BLKOUT Print at Home
BLKOUT Print at Home
1
[1.0] KEY CONCEPTS Specialists are additional Models in a Unit that are not Grunts. Specialists
have access to Different Weapons and rules outlined in their “Specialist”
[1.1] MODEL section, in addition to the general information on the Unit Card. If a
In BLKOUT, Model refers to any miniature used in the game. Models are Specialist shares certain rules with the Unit Card but with varying values,
grouped into Units, which can consist of one or more Models. Units are such as a different Skill, the Specialist’s rules will take precedence over the
represented by Unit Cards that will include all of their Rules. rules on the Unit Card.
[1.1.1] MODEL TYPES For clarity, use different looking Models for each Specialist. If a Specialist
is Destroyed or removed from play, their special abilities can no longer be
Infantry Models should be mounted on 25mm or 1” Bases. Dusters are large, used in the Unit.
bipedal combat Units on 40-60mm Bases. Vehicles do not use a Base.
[1.2] TABLE This example Unit will have four Models total. Two Grunts and two
Specialists. With one Specialist having a Data Spike and one with a
The Table is the space in which Players will play BLKOUT on. BLKOUT is
Grenade Launcher.
versatile in Table size. For skirmishes, a 2x2ft table is recommended, while
3x3ft to 4x4ft suits larger Games.
[1.3] TERRAIN
Terrain in BLKOUT is depicted by 2D or 3D scenery pieces. Before starting a
HFR-6771 DH93745
064567
HARLOW CONTROL TEAM 1
Game, Players should agree on the nature and effects of the Terrain.
More rules for Terrain are found at [10.4].
[1.4] TOKENS
One Unit may be Activated after this
Unit without spending a Control Point. 6
Tokens represent statuses, effects, or reminders in the game. Some
Tokens are required to be 25mm or 1” in size and distances are SPECIALIST 1: Data Spike
measured from the Token’s edge. Other Tokens are simply reminders and 7
may be represented any way a Player decides. SPECIALIST 2: Grenade Launcher
GRENADE LAUNCHER | 24”/2
Blast (1)
[1.5] D10
A D10 is a 10-sided die that generates a number from 1-10.
CONTROL TEAM
The Control Dial shows how many Control points a player currently has. 1 184562993-122
AOIFME-4332
A Player may have a maximum of 3 Control Points at any given time and
5
may use a Control Dial to track them. Control Points may be spent on:
FAL-32C | 24”/1
CQB
Adding an additional D10 during Initiative [3.2]
Battle Drills [1.9] / [5.0]
Chain Activating a Unit [5.0]
[1.9] FORCE DOCUMENT
[1.8] UNIT CARDS
A Force Document contains all of the following information about a Force.
Unit Cards contain all of the following information about a Unit and the Models
that are in it: Force Name
1. Unit Name: This is the Name of the Unit. Force Armory: The selection of Weapons and abilities available to Models in
the Force.
2. Movement Value: Every Model in the Unit uses this number to determine
how far it may Move in inches. Force Battle Drills: Special abilities Units from the Force may use
when Activating.
3. Combat Loads: Filled Triangles in a corner of a Unit Card represent how
many special Actions or Weapons from the Armory a Grunt from the Unit
may use. Players should mark one of these Combat Loads each time the BATTLE DRILLS
Stims: Models in this Unit gain +2 Movement for their Activation.
SPECIAL RULES
Cyclic: This Model may make one Shoot or Ready
Unit uses the Armory to show that it has been spent. Assaulters: Models in this Unit cannot be Targeted by Overwatch
Action after Shooting.
Heavy: +1 Shot if this Model did not Move
when making a Full Move.
4. Skill: This represents each Model’s level of training. Players will compare Chaff: Place a Smoke Token (Chaff) within 6” of a Model in this Unit Sustained (X): Target must roll X Armor D10
before Activating. Chaff Smoke Tokens Dissipate on a 10+ after marking Damage. Each Failed D10 applies
the Weapons Damage to the Target.
D10 rolled in a Skill Check [2.3] to this number. CQB: This Weapon ignores Cover when Targeting
Models in half of its Range.
5. Number of Grunts in the Unit: How many Grunt Models are in the Unit.
FORCE RULE
6. Special Rules: This section lists any Special Rules the Unit has. If a Special Harlow First Reaction Force Units gain +2 Movement
when Sprinting.
Rule has white Boxes next to it, it is a limited use Special Rule. The Player ARMORY
must mark a box when the Unit uses that Rule. HEAD | 16”/4
Blast (1)
MICRO LAUNCHER | 4-16”/2
7. Specialist: The number of Specialist Models a Unit has. Blast (1), Heavy
FRAG LAUNCHER | 24”/1
Sustained (2), CQB
[1.8.1] GRUNTS AND SPECIALISTS BOOST JUMP
Grunts are Models that only use the information available on the Unit
2 Model gains Jump (4)
SCAN TO CHECK
FOR UNIT UPDATES
3
[3.0] GAME SETUP
1. Pick a Game size: When starting a Game, you and your opponent will first
decide on the size of the Game. The size of the Game is determined by the
number of Groups each Player will control.
Each Group is made up of 3 Units.
1 Group: This is for a small Game, played on a 2x2ft to 3x3ft table.
2 Groups: A medium-sized Game on a 3x3ft table.
3 Groups: A large-scale battle on a 4x4ft table.
Once Players have decided on a Game Size, they will select a Force to use in
the Game and construct their Groups.
2. Pick a Scenario: Players need to choose a Scenario. You can find these on
the BLKOUT website or in products you’ve bought. [3.1] DEPLOYMENT EDGE
Scenarios will tell you how to set up the A Deployment Edge is a straight side of the Table, going from one corner
Game, any Special Rules associated with them, and how. Scenarios to the one next to it. If the Scenario doesn’t say where to start, Players
represent situations or combat operations. can roll for Initiative. The winner picks their Deployment Edge first, and
3. Arrange the Terrain: Players will place their Terrain on the Table. the other Player takes the opposite side. A Player’s Models will enter the
Game from their Deployment Edge.
4. Set Control: Every Player starts the Game with their Control Dial set to 3.
5. Draw BURN CARDS: Each Player should draw 3 BURN CARDS from a [3.2] INITIATIVE
shared deck of 8. To determine Initiative Players will roll a D10 each with the Player who rolls
6. Finish Setting Up: Players will complete any setup instructions specified by the higher number winning the Initiative.
the Scenario, then choose Deployment Edges. If Players tie they will reroll.
A Player may spend a Control Point to add an additional D10 to their
Initiative roll taking the highest result between all D10.
After choosing Deployment Edges, Players will begin the first Round.
Players may choose to either be secretive about their additional D10, or to
openly announce how many they will be rolling.
[4.3] EXECUTION
[4.1] OPERATIONS
3. Check Coherency: Each Player should measure the distance between
1. Pick Up: Players will pick up all Activation Markers and Status Tokens
Models in their Units. If a Model in a Unit is more than 8” away from
from Units
another Model in its Unit, it is out of Coherency, the Unit gains a
and Models.
Pinned Marker.
2. Determine Initiative: Using the rules from [3.2], Players will roll for
4. Activations: After checking for Coherency Players will take turns
Initiative. The winner becomes the Active Player.
activating Units, starting with the Active Player activating one Unit
first. The Execution ends once both Players have activated all of their
Units. After the Execution ends, a new Round will begin.
4
[5.0] ACTIVATING A UNIT [6.0] MOVEMENT
Activating a Unit allows a Player to Move their Models and Destroy To Move a Model, measure the intended distance from the Model’s
the Enemy! Base. Then, Move the Model, making sure its Base does not go beyond
the measured distance and it does not pass through Enemy Models,
• Units with an Activation Marker
Vehicles, or Terrain. When a Model is able to Move, it may either perform
cannot Activate.
a Full Move up to its full Movement Value or a Half Move up to half of its
• Units with all of their Models Destroyed Movement Value.
cannot Activate.
[6.1] OBSTACLES
Follow these steps to Activate a Unit:
Terrain that is 1” tall or shorter is called
1. The Active Player may spend a Control Point to allow the Activating Unit to
an Obstacle.
benefit from a Battle Drill available to its Force for the Activation.
An Infantry Model may Move over an Obstacle by reducing their total
2. Reposition: After Battle Drills are declared, all Models in the Activating
Movement by 2”.
Unit may Reposition. When a Model is allowed to Reposition it may Move.
If the Unit is not yet on the Table it will instead Insert. [6.2] GOING UP OR DOWN
[5.1] INSERTING Models can Move up or down using things like stairs or ladders. The
Model must end its Movement with their Base fully flat on a surface.
If an undestroyed Unit starts its Activation off the Table, it must Insert
instead of Reposition. [6.3] LEANING OUT
To Insert each Model in the Unit must Move onto the Table, measuring its If an Infantry Model was not already Leaning Out it may choose to Lean
Movement from their Player’s Deployment edge. Out instead of Moving or after a Half Move.
[5.2] ACTIONS Place a 25mm Lean Out Marker in Base-to-Base with the Model’s Base.
Shoot: The Model may Shoot a target. [7.1] Players may remove Lean Out Markers from their Models after rolling
for Initiative with the Active Player removing them first. Lean Out
Ready: The Model gets a Ready Token. (Ready Tokens allow the Model Markers are removed before the Model Moves or when it comes into
to make a Reaction [8.0]) Contact with an Enemy Model.
Sprint: The Model may make a Full Move. Players may use whatever Markers they’d like as long as it is 25mm and
When making Actions, Enemy Models may React to the Active they can agree on the height of it and how it affects Line of Sight.
Models. Reactions are covered under [8.0]. [6.3.1] LEAN OUT AND LINE OF SIGHT
The Model may use the Marker for Line of Sight and measurements,
3. Actions: Once every Model has Repositioned or Inserted, each Model must
with other Models treating the Marker as the Model for Line of Sight and
make one Action each. Resolve them one at a time.
measurements if they do not have Line of Sight to the Model itself.
4. Activation Marker: After all Active Models have finished their Actions, place
[6.3.1] LEAN OUT AND SHOOTING
an Activation Marker on the Unit to show it has Activated for this Round. An
Activation Marker can be any item that Players choose to show that a Unit If an Enemy Model has Line of Sight to only the Marker and not the actual
has already been Activated. Model, the Model has Cover against the Enemy Model.
5. Chain Activation: After Activating a Unit, the Active Player may spend a [6.4] JUMP (X)
Control Point to immediately Activate another Unit. They may do this as
many times as they have Control Points to spend. If they do not choose to Models with Jump(X) can use a Full Move to be placed anywhere within
do this, the other Player becomes the Active Player and may Activate a Unit. (X)” horizontally, and (X)” vertically without passing through Terrain.
Players should talk through making a Jump and agree that the Model
is placed within, not fully within the measurement. This allows for
maximum flexibility.
LEANING OUT
B
A
2. Pick a Model that your Shooting Model has Line of Sight to and is within [7.5] CQC
the Weapon’s Range.
After an Activation ends, any Infantry Model in Base-to-Base with an Enemy
3. Confirm if the Target Model is in Cover. Infantry Model will engage in Close Quarters Combat (CQC). If there are
4. Roll a Skill Check, adding a D10 if the Target is not in Cover and multiple Models that can engage, the Active Player selects one of their
subtracting a D10 if the Target is in Cover. (D10 in a Shooting Skill Models and an Enemy Model they’re in Base-to-Base with to start CQC.
Check are called Shots.) Both Models will make a Skill Check with each Success applying one
5. Count the Successful Shots. For each Success, the Target suffers Damage Damage to the other Model in CQC with no Armor Check allowed. Both
equal to the Weapon’s Damage. (Yes! Shots that Ace by rolling a 10 apply Models will roll their Skill Check simultaneously, with the Model that rolls
double the Weapons Damage!) more Successes applying their Damage first. If a Model is Destroyed, it
will not apply Damage. If Players roll an equal number of Successes, the
[7.2] SUFFERING DAMAGE Player that rolls the highest number on a D10 will win. In the event of a tie,
Players will reroll.
Some Models have circles on their cards. These are Damage Tracks. For
every Damage your Model suffers, you mark one circle. When all circles When a Model is Destroyed in CQC the CQC ends and Players will resolve
are filled up, your Model is Destroyed and removed from the Game. Models the next CQC.
without these circles are Destroyed when they suffer at least one Damage.
[7.6] EXPLOSIVES
[7.3] WEAPONS Explosive Weapons, like grenades, include the Blast(X) Special Rule.
Every Weapon in BLKOUT has a Weapon Profile containing: Explosive Weapons may not be used to Target Infantry Models with
Shooting. Instead they will follow these rules:
Name: Name of the Weapon
HOW TO SHOOT EXPLOSIVES:
Range: The distance a Model cannot Target a Model past.
1. When Shooting with an Explosive Weapon you may place a Blast
Damage: The Damage each Successful Marker (25mm) where your Model has Line of Sight to it. This Marker
Shot applies to the Target of the Weapon. has to be flat and stable on the Table or Terrain, so it shouldn’t be
Special Rules: Additional requirements and effects for Shooting. hanging off an edge or floating above anything.
2. The Model may then Shoot this Marker rolling a Shooting Skill Check
without adding or subtracting D10 for Cover.
3. Any Infantry Models that are within the “X” distance of the Marker
EXAMPLE
in inches will suffer 1 Damage per Success in the Shooting Action.
Name: Shrike Missile This is called the Blast Damage. Remove the Blast Marker after the
Range: 24” Shooting Action is complete.
Damage: 2
4. Players should agree on which Models will suffer Blast Damage. The
Special Rules: Ignores Cover
designers suggest the Blast Marker should have Line of Sight to the
Model, so no blasting them through the walls unless the Players agree
to it!
Important: Only use the Blast Damage. Don’t add the Weapon’s Damage or
any Special Rules it might have.
EXPLOSIVE EXAMPLE
1
X”
6
[8.0] REACTIONS [8.3] OVERWATCH REACTION
Any Model may gain an Engaged Token to Shoot an Enemy Model when it
[8.1] MAKING REACTIONS
finishes a Full Movement or Action in their Line of Sight.
A Model in a Unit that has not Activated
yet and Models with a Ready Token may [8.4] JUKE REACTION
make Reactions. When Targeted by Shooting, an Infantry Model may gain an Engaged Token
Models with an Engaged Token [9.1] cannot to gain Cover from the Shooting Model.
make Reactions.
A D10 that rolls a 10 in a Skill Check is an Ace and counts as two Successes! 2. Model C gains an Engaged Token to make the
Return Fire Reaction and Shoot Model A.
3. Model A and C roll their Skill Check at the
same time.
4. Model A and C have a Skill of 6. Model A rolls
one Success, Model C rolls 0.
5. Model B suffers one Damage but passes its
Armor Check to survive.
B 6. Model B may now gain an Engaged Token to
Shoot Model A using the Overwatch Reaction
since Model A finished its Action in Model B’s
Line of Sight.
8
[10.4] TERRAIN [10.8] SKIRMISH MODE
BLKOUT offers rules for Structures and suggests Players openly discuss Skirmish offers a smaller, more intimate form of BLKOUT.
other Terrain and how it might impact the Game. Force Limitation: Players can only use one Infantry Unit for their Group.
Structures: Structures are buildings or areas with clear boundaries that Model Activation: Instead of Activating an entire Unit, Players Activate
Models might enter into. individual Models.
Cover: Models inside a Structure have Cover when targeted by Models Special rules that typically apply to Models within a Unit now apply to each
outside the Structure. Model on its own.
Line of Sight: Models outside of a Structure cannot draw Line of Sight Coherency: All Models in Skirmish Mode are always in Coherency, regardless of
through the Structure to Models outside of the Structure. their position.
[10.5] POINTS OF INTEREST AND HARDPOINTS [10.9] LARGER GAMES
In certain Game Scenarios, Players are tasked with placing 25mm For larger games, Players can use these Rules to make the Game faster:
Markers labeled as Points of Interest or Hardpoints on the Table. Activation: A Player will go through the Activation Steps for every Model they
It’s important to note that these Markers will not impact Line of Sight in control, not just one Unit. They are still required to Reposition every Model
the Game. before Actions.
Models are not allowed to end their Movement with any part of their Base Battle Drills: Rules for Battle Drills will apply to all Units during a
resting on top of these Markers. Players Activation.
[10.7] SMOKE
Smoke is represented by a Smoke, or a Light Smoke Token.
Line of Sight and Smoke: Models cannot draw Line of Sight through the
area within 3” of the Smoke Token.
Models within 3” of the Smoke Token are considered in Cover and treat
their Targets as in Cover.
Smoke Dissipation: Before determining Initiative, a Player rolls one D10
for each Smoke Token on the Table.
On a roll of 6 or higher, the respective Smoke Token is removed from
the Game.
Light Smoke: If the Smoke Token is not removed, the Player who originally
placed it must replace it with a Light Smoke Token. This Light Smoke
Token may be placed within 1 inch of the original Smoke Token’s location
before the Smoke Token is removed.
All Light Smoke Tokens are removed from the Game before determining
Initiative with no roll required.
3”
9
SCENARIO
DOCKYARD ASSAULT
Table Size: 2’x2’ SPECIAL RULES
Hardpoints: 2 KEY TERRAIN
Points of Interest: 2 As an Action a Model may secure a Hardpoint while in Base-to-Base with
it. When a Hardpoint is Secured it is removed from the Game.
DETERMINING DEPLOYMENT EDGES
A Player with one or more Hardpoints Secured may roll an additional
Players will roll for Initiative to determine Deployment Edges. The Player D10 for Initiative.
who wins can also choose to be either the Defender or the Attacker. The
other Player will be the other option. INSIDE JOB
The Attacker may choose to spend a Control Point when Inserting a Unit
SETTING UP THE SCENARIO to place the Unit up to 4” onto the Table before Activating them.
Place 2x Points of Interest 6” from the non Deployment Edge Table edges,
and 12” from a Deployment Edge.
A shipment of military hardware and luxury goods is being transported from high
If playing on a Table larger than 2x2ft add 6” for each additional foot orbit, and opposition forces have decided they’re taking it for themselves. A bundle of
past 2x2ft. cash and veiled threats mean that not every supply container has what the manifest
Players will alternate placing one Hardpoint each. They must be at least 6” claims. When the shipment arrives, hidden forces strike, throwing the dockyards into
from a Point of Interest, Table Edge, and the other Hardpoint. disarray, moving quickly to secure their prize. Authority forces scramble to engage, but
will they react in time to stop the hijacking of the delivery?
HOW TO WIN
Players gain an Overrun Point for:
• Destroying an Enemy Unit
• Locking Down more Points of Interest than their opponent.
- A Player has a Point of Interest Locked Down when a Model under their
Control has Line of Sight to it and is within 4” of it with no Enemy Models
within 6” of it.
After rolling for Initiative in a Round, Players should Check their number
of Overrun Points. If a Player has 2 or more Overrun Points than their
opponent they immediately win and the Game ends.
The Game will end after five Rounds. The Player with the most Overrun
Points wins.
10
SCENARIO
SERVER DEFENSE
Table Size: 2’x2’ SPECIAL RULES
Hardpoints: 2 KEY TERRAIN
Points of Interest: 3 As an Action a Model may secure a Hardpoint while in Base-to-Base with
it. The Player should remove it from the Game.
DETERMINING DEPLOYMENT EDGES
A Player with one or more Hardpoints Secured may roll an additional D10
Players will roll for Initiative to determine Deployment Edges. The Player for Initiative, or spend the Hardpoint to ignore one Enemy Model that
who wins can choose to be either the Defender or the Attacker. The other would be preventing them from Locking Down a Point of Interest when
Player will be the other option. measuring Overrun Points.
SETTING UP THE SCENARIO ALERTED
Place 3x Points of Interest 6” from the non Deployment Edge Table edge, The Defender may choose to spend a Control Point when Inserting a Unit
and each other, and 12” from a Deployment Edge. to place the Unit up to 4” onto the Table before Activating them.
If playing on a Table larger than 2x2ft add 6” for each additional foot
past 2x2ft. Data Warfare has become a staple on Abol, with combat hackers and infiltration
Players will alternate placing one Hardpoint each. They must be at least 6” protocols becoming valuable assets for any force to have. Inexperienced cyber
from a Point of Interest, Table Edge, and the other Hardpoint. warriors often run afoul of the advanced security systems set up by major powers,
and even veteran hackers sometimes find themselves alerting an enemy before the
HOW TO WIN assault begins. Unfortunately for these assaulters, their specialist isn’t as talented as
Players gain an Overrun Point for: they claimed, making this smash and grab a bit more difficult.
11
SCENARIO
HVT EVAC
Table Size: 2’x2’ SPECIAL RULES
Hardpoints: 2 COME WITH ME!
Points of Interest: 4 After measuring Overrun Points an Infantry Model in Base-to-Base with a
Point of Interest may gain an Engaged Token to move both the Model and
DETERMINING DEPLOYMENT EDGES the Point of Interest up to 2”. A Point of Interest may only be Moved once
Before the Game begins Players will roll Initiative with the losing Player per Operations.
choosing their Deployment Edge first. DRONE SWARMS
SETTING UP THE SCENARIO Models may Secure a Hardpoint by spending their Action while in Base-to-
Base with it. The Player should remove it from the Game.
Place 4x Points of Interest, one in the center of each quadrant of the Table.
A Player may spend a Secured Hardpoint to place a 25mm Token
Players will alternate placing one Hardpoint each. They must be at least 6”
anywhere on the Table. All Infantry within 2” must make a Skill Check or
from a Point of Interest, Table Edge, and the other Hardpoint.
suffer Damage 2 before removing it.
HOW TO WIN
Players gain an Overrun Point for: A group of executives decided to go planetside to see local assets in person, with
• Destroying an Enemy Unit grave consequences. The locals, fed up with the authoritarian boot on their necks, took
out the luxury aircar and now there is a scramble to recover them before opposing
• Locking down more Points of Interest than their opponent forces capture them and extract any useful data they can. The circling drones
- A Player has a Point of Interest Locked Down when a Model under their overhead promise that someone, somewhere, is watching, though whether the drones
Control has Line of Sight to it and is within 4” of it with no Enemy Models are just for reconnaissance remains to be seen.
within 6” of it.
After rolling for Initiative in a Round, Players should Check their number
of Overrun Points. If a Player has 2 or more Overrun Points than their
opponent they immediately win.
The Game will end after five Rounds. The Player with the most Overrun
Points wins.
12
SCENARIO
ZERO DAY
Table Size: 3’x3’ SPECIAL RULES
Hardpoints: 0 JACKED IN
Points of Interest: 4 Only a Model with a Data Spike may Secure a Point of Interest. A Grunt may
Secure a Point of Interest but must use one of their Units Combat Loads.
DETERMINING DEPLOYMENT EDGES
DROP IN
Before the Game begins Players will roll Initiative with the losing Player
choosing their Deployment Edge first. A Player who has Secured two Points of Interest may, instead of Activating,
spend 3 Control Points to place a Duster Unit of their choice within 4 inches
SETTING UP THE SCENARIO of their Deployment Edge. This Duster Unit will receive an Activation Marker,
be added to their Group, and come under their control.
Place 4x Points of Interest, one in the center of each quadrant of the Table.
HOW TO WIN
Some more enterprising individuals have realized that data attacks and remote
Players gain an Overrun Point for: breaching is a real threat to the security of their assets. These operatives keep their
• Destroying an Enemy Unit information and security protocols analog, requiring an operator to physically jack
into a hardpoint to access the files. While this deters many of the low level gangs,
• Securing more Points of Interest sometimes it’s worth the effort to physically obtain the information, and a ‘Data
- Models may secure a Point of Interest by spending their Action while Recovery’ team has been dispatched to extract the information their patron desires.
in Base-to-Base with it.
- A Player may Secure a Point of Interest another Player has already
Secured. This will cause it to become unsecured for the other Player.
After rolling for Initiative in a Round, Players should Check their number
of Overrun Points. If a Player has 2 or more Overrun Points than their
opponent they immediately win.
The Game will end after five Rounds. The Player with the most Overrun
Points wins.
13
REFERENCE
GAME SETUP REACTIONS
1. Choose Game Size, build Force Models that haven’t Activated yet, or Models with a Ready Token may gain
an Engaged Token to make a Reaction.
2. Pick Scenario
1. Overwatch: Shoot an Enemy Model after it ends a Full Move or Action in
3. Setup Table
Line of Sight.
4. Set Control to 3 and draw 3 Burncards
2. Return Fire: One Model may Shoot an Enemy Model when it makes a
per Player
Shooting Action in its Line of Sight Both models roll their Shooting at
5. Choose Deployment Edges the same time with the Model that rolls more Successes applying their
6. Begin first Round Damage first. If this Destroys the Enemy Model they apply no Damage.
• If Models roll an equal number of Successes the Player with the highest
ROUNDS roll wins. Still tied? Reroll the dice.
1. Operations 3. Juke: When Targeted by Shooting a Model gain an Engaged Token count
• Remove all Ready, and Engaged Tokens. Remove Activation Markers. as in Cover from the Shooting Model.
• Initiative: Players will roll one D10 each rerolling ties. The highest TOKENS AND MARKERS
rolling Player becomes the Active Player. Players may spend a
control point to add a D10 to this roll. 1. Pinned Marker
2. Execution • Units with a Pinned Marker cannot Reposition during their Activation.
Remove the Marker after the Activation.
• Players measure Coherency.
2. Ready Token
• Active Player Activates a Unit.
• Models with a Ready Token may make Reactions even if they
• Execution ends and a new Round begins after both Players have already Activated.
activated all of their Units.
3. Engaged Tokens
3. Activation
• Models with an Engaged Token cannot make Actions or Reactions.
• Choose Battle Drill
• All Models in the Unit may Reposition COVER
- Full Move up to Movement Value 1. Cover: A Model or Token has Cover from another Model if Terrain blocks
the view of more than half of the Model or Token.
- Half Move up to half of the Movement Value
- Lean out instead of Moving, or after Half Move
• All Models in the Unit must make one Action.
- Shoot: Target Enemy and Shoot them
- Ready: Gain a Ready Token
- Sprint: Full Move the Model.
• Unit gains Activation Marker
- Player may spend Control point to activate another Unit.
- If they don’t, the other Player Activates.
SHOOTING
1. Pick Target and Weapon to use. Target must be in Line of sight and
Weapons Range.
2. Determine if the Model is in Cover.
3. Roll a Skill Check, adding a D10 if the Target is not in Cover and
subtracting a D10 if the Target is in Cover. (D10 in a Shooting Skill Check
are called Shots.)
4. Each Success applies the Weapons Damage.
5. Target must make Armor Check.
• Roll # of D10 equal to the first number in Armor, each D10 that rolls
equal to or higher than the second number reduces Damage by one.
14
THANK YOU
We want to express heartfelt gratitude to everyone who contributed to
bringing this universe to life. What initially began as a pure passion project
has gradually transformed into a fully-fledged storyline and universe,
complete with its own characters, inside jokes, and fan favorites.
We’d like to extend a special thank you to our dedicated playtesting
groups. Despite the evolving rules in the background, you persevered,
grinding through game after game. Your input, expertise, and time were
invaluable in shaping our project.
A huge shoutout goes to the entire ESS Team, covering everything from
packing to product design and warehouse management. Without your
exceptional work and collaborative efforts, this game wouldn’t exist, let
alone be available in places like Australia and Europe. Our growth has
been remarkable, and we’re committed to continuing this journey.
Thank you all!
15