Operation_Heracles_-_Firefight_Smol.pdf

(10019 KB) Pobierz
Firefight
Operation Heracles
Starter RULEBOOK
1
Firefight
Credits
Written By
Matt Hobday
Additional
Development & Editing
Alessio Cavatore, Gaetano Ferrara, Stewart
Gibbs, Matt Gilbert, Mark Latham, Sami
Mahmoud, Doug Newton-Walters, Ben
Sandum, Duncan Waugh
Background
Michael Grey, Guy Haley, Greg D Smith,
Christopher Verspeak
Art
Dave Allsop, Shen Fei Chan, Roberto Cirillo,
Daniel Comerci, Juan Diego Dianderas, Heath
Foley, Michele Giorgi, Hai Hoang, Inkognit,
Rob Jenkins, Pierre Loyvet, Jonas Springborg,
Luigi Terzi, Eric Wilkerson
Sculpting
Juan Miguel López Barea, Daniele Cattarin,
Dave Kidd, MKUltra Studio, Tim Prow, Ben
Skinner, Luigi Terzi
Painting
Leigh Buckett, Rob Jenkins, Leicester Phat
Cats, Ben Macintyre, Tyler Mengel, Dave
Neild, Will Simmons, Chris Webb
Graphic Design
Duncan Aldis, Kev Brett, Jay Shepherd,
Francesco Volpe
Photography
Ben Sandum
Playtesting
Mark Berry, Tim Bratina, Martyn Chate,
Gaetano Ferrara, Matt Gilbert, Jon Hickey,
Andy Hicks, Michael Kaup, Tim King, Alex
Lloyd, Sami Mahmoud, Doug Newton-
Walters, Chris Palmer, Austin Peasley, Ronnie
Renton, Andy Robertson, Tyler Schulz, David
Symonds, Mike Tittensor, Duncan Waugh,
Dave Wilson, Matt Wingate
Special thanks go to Mantic’s incredible
community for their countless hours of
gaming and feedback, and to each and every
Kickstarter backer for making this game a
reality.
2
Firefight: Core Rules
This section will introduce you to the basic rules and core concepts of Firefight. Once you've
learned these you will be able to play your first games and later add more complexity using the
advanced rules.
Turns
Firefight is played in a series of
Turns,
in
which both sides activate their units.
In the description for each battle, you'll be told
which player activates a unit first. Every turn
after that, the player who finished activating
all their units first during a turn will have the
first activation in the next turn.
Both players alternate activating their units,
one at a time, until every unit has been
activated that turn.
Once you activate a unit, you
place an ‘activated’ token next
to them. You can’t activate one
of these units again until your next turn.
If one side runs out of units to activate,
the other side gets to activate all the units
they have remaining, one after the other, in
whatever order they want.
Examples
Throughout this book, you’ll find boxes like
this one showing examples of how the rules
work in the game, explaining the various
actions and dice rolls that can be made by
each unit. You can use these examples as a
guide to help understand the rules, or even
play along with them as practice!
Try setting up your models on the table, grab
your dice and follow the examples yourself –
you might reach a different result to what is
written here.
End of the Turn
When all units on both sides have been
marked as activated then the Turn is over.
Remove all of the activation tokens from the
table, and start the next Turn with the player
who finished first in the previous one.
Activations
When you activate a unit, it can do two
different Short Actions, or a single Long
Action.
Short Actions
You should also check how many suppression
tokens the unit has, as that can affect what
they can do.
A unit can choose to do nothing. This still
marks the unit as activated.
A unit that starts its Activation engaged with
an enemy unit may only use the Assault or
Disengage Actions.
A unit that starts its Activation grounded
must first make a Recovery roll, and must
then Rally.
If a unit begins its activation with broken
coherency (due to taking casualties, for
example) it must make a Move or Double
Move action that will bring the models back
within 1” of each other. However, if the unit is
also grounded, it must first make a Recovery
roll and Rally as above.
3
Move
Shoot
Regroup
Assault
Double Move
Disengage
Overwatch
Rally
Long Actions
You can only use each action
once
per
activation. Always tell your opponent what
you’re doing as they may have the opportunity
to react to it.
How the models work
Units and Models
Firefight
Firefight is played with
units
of infantry and
vehicles that fight together as an army or force.
Units are made up of a number of
models.
Some units may contain just a single model,
such as a powerful hero or armoured vehicle;
some have many models working together
in a squad. Models in a unit move and fight
together. However, as a unit takes damage,
models may have to be removed to represent
the casualties that the unit has suffered.
Models in the same unit must stay within 1"
of each other, forming an unbroken chain
between all models in the unit. This is called
Unit Coherency.
Each unit must designate one of its models to
act as the
unit leader.
They will be in charge of
the unit during the battle, spotting targets and
choosing which enemies to attack. If a unit
leader is killed you must pick a new leader at
the end of that action.
6. Resilience (Res)
This value represents how much damage each
model can withstand before it is destroyed.
7. Nerve (Ner)
This represents the unit’s morale, and is
used to determine the point at which a unit
becomes suppressed, or even retreats from the
battlefield.
8. Class
This states whether the unit is Regular Infantry,
Large Infantry or a Vehicle, determining
which game rules affect the unit.
9. Special Rules
Special rules represent advanced equipment
or exceptional abilities a model may have.
Sometimes a model confers its special rules on
the whole unit. See the Special Rules section
of this book for details.
Unit Profiles
Each unit has a
profile
that provides all the
rules and statistics it uses:
1. Unit Size
Weaponry
Most models will carry multiple weapons
into battle, and each weapon will have its own
profile written here.
10. Range
This states how many models are in the unit at
the start of the game.
2. Speed (Spd)
The maximum distance in inches that the
weapon can shoot.
Sometimes this will be a pair of numbers
separated by a hyphen – the lower number
indicates a minimum range at which the
weapon can shoot, while the higher number
indicates the maximum range.
Melee weapons have range
A
and can only be
used during an Assault.
11. Dice
This is how far the models can move in inches
with a Move action.
3. Melee (mel)
This is the dice roll required for the models to
hit the enemy during an Assault.
4. Accuracy (Acc)
This is the dice roll required for the models to
hit the enemy with a ranged attack.
5. Defence (Def)
The amount of dice rolled when the model
attacks with this weapon.
12. Armour Penetration (AP)
This value represents both the toughness and
armour of the model, and is the dice roll that
the enemy requires to damage it.
How easily the weapon can puncture
enemy armour. This number will modify an
opponent's Defence roll during an attack.
4
13. Special
Some weapons have special rules of their own.
These rules apply only to the weapon they are
listed for, not to any other weapons carried by
the model or unit unless explicitly stated.
Some weapons will have this symbol:
v
,
and are classed as
alternative.
This means
that the weapon has multiple firing modes
or ammunition types but can only use one
at a time. Each time a model shoots with
this weapon, it must choose only one of the
available weapon profiles to use.
Alternative Weapons
Example
unit Profile
2
SPD
3
MEL
4
ACC
5
Def
6
res
7
ner
8
Regular
Infantry
6
4+
3+
4+
1
3
1
9
5 Pathfinders
Special Rules:
Recon
Weapon
Range Dice AP Special
LSX Sniper Rifle 6-40"
1 2
Heavy Firepower,
Slow Reload,
Suppressive Fire
(1), Tag
Genling Pistol
9"
1 1
Assault Weaponry A
2
-
D.O.G. Drone (40mm round base)
SPD
6
MEL
-
ACC
3+
Def
4+
res
1
ner
3
Regular
Infantry
Weapon
Burst Laser
Range Dice AP Special
28"
3 1
Weapon
Profile
10 11 12 13
Weapon
Range Dice AP Special
LSX Sniper Rifle 6-40"
1 2
Heavy Firepower,
Slow Reload,
Suppressive Fire
(1), Tag
Genling Pistol
9"
1 1
Assault Weaponry A
2
-
5
Zgłoś jeśli naruszono regulamin