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Wargame - Steel Rift

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0% found this document useful (0 votes)
207 views37 pages

Wargame - Steel Rift

Uploaded by

Diego Santana
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 37

A game of miniature mech combat

.com

Ash Barker
Table of contents

The story so far............................................................4

game definitions............................................................8

getting ready to play................................................4

weapon systems...........................................................12

weapon traits..............................................................13

upgrades........................................................................14

setting up to play......................................................16

playing the game..........................................................18

ending the game............................................................21

FORM UP................................................................ 24

HE-V TEAMS.......................................................... 31

SECONDARY AGENDAS.......................................... 34

Author Model Concepts


Ash Barker Eldar Safin
Austin Thomson
Playtesting
Ash Barker Painting and Photography
Chris Holmes Justin Hall
Chase Paterson Austin Thompson
Austin Thompson
Cover Illustration
copyEditing Christopher Kallini
Hunter Bond
Joe Borawski Illustrations and Graphics
Kelly Thompson Mike Dickens
Austin Thomspon Eldar Safin
Austin Thompson
Layout
Mike Dickens
WE CAME SO CLOSE.

For the briefest of moments, the utopian goal of a Mankind that did not war
over the dwindling supply of energy on Earth came to pass.

Humanity has always been an animal that hungers. Our upright posture,
opposable thumbs, tools, and enlarged brain pans evolved us into better
and more useful machines. In turn, we created even more sophisticated
and efficient machines in our own image. Machines that could think,
make our food, keep us warm and collect our resources. Machines that
would move our bodies or send our voices anywhere we could imagine.

But because they were created in our own image, these machines
also hungered. They gobbled up the energy we had on Earth. In
desperation, we used huge amounts of what was left to fire ourselves
into the stars in search of more. We came up short. The governments
and powers-that-be struck a pact with the lords of commerce and
industry. We would shackle the one god on which we must rely to
grow our crops, and warm our planets. The very god whose body
keeps us tied to terrestrial bonds with spinning gravity.

We would harvest the energy of the Sun.

The corporations struck that bargain and delivered it to us. A mass


swarm of miniature Dyson collectors ringed the Sun like chains
on a slumbering giant. The richest countries down on the Earth
and the corporate overlords now secure on Mars converted their
infrastructures in preparation.

It worked. The swarm drew upon the limitless supply of energy from
the raging nuclear heart of our solar system and sent it cleanly and
efficiently to us. Nations began to plan even more redevelopment.
Massive expansion began for those populations that were somewhat
lagging in progress. The First World on Earth felt their energy
affluence suddenly lift their hard hearts to humanitarian causes.
The powers of both industry and governance thanked the endless
masses of workers and citizens for their accomplishments and spoke
of an endless tomorrow full of new possibilities that would be the next
step in human evolution.

We were so naively hopeful. So brave in our sense of achievement.


But the god we had enslaved didn’t care.

PAGE 4 // THE STORY SO FAR


THE STORY SO FAR // PAGE 5
Coronal mass ejections are a normal part of solar
behavior. They were planned for and predicted
in the construction of the Dyson Swarm. What
wasn’t planned for was our own interference,
and the effect it would have. We had no idea
what we were tampering with. We thought the
Sun would be too huge to notice what we had
done. It threw energy into the void without care,
why should it notice us siphoning off a fraction
of it to power entire worlds?

But the Sun did notice. Solar storms were initially


as predicted, but quickly became worryingly
more fierce. The corporations at first attempted
to hide or dismiss them, but as power began to
fluctuate the governments on Earth noticed. This
didn’t happen in years, it happened in weeks.
Far too quickly for anything to be done. Years
of work, planning, and human achievement
shuddered suddenly as the Sun awoke in fury.

Then, in a matter of hours, it all collapsed.

Like an elemental leviathan rolling over from


terrible dreams while it sleeps, the Sun shed
the Dyson Swarm with a coronal mass eruption
unlike anything ever recorded. The furious
outpouring of energy shredded and destroyed
all the infrastructure we had laid. Back on Earth,
and on parts of Mars, everything went dark.

PAGE 6 // THE STORY SO FAR


It was never supposed to be like this. Humanity finds itself back where it began.
The solar god we almost enslaved showed us
The formerly rich nations in the northern just how insignificant we truly are and tore a
hemispheres of Earth suffered unbelievable rift between us all once again. Walls of metal
casualties. Their infrastructure was never once again encase us to stop bullets, lasers,
supposed to fail. They couldn’t fend for or the vacuum of space. The rift between the
themselves without it, and had bled their home Authorities, Corporations and Freelancers has
dry. They couldn’t fend for themselves without it never been wider.
and had bled their own homes dry. To the south,
the slower advent of progress insulated the Across the solar system, this massive shift once
populations better, suddenly being petitioned again puts us at odds. We fight and claw for
for aid or invaded for resources yet again. It was resources, clad in metal suits of war that give
chaos. each of us the power to tear down the other’s
creations and take what they have.
On Mars, farther from the Sun, the ever-paranoid
Corporations fared better. When your home is not All of the powers have need of soldiers and
terraformed and you must rely on your massive weapons of war. The most powerful technologies
survival domes to live, you always have a back- once again are turned towards armored fighting
up plan. With such distance between them now suits that can exist in the hostile environments
and energy once again finite, relations with Earth of planetoids, asteroids or the ruins of Earth and
and its authorities almost immediately fell apart Mars. With so many casualties from the collapse,
personnel are a more valuable resource than
The people of the solar system aren’t contained things, especially on Mars and amongst the
to these two celestial bodies. How could they Freelance colonies and companies of the inner
be? It took millions of small companies, colonies and outer system.
and stations to build the ill-fated Dyson Swarm.
These freelance nations, companies, militaries Who will you be? What does your Command
and colonies are still out there, trying to survive stand for amongst these chaotic times? What
the infinite blackness of space while dealing kind of forces do you have at your disposal to
with the aging powers of Earth and insatiable support your soldiers in their HE-Vs?
corporate hunger of Mars.
That is your story to tell.

THE STORY SO FAR // PAGE 7


GAME DEFINITIONS
Welcome to Steel Rift, a platoon-level game of futuristic combat at a small
scale. As a Commander in the distant future, you will muster a force of HE-Vs (Humanoid
Endo-skeletal Vehicles) to engage in fast-paced fighting against rival forces. Designing and
mustering a company of HE-Vs, their support assets and loadouts is quick and intuitive. Steel
Rift is an immersive, alternating-activation struggle between commanders and their mechanical
giants in the warzones of the near future. The game is scaled to a kitchen table so as to bring
commanders close to the action and immerse themselves in every detail of the battle.So dust off
your models or paint some new ones and get ready to crush the opposition under your steel feet!

Dice
The game uses multiple sizes of dice to both resolve Engagements and track damage. This
is described as Dx where x is the number of sides (D4, D6, D8, D10, D12). Whenever you
increase or reduce the dice size, this means to use the next higher or lower in sequence. So a
D4 becomes a D6 or a D10 becomes a D8 and so on.

Models
Models should best represent the Unit being used in a Mission. If there is any question, the
player should clearly describe the representation to their opponent as it is reflected in the
rules. While both players should probably use models of the same scale, this is almost purely
cosmetic and will most likely make little difference in gameplay terms.

Cost
Any time Cost is referred to in the rules, it is in reference to the Tonnage of a Unit or Force. All
Costs used when loading out HE-Vs are measured by their Tons.

Bases
Most models will be mounted on a base. The shape and size should be appropriate for the
model and is up to the modeler themselves. Generally speaking, so long as your basing is
consistent it is irrelevant to gameplay. It can be useful to mark the left and right sides of the
base to help determine the facing of your model.

Active Player
The player currently issuing an Order during the Turn.

Measuring
All measurements are described here in inches. Measurements can be done at any time and
should be measured from the closest point on two model’s bases. Measure to the hull of a
model if it is not based.

PAGE 8 // GAME DEFINITIONS


Line of Sight
A Unit can draw line of sight to another Unit on the table if an uninterrupted line can be
drawn from the nearest point on the front 180° of their Silhouette to one or both sides of
another Unit’s Silhouette. If this line cannot be drawn to both sides, the Unit does not have line
of sight. If these lines cannot be drawn to the base of the other Unit without passing through
Covering or Blocking Terrain modifiers may apply to certain Orders. Unless stated otherwise,
Models never obstruct Line of Sight to other Models.

Silhouette
A Unit’s Silhouette is a cylinder equal to the circumference of the base it is mounted on that
extends from the bottom of the base to the top of the height of the model upon the base. If
not mounted on a base, use the volume of the hull of a model as the outer dimensions of its
Silhouette.

Roll Off
When timing needs to be randomly determined between players, each player rolls a D6, re-
rolling ties. The higher roll takes priority in whatever sequence is being determined.

Class
Whenever information is presented that refers to HE-Vs, it is presented for all four sizes that
can be recruited into a Force. It will always be shown in the format of Light/Medium/Heavy/
Ultra-Heavy (L/M/H/UH). Use the appropriate rating for the Unit in question.

The Board
Missions take place on a 3’ by 3’ play area.

Activation Marker
A token placed on the board to mark a Unit that has already been issued Orders this turn.

Redlined Marker
A token placed next to a Unit that has been Redlined to issue an additional Order this turn.

Active Units
The HE-V or Support Asset Unit performing an order.

GAME DEFINITIONS // PAGE 9


GETTING READY TO PLAY
1.1 Select Mission Size
Games of Steel Rift are played in terms of the Tonnage of an engagement. Players should
agree on the size of this prior to selecting their forces. A Recon Mission will have 100 Tons
allocated to it. A Strike will have 150 Tons, while a Battle will be 200 Tons.

In addition to the HE-Vs that form the bulk of forces in the game, Support Assets may also be
deployed. The Core Rules cover Off-Table assets, but Infantry, Tank and Air assets will also
be added to Steel Rift for those that wish to expand their model collections or options in future
supplements.

The number of types of Support Assets a Commander may draw upon for a Mission is
determined by its size. Recon Missions may purchase up to one, Strike Missions up to two
and Battles up to Three. No more than 20 Tons may be assigned to a single Support Asset.
No single type of Support Asset may be included more than once.

HUMANOID-ENDOSKELETAL VEHICLES
This type of military fighting vehicle has redefined combat in 2135. Modular, able to be drone upgraded
and resupplied in the field and able to take a soldier further and through more environments than ever
before, HE-Vs are the mainstay of all planetary fighting forces. Those pilots that crew one in the field are
said to jokingly refer to themselves as being on ‘Heavy Duty”.

1.2 Recruit Forces


Once you have determined your Mission Size you must spend your available Tonnage to
deploy Units into the combat zone. Each HE-V, Support Asset, and other unit has an assigned
weight in Tons.

Light HE-Vs are 20 Tons, Medium HE-Vs are 30 Tons, Heavy HE-Vs are 40 Tons and Ultra-
Heavy HE-Vs are 50 Tons. After you have selected the number and type of HE-Vs that fit in
your budget, any remaining Tonnage may be spent on available Support Assets.

EXAMPLE
When playing a Recon Mission, you may recruit 100 Tons of HE-Vs. A Commander could recruit three Light
HE-Vs (60 Tons) and a Heavy HE-Vs (40 Tons). Their Opponent could instead recruit three Medium HE-Vs
(90 Tons) and a Support Asset (10 Tons) instead. Balancing the number of HE-Vs in your force lets you
tinker with what you have in your model collection and what you want them to do during Missions.

PAGE 10 // GETTING READY TO PLAY


1.3 Loadout HE-Vs
Once you have determined the number and
type of HE-Vs your Force contains, each one
should be loaded out by your Quartermaster and
their Drone teams. The modular nature of these
vehicles means a cunning commander can call
up their equipment and weapons on-the-fly and
enact repairs quickly and efficiently. Each HE-V
will spend its Tonnage following these steps;

1.3.1 ASSIGN ARMOUR DICE


Each HE-V will have an Armor Die assigned to it to count down how much external damage it
can take. The size of this die is based on its class. Light HE-Vs have a D6, Mediums are D8,
Heavies are D10 and Ultra Heavies are D12.

1.3.2 ASSIGN STRUCTURE DICE


Each HE-V will have a Structure Die assigned to it to count down how much internal damage
it can take once its Armor is compromised. Light HE-Vs will have a D4, Mediums are a D6,
Heavies are a D8 and Ultra Heavies are a D10.

STRIPPING OR REINFORCING ARMOR AND STRUCTURE


A Commander may request their Quartermaster either strip or reinforce an HE-V’s Armor and/or Structure. If
they do so, they may reduce or increase the value of the Die in that area by one step to a minimum value of
D4 and maximum of D12. A reinforced D6 would become a D8, and stripped it would become a D4. An HE-V
can only have each area stripped or reinforced once.

Once you have determined the Armor and Structure values of the HE-V, add the sum of these
values together and reduce your Tonnage budget by this amount.

1.3.3 ASSIGN WEAPON SYSTEMS AND UPGRADES


Each HE-V will be outfitted with a number of Weapon Systems and Upgrades based on their
Class. A Light HE-V may have up to four. A Medium may take five, a Heavy six and an Ultra
Heavy may have up to seven. Weapon Systems may be purchased any number of times, while
Upgrades may only be purchased once. Each Weapon System will havea Tonnage Cost based
on its size, which is the same as the Class of HE-V it is equipped to and presented as L/M/H/
UH. There is a penalty to taking multiple of the same Weapon Systems. Each additional one
added after the first results in a 50% increase in its cost in tonnage when selected (rounded
down). That would result in a 3rd increasing 100% in cost and a 4th 150% in cost. Reduce your
remaining Tonnage Budget by the amount spent on Weapon Systems and Upgrades.

EXAMPLE
A Medium HE-V has already spent 14 of its 30 Tons on Armor and Structure. It can take four upgrades
or weapon systems with its remaining tonnage. Going for weapons, its Commander selects Missiles (4),
Missiles which cost (6) due to the cost penalty, a Laser (4) and a Heavy Reactor (2) for a total cost of 30 Tons.

GETTING READY TO PLAY // PAGE 11


weapon systems

NAME ENGAGE TRAITS COST


DAMAGE RATING
Auto-Cannon 3/4/5/6 Kinetic 3/4/5/6

Howitzer 1/2/3/4 Blast (3’’), Kinetic 2/3/4/5

Laser 2/2/2/2 AP(1/1/2/3), Draining 3/4/5/7

Melee Weapon 0/0/0/0 Melee (1/1/2/2) 1/2/3/4

Missiles 2/4/6/8 Smart, Limited (3) 2/3/4/5

Particle Cannon 2/4/6/8 Short (18”), Draining, Disruptive 2/3/5/6

Rail Gun 1/1/1/1 AP(1/1/2/3), Kinetic 2/2/4/5

Rocket Pack 2/4/6/8 Smart, Blast (3”), Limited (2) 2/3/4/5

Rotary Cannon 5/7/11/13 Short (12”), Light 2/4/6/8

Shot Cannon 6/8/10/12 Short (6”), Light, Frag 2/4/5/6

Submunitions 1/2/3/4 Short (6”), Flak 1/2/3/4

PAGE 12 // WEAPON SYSTEMS


weapon TRAITS
AP
If any damage is inflicted by this Attack, apply AP(L/M/H/UH) damage directly to the target unit’s
Structure.

Blast
All units (friend or foe) within (x”) of the original target must also make a Defense Roll against this
Attack at -1 to the Attack Pool (to a minimum of 1).

Disruptive
If a target model suffers any damage from a weapon with this Trait, the Active Player rolls 1D6.
On a 5 or 6, mark the target unit with a Redlined marker.

Draining
If a model uses this Weapon System during an activation, mark it with a Redline marker as well
as an Activated token when it has completed its Orders. This does not cause Structure damage. If
a model has a Redlined token when it activates, it may not use Weapon Systems with this Trait.

Flak
Reduce the number of dice in an attack from Mine Drones (Missiles or Rocket Packs by 2) to a
minimum of 1 if this model doesn’t have a Redlined marker.

Frag
Targets are -1 to Defense Rolls from attacks with this Trait.

Kinetic
If any damage is inflicted by this attack, roll 1D6. Add +1 to the roll for each Class Size larger the
Active model is than the target model. Subtract -1 from the roll for each Class Size smaller the
Active model is than the target model. On a result of 4+, rotate the target model 45° away from
the Active Unit, in a direction chosen by the Active Player.

Light
This attack will cause 1 damage to Armor or Structure for every 2 hits that are not evaded,
rounding down.

Limited
This attack may only be made (x) times during a mission. Track the number of shots remaining
using the appropriate facing of a die on the model’s card.

Melee
Add (x/x/x/x) to the Attack Pool of this mech when it is performing a Smash Order. This model
counts as one Class Size larger during a Smash order. This weapon System is not used in an
Engage Order. Note that more than one Melee weapon does not grant this bonus multiple times.

Short
The maximum range for this attack is (x”) instead of unlimited during an Engage Order.

Smart
The Active Unit may use any friendly unit with a Target Designator for determining Line of Sight
for attacks with this Weapon System.

WEAPON TRAITS // PAGE 13


UPGRADEs
NAME SPECIAL RULES COST
Ablative Armour * Reduce the Attack Pool for attacks using the Blast trait by 1, to a 1/1/2/2
minimum of 1.
Anti Missile This unit may not be targeted by a Weapon System using the Smart 1/1/2/2
System trait to Engage them from outside of Line of Sight of the Active
Model.
Electronic The Lock On order may not be taken against this model. 2/2/1/1
Countermeasures
Heavy Reactor Roll 1D6 when this model would take Structure damage from 1/1/2/2
Redlining, on a 4+ this damage is ignored.
Jump Jets This model may take the Jump Jet action. 3/3/2/2

Minefield Drone ORDER: Place a Mine Drone token (as per the Support Asset ) within */3/6/6
Carrier System 3” of theActive model and not within 6” of another Mine Drone token.
This Upgrade has the Limited (*/1/2/2) trait.
*May not be equipped to Light HE-Vs.

Mine Drone ORDER: This model makes an immediate Engage order against a 1/1/2/2*
Tracking Mine Field token in range. The Commander of the target Minefield
Submunitions makes a Defense Roll on a 3+. If at least one point of Damage would
be inflicted, remove the Token.
* Model with Submunitions Only.
Optic Camouflage Add +1 to Defense Rolls for this unit when the attacker is outside of 5/4/3/2
10”.
Reactive Armour * Reduce the Attack Pool for Missile and Rocket Pack attacks by 1, to 1/1/1/1
a minimum of 1.
Ceramic Plating * Each time this unit would take damage from the AP trait of a Laser 2/2/1/1
Weapon System roll 1D6 - on a 5+ that damage is negated.
Target Designator Once per turn, friendly models in the same force may use this vehicle 1/1/1/1
to draw Line of Sight for Weapon Systems using the Smart trait. Use
this model for determining the AttackPool and Line of Sight. This
Upgrade may also be required for certain Support Assets. Its use can
be canceled by Electronic Counter measures.

*A Unit may only take a single Armour or Plating Upgrade.

PAGE 14 // UPGRADES
Support Assets
The following Support Assets can be requisitioned by a Commander to bolster their forces during a
Mission. These Off-Table assets are only one type of requisition that can be made. Additional assets
such as Infantry, Tanks and Air Support will be covered in their own supplement.

OFF-TABLE SUPPORT (SELECT ONE OF THE FOLLOWING) - COST 10 TONS

By purchasing off-table support, the Commander may select one of the following options. All of these
are resolved as an Engage action.

Artillery Barrage
Once per Game Round, instead of activating or redlining a model, a Commander may call down an Artillery
Barrage from off-table. This Barrage is an Engage Order with an Attack Value of 4 and the Blast (6”) and
Limited (3) traits. The target must be in Line of Sight of a model with a Target Designator or this Support
Asset may not be used.

Mass Driver
Once per Game Round, instead of activating or redlining a model, a Commander may drop a tungsten mass
rod from orbit. This is an Engage Order with an Attack Value of 6 and the Kinetic and Limited (3) Traits. Use
the center of the Active Player’s Deployment edge as the origin of the attack. The target must be in Line
of Sight of a model with a Target Designator or this Support Asset may not be used. Treat the size of the
attacker as Ultra-Heavy for the purposes of the Kinetic trait.

Mine- Drone Barrage


After Generating Terrain, but before Setting Up Forces, the Commander with this Support Asset may place
three Mine-Drone tokens (25mm) on the Battlefield not within 12” of an enemy deployment edge, and not
within 6” of another friendly Mine-Drone token. If an enemy model ends any Order within 4” of a Mine-Drone
token, the Commander may remove the token to make an Engage Order with an Attack Value 4, AP 1, Blast 4”
attack against that model and all other enemy models in range. Line of Sight for this Attack is drawn from the
Target Model to itself (therefore it is never obstructed). The token and Active Unit do not require Line of Sight
to each other, as the Drones will attack using their sensors. Units may not Return Fire during this attack.
Once this Engage Order is resolved remove the token. Once this is complete the Active Player may continue
issuing any remaining orders to the Active Model.

Orbital Laser
Once per Game Round, instead of activating or redlining a model, a Commander may request an orbital laser
strike. This is an Engage Order with an Attack Value of 3 and the AP (3) and Limited (3) traits. The target must
be in the Line of Sight of a model with a Target Designator or this Support Asset may not be used. Line of Sight
for this Attack is drawn from the Target Model to itself (therefore it is never obstructed).

Once Forces and Support Assets are selected, Commanders are ready to set up the game area.

UPGRADES // PAGE 15
Setting Up to Play
2.1 Determine Approach
Each commander rolls 1D6. The Commander with the higher result chooses one of the approaches
listed below.

LATERAL
Forces are deployed within 8” of opposite corners of the
mission area. Support Asset Units are deployed within
16” of a Commander’s deployment corner.

LINEBREAKER
Forces are deployed within 6” of all four corners of
the mission area. Each Commander deploys half their
units, rounded up, in each of two opposite corners.
Support Asset Units are deployed within 8” of either of a
Commander’s Deployment Zone corners.

DIRECT
Forces are deployed within 3” of opposing board
edges. Support Asset Units are deployed within 8” of a
Commander’s Deployment edge.

PAGE 16 // SETTING UP TO PLAY


2.2 Generate Mission Objective
Roll 1D6 to determine the Mission.

1-2: SECURITY 3-4: SEEK AND DESTROY 5-6: RECON


At the end of each turn calculate the At the end of each turn calculate the At the end of each turn calculate the
Tonnage of units in each quarter of Tonnage of units destroyed by each total Tonnage of units within 12” of an
the Mission Area. The Commander Commander. The force that has enemy Deployment edge or corner.
with the most Tonnage in that Area destroyed the most Tonnage that turn The force with the greatest total
controls it. The Commander that scores 1 VP. scores 1 VP.
controls the most quarters of the
Mission Area scores 1 VP.

DRAWS
If Commanders are drawn on Tonnage for any Mission Objective, neither player scores VP.

2.3 Generate Terrain


Starting with the Commander that did not win the Approach, alternate placing 8 agreed upon pieces
(or clusters of pieces) of Terrain in the Mission area. Each piece or cluster should be placed outside
the Deployment Zones of the Commanders and not within 3” of a previously placed piece or cluster.
At least five of the eight pieces or clusters should be defined as mostly Blocking and Impassible,
while the remaining pieces may also be Rough and Covering.

TERRAIN TYPES
BLOCKING: Line of Sight may not be drawn through Blocking Terrain.

COVERING: If one or both Lines of Sight for an attack are drawn through Covering Terrain, any Attack Values
are reduced by 1, to a minimum of 1.

IMPASSABLE: Units may not move through Impassible Terrain. They may be placed atop or within the
terrain, provided their base fits, through the use of Jump Jets.

ROUGH: Units that move through Rough Terrain move at half speed, traveling ½” for every 1” of movement.

2.4 Deploy Forces


Starting with the Commander that chose the Approach, each player takes turns deploying their units,
one at a time, alternating back and forth. Any Support Asset units are deployed first, followed by HE-
Vs in their deployment zones. Unless otherwise stated, Off-Table Assets do not count towards the
back and forth of deployment.

Once both forces and all their Support Assets are deployed, the Commanders are ready to
begin the Mission.
SETTING UP TO PLAY // PAGE 17
PLAYING THE GAME
THE TURN the Active Player and chooses a Unit to activate.
Games of Steel Rift are played in a series of Play proceeds with the Active Player alternating
turns. Each turn is divided into the following between Commanders until all Units have either
steps: an Activated or Redline Token.
• INITIATIVE
MOVE
• ORDERS The unit may move 12”/10”/8”/6” in any
• RESET direction. Account for any reduction because of
Terrain. It may end its move facing any direction.
3.1 Initiative Units may not move through other units during
The Commanders Roll-Off. The winner will this Order.
become the Active Player and issue the first
Order during this turn. JUMP
Place the unit within 10”/8”/6”/4” both
3.2 Orders horizontally and vertically of its current position.
The Active Player selects one of their Units that This ignores any restrictions for moving through
does not have an Activated token. This Unit may Terrain or other Units provided it can be placed
perform two Orders, after which it is marked with in range. The unit must be able to end its move
an Activated token. The same Order may only in a place where its Base will fit, and may face
be performed once per activation and Orders any direction. This Order may only be issued to
can be issued in any sequence. Completely a Unit equipped with Jump Jets.
resolve the Order currently being performed
before issuing another one. LOCK ON
The Active Unit may pivot to face any direction.
Once the Active Player has finished resolving Select a single enemy Unit within Line of
all Orders for one Unit, their opponent becomes Sight of the Active Unit. If the following order

PAGE 18 // PLAYING THE GAME


performed by this Active Unit is an Engage Modifiers may never reduce the Damage
Order, the target may not use the rules of any Rating below 1.
Upgrades it has purchased for the duration of
that Order, as the targeting AIs have taken the 4. The total Damage Rating is now the Attack
time to mitigate them. This Order may only be Pool.
performed by a unit with a Target Designator.
5. The Target unit then rolls a number of D6’s
equal to the Attack Pool. This is called the
ENGAGE
Defense Roll. Apply the following modifiers;
The unit engages its Weapon Systems one by
one at enemy targets using the following steps;
+1 if the unit is Light
-1 if the unit is Heavy
1. Select a Weapon System.
-2 if the unit is Ultra Heavy
2. Select an enemy unit in Line of Sight of the
Active Unit. 6. Remove all dice from the Attack Pool that
score a 4+ after modifiers.
3. Generate the Attack Pool based on the
Weapon’s Damage Rating using the 7. Total the remaining dice in the Attack Pool.
following modifiers. This is the total Damage the Target Unit
now receives. Reduce the value of their
+1 to the Damage Rating if the Active unit is in
the Side Arc of the target unit. Armour Dice by this amount. If it is reduced
to zero, deduct any of the remaining
+2 to the Damage Rating if the Active unit is in damage from the Structure Dice. If the
the Rear Arc of the target unit.
Structure Dice is reduced to zero, the
-1 to the Damage Rating if this Weapon System is Target unit is destroyed.
targeting a unit that is not the closest enemy unit
in Line of Sight .
8. If the Active Unit has any remaining
Weapon Systems, return to the first step. If
-1 to the Damage Rating if this Weapon System is not, the Order is complete. A Commander
targeting a different target than the first Weapon may choose not to activate a Weapon
System activated during this Order. System during this Order and they may be
- 1 to the Damage Rating if the target has one or
activated in any order.
more Lines of Sight being traced through Cover
OR - 2 to the Damage Rating if the target has
one of their Lines of Sight obscured by Blocking
Terrain.

LIGHT AND SUPER-HEAVY STRUCTURE

The internal workings of Light and Super-Heavy HE-Vs mark them out as different from Medium and Heavy
mechs. Lights use internal components that have far less redundancy to save both space and weight, while
Ultra-Heavies will have multiple backups and larger, stronger internal components. Whenever the Structure
of one of these HE-Vs is damaged apply the following rules:

FRAGILE INTERNALS
If the damaged HE-V’s Class is Light - The Active Player rolls 1D6 for each point of Structure Damage it has
lost during this Attack. On a 5+, the Target takes an additional point of Damage. This Damage does not in-
turn result in further rolls for Fragile Internals.

BACK-UP SYSTEMS ENGAGED


If the damaged HE-V’s Class is Ultra-Heavy - The Target player rolls 1D6 for each point of Structure Damage
it has lost during this Attack. On a 5+, that point of Damage is ignored and the Structure Dice is not reduced.

These rules only apply to Damage to Structure Dice. Armour Dice Damage to Light and Ultra Heavy HE-Vs is
applied as normal.

PLAYING THE GAME // PAGE 19


SMASH
This Order may only be issued to a unit that +1 for each Size Class larger the unit is to
has entered into base contact with an enemy the Active Unit.
unit which is also in Line of Sight. It may target
that enemy unit with this Order using the - 1 for each Size Class smaller the unit is to
following steps: the Active Unit.

1. Determine a Damage Rating equal to the 4. Remove all dice from the Attack Pool that
size of the Active Unit - 3/4/5/6. score a 4+ after modifiers.
5. Total the remaining dice in the Attack
+1 to the Damage Rating if this Order was Pool. This is the total Damage the Target
preceded by a Move Order. Unit now receives. Unlike an Engage
+2 to the Damage Rating if this Order was Order, damage from a Smash Order is
preceded by a Jump Order. applied half to Armour Dice and half to
Structure Dice. Reduce the value of the
2. The total Damage Rating is now the target’s Armour Dice by half the total
Attack Pool. Damage rounded up. Any remainder isn’t
deducted from structure. Then, reduce the
3. The Target unit then rolls a number of
Structure Dice by the other half of the total
D6’s equal to the Attack Pool, applying the
Damage, rounded down.
following modifiers.

CRITICAL DAMAGE
When a unit has received damage to its Structure Dice, performance begins to degrade as critical systems
begin to fail. Check to see if any of the following apply:

● If a unit has lost 25% of its Structure Dice, all Move and Jump orders are -1”
● If a unit has lost 50% of its Structure Dice, all Damage Ratings of its Weapon Systems are reduced by 1,
to a minimum of 1.
● If a unit has lost 75% of its Structure Dice, it may only be issued a single Order when it is activated.

EACH OF THESE EFFECTS ARE CUMULATIVE.

3.2.1 Redlining any remaining Orders the Active Unit has left to
When a Commander would issue an Order to a perform an Engage order of its own.
Unit, but all their Units have an Activated marker,
they may choose to Redline a Unit. They Resolve this Engage order before proceeding
may only do so if the opposing Commander to any remaining orders. All Weapon Systems
still has Units without Activated markers. The must target the previously Active Unit during
Redlining Unit takes a single point of damage this Order. Once it is complete, or if they lose
to its Structure, performs a single Order, and Line of Sight to the previously Active Unit due
receives a Redline Marker. A Commander may to the effects of a weapon trait, mark the Unit
not Redline a Unit with only a single point of Returning Fire with an Activated token. If the
Structure remaining. You may not Redline a Unit previously Active Unit has Orders left to perform,
that already has a Redline marker. they may do so now. If that completes the Active
Player’s turn, this can result in the targeted
3.2.2 Return Fire player then immediately activating another Unit.
When a Commander’s Unit that has neither
an Activated or Redline marker is targeted by 3.3 Reset
an Engage Order (with mutual Line of Sight) Once all of the Units on the table have an
they may choose to declare ‘Returning Fire’. If Activated marker, the Turn ends. Remove all
they do so, they may re-roll any natural roll of markers from the table. Proceed to the next
1 in their Defense Roll for the remainder of that Turn, beginning again at Step 3.1. At the end of
enemy Order. Once that Order is complete, if the fifth Turn, the Mission may end.
they still have Line of Sight to the Active Model,
the targeted Unit may immediately interrupt

PAGE 20 // PLAYING THE GAME


ENDING THE GAME
After the fifth Turn, total the number of Victory Points each Commander has scored so far over
the course of the game. If one Commander has earned more, they have claimed Victory! If the
Commanders are currently tied for Victory Points, play a sixth Turn. If at the end of the sixth Turn the
game will end, even if it is a Draw.

ENDING THE GAME // PAGE 21


FORM UP!
Advanced rules for Factions, HE-V Teams and Secondary Agendas

Factions
Steel Rift is set in a future where the powers competing in our Solar System are very much
like those competing here on Earth today. The Authorities are those old government bodies
which cling to their fading influence over an ever-expanding territory of human civilization. The
Corporations are those economic entities that have accumulated so much wealth, technology
and power that they have fast become evenly matched with The Authorities. And finally, The
Freelancers are those rogue entities big enough to make an impact on the story of humankind
but whose interests ultimately are their own. Often they act as the go-betweens or checks and
balances for the two monoliths of governance and commerce.

Employing, outfitting and deploying an HE-V company to a warzone is no small matter. These
fighting machines require entire teams of support personnel to get them to and from an area
of operations. As a result a Commander is always beholden to a sponsor. Even a Freelance
mercenary HE-V company will have an employer or benefactor that’s given them the job
they’re doing.

After you have learned the Core Rules for STEEL RIFT, you may choose to enhance your
games by selecting a type of Faction for your team to be affiliated with. Once you’ve selected
a faction, you can personalize your entity by selecting two Faction Perks to help customize the
identity of your backer.

You may not select more than one Perk from each Grouping. Combining them in different
ways will allow you to give your Faction a distinct personality on the battleground.

In addition to your Faction’s Perks, you will gain access to a unique Secondary Agenda based
on the Faction your Force belongs to. Secondary Agendas are further detailed on Page 35.

PAGE 24 // FORM UP!


Authorities
Old governments and nations of Earth and Mars
Examples; United Nations, NATO, Eastern Bloc, NASA, The ESA, United Allies Security, CSA, United
Martian Space Agency

Military TRAINING
Coordinated Once per Game, after you have activated an HE-V (but not a Support Asset or Unit),
Assaults you may remain the Active Player and immediately activate a different HE-V that does
not have an Activated Marker. They may only complete a single Order. Play then
passes as normal.

Covered Once per Game Turn, if you are not the Active Player and an allied HE-V or Support
Advances Asset Unit is targeted by an Engage Order, another allied HE-V in Line of Sight of the
Active Unit may Return Fire instead of the Target Unit. The targeted unit still makes the
Defense Roll and may re-roll dice of 1 as if it were Returning Fire, but it is the covering
HE-V which receives the Activated token and may interrupt to Engage the Active Unit
once its Engage Order is resolved.
Elite Pilot Once per Game Turn,after the opposing Commander selects a unit to Activate and
Program declares their Order, you may rotate a single HE-V up to 90°.

Political Priority
Expansionist In any Mission that requires calculation of Tonnage destroyed during a turn, any
destroyed enemy HE-Vs count as 5 Tons more for determining which Commander has
destroyed more. In any Mission that requires calculation of Tonnage in a Mission area
during a turn, all enemy HE-Vs that have sustained damage are considered to be 5
Tons lighter for determining which Commander achieves the objective.
Protectivist In any Mission that requires calculation of Tonnage in the Mission area during a turn, all
allied HE-V’s are considered to be 5 Tons heavier for determining which Commander
achieves the objective. In any Mission that requires calculation of Tonnage destroyed during
a mission, any enemy HE-Vs which are more than 12” from all friendly deployment edges
which took damage that turn count as 5 Tons destroyed each.
Ideological Once per Game, when the Enemy Commander selects a Unit or Support Asset to
Activate, you may use faction propaganda to cause them to hesitate. All numerical
values of Movement, Jump, Smash and Engage Damage Rating and Traits are halved,
rounding up, for the duration of that Order. If the Order does not have any numeric
values (such as Lock On), then its effects are simply canceled instead.

old Infrastructure
Orbital Off-Table Support Assets with the Limited trait have this value increased by 1.
Stockpiles
Strategic During the first Game Turn, increase the speed of all allied HE-V’s for the Move or
Energy Jump Order by 2”. For the duration of the first turn, the Move order may be taken
Reserves twice.
Materiel Increase the Limited trait of Mines, Rocket Packs and Missiles by 1 for all allied HE-Vs.
Stockpiles

Faction Secondary Agenda


Territorial: Score 1 VP if there are no active enemy Units within 10” of any of your deployment edges or
corners at the end of the Mission.

AUTHORITIES // PAGE 25
CORPORATIONS
The economic monsters of the solar system.
Examples; Solar Transit and Shipping, Big BioPharma, The Solar Belt Food and Trade Conglomerate,
Energy INC, Lockheed/Mao

ESpionage
Embedded Informants During Deployment, the enemy Commander must deploy 2 Units or Support
Units for every 1 allied Unit your force deploys.
Paid Saboteurs Any Off-Table Support Assets taken by the enemy Commander have their
Limited trait reduced by 1, to a minimum of 0.
Exhaustive Intel Once per Game Turn, an allied Unit may take the Lock On Order without
Gathering requiring a Target Designator upgrade.

Research and Development


Advanced Hardpoint During Force Creation, all allied HE-Vs have one additional slot for Weapon
Design Systems and Upgrades
Advanced Energy Once per Game Turn, an allied HE-V may remove a Redline marker when
Management Systems it is selected to activate, but before declaring an Order. This may allow it to
Redline again during the same turn.
Advanced Structural All allied HE-Vs count as having two more additional Structure remaining than
Components they actually do for determining their Critical Damage status.

DEEP WAR CHEST


Top End Hardware During Force Creation, all allied HE-Vs receive 2 additional Tons to spend
on Weapon Systems and Upgrades. These Tons do not take them over their
Class Tonnage if spent, and are not counted for any other game purpose
other than what the HE-V is equipped with.
Outrageous Support During Force Creation, you may take one Off-Table Support Asset with a cost
Budget of up to 10 tons, without having to pay its cost from your budget. Reduce all
numerical values of this Asset (Damage Rating, number of Tokens placed and
those of Traits) by 1, to a minimum of 1.
Purchased Outcomes Once per game, when the enemy Commander declares an Order, you may
cancel it. The Order still counts as having been issued for the purposes of
any traits or limitations on use, but it has no effect and is not resolved.

Faction Secondary Agenda


Asset Protection: Score 1 VP at the end of the Mission if the opposing Force has had more overall Ton-
nage in Units destroyed than your Force has.

PAGE 26 // CORPORATIONS
CORPORATIONS // PAGE 27
FREELANCERS
The unpredictable agent-provocateurs of solar history.
Examples; Spacers, Miners, Salvage Crews, Rogue Scientists, Solar Explorers, Criminals, Mercenaries

Regardless of origin, Freelancers may never select Perks in a combination that allow them to have the
ability to select more than one Perk from each other Faction. In practical terms, their Perks may allow
them to select a Perk from both the Authority and Corporate Factions, but never two Perks from the same
Faction.

ROGUE AGENCY
Unpredictable Gambits Once each Game Turn, the first time you are eligible to activate a unit,
instead of selecting one yourself you may elect to randomly determine one
of your active HE-Vs instead. You can simply number them and roll a dice,
or place numbered counters in a bag and randomly draw one. The randomly
selected unit must then be activated, but may perform an additional Order
this turn, which may be a duplicate of a previously issued Order that same
activation.
Reckless Piloting Once each Game Turn, when you have the option to Redline an HE-V, you
may take two points of structural damage instead of one and perform two
orders instead of the usual one. Heavy Reactors can reduce this damage as
normal.
Bait & Switch After you have determined the Mission, but before deployment, you may
secretly select one of the Core Rulebook missions not in use already. At the
beginning of the 5th Turn, before the Initiative Phase, you may reveal this
Mission Objective. For the remainder of the game, VPs will be scored for
this Mission instead of the one previously active. If two Commanders have
this ability, Roll Off on turn 5 to determine which Commander can use this
Perk. The other Commander’s selection is discarded

UNDERWORLD Affiliations
Network Hackers Once per Mission, you may select to use one of your Opponent’s Off-Table
Support Assets as if it was your own, without needing a Target Designator.
The origin of the attack is considered to be any of your Deployment Edges.
Alternatively, once per Mission you may use this Perk to roll an additional Dice
in a Roll-Off and choose which result to apply.
Tech Pirates During Force Creation, select one Research and Development Perk from the
Corporate Faction to apply to your Freelancers for this Mission.

Intimidation Tactics Enemy units with 2 or more of your Allied HE-Vs within 6” suffer -1 from
Defense Rolls when targeted by an Engage or Smash Order.

PAGE 28 // FREELANCERS
BIG LEAGUE ORIGINS
Ex-Military Veterans Prior to deployment, select one of the Military Training Perks from the
Authority Faction. This Perk is active for the duration of this Mission.
Political Extremists Select one Political Priority Perk from the Authorities Faction to apply to your
Freelancers.

Disgraced Trillionaire Select one Deep War Chest Perk from the Corporations Faction to apply to
your Freelancers

Faction Secondary Agenda


Wildcards: Score 1 VP at the end of the Mission if over the course of the game two or more enemy HE-Vs
were destroyed during an Order while you are the Active Player under the effect of any of the following
Perks: Unpredictable Gambits, Reckless Piloting, Network Hackers or Intimidation Tactics.

FREELANCERS // PAGE 29
HE-V Teams
With the modularity and versatility of HE-Vs to be outfitted in the field, a wide variety of specialized team-
tactics have emerged amongst the pilots of these fighting machines. Each team can vary in size and
composition. These specialized assets are deployed sparingly across the battlefield in order to maximize
their potential and not risk these valuable personnel on a single action.

When creating a Force for a Mission, you may requisition Team support depending upon the engagement
size. Selecting a Team will require a Commander to deploy certain types and configurations of HE-Vs in
order to unlock their benefits. Typically, only those HE-Vs that are part of a Team will receive or give that
Team’s bonuses.

A Recon Mission will allow you to select a single Team of up to two HE-Vs. A Strike allows the selection of
up to two Teams of 2-3 HE-Vs. Battle will allow for the formation of up to three Teams, two of which can be
2-3 HE-Vs and one of which can be 3-4 HE-Vs. Benefits are determined when a Commander creates their
force and are not reduced when HE-Vs in a team fall casualty during a mission. Benefits are cumulative.

You may never include more than one of any given type of Team in your force at a time.

Game Size Number of Teams of 2 Number of Teams of 2-3 Number of Teams of 2-4

Recon 1 - -
Strike - 2 -
Battle - 2 1

PAGE 30 // HE-V TEAMS


TEAM TYPES
The following Team Types may be fielded in any force.

FIRE SUPPORT TEAM


Trained to bombard enemy formations and Teams from afar under the snooping eyes of their forward
observers, Fire Support Teams are rightly feared for their ferocious batteries of explosives and the guided
munitions they employ with their mobile artillery. These teams are often favored by Authority forces who
believe in negotiation by superior firepower.

Weapons Systems and


HE-V Class Number
Upgrades
Light 1-2 Target Designator
Medium or
1-2 Rocket Pack, Missiles, Howitzer
Heavy

Team Size Light HE-Vs Medium or Heavy HE-Vs

2 None All Rocket Packs and Missiles gain +1 to their Limited


Trait
3 Target Designators do not use Howitzers gain the Smart Trait.
an Upgrade Slot.
4 Target Designators have their All Rocket Packs and Missiles gain +1 to their Limited
Cost reduced to 0. Trait.

Team Secondary Agenda - Fire for Effect: At the end of the Mission, score 1 VP if 2 or more enemy HE-
Vs have been destroyed while resolving a Weapon System actively using the Smart Trait for Line of Sight.

TEAM TYPES // PAGE 31


Reconnaissance Team
When information is power, the Reconnaissance HE-V teams move low and fast to gather it for their
Commander. Usually kitted with an enhanced suite of sensory equipment to provide active and real-time
telemetry to Support Assets and battlefield-prediction. AIso, these teams are the eyes on the ground.
Engagement momentum and surgical support strikes are the hallmark of these teams and they’re a
favored deployment of Corporations whose love of info-war translates directly to war.

Weapons Systems and


HE-V Class Number
Upgrades
Light 1-4 Target Designator
Target Designator. Must have
Medium or
0-2 both Armor and Structure
Heavy
Stripped.

Team Size Light HE-Vs Medium or Heavy HE-Vs

2 Electronic Countermeasures If one or more HE-Vs from this Team is within 18” of
do not use an Upgrade Slot. an enemy Deployment Edge or Corner, you gain +1
to the Initiative Roll.
3 Target Designators do not use Off-Table Support Assets gain +1 to their Damage
an Upgrade Slot. Rating.
4 Electronic Countermeasures When determining the origin of direction for an Off-Ta-
and Target Designators have ble Support Asset directed by a member of this team,
their Cost reduced to 0. it can be from any direction.

Team Secondary Agenda-Death from Above: At the end of the Mission, score 1 VP if 2 or more enemy
HE-Vs have been destroyed while resolving an Off-Table Asset called in using a Target Designator from a
Unit on this Team.

PAGE 32 // TEAM TYPES


Security Team
Sometimes the best offense is a good defense. Security Teams are adept in both close-in engagements,
and also not giving ground to the opposition in a firefight. Usually tasked with holding ground or securing
a route or access against enemy forces, a Security Team can hold position and will brawl up close to drive
back enemy insurgents.

Weapons Systems and


HE-V Class Number
Upgrades
Any Armor or Plating Upgrade.
Medium 1-4 At least one Reinforcement. May
not be Stripped.
Any Armor or Plating Upgrade.
Heavy 1-2
May not be Stripped.
Any Armor or Plating Upgrade.
Ultra-Heavy 0-2
May not be Stripped.

Heavy and Ultra Heavy


Team Size Light HE-Vs Medium or Heavy HE-Vs
HE-Vs
These Units count as
Armor or Plating Upgrades
5 Tons heavier for the
2 do not take up an Upgrade -
purpose of the Security
Slot.
Objective.
Armor or Plating Upgrades These Units count as 5 Tons Enemy Units do not gain
3 have their cost reduced heavier for the purpose of bonuses to their Damage
to 0. the Security Objective. Rating for Side Arcs.
Enemy Units do not gain
4 - bonuses to their Damage -
Rating for Side Arcs.

Team Secondary Agenda - Don’t Give an Inch: At the end of the Mission, score 1 VP if there are more
Friendly HE-Vs than Enemy HE-Vs within 12” of your Deployment Corners or Edge. In the case of multiple
Corners, there must be a friendly HE-V in range of all of them for this Agenda to be scored.
TEAM TYPES // PAGE 33
Tactical Team
Multi-Role combat ability is both the hardest to train for and the most useful on the battlefield. How
do you prepare for every and any possibility? Tactical Teams have taken on this challenge in order to
provide Commanders with flexible response units that can fill a strategic hole quickly in assault, defense
or intelligence roles. They tend to be mixed-class units whose individual pilots have experience in more
specialized service. Because of this, they don’t tend to find themselves deployed to Recon missions as
they require a full scope of classes in order to cover all roles.

In game terms, the minimum Team size of 3 means a Tactical Team cannot be deployed to a Recon
mission.

Weapons Systems and


HE-V Class Number
Upgrades
Light 1 Target Designator
Melee Weapon, May not be
Medium 1-2
Stripped.

Heavy 1 Rocket Pack or Missiles

Team Size Light HE-Vs Medium HE-Vs Heavy HE-Vs

3 Target Designators do These Units count as All Rocket Packs and Missiles
not take up an Upgrade 5 Tons heavier for the gain +1 to their Limited Trait.
Slot. purpose of the Security
Objective.
4 - Enemy Units do not -
gain bonuses to their
Damage Rating for
Flank attacks.

Team Secondary Agenda - Mission Momentum: At the end of the Mission, score an additional 1 VP on
turns 2 and 3 if your Force scored VP from the primary Mission Objective.

PAGE 34 // TEAM TYPES


SECONDARY AGENDAS
After the Mission has been generated, both Commanders will now generate their pool of possible
Secondary Agendas. These will be determined by;

• Their Force’s Faction.


• Any Teams they have included in their Force.
• Any Support Assets they or their Opponent have selected.

Each Commander then reveals their pool of Secondary Agendas openly. This includes any Secondary
Agendas they may make available to the enemy Commander because of Support Assets they have
selected.

Then, in secret, both Commanders may select a number of Secondary Agendas up to the maximum
allowed by the type of Mission being played.

Mission Type Number of Secondary Agendas Allowed

Recon 1

Strike 2

Battle 3

Secondary Agendas are only revealed at the end of the Mission to check if they have been completed or
not. If a Secondary Agenda has a numerical condition to track, such as destroying an enemy HE-V, place a
dice next to the Mission Agenda to track the number of times the condition has been satisfied. You still do
not need to identify the Agenda to your opponent, just that you are keeping track of that condition based on
what just happened.

Secondary Agendas provide additional paths to Victory for a Commander, so select them wisely!

SECONDARY AGENDAS // PAGE 35

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