Post on 14-Feb-2018
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V 1.1
By
Greg Saunders
Playtest Advice Phil Davies
FireRuby Designs, 2008
Art: Gary Dupuis
Colourised by Greg Saunders
Miniatures by Ground Zero
Games and Old Crow, painted
by Greg Saunders
Thanks to Dan Parkington, Neil
Egerton and everyone else from the
Fire Ruby forums for their helpful
comments
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Contents
Introduction 7Quick Overview 7What do you Need to Play? 7Fire Teams 7Counters 8Dice 9Paper 9Playing Surface 10
A Note on the Background 10Setting up the game 11Selecting Starting Forces 11Selecting and Deploying Scenery 11Deploying Forces 12Playing with More than Two 12Anatomy of a Fire Team 13Quality 14Points Cost 14
Statistics 14Choosing and placing Actions 17Performing Actions 17Reacting 18Combining 18Phases and Actions 19Actions 19Nerve 19Deadly and Suppressive Fire 20
Move (MV) 21Fire! (F!) 21Assault! (A!) 22Rally (RA) 23Dig In (DI) 23Mobilise (MB) 25Move and Fire (M/F) 26Opportunity Fire (OF) 26Reaction Fire (RF) 28
Mobility and Vision 30Jump Troops 30Line of Sight 30
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Full and Partial Cover 31Woods 32Buildings 32Ranged Combat 33Range 33Resolving Ranged Combat 34Multiple Weapons 37Area of Effect 37Indirect Fire 38Melee Combat 40 3Combined actions 44Combined Fire attacks 44Combined Ranged Attacks and Area 44and Indirect Fire WeaponsCombined Melee 46Combined Rallying 48Designing Infantry Fire Teams 49Concept 49Points 49Choosing Quality 49Nerve and Strength 50Move Allowance 50Selecting Firepower 50Selecting Range 51Selecting Ranged Damage 52Selecting Assault Strength 52Selecting Assault Damage 53Selecting Resilience 54
Vehicles 56Vehicle Fire teams 56Vehicle Quality 56Vehicle Actions 56Vehicle Facing 58Vehicle Movement 59Vehicle Movement 59Speed 59Acceleration 59
Manoeuvrability 60Crashing 61Movement Types 61Max Speed and Terrain 61
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Walker Movement 63
VTOL Movement 63Transporting Fire Teams 64Vehicles in Combat 65Infantry and Vehicle Weapons 65Firing Arcs 66Relative Movement 66VTOLs Versus Ground Forces 67Assault! Actions Against Vehicles 67Vehicle Strength 67
Running Down Infantry 68Designing Vehicles 70Vehicle Concept 70Points Cost for Vehicles 70Choosing Vehicle Quality 70Selecting Movement Type 70Selecting Vehicle Max Speed 71Selecting Manoeuvrability 71Acceleration 71
Nerve and Vehicles 72Selecting Vehicle Strength 72Selecting Vehicle Resilience 72Capacity 72Vehicle Weapons 73Selecting Anti-Vehicle Range 74Ranged Damage 74The Second Sphere 75The Golden Age 75The Separatists 76The First Separatist War 76The Instability Plot 77The Age of Isolation 79Recovery 79A New Dawn 79All at Any Cost 80The Second Separatist war 81 2Fire, Storm and Steel 82Fire 83Separatists 88
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Vespers Separatist World in the 89
334/221 Sector of the BoundaryEcosphere 90Populace 90Government 90Military 91Accord Activities on Vespers 95The Skalde 95 1Sheets to photocopy 102
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Introduction around the actions of Fire Teams, small two or three man groups in as appropriate for small scale skirmish games
Quick Overview start of each phase both players lay markers face-down next to Players then reveal their markers, carrying out the Actions as they are placed by surviving Fire Teams, and the game continues until
What do you Need to Play? the Fire Teams that are the basic unit of the game, some counters,some ten-sided dice (usually referred to as D10), a playing surface
Fire Teams in play by a circular base about an inch across, around the size of a
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nicely on bases of this size and so 15mm is the scale used in the
Counters can use any sort of counters, but the small plastic 15mm diameter
There are ten different counters used in play, so a maximum ofone hundred counters per side would cover all eventualities for ten
The Fire Team
You can use any markersapproximately the size of atwo pence piece as a Fire Team- these 15mm figures are from
Gound Zero Games
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Dice
Paper
Move
Fire!
Assault!
Rally
Dig In
Move and Fire
Opportunity Fire
Reaction Fire
Gone to Ground
Mobilise
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Playing Surface make the game interesting - you can use sketches on paper to mark but there are plenty of manufacturers who make beautiful scenery will last as scenery acts to block line of sight between Fire Teams
A Note on the Background
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Setting up the game
Selecting Starting ForcesBefore you can play a game you need to decide on the composition
What you will need to do is sit down with your opponent and designthe Fire Teams you will be using bearing in mind the guidelines on of this book are some examples of different kinds of Fire Team to act
Selecting and Deploying Scenery your opponent should agree on the amount of scenery you will be side of the board!
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Deploying ForcesOnce the board is set up and the starting sides selected, the players
Playing with More than Two around the table from player to player allowing each to perform following the rules outlined later, play passes to the next player in
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Anatomy of a Fire TeamFire Teams are described by a number of statistics that indicate howcapable they are of performing different actions and by a term called and example of which is shown below (for a blank example take a
Name: __________ Total points cost:_______
Quality:_________
Move allowance: _______
Jump Move allowance:___ (Image of unit)
Resilience:_____________
Guts:_________________
Strength:______________Nerve:________________
Weapons.........
Type (V/I): (1)_____(2)______(3)______
Fire Power: (1)_____(2)______(3)______
Range: (1)_____(2)______(3)______
Ranged Damage: (1)_____(2)______(3)______
Area?: (1)_____(2)______(3)______ Indirect?: (1)_____(2)______(3)______
Assault Strength: (1)_____(2)______(3)______
Assault Damage: (1)_____(2)______(3)______
Other info:
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Quality
Recruits no or very little real combat experience, troops straight
Regulars your common soldier with some real experience of the
Elites the best of the best, Special Forces with highly specialised
perform the more advanced combat options are only available to
Points CostEvery Fire Team has a cost that allows it to be compared to others
Statistics These statistics each have a value, dependent on either the type of For some typical values for these statistics, see the examples at theback of the book
Move allowance (M) a measure of the abilty of the Fire Team
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are may peform jump movement, effectively hopping across the but Fire Teams that are capable of jump have two values listed fortheir their jump movement - a jump Move allowance followed bythe number of times the Fire Team may use the jump device in any
Firepower (FP)
ability to hit a target, but the Firepower of Fire Teams that carry
Range (R) the medium range of the weapon carried by the Fire listed, short range is considered up to half of the listed range value
Ranges are measured from the centre of the base of the attacking Ranges should only be measured after the appropriate ranged
Ranged Damage (RD) do they cause?
Assault Strength (AS)
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Assault Damage (AD)
Resilience (Res) a measure of the ability of the Fire Team to resistdamage, including the protection given by forms of armour and the
Guts (G)
Strength (Str) an indication of how long the Fire Team can
words how much damage they can take before they are rendered Team is damaged in combat action - once it reaches zero, the Fire
Nerve (N) an indication of the willingness of the Fire Team to
during the game, representing the psychological effects of combat
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All human Fire Teams start with a Nerve value of 4, regardless of
Choosing and placing Actions
At the beginning of each phase players gets to choose actions for placed upside down by the side of each Fire Team as previously
Performing Actions If the forces are composed of different numbers of Fire Teams, theplayer controlling the least number of Fire Teams adds the difference Teams and resolving it until all the markers have been revealed and
markers left on the game board than his opponent, he may skip histurn and force his opponent to reveal another of their unresolved
After all the Action markers have been revealed and acted on, the markers face down next to their remaining Fire Teams and a new
Fire Teams can always choose not to carry out all or part of their
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only using part of their Move allowance when a Move Action marker one selected at the start of the phase unless it is a result of an Action
Reacting
Action may reveal and perform that Action as soon as an enemy FireTeam moves into their line of sight, even if it is in the middle of the
other Actions to reveal in the phase or has chosen not to reveal In this case, the marker remains by the Fire Team until it is either
Combining This is known as combining Actions and is covered in more detail
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Phases and Actions These Actions are chosen in advance at the start of the phase byeach player, and counters describing the chosen Action are placed
Actions three characters that follow the name of each Action are examples
Nerve veteran is going to be more worried about his own skin than following
Actions
Flip the marker,perform the Action
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Generally, the more perceived danger an Action involves, the higher
Deadly and Suppressive Fire represents an attempt to damage and eliminate members of a Fire Fire Teams to lose their Nerve, restricting their capabilities on the
Nerve value of
Fire TeamNerve value of
Action
To perform an Action normally:
If Nerve value of Fire Team is less
than the Nerve value of the Action,
the Shaken equivalent of the Actionis performed
>/=
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The Actions available to Fire Teams are Move, Fire!, Assault!, Rally,
Move (MV)
The Fire Team that uses this Action may spend their Move allowance allowance can be spent each phase to move one inch across clear,
away from enemies, or this Action may be replaced with a Dig In
Fire! (F!)
Shooting things, the bread and butter of warfare! When this Actionis revealed, the Fire Team initiates ranged combat during the Phase
Fire!
Move
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but instead may either perform a Dig In Action for free, or a MoveAction providing all movement is away from enemy Fire Teams in
Assault! (A!)
The Fire Team rushes to engage an enemy Fire Team in hand-to-hand in melee combat, the attacking Fire Team must end their move in
either perform a Dig In Action for free, or a Move Action providing all
Assault!
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Rally (RA)
Fire Team may spend up to half their Move allowance to move across
Dig In (DI)
The Fire Team tries to settle into a defensible position, making use Fire Team harder to hit while at the same time making their attacks
marker which is placed face up next to them (this is only marker any Action with a movement element (such as the Move or Move and
Dig In
Rally
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All ranged combat Attack totals for the Fire Team are at +2 and allenemy Attack totals against the Fire Team are at 4 while the Gone
Team must perform a Mobilise Action to remove the Gone to ground
Gone to Ground
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cover at their full movement allowance, losing any unactivated
Mobilise (MB)
can then immediately use up to half its Move allowance, rounded
Mobilise
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Move and Fire (M/F)
The Fire Team using this Action uses the phase to move across the Team may spend up to half (rounded up) of their Move allowance to
instead either perform a Dig In Action for free, or a Move Actionproviding all movement is away from enemy Fire Teams in line of
Opportunity Fire (OF)
at a single enemy Fire Team that passes through their line of sight in
Move and Fire
Opportunity Fire
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already in line of sight when the phase begins, even if that enemy
an Action performed by an enemy Fire Team, such as Move or Move
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the may either perform a Dig In Action for free, or a Move Actionproviding all movement is away from enemy Fire Teams in line of
Reaction Fire (RF)
Reaction Fire
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one of the attacking Fire Teams as the attacks are considered to
Instead they may either perform a Dig In Action for free, or a MoveAction providing all movement is away from enemy Fire Teams in
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Mobility and Vision rough ground such as a steep hill, a swamp or the shattered remains
for players to agree what constitutes rough ground on the playing
Jump TroopsSome Fire Teams may have a jump capability and an associated
Fire Teams have a jump device they will have a further two valueslisted on their Fire Team card, a Jump Move allowance followed bya backslash and a value that indicates how many times the jump is engaged, the Fire Team may move forward spending their jumpMove allowance as normal, but at the same time may use up to half
their Jump Move allowance (rounded up) to move vertically upwards,
Line of SightFor a Fire Team to target an enemy Fire Team, they must be in line of the base of the observing Fire Team to the centre of the base of the
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If less than half of the target Fire Team is visible from the centre ofthe base of the observing Fire Team, the target is said to be in partial due to intervening terrain then the target is in full cover and may not of the enemy base, whereas line of sight is calculated to the centre
Players must use their common sense when determining what
Full and Partial Cover
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Woods Fire Teams within a wood that have part of their base within an inchof the edge of the wooded area are considered in partial cover to Fire
Buildings
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Ranged Combat
Range
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Resolving Ranged CombatThe outcome of ranged combat attempts is determined as shown
To perform fire combat use the Fire!, Move and fire,
Opportunity fire or Reaction fire Actions
Then compare the following:
Attacker: 1D10 + Firepower + range modifier + other modifiers
Range modifier: +3 for short, 0 for medium and -3 for long
Other modifiers: +2 if Gone to ground, -4 if target Gone to
ground, -3 if target is in partial cover, plusany modifiers from the chosen Action
Defender: 1D10 + Resilience if deadly fire or Guts if
suppressive fire
If Attacker total is greater than Defender total, Defender is hit
If Attacker total is greater than twice Defender total, Defender
is hit twice
Attacking total greater than three times Defender total,
Defender hit three times, etc.
If the target is hit, damage is resolved as shown on the opposite
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For each hit, the target suffers damage dependent on the type
of ranged attack.
For deadly fire: target suffers loss of Strength equal to the
Ranged damage of the attacking Fire Team
For suppressive fire: target suffers loss of one point of Nerve
If the Strength of the target Fire Team is reduced to zero at any
time, the Fire Team is destroyed
immediately must either use their full Move allowance to move away already performed in the phase, but replaces any Action yet to be
A Fire Team with a Gone to ground marker immediately loses themarker and must use their Move full allowance to move away from
- a Fire Team suffering a loss of Nerve from they may instead remove their Action marker and perform a Dig
Actions, their Resilience is halved until their Nerve is raised above
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Multiple WeaponsSome Fire Teams will be kitted out withmultiple weapons, for instance which allows multiple ranged combat attacks, only the primary
Area of EffectSome weapons such as grenade launchers or rockets have an areaof effect, that is to say they potentially damage anything within a the distance from the point of impact over which the weapon can
The attacker determines his attack total in the normal way and that if the weapon is aimed at a target Fire Team, just because they place, it just indicates that the members of the Fire Team managed
Teams armed with grenades are considered to have a selection of
Grenade 1Infantry support weapon 2Mortar 3
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Indirect Fire possible to hit the opposing Fire Team from above and they mustalso be within line of sight of a friendly Fire Team that has a Gone to with a Fire! Action and can only ever be suppressive (a Fire Team
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Melee CombatFire Teams may engage in melee combat at any time by performing with an enemy Fire team, either through a prior Move Action ona previous phase or through their movement during the Assault!
Once melee combat is engaged both the Fire Team using the Asssault!Action and the defending Fire Team get to perform a melee attack Action marker the defending Fire Team possesses that has yet to be
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To perform melee combat use the Assault! Action
Then compare the following:
Attacker: 1D10 + Assault strength + other modifiers
Other modifiers: +2 if Gone to ground, -4 if target Gone to
ground
Defender: 1D10 + Resilience
If Attacker total is greater than Defender total, Defender is hit
If Attacker total is greater than twice Defender total, Defender
is hit twice
If Attacker total is greater than three times the Defender total,
Defender is hit three times, etc.
For each hit: target suffers loss of Strength equal to the
Assault damage of the attacking Fire Team
If the Strength of the target Fire Team is reduced to zero at any
time, the Fire Team is destroyed
The effects of damage is determined simultaneously for each Fire
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If only one of the Fire Teams involved in the Assault! Action is
damaged, they immediately lose one point of Nerve and must usetheir Move allowance to move directly away from the enemy Fire Team may then either follow up by spending their Move allowanceto pursue their enemy, or may immediately perform a free Dig In
If both Fire teams take damage or both escape unharmed, a secondround of simultaneous melee combat takes place, performed in the
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Rallying fire teams
Fire teams may Rally to regain Nerve lost through either suppressive two points of lost Nerve as well as allowing the Fire Team to spend
halved (rounded down) until their Nerve is increased through a Rally
Any Fire team successfully Rallied may then act normally during the
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Combined actionsThe Fire!, Assault! and Rally Actions may be combined, allowing a combined Action, the player reveals the markers of all of the Fire only allowed if the Fire Teams involved are performing the same kind combined Action is resolved, and the markers are removed when the
Combined Actions are ideal for attacking tough units, but restrict the
Combined Fire attacksA player may use a combined Fire! Action with two or more Fire Teams
partial cover with respect to an attacking Fire Team involved in the This affects the Firepower of every Fire Team in the Combined Fire! Fire! Action, if the Firepower of a Fire Team would be reduced to zeroor below by cover effects then their effective Firepower is considered
Other effects of ranged combat remain the same for combined
Combined Ranged Attacks and Area andIndirect Fire Weapons Fire Teams in their line of sight may take part in Combined Fire!
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To perform combined fire combat use the Fire! Action
Then compare the following:
Attackers: 1D10 + Total Firepower for each Fire Team involved
+ range modifier of the Fire Team at longest range
+ other modifiers
Range modifier: +3 for short, 0 for medium and -3 for long
Other modifiers: +2 if Gone to ground, -4 if target Gone to
ground, -3 if target is in partial cover, plus
any modifiers from the chosen Action
Defender: 1D10 + Resilience if deadly fire or Guts ifsuppressive fire
If Attackers total is greater than Defender total, Defender is hit
If Attackers total is greater than twice Defender total, Defender
is hit twice
If Attackers total is greater than three times the Defender total,Defender is hit three times, etc.
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All other effects of ranged combat are the same as for the normal
Combined Melee
Combined melee attacks are resolved as shown on the opposite
As in the normal melee attack, both the attacker and defender get to on the receiving end of the Assault! Action), they get to choosewhich of the attacking Fire Teams they potentially damage with their
For each hit, the target suffers damage dependent on the type
of ranged attack.
For deadly fire: target suffers loss of Strength equal to the
Ranged damage of the attacking Fire Team
that inflicts the greatest damage
For suppressive fire: target suffers loss of one point of Nerve
If the Strength of the target Fire Team is reduced to zero at any
time, the Fire Team is destroyed
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To perform melee combat use the Assault! Action
Then compare the following:
Attacker: 1D10 + total Assault strength total of the Fire Teams
involved + other modifiers
Other modifiers: +2 if Gone to ground, -4 if target Gone to
ground
Defender: 1D10 + Resilience
If Attacker total is greater than Defender total, Defender is hit
If Attacker total is greater than twice Defender total, Defenderis hit twice
If Attacker total is greater than three times the Defender total,
Defender is hit three times, etc.
For each hit: target suffers loss of Strength equal to the
Assault damage of the Fire Team that inflicts
the most damage
If the Strength of the target Fire Team is reduced to zero at any
time, the Fire Team is destroyed
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Combined RallyingIt is possible for Fire Teams to perform a combined Rally action to Only one of the Fire Teams involved will regain lost Nerve, the other
During a Combined Rally Action, the Fire Team that is the target ofthe Action gains an extra point of Nerve on top of the normal two forevery Fire Team combining in the Action, so three points if one Fire
Any Fire team successfully Rallied may then act normally on the next
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Designing Infantry Fire TeamsSelecting the FireTeamsyou want touse inyourgames isan important
Concept always work with the basic concept for your forces in mind when you
Points Using points allows players to balance opposing forces making for a of your forces if you are designing them to recreate your favorite
total points cost for a Fire Team, simply add the values from all the
Choosing Quality soldiers? Of course any type of troop (apart from special forces) can
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value of alien Fire Teams above 3, but it is not recommended to raise
Nerve and Strength
For alien Fire Teams you might want to consider raising or loweringthese values - are they mentally or physically tougher or weaker thanhumans? Reducing the values of Nerve and Strength reduces thetotal cost of the Fire Team by 2 points per point of reduction, raisingthese values increases the total points cost by 2 points per point of
Move Allowance particularly fast or heavily armoured Fire Teams you might want to of a Fire Team reduces the total points cost by 2 points per pointof reduction, raising the value increases the total points cost by 2 point of Jump Move allowance, multiplied by the number of times
Selecting FirepowerFirepower represents the ability of a Fire Team to strike a target, and consider the following as a good guideline for designing your own
Untrained 1
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Trained 2
Highly Trained 3Expert 4
to some extent you are unlikely to get elites who are untrained in
actual description of the weaponry (laser, slug thrower, blaster etc) are guidelines, so feel free to alter these values up and down to
Archaic (bows, javelins) +1Small arms +2
Assault weapons +4 Infantry support +5
Selecting Range for the sake of making a playable game consider the following Range
Archaic or thrown (bows, javelins) 4Small arms 4
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Assault weapons 6 Infantry support 7
Again these values are only guidelines, feel free to alter them to suit
Selecting Ranged Damage your concept when considering this value, and resist the temptationto make your Fire Teams as nasty as you can!
Archaic (bows, javelins) 2Small arms 2 Assault weapons 4 Infantry support 5
Selecting Assault StrengthLike Firepower, Assault strength represents just how nasty your
Untrained 1
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Trained 2
Highly Trained 3Expert 4
to some extend you are unlikely to get elites who are untrained in
Similarly to ranged combat weapons, when thinking of melee combat
description of the weaponry (knife, sword, power axe etc) depends
Unarmed +0Small hand weapons +1Hand weapons +2Large hand weapons +3Powered hand weapons +5
Selecting Assault Damage
Unarmed 1Small hand weapons 2Hand weapons 3Large hand weapons 4Powered hand weapons 5
These values can be adjusted up or down to represent different
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Selecting ResilienceValues of Resilience represent how good the Fire Team is at keeping
Recruits 1Regulars 2Elites 3
to some extend you are unlikely to get elites who are unfamiliar
Like Firepower and Assault strength, we can categorise armour into plastisteel, power-suit etc) depends on the background of the game
Unarmoured +0Light armour +1Medium armour +2Heavy armour +3Powered armour +5
The following section describes an example background for your
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forces described has some example Fire Teams with total points
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Vehicles
the addition of a few vehicles on either side can really make for an additions and amendments to the main rules system however, the
Vehicle Fire teams and are considered inseparable - the crew cannot act outside of cannot be suppressed and do not lose Nerve as a result of Assault!
Vehicle QualityVehicles, like other Fire Teams, are described as either recruit,
Vehicle Actions
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Name: __________ Total points cost:_______
Quality:_________
Movement type:__________
Acceleration:____________ (Image of unit)
Manoeuvrability:_________
Max Speed: _____________Rough ground:___________
Capacity:______Fire Teams
Resilience:_____________
Strength:______________
Weapons.........
Type (V/I) ?: (1)_______(2)________
Fire Power: (1)_______(2)________
Range: (1)_______(2)________
Ranged Damage: (1)_______(2)________
Area?: (1)_______(2)________
Indirect?: (1)_______(2)________
Assault Strength: (1)_______(2)________
Assault Damage: (1)_______(2)________
Arcs (F, RS, LS, R): (1)_______(2)________
Other info:
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Vehicle Facing facing but can reverse through their rear facing at half their Max
Right
Side (RS)
Front (F)
Rear (R)
Left
Side (LS)
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Vehicle Movement Describing vehicle movement is considerably more complex than themethod others e s a mayand iscussed
Vehicle MovementOne of the major differences between infantry and vehicles is in the T on the other hand will move even when an Action marker with a move unless a vehicle plays a movement Action, it will continue to travel
such as Fire!
Speed
select any Speed up to the Max Speed value for their vehicles but the selected for a vehicle it will continue to move at that Speed each and Be sure to keep a note of the Speed of vehicles as they change
AccelerationAs well as a Max Move allowance, all vehicles also have a Acceleration
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The first value indicates how much Speed can be raised, the second
For example, a vehicle has a current Speed of 10, a Max Speed of
ManoeuvrabilityUnlike changing speed, a vehicle may change direction for free
tank might have a Manoeuvrability of 1 allowing it to make onlya single turn in a phase, whereas a bike may have a value of 3, n the Manoeuvrability value may not be exceeded even if the vehicle
trees
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CrashingShould a vehicle crash into any solid obstruction, it immediately halts crashing from tree line altitude have their current Speed doubled for from blue sky altitude the Speed is trebled with a minimum value of
Movement Types types of terrain as rough or impassable ground and can travel overrough ground safely at different Speeds, as shown in the table
set in stone, but give a good indication of how various vehicle types
Max Speed and Terrain move as normal over rough ground and do not need to spend two
maximum safe Speed that the vehicle can use in a phase where it vehicle attempts to cross rough ground at a higher Speed than themaximum value for rough ground, it immediately slows to the rough
with a rough ground value of 5 attempts to cross rough ground while 5 5
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5
Impassable ground for any given movement type is just that -
Movement type Rough ground Impassable
Walker Hills, steep hills Woods, cliffs
marsh, streams
Light wheeled Off road, Hills Woods, steep hills
(i.e. car) marsh, streams
Heavy wheeled Hills Woods, steep hills
(i.e. hummer) marsh, streams
Hover craft -NA- Woods, steep hills
Light tracked Steep hills Woods, streams,
(i.e. APC) marsh
Heavy tracked Steep hills, streams Woods, marsh
(i.e. tank)
Antigrav Steeps hills Woods
VTOL -NA- -NA-
Bikes: small vehicles such as bikes of any movement type count
woods as rough ground
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Walker MovementVehicles classed aswalkers are the exception to the vehicle movement Also, they do not suffer damage for crossing rough ground at speed
VTOL Movement land safely a VTOL craft must have a Speed of zero, otherwise it will
Movement type Max Speed Rough ground
Walker 6 3
Light wheeled 40 5
Heavy wheeled 30 15
Hover craft 25 10
Light tracked 25 10
Heavy tracked 20 10
Antigrav 30 20
VTOL 30 -NA-
Note: all speeds are in inches
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s, known as
Increasing altitude level by one (ground to tree line, tree line to
Transporting Fire Teams have the capacity
Fire Teams may enter a vehicle as long as it has a Speed value of Teams may not act and do not need to have Action markers placed
may exit vehicles with Speed values of three or less by using a Move
If passengers are present in a vehicle that is destroyed, they suffer a placed in base to base contact with the destroyed vehicle by their
the passengers are assumed to have escaped the vehicle to safety in
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Vehicles in Combat
Combat between vehicles and infantry and between two vehicles forced to retreat or otherwise move as a result of combat, and never
Infantry and Vehicle Weapons weapons (by Firepower, Range and Ranged damage value) but are
Infantry weapons can be used against vehicles and vehicle weapons
Vehicle weapons against infantry: -5 to Firepower, +3 to
Ranged damage
Infantry weapons against Vehicles: +3 to Firepower or Assault
strength, -3 to Ranged or Assault
damage
If the Ranged damage of an infantry weapon is reduced to zero
or below by this modifier, then a value of 1 is used. However,
higher multiples of damage do not apply in this case - the
maximum damage that may be applied to the vehicle is 1
regardless of the attackers Firepower roll.
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Firing Arcs
Relative MovementEngaging in ranged combat from a moving platform or targetting a The value of the penalty is dependent on the relative speeds of the
To determine the relative speeds of the attacker and target:
If the attacker and target are moving directly away from each
other, add their Speeds together.
If the attacker and target are moving directly toward each
other, subtract the lower Speed from the largest Speed.
If the attacker and target are moving parallel to each other, use
the largest Speed.
Note: infantry that are not using a Move and fire Action have
a Speed of zero, otherwise Speed equals their expended Move
allowance.
Then adjust the Firepower of the attacker based on the relative
speed:
Relative speed 0 - 6: no penalty to Firepower
Relative speed 7 - 14: -3 to attackers Firepower
Realtive speed 15 - 21: -6 to attackers Firepower
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VTOLs Versus Ground Forces VTOL is at blue sky altitude both the ground forces and the VTOL
Assault! Actions Against VehiclesAssault! Actions against vehicles can only be performed if the vehicle equal to In a single round of their attack using the normal Assault! rules and Speed of the vehicle increase above 4 all Assault! Actions must stop
Vehicle StrengthVehicles have a Strength value just like infantry that indicates how vehicles also suffer critical hits that may restrict their capabilities on the value If the takes the it will
the vehicle suffer a second critical, a second roll is made with a +5 (so +5 for the second critical hit, +10 for the third, +15 for the
Should a roll produce a result that cannot be applied (either becausethe described component does not exist or has already been damaged
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Running Down Infantry running down an enemy Fire Team is dependent on the state of the
Roll one ten sided dice. Modify a 2nd roll by +5, 3rd by +10 etc.
Roll Result Effect
1-3 No effect The critical has no effect
4-5 Engine Vehicle Max Move allowance is halved
(round up), current movement slows tonew maximum if exceeded
6-7 Weapon One weapon is rendered inoperative
8-9 Steering Manoeuverability is reduced to 1
10-11 Passengers One Fire Team on board is killed
12-13 Steering The vehicle continues in a straight line
and crashes unless movement is halted
14-15 Crew The vehicle crew is killed, if moving over
6 the vehicle crashes, otherwise halts
16-17 Engine Engine destroyed, Speed drops to zeroand vehicle suffers damage equal to
one third (round down) of Max Speed
18+ Destroyed! The vehicle is destroyed
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However they do not lose any unresolved Action markers they may m immediately lose that marker and therefore do not act in that phase, they are unable to get out of the way and are struck by the vehicle,
,
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Designing Vehicles
The design of vehicles follows a similar process to that of infantryFire T somekey you must mind that if you include vehicles on one side of your skirmish but award both forces a certain amount of points expenditure purely forpurchasing vehicles or at least ensure that infantry are carrying oneor two anti-vehicle weapons!
infantry vehicle c
Vehicle Concept machine from your imagination, consider not just how the vehicle Does it have a weakness? Is it fast and manoeuvrable or slow
Points Cost for Vehicles
Choosing Vehicle Quality
Selecting Movement TypeThe movement type for a vehicle describes the manner in which
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Light wheeled 5Heavy wheeled 15Hover craft 30Light tracked 20Heavy tracked 30Antigrav 50VTOL 75
Walker 15
Selecting Vehicle Max Speed the Max Speed may be altered above or below these values if desired,however the Max Speed of a vehicle cannot be increased above double the
Selecting ManoeuvrabilityThe Manoeuvrability of a vehicle describes how easily it can move
AccelerationThe Acceleration of a vehicle describes how fast the vehicle can
may speed up in a phase) contributes 5 points to the total points
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Nerve and Vehicles
Selecting Vehicle StrengthThe Strength of the vehicle describes how sturdy the chassis is, withhigher values representing tougher machines that can take a lot of
Bike 1Small civilian vehicle 3APC 5Light tank 8Heavy tank 12
Selecting Vehicle ResilienceResilience indicates how resistant to damage a vehicle is, mainly following list may be used a guide for appropriate Resilience values
Bike 3Small civilian vehicle 3
APC 5Light tank 8Heavy tank 12
CapacitySome vehicles are capable of transporting Fire Teams across the
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Vehicle WeaponsVehicles can carry anti-personnel and anti-vehicle weapons; infantry
Anti-personnel weapons mounted on vehicles are costed in exactlythe same way as infantry weapons as described in the section describe of anti-v
Some anti-personnel and vehicle weapons mounted on vehicles are that selected arcs for a single weapon must be next to each other
2 arcs - half cost3 arcs - two thirds cost4 arcs - full cost
Selecting Anti-Vehicle FirepowerFirepower for an anti-vehicle weapons describes how likely theweapon is to hit and damage a vehicle, and has contributions from
Low power (small solid projectile, grenade) 1
High power (fusion round, focused energy beam) 4Very high power (antimatter round, grazer beam) 6
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Poor +1Reasonable +2Quality +3Cutting edge +4
A weapon with an Area of effect costs 10 additional points per point
Selecting Anti-Vehicle Range most weapons will have a Range of around 15 (remembering that
Ranged Damage assigning Ranged damage - think about just how effective it would
Archaic 2Solid slug 3Explosive round 4Medium powered laser beam 5Fusion round 7
Antimatter slug 8
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The Second Sphere
The Golden Age
Opening the galaxy through the use of Faultliners, ships that couldtraverse faults in the membranes of hyperdimensional space and
dimensions
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The Faults threaded their precarious paths away from Sol in all
directions, seeding new worlds and creating the Sphere, a vast Sphere grew to contain many thousands of worlds, a growing bubbleof human civilisation swelling in the galaxy and an amazing place of
Over hundreds of years the Sphere grew so vast that the edge of such was the size of the Sphere and the distended nature of the
The Separatists that they suffered a poorer standard of living than their Core-ward took on darker shades when some Separatist worlds tried to forcibly
handed tactics with the Boundary worlds causing an escalation in
The First Separatist WarThe war rumbled on for nearly one hundred years before reaching reach and the combatants more determined than their Core-ward
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governments on the Core-ward worlds began to sympathise with theSeparatists, recognising the Boundary worlds desire for freedom asa mirror image of what they saw as their own suffering under the one of these Core worlds, Nexbakar, a plan was hatched that would
The Instability PlotThe exact nature of the device is not known, but somehow theSeparatists managed to send an unstable construct through the local
energy down the fault and destroying the terminal structure at the
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instantaneously the entire system of faults collapsed, isolating every concentration of terminal structures girdled the Earth, the ensuing network destroyed the Separatists had achieved their aims and
separated themselves from the Sphere, but they had brought down
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The Age of IsolationAttempts to reopen the Sphere failed, the excess of energies at play each world was isolated in space, and without the Sphere every four hundred years, a dark age for humanity, a return to pre-Sphere
worlds discovered that although they had lost all contact with the resources they had previously looked on with greedy eyes but dared
RecoveryNear the end of the age of isolation, someworlds recovered portionsof
were uncovered, remnants of the era immediately after the fall of remains of a damaged Faultliner that had escaped destruction when Using this discovery Milana began performing tentative experiments
A New Dawn An early discovery was that what ever forces had sealed the faultshad relaxed presumably, the energies involved in the Instability
following details recovered from the ancient vessel successfully Hydrans welcomed the appearance of their neighbours, and it
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discovered that faults could only be travelled away from a terminal the fault to construct a terminal structure at Hydra, but those faultsthat linked Hydra to other neighbouring systems were one-way introduction of Milanan technology, it seemed that recreation of the
Hydra and Milana reviewed their discoveries and made an historic mankind was destined rise from the ashes or disaster the Sphere they discovered and create new terminal structures, reconnecting
All at Any CostThe Lords of Accord as the rulers of Hydra and Milana named were once members, as the short range of the faults meant that the doctrine was simple for the Second Sphere to grow, all the
many worlds the chance to re-connect with the neighbours was wellreceived, and they aided the Accord technologists in constructing same light, preferring their isolation to what they saw as aggressive Accord, refusing to cooperate in allowing the Accord to build terminal
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The Second Separatist war
The Accord named those worlds that resisted joining them and thegrowing Second Sphere as Separatist, raising spectres of the past attempted to overthrow Separatist governments and instil their ownpuppets by direct force, paving the way for the construction of a forces sent through one-way faults had no way of communicating
Warriors
destroy strategic sites, resources and individualswithin the Separatist
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be followed by a full-scale invasion, with dropships reigning down terminal structure would be built, and the process of growth would
Wildfire!
Fire, Storm and SteelThe military forces of the Accord across the Boundary are known as typically made far out from the target world at ninety-degrees to the As the Faultliner makes its silent entry into the system a searchis carried out for a rocky world near the target planet, to act as a Warriors are used to perform small, contained operations againstthe Separatist regime, striking at key resources or personnel and By weakening resolve and removing key military targets, especiallyspaceports and other defences that could pose a threat to Storm,
Storm performs three main tasks neutralising Separatist space
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forces, constructing and maintaining the terminal structure that will
of Steel, the combined infantry and armoured ground force of the
FireThe Accord military has at its command the technologies of the
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grenades, Photonic weapons such as the long-range glow guns andclose assault acoustic weapons make up common Accord military
Flame Warriors are fairly uniform across the massive expanse of the Flame Warriors are also predominantly human, as non-humans areconsidered non-native to the Sphere (despite where their homeworlds may be located), which is considered human space by
power-armoured troops are also fairly common where hitting a target
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There follows some examples of a variety of Flame Warriors employed
Name: _Fire Warrior Total points cost:_152___
Quality:_Elite_____
Move allowance: _6_____Jump Move allowance:_6/2 (Image of unit)
Resilience:_5___________
Guts:_3_______________
Strength:_6____________
Nerve:_4______________
Weapons.........
Type (V/I): (1)_I___(2)_V_____(3)_I____
Fire Power: (1)_5___(2)_4____(3)______ Range: (1)_6___(2)_2____(3)______
Ranged Damage: (1)_3___(2)_4____(3)______
Area?: (1)_NA__(2)_1____(3)______
Indirect?: (1)_NA__(2)_Y____(3)______
Assault Strength: (1)_____(2)______(3)_4____
Assault Damage: (1)_____(2)______(3)_3____
Other info: Weapons (in order) - Shardcarbine, Photonic grenades, blade, Ceramic
armour
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Name: _Fire Warrior Total points cost:_132__
Quality:_Elite_____
Move allowance: _6_____
Jump Move allowance:_NA (Image of unit)
Resilience:_8___________
Guts:_3_______________Strength:_6____________
Nerve:_4______________
Weapons.........
Type (V/I): (1)_I___(2)_I_____(3)______
Fire Power: (1)_5___(2)______(3)______
Range: (1)_6___(2)______(3)______
Ranged Damage: (1)_3___(2)______(3)______ Area?: (1)_NA__(2)______(3)______
Indirect?: (1)_NA__(2)______(3)______
Assault Strength: (1)_____(2)_5____(3)______
Assault Damage: (1)_____(2)_5____(3)______
Other info: Weapons (in order) - Shard pistol,
Power blade, Powered armour
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of the action
Name: _Accord Transport_ Total points cost:_329__
Quality:_Elite_
Movement type:__VTOL___
Acceleration:__3/6_______ (Image of unit)
Manoeuvrability:__2_____
Max Speed: __30_________Rough ground:__-NA-_____
Capacity:__2___Fire Teams
Resilience:__5__________
Strength:__5___________
Weapons.........
Type (V/I) ?: (1)__V_____(2)__I_____
Fire Power: (1)__2_____(2)__6_____ Range: (1)__10____(2)__6_____
Ranged Damage: (1)__3_____(2)__4_____
Area?: (1)__N_____(2)__N____
Indirect?: (1)__N_____(2)__N____
Assault Strength: (1)________(2)________
Assault Damage: (1)________(2)________
Arcs (F, RS, LS, R): (1)_F,RS.LS__(2)F,RS.LS, R
Other info:
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SeparatistsThe Boundary covers a vast area of space and the forces of theregimes labelled Separatists by the Accord are as many and varied in the First Sphere have been closed for hundreds of years, with the dominate the worlds that made up the First Sphere, but aliens are
have completely fallen to other races, whereas in others humans and
Examples of Separatist forces shall be presented when we look at
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Vespers Separatist World in the334/221 Sector of the Boundary
The world known as Vespers was once a powerful and technologically the original earth, Vespers is a beautiful planet with a rice ecospherethathassurvived biological and radioactive contamination remarkably after the collapse of the original fault lines, soon falling to barbarism
decades Vespers has dragged itself out of the mire of degeneracyto regain some small token of its former glory, mainly through the
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Ecosphere
Vespers is a geologically complex world, with an active core and a Smaller than Earth, Vespers has a similar atmosphere and climate are many and varied, and have survived well despite the widespread areas on the largest continent are devoid of life, having never Most cities are positioned in the temperate and tropical zones well
away from enduring bioagents, the arctic zones being considered too
Populace manipulation from the early years of isolation have left their mark -many men are sterile, and shortened lifetimes and mental instability
from the technological ages of Vespers survive in normal society, but are deeply religious, following the teachings of Zerce, a prophetesswho preached her ascetic mesasage just under one hundred years
GovernmentVespers has had many forms of government since the collapse ofthe First Sphere, but the current system has proved to be the most maintain their position through religious authority and their access of the world through secretive Holy Councils, the Abbesses havesteered their people through the dark years and re-established does occur between the Sisterhoods, usually relating to schisms
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in religious doctrine, but these actions are highly ritualised and
legitimise their authority through their possession of relics relatingto the life of Zerce, to the masses the possession of these relics is an These areas have resisted the attention of the Abbesses due to thelarge caches of First Sphere technology that have been found hidden
MilitaryEach of the Sisterhoods of Vespers has their own private army
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Latherite communes have few soldiers, instead depending on their
Name: _Martyr___ Total points cost:_90___
Quality:_Regular__
Move allowance: _6_____
Jump Move allowance:_NA (Image of unit)
Resilience:_5___________
Guts:_2_______________
Strength:_6____________
Nerve:_4______________ Weapons.........
Type (V/I): (1)_I___(2)_I_____(3)______
Fire Power: (1)_7___(2)______(3)______
Range: (1)_5___(2)______(3)______
Ranged Damage: (1)_4___(2)______(3)______
Area?: (1)_NA__(2)______(3)______
Indirect?: (1)_NA__(2)______(3)______
Assault Strength: (1)_____(2)_4____(3)______
Assault Damage: (1)_____(2)_4____(3)______
Other info: Weapons (in order) - Shard
assault rifle, Relic blade, Heavy ceramic
armour
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Name: _Penitent__ Total points cost:_105___
Quality:_Regular__
Move allowance: _6_____
Jump Move allowance:_NA (Image of unit)
Resilience:_3___________
Guts:_2_______________Strength:_6____________
Nerve:_4______________
Weapons.........
Type (V/I): (1)_I___(2)_V_____(3)_I____
Fire Power: (1)_4___(2)_5____(3)______
Range: (1)_5___(2)_2____(3)______
Ranged Damage: (1)_3___(2)_3____(3)______
Area?: (1)_NA__(2)_1____(3)______
Indirect?: (1)_NA__(2)_Y____(3)______
Assault Strength: (1)_____(2)______(3)_2____
Assault Damage: (1)_____(2)______(3)_1____
Other info: Weapons (in order) - Grazer rifle,
Cluster grenades, small blade, Plate armour
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Name: _Sisterhood tank_ Total points cost:_350__
Quality:_Elite_
Movement type:__Hv. track_
Acceleration:__3/10_______ (Image of unit)
Manoeuvrability:__1_____
Max Speed: __20_________Rough ground:__10______
Capacity:__1___Fire Teams
Resilience:__12_________
Strength:__12__________
Weapons.........
Type (V/I) ?: (1)__V_____(2)__I_____
Fire Power: (1)__8_____(2)__5_____ Range: (1)__15____(2)__8_____
Ranged Damage: (1)__5_____(2)__3_____
Area?: (1)__N_____(2)__N____
Indirect?: (1)__N_____(2)__N____
Assault Strength: (1)________(2)________
Assault Damage: (1)________(2)________
Arcs (F, RS, LS, R): (1)F,RS.LS, R_(2)F,RS.LS, R
Other info:
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Accord Activities on Vespers and lay blame at the feet of rival Sisterhoods, in the hope that these
recognised this strategy and are aware of Accord forces, but areunwilling to release the knowledge for fear of causing widespread
making clandestine attacks against major military and politicalinstallations, laying the preparations to eliminate these resources at
The SkaldeConsiderably complicating activities on Vespers has been the
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on Vespers some thirty years previous to the arrival of the Accord,
The origin of the Skalde is unknown, although none of the worldsin the system appear capable of supporting their biology, leading in number, the Skalde use uplifted animals as their shock troops,genetically manipulating native species for their own purposes genetic work has been the primates originally introduced into the
Skalde is the name that the uplifted soldiers use when referring genetic creations closely resemble the pre isolation-era upliftedspecies that were created at the height of the First Sphere, leading
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appearance the Skalde have been making concentrated attacks in breeding uplifted soldiers on-site at prodigious rates to secure their strategic analyses have determined that the Skalde are attempting
to control the sources of various rare elements on the planet for their
advanced projectile weapons operating on obscure principles of power weapons and projectile weapons, favouring crude destructive transports caable of dropping of their Uplift slaves right at the front
The following examples of Skalde and uplift troopers might be
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Name: _Skalde____ Total points cost:_70___
Quality:_Recruit___
Move allowance: _8_____
Jump Move allowance:_NA (Image of unit)
Resilience:_4___________
Guts:_1_______________Strength:_6____________
Nerve:_4______________
Weapons.........
Type (V/I): (1)_I___(2)_I_____(3)______
Fire Power: (1)_7___(2)______(3)______
Range: (1)_6___(2)______(3)______
Ranged Damage: (1)_4___(2)______(3)______ Area?: (1)_1___(2)______(3)______
Indirect?: (1)_NA__(2)______(3)______
Assault Strength: (1)_____(2)_1____(3)______
Assault Damage: (1)_____(2)_1____(3)______
Other info: Weapons (in order) - Plasma
caster, Heavy enviromental suit
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Name: _Uplift_____ Total points cost:_85___
Quality:_Regular___
Move allowance: _6_____
Jump Move allowance:_NA (Image of unit)
Resilience:_4___________
Guts:_2_______________Strength:_6____________
Nerve:_4______________
Weapons.........
Type (V/I): (1)_I___(2)_I_____(3)______
Fire Power: (1)_5___(2)______(3)______
Range: (1)_5___(2)______(3)______
Ranged Damage: (1)_4___(2)______(3)______
Area?: (1)_NA__(2)______(3)______
Indirect?: (1)_NA__(2)______(3)______
Assault Strength: (1)_____(2)_7____(3)______
Assault Damage: (1)_____(2)_5____(3)______
Other info: Weapons (in order) - Sonic
assault rifle, Powered blade, Metallic alloy
armour
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Name: _Skalde APC___ Total points cost:_314__
Quality:_Elite_
Movement type:__Hover___
Acceleration:__3/8________ (Image of unit)
Manoeuvrability:__2_____
Max Speed: __25_________Rough ground:__10______
Capacity:__3___Fire Teams
Resilience:__5_________
Strength:__5__________
Weapons.........
Type (V/I) ?: (1)__V_____(2)__I_____ Fire Power: (1)__4_____(2)__3_____
Range: (1)__10____(2)__6_____
Ranged Damage: (1)__3_____(2)__2_____
Area?: (1)__1_____(2)__N____
Indirect?: (1)__N_____(2)__N____
Assault Strength: (1)________(2)________
Assault Damage: (1)________(2)________
Arcs (F, RS, LS, R): (1)_F,RS.LS_(2)_F,RS.LS__
Other info:
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Wildfire on Vespers covert war of the Accord on Vespers, against Separatists and Skalde
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forces
Name: __________ Total points cost:_______
Quality:_________
Move allowance: _______
Jump Move allowance:___ (Image of unit)
Resilience:_____________
Guts:_________________Strength:______________
Nerve:________________
Weapons.........
Type (V/I): (1)_____(2)______(3)______
Fire Power: (1)_____(2)______(3)______
Range: (1)_____(2)______(3)______
Ranged Damage: (1)_____(2)______(3)______
Area?: (1)_____(2)______(3)______ Indirect?: (1)_____(2)______(3)______
Assault Strength: (1)_____(2)______(3)______
Assault Damage: (1)_____(2)______(3)______
Other info:
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forces
Name: __________ Total points cost:_______
Quality:_________
Movement type:__________
Acceleration:____________ (Image of unit)
Manoeuvrability:_________
Max Speed: _____________
Rough ground:___________
Capacity:______Fire Teams
Resilience:_____________
Strength:______________
Weapons.........
Type (V/I) ?: (1)_______(2)________
Fire Power: (1)_______(2)________ Range: (1)_______(2)________
Ranged Damage: (1)_______(2)________
Area?: (1)_______(2)________
Indirect?: (1)_______(2)________
Assault Strength: (1)_______(2)________
Assault Damage: (1)_______(2)________
Arcs (F, RS, LS, R): (1)_______(2)________
Other info:
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Notes: