League Rules
League Rules
On establishing your league or introducing new players to the league, have participants create a character to represent their
army commander. Using the player card shown below, which is also available for download on www.dp9.com, the participant
can catalog their achievements by campaign and keep a running record for the duration of league play. Players can look at the
list provided below and in upcoming supplements for the equivalent ranks for their favorite factions and what the minimum
requirements for earning their next rank within that faction would be.
Earning Rank
Players begin with the rank of Recruit and with diligence, luck, and skill can eventually achieve company command level rank.
To earn a higher rank, a player must meet the minimum requirements of the rank. Games played are the basis for the lower rank
increases; however, beyond rank 4, all ranks require other forms of achievements as detailed below and you can only increase
by 1 rank per month played.
Campaign Rank Northern Rank Southern Rank PRDF Rank CEF Rank Requirements for Advancing
11 Captain Lieutenant Captain Captain 1 Medal of Valor with Laurels
10 Lieutenant Sous-Lieutenant Lieutenant Lieutenant / Junior Lt. 1 Medal of Valor
Major / Senior Sgt. Major /
9 Sergeant Major Master 7 Commendation Medals
Adjutant Chef Sergeant Major
8 Senior Sergeant Adjutant Master Junior Sergeant Major 2 Commendation Medals
7 Sergeant Sous-Adjutant Master Senior Sergeant 7 Vet. Campaign Ribbons
6 Senior Ranger Sergent Master Sergeant 2 Vet. Campaign Ribbons
5 Ranger Sous-Sergent Specialist Junior Sergeant 5 Campaign Ribbons
4 Senior Corporal Caporal Specialist Senior Corporal 30 Games Played
3 Corporal Sous-Caporal Specialist Corporal 15 Games Played
2 Private Soldat Trooper Trooper 5 Games Played
1 Recruit Recruit Recruit Recruit Beginner
gAMES pLAyED
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League Rules
Campaign Ribbons
Campaign Ribbons are issued when a league participant plays in at least one game in a campaign front. Those players that
complete five scenarios in a campaign front earn the veteran upgrade for their campaign ribbon. For example, a player
participating in at least one game of the Barrington Front campaign listed in the War for Terra Nova Book series would receive
the Barrington Front campaign ribbon. Players that play through at least five of the Barrington Front campaign scenarios receive
the veteran upgrade to their campaign ribbon.
Commendation Medals
Commendation Medals are issued to players that achieve certain goals or perform extraordinary feats on the battlefield. Some
examples include the following:
◆◆ Victory Medal: Winning at least ten battles (Bronze), winning at least twenty (Silver), and winning thirty or more battles
(Gold). Victory Medal (either Bronze, Silver or Gold) counts as only 1 Commendation Medal.
◆◆ Command &Control Medal: Keeping the army commander alive for five consecutive battles.
◆◆ Survivor Medal: Awarded when a vehicle is critically damaged on the first round of play and survives to the end of the game.
◆◆ Gear Assault Badge: Destroying at least five Gears with Gears using only Melee Weapons during a campaign.
◆◆ Field Artillery Badge: Destroying at least five Vehicles using only on table Indirect Fire Attacks
during a campaign.
◆◆ Airborne Badge: Successfully deploying forces in reserve by an airdrop at least five times
during a campaign.
◆◆ Cavalry Badge: Successfully calling in reserves by ground at least five times during a campaign.
◆◆ Tank Hunter Badge: Destroying at least five tanks with Gears or Infantry during a campaign.
◆◆ Gear Hunter Badge: Destroying at least five Gears with Infantry during a campaign.
◆◆ Combat Infantry Badge: Fielding infantry and keeping at least one squad alive through five
games during a campaign.
Medals of Valor
Medals of Valor are issued for tremendous accomplishments on the battlefield. These
are generally earned by performing an overwhelming victory against an opponent. It is
possible to repeatedly earn medals of valor, and this will lead to the addition of laurels after
earning ten or more ranks of the medals of valor. Any of the following actions can earn a
medal of valor:
◆◆ Defeating an opponent without the loss of any of the player's fielded combat groups.
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League Rules
Survivor Upgrades
During the course of league play, any combat group that has For every three additional games that at least one unit from
at least half of their units survived three battles are eligible the combat group survives, the combat group is eligible for
for survivor upgrades. These upgrades may be used as further skills. Combat groups are limited to a maximum of
described and are taken at the listed TV value. For most of three skills. When playing with Survivor rules, the optional
these survivor upgrades, each unit in the combat group must Ejection rules are highly recommended.
pay for the upgrade and all units in the combat group must
take the same survivor upgrade. Some abilities' costs are Skills are listed by types and tier. Tier II and above skills have
calculated for the entire combat group and only need to pay prerequisites before being able to acquire them.
for that ability once for the group instead of the individual
unit. This will be noted in the TV costs. Individual units may
engage different benefits at differing times.
Defense Based Upgrades
OPTION: EJECTION (reprinted from Locked & Loaded p30) Tier 1
If a Model is killed through accumulated damage, there is a Zig Zag (10TV per Group): Any unit that is moving at top
chance the crew can escape. Roll 1d6, on a 6, the crew has speed, add an additional +1 to a single defense roll.
escaped to fight another day. This is mostly useful in Campaigns
or home scenarios and as such is optional. Hit the Dirt (5TV per Group): Stationary units may take cover
by going prone behind any cover they can find once per turn.
As long as they do not move, the unit is considered to be in
Movement Based Upgrades partial cover for the rest of the turn.
Tier 1 Good Cover (5 TV per Group): If the unit is hull down increase
the hull down effect by 1 up to a maximum rating of 4.
Boot Scoot (5TV): Add 2 MPs to the top speed for the duration
of the turn, once per game. Know to stand still (10 TV per Group): If stationary the unit
get a bonus of +1 to its concealment.
Coordinate Movement (5 TV per Group): Increase the Combat
speed of the unit for every movement mode by 1.
Tier 2
(Minimum 6 Survived Battles and at
Expert Climbers (5TV per Model): Add climbing equipment to least 1 Tier 1 Defense Skill)
all walkers or infantry in the unit who do not already posses it.
Expert Teamwork (10TV per Group): Any squad member who
Tier 2 is Locked by a squadmate in their rear arc and within their
AutoComm range is considered to have the Improved Rear
(Minimum 6 Survived Battles and
at least 1 Tier 1 Movement Skill) Defense perk
Zero to Sixty (5TV per Group): Shift from stopped to top Dive for Cover (10 TV per Group): Once per turn, when a
speed. The unit must make a Defense roll versus a threshold model in this CG is targeted by any AE attack (including RoF
of 3 or the action fails and the unit may not move for the turn. AE) but before any defense rolls are made a model in this
When determining attack penalties for movement, use the top combat group may spend a CP to move an inch outside of the
speed variable of the movement system engaged. edge of the AE even if it has already acted this turn. It must
move along the shortest possible route, but the player may
Slam Down (5TV per Group): Shift down form top speed choose in tied situations.
to stationary. The unit must make a Defense roll versus a
threshold of 3 or the action fails and the unit will continue to Jungle-Fighters (5 TV per Model): Increase cover provided
move at top speed for the remainder of turn. When determining by jungle, woods, etc by one step (so partial cover counts as
attack penalties for movement, use the top speed variable of full cover, etc).
the movement system engaged.
Tier 3
Tier 3 (Minimum 9 Survived Battles and at
(Minimum 9 Survived Battles and at least 1 Tier 2 Defense Skill)
least 1 Tier 2 Movement Skill)
Lucky B (10TV per Model): A unit may once per turn reroll
Terrain-Mastery (5 TV per Model): While at combat speed, their defense roll. When this option is used the original
reduce the movement modifiers for jungle, woods, etc by defense roll is discarded and the second roll's result is used.
one stage (very dense counts as dense and dense counts as
open) for movement purposes providing that the terrain is not Missile Defence (5TV per model): Any squad member
considered impassible. equipped with an auto-cannon or HGLC may spend an action
to gain the AMS perk for the duration of one models activation.
Off Road Rollers (5TV per Model): Add the Improved Off When you use this ability make an Attack roll to determine
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Road trait to the units in the combat group. ammo usage as if the weapon where firing at its full RoF.
League Rules
Attack Based Upgrades Tactical & Observation Based Upgrades
Tier 1 Tier 1
Overkill (5TV per Group): If using RoF for damage, add 2 FO specialists (10 TV Per Group): The unit know how to be the
to the final RoF. If this exceeds the total amount of RoF for perfect observer. Reduce the cover of the spotted unit by one.
the weapon, the ammunition is considered exhausted. If it
Good Perception (15 TV per Group): Increase the
does not exceed the total use the base RoF for determining
Autodetection of the unit by 1.
ammunition expenditures. Only weapons with RoF attribute
may use this ability. Economic ammunition usage (20 TV per Group): Reduce
the thresholds to not go Out of ammo by 1.
Knife-Fighters (10TV Per Group): All of the models in this
CG are considered to have +1 Size when performing or
receiving a Melee attack for purposes of the melee attack
Tier 2
(Minimum 6 Survived Battles and
only. This may alter the Attack and Defence Modifiers, it
at least 1 Tier 1 Tactical & Observation Skill)
may also alter the DMs used, and it may also alter some of
the Attacks special effects. Superior Tactician (15 TV per Group): While alive, the
CGL may generate a new CP as if he had a Satellite Uplink
Stand and Deliver (10 TV per Group): The Squad has
although it does not count as a Communications Event. If
experience to hit the point if taken time. If a unit is
the squads leader already has a Satellite Uplink then your
stationary it gets an additional +1 for any indirect attack.
army begins the game with +1 CP which may only be used
(Or the scatter is reduced by x")
by this CGL (it may be passed on to squad members as
Tier 2 usual).
Highly Trained (10 TV per Group): Once per turn, one model
(Minimum 6 Survived Battles and
at least 1 Tier 1 Attack Skill) in the Combat Group may receive a second Command Point
(over and above the usual limit of one Command Point
Uncanny Shot (10TV per Model): Once per turn a model per turn). Upon receipt of this Command Point deduct an
may reroll their attack roll. The original result is discarded additional CP from your pool (i.e.: the second CP "costs"
and the second roll's results are used instead. two Command Points). This Command Point must be
Crack Shot (10TV per Model): Chose one weapon system transmitted in the usual way (a Communications event from
available in the combat group. When using this weapon, the either the Army Commander of Squad Leader) and fulfill all
unit may add a +1 to a single attack roll per turn. other normal requirements.
Tier 3 Tier 3
(Minimum 9 Survived Battles and at (Minimum 9 Survived Battles and at least
least 1 Tier 2 Attack Skill) 1 Tier 2 Tactical & Observation Skill)
Superior Marksman (20 TV per model): Once per turn if Well-Honed Machine (10 TV per Group): While alive, the
your model is stationary make a direct-fire attack at medium CGL may pass an extra CP each turn to squad members.
or longer range but treat the defenders defense modifier as
if it were zero. In the event the defender's defense modifier
is less than zero use it instead.
Grapple (30 TV per Group): Once per turn when a hostile
model of equal or smaller size attempts to move away from
one of your models with arms, the model may make a melee
attack to immediately zero the hostile unit’s remaining MPs.
This does not affect the models current Speed or prevent
the model from choosing to ram you.
And Stay Down (10 TV per Model): Once per turn a model
in this CG may spend a CP when performing an attack. For
the duration of the attack you ignore Sturdy Boxes equal to
your Attack skill minus one possessed by the target (i.e.:
attack 2 allows you to ignore one sturdy box, etc). This
means that this attack may "skip past" sturdy boxes, later
attacks must cross them out as usual however. Damage
effects are determined by looking at the rightmost damage
box crossed out.
Alpha-Strike (10 TV per Model): Once per turn one
model in the squad may fire all of its weapons at one
target at the cost of one action. Identical weapons
should be fired as if linked, and all weapons should be
rolled for even if the target gets destroyed part-way
through in order to check for out-of-ammo results.
The model temporarily gains the Traceable Emissions flaw
until the start of its next activation. 33