement. A Broken Combatant in Melee must take the Disengage Action. If successful, it must move toward its Deployment Edge using the Disengage: Flee option. SUPPRESSION CHECKS Certain game situations may require a Combatant to receive a Suppression Marker. If an unbroken Combatant begins its Turn with a Suppression Marker it must make a Suppression Check (Savvy 11+). If the Combatant passes the Suppression Check, the Suppression Marker is removed and the Turn continues. If the Suppression Check fails, the Combatant may make its Movement as normal but may not end its Movement within 1” of an Enemy Combatant, and must take the Hold Action. The Suppression Marker stays in play to be checked again when the Combatant is next activated. Combatants Base-to-Base with Enemy Combatants cannot be Suppressed.

INSTANT CHECK An Instant Check may include, but is not limited to, using an Ability or performing a Check that does not require the use of an Action. A Combatant may make Instant Checks at any time during its Turn after its Compulsory Check segment. There is no limit to the number of Instant Checks a Combatant may make during its Turn. MOVEMENT During the Movement segment of the Turn, a Combatant is allowed to move up to its Speed Trait in inches in any direction along the Surface of the Battlefield. Movement must comply with Terrain restrictions. Several Terrain conditions can affect Movement. Movement in Melee A Combatant Base-to-Base with an Enemy Combatant may make no Movement during its Movement segment. Open Terrain Any unobstructed flat Surface on the Battlefield is considered to be Open Terrain unless it is declared otherwise when placed during the Set-Up phase or by specific Scenario conditions. Open Terrain allows for full Movement, does not provide Cover, and is considered a solid Surface. Examples of Open Terrain include paved streets, grass fields, uncluttered rooftops and empty warehouses. Difficult Terrain Any specific piece or portion of Terrain that would prove difficult to traverse, but is not declared Area Terrain, can be declared as Difficult Terrain. Movement through Difficult Terrain is halved. That is to say, moving 3” through Difficult Terrain requires a Combatant to expend 6” of Movement. Measuring Movement should be kept accurate to the fraction and not rounded. When Terrain is placed, any portion of it may be declared as Difficult Terrain. Combatants may move over small portions of Difficult Terrain without penalty so long as the Difficult Terrain has a width and height equal to less than half the Combatant’s Base Size. Examples of Difficult Terrain can include a muddy field, rocky hill, debris strewn yard, or a cluttered office.

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Doors and Doorways Doors and Doorways are considered open or shut as they are modeled. Opening or Shutting a door requires the Use Item Action. Hills and Slopes Any specific piece or portion of Terrain that has a sloping incline less than 45° is considered Open Terrain unless specified otherwise when placed. Inclines 45° or greater are considered Impassable Terrain. Stairs and Ladders Stairs and Ladders are considered Open Terrain unless specified otherwise when placed. Squeezing A Combatant may Squeeze through a narrow space that is less than its Base Size so long as the space is at least half the Combatant’s Base Size. Movement is halved while Squeezing. The Combatant may not end its Movement while Squeezed. Combatants that Squeeze while traversing Difficult Terrain do so at a one-quarter Movement. Spans and Ledges Combatants may move along Spans and Ledges that are equal to at least half their Base Size. A Combatant that Double-Times along a Ledge or Span that is narrower than its Base Size must make an Instant Check (Agility 11+) or Fall where the Span or Ledge begins. Impassible Terrain Pieces or portions of Terrain can be considered Impassible. Combatants may not move over Impassible Terrain without the use of special rules or conditions. Terrain features taller than half a Combatant’s Base Size and inclines over 45° are considered Impassible. Other Combatants A Combatant may not move through any other Combatant. Pull Up Combatants may Pull Up along Impassible Terrain that has a height between half and one and a half times the Combatant’s Base Size at half Movement. Drop Down A Combatant may Drop Down up to one and a half times its Base Size without Falling. Dropping from a height greater than one and a half times the Combatant’s Base Size is considered Falling.

Punch Through A Combatant may move through Impassable Terrain by passing an Instant Check (Strength 15+). If the Combatant fails the Instant Check, its Movement Ends. If the Combatant passes the Check, the Footprint of the Terrain becomes Difficult Terrain and the Combatant must pass a Casualty Check (15+). If the Casualty Check is passed, the Combatant may move through the newly punched hole in the Terrain. Once through, the hole closes, filling with debris. Chasms and Pits A Combatant may move over open gaps up to its Base Size as part of regular Movement without Falling. Gaps greater than the Combatant’s Base Size are considered Impassible Terrain. Jumping To traverse large gaps, a Combatant must pass an Instant Check (Agility 11+). If the Instant Check succeeds, the Combatant rolls a d0-3 which is added to its Base Size representing the available Jump Distance. The Combatant may use a portion of its Movement up to its Jump Distance to traverse Chasms and Pits. The Jump Distance is not in addition to the regular Movement, but an allocation of it for Jumping. If the Instant Check fails or the Chasm or Pit is larger than the available Jump Distance, the Combatant does not jump but Falls from the point where it began its Jump. The target destination for a Jump can not be of higher elevation than half a Combatant’s Base Size from the starting destination. Falling A Combatant may drop up to one and a half times its Base Size without Falling. If a Combatant Falls greater than one and a half times its Base Size, it must make a Casualty Check (10 + the number of inches Fallen - one and a half times its Base Size). Do not round the number of inches Fallen but round the target number down. Combatants that pass the Casualty Check are placed where they have Fallen, receive a Suppression Marker, and their Turn ends. Combatants may voluntarily choose to Fall but must still make the Casualty Check. For example: If an Average sized Combatant with a 1” Base is on a building 8.25” off the ground and it fails a Jump attempt, it Falls. The Combatant must make a Casualty Check against a target number of 16 [10+8.25-1.5=16]. Transporting Combatants may carry other Allied Combatants. Combatants may not carry or ride on Enemy Combatants. Markers or some other form of

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notation can be used to represent the carried cargo. Carrying: A Combatant may carry a single Combatant of the same size, two Combatants of one size smaller, four Combatants of two sizes smaller or eight Combatants of three sizes smaller, or any combination thereof. A Combatant’s Movement is halved while carrying. A Combatant may make an Instant Check (Strength 11+) prior to its Movement and, if successful, may move at full Movement. Picking up cargo requires the Combatant be Base-to-Base with the cargo and requires a Miscellaneous Action. Dropping cargo requires an Instant Check (Automatic). Dropped cargo is placed Base-to-Base with the transporter and receives a Suppression Marker. While a Combatant is carrying a Combatant, it makes all Attacks with a -4 Penalty. Checks to avoid Ranged Attacks are taken with a -4 Penalty. A Combatant may start the game carrying Combatants. Riding: A Combatant may be carried by another Combatant as long as the transporting Combatant is capable of carrying the rider. If a Combatant wishes to board an Allied Combatant it may take a Miscellaneous Action to board upon the available transport so long as they are Base-to-Base. If a rider wishes to disembark the transporting Combatant, it must forego its Movement and be placed Base-to-Base with the transporting Combatant’s Base. Unlike being dropped, a Combatant that voluntary disembarks does not receive a Suppression Marker. While riding, a Combatant maintains its Turn sequence and activates accordingly. All Ranged Attacks from carried Combatants suffer a -4 Penalty. Combatants may not make Melee Attacks while being transported. A rider receives a +2 Light Cover Bonus against Ranged Attacks and is never considered a closer target than its transport. If the transporting Combatant receives Heavy Cover, then the passenger’s default Light Cover becomes Heavy cover. Line of Sight is not required when making Ranged Attacks against a passenger as long as Line of Sight can be made to any portion of the transporting Combatant. Riding Combatants may not be the target of Melee Attacks. Combatants may start the game riding other Combatants; however, the transporting Combatant must be Fielded first. Riding Hazards: If a transporting Combatant fails a Casualty Check while carrying riders, each rider must make an Instant Check (Agility 11+). If failed, the rider must make a Casualty Check equal to the Resistance Trait of the transporting Combatant. If the Instant Check or Casualty Check passes, the passenger is immediately dropped, receives a Suppression Marker, and is

placed as close to the transport’s previous position as possible. Cooperative Carry: Two Combatants can carry a single Combatant as if it is one size smaller. Four Combatants can carry as if the cargo is two sizes smaller, and six Combatants can carry the cargo as three smaller sizes. For a group of Combatants to cooperatively carry cargo they must each spend their individual Turns moving into Base-to-Base with the cargo and use a Miscellaneous Action to pick-up the cargo. On the first Round after all Combatants have picked-up the cargo, they activate as one. They Move and may Double-Time as one using the Speed Trait of the slowest Combatant. If any of the transporting Combatants take any Action other than Double-Time or Hold Action the cargo is dropped and the Combatants activate as individuals. Area Terrain During Set-up, as Terrain is placed, it may be declared Area Terrain. This is Terrain that symbolizes elements not physically represented by the Terrain piece. For example a circular piece of green paper can be declared Light Area Terrain representing a forest. Light Area Terrain: A piece or section of Terrain can be declared Light Area Terrain. Light Area Terrain is considered Difficult Terrain and Movement while in it is halved. Examples of Light Area Terrain include a sparse forest, a grove of bushes, or a graveyard. Heavy Area Terrain: A piece or section of Terrain can be declared Heavy Area Terrain. Heavy Area Terrain is considered Difficult Terrain and Movement while in it is halved. Combatants that activate within Heavy Area Terrain must pass an Instant Check (Savvy, Agility, or Strength 11+) or make no Movement for the Turn. The Combatant can still take Actions excluding Double-Time or Overrun. Examples of Heavy Area Terrain can include a thick forest, a field of large boulders, or the footprint of ruined structure. Shallow Surface Area Terrain: A piece or section of Terrain can be declared Shallow Surface Area Terrain. Shallow Surface Area Terrain is considered Difficult Terrain and Movement while in it is halved. Examples of Shallow Surface Area Terrain can include a shallow pond, patch of oil, or a swamp. Deep Surface Area Terrain: A piece or section of Terrain can be declared Deep Surface Area Terrain. Deep Surface Area Terrain is considered Impassable. Combatants that enter Deep Area Surface Terrain are considered Casualties and are removed from the Battlefield. Examples of Deep Surface Area Terrain can include rivers, lakes or deep pools.

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Hazardous Area Terrain: A piece or section of Terrain can be declared Hazardous Area Terrain. Hazardous Area Terrain is considered Impassable. Combatants who come into contact with Hazardous Area Terrain are considered Casualties and are removed from the Battlefield. Examples of Hazardous Area Terrain can include lava-filled fissures, acidic pools, or bottomless pits. ACTION Combatants are allowed to take one Action per Turn. Actions occur after Movement so the Combatant must be carefully placed on the Battlefield before declaring an Action. The available Actions are: • Double-Time • Overrun • Ranged Attack • Aim • Overwatch • Melee Attack • Gauge Opponent • Melee Adjustment • Disengage • Evade • Encourage • Use Item • Miscellaneous • Hold

DOUBLE-TIME If a Combatant is not Base-to-Base with an Enemy Combatant it may choose to extend its Movement by taking a Double-Time Action. Taking the Double-Time Action allows the Combatant to move up to half its Speed Trait plus d0-3 in inches. Double-Time Movement must adhere to all Movement rules and is considered an extension of the original Movement. Charge Bonus If a Combatant that uses its full Movement also takes a Double-Time Action and comes into Base-to-Base contact with an Enemy Combatant, it may immediately make a single Melee Attack. If the Combatant’s entire Movement and Double-Time Action occur over Open Terrain and without Squeezing it adds a +2 Bonus to a Casualty Check resulting from its Attack.

OVERRUN A Combatant whose last two inches of Movement are through Open Terrain, without Squeezing and in a straight line that ends Base-to-Base with an Enemy Combatant, may take an Overrun Action. The Combatants make an Opposed Check:

Attacker v/s Defender + Attacker's SPD + Defender's SPD + d10 + d10

Attacker Wins Overrun If the Attacking Combatant's Check equals or exceeds the Defender's, it may move up to half its Speed Trait plus d0-3 in inches. This Overrun Movement may be through the Defending Combatant so long as the Attacker does not end its Movement on the Defender. If the Attacking Combatant comes into Base-to-Base contact with any additional Enemy Combatants during the Overrun Movement, it may attempt to continue its Movement through the new Enemy Combatants by performing additional Overrun Checks (Opposed) or it may stop its Movement and perform a single Melee Attack as if Charging. Defender Wins Overrun If the Defender succeeds the Overrun Check, the Attacker immediately ends its Turn and the Attacker and Defender remain Base-to-Base.

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RANGED ATTACK If a Combatant is not Base-to-Base with an Enemy Combatant, it may make a Ranged Attack provided it has purchased at least one Ranged Weapon. A Combatant taking the Ranged Attack Action follows this sequence:

• Choose a Ranged Weapon – Ranged Attacks are made one at a time. If a Combatant owns multiple Ranged Weapons, it must declare which Weapon it wishes to use.

• Choose a target – A Combatant must declare which Enemy Combatant it is targeting which must be within Line of Sight.

• Range and Cover – Each Ranged Weapon has a limited Range. The target’s Range and Cover should be determined before the Ranged Attack is made.

• Attack Check – The Attacking Combatant and the Defending Combatant make a Ranged Attack Check (Opposed).

• Casualty Check – If the Ranged Attack is successful the Defending Combatant makes a Ranged Casualty Check (Opposed).

• End – The Action segment is over.

Multiple Ranged Weapons If a Combatant possesses more than one Ranged Weapon it may choose which Weapon to use, so long as only one Ranged Attack is made per Turn. Origination When determining the point from which a Ranged Attack is made, any physical part of the Attacking Combatant, excluding weapons, Base, and non-anatomical decorations, may be used. If the Attacker does not have a discernable humanoid body, such as a tank, then any part of the main structure can be used to determine Origination. Targeting When making a Ranged Attack, Combatants are inclined to attack the closest Enemy Combatant, and as such must target the closest Enemy Combatant within their Line of Sight unless one of the following conditions is met: -A Next Available Enemy Combatant is available -The Combatant passes a Targeting Check Next Available: A Next Available Enemy Combatant is any Enemy Combatant that is within Line of Sight and Range and has less

Cover than the closest Enemy Combatant, or any Enemy Combatant that is within Line of Sight and Range, has the same or less Cover than the closest Enemy Combatant, and is of larger Size.

Example: A Combatant has four Enemy Combatants within its Line of Sight and Range. The closest Enemy Combatant [A] is of Average Size and has Light Cover. The next closest Enemy Combatant [B] is also of Average Size and has no Cover. The third closest Enemy Combatant [C] is of Large Size and has no Cover. The fourth closest [D] is also of Large Size and has Light Cover. The Combatant would normally target the closest Enemy Combatant but may choose between the first, second or third Enemy Combatant to target as [B] and [C] can be considered Next Available. While the fourth Enemy Combatant is of larger Size than the closest Enemy Combatant, there are other Enemy Combatants with equal or better targeting conditions. The fourth Enemy Combatant cannot be targeted without passing a Targeting Check. Targeting Check: A Combatant may target any Enemy Combatant within Line of Sight and Range that is not the closest Enemy Combatant or the Next Available if it passes an Instant Check (Savvy 11+). If successful the Combatant may make a Ranged Attack at the chosen target. If the Instant Check fails, the Combatant must target the closest Enemy Combatant and the amount by which it failed its Targeting Check is subtracted from the Ranged Attack. Range All Ranged Weapons are purchased with a specific Standard Range. This Standard Range represents the number in inches it may attack without Penalty. A Weapon with a Range of Close has a Standard Range in inches equal to the Strength Trait of the Combatant. Range is measured from the edge of the Attacking Combatant’s Base to the edge of the Defending Combatant’s Base. Extended Range: Ranged Weapons may attack targets between 100% and 150% of their Standard Range but in doing so suffer a -4 Penalty to the Ranged Attack Check. Ranged Weapons may not attack targets that are further away than 150% of their Standard Range.

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Cover If Line of Sight to the target of a Ranged Attack is completely unobstructed and is not in Area Terrain, the target receives no Cover Bonus. If some part, but less than 50%, of the target’s body is obstructed by Terrain or other Combatants, and the target is not in Area Terrain, it receives a +2 Light Cover Bonus to its Ranged Attack Check (Opposed). If more than 50% of the target’s body is obstructed, it receives a +4 Heavy Cover Bonus to its Ranged Attack Check. Ranged Attacks may not occur if the Line of Sight to the target is completely obstructed.

Light Area Terrain: A Combatant within Light Area Terrain receives a +2 Light Cover Bonus from Ranged Attacks. Heavy Area Terrain: A Combatant within Heavy Area Terrain receives a +4 Heavy Cover Bonus from Ranged Attacks. Shallow Surface Area Terrain: Combatants may make Ranged Attacks into, out of, or over Shallow Surface Area Terrain. Combatants within Shallow Surface Area Terrain receive a +2 Light Cover Bonus from Ranged Attacks. Targeting Into, Through, or Over Area Terrain Some Terrain can affect a Combatant’s ability to make Ranged Attacks. Light Area Terrain: Combatants may make Ranged Attacks into, out of, or through up to 4” of Light Area Terrain. Combatants may make Ranged Attacks over Light Area Terrain provided the combined height levels of the Attacker and the Target equal at least 10” above the Surface of the Light Area Terrain. The target receives a +2 Light Cover Bonus unless the combined height is at least 15” or greater above the Surface of the Light Area Terrain.

Heavy Area Terrain: Combatants may make Ranged Attacks into, out of, or through up to 2” of Heavy Area Terrain. Combatants may make Ranged Attacks over Heavy Area Terrain provided the combined height levels of the Attacker and the Target equal at least 10” above the Surface of the Heavy Area Terrain. The target receives a +4 Heavy Cover Bonus unless the combined height is at least 15” or greater above the Surface of the Heavy Area Terrain. Shallow Surface Area Terrain: While in Shallow Surface Area Terrain, Combatants incur a -2 Penalty when making Ranged Attacks. Screening If the target of a Ranged Attack is partially obscured by another Combatant there is a chance the obscuring Combatant may be hit instead. If the Ranged Attack misses its intended target, the Screening Combatant closest to the Attacker makes an immediate Instant Check (Agility 11+). If it succeeds, it is not hit by the attack. If it fails, it is hit and must make a Ranged Casualty Check (Opposed). The Attacker does not add its Savvy to the Ranged Casualty Check against a Screening Combatant. Transporting Combatants Screen for their Passengers. Targeting into Melee Targeted Combatants Base-to-Base with Enemy Combatants receive a +4 Heavy Cover Bonus even if they are fully visible. This represents the swirling nature of Melee combat. A target that is partially blocked by other Combatants or Terrain still only receives a maximum Heavy Cover Bonus of +4. A miss while firing at an Enemy Combatant in Melee may result in hitting an unintended Combatant. If the Ranged Attack misses its intended target, randomly select from all Combatants, Enemy or Ally, Base-to-Base with the intended target. The unintended target must make an immediate Instant Check (Agility 11+) or be hit by the attack and make a Ranged Casualty Check (Opposed). The Attacker does not add its Savvy to the Ranged Casualty Check against the unintended Combatant. Ranged Attack Check An Attacking Combatant hits its target if it equals or beats a Ranged Attack Check (Opposed):

Attacker v/s Defender + Attacker's AGI + Target's AGI + Weapon's Quality + Cover Bonus + Aim Bonus + Evade Bonus - Range Penalty + d10 - Targeting Penalty + d10

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Ranged Casualty Check The Defender of a successful Ranged Attack must make a Ranged Casualty Check (Opposed). If the Attacker equals or exceeds the Defender in the Ranged Casualty Check, the Defender is immediately removed from the Battlefield. This represents the Defender’s inability to continue participating in the battle.

Attacker v/s Defender + Attacker's SAV + Target's RES + Weapon's Class + Target’s Armor + d10 + d10

Suppression The capacity of a Suppressed Combatant to pose a threat to an Enemy is limited. Suppressing a Target: If a Ranged Attack hits a target, but does not create a Casualty, the target immediately receives a Suppression Marker. Casualty Generated Suppression: If a Ranged Attack causes a Casualty and a Defender is removed, all other Enemy Combatants within 2” of the Defender receive Suppression Markers. Combatant Abilities and Weapon Features Ranged Attacks can be enhanced and/or multiplied by Weapon Features and Combatant Abilities which are listed and explained in detail in the Combatant Construction chapter of this book. Example: A gunslinger is firing a pistol at a zombie who is within Range but has Light Cover from the gunslinger’s point of view. The gunslinger makes a Ranged Attack Check (Opposed) of 5, his Agility, plus 0, the Weapons’ Quality of Poor, plus 0, he did not Aim last Turn, minus 0, he is within Standard range, plus a d10. He rolls a 7 for a total of 12. The zombie makes a Ranged Attack Check (Opposed) of 4, its Agility, plus 2, Light Cover, plus 0, it did not Evade last Turn, plus a d10. The zombie rolls a 4 for a total of 10. The gunslinger has hit the zombie and both make a Ranged Casualty Check (Opposed). The zombie adds 7, its Resistance, plus 0, it is wearing no Armor, plus a d10. It rolls an 8 for a total of 15. The gunslinger makes his Ranged Casualty Check by adding 4, his Savvy, plus 1, the Weapon’s Class of Light, plus a d10. The gunslinger rolls a 10, allowing him to roll again, and obtains a 3 for a total of 18. The zombie has become a Casualty and is removed from the Battlefield. All members of the zombie’s Platoon within 2” of the zombie receive Suppression Markers. AIM If a Combatant is not Base-to-Base with an Enemy Combatant and it has a Ranged Weapon, it may choose to take the Aim Action. Place an Aim Marker on the Combatant and its Turn ends. During the Combatant’s next Turn it may add a +4 Bonus to its next Ranged Attack. Regardless

of whether or not the Combatant uses the Aim Bonus, the Aim Marker is removed at the end of its next Turn unless it retakes the Aim Action. Combatants immediately lose Aim Markers if they become involved in Melee. OVERWATCH If a Combatant is not Base-to-Base with an Enemy Combatant and it has a Ranged Weapon, it may choose the Overwatch Action. Place an Overwatch Marker on the Combatant and its Turn ends. At the end of any Enemy Combatant’s Movement segment or Action segment, the Combatant may exchange the Overwatch Marker for a single Ranged Attack at any Enemy Combatant within Range of any one of its Ranged Weapons, incurring a -2 Penalty. Line of Sight, Cover, and Targeting apply to the Ranged Attack. Regardless of whether or not the Combatant uses the Overwatch attack, the Overwatch Marker is removed at the end of its next Turn unless it retakes the Overwatch Action. Combatants immediately lose Overwatch Markers if they become involved in Melee. MELEE ATTACK A Combatant may make a Melee Attack against any Enemy Combatant it is Base-to-Base with by following this sequence: • Choose a Melee Weapon – Melee Attacks

are made one at a time. If a Combatant owns multiple Melee Weapons, it must declare which Weapon it wishes to use.

• Choose a target – A Combatant must declare

which Enemy Combatant in Base-to-Base it is targeting.

• Attack Check – The Attacking Combatant and

the Defending Combatant make a Melee Attack Check (Opposed). The Combatant with the highest total is the Victor of the Melee Attack while a tie produces a Stalemate.

• Casualty Check – If the Melee Attack is

successful the losing Combatant must make a Melee Casualty Check (Opposed).

• End – The Action segment is over.

Multiple Melee Weapons If a Combatant possesses more than one Melee Weapon it may choose which Weapon to use, so long as only one Melee Attack is made per Turn.

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Base-To-Base Because of the diversity and dynamic poses in miniatures, there may be cases when Combatants cannot be placed into physical Base-to-Base contact. If this is the case, placing the Combatants as close as possible is acceptable. Assault Bonus If the last two inches of a Combatant’s Movement are in a straight line, through no Difficult or Area Terrain, and occur without Squeezing, it adds a +2 Bonus to its Melee Attack Check, so long as the Target of the Melee Attack is within Line of Sight at the start of the Attacker’s Movement. Charge Bonus If a Combatant that uses its full Movement also takes a Double-Time Action and comes into Base-to-Base contact with an Enemy Combatant, it may immediately make a single Melee Attack. If the Combatant’s entire Movement and Double-Time Action occur over Open Terrain and without Squeezing, it adds a +2 Bonus to a Casualty Check resulting from its Attack. Assault and Charge A Combatant that meets the criteria for both Assaulting and Charging may receive the Bonuses from both as part of the same Melee Attack.

Flanking Bonus A Combatant adds a +1 Bonus to its Melee Attack for every Allied Combatant, Base-to-Base with the Enemy Combatant, that is not itself Flanked. In addition, a Combatant not Base-to-Base with an Enemy Combatant may add a +1 Bonus when in Base-to-Base with an Allied Combatant in Melee if it is at least one Base Size larger. The Defending Combatant also receives a +1 Bonus for each unflanked Allied Combatant Flanking the Attacker.

Example: In the image above, Player A, with gray Bases, is fighting Player B, with black Bases. As Soldier 1 and the Large Dinosaur attack in Melee, Soldier 1 receives a +1 Flanking Bonus for Soldier 2 who is Base-to-Base with the Large Dinosaur and another +1 for the Large Bear who is Base-to-Base with Attacking Soldier 1 and is larger. Soldier 3 does not provide a Flanking Bonus to Soldier 1 as Soldier 3 is being Flanked. All together, Soldier 1 receives a Flanking Bonus of +2. Melee Within Area Terrain Some Terrain can affect a Combatant’s ability to make Melee Attacks. Shallow Surface Area Terrain: While in Shallow Surface Area Terrain, Combatants incur a -2 Penalty when making Melee Attacks. Melee Attack Check During Melee, victory goes to the Combatant obtaining the highest Melee Attack Check (Opposed) result:

Attacker v/s Defender + Attacker's COM + Defender's COM + Weapon's Quality + Weapon's Quality + Assault Bonus + Flanking Bonus + Flanking Bonus + d10 + d10

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Stalemate: If the Melee Attack (Opposed) results in a tie, the Melee ends in a draw and both Combatants remain Base-to-Base. Parry: The Attacker or Defender of a Melee Attack may choose to Parry instead of attempting to produce a Casualty. If a Combatant declares a Parry, it may add its Agility Trait to the Melee Attack Check along with all other regular factors. If the Parrying Combatant is the Victor, the combat ends in a Stalemate, both Combatants remain Base-to-Base and the Melee Attack ends. A successful Parry does not produce a Melee Casualty Check (Opposed). If a Combatant declares a Parry but loses the Melee Attack (Opposed) against a non-parrying opponent, the Loser must still make a Melee Casualty Check (Opposed). It is possible for both Combatants in a Melee Attack to declare a Parry. In this case, the Action automatically ends in a Stalemate with no Melee Attack Check required. Melee Casualty Check The Loser of a successful Melee Attack must make a Melee Casualty Check (Opposed). If the Victor equals or exceeds the Loser in the Melee Casualty Check, the Loser is immediately removed from the Battlefield as a Casualty. This represents the Loser’s inability to continue participating in the battle.

Victor v/s Loser + Victor’s STR + Loser’s RES + Weapon's Class

+ Loser’s Armor

+Charge Bonus + d10 + d10

Riders Combatants being carried may not be the target of Melee Attacks. Transporting Combatants may be the target of Melee Attack. Aim, Overwatch, Evade, and Suppression A Combatant immediately loses any Aim, Overwatch, Evade or Suppression Marker it has if it becomes involved in Melee. Combatant Abilities and Weapon Features Melee Attacks can be enhanced and/or multiplied by Weapon Features and Combatant Abilities which are listed and explained in detail in the Combatant Construction chapter of this book.

GAUGE OPPONENT A Combatant Base-to-Base with an Enemy Combatant may attempt to measure up an Enemy Combatant by making a Gauge Opponent Check (Opposed):

Attacker v/s Defender + Attacker’s COM

+ Defender's COM

+ Attacker’s AGI +Flanking Bonus +Flanking Bonus

+ d10

+ d10 If the Gauge Opponent Check (Opposed) fails, the Attacker must make a Melee Casualty Check (Opposed). If the Attacker succeeds the Gauge Opponent Check, it receives a Gauge Opponent Marker and its Turn ends. On the Combatant’s next Turn it may add a +4 Bonus to its Melee Attack Check. Regardless of whether or not the Combatant uses the Bonus, the Gauge Opponent Marker is removed at the end of its next Turn unless it retakes the Gauge Opponent Action. MELEE ADJUSTMENT A Combatant Base-to-Base with an Enemy Combatant may manipulate its Enemy’s position with a successful Melee Adjustment Check (Opposed):

Attacker v/s Defender + Attacker's COM + Defender's COM + Weapon's Quality

+ Weapon's Quality

+ Attacker’s AGI +Flanking Bonus + Flanking Bonus + d10 + d10

If successful, the Attacking Combatant may either reposition itself in any location still Base-to-Base with the Defender, or it may reposition the Defender in any location still Base-to-Base with itself, or it may trade places with the Defender. If the Defender wins the Melee Adjustment Check (Opposed), the Attacking Combatant must make Melee Casualty Check (Opposed). No Combatant may be adjusted into a position that cannot be represented, such as into solid Terrain. However a Combatant may be adjusted into Area Terrain or even into a position which results in Falling. Drop Down Melee Adjustment: A Combatant attempting to Drop Down into Base-to-Base contact with an Enemy Combatant must first succeed a Melee Adjustment Check with the Defender. If successful, the Attacker pushes the Defending Combatant back just far enough to allow the Attacking Combatant room to move into Base-to-Base contact. If the Defender wins the Melee Adjustment Check (Opposed), it produces

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a Melee Casualty Check (Opposed) and both Combatants remain in their current positions. DISENGAGE A Combatant, Base-to-Base with an Enemy Combatant, that wishes to remove itself from Melee may attempt a Disengage Check (Opposed):

Attacker v/s Defender + Attacker's COM + Defender's COM + Weapon's Quality

+ Weapon's Quality

+ Attacker’s AGI +Flanking Bonus + Flanking Bonus + d10 + d10

If successful, the Attacking Combatant may make an immediate Movement up to half its Speed + d0-3 in any direction so long as it does not end its Movement within 1” of an Enemy Combatant. If the Attacker fails the Disengage Check, it must make a Melee Casualty Check (Opposed). Flee: Upon succeeding a Disengage Check (Opposed), a Combatant may elect to take its Full Speed + d0-3, but in doing so receives a Suppression Marker. EVADE A Combatant not Base-to-Base with an Enemy Combatant may take an Evade Action. An Evade Marker is placed on the Combatant and its Turn ends. While the Marker is in place, the Combatant receives a level of Cover one step greater than it actually has from the perspective of an Attacker. An Evading Combatant with no Cover receives a +2 Light Cover Bonus. An Evading Combatant in Light Cover receives a +4 Heavy Cover Bonus. An Evading Combatant in Heavy Cover cannot be targeted by Ranged Attacks and cannot be Assaulted or Charged. The Evade Marker is removed at the beginning of the Combatant’s next Turn. Line of Sight cannot be established to Evading Combatants in Heavy Cover. A Combatant immediately loses its Evade Marker if it becomes involved in Melee. Spot An Enemy Combatant may attempt to Spot an Evading Combatant with Heavy Cover if the Evading Combatant is within the Enemy Combatant’s Savvy Trait in inches. The Spotting Enemy Combatant must succeed a Spot Check (Opposed):

Spotter v/s Evader + Spotter's SAV + Evader’s AGI + d10 + d10

Line of Sight may be established to a Spotted Combatant. Spotted Combatants retain their Heavy Cover. ENCOURAGE A Combatant not Base-to-Base with an Enemy Combatant may take an Encourage Action. Upon using this Action the Combatant must declare if the Encourage Action is to be used for Break Checks or Suppression Checks. All Allied Combatants within this Combatant’s Savvy Trait in inches that have an appropriate Marker may make an immediate Break Check or Suppression Check. If the Check passes, the appropriate Marker is immediately removed. If the Check fails, the Marker remains in place and the Allied Combatant must make the appropriate Check during the Compulsories of its next Turn as normal. USE ITEM A Combatant not Base-to-Base with an Enemy Combatant may take a Use Item Action. This Action allows the Combatant to activate one item upon passing an Instant Check (Savvy 11+). This may include opening a door, operating a computer console, drinking a potion, or setting an explosive charge. Upon success, the Combatant may Move an additional d0-3 inches. Some Scenarios or other gaming conditions may provide a different Instant Check target number or require more than one Use Item Action to successfully activate an item. The Combatant may not move the extra d0-3 inches until the item is successfully activated. MISCELLANEOUS Some Scenarios or Combatant Abilities require the use of a Miscellaneous Action. The effects of some Miscellaneous Actions occur automatically while others require additional Instant Checks. The requirements and effects of a Miscellaneous Action are provided within the details of the Scenarios and Abilities that reference them. HOLD A Combatant not Base-to-Base with an Enemy Combatant may take a Hold Action, do nothing, and its Turn ends.

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