Manual v0.13
Manual v0.13
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version 0.13
Beta Release
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might end up without enough ADs to roll! be reduced to d6 or increased to d10. d6s can-
ADs represent the limited choices players have not be reduced and d12 cannot be increased.
each Round, and will be spent to activate Units. Scenarios
They are also necessary for most special actions Battles in FSD are organized in scenarios. Each
from Units and Support Cards which have AD will present starting conditions for the table,
slots on them. point limitations for the factions, and other nec-
The value rolled on each AD matters: When- essary boundaries.
ever a slot on a card indicates a number or a Scenarios are essential to create a driving force
numeric range (such as 4-6, 1-2, or 1) only ADs in the game, pushing towards the dynamics that
with such results can be used for it. the players are looking for in the game.
We strongly recommend using colored dice for Victory cards also provide players with an in-
ADs, so that you won’t accidentally roll them as complete view of how the game is going: each
regular D6s during combat. card contains a number of Victory Points (which
Combat Dice determine the winner of the scenario) and once
Players will also require a few (half a dozen) d6, received are kept hidden from the opponents,
d8, d10 and d12 which will be used to deter- so players won’t have certainty of the result of
mine the outcome of combat. the battle until the end of the scenario when all
the cards are revealed.
Dice Roll Conventions
Battle Setup
Many weapons roll more than one die when
used: a weapon with 3d8 of damage will roll In most cases, each scenario will indicate the
three eight-sided dice. Each die roll is treated portion of the players’ armies that will start in
individually (not added together) and could lead reserve. Both players then secretly choose which
to one damage to the target Unit. of their cards will begin in reserve and in what
order. Reserve cards are then placed to the side
In some cases (such as defense save rolls) sev- of the gaming area.
eral dice are rolled but only the highest result is
used. A number between parentheses indicates Choosing the order of the waves of cards in
how many dice should be rolled. For example, reserve is very important for a battle strategy:
a tank with armor d10(2) will roll two ten-sided players must anticipate when and where rein-
dice and choose the higher value. forcement Units will be needed.
When dice are reduced or increased by one The remaining cards are placed face-up on the
category, replace the die with one of a lower or players’ sides of the table. Players then alter-
higher number of faces. For example, a d8 can nate placing one of their Units at a time in the
deployment area described in the scenario.
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Alternating Activation
Starting with the player winning the Initiative
Roll, players alternate taking turns.
Each turn the acting player can place any num-
ber of unspent ADs on cards, then perform one
of the following:
• Deploy a Unit
(See Deploying Units, page 6)
• Activate a deployed Unit
(See Activating Units, page 7)
• Activate a Support Card
(See Support Cards, page 8)
• Pass. (See below)
The player this turn needed in particular to perform a
Passing 1+2 ability with a Unit and has another 3 Units requir-
ing a 5-6 to use their main weapon.
A player may choose to pass their turn. Players
Rolling 8 ADs the results aren’t great: only two ADs
may pass their chance to activate any number are within 5 and 6. The player re-rolls five dice (in
of times during a Round. If all players pass in a red): with the new results they can now perform all
row, the Round moves to the End of the Round the actions needed (in yellow and green). The remain-
ing dice will still be useful to activate the Units.
phase.
special action cannot be used to activate or to
Placing ADs on Cards
react with the Unit.
During each activation a player can place any
Placed ADs cannot be moved again during this
number of Unspent Activation Dice on any of
Round, but placing them in advance is useful
their cards:
for Reactions and triggered abilities (see in the
If it is placed on the top area of the card it can Combat section).
be used to activate or to react with the Unit.
Deploying Units
If an AD is placed on a special action slot it
Units that are not placed on the table during
can be used to activate that ability when the
the game preparation and that are not hidden
Unit activates. Note that an AD placed on a
in the upcoming reinforcement decks could be
deployed as an activation. Deploying is the way
Units are added on the table during the game.
A Unit is deployed by placing it in any valid
At the end of the previous turn the player had two ADs
left on their cards and one unspent.
When the new turn begins, they replenish their Un-
spent dice up to their Capacity, which is generally 8.
The total number of ADs that the player has is deter-
mined by the AD pool, and is generally 12. The active player, while activating a card can place
dice on the card’s abilities (A), and at the same time
The player then rolls the 8 ADs, and depending on dice to other cards (B), and/or ability slots (C).
what results they prefer, decides to reroll some.
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Movement
Movement is performed in consecutive straight
lines of 1 DU each.
For instance a Unit with movement 3 will be
able to break each Move action in three seg-
ments of 1 DU each (or a fraction of it), chang-
ing direction at the end of each straight line.
A Unit is allowed to perform multiple movement
actions during a single activation. However, all
movements after the first are reduced by 1
DU, to a minimum of 1 DU.
Moving Close to Opponents The last segment of the movement of a vehicle deter-
mines its facing.
Units cannot move close to opposing Units then
move away. In other words, A Unit with a move- Commanding Units
ment path crossing within 1 DU of any oppos-
When activating a Unit with a command value
ing Unit can either end its movement or move
you may also activate a number of Units up to
directly towards that Unit.
the command value.
A Unit which begins its activation within 1 DU of
The commanded Units must have at least one
an opposing Unit may use the first movement
of their bases within 2 DU of the commanding
segment to move out of the opposing Unit’s 1
Unit. A Unit activated by a command cannot
DU control area.
use its command value to activate other Units in
Unpin that activation.
The Unpin action removes any pinned status Units do not require ADs to be activated
from the Unit. through commanding.
A Unit that is pinned (see the Pinning paragraph
in the next chapter) must unpin before being
able to perform any other action.
Unit Coherence
At the end of a movement action, all bases in
multi-base Units must be within 1 DU of anoth-
er base in the Unit.
If this is not possible, the Unit becomes immedi-
ately Pinned.
Movement and Facing
For some Units it is important how the base is
facing at the end of their activation.
A tank (which has Command 2) when activating can
Units can change their facing in any direction activate the other two Units around it. If the Jeep
at the beginning of a Movement action and will (Command 1) gets activated first, however, will only
activate one other Unit!
end the action in the direction of the last move-
ment segment. Triggered Abilities
For example, a tank with movement 3DU run- Triggered abilities have the “Trigger” keyword in
ning in a straight line will be facing the direction their description.
of the line. However, if the tank wants to change
facing it could move 2DU in a straight line and Some Unit abilities are triggered by certain con-
then use the last DU to perform a tiny move- ditions during the game (for example, Reactive
ment in another direction or even to rotate in Armor provides a Defense bonus against one
place. attack when shot at by spending the AD).
If the required dice are placed on the ability, the
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COMBAT
Line of Sight
Shooting is performed from the individual bases
of the shooting Unit towards any base of the
target Unit that is in line of sight.
A target base is in line of sight if a line can
be traced from any point of it to the center
of the shooting base without intersecting any
LoS-blocking terrain elements such as buildings
or rock formations.
Enemy Units’ bases count as LoS-blocking ele-
ments.
In multi-base Units, a player chooses which
base will be the shooting base performing the The Light Mech activates using both the main MG and
the shoulder cannon. It rolls 2d6 for the former scoring
action when determining LoS. Some actions will a 3 and a 6, and 1d8 AP for the latter scoring a 7.
be marked with a “per base” keyword to indi-
The target tanks receives two hit (the 3 misses), and
cate that each base of the Unit will perform the must save with the 2d10 armor against the 6. Against
action. the cannon (AP) it rolls only 1d10, becoming more
vulnerable.
Shooting Roll
Armor Piercing
Shooting is performed by rolling a number of
dice of the type indicated by the weapon profile. Save rolls against weapons with the “Armor
Each roll that is equal to or greater than the Piercing” keyword, or against attacks from less
target Defense is a hit. than 1 DU of distance (see the Close Combat
paragraph), may only roll 1 die.
The die result for each hit is important for
resolving the save roll, as explained in the next Vehicles Side
paragraph. For vehicles save rolls are reduced by 1 die cat-
For example: A light vehicle shooting with its egory against attacks from the sides.
machinegun rolls 3d6 against a target with A vehicle’s front is considered to be the 180
Defense 4. The rolls are a 2, a 4 and a 6. The 4 degrees arc in the direction it is facing, across
and 6 result in Two hits! the front of the model. Every other direction is
Save Roll considered a side.
For each hit the target Unit perform a Save Roll For example: a Unit with armor 1d8(2) would
to avoid damage. roll 1d6(2) against attacks from the sides.
The defender rolls the type and number of dice
indicated by the Unit card Defense stat, and
choose the highest among the values. If the
chosen value is equal to or higher than the
hit roll, the hit is canceled.
Continuing the example above, if the target is
another vehicle with Defense d8(2) it will roll
2d8 for each successful hit:
• To save against the 4 the rolls are 3, 7: the
hit is canceled!
• To save against the 6 the rolls are 5, 6: the
hit is not canceled.
Each non-canceled hit results in one damage. The same cover elements provides a 360° arc cover
to any infantry in contact, but only a directional 180°
Units with no Armor cannot cancel hits, and the cover for vehicles. Agree with your opponent regard-
damage is directly applied to them. ing terrain covers on the table before the game.
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When reacting while shot by A, the Unit could decide to shoot back, run away or use other special actions.
If reacting to B running the Unit can choose to shoot at it while in the open.
In any case, if the Unit reacts it will miss the chance to activate later in the turn and perform multiple actions.
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get in range, planning to shoot in the second base, it can perform all the special actions that
action of the Round. If that Unit is pinned, it are listed on the Unit’s card.
won’t be able to shoot this Round but it will Infantry Units receiving more than one dam-
immediately unpin instead. age from an attack must remove one base
An individual movement action that triggers a per damage, starting with those closest to the
reaction can still be concluded after the shoot- shooter. Only bases within the shooter’s line of
ing rolls, regardless of the pinned status. sight may be removed. Bases that are in cover
Multiple Reactions or partially hidden can still be removed, as long
they are in line of sight.
A Unit performing an action as a reaction it
could trigger another Unit’s reaction too. For Damage Rolls
example, in a standoff situation multiple Units When a vehicle or a Mech receives damage it
from both side could choose to react to the first becomes pinned.
shot fired in a chain of reactions. Roll 1D6 for each damage received. On the
Just like in the case of a single reaction all the bottom of each card there are several colored
combat actions are resolved at the same time, damage effect boxes with numbers indicating
and then the effects are applied to all the Units the result of the 1d6 roll. Multiple numbers
involved. could refer to the same box: any of the indicat-
Close Combat ed results will cause the box to be hit.
Any Unit may perform a normal ranged com- We recommend using tiny counters to indicate
bat action as a Close Combat attack against a which boxes have been already hit.
target within 1 DU. Weapons with the “contact” A unit is destroyed when it receives a single
keyword can only perform an attack when the damage result on a red box, or when it receives
Unit is in base contact with its target. a second damage result on the same orange
Close Combat attacks gain Armor Piercing box. Multiple damage results on green boxes
(save rolls are reduced to 1 die) and ignore do not have any effect and do not need to be
cover bonuses. tracked.
BUILDING YOUR FORCE The special abilities that Characters have can
be used during the activation of the Unit.
To create their own warband players choose a
Faction and build up their army list by purchas- Support Cards
ing a mix of Faction and Universal cards among Support cards represent all the intangible parts
Units, Supports and Characters. of the band, such as external bombardments
The sum of the cost of all the cards of the or reconnaissance information that provides
warband should be the same for all players to tactical advantages. The Support cards can be
guarantee a balanced game. used during the alternating activation, applying
effects on the game just like Units would.
Point System
Deployment and Reinforcements
The point system implemented in FSD is fair-
ly simple: its goal is to allow players to have Units are deployed in a number of waves
balanced fights with the warbands they build, determined by the scenario. The first wave is
but it is not immune to min-maxing and it does deployed by both players before beginning the
not guarantee that any warband will be equally first Round. At the beginning of each Round,
efficient. players reveal the cards in their next wave deck
and the revealed cards become available for
For a standard game of FSD we recommend deployment.
playing with 60 points per side.
Constructing Wave Decks
Activation Dices
The scenario will specify the maximum number
In a 60 points game players will have an AD of points that may be available (deployed or
Pool of 12, and an AD Capacity of 8, limiting to ready to deploy) each Round. Before the game
8 the number of ADs rolled each Round. players organize their force’s cards into wave
In case of different sizes of the game, the AD decks. Wave decks cannot be organized in a
Pool size is 6 + 2 for every 20 points or fraction way that the total allowed points for a Round
of it in the band. The AD capacity is 4 less than would be exceeded. Wave decks should be
the AD Pool. placed face down in the order they are intended
For example, in a 20 points game players will to be used. The order of Wave Decks cannot be
roll 4 dice per Round with a Pool of 8 ADs; on a changed during the game.
80 points game players will roll 10 ADs, with a
Pool of 14.
Unit Cards
The core of the army are the Units. Each is rep-
resented by one card.
Universal Cards and Faction Cards
The Universal cards act as a pool of Units and
Support Cards that every faction can use. They
represent the most standard type of troop and
support Units which fit in any army trope.
In addition to the Universal Cards each Faction
has unique cards (the Faction Cards) that char-
acterize the band and lead to unique gameplay.
Character Cards
Characters are assigned to a Unit and provide
bonuses and special abilities to it. Characters
do not have their own base, and aren’t as-
signed to one specific base of the Unit either:
The same Units can be organized in different Wave
they’re considered to be among the troops, and Decks, as long as the maximum point value each turn
their effects are applied as long as the Unit is is not exceeded. In the examples the points per wave
not completely wiped out. are 28, 37, 49, 60 (left) and 29, 36, 48, 60 (right).
Each Round the points are within the allowed limits.
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At the end of each turn the player who controls 2 - End of the Sixth Turn: The tower was go-
the most towers draws a victory card. ing to be demolished anyway!
Deploying Reinforcements
If a player controls one of the objectives on the
sides their reinforcement troops can be de-
ployed within 2 DUs from that tower, as long
as more distant than 3 DUs from any opponent
model.
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The last cargo freighter didn’t make it through Objective - Explore the Village
the landing. Fortunately some of the crates did,
When one of the three Cargo objectives that are
and landed over that abandoned town. Grab as
within the Village edges is retrieved by one play-
much as you can, there is a fortune to be made
er, the opponent places another token in the
there!
village area, further than 1 DU from any Unit. If
Player’s Forces this is not possible the token is simply removed.
60 points per player, 30 in the first Round which Deploying Reinforcements
increase by 10 per Round for three Rounds.
If a player controls at least one non-pinned Unit
Both sides have AD Pool 12 and AD Capacity 8. within the village they can deploy their rein-
Setup Rules forcements along the edge of the village facing
their deploy area.
Table size: 12 x 8 DU.
End of the Game
Divide the table in three 4 DU wide sections.
Place enough terrain to represent a village in The scenario ends if one of the following condi-
the central section, to form a 4x4 DU square in tions is satisfied:
the center of the table with well defined edges. 1 - All the six tokens not in the village are
Fill the rest of the table with light scatter terrain. removed: When too many cargo crates are
Place three objective tokens in each of the three stolen the security patrol sent by the freighter’s
sections. The tokens must be more than 1DU company is notified and starts reaching the
from each other, and at more than 2DU from area.
the long sides. At the end of the turn the game ends.
Both players deploy the available troops along 2 - End of the Sixth Turn.
the central 4 DUs of the long sides.
Objective - Cargo Crates
If a cargo crate is controlled at the end of a
Round the controlling player draws 1 Victory
card and the token is removed.
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The enemy Mainframe is in sight! Destroying it Draw one Victory Card when destroying a stock-
will deal the final blow. However... getting there pile before the end of Round 3. Each stockpile
won’t be easy. can withstand 1 damage it is a target with Def 3
Player’s Forces and 2D10 save roll.
Attacker: 60 points, 40 in the first Round in- Defender - Hold the Ground
creasing to 60 on turn 3. For turns 1 to 3, if there are more Units of the
Defender: 60 points, 20 in the first Round in- defender in Section 2 than of the attacker, they
crease by 10 per Round for four Rounds draw one Victory Card.
Both sides have AD Pool 12 and AD Capacity 8. Starting from the end of turn 3 if there are no
Units of the attacker in section 3, the defender
Setup Rules draws one Victory Card at the end of the turn.
Table size: 12 x 8 DU. Divide the table in three Starting from the end of turn 4 the Mainframe
sections of 4 x 8 DU. has more than 1 damage point remaining, the
Add an objective token in Section 3, which defender draws one Victory Card at the end of
represents the Mainframe. Add 3 recognizable the turn.
buildings in Section 2 to represent the stock- Air Defenses
piles. Place a short passable wall covering most
of the border between section 1 and 2: it must No offensive Support ability (such as Mortar
be passable by Units in at least 3-4 points but it fire) or Deploy action can be performed by the
provides cover. Fill sections 2 and 3 with build- attacker in Section 3.
ings and scatter terrain. In particular, create a End of the Game
LoS-blocking cluster of terrain elements protect-
The scenario ends if one of the following condi-
ing the Mainframe.
tions is satisfied:
Attacker - Burn to Ashes
1 - The attacker destroys the Control Unit.
The main objective for the attacker is to destroy
2 - The attacker withdraws: If, at the end of
the Mainframe. It can withstand 3 damages
the turn there are no Units from the defender
and it is a target with Def 3 and 2D10 save
within 2 DU from the attacker’s Units, they can
roll. If destroyed, the attacker draws four Victory
declare a withdrawal.
Cards.
3 - End of the Sixth Turn.
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Both Players roll ADs up to their AD Capacity. Vehicles and Mechs Damages
They can choose to roll less if some are placed Mark the model as Pinned. Roll 1d6 and check
on cards already. on the Unit’s Card.
Players then choose any number of ADs and • DEAD: Destroyed
re-roll them. They can then place unspent ADs • MOV: -1 move
on cards.
• S1..S4: Disable the corresponding system
Alternating Activation
• ARM: lower dice type for armor Save
Players alternate in their actions.
• RST: the model cannot activate for 1 Round
First the active player can place ADs from the
unspent pile on Unit cards (for activating a Unit) • PIN: the model is pinned (no other effect)
and/or on special actions slots on any card. If the same damage box is yellow and is hit
Then they can perform one of the following: twice during the game, the Unit is destroyed.
• Activate a Unit already in game, spending If the damage box is green, ignore the effect
the AD that was placed on the card and any the second time.
other AD used special actions.
SCENARIO RULES
Other nearby Units (< 2DU) can activate
through the Cmd value of the activated Unit. Victory Cards
• Use a Support Card, spending the ADs There are 3 cards with 2 VP, 3 with 3 VP, 2 with
placed on it if required. 4 VP and one with 5 VP.
• Deploy a Unit that is not on the table yet, Victory Cards alternative effects can be used at
without activating it now. any moment in the game.
• Pass. Victory Points Penalty
If both players pass in a row, the turn ends. • Every 5 points of Units lost: -1 VP
Objectives
COMBAT
At the end of the turn if a Unit is in contact
Attack
with an objective and no unpinned opponent
For each attacking action: base is within 1 DU from it, the objective is
• The attacker rolls the Damage dice. Each controlled.
roll greater than the target’s Def is a hit. Mechs need to spend 1 action to control an
• The target rolls their Def dice for each hit. objective.
• If the higher result among the Def rolls is Vehicles need to be in base contact and spend
equal to or greater than the attacker’s 1 action to control or dispute an objective.
result the hit is saved. A previously controlled objective with no more
Units in contact at the end of the turn is lost.