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RULEBOOK

ENG BETA 2.1


Contents
Damage on units 28
Pressure markers 28
Damage control 28
Damage markers 28
Preface 3 Servants 29
List of special rules 30
Chapter 1 · Introduction 5 Shooting 30
Actors in the theatre of the galaxy 6 Hand to hand 30
Neccesary elements 8 Movement 30
Miniatures 8 Tactics 31
Rulebook and Quick reference cards 8 Defence 31
Markers, Counters, Profiles and Templates 8 Actions 32
Scenery 8 Handicaps 32
Other materials 8 Command actions 33
Equipment special rules 34
Chapter 2 · Game system 9
Chapter 3 · Last Saga games 37
Dice: Power rolls and Checks 10
Mission selection 38
Units 11
Recruiting a combat force 38
Recruitment file 11
Battle points 38
Unit’s type 12
Choosing a faction and a section 38
Equipment 12
General recruitment rules 38
Game turns
13
Preparing the battleground 39
Organization phase 13
Game progression 39
Combat phase 14
Mission files 40
Action counters 14
Vital information 41
Overstrain markers 15
The lost probe 42
Final phase 15
Tactical objective 43
Actions 16
Going crazy 44
Basic actions 16
Armed robbery 46
Special actions 18
Command actions 19 Chapter 4 · Combat forces 47
Automatic actions 19
Units movement 20 The Council 49
How to measure distance 20 The Council
units 51
The Council
servants 54
Miniature facing 20
The Council
equipment 55
Terrain and movement 20
Obstacles: jump and climb 21
Empire 57
Empire units 59
Special rules affecting the movement 21
Empire servants 62
Mandatory movements 21
Empire equipment 63
Combat 22
Targeting options 22 Tanaor 65
Line of fire 22 Tanaor units 67
Unit’s profile 23 Tanaor servants 70
Cover 23 Tanaor equipment 71
Firing weapons 24 Saanar 73
Area of effect 24 Saanar units 75
Drifting 26 Saanar servants 80
Use of accessories 26 Saanar equipment 81
Hand to hand combat 27 Uruhvel 83
Engaging hand to hand combat 27 Uruhvel units 85
Engaging multiple enemies 27 Uruhvel servants 88
Disengaging hand to hand combat 27 Uruhvel equipment 89
Shooting at a hand to hand combat 27
Chapter 5 · Game help tools

Markers, counters and templates 92

2
Preface
Last Saga is set in a universe of science fiction where different factions fight against each other.
Humanity has reached the stars and it is in an open confrontation between the races that inhabit them.
Battles take place between elite groups in different locations, where there is important information to
recover, resources to reclaim, etc. The keys to victory are: proper composition of the group, knowledge of
the enemy, correct use of weapons and equipment, and taking advantage of the terrain, among others.
All this seasoned with the luck factor.
Last Saga is a wargame based on miniatures of 32mm. Players represent, with these miniatures, the
units of the Combat Force under their control, usually using between 6 and 15 of them. The appropriate
scenery on a table of the right size represents the battleground where confrontation takes place.
This book contains all the information necessary to play Last Saga.

Continuous improvement policy


Although this version has been tested and reviewed, policy of Unusual Creative Studio is continuous
improvement for the benefit of all. For this, we are always open to opinions and constructive criticism on
any aspect of the game, so that the game evolves according to community’s taste.
If after reading this manual and testing the system you have any suggestion or comment, or you find
inconsistencies and / or errors in the document, please let us know by using this email address:
last-saga@unusualcreative.net

L anguages: Manual and unit names


In Last Saga, the identifying names of the units and their equipment are unique, regardless of the
language in which the manual is; for example the equipment “Assault rifle” or the unit “Infantry”.
The rest of the terms used in the manual, such as Special Rules or parameters that define units, will be
translated into the language in which the manual is.

Credits
Last Saga is an original creation of Unusual Creative Studio.

3
“... the observations that lead us to the inevitable conclusion of the existence of this superior
race are diverse. At present, believing it to be extinct, its period of existence was long before the
appearance of life on Earth; the theory that this race would deposit the seed of life on our original
planet gains strength due to the temporary coincidence and to the observations that this activity
formed central part of its activity as ... “

Extract from “Essay on the Titans” by Dr. F. Bernstein.

THE COUNCIL · ARMADA · Black Crow, Gunner, Manticore

4
1 · INTRODUCTION
Last Saga takes place in a distant future, in which the galaxy is the stage and the actors are the
different evolved life forms that populate it. Each one of these races understands its existence
in a different way, reason why their motivations and interests collide. This inevitable conflict is
represented in Last Saga games.
Before starting a game of Last Saga, players must make sure that all the material to be used is
ready, so preparations before the game starts are as fluid as possible.
This chapter introduces the framework where Last Saga takes place, and some previous concepts
about wargames and the elements that are used in game are explained.

EMPIRE · DEUROX LINEAGE · Etnarche, Exclion, Assault biodrone

5
Introduction

Actors in the theatre of the galaxy The sentence was fulfilled facing the arrogant
refusal of humans. The Earth was devastated,
Many centuries have passed since mankind made together with the solar system and great part of
the discovery that would change everything. There, the near colonies. Only the intervention of Tanaor
in a frosty and lonely moon of Jupiter, remains of fleets stopped the complete human annihilation.
the technology of a very superior and old race were
found, that received the name of the Titans.
After more than a millennium of internal wars
between the Earth and the distant colonies,
humanity is finally unified under a banner: The
Council. The cause was a tragic event: the loss of
the home planet, the total devastation of the Earth
at hands of the first alien race with which mankind Humanity called Scutum-Crux the arm of the
had direct contact.
galaxy where the home planet of Tanaor was.
Panic and desperation that was unleashed in the
This name has finally proved very appropriate, as
presence of an enemy, so terrible and appeared
out of nowhere, made immediately forget all the the Tanaor proclaim themselves defenders of the
quarrels that plunged humanity into a permanent legacy of the Titans, guardians of their secrets and
civil war. Now, under this unified government,
protectors of the galaxy.
humankind seeks to consolidate its position in the
galaxy by seeking more of the power that made it If they have in common the different factions in
thrive: the technology of the Titans. conflict, it is their knowledge about the existence
of an ancestral race. Of these Titans, as humanity
called them, only their existence is known by the
remains that are scattered throughout the galaxy.
Tanaor has the greatest understanding of this
technology, and its culture has been built around
the Titans. Therefore, they defend the integrity of
the galaxy at any price, recognizing it as the legacy
The machine of conquest of Empire is impelled that the Titans left and which they must protect.
by pure greed and desire of domination. A Sometimes it is easy to confuse these intentions
megalomania of such enormous proportions that with kindness and courtesy, but nothing further
from the truth. After being saved from destruction
only this race of powerful beings is capable of through the Tanaor intervention, humanity sent
containing. Slaves are driven to battle with only emissaries with messages of peace and friendship,
one goal: to produce more slaves, or corpses and which were rejected immediately and with no
consideration. Humans learned in this way that
ashes. Tanaor does not want allies, since they see the
The native lineage of the planet Coelx commands other races as barbarians far inferior to them.
with iron hand what is known as the Empire. These Tanaor does not protect individual agents; rather
tyrants do not hesitate to exterminate anyone that, it is a balancing force of the powers that
who opposes their campaign of conquest and prosper in the galaxy. If a faction threatens this
domination. balance or the very integrity of the galaxy, Tanaor
Humanity learned this firsthand. In the middle will mobilize.
of the civil war between the human colonies
scattered throughout the galaxy and the central
government of Earth, the Empire appeared with its
ultimatum: or humanity surrendered and annexed
to the Empire, or it would be destroyed without
compassion.

6
1 · Introduction

Not even in the most extravagant dreams of Parallel to this innovative technology, the
Horace a race would have incarnated the “carpe Uruhvel seem to have developed an aversion
towards Titan technology; in addition to not using it
diem” in such a perfect way. They are the natives in any of its forms, they actively seek it to destroy it
of Saanar, a planet of harsh conditions where life wherever new discoveries of this lost civilization are
barge its way through every day. made.

The way tor aderstand Saanar life is clear and


concise: take what you can and give nothing in
return, unless doing so benefit is greater. With this
leitmotiv, the Saanar culture focuses on the pillage,
blackmail, robbery and kidnapping. Trade in goods
and services is also important, in its particular way
of understanding it.
The structure of the Sanaar people is totally
delocalized. The warriors are grouped around the
forts, forming a multitude of independent groups: This is the theatre of the galaxy: inside, everyone
merchant fleets, trade centres run by the called is both spectator and actor. No one knows the
Merchant Princes, and of course bands of looters
script, that terrible one that would make them
and mercenaries in search of prey.
Precisely this way of being is what makes the all despair. Their emotions keep them in the dark
Saanar the faction more accessible, since they wrapped in senseless struggles. When the light of
are willing to collaborate whenever the payment truth emerges, it will be so bright that it will blind
is enough. Through them, The Council obtained
information about the other factions: the haughty them.
Tanaor, the destructive Empire, and the unknown Five large factions dispute the control of the
Uruhvel. However, this does not make them galaxy, each with its different motivations driven by
allies, since The Council has suffered assaults and its own knowledge and understanding. A cold war
deceptions by the Saanar as much as any other begins, in which the big battles have passed into
faction. the background. Now all seek the greatest source of
power, the knowledge of those who once were the
most powerful race: the Titans.

The last saga of the galaxy begins.

What they want, why they do what they do, and


especially, why that cruel silence. These are the
questions that define the spectre of the galaxy;
ghosts that only appear to bring terror to the minds
of other races. One of the biggest mysteries yet to
be solved.
Floating through space on their gigantic ships,
the Uruhvel are the only race that has developed an
advanced technology of its own not based on that
of the Titans.
Uruhvel bioengineers have specialized in unique
and unprecedented biotechnology: they are
capable of a systematic creation of new symbiotic
life forms that associate their own organisms.
These symbionts grow and develop to fulfil diverse
functions: communication, life support, even
weaponry. Anything they need.

7
Necessary elements
To play a Last Saga game, the following elements
are needed:

Miniatures Scenery
Miniatures included in any of the Starter Packs Scenery represents the battleground, the
are enough to play introductory games. Miniatures localization where the Combat forces confront in
are the physical representation of the units; the Last Saga universe. Those localizations can vary a
terms unit and miniature will be used equally. lot: rocky deserts, strange jungles, orbital stations
The group of miniatures or units controlled by or battleships are only a few examples.
a player is called Combat force. Units composing Scenery is a crucial element in Last Saga games.
such Combat force are called “allies” between them, It offers an essential tactical component for the
while units composing other Combat force are game system, so it is strongly advised to use a lot of
called “enemies”. it for the units to be able to take cover, flank enemy
Each unit or miniature is independent from the positions, hide from enemy gunfire, etc.
others, unless specified otherwise. Many players enjoy this hobby, designing and
building their own battlegrounds. Also, amazing
Rulebook and Quick reference cards scenery elements can be found made by specialized
companies. In any way, built an improvised
A copy of this rulebook; sometimes is necessary
battleground using boxes, empty cans and other
to have a quick look to a rule, so having it at hand
elements of the appropriate size matching the
is advisable. A set of Quick reference rules is also
miniatures scale, is a good option too.
advisable, with the similar purpose of offering a
quick look to the application of any rule. Scenery is placed over the terrain following the
directions of the chosen mission, as detailed in
Markers, Counters, Profiles and Templates chapter 3.

Those items serve as quick visual information of Other materials


what is going on a game, also helping to measure
distances and effects on the Battleground Other necessary materials are:
• Templates: used by some equipment to determine • Ruler (in centimetres): it is used to check the
the area affected by them. distance the miniatures can move or weapons
reach, amongst other measures. Players can make
• Markers: those indicate the state of a unit on a
any measurement on the battleground at any time,
given moment. A unit can have only one marker of
so they can weight their options before playing
the same type, at the same time.
their units.
• Counters: used to allocate a resource.
• 6 sided dice (named from now on D6): used
• Profiles: they determine the visibility of a unit to resolve the events occurred during the normal
when the miniature is far from a neutral combat progression of a game.
pose.
• Pencil and paper: ready just in case it is
At the end of this rulebook you can find all these necessary to record any results.
elements ready to be printed and used in Last Saga
games.

Remember
Distances

During Last Saga games, players can measure


any distance anytime they need it (e.g.
between miniatures, weapon ranges, etc.).
This avoids situations like assigning an invalid
action to a unit while erasing this source of
subjectivity in the tactical decision process.

8
2 · Game System
In this chapter are detailed all the necessary tools to play Last Saga games: from how to move
miniatures on the Battleground to how to resolve weaponry shots.

“... the technology found was extremely simple tor aderstand and to adapt by our scientists
and engineers. Shortly after this finding, the jump technology took little time in arriving and in
being incorporated to the spaceships.

This technology was entitled with the romantic nickname “Paths of the Titans”, as it was
undoubtedly the method that this race used to move throughout the galaxy, jumping from one
system to another almost instantaneously and ...”

Extract from “History of New Era” by Dr. F. Bernstein.

EMPIRE · DEUROX LINEAGE · Exclion

9
Game System

Dice: Power rolls and Checks


In Last Saga games dice rolls are used to resolve Through this rulebook can be found detailed
situations with an important random component: explanations of each one of the dice roll, modifiers
a unit performs a gunshot, jumps between two to apply and the consequences of the obtained
buildings or checks the importance of a wound, results. These explanations will be paired with
amongst many other situations. All the dice rolls illustrative examples for faster comprehension and
are made with two 6-sided dice; ideally each player knowledge.
should have their own pair of dice to hasten the
pace of the game.
All dice rolls follow the same process: dice are
thrown; the results are summed and modified
by applicable rules. Finally, the modified result is
compared to a set value or values, thus determining
the result of the situation.
There are two main dice rolls:
• Power roll: this type of dice roll is tied to the
usage of weapons by units, so it is used when they
perform weapon shots or strike enemies in Hand Remember
to hand combat. When this type of dice roll is used
and its specific mechanics is explained inside the Basic dice roll procedure
upcoming “Combat” section.
• Two 6-sided dice are thrown.
• Check: dice roll tied to a contingency, like
jumping, climbing or fix wounds. If the result of this • Results are summed.
dice roll is equal or higher to the associated value, it • Appropriate modifiers are added.
is performed successfully. The usage of these dice • Modified result is compared to a set
rolls is described extensively in each section which value/s
makes use of them.
There also exists other special dice roll: a dice
roll to determine the behaviour of equipment that
makes use of the circular area templates, or the
Damage check, which determines the health state
of the units. These dice roll are described later.

Game example
Sneak peek on Power roll and Damage check
1. The unit opens fire with its Battle rifle over the
close enemy. The dice roll sums 8, plus the pertinent
modifiers +6 (medium power) and -2 (pressure over
the shooting unit) results in a total of 12.
2. The result is compared with the Absorption
coefficient of the target, which is 10/12. Because the
result is equal or higher to the second value, it results
on a Damage check.
3. The player controlling the enemy roll the dice,
being the sum equal to 6. The Damage check table
indicates the enemy receives a lightly damaged marker
and an application of pressure.
Each one of these steps is further developed on the
sections below.

10
2 · Game System

Units
Units that can be part of a Combat force in a Last
Saga game can be found in chapter 4, where their
recruitment files are described.

Recruitment file
The Recruitment file has all the information • Profile: indicates the size (“0” to “4”) and shape
which differentiates a unit from another in terms (“A” or “B”) of the unit.
of combat performance. In those are detailed how • Base: size of the base where the miniature is
good a unit is in some areas and what they can or placed.
cannot do.
• Unit special rules: these rules describe abilities,
Contained information is: special treats and special equipment of the unit.
• Base cost: this is how much the unit cost without • Equipment: weapons and accessories the unit
equipment options. This is crucial when recruiting has. This equipment cost is included in the base
the Combat force. cost of the unit.
• Name: unique identifying name of the unit. • Equipment options: different equipment that can
• Type: a unit can be Light, Medium, Heavy or be chosen for the unit. These substitute equipped
Superheavy. Type determines various factors: the weapons or accessories, or are straight added.
punishment the unit can receive is reflected in the Acquisition of these options has a cost indicated
Absorption Coefficient value tied to the type; also, between parentheses; that cost is added to base
unit mobility and its Hand to hand capacity depend cost of the unit when picked.
of this parameter. These parameters will be used in upcoming
• Class: defines the recruitment of the unit as sections of the game system.
Basic, Support, Elite or Command. If there are any
additional considerations to the unit recruitment
like the previous recruitment of other unit, it will be
specified between parentheses.

Recruitment file
Information contained in the file

Base cost Unit name Class Type

Profile Equipment
Special rules Equipment options
Base

11
Unit ’s types
Remember
Units in Last Saga are divided into four
categories. This determines factors like their
Unit’s type
capacity to withstand damage or their mobility.
Types are:
• Light: these infantry troops have low defensive Type CA Ini CaC
capabilities, but it is compensated due higher Light 10/12 +2 4
mobility. Their Absorption Coefficient minimum
and maximum values are 10 and 12 respectively. Medium 11/13 +1 5
Also, light units receive a +2 modifier to dice rolls in Heavy 12/14 0 6
initiative checks and have a Hand to hand power of
4. SHeavy 13/15 -1 7
• Medium: Those units are the backbone of combat
forces, combining mobility and resilience. Their
Absorption Coefficient minimum and maximum Equipment
values are 11 and 13 respectively, and they receive Every weapon or accessory in Last Saga has
a +1 modifier to dice rolls in initiative checks. Their an array of attributes to describe its efficacy and
Hand to hand power is 5. range, also with Special rules that define them.
• Heavy: heavy units offer protection to lighter These attributes are:
units, covering them in combat with their resilient • Equipment name: identifier of the equipment.
bodies. Their Absorption Coefficient minimum and • Equipment type: Short(S), Medium (M), Long (L)
maximum values are 12 and 14 respectively, and and heavy (H) weapon, or accessory (A).
have a Hand to hand power of 6.
• Medium range: maximum distance to perform a
• Superheavy: those units sacrifice everything Medium range shot.
to maximize combat sturdiness, being capable to
absorb tremendous amounts of enemy fire. Their • Medium power: Power roll modifier when using
Absorption Coefficient minimum and maximum the weapon in medium range or in Hand to hand
values are 13 and 15 respectively, but they receive combat.
a -1 modifier to dice rolls in initiative checks. Their • Long range: maximum distance to perform a
Hand to hand power is 7. Long range shot.
• Long power: Power roll modifier when using the
weapon in long range.
• Equipment special rules: those describe weapon
or accessory special mechanics to apply.

Equipment
Example of equipment and its attributes

Medium range Medium power Equipment special rules


Equipment name Type

Name MR LR MP LP T Special rules


Battle rifle 35 65 6 5 L Sustained fire

Long range Long power

12
2 · Game System

Game turns Remember


Last Saga games are divided in turns, with the
players alternating control over them. The player Organization phase
controlling the turn 1 goes first, then the other
player with the turn 2 and so on.
The player controlling the turn is called active The active player must:
player. The active player plays units under their • Manage overstrain markers.
control, assigning them with actions to perform. • Resolve mandatory effects on their
The player not controlling the turn is called the units.
opponent.
A turn is also divided in three phases:
organization phase, combat phase and end phase.
When the active player resolves the end phase,
the turn ends. Then the opponent player becomes
the active player, starting a new turn with the
organization phase.

Organization phase
During this phase, the active player must do the
following steps:
• Overstrain management: this mechanic controls
how many actions units can do on a given turn, For now, it is enough to know that before units
setting a limit over that. can do actions it is necessary to go through this
• Resolution of mandatory effects over their process at the beginning of each turn. How these
units: an example can be damage over time caused steps are resolved will be explained in related
by incendiary weapons. sections of this rulebook.
After the organization phase, the combat phase
begins.

Game example
Organization phase: what to do

During the organization phase,


the active player (blue units) must:

1. Flip the overstrain marker, so


it shows the spinning arrow facing
up.

2. Resolve the impact from the


incendiary weapon special rule, as
the Incendiary marker points out.

13
Combat phase
This is the main phase of the turn, where units
Remember
move and fight. This phase running is based in the
Action counters. Number of Action Counters
Action counters
In this phase, the active player receives a number
of action counters based on the size of the battle:
one plus one more for each 50 points. Battle sizes, The active player will receive ONE action
measured in points, are detailed on chapter 3. counter plus an additional ONE per 50
An action counter enables a unit to perform points to spend in their Combat force. For
one of the actions at its disposal; basic actions example, if the game is set to be 200 points
are described on the next sections. Also, the it will be a total of FIVE action counters: one
recruitment file can list special rules that enable plus four (200/50=4).
exclusive actions for the unit or prevent the use of
some of the basic ones.
Action counters are assigned one by one. Active
player assigns a counter to one of their units and Every unit, unless said otherwise, can perform
then chooses an action to perform. When all the up to two actions per turn. When a unit performs
steps of the actions are resolved, the active player the second action during a turn, it must receive an
can assign the next action counter. overstrain marker. This will limit the actions the
This process continues until all the counters unit can receive during the next turn.
have been assigned, there are no more valid units
to receive one or the active player chooses not
to assign more. Then the combat phase ends.
Unassigned counters are discarded, as are those
assigned tor aits.

Game example
Actions assignment and overstrain markers I

1. Thanks to the “Forward and attack”


action, the marked unit in red advances
behind the fence. It moves after receiving
the action counter. However, it cannot
perform the medium range weapon volley
because the closes unit in line of fire is
too far.

2. Next, the unit receives a second


action: “Hold position”. This action allows
a long range attack, so it shoots at the
enemy. Because it is the second action
the unit receives during the turn, an
overstrain marker showing the hourglass
is placed besides its base.

14
2 · Game System

Overstrain markers
As mentioned before, a unit can perform up to Remember
two actions during a given turn. However, carrying
out the second action will overstrain the unit, thus Overstrain markers
limiting its actions during the next turn to only
one.
An overstrain marker is used to keep track of this
limitation. This marker has two different icons, each
one in one of its sides: an hourglass and a spinning Overstrain markers, showing the hourglass
arrow. or the spinning arrow. They are used to
When a unit performs a second action during a keep track of the units going under heavy
turn (whether it comes from the assignment of an strain, limiting their future options due to
action counter or not), an overstrain marker must exhaustion.
be placed close to the base of the miniature with its
hourglass facing up.
During the organization phase, the active player Final Phase
first retires from their units all the overstrain
markers showing the spinning arrow. Then the Before ending the turn, the active player must do
player flips all the remaining markers (showing the following steps:
the hourglass), so those now show the spinning • Verify the state of their units with a severely
arrow. damaged marker: grievous wounds can put units
A miniature with a overstrain marker besides out of combat if not treated properly in time.
its base can only carry out one action during the • Diminish pressure over their units: the player
turn. reduces the pressure value by one in each one of
As stated in the previous section, when the their units. These markers indicate when the unit
player has spent all their action counters or does has been under fire, lessening its capabilities; how
not want to assign more to their units the combat this works is explained in the upcoming combat
phase is over and the end phase begins. section inside this chapter.

Game example
Actions assignment and overstrain markers II

1. The unit receives an action counter to


perform the “Mend” action and remove its
lightly damaged marker. Taking advantage
of the small movement the action allows,
the unit approach the uncovered enemy.

2. Even if the enemy is an easy target,


the unit cannot perform more actions
this turn. This is because it already has
an action counter assigned, and an
overstrain marker is present. Because
of that it cannot take advantage of its
good positioning to open fire against the
enemy.

15
Actions Advice
During the combat phase of the turn, the active
player assigns the available action counters to their Actions
units one by one. When a unit receives one of these
counters, it can perform one of the actions at its
Each action has its moment to be used,
disposal.
so choosing the right one is crucial for
All the dice roll and effects resulting of the tasks success.
performed by the miniature during the action
Think on pros and cons of each option,
(unless said otherwise) must be resolved before
attending to the different aspect covered
assigning another counter.
by the actions: movement, offensive and/
or utility.
Basic actions
Below it can be found the list of basic actions
available to every unit. It must be considered that
some special rules can restrict the use of a specific • Hold position: with this action units can fire at
action, and that the presence of damage markers long range with their weapons and choose their
also prevents the unit from using some of those. target freely, at the expense of mobility. The unit
Basic actions are: can perform a medium-range or long-range volley
at one enemy of it choosing within ranges and line
• Forward and attack: this action allows the unit of fire, using any of its equipped weapons. When
to move and attack at medium ranges, so it is the not using a heavy type weapon the unit can also
usual action when the enemy is near. “Forward move up to 5 cm; the unit can move and attack or
and attack” has a movement component and an attack and move, but the attack cannot be done
attack component, as its name specifies. The unit mid movement. Also, the destination point of
can be moved up to 12 cm with the movement the movement cannot be closer than 2 cm to any
component; this movement can be used to engage enemy unit base.
hand to hand combat. The unit can perform a
medium-range volley at its nearest enemy in valid • Fire at will: when performing this action, the unit
range and line of fire, or attack in hand to hand sacrifices everything on behalf the offensive. The
combat an enemy engaged. The unit can use any unit can shoot two times at medium-range with
of the equipped weapons for the shooting except any of its equipped weapons but heavy ones; or
heavy ones, and any valid melee weapon for the the unit can attack in hand to hand combat two
hand to hand attack. The unit can move and attack times against enemy enemies engaged with a valid
or attack and move, but the attack cannot be done melee weapon. If the action is used to shoot, the
mid movement. target of the first shoot must be the closest enemy
and the second target must be the same or another
enemy up to 15 cm to the first target. Both targets
must be within range and line of fire. The player
must roll dice for each volley, with a -1 modifier to
the power roll or drifting check, depending on the
weapon used. If the action is used to attack in hand
to hand combat, targets can be any of the engaged
enemies. Again, the player must roll dice for each
attack, with a -1 modifier to each power roll. Finally,
weapons with “Reload” or “Cooldown” can never be
used for both attacks.
• Sprint: unit can move up to 30 cm over clear
terrain. The unit cannot cross difficult terrain
and cannot make climbs, but it can jump. The
destination point of the movement cannot be closer
than 2 cm to any enemy unit base. This action has
additional considerations: it cannot be performed
by units with an overstrain marker or by units that
have already carried out one in the turn. Also, any
unit performing this action will immediately receive
an overstrain marker with the hourglass facing up.

16
2 · Game System

• Reposition: the unit avoids conflict, moving to • Mend: this action is only available for units with
a safe spot to get its head together and replenish a lightly damaged marker or a severely damaged
its combat capacities. The unit moves up to 12 marker. When performing this action, the unit tries
cm, not being the destination closer than 2 cm to to recover from damage: if the unit has a lightly
any enemy unit base. If the movement ends near damaged marker, it is immediately removed. To
a scenery element that confers any kind of cover, remove a severely damaged marker, the player
the unit can reduce pressure on itself by the same must have success on a resistance check of 7. If
value of the penalty that kind of cover applies to the roll is a failure, the unit will swap the severely
power rolls. For example, if moving to light cover damaged marker for a lightly damaged marker. The
the unit will reduce its pressure by two. Finally, this unit can also move up to 5 cm as part of this action,
movement will not trigger automatic actions which not being the destination point closer than 2 cm to
depends of the unit moving, like an opportunity any enemy unit base. Additionally, when recovering
shot. from a lightly damaged marker, the unit can
perform a medium range volley with an equipped
short weapon against the closer enemy in range
and line of fire instead of doing the movement.

Game example
Actions assignment during a game I

It is the turn of the blue units:


1. This unit receives the first action, performing “Forward and attack”. It moves closer to the enemy right behind
the fence, and opens fire at the closest enemy. Thanks to the cover, the enemy takes no damage.
2. Next, the same unit receives a second action counter to perform “Fire at will”. Because it is the second action,
it receives an overstrain marker with the hourglass facing up. Now it can make two medium-range volleys: the first
one over the closest enemy applying pressure on it, and the second one throwing a smoke grenade instead firing a
weapon thus covering its advance (round area template).
3. The officer receives the third action of the turn, performing the command action “Tactical advance”. In this
way, both a close basic unit and itself can make an advance.

17
Game example
Actions assignment during a game II

Now it is the turn for the red units:


1. Because it is at a valid distance, the unit makes a “Charge” action against the closer unit. Going through the
smoke, it engages the enemy and makes a hand to hand attack. The result of the attack is an application of pressure
and a severely damaged marker.
2. This unit receives now an action counter, performing a “Forward and attack”. With it, advances to a new position
and shoots its Assault rifle. Because the closest enemy is engaged in hand to hand combat it can be ignored, so it opts
to target the next closer unit. Thanks to its covered position, the enemy takes no damage.
3. This unit waits for the smoke to disappear to have a clear shot. It can perform that with “Opportunity shot” after
receiving an action counter.
Before the turn ends, the red units reduce pressure over them by one application.

Special actions
Special actions are available to a unit when it has than 2 cm to any enemy unit base. Finally, a unit
the associated unit special rule that enables its use. can perform this action only once each turn.
Special actions are: • Opportunity shot: the purpose of this action is
• Fire and jump: these actions are available tor aits to wait for a clean shot, maximizing the efficiency
that, whether by natural means or by equipment, of the shot. The unit performing this action will
can perform quick jumps to cover great distances. not move during the resto of the turn, and will
When using this action, the unit can make two shoot over at medium or long range with its chosen
jumps up to 10 cm and perform a medium-range weapon at the first uncovered enemy within
volley at the closest enemy in range and line of fire valid range of the weapon and line of fire. This
with a short or medium type equipped weapon. shot is an automatic action, and is resolved when
Movements and shooting can be performed in the conditions are met and before resolving any
any order, but the movements must be done in other action. This status begins when the action is
straight lines and covering the 10 cm distance. The assigned and ends with the shot, the unit moves
destination point cannot be closer than 2 cm to or the next organization phase of its owning
any enemy player base. These movements ignore player begins. A unit cannot receive another action
terrain penalties, and can go through but not end counter on the same turn it performs this action.
over impassable terrain. • Charge: specialized units in hand to hand combat
• Fire and run: highly trained units can effectively are able to move to the close quarters in which they
shoot their weapons when running. With this, the are lethal, taking advantage of the impulse to deal
unit can move up to 20 cm and perform a medium- increased damage. The unit can move up to 20 cm
range volley with any of its short or medium type to engage an enemy in hand to hand combat, and
equipped weapons, over the closest enemy at range attack the enemy applying a +1 to the power roll
and line of fire. The volley receives a -1 penalty with a valid melee weapon. This action can only be
to the power roll or drifting check. The unit can assigned if there is an enemy in valid range of the
perform the shot at any point of the movement, movement (including possible terrain penalties),
resuming the movement after its resolution. The and can only be used to engage the enemy in hand
destination point of the movement cannot be closer to hand combat.

18
2 · Game System

Command actions Automatic actions


Units marked as “Officer” as well as units with Some special rules or special actions activate
certain equipment, are able to activate command automatic actions. These actions remain in the
actions. flow the game; they must be resolved when the
In the case of the officers, command actions described requirements are met, at that moment
are described in the special rule. Those can be and before any other movements or dice roll.
performed by assigning the unit with an action If an automatic action activates another
counter as usual. When it comes from equipment, it automatic action, the most recent one has priority
requires from the medium-range volley associated and must be resolved first, before continuing with
to an action, as described in the “Accessories usage” the previous one.
section.
If the action includes movement and/or attacking
of other allied units, it is considered that they are
performing an action even if they have not received
directly an action counter; this action counts towards
overstrain management in every sense.

Game example
Actions assignment during a game III

Following with the next turn, during the organization phase the blue units manage overstrain: the blue unit with
such marker flips it so now shows the spinning arrow. Also the smoke screen created during the last turn of the
blue units disappears, because it only lasts during one turn.
1. The officer performs “Tactical advance” after receiving an action counter. The basic unit moves from one
cover to another, activating the “Opportunity shot” of the enemy: the result is an application of pressure and a
lighly damaged marker. The officer advances, placing itself on a good position.
2. The wounded unit performs a “Mend” action. It fails the required resistance check, so the unit swaps the
severely damaged marker with a lightly damaged marker. With the associated movement, the unit disengages the
enemy successfully, moving to a covered position without taking more damage. Because this unit has an overstrain
marker, it cannot receive more actions this turn.
3. The officer performs “Fire at will” with its Machine gun, firing twice against the closest enemy. Because it
is the second action of the turn, it receives an overstrain marker. The result of the shots is two applications of
pressure and a lightly damaged marker.
Before the turn ends, the blue units reduce applications of pressure on them by one.

19
Units movement Terrain and movement
Many actions permit units to move across the Certain types of terrains hinder unit movements:
battleground. The maximum distance the miniature this reduces the distance a unit can travel when
can be moved is in centimetres and detailed in the going over them. The different types of terrain
action description. Unless specified otherwise, a present in the battleground must be agreed
miniature can be moved less than the maximum between players at the beginning of the game.
allowed distance by the action. The different types of terrain and how they affect
units are described below:
How to measure distance • Clear terrain: units can move freely over this
When miniatures are involved in distance terrain; no modifier is applied.
measurement, for example when setting the • Difficult terrain: like bushes, rocky areas or
destination point of a movement or a weapon shallow streams. Units crossing this type of terrain
range, this is measured from the closest border of will have their movement halved: 2 cm for each one
the base in the direction of the measurement. from the movement.
Players can measure any distance anytime during • Impassable terrain: examples would be rivers,
the game: before, during or after assigning action lakes, dense vegetation, big rocks, lava flows or
counters, whether being the active or opponent toxic dumping ground. Units cannot cross this type
player. of terrain by normal means.

Explanation
How to measure distances

Explanation
Movement over different terrains

Distance is measured from the closest


borders of the bases. This is applied even
when the miniature itself is moved from a
spot to another.

Moving over difficult terrain (black arrow),


costs twice the movement. If this zone
Miniature facing is 3 cm wide, going through it will cost 6
It is considered that miniatures in Last Saga cm from the movement allowed by the
games have a field of vision of 360º; player can action.
make their miniatures face any direction at will
without requiring the assignment of an action
counter or be taken into account as movement.
However, it is a requisite that the miniatures are
at all times resting on its bases; it is not permitted
to place miniatures on unstable balance over
terrain or with only part of their bases touching the
ground.

20
2 · Game System

Obstacles: jump and climb Units receive a modifier to these initiative checks
depending of its type, as was specified in “Unit’s
Miniatures can move over small elements
types” section.
of scenery like barrels or small walls, up to a
maximum of 4 cm height, and go up and down Some units cannot jump or climb, or avoid
stairs without restriction, if the movement is obstacles: those with the special rule “Rigid” cannot
enough to surpass the obstacle. Also, if the obstacle perform any of the activities described in this
has less than 2 cm height, unit does not need to section when moving on the battleground.
spend movement to cover the vertical distance.
Miniatures can jump between two scenery Special rules affecting the movement
elements not more than 4 cm apart horizontally Some units have special rules affecting their
and 3 cm vertically. This can be necessary for movement: some can cover bonus distance, others
example to jump from one roof to another, or to can move over difficult terrain, or as seen before
jump over a water stream. Units can also descend others cannot move over obstacles at all. Special
from an elevated position up to 10 cm. Movements rule description details how the movement is
over these limitations will require an initiative affected.
check, as describes below.
A unit can try to climb a scenery element up Mandatory movements
to 10 cm height (like a wall), but the owner player Some equipment or special rules can force units
must success on an initiative check of 7. If the check to move. Distance and when those are produced
fails, the movement of the unit ends next to the are detailed on the special rules that trigger them.
scenery element it was trying to climb. If the check
is a success and there is enough movement left, the
movement can continue to the top; this is because
the unit cannot end the movement halfway along
the climbing.
A unit can try to jump between two points a
maximum horizontal distance of 8 cm and 3 cm
vertically, if the player successes on an initiative
check of 8. If the check fails, the movement ends
next to the gap it was trying to jump. When it is a
success and the remaining movement is enough,
the movement can continue; this is because the
unit cannot end the movement in the middle of the
jump.

Game example
Climbing
1. The unit tries to climb the nearby
building. Because it is not taller than 10
cm it can be climbed, but because it is
taller than 4 cm it is required an initiative
check.
2. First the movement is done to the
base of the building without any difficulty,
because it is done over clear terrain.
3. Next, the initiative check. The dice
are rolled, being the result an 11. Because
it is a light unit, it receives a +2 modifier,
being the final result 13. It is higher than
the difficult of 7, so the movement can
continue. If the result would had been less
than 7 or the rest of the movement not
enough to reach the top, the unit would
have stopped at the base of the building.

21
Combat rule. In the case of round areas, the target is a spot
on the battleground no matter the action in which
This section covers the different options units they are used. The use of those areas is described on
have when attacking as part of a received action. upcoming sections.

Targeting options Line of fire

A target can be an enemy unit, an ally unit or a The line of fire is a straight line between two
spot on the battleground; it depends of the action points, free from obstacles. These two points are
and the equipment used. Targets must always be at usually the unit performing the action and the
range of the equipment used. designated target, whether it is an enemy, an ally or
a spot on the battleground.
When attacking in hand to hand combat, the
target must be one of the engaged enemies against When talking about the unit performing the
the attacking unit. action, the starting point of the line of fire is
situated at the horizontal eye level of the miniature
Some actions specify that the target must be the
standing in a neutral position, all around its volume
nearest enemy in range and line of fire. When this is
occupied.
the case, if it happens that the nearest enemy is in
heavy cover or engaged in hand to hand combat, it Line of fire is blocked when it goes through solid
can be ignored and target the next uncovered enemy elements like rocks, dense vegetation or other units.
instead. Additionally, enemy units with profiles 3 or This is a critical concept when talking about what a
4 can always be chosen as targets, ignoring closer unit can see, in terms of firing weapons or using its
enemies. abilities.
When an allied target is required it can be any of
the allies at range of the equipment and if necessary
in line of fire, no matter if they are under cover.
Equipment with the special rules “Big round area”,
“Small round area” and “Teardrop area” bypass this

Game example
“Nearest target” rule application

As part of a received action, the


unit A can perform a medium range
shot. The targets at valid medium
range of the weapon are: the unit B,
behind the building; the unit C, behind
the solid wall; the unit D, close and
uncovered; and finally the unit E, far
and uncovered.
Line of fire and closest enemy rules
removes some possibilities: C and D
can be chosen as targets, but B and E
cannot.
The reason is the following: the unit
C is the closest target, but because it
is under heavy cover it can be ignored,
targeting the uncovered unit D instead.
On the other side, B is not in line of fire
and even if E is in line of fire, there are
closer units that cannot be ignored.

22
2 · Game System

Unit’s profile When the unit is not near a scenery element, there
The volume occupied by a unit is determined can still be some obstacles in the way of the line of
by its profile; it represents the visibility of a unit fire that offer some protection. In those cases the unit
standing in a neutral position. This is a necessary is not under cover, but the shot is partially blocked.
parameter, because some miniatures represent Units shooting over uncovered targets with scenery
the unit in combat positions that may confuse elements in the path of the line of fire receive a -1
players when determining its visibility; for example modifier to their power roll.
miniatures crouching or kneeling. Only one of these modifiers can be applied; if more
Units have assigned one of the five different than one of these cases happen, only the greater one
profiles. To use the profile, it must be trimmed is taken.
and placed where the miniature is when there are Finally shooting over a target placed more than
any doubts about terrain offering cover tor aits or 10 cm above the unit while the horizontal distance
blocking the line of fire. is less than 40 cm, is considered to be done against
Finally, units making use of A3 and A4 profiles a covered target. This happens because the border
can always be chosen as targets even if the nearest of the element where the target is situated confers
target rule must be applied, ignoring closer protection to the unit, even if it seems to be
enemies. uncovered. The type of this cover will depend of the
nature of the terrain.
Cover
Units behind scenery elements like barrels, rocks
or boxes find additional protection from enemy fire.
To benefit from a good cover, units must be
situated closer to the scenery element: this distance
must be less than 2 cm. When this is the case, there
are two types of cover:

Remember
Profiles: the volume occupied

Explanation
On chapter 5 can be found the different
profile templates in real size, representatives Cover examples
of the volume occupied by the unit. Those 1. The shot is
should be used when there are any doubts possible and the target
about the visibility of a unit. does not benefit from
cover. This is because
the object does not
• Light cover: includes scenery elements like cover more than 1/3 of
bushes, fences or light boxes. Units shooting over the target profile.
targets under light cover receive a -2 modifier to 2. The shot is
their power roll. possible and the
target benefits from
• Heavy cover: includes solid elements like cover. The object is
barricades, walls, trenches or rocks. Units shooting big enough to cover
over targets under heavy cover receive a -3 more than 1/3 of the
target without fully
modifier to their power roll.
hiding it.
In both cases the scenery element must be big
3. The shot is not
enough to cover 1/3 of the target profile, from the possible; the line of
point of view of the shooting unit. fire is blocked by the
object.

23
Firing weapons Area of effect
Many actions allow units to fire their equipment, Some weapons can extend their effects over an
by describing both the number of shots and area, affecting more than one target. The different
their reach: medium or long range. Distances for areas are: round (diameters of 8 and 12 cm) and
both ranges vary depending of the weapon used; teardrop. When a weapon makes use of one of
this information can be found on the weapon these areas, it is mentioned via an appropriate
description. special rule for the equipment.
Power is the attribute that defines the effectivity • Round areas: used mainly for grenades, missiles,
of the weapon when causing damage. When rockets and other explosive weaponry, also by
equipment has power value a power roll must take gas and/or poison clouds ones. The centre of the
place to resolve the effects of the shot. Difficulty is template is placed at the impact point, and the final
the absorption coefficient (AC) of the target, and the placement is set after the application of the Drift
modifiers to apply will be the power at the range the rule explained in section below.
weapon is used as well as the pertinent ones (cover, • Teardrop area: used by flamethrower-type
pressure, etc.). equipment. The thinner part of the template is
placed making contact with the firing miniature
Remember base, the broad part pointing in the direction of the
shot.
Power roll Units are affected by the area if:
• Their base is totally covered by the template.
Power roll: 2d6 + Weapon power (given • At least half of the base is covered and the player
range) + applicable modifiers fails on an initiative check of difficulty 9. If the
check is a success, the unit is unaffected.
After the roll and addition of the modifiers: The effect or effects to resolve will vary
depending of the equipment used. If the equipment
• If the result is less than the minimum AC of the
has power for the range it is used, a power roll will
target, the shot has missed or has not affected the
take place applying the power value, cover, and
target in any way.
other relevant modifiers except the pressure on the
• If the result is equal or higher to the minimum AC firing unit.
of the target, it receives an application of pressure.
A weapon with the special rule “persistent area”
• If the result is equal or higher to the maximum will leave the template on the battleground. This
AC of the target, it has been damaged. Upcoming template will remain a number of periods indicated
section “Damage” covers the procedure when this between parentheses in the special rule. Each
happens, to determine the amount of damage period comprehends a complete opponent player
received by the unit. turn, until the next organization phase of the player

Game example
Weapon with “Drift”

The unit throws a Fragmentation grenade over


the group of units as shown in the image. The player
controlling the unit decides to place the template
between the enemy units, to cover both of them.
Because it is a clear line of fire to the chosen spot, the
template is placed with the 3/11 arrow pointing towards
the unit throwing the grenade.
A drifting check of difficulty 10 is done. The result is:
3+2 (2d6) +3 (Drifting value in medium range) = 8.
Because the result is lower than the difficulty of 10,
the template will move on a random direction.

24
2 · Game System

1. The direction the template will move is


randomized. A dice roll is made: the result is
4+6 (2d6) = 10. The template will move on the
direction pointed by numbers 2 and 10. The
distance is also randomized by throwing dice:
the result is 3+4 (2d6) = 7, so the centre of
the template will move 7 cm.

2. On the final position of the template,


one of the units is partially covered by it and
the other is not at all. The player controlling
the partially covered unit must succeed on
an initiative check of difficulty 9 to avoid the
template effects, because more than a half of
the base is covered.

that controls the unit which caused this effect.


It is recommended to use counters to track this
duration.
If a unit enters a persistent area of effect, it will
receive the effects of the weapon immediately. This
will be treated as an automatic action.
If a unit remains inside a persistent area, it will
receive its effects again at the beginning of the
organization phase of the player that controls the
unit which caused the persistent area.
Drifting
When a unit fires equipment with the special rule
“Big round area” or “Small round area” the process
is slightly different. As described in the previous
section, these weapons make use of the round
templates and the main step is to determine where
they are placed.
First, the player controlling the unit firing
chooses a point of the battleground, at valid range
of the equipment based in the action allowing the
shot. Then, the appropriate template is placed on
its centre.
Round areas have eight numbered arrows
pointing outwards (7, 8, 4/12, 9, 3/11, 5, 2/10 and
6). The arrow numbered as 3/11 is bigger and it
indicates the direction where the shot comes, so it
must be placed accordingly.
Then, the player rolls a drifting check of difficulty
10. Special rules “Big round area” and “Small round
area” have two associated values. First one is the
bonus to be added to this check when firing at
medium range, the second being the bonus at long
range.

25
If this check is a success, the template remains in Hand to hand combat
place. If it fails, the template will move on a random
direction. To determine this, the player rolls dice A hand to hand attack happens after a unit uses
and adds the result. The template with the resulting an appropriate action that allows it to attack an
number indicates the direction. The distance in engaged enemy that way, or as punishment against
centimetres the centre of the template will move is an enemy trying to disengage.
the result of throwing again the dice and adding the To resolve the effects of a hand to hand
result. attack, the process to be followed is similar to
firing weapons: a power roll takes place adding
Use of accessories
the medium power of the weapon used and any
Units can equip with tools categorized as applicable modifiers, and the result is compared to
accessories to help them in battle, like medical kits the absorption coefficient of the target as seen in
or grenades. The use of an accessory requires from the “Firing weapons” section.
the medium or long range volley of an action, using Only weapons with the special rule “Melee” can
the accessory instead of firing a weapon. When be used in hand to hand attacks. If the unit does
the accessory has long range in its description, it not have a weapon with that rule, the power to be
must be used as part of an action that allows a long added to the power roll will be based on its type as
range volley. seen in “Unit’s types” section. When a valid weapon
This same rule applies to mission bearable is equipped, the power used will be the greater
objects, as well as opening doors, operating value: medium power of the equipment or the
levers, and any other elements in the battleground power given by its type. In any case, special rules
susceptible to be used by units. A unit need to be from the weapon will always be applied.
closer than 2 cm to be able to operate one of these
elements, unless said otherwise.
Accessories always are consumed on use: after
their effects take place, whether used as part of
an action or immediately for those accessories
with instant use rule, the equipment cannot be
used again in the current battle. However, multiple
copies or charges of an accessory is possible,
marked between parentheses after its name (for
example Fragmentation grenade (2), allowing the
unit to throw two of those during the battle).

26
2 · Game System

Engaging hand to hand combat Shooting at a hand to hand combat


A miniature is considered to be engaged in hand When a unit shoots at a unit engaged in hand
to hand combat when its base is making contact to hand combat, it really does it over the group of
with the base of at least one enemy. A unit must combatants. Because of this, the final target of the
perform successfully an action that allows this weapon volley must be randomized: each player
approximation, like “Fire and advance” or the throws dice for each one of their units engaged,
special action “Charge” for this to happen. and the miniature with the higher result will be the
Units engaged cannot fire weapons or use target.
accessories; they can attack in hand to hand Units engaged in hand to hand combat can be
combat as part of an action that allows it and/or tryignored when applying the nearest target rule
to disengage using the movement of an appropriate present in some actions. Also when shooting
action. at these groups only is needed for one of the
miniatures to be in valid range to perform the shot;
Engaging multiple enemies
the final target may end being out of range but
When a unit is engaged in hand to hand combat the shoot will continue in this special case. This
against more than one enemy unit, it cannot choose represents the constant movement of units fighting
the target of its hand to hand attacks. Instead, the in hand to hand combat, changing their positions
opponent player decides which one of his units continuously.
receives the attack; this must be decided before the Finally, the randomized target when shooting at a
power roll is made. group of engaged units will not benefit of any cover
Also a modifier must be applied when one that could be applicable.
side has more engaged miniatures: the side with
more units receives a +1 to the power roll for each
additional ally engaged against the enemy.
Disengaging hand to hand combat
A unit is trying to disengage when it is moving
out of a hand to hand combat situation.
To do this, the unit needs to be assigned with
an action that includes movement. Then, at the
very moment the movement is going to take place,
the player controlling the unit must success in an
initiative check of difficulty 8. Doing so will allow
the unit to move normally, leaving base contact
with the enemy; but if the check is a failure, the unit
will receive a hand to hand attack from the enemy
that is engaged. If there is more than one enemy
engaged, the opponent player will decide which unit
makes this attack (only one of them).
As an exception, units with a severely damaged
marker will not be able to do this attack, even if the
unit disengaging fails to success in the explained
initiative check.
This attack is considered an automatic action
and it must be resolved immediately. If after the
resolution the unit disengaging is able to continue
with the assigned action, if it is able of doing so
because possible damage received or effects. If it is
not possible, the action is lost.

EMPIRE · DEUROX LINEAGE · Skellario

27
Damage on units Damage control
This section covers the results of a power roll When a power roll is equal or higher than the
that surpasses the absorption coefficient of the maximum absorption coefficient (AC) of the unit,
unit, whether it is caused by weapon fire, damaging it has been damaged. The player controlling the
areas or hand to hand combat. target unit must roll dice and check the Damage
control table below.
Pressure markers
A unit is under pressure as a consequence of Roll Result
received attacks, weapon effects or because some
special rules. The pressure marker is placed closer 2-5 Stunned: the unit receives an
to the unit base, and it is used to highlight the application of pressure.
pressure affecting it: the unit will subtract this value 6-9 Light damage: a lightly damaged marker
from any power roll, drifting roll or initiative check is placed besides the unit base and it
that is made. As an exception, power rolls derived receives an application of pressure. If
from area of effect weaponry are not affected the unit already has a lightly damaged
by pressure marker (the drifting roll was already marker, it is replaced by a severely
modified). damaged marker. If the unit already
When a unit receives an application of pressure, has a severely damaged marker, it is
it means an additional +1 to the pressure already removed from the battleground.
gotten. That is, if the unit does not have any 10 - 11 Severe damage: a severely damaged
pressure marker, it will receive one with a “1” on marker is placed besides the unit
it upon application. If it does have a “1”, it will be base and it receives an application
substituted by a “2” one. Finally, already having a of pressure. If the unit already has a
“2” upon application means a final “3”. lightly or severely damaged marker, it is
removed from the battleground.
12 Out of combat: the unit has received
Remember too much damage and it is removed
from the battleground.
Pressure markers

Damage markers
When a unit receives a damage marker the
following rules must be applied:
Pressure over units reduces their
efficiency. This is represented by the • Lightly damaged marker: a unit with a lightly
different pressure values. damaged marker has taken some damage and
its capacities are affected. The unit can only
perform the following actions upon receiving an
action counter: forward and attack, hold position,
reposition and mend. Any actions not received by
Maximum pressure value is 3. If the unit already the straight assignation of an action counter can be
has a pressure marker indicating “3”, additional performed normally.
applications have no effect and are discarded. • Severely damaged marker: a unit with a severely
During the end phase of the player turn, all the damaged marker has received battle wounds. It
units under their control reduce pressure on them can only perform mend actions when assigned
by one: a unit having “3” will substitute it for a “2” with an action counter. During the end phase of
marker, and so on. the turn, the active player must do a resistance
check of difficulty 6 for each one of their units with
severely damaged markers. If the check is a failure,
unit state worsens and it must be removed from
the battleground. If the check is a success, the
unit remains on the battleground with its severely
damaged marker.

28
2 · Game System

Game example
“Charge” action and hand to hand combat

1. The unit receives an action counter and


performs a “Charge” action, moving towards the
enemy and engaging in hand to hand combat. The
distance is valid, so the movement is performed
successfully.
2. After the engagement, the attack is done. The
power roll is: 4+4 (2d6) + 5 (power) + 1 (“Charge”
modifier) + 1 (“Shred” weapon special rule) = 15.
The result is higher than the maximum CA of the
enemy unit, so the player controlling it must make a
damage check to know how much damage results on
its unit.

Servants
Servants are a special type of unit. They are after the controlling unit resolves its action, and
bounded to a controlling unit, making actions can only happen once in a turn.
simultaneously to it. Mechanics associated to them • Servants cannot be used to make mission
are the following: duties, like carrying objects or control other units.
• They are recruited as an accessory for the unit Also, they do not count as units towards victory
they are bounded, being base equipment or conditions or mission preparations.
acquired during the recruitment as an equipment • A servant has its own special rules and equipment.
option for the associated cost. All of them are listed • Servants are removed from the battleground upon
by the keyword “servant”. any damage marker application on them after a
• The servant is deployed the same way the damage control.
controlling unit does. At any time, the servant • Any other rules not specified works in the same
must be closer than 20 cm to its controlling unit, way as for other units.
moving accordingly to satisfy this requisite. If the
controlling unit is put out of combat, the servant is
punt out of combat immediately.
• Servants cannot receive an action counter or be
affected by command actions. When the controlling
unit receives an action counter, the servant can
perform a forward and attack or hold position
action simultaneously. This is resolved before or

Remember
Damage markers

Units wounded have their actions


limited. Lightly (left) and severely (right)
damaged markers indicate the current
state of the units.

29
List of special rules Hand to hand
• Relentless assault: initiative checks by enemies
Shooting engaged with the unit receive a -1 modifier.
• Long weapons: the unit receives a +1 to its power • Close combat: the unit receives a +1 to the power
roll when using long type weapons. If the weapon roll when attacking in hand to hand combat.
has drift, the modifier is applied to the drifting • Counterattack: the unit makes a hand to hand
check instead. attack against the first enemy that attacks it that
• Medium weapons: the unit receives a +1 to its way during the turn. This is considered to be an
power roll when using medium type weapons. If automatic action, and takes place immediately after
the weapon has drift, the modifier is applied to the resolving the enemy hand to hand attack, no matter
drifting check instead. its result.
• Heavy weapons: the unit receives a +1 to its • Evasion: the unit automatically succeeds on
power roll when using heavy type weapons. If the initiative checks when disengaging from hand to
weapon has drift, the modifier is applied to the hand combat.
drifting check instead.
• Bomber: the unit receives a +1 to drifting rolls Movement
when using equipment with this special rule. • Acrobat: the unit automatically succeeds on
• Target selection: the unit ignores the nearest initiative checks when making jumps.
enemy rule when performing the forward and • Climber: the unit automatically succeeds on
attack action. initiative checks when climbing.
• Response fire: the unit makes a medium range • Evasive manoeuvres: the unit can move up to
weapon volley, with an equipped medium or short 5 cm after being the target of a shot. This effect is
weapon, against the first enemy that shoots at it an automatic action activated by the received shot
during the turn. The range must be valid as well and can only happen once in a turn. This movement
as the line of fire. This is considered to be an cannot be used to disengage from hand to hand
automatic action, and takes place immediately after combat and cannot end closer than 2 cm from an
resolving the enemy shot, no matter its result. enemy base.
• Steady step: the unit receives a +1 modifier to the • Additional movement: the unit can move an
power roll when firing a weapon with the forward additional 5 cm when performing forward and
and attack action. attack or sprint actions.
• Solid position: the unit receives a +1 modifier to • Surefooted: the unit ignores any penalties when
the power roll when firing a weapon at medium moving on difficult terrain, also being able to sprint
range with the hold position action. through them applying the penalty (move 1 cm at
• Precision: the unit reduces by one the cover expense of 2 cm from the movement).
penalty to power rolls when firing at units under • Fast unit: the unit can move an additional 10
cover. cm when performing forward and attack or sprint
• Quick shooter: this unit ignores the special rule actions.
“reload” on its equipment. • Flight: the unit hovers over the ground, thus being
able to move without touching it. Because of that,
it automatically succeeds on any initiative checks to
climb or jump, no matter the dice roll. Any terrain
whose practicability is the function of the terrain
stability (like swamps or rocky areas) are treated
as clear terrain, and the unit is able to end of the
movement over them if the base remains stable.

THE COUNCIL · ARMADA · Manticore

30
2 · Game System

Tactics Defence
• Airborne: the unit arrives to the battleground • Explosion-proof: area of effect weapons affecting
from the air, so is not deployed at the beginning the unit receives a -1 modifier to the power roll.
of the game. It can be deployed any turn from the • Camouflage: the penalty to power rolls when this
second one the controller player is the active player unit is under light cover is -3.
(turns 3 or 4 depending on who went first). To do
• Defender: hand to hand attacks against the unit
the deployment, the player designates a tentative
receive a -1 modifier to the power roll.
landing point, not closer than 20 cm to any enemy
unit or mission objective, and proceed as if it were • Fireproof: the unit cannot receive incendiary
the firing of a drifting weapon with the special rule markers.
“small round area (4)” to fin the final landing point. • Immunity: the unit is not affected by the special
If the final spot is over impassable terrain or out of rule “poisonous” present in some weapons.
the battleground, the final landing will be the closer • Obfuscation: shots against this unit at long range
spot over clear or difficult terrain to the initial receive a -1 modifier to the power roll.
tentative landing point.
• Disturbance: shots against this unit at medium
• Invisibility: the unit is invisible at the beginning of range receive a -1 modifier to the power roll.
the game. As long as it remains invisible, it cannot
• Regeneration: the unit automatically succeeds in
be target of enemy shots or enemy special rules.
any resistance checks.
The unit can move normally, but the invisibility
state ends if the unit fires a weapon, it is damaged • Resiliency: damage checks for this unit receive a
(maximum AC surpassed on a power roll), an enemy -1 modifier.
is closer than 15 cm at any moment or the unit does • Tenacity: the unit reduces two pressure
anything but moving. applications on it at the end phase instead of only
• Advanced deployment: the unit can be deployed one.
up to 10 farther from the border of its deployment
area.
• Infiltration: the unit is deployed after all
units without this special rule have done so.
The deployment can be done anywhere on
the battleground except the opponent player’s
deployment area, mission-specific exception
areas, or closer than 15 cm of another infiltrated
unit already deployed. If both players have units
with this special rule, they will proceed with the
deployment of these units in the same order they
did for non-infiltrated units.
• Conceal system: the unit cannot be chosen as
target of long range volleys.

“What caused the apparent extinction of such an advanced race is a mystery. Our history tells
us that empires sometimes destroy themselves, so it would not be unreasonable to think that this
happened to the Titans. The most accepted hypothesis is that some internal enemy finished them
off quickly and by surprise, since a large-scale war among civilizations of that calibre would have
left a visible mark. What happened to the winner of this contest is a thought, at least, disturbing
...”

Extract from “Essay on the Titans II” by Dr. F. Bernstein.

31
Actions Handicaps
• Mastered action (): the unit will not receive an • Bound (): the unit is bound to the master unit
overstrain marker if one of its two performed indicated between parentheses; it must be
actions is the indicated one between parentheses. deployed not farthest than 15 cm from its master,
The unit is still limited to two actions during the being closer than 30 cm anytime during the game.
turn. If by any means this requirement is not met, the
• Restricted action (): the unit cannot perform unit is forced to move as soon as possible to fulfil
the indicated action between parentheses upon this even if it means the assignment of an action
receiving an action counter. counter. If the master unit is put out of combat, the
bound unit can move freely.
• Ardent: the unit must perform at least one action
each turn, unless any damage marker is present on • Mechanical: the unit is mechanical, thus cannot
it. Automatic actions received as part of a command be repaired by the special rule “healing” or perform
action serves for this purpose. This requisite must “mend” actions. It can only be target of the
be prioritized on each turn, whether directly by equipment special rule “repair”.
assigning an action counter to the unit or indirectly • Slow reactions: the unit always fails the initiative
by a command action. checks associated to avoid area of effect templates
• Improved lift: the unit can fire a heavy weapon or disengage hand to hand combat.
type when performing “forward and attack” or “fire • Rigid: the unit cannot move over scenery
at will” actions, ignoring that restriction. Also, the elements that require a vertical movement higher
unit can move the 5 cm described in “hold position” than 3 cm, and cannot jump or climb while moving.
even if it uses a heavy weapon. • Empty threat: the unit can be ignored by enemy
• Charge: the unit can perform “charge” upon units when applying the nearest target rule.
receiving an action counter.
• Dependent: the unit cannot receive a second
action counter during a turn, except if there is a
unit with the special rule “controller” nearby.
• Controller: the unit empowers “dependent” units,
if it is not severely damaged, up to 40 cm farther.
• Fire and run: the unit can perform “fire and run”
upon receiving an action counter.
• Opportunity shot: the unit can perform
“opportunity shot” upon receiving an action
counter.
• Driven: the unit can perform “forward and attack”
even if a severely damaged marker is present,
ignoring this restriction.
• Strong balance: the unit can move the 5 cm
described in “hold position” even if it uses a heavy
weapon.
• Fire and jump: the unit can perform “fire and
jump” upon receiving an action counter.

32
2 · Game System

Command actions
Some command units have access to command
actions only available to them.
• Tactical advance: the unit and up to two basic
units not farther than 20 cm from it can move up
to 12 cm, not ending the movement closer than
2 cm from an enemy unit base. The order of the
movement can be any, but a unit must end it
before the next one starts moving. Movements are
treated as an automatic action and counts toward
overstrain management.
• Covering fire: the unit moves up to 20 cm not
ending the movement closer than 2 cm from an
enemy unit base, and a basic unit not farther than
20 cm from the unit can perform a long range shot
with an equipped weapon. This assignment can be
inverted, being the unit the one which fires and the
basic unit the one which moves. In any case, the
movement or the shot are considered automatic
actions and count toward overstrain management.
• Take positions: the unit and a basic unit up to
20 cm farther from it can perform the same tasks
as if they have received “forward and attack”.
Both movement and shooting for each unit are
considered a whole automatic action for each one,
and count toward overstrain management.

TANAOR · GUARDIANS · Infantry, Knight, Grand master

33
Equipment special rules This effect remains until the next organization
phase of the player controlling them.
• Big round area (): the weapon follows the drifting
• Sustained fire: a doubles result on the power
rules, applying the modifiers between parentheses
roll with the weapon causes it to fire a second
and making use of the big round template.
show over the same target. The second shot is an
• Small round area (): the weapon follows the automatic action and can only happen once in a
drifting rules, applying the modifiers between turn.
parentheses and making use of the small round
• Ignore cover: a power roll with the equipment
template.
ignore the penalty from enemy cover.
• Tear area: the weapon uses the teardrop template
• Chain hit: shots from the weapon result on a
when fired, following this template rules.
second attack if there is another enemy besides
• Persistent area (): the area of effect of this the first target closer than 15 cm to it. This second
weapon remains on the battlefield a number of attack is an automatic action and is treated as
periods indicated between parentheses. an automatic action happening right after the
• Stun (): a power roll with this weapon will always resolution of the first shot.
put the number of applications stated between • Impulse: unit using this equipment will move an
parentheses at minimum, no matter its result. additional 10 cm to the movement associated to the
• Block line of fire: the persistent area associated next action performed.
to this weapon blocks the line of fire. However, this • Incendiary: the target of this weapon is set
area cannot be used as cover by units. ablaze in top of the other effects from the shot,
• Block movement (): affected unit will not be thus receiving an incendiary marker. During the
able to move during the next turn in which it would next organization phase of their controller player
be able to. Between parentheses are indicated units with an incendiary marker must succeed in
the unit types affected by this, not indicated ones an incendiary check of difficulty 9, or receive an
are unaffected: L (light), M (medium), H (heavy), impact from the weapon with a -2 modifier to the
and S (superheavy). If this effect is associated to power roll. No matter the result of this additional
a persistent area, the terrain where the template attack, the incendiary marker is retired afterwards.
is over is considered to be impossible terrain for
these types.
• Protective shield: allied units not farther than
15 cm from the unit using the equipment are
considered to be under heavy cover until the next
organization phase of the player controlling them.
• Disruptive field: allied units not farther than 15
cm from the unit using the equipment cannot be
chosen as targets of long range attacks until the
next organization phase of the player controlling
them.
• Grievous wounds (): damage checks from this
weapon add the bonus between parentheses to the
dice result.
• Shred (): a power roll from the equipment adds
the bonus indicated between parentheses to the
result when the target is a light or medium type
unit.
• Cooldown: the weapon can only be fired once
each turn.
• Shield: unit using this equipment is considered to
be under heavy cover until the next organization
phase of the player controlling it.
• Evolution: units not farther than 20 cm from
the unit using the equipment change their type
to the immediately superior one. Light units
change to medium, medium to heavy and heavy to
superheavy; superheavy units remain unchanged.

34
2 · Game System

• Reload: the weapon can only be used once per


action.
• Reduce cover: power rolls with this equipment
ignore light cover penalties to power rolls. If the
target is under heavy cover, the penalty is still
applied.
• Repair: upon use of this equipment, the unit
removes any damaged marker on itself or on an
allied unit closer than 2 cm. Only “mechanical” units
can be targets of this effect.
• Recovery: upon use of this equipment, the unit
removes all pressure applications on itself.
• Dependent enhancement: units with the special • Healing: upon use of this equipment, the unit
rule “dependent” closer than 40 cm to the unit with removes any damaged marker on itself or on an
this equipment can receive a second action during a allied unit closer than 2 cm. Units with the special
turn. Overstrain management applies as usual. rule “mechanical” cannot be targets of this effect.
• Melee: the weapon can be used to attack in hand • Aiming system: a power roll with this equipment
to hand. applies a +1 modifier to the result if the unit does
• Parable: the equipment that makes use of round not move during the same action the shoot is
templates with this special rule can choose a performed.
tentative landing point without line of fire, applying • Overload: a power roll with this weapon can be
a -3 modifier to the drifting check. This is possible modified by +1 if the equipment applies a “reload”
because the shot trajectory is a parable instead a special rule on itself for the rest of the turn, or by
straight line. +2 if it applies “overload”. If the weapon already
• Penetration (): a power roll from the equipment has “reload”, it can modify the power roll by +1 if it
adds the bonus indicated between parentheses to applies “overload”.
the result when the target is a heavy or superheavy • Instant use: the equipment can be used at any
type unit moment but during a dice resolution, without
• Enemy chaser: upon fire of this equipment, the requiring the normal activation process of
target receives a chasing marker instead of the accessories or weapons volleys.
typical power roll. If during the next organization • Poisonous: a damage check result of 2-5 will be
phase of the player controlling the unit that used treated as a 6-9 result for this weapon.
this equipment the target is still at range, it receives
the effects of the weapon no matter if the target is
still in line of fire.
• Power up: using the equipment has the same
effect of the command action “tactical advance”.
This can only be used when the player controlling
the unit with this equipment is the active player,
and affected units must manage overstrain as
usual.
• Proximity: when using this equipment, the
procedure of placing the round template is the
usual one, but it leaves a proximity marker on the
battleground instead of the template. The effects of
the equipment activates when any unit enters the
round area of the equipment (8 or 12 cm diameter),
placing then the template.
• Burst: this equipment ignores the power roll
penalty when it is fired in “fire at will”.
• Minimum range (): the equipment cannot choose
a target or a tentative landing point closer than the
number of centimetres between parentheses to the
unit using the equipment.

35
THE COUNCIL · ARMADA · Tactical Officer

36
3 · Last Saga games
Games in Last Saga are centred on the consecution of a mission. The mission will determine
mission objectives and victory conditions, how to deploy units on the battlefield and additional
rules that may apply.
The current chapter will describe the steps to play Last Saga games.

EMPIRE · DEUROX LINEAGE · Starter pack 01

37
Last Saga games

Mission selection Choosing a faction and a section


The first step to play a Last Saga games is to In Last Saga, factions fight on a conflict in which
choose a mission. This mission must be chosen their own interest clash against the others. Said
by common agreement by the players from the factions are: The Council, Empire, Tanaor, Saanar
mission file. and Uruhvel. Inside faction there are different
sections grouping different combat operatives; for
The mission file contains all the necessary
example, two Saanar sections are Raiders and the
information to play the game. On occasions, the
Assassin’s Guild.
mission will contravene some general rules for Last
Saga: in those cases, specific mission rules prevail Factions, sections and units composing them are
over general ones. developed in chapter 4: combat forces.

General recruitment rules


Recruiting a combat force In Last Saga are 4 classes of units: basic, support,
After choosing a mission, each player must elite and command.
organize its combat force following the rules • Basic: these troops compose the backbone of the
below. combat forces.
• Support: advanced and specialized units.
Battle points
• Elite: highly trained units, capable of overcome
The players must agree the size of the combat task with high performance in battle.
forces to recruit, measured in battle points. Said
• Command: units with important tactical
points are used to recruit units and purchase
resources; they can have key abilities or equipment,
equipment options. When a unit is recruited, it base
or allow the recruitment of specific units.
cost plus any equipment options purchased are
added to the total cost of the combat force. This Additionally, there exist a special class of unit
total cost cannot exceed the battle points decided that accompany some units: the servants. These
at the beginning. work together the unit they follow, but they do not
count as units for practical purposes or be recruited
Introductory and fast games are usually set to
independently.
100 battle points; that allows the players to recruit
enough units to learn the game system and explore Having all of this in consideration, general rules
its possibilities. Last Saga starter packs contain to follow when recruiting a combat force are:
units for this value, approximately. • Include units of only a faction.
For advanced players, it is recommended to play • Include units of only a section.
games with 200 or 250 battle points. In any case, • Not include two or more command units with the
the number of battle points must be a multiple of same name.
50. Additionally, some missions may recommend or
• Include one, and only one unit marked as officer.
fixate a number of battle points to be played.
• Include a minimum of 3 basic units.
• Include a maximum of one elite unit for each 100
battle points.
Some units have specific recruitment rules that
restrict their recruitment or open the possibility of
recruitment units that normally cannot be included.
These specific rules have priority over general rules
of recruitment.

38
3 · Last Saga games

Preparing the battleground


Remember
After players have agreed the size of the game
and have recruited their combat forces, it is
Recruitment rules time to prepare the battleground. A flat surface
with a recommended size of 120x120 cm (90x90
cm minimum) and lots of scenery elements are
A combat force must:
necessary for this.
• Include units of only a faction.
The mission file has a part correspondent to
• Include units of only a section. battleground preparation, where are explained
• Not include two or more command units any necessary instructions to place the scenery,
with the same name. markers, miniatures or anything that must be
• Include one, and only one unit marked as prepared beforehand.
officer.
• Include a minimum of 3 basic units.
Game progression
• Include a maximum of one elite unit for
A Last Saga game follows the turn rotation
each 100 battle points.
explained in chapter 2. The mission file will include
any additional information about which player has
the first turn or the maximum number of turns,
also the victory conditions for a player to obtain
victory.
Additionally, a faction or section can have
specific recruitment rules described in the
appropriate section. Again in case of conflict, these
rules prevail over general ones.
Units have base equipment when recruited. Any
optional equipment chosen during the recruitment
will substitute equipment or it will be added tor ait
equipment as indicated.

Recruitment example
Phantom with Heavy sniper rifle recruitment

To include a Phantom on the combat force, first it is necessary to check if the


conditions to do it are met:
Because it is an Elite unit, it is needed to make sure that only one elite unit for each
100 battle points is recruited. Also, the Phantom requires the previous recruitment
of an Operations Agent to be recruited.

To add the Phantom to the combat force the 17 points of its base cost are added
plus 4 more because of the equipment option chosen (Heavy sniper rifle), to the
total points of the units already recruited.
If the new total is not higher than the battle points decided, the recruitment of the
Phantom is a success.

39
Mission files
The following section details missions for Last The sections that describe a mission are:
Saga games. More missions will be included in the
future: via web support, promotion events or social Mission briefing
networks. Also, it is encouraged for the players to This section develops an example of background
create and share their own missions for Last Saga and motivations for the mission.
thus creating a unique and rich environment.
Preparing the battleground
There are explained the mission specific
preparation steps: deployment areas, additional
units to be placed, markers, etc.
Mission objective
This section describes the victory conditions,
as well as additional rules that must be applied in
the battleground: unique unit behaviours, random
bombardments, special events, etc.

Game example
“Going crazy” mission set up

The battleground is ready for the mission to begin: scenery, units and the target. The steps
to follow are described on the mission file.

40
3 · Last Saga games

Vital information • Each player rolls 2d6 and adds the result. The
player with the highest result (ties are repeated)
decides between choose the deployment area, or
Mission briefing
start deploying units first and have the first turn.
Welcome Officer. • The players place alternately, one by one, their
units in their respective areas of deployment. After
An enemy research facility was assaulted a few that, infiltrated units are deployed following the
hours ago by our Combat Forces. Their mission was rules for them. (See “Infiltration” special rule).
to retrieve information from the enemy research • Once all the units have been deployed, an
objective marker (medium size) is placed in the
on the new archaeology site. On its way to escape,
centre of the battleground. After that, following
the transport pod was put down by the defensive the same deployment order, each player places
systems. an objective marker on the battleground. Those
cannot be put in inaccessible places for units, closer
After the crash, some of the crew seemed to than 20 cm from another objective marker or closer
manage staying alive, and hide the information than 10 cm to a deployment area.
retrieved on the crashing area. No further Mission objective
information about their survivability has been • The mission is won by the player who achieves
retrieving information from two beacons,
received.
represented by the objective markers.
You must command your forces into the area and • To retrieve information from a beacon, the
retrieve those data from the beacons. Enemy forces player must place one of their units in contact
with an objective marker. Retrieving information
are expected, as that is crucial research information is considered medium-range shot and can be
and as our attacking Combat Forces deleted all the performed by any action that allows it (see section
research after copying the data, they are expected “Use of accessories”). Command actions are not
valid to do the extraction. The unit must stay in
to try to recover it. contact with the beacon extracting data until the
next organization phase of its controller player,
You will find additional information of the zone in
when it is considered that the information has been
the attached documents. retrieved.
End of the briefing. • If during the extraction time the unit receives
a Severely Damaged Marker, is engaged in hand
Preparing the battleground to hand combat, performs any action or it is
incapacitated by any means the information
• The deployment area for each player is 10cm
retrieving process is stopped and must start again.
on opposite edges of the table (if the table is
rectangular, use the short edges). The battle area • When the information retrieval, the beacon
will comprise the rest of the playing surface. becomes unusable and there will be no further
information that can be retrieved from it by any
• Each player alternately places an item of terrain
unit.
(or a set of small elements) on the playing surface.
Terrain items cannot be placed within 15cm from
the centre of the playing surface. This process
continues until there are placed enough scenery
elements for a good game experience (it is
recommended a good amount of them).

41
The lost probe • Each player alternately places an item of terrain
(or a set of small elements) on the playing surface.
Terrain items cannot be placed within 15cm from
Mission briefing
the centre of the playing surface. This process
Welcome Officer. continues until there are placed enough scenery
elements for a good game experience (it is
Suspicious activities taking place, apparently recommended a good amount of them).
at random pace, in the past hours caused a pre- • Each player rolls 2d6 and adds the result. The
emptive exploration of the sector where they were player with the highest result (ties are repeated)
decides between choose the deployment area, or
taking place. start deploying units first and have the first turn.
After a few scans, enemy activities were • The players place alternately, one by one, their
units in their respective areas of deployment. After
detected. Before a tactical bombardment could that, infiltrated units are deployed following the
take place, they hide any traces and apparently rules for them. (See “Infiltration” special rule).
retire from the area. • Once all terrain items have been placed, an
objective marker (medium size) that represents
However, a signal from an enemy probe sent the probe to retrieve is placed in the centre of
was detected and before it could escape the area, a the battleground, at the same distance from both
deployment areas.
radiation pulse from our security system rendered
it useless, falling to the area. Mission objective
• The player bringing the probe to their
Your mission consists in recovering the probe. It corresponding deployment area with one of their
should contain useful information about the enemy units wins the game.
and its activities in this sector. • Any unit can bear the probe (but servants cannot
do it). To take it, the unit base should be touching
As the enemy is also moving forward to recover the probe, and it must be on the ground, not
it, it should be of maximum importance, so expect being carried by any unit. This action is considered
medium-range shot and can be performed by any
heavy resistance. The security system will not be action that allows it, bearing the probe instead
helpful because of the danger of damaging our of performing the shot (see section “use of
troops and the probe itself. accessories”). Command actions are not valid for
this.
You will find additional information of the zone in • The bearing unit cannot move more than 12
the attached documents. cm each turn without dropping the probe. If the
bearing unit moves more distance, the probe is
End of the briefing. dropped to the ground at the point where the
bearing unit moved 12cm, and it cannot be retaken
Preparing the battleground by the same unit this turn. Bearing unit can drop
• The deployment area for each player is 10cm the probe at any time, without any cost. If the
on opposite edges of the table (if the table is controller unit receives a Severely Damaged Marker,
rectangular, use the short edges). The battle area the probe is dropped to the ground.
will comprise the rest of the playing surface. • The probe cannot be objective of shots, and is
immune to any weapon effects.

42
3 · Last Saga games

Tactical objective Preparing the battleground


• The deployment area for each player is 10cm
Mission briefing on opposite edges of the table (if the table is
rectangular, use the short edges). The battle area
Welcome Officer. will comprise the rest of the playing surface.
Enemy troop’s movements have been detected • Each player marks the officer of their combat
forces; it will be the mission objective for the
in our scans of the border. Immediate actions are enemy.
necessary before the enemy takes positions and is • Each player alternately places an item of terrain
able to launch operations over our interests on this (or a set of small elements) on the playing surface.
This process continues until there are placed
sector.
enough scenery elements for a good game
To that effect, a fast elimination attack has been experience (it is recommended a good amount of
them).
ordered, to cause havoc in enemy lines. Your units
• Each player rolls 2d6 and adds the result. The
will be deployed in the perimeter hot point, and the player with the highest result (ties are repeated)
parameters are clear: search and destroy the higher decides between choose the deployment area, or
ranked officer in the enemy Combat Force. start deploying units first and have the first turn.
• The players place alternately, one by one, their
After the objective have been eliminated, your units in their respective areas of deployment. After
units must return to base to prevent further that, infiltrated units are deployed following the
rules for them. (See “Infiltration” special rule).
casualties on our side.
Mission objective
You will find additional information of the zone in
• The mission is won by the player who puts “Out of
the attached documents. Combat” the rival officer, previously marked as the
mission target.
End of the briefing.

43
Going crazy Preparing the battleground
• The deployment area for each player is 10cm
Mission briefing on opposite edges of the table (if the table is
rectangular, use the short edges). The battle area
Welcome Officer. will comprise the rest of the playing surface.
A human archaeology team was investigating • Each player alternately places an item of terrain
(or a set of small elements) on the playing surface.
some recently discovered ruins of “The Titans”, data Terrain items cannot be placed within 15cm from
catalogued as “Top Secret”. the centre of the playing surface. This process
continues until there are placed enough scenery
After some investigations there, all the members elements for a good game experience (it is
of the group seemed to disappear, including the recommended a good amount of them).
crew of the escort team. After a long silence, an • Each player rolls 2d6 and adds the result. The
player with the highest result (ties are repeated)
emergency signal was emitted.
decides between choose the deployment area, or
One of the archaeologists survived, from now start deploying units first and have the first turn.
• The players place alternately, one by one, their
on it will be called “target”. Apparently, with its last
units in their respective areas of deployment. After
bit of reason, it sent an open emergency signal for that, infiltrated units are deployed following the
rescue. Contents of the message lead to think that rules for them. (See “Infiltration” special rule).
some unknown entities caused the incident. Now • Once all terrain items have been placed, a
miniature representing the survivor is placed in the
the area is clear, but the target seems to have lost
centre of the battleground, at the same distance
any reasoning capabilities because of the stress and from both deployment areas.
panic. Mission objective
This signal has been intercepted, so you must • The player taking the target to their corresponding
extraction point wins the mission. For this to
command your forces and recover the target
happen, the base of the target miniature must
alive for further information about the incident make contact with the deployment area of the
happened. The target must be taken to the player controlling the unit that guides the target.
The player whose units put out of combat the target
extraction point marked in the map.
loses the game immediately.
You actions must be fast, as other Combat • Any unit but servants can guide the target. To do
that, the unit base must be closer than 2 cm from
Forces interested on that information seem
the target base. Taking control requires a medium
to have intercepted the emergency signal and range volley and can be performed by any action
they are on their way as well. You will find that allows it (see “use of accessories”), guiding
the target instead of making the shot. Command
additional information of the zone in the attached
actions cannot serve this purpose. Any control
documents. attempt over the target while it is under the control
of other unit results in the target following the new
End of the briefing. unit.

44
3 · Last Saga games

• Once controlled, the target moves up to 10 cm


each turn, following the unit controlling it; however
2d6 Target Action
it will never enter a damaging area, stopping 1-3 What an awesome fossil we have here!
immediately if there is not an alternative way The target stays in place.
around it. If the unit controlling the target moves 4-5 Where is my notebook? The target
in such a way the target cannot stay closer than 2 wanders up to 10 cm on a random
cm to it, the target stops immediately and becomes direction. Use a round template to
uncontrolled. Additionally, if the unit controlling the determine the direction, pointing the
survivor receives a severely damaged marker the “3/11” to the nearest unit in Line of
target becomes uncontrolled immediately. Fire.
• The target cannot be objective of any shoots or be 6-7 We all are going to die! The target runs
engaged in hand to hand combat. For rules purpose up to 20 cm to the nearest cover. If the
the survivor is considered a light type unit. If the target is on cover, or gets into cover
target receives a lightly damage marker, it continues before the movement ends, it stops.
normally; but if it receives a severely damaged
8-10 Run, run, for your life! The target runs
marker, it will stop immediately and become
up to 10 cm on a random direction,
uncontrolled.
stops, and run again 10 cm to a random
• From the third turn onwards, at the beginning of direction. Use a round template
each player organization phase, if the target has to determine the direction of both
a severely damaged marker it will automatically movements, pointing the “3/11” to the
perform a “mend” action. If it does not have one of nearest unit in line of fire.
these markers and is not under control of any unit,
11-12 Did you see this interesting rock? The
the active player rolls dice and checks the following
target charges up to 20 cm to the
table to determine its behaviour:
nearest unit, putting an application of
Pressure on it. If there are nor aits in
valid range, treat this result as “Run, run,
for your life!”

45
Armed robbery rocks and trees, should be enough. This set up must
be agreed by both players.
Mission briefing • Each player alternately places an item of terrain
(or a set of small elements) on the rest of the
Welcome officer. playing surface. This process continues until there
are placed enough scenery elements for a good
After a swift and clever infiltration in an enemy game experience (it is recommended a good
base, an allied Combat Force has been surrounded amount of them).
by the enemy defensive forces on its way out. The • Players must agree the role each one takes in this
mission: as attacker or as defender. When in doubt,
stolen materials are of maximum importance, so it
it can be settled with a dice roll: each player rolls
is absolute priority to retrieve them. 2d6, adds the result and the player with the highest
result (ties are repeated) decides between being the
Our Assault Team is now trapped in a distant defender or attacker player.
area. They manage to take cover for a while on the • The defender player must divide the combat force
terrain, but they are now being assaulted without in two teams: assault team, with at least three
way to scape. We are unable to give support units and five maximum; and the extraction team,
with the rest of the units and the officer. After this,
via a tactical bombardment because the risk of the defender player writes down in secret which
damaging our forces is too high, and this type of three units in the assault team carry the materials
attack requires precision and communication we retrieved. A unit with the special rule “Infiltration”,
“Airborne unit” or “Advanced deployment” can be
are unable to have. chosen for this, but at the cost of not being able
to be deployed in agreement with such special
This is why we need your command, officer. You
rules. This information must not be known by the
must enter the zone leading a small Reinforcement Attacker player, so a clear track of the carrying units
Group, and secure an escape for our Assault must be made to avoid confusion.
Team and the important materials recovered. Two • The players, place alternately, one by one, their
units in their respective areas of deployment. After
possible localizations are safe for landing, so based that, Infiltration units are deployed, following the
on the information we have gathered, you must rules for them. First player to start the deployment
decide where to deploy your forces. must be the attacker player, which is also the first
active player.
You will find additional information of the zone in Mission objective
the attached documents.
• The objective of the defender player is to reach
End of the briefing. with as many possible materials carrying units
a valid extraction point. At the very moment a
Preparing the battleground carrying unit ends an action inside one of these
zones its miniature is removed from the Battlefield.
• The deployment area for the assault team of
Attacker player must prevent carrying units from
the defender player is a 15cm circle in the centre
escape the battleground. Game ends when no more
of the battleground. The reinforcement team of
carrying units are on the battleground.
the defender player will deploy up to 10cm away
from opposite sides of the battleground. If there • This mission can be played once or twice,
are short sides on the battleground, these will be alternating the roles of defender player and
chosen. attacker player. When playing twice, both games
must use the same battleground obtained in the
• Deployment area for the attacker player will be up
previous steps.
to 10cm from the other sides of the battleground. If
there are long sides, these will be chosen. • In the case of playing the mission once, winner
will be the defensive player if at least one unit
• The extraction point is a quarter 5 cm circle on
reaches an extraction point. In the case of two
each of the corners of the battleground.
games, winner will be the player who brings more
• In the centre of the Battlefield must be present carrying units to an extraction point when playing
enough terrain and scenery elements to provide as defensive player.
cover and shelter to the Defender Team. A bunker,
a building, a combination of boxes and barrels or

46
4 · Combat forces
This chapter contains all the information about Last Saga units: factions and sections,
recruitment files and equipment.

THE COUNCIL · ARMADA · Gunner

47
Combat forces

Units As seen in “General rules of recruitment”, an


officer must be included in the combat force. Units
Each one of the units is represented in Last Saga with this designation are highlighted on said lists
with a unique miniature with the appropriate detail for a better identification.
level, to represent its look and equipment.
Also basic, support and elite units that require
Additionally, units belong to a specific faction, the previous recruitment of a command unit to be
and inside the faction to a section; a combat recruited, appear listed below said unit in the same
force can only be composed by units of a unique column.
section.

Factions Servants
Five factions fight in the universe for resource Servants that can go with units appear listed
control. in this section; this can be because the servant
During a period of tense calm, the action is is always with the unit thus listed in its basic
condensed in small tactical forces fighting for equipment, or because it can be chosen as an
strategic locations, retrieving information, maiming option.
the enemy capacities, sabotaging actions, etc. If the servant itself has an equipment option, it is
Because of that, units composing the combat acquired in the same way: the cost of the option is
forces are highly trained and prepared; some of added and the new equipment substitutes the base
them are capable of solve a wide array of situations, one.
while others are specialized in key tasks.

Recruitment lists Equipment


At the beginning of each section list it is attached Lastly, the list of equipment for the faction:
a graphic with the available units. Units listed are ranges, power and special rules of each one.
sorted by type, from command units to elite.

48
4 · Combat forces

The Council
UNI T Y IS OUR STRENGTH

After the tragic event that led to


the destruction of the Earth, human
colonies were scattered throughout the
galaxy. In this situation of uncertainty,
mankind was an easy prey, so a new
order was needed to provide protection
from the brutal external threats.

Versatile and multifaceted, Humanity


combat Forces are equipped with the most
advanced technology that human ingenuity
is capable of producing, especially
when it comes to the art of war.

Structured
militarily, human
society understands that in order
to survive, it is necessary to be willing and
prepared to fight. That is why every child
is militarily trained and the possibility of
being called to arms is continuous.

United now in a common effort to


survive, and known as The Council, this
decentralized republic governs to avoid
falling into chaos and annihilation.

THE COUNCIL · ARMADA · Manticore

49
Recruitment list

The Council · Armada

Command
Tactical of. Commando of. Com. Hydra Op. agent Technician Corpsman

Basic
Ranger Field agent Fusilier

Support
Assault soldier Dark cloak Cockatrice Gunner

50
Commando

Ranger

Harpy

Black crow

Roc

Manticore

Cerberus

Centaur

Elite
Basilisk Phantom Dragon

Wyvern

Kraken

Leviathan
4 · Combat forces

14 TACTICAL OFFICER OFFICER - LIGHT UNIT


Special rules Equipment Equipment options
1A - Tactical advance - Battle rifle - Can replace its Battle rifle with
- Light pistol a Machine gun (+4p) or a Combat
grenade launcher (+3p)
25
mm

19 COMMANDO OFFICER OFFICER - LIGHT UNIT


Special rules Equipment Equipment options
1A - Surefooted - Assault rifle - Can replace its Assault rifle with
- Infiltration - Light pistol an Assault shotgun (+2p) or equip an
- Camouflage - Combat knife Assault servant (+7p)
25 - Take positions - Incendiary grenade
mm

19 COMMANDER HYDRA OFFICER - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Tenacity - Machine gun - Can replace its Machine gun with
- Solid position - Heavy pistol an AT rifle (+3p)
- Covering fire
25
mm

13 OPERATIONS AGENT COMMAND - LIGHT UNIT


Special rules Equipment Equipment options
1A - - Assault rifle - Can replace its Assault rifle with a
- Light pistol Marksman rifle (+3p)
- Smoke grenade
25
mm

11 CORPSMAN COMMAND - LIGHT UNIT


Special rules Equipment Equipment options
1A - - Assault rifle - Can be equipped with a Medical
- Light pistol Aid servant (+5p)
- Medical Kit (2)
25
mm

15 TECHNICIAN COMMAND - LIGHT UNIT


Special rules Equipment Equipment options
1A - Controller - Assault rifle - Can be equipped with a Walking
- Light pistol mine (+2p)
- Shield servant
25 - Maintenance system (2)
mm

11 FUSILIER BASIC - LIGHT UNIT


Special rules Equipment Equipment options
1A - - Battle rifle - Every second Fusilier can replace
- Light pistol its Battle rifle with a Machine gun
(+4p) or equip an RPG launcher (+4p)
25
mm

14 RANGER BASIC (COMMANDO OF.) - LIGHT UNIT


Special rules Equipment Equipment options
1A - Advanced deployment - Marksman rifle - Every second Ranger can replace
- Surefooted - Light pistol its Marksman rifle with a Sniper rifle
(+3p) or a Combat shotgun (+3p)
25
mm

51
10 FIELD AGENT BASIC (OPERATIONS AG.) - LIGHT UNIT
Special rules Equipment Equipment options
1A - - Assault rifle - Every second Field agent can
- Light pistol replace its Assault rifle with an
Assault grenade launcher (+3p) or
25 equip a Smoke grenade (+2p)
mm

17 GUNNER SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Bomber - Combat grenade - Can replace its Combat grenade
launcher launcher with a Missile Launcher
- Light pistol (+4p), a Heavy missile launcher (+6p)
25 or a Heavy grenade launcher (+4p)
mm

17 COMMANDO SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Surefooted - Assault rifle - Can replace its Assault rifle with an Assault
shotgun (+2p) or a Combat shotgun (+3p). Every
- Infiltration - Light pistol
second Commando can replace its Assault
- Camouflage - Combat knife
25 rifle with an Assault grenade launcher (+3p) or
mm - Incendiary grenade equip an RPG launcher (+4p).

14 RANGER SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Advanced deployment - Marksman rifle - Every second Ranger can replace
- Surefooted - Light pistol its Marksman rifle with a Sniper rifle
(+3p) o Combat shotgun (+3p)
25
mm

15 ASSAULT SOLDIER SUPPORT (COMMANDO OF.) - LIGHT UNIT


Special rules Equipment Equipment options
1A - Surefooted - Assault shotgun - Can replace its Assault shotgun
- Response fire - Heavy pistol with an Assault rifle (+2p)
- Smoke grenade
25
mm

14 DARK CLOAK SUPPORT (OPERATIONS AG.) - LIGHT UNIT


Special rules Equipment Equipment options
1A - Target selection - Battle rifle - Can replace its Battle rifle with an
- Light pistol AT rifle (+3p)
- Companion servant
25
mm

19 HARPY SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
2A - Dependent - Assault rifle - Can replace its Assault rifle with an
- Mechanical - Light pistol Assault grenade launcher (+3p)
- Fire and run - RPG launcher
30 - Medium weapons
mm

15 BLACK CROW SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Airborne - Marksman rifle - Can replace its Marksman rifle
- Solid position - Light pistol with a Machine gun (+4p) or a Sniper
rifle (+3p)
25
mm

52
4 · Combat forces

18 ROC SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Fire and jump - Machine gun - Can replace its Machine gun with a
- Airborne - Light pistol Combat grenade launcher (+3p)

25
mm

17 COCKATRICE SUPPORT (TECHNICIAN) - MEDIUM UNIT


Special rules Equipment Equipment options
2A - Mechanical - Machine gun - Can replace its Machine gun with
- Dependent - Heavy pistol an AT rifle (+3p) or a Wave rifle (+3p)
- Additional movement
40 - Rigid
mm

20 MANTICORE SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Tenacity - Machine gun - Can replace its Machine gun
- Solid position - Heavy pistol with an AT rifle (+3p) or a Combat
- Fragmentation grenade grenade launcher (+3p)
25
mm

22 CERBERUS SUPPORT - HEAVY UNIT


Special rules Equipment Equipment options
2B - Mechanical - Resiliency - Combat grenade - Can replace its Combat grenade
- Dependent - Quick shooter launcher launcher with an AT rifle (+3p) or a
- Rigid - Light pistol Wave rifle (+3p)
40 - Immunity
mm

15 CENTAUR SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
2A - Fast unit - Assault rifle - Can replace its Assault rifle with an
- Rigid - Light pistol Assault grenade launcher (+3p) or
equip an RPG launcher (+4p)
40
mm

17 PHANTOM ELITE (OPERATIONS AG.) - LIGHT UNIT


Special rules Equipment Equipment options
1A - Invisibility - Sniper rifle - Can replace its Sniper rifle with a
- Solid position - Light pistol Heavy sniper rifle (+4p)
- Opportunity shot
25
mm

33 DRAGON ELITE - SUPERHEAVY UNIT


Special rules Equipment Equipment options
4 - Dependent - Improved lift - HAC rifle - Can replace its HAC rifle with a
- Mechanical - Assault rifle Heavy grenade launcher (+4p)
- Fireproof
50 - Immunity
mm

22 WYVERN ELITE - HEAVY UNIT


Special rules Equipment Equipment options
3 - Dependent - Additional movement - Flamethrower - Can replace its Flamethrower with
- Mechanical - Heavy pistol a Wave rifle (+3p)
- Fireproof - RPG launcher
40 - Immunity
mm

53
22 BASILISK ELITE (COMMANDO OF.) - MEDIUM UNIT
Special rules Equipment Equipment options
1A - Infiltration - Assault rifle - Can replace its Assault rifle with
- Surefooted - Heavy pistol an Assault shotgun (+2p), Combat
- Camouflage - Assault servant shotgun (+3p) or an Assault grenade
25 - Response fire - Incendiary grenade launcher (+3p)
mm

35 KRAKEN ELITE - SUPERHEAVY UNIT


Special rules Equipment Equipment options
2B - Dependent - Rigid - Heavy cannon - Can replace its Heavy cannon with
- Mechanical - Resiliency - Assault grenade launcher a Heavy missile launcher (+6p) or a
- Fireproof - Improved lift Heavy grenade launcher (+4p)
50 - Immunity - Slow reactions
mm
- Solid position

35 LEVIATHAN ELITE - SUPERHEAVY UNIT


Special rules Equipment Equipment options
4 - Dependent - Rigid - HAC rifle - Can replace its HAC rifle with a
- Mechanical - Slow reactions - Battle rifle Heavy missile launcher (+6p) or a
- Fireproof - Target selection Heavy cannon (+4p)
50 - Immunity - Resiliency
mm
- Improved lift - Driven

The Council servants


Name Type Special rules Weapon Accessory Base Profile
Assault Medium Mechanical Assault rifle - 25mm 0
Companion Light Mechanical Heavy pistol - 25mm 0
Shield Light Empty threat, Mechanical Light pistol Barrier generator 25mm 0
Medical Aid Light Empty threat, Mechanical Light pistol Medikit (3) 25mm 0

54
4 · Combat forces

Equipment list: The Council


Name MR LR MP LP T Special rules
Light pistol 25 35 4 3 C -
Heavy pistol 25 40 5 3 C -
Combat knife - - 5 - C Melee
Assault rifle 30 55 6 5 M Sustained fire
Assault shotgun 20 40 5 3 M Burst - Shred (1)
Assault grenade launcher 40 40 5 5 M Reload - Reduce cover - Minimum range (10) -
Parable - Small round area (2/4)
Battle rifle 35 65 6 5 L Sustained fire
Combat shotgun 30 50 6 4 L Shred (1)
Marksman rifle 30 80 6 6 L -
Sniper rifle 25 90 5 7 L Reload - Grievous wounds (1)
Combat grenade launcher 50 50 6 6 L Reload - Reduce cover - Minimum range (15) -
Parable - Small round area (1/3)
Missile launcher 60 60 7 7 L Reload - Stun (1) - Minimum range (15) - Small round
area (0/4)
Flamethrower - - 6 - L Cooldown - Teardrop area - Ignore cover -
Incendiary
AT rifle 30 80 7 7 L Cooldown - Penetration (1)
Machine gun 35 75 7 6 L Burst - Sustained fire
Wave Rifle 30 50 6 5 L Overload - Stun (2)
Heavy Missile launcher 80 80 8 8 P Cooldown - Minimum range (25) - Stun (2) -
Big round area (0/3)
Heavy grenade launcher 60 60 7 7 P Cooldown - Reduce cover - Minimum range (25) -
Parable - Big round area (0/2)
Heavy cannon 40 90 8 7 P Reload - Sustained fire
Heavy sniper rifle 15 110 6 8 P Cooldown - Aiming system - Grievous wounds (2)
HAC Rifle 45 80 7 7 P Burst
Fragmentation grenade 30 - 7 - A Reduce cover - Parable - Big round area (3)
Incendiary Grenade 30 - 6 - A Incendiary - Ignore cover - Parable - Big round
area (3) - Persistent area (1)
Smoke Grenade 35 - - - A Block line of fire - Big round area (5) -
Parable - Persistent area (1)
Medical Kit - - - - A Healing
Maintenence System - - - - A Repair
RPG Launcher 60 60 7 7 A Reduce cover - Minimum range (15) - Big round
area (0/3)
Walking Mine 40 - 7 - A Ignore cover - Big round area (8) - Enemy chaser

55
“As always happens, it had to be a disaster what put reason into our heads by force. And
because of the sheer magnitude of our stupidity, the disaster was epic: Earth was completely
devastated. At that moment, all the differences that separated humanity vanished. It was
necessary that efforts be focused on this ruthless and new enemy ...”

Extract from “History of New Era” by Dr. F. Bernstein.

EMPIRE · DEUROX LINEAGE · Praxo

56
4 · Combat forces

Empire
SERVE OR DIE

The native ancestral family of Coelx


dominated this planet for millennia. Driven
to madness by their thirst for power and
domination, they fixed their gaze on other
planets and worlds of the galaxy,
giving rise to a campaign of
conquest and destruction
unparalleled. Their way of acting
is simple: slavery or destruction.
Centuries of conquest and thralldom
have resulted in a multiracial composition
of their Combat Forces. Led by members
of the family, slaves are selected according
to their characteristics, forced to work
on tasks where they are most efficient to
feed the war machine of the Empire.

This colossus continues its expansion


through the galaxy, devouring planet
after planet. The Earth was destroyed by
the denial of humanity to be enslaved.
However, the thirst for power begins tor
adermine the bosom of the family, with
voices discordant about the direction
and methods of the governance. A recent
change has taken place: the oldest lineage,
the Coelx, have been replaced on the
throne by a younger lineage and with
new ideas: the Deurox lineage.

EMPIRE · DEUROX LINEAGE · Basilex

57
Recruitment list

Empire · Deurox Lineage

Command
Basilex Arkon Serpraxo
Stratox Konostos

Basic
Praxo Combat biodrone Exclion

58
Support
Coeriox danare
Borbax Shield biodrone Arpaktix
Gunner biodrone
Assault biodrone
Airborne biodrone
Praxo
Praxo Darix
Etnarche
Skellario
Quaxior
Kentartox
Protostratox

Elite
Torxos Heavy biodrone Silentiarios
Amiralles
Equiles
4 · Combat forces

14 BASILEX OFFICER - LIGHT UNIT


Special rules Equipment Equipment options
1A - Tactical advance - Spitefire - Can replace its Spitefire with a
- Acrobat - Light pistol Shock rifle (+3p)

25
mm

16 ARKON OFFICER - LIGHT UNIT


Special rules Equipment Equipment options
1A - Take positions - Spitefire - Can replace its Spitefire with a
- Tenacity - Light pistol Shock rifle (+3p) or a Pulse rifle (+3p)
- Shield servant
25
mm

24 SERPRAXO OFFICER - HEAVY UNIT


Special rules Equipment Equipment options
2A - Covering fire - Fusion rifle - Can replace its Fusion rifle with a
- Driven - Heavy pistol Spitefire rifle (+3p) or a Pulse rifle
- Charge (+3p)
40 - Resiliency
mm

14 STRATOX COMMAND - LIGHT UNIT


Special rules Equipment Equipment options
1A - Controller - Assault rifle - Can replace its Assault rifle with a
- Light pistol Fusion gun (+2p)
- Companion servant - Can equip a Biodrone overcharger
25 (+1p)
mm

11 KONOSTOS COMMAND - LIGHT UNIT


Special rules Equipment Equipment options
1A - - Assault rifle -
- Light pistol
- Medical Kit (3)
25
mm

12 EXCLION BASIC - LIGHT UNIT


Special rules Equipment Equipment options
1A - Acrobat - Assault rifle - Can equip a Fragmentation grenade
- Light pistol (+2p).
- Every second Exclion can replace its
25 Assault rifle with a Shock rifle (+3p) or
mm
a Spitefire (+2p)

16 PRAXO BASIC (SERPRAXO) - MEDIUM UNIT


Special rules Equipment Equipment options
2A - Driven - Fusion rifle - Can replace its Fusion rifle with a
- Light pistol Pulse rifle (+3p)

30
mm

14 COMBAT BIODRONE BASIC (STRATOX) - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Regeneration - Spitefire - Every second Combat biodrone can
- Dependent - Light pistol replace its Spitefire with a Fusion
- Mechanical gun (+2p)
30
mm

59
14 ARPAKTIX SUPPORT - LIGHT UNIT
Special rules Equipment Equipment options
1A - Airborne - Spitefire - Can equip a Fission grenade (+2p)
- Light pistol - Every second Arpaktix can replace
its Spitefire with an Assault grenade
25 launcher (+3p)
mm

19 GUNNER BIODRONE SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
2A - Regeneration - Heavy cannon - Can replace its Heavy cannon with
- Dependent - Heavy pistol a HIGH cannon (+5p)
- Mechanical - Can equip a Capacitor gun (+2p)
40 - Strong balance
mm

16 ASSAULT BIODRONE SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
2A - Regeneration - Additional movement - Fusion gun - Can equip a Combat stimulants (+1p)
- Dependent - Light pistol - Every second Assault biodrone
- Mechanical - Fragmentation grenade can replace its Fusion gun with a
40 - Surefooted Flamethrower (+2p)
mm

18 AIRBORNE BIODRONE SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
2A - Regeneration - Shock rifle - Can replace its Shock rifle with a
- Dependent - Light pistol Spitefire rifle (+3p)
- Mechanical - Can equip a Incendiary grenade
40 - Airborne (+2p)
mm

17 PRAXO SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
2A - Driven - Fusion rifle - Can replace its Fusion rifle with a
- Light pistol Pulse rifle (+3p)

30
mm

23 PRAXO DARIX SUPPORT - HEAVY UNIT


Special rules Equipment Equipment options
2A - Driven - Heavy cannon - Can replace its Heavy cannon with
- Strong balance - Heavy pistol a Shock cannon (+4p) or a Heavy
grenade launcher (+4p)
40
mm

13 BORBAX SUPPORT (SERPRAXO) - LIGHT UNIT


Special rules Equipment Equipment options
2A - Driven - Spitefire - Every second Borbax can replace
- Charge - Kazhar razor its Spitefire with a Flamethrower
- Ardent - Combat stimulants (+2p)
30
mm

15 ETNARCHE SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Advanced deployment - Shock rifle - Can replace its Shock rifle with a
- Light pistol LR pulse rifle (+5p)
- Companion servant
25
mm

60
4 · Combat forces

16 SKELLARIO SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Precision - Marksman rifle - Can replace its Marksman rifle
- Advanced deployment - Light pistol with a Sniper rifle (+3p)
- Acrobat
25
mm

15 QUAXIOR SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Invisibility - Fusion gun - Can replace its Fusion gun with an
- Infiltration - Light pistol Assault grenade launcher (+3p)
- Camouflage - Can equip an Adhesive grenade
25 (+2p)
mm

19 KENTARTOX SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Target selection - Pulse rifle - Can replace its Pulse rifle with a
- Resiliency - Light pistol Spitefire rifle (+3p)
- Assault servant - Can equip an Adhesive grenade
25 (+2p)
mm

18 COERIOX DANARE SUPPORT (ARKON) - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Defender - Spitefire rifle - Can replace its Spitefire rifle with
- Tenacity - Light pistol a Combat grenade launcher (+3p) or
- Bound (Arkon) - Barrier generator Shock rifle (+3p).
25 - Can equip an Adhesive grenade
mm
(+2p)

17 SHIELD BIODRONE SUPPORT (STRATOX) - MEDIUM UNIT


Special rules Equipment Equipment options
2A - Regeneration - Defender - Spitefire - Can replace its Spitefire with an
- Dependent - Slow reactions - Heavy pistol Assault grenade launcher (+3p)
- Mechanical - Barrier generator - Can equip an additional Barrier
40 - Disturbance generator (+1p)
mm

15 PROTOSTRATOX SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Conceal system - Assault rifle - Can replace its Assault rifle with a
- Controller - Light pistol Fusion gun (+2p).
- Biodrone overcharger - Can equip an Adhesive grenade (+2p),
25 Capacitor gun (+1p) and/or a Biodrone
mm
overcharger (+1p)

18 TORXOS ELITE (SERPRAXO) - MEDIUM UNIT


Special rules Equipment Equipment options
2A - Driven - Close combat - Fusion rifle - Can replace its Fusion rifle with a
- Charge - Kazhar razor Flamethrower (+2p)
- Ardent - Combat stimulants
30 - Relentless assault
mm

18 SILENTIARIOS ELITE - LIGHT UNIT


Special rules Equipment Equipment options
1A - Charge - Invisibility - Assault rifle - Can replace its Assault rifle with a
- Counterattack - Close combat - Light pistol Spitefire (+2p)
- Advanced deployment - Tenacity - Veiled sword - Can equip a Fission grenade (+2p)
25 - Acrobat
mm

61
33 AMIRALLES ELITE - SUPERHEAVY UNIT
Special rules Equipment Equipment options
4 - Rigid - Mechanical - Shock cannon - Can replace its Shock cannon with
- Immunity - Spitefire a HIGH cannon (+5p) or a Heavy
- Fireproof grenade launcher (+4p)
50 - Improved lift
mm

19 EQUILES ELITE - HEAVY UNIT


Special rules Equipment Equipment options
3 - Surefooted - Mechanical - Flamethrower - Can replace its Flamethrower with
- Rigid - Heavy pistol a Spitefire rifle (+3p) or a Combat
- Additional movement grenade launcher (+3p)
40 - Immunity
mm

26 HEAVY BIODRONE ELITE (STRATOX) - HEAVY UNIT


Special rules Equipment Equipment options
3 - Regeneration - Heavy cannon - Can replace its Heavy cannon with
- Dependent - Fusion gun a HIGH cannon (+5p) or a Shock
- Mechanical - Capacitor gun cannon (+4p)
40 - Improved lift
mm

Empire servants
Name Type Special rules Weapon Accessory Base Profile
Assault Medium Mechanical Assault rifle - 25mm 0
Companion
Light Mechanical Heavy pistol - 25mm 0
Shield Light Empty threat, Mechanical Light pistol Barrier generator 25mm 0

62
4 · Combat forces

Equipment list: Empire


Name MR LR MP LP T Special rules
Light pistol 25 35 4 3 C -
Heavy pistol 25 40 5 3 C -
Kazhar razor - - 6 - C Melee - Grievous wounds (1)
Veiled sword - - 6 - C Melee - Penetration (1)
Assault rifle 30 55 6 5 M Sustained fire
Assault grenade launcher 40 40 5 5 M Reload - Reduce cover - Minimum range (10) -
Parable - Small round area (2/4)
Spitefire 25 50 5 5 M Sustained fire - Shred (1)
Fusion gun 20 45 5 4 M Overload - Grievous wounds (1)
Fusion Rifle 35 65 6 5 L Overload - Grievous wounds (1)
Marksman rifle 30 80 6 6 L -
Sniper rifle 25 90 5 7 L Reload - Grievous wounds (1)
Combat grenade launcher 50 50 6 6 L Reload - Reduce cover - Minimum range (15) -
Parable - Small round area (1/3)
Flamethrower - - 6 - L Cooldown - Teardrop area - Ignore cover - Incendiary
Shock Rifle 35 60 5 5 L Reload - Chain hit - Reduce cover - Stun (1)
Spitefire Rifle 30 65 6 6 L Sustained fire - Shred (1)
Pulse Rifle 40 70 7 6 L Reload - Stun (2)
LR Pulse rifle 35 100 6 7 L Reload - Stun (2) - Aiming system
Heavy grenade launcher 60 60 7 7 P Cooldown - Reduce cover - Minimum range (25) -
Parable - Big round area (0/2)
Heavy cannon 40 90 8 7 P Reload - Sustained fire
HIGH Cannon 70 70 7 7 P Cooldown - Block line of fire - Small round area (0/2) -
Persistent area (1)
Shock Cannon 40 70 6 6 P Cooldown - Chain hit - Reduce cover - Stun (1)
Fragmentation grenade 30 - 7 - A Reduce cover - Parable - Big round area (3)
Incendiary Grenade 30 - 6 - A Incendiary - Ignore cover - Parable - Big round area (3) -
Persistent area (1)
Adhesive Grenade 30 - - - A Block movement (LM) - Parable - Small round area (5) -
Persistent area (1)
Medical Kit - - - - A Healing
Combat Stimulants - - - - A Instant use - Impulse
Barrier Generator - - - - A Instant use - Protective field
Fission Grenade 25 - 8 - A Penetration (2) - Reduce cover - Parable - Small round
area (3)
Biodrone Overcharger - - - - A Power up (Biodrone)
Shelter Generator - - - - A Instant use - Shield
Capacitor Gun 30 - 7 - A Chain hit - Reduce cover - Stun (2)

63
“... until that moment, we did not know more about the Titans than we had deduced based on
the remains found. But after so many adventures there, they were finally before me: the Tanaor
files. The record of centuries and centuries of their history and what they call The Legacy, kept in
that peculiar format used by the Guardians. But our distraction failed sooner than expected, and
we had to hurry away; I barely had time to take some files, which of course I would return after
studying them in depth ...”

Extract from “Human and Tanaor” by Adam Roberts.

64
4 · Combat forces

Tanaor
R A ISING THE SHIELDS OF THE LEGAC Y

Their home planet is in the center of the


galaxy, in the Shield Arm. The First Watcher
rules from there, commanding over a town
that honors the honor and the family, the
called The Legacy. Bearers of the most
refined technology of the galaxy,
they see the rest of races as mere
barbarians and lower class, treating
them with cool courtesy at best.

Tanaor are the only ones who have


direct evidence of the existence of the
Titans, the ancestral race that created the
dominant races that populate the galaxy,
and they have took on responsability
preserving and venerating such knowledge.
Fearful enemies, Tanaor reflect their
strict discipline on the battlefield with the
coldness and lethality of their actions,
leaving no glimpse of any sentiment.

Inside, all Tanaor struggles for


obligation and necessity, driven by
its iron code: to do what is necessary
for the good of its people.

TANAOR · GUARDIANS · Grand master

65
Recruitment list

Tanaor · Guardians

COMMAND
Grand master Exarch Judge Constructor

Basic
Infantry Zealot Bailiff Deputy

66
Support
Knight Templar Prosecutor Keeper Herald
Exiled
Curator
Sentinel
Deputy
Custodian
Emissary
Keeper
Acolyte

Elite
Cataphract Oracle of Sin Executioner Librarian Prophet
Faceless

4 · Combat forces

19 GRAND MASTER OFFICER - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Resiliency - Battle rifle - Can replace its Battle rifle with a
- Close combat - Heavy pistol Energy rifle (+3p)
- Covering fire - Legacy of Tanaor
30
mm

16 EXARCH OFFICER - LIGHT UNIT


Special rules Equipment Equipment options
1A - Charge - Radiation gun - Can replace its Assault rifle with a
- Relentless assault - Light pistol Radiation rifle (+3p)
- Tactical advance - Fist of Tanaor
25
mm

15 JUDGE OFFICER - LIGHT UNIT


Special rules Equipment Equipment options
1A - Advanced deployment - Assault rifle - Can replace its Assault rifle with a
- Take positions - Light pistol Energy rifle (+3p)

25
mm

16 CONSTRUCTOR COMMAND - LIGHT UNIT


Special rules Equipment Equipment options
1A - - Coil rifle -
- Light pistol
- Companion servant
25 - Maintenance system (3)
mm

11 ZEALOT BASIC (EXARCH) - LIGHT UNIT


Special rules Equipment Equipment options
1A - Charge - Radiation gun - Every second Zealot can replace
- Fist of Tanaor its Radiation gun with a Energy gun
- Combat stimulants (+3p) or a Core launcher (+3p)
25
mm

13 INFANTRY BASIC (GRAND MASTER) - MEDIUM UNIT


Special rules Equipment Equipment options
1A - - Battle rifle - Every second Infantry can replace
- Light pistol its Battle rifle with a Energy rifle
(+3p) or equip a Desintegration
25 blaster (+2p)
mm

12 BAILIFF BASIC (JUDGE) - LIGHT UNIT


Special rules Equipment Equipment options
1A - Advanced deployment - Assault rifle - Every second Bailiff can replace its
- Light pistol Assault rifle with a Marksman rifle
(+3p) or a Justice of Tanaor (+3p)
25
mm

15 DEPUTY BASIC (CONSTRUCTOR) - MEDIUM UNIT


Special rules Equipment Equipment options
2A - Additional movement - Battle rifle - Every second Deputy can replace
- Mechanical - Light pistol its Battle rifle with a Radiation rifle
- Immunity (+3p) or equip a Barrier generator
30 (+1p)
mm

67
12 HERALD SUPPORT - LIGHT UNIT
Special rules Equipment Equipment options
1A - - Assault rifle - Can replace its Assault rifle with a
- Light pistol Energy gun (+2p)
- Medical aid servant
25
mm

22 PROSECUTOR SUPPORT (JUDGE) - HEAVY UNIT


Special rules Equipment Equipment options
2A - Steady step - Rail rifle - Can replace its Rail rifle with a
- Mastered action (Hold - Light pistol Justice of Tanaor (+3p) or a Missile
position) launcher (+4p)
40
mm

18 KNIGHT SUPPORT (GRAND MASTER) - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Resiliency - Battle rifle - Can replace its Battle rifle with a
- Opportunity shot - Heavy pistol Energy rifle (+3p) or a Rail rifle (+4p)
- Fission grenade
25
mm

16 TEMPLAR SUPPORT (EXARCH) - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Charge - Radiation gun - Can replace its Radiation gun with
- Relentless assault - Fist of Tanaor a Coil rifle (+4p) or a Desintegration
- Fission grenade rifle (+2p)
25
mm

18 EXILED SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Infiltration - Sniper rifle - Can replace its Sniper rifle with a
- Surefooted - Light pistol Rail rifle (+4p) or a Coil rifle (+4p)
- Power core grenade
25
mm

16 CURATOR SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
1B - Mechanical - Energy rifle - Can replace its Barrier generator
- Rigid - Barrier generator with a Disruption generator (+1p)
- Fireproof
40 - Immunity
mm

20 SENTINEL SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
1B - Mechanical - Response fire - Energy rifle - Can replace its Energy rifle with a
- Flight - Additional movement - Heavy pistol Radiation rifle (+3p) or a Coil rifle
- Immunity (+4p)
40 - Fireproof
mm

16 DEPUTY SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
2A - Additional movement - Battle rifle - Every second Deputy can replace
- Mechanical - Light pistol its Battle rifle with a Radiation rifle
- Immunity (+3p) or equip a Barrier generator
30 (+1p)
mm

68
4 · Combat forces

21 CUSTODIAN SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
2A - Strong balance - Heavy missile launcher - Can replace its Heavy missile
- Resiliency - Heavy pistol launcher with a Heavy core launcher
(+6p)
30
mm

19 EMISSARY SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Airborne - Energy rifle - Can replace its Energy rifle with a
- Light pistol Core launcher (+3p) or a Radiation
- Airborne servant rifle (+3p)
30
mm

16 KEEPER SUPPORT (CONSTRUCTOR) - LIGHT UNIT


Special rules Equipment Equipment options
1A - - Coil rifle -
- Light pistol
- Helper servant
25
mm

16 ACOLYTE SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - - Battle rifle - Can replace its Battle rifle with a
- Light pistol Coil rifle (+4p) or a Energy rifle (+3p)
- Power core grenade
25
mm

16 FACELESS ELITE - LIGHT UNIT


Special rules Equipment Equipment options
1A - Charge - Assault rifle - Can replace its Assault rifle with a
- Counterattack - Light pistol Radiation gun (+2p)
- Advanced deployment - Shadow of Tanaor - Can equip a Power core grenade
25 - Acrobat (+2p)
mm

20 ORACLE OF SIN ELITE (EXARCH) - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Steady step - Radiation rifle - Can replace its Radiation rifle with
- Obfuscation - Fist of Tanaor a Desintegration rifle (+2p)
- Ardent - Desintegration blaster
30 - Resiliency
mm

24 CATAPHRACT ELITE (GRAND MASTER)- HEAVY UNIT


Special rules Equipment Equipment options
2A - Resiliency - Rail rifle - Can replace its Rail rifle with a
- Long weapons - Heavy pistol Justice of Tanaor (+3p)
- Solid position - Legacy of Tanaor
40
mm

34 EXECUTIONER ELITE (JUDGE) - SUPERHEAVY UNIT


Special rules Equipment Equipment options
3 - Mechanical - Target selection - Rail cannon - Can replace its Rail cannon with a
- Fireproof - Energy gun Energy cannon (+5p)
- Immunity
50 - Improved lift
mm

69
24 LIBRARIAN ELITE (CONSTRUCTOR) - HEAVY UNIT
Special rules Equipment Equipment options
2B - Mechanical - Fire and jump - Radiation rifle - Can replace its Radiation rifle with
- Rigid - Heavy pistol a Core launcher (+3p)
- Fireproof - Desintegration blaster
50 - Immunity
mm

20 PROPHET ELITE - LIGHT UNIT


Special rules Equipment Equipment options
1A - Flight - Rail rifle -
- Evasion - Light pistol
- Conceal system - Disruption generator (2)
30 - Disturbance
mm

Tanaor servants
Name Type Special rules Weapon Accessory Base Profile
Companion Light Mechanical, Empty threat Heavy pistol - 25mm 0
Medical Aid Light Mechanical, Empty threat Light pistol Medical kit (3) 25mm 0
Helper Medium Mechanical Heavy missile - 40mm 1b
launcher
Can be
replaced with
a Heavy Core
Launcher (+6p)
Airborne Light Mechanical, Flight Radiation Rifle - 25mm 0

70
4 · Combat forces

Equipment list: Tanaor


Name MR LR MP LP T Special rules
Light pistol 25 35 4 3 C -
Heavy pistol 25 40 5 3 C -
Legacy of Tanaor - - 7 - C Melee - Reload
Fist of Tanaor - - 5 - C Melee - Burst
Shadow of Tanaor - - 6 - C Melee - Grievous wounds (2)
Assault rifle 30 55 6 5 M Sustained fire
Energy gun 35 60 6 5 M Reload - Grievous wounds (1)
Radiation gun 20 45 5 3 M Overload - Ignore cover
Battle rifle 35 65 6 5 L Sustained fire
Marksman rifle 30 80 6 6 L
Sniper rifle 25 90 5 7 L Reload - Grievous wounds (1)
Missile launcher 60 60 7 7 L Reload - Stun (1) - Minimum range (15) - Small round
area (0/4)
Coil Rifle 40 80 5 4 L Burst - Penetration (2)
Radiation rifle 30 55 6 4 L Overload - Ignore cover
Energy rifle 40 70 7 6 L Reload - Grievous wounds (1)
Justice of Tanaor 50 50 6 6 L Cooldown - Ignore cover - Enemy chaser
Core launcher 40 40 6 6 L Cooldown - Block line of fire - Small round area (1/4) -
Parable - Persistent area (1)
Desintegration Rifle - - 6 - L Cooldown - Teardrop area - Ignore cover -
Grievous wounds (1)
Rail Rifle 35 80 6 6 L Overload - Stun (1)
Heavy Missile launcher 80 80 8 8 P Cooldown - Minimum range (25) - Stun (2) -
Big round area (0/3)
Rail Cannon 40 90 7 7 P Overload - Stun (1) - Grievous wounds (1)
Energy Cannon 50 95 8 7 P Reload - Grievous wounds (1)
Heavy Core Launcher 70 70 7 7 P Cooldown - Block line of fire - Big round area (0/1) -
Parable - Persistent area (1)
Medical Kit - - - - A Healing
Maintenence System - - - - A Repair
Combat Stimulants - - - - A Instant use - Impulse
Barrier Generator - - - - A Instant use - Protective field
Desintegration Blaster - - 8 - A Teardrop area - Ignore cover - Grievous wounds (2)
Fission Grenade 25 - 8 - A Penetration (2) - Reduce cover - Parable - Small round
area (3)
Power Core Grenade 25 - 6 - A Block line of fire - Block movement (PS) -
Ignore cover -Parable - Big round area (0) -
Persistent area (1)
Disruption Generator - - - - A Disruptive field

71
“... glasses of that strange brew. The composition was totally unknown, but I began to notice
the effects: it aroused a primordial euphoria and it gave visions of triumph; so it was not
surprising that the Saanar blithely were into battle. Even I began to fantasize about such visions
(a couple of glasses more and I would have thrown myself on those of the tavern to loot their
belongings). The memory of the Grot slaves, who protected the bar against this kind of habitual
mishaps, made me change my mind and made me drop the glass before ...”

Extract from “A Week with the Corsairs” by Adam Roberts.

72
4 · Combat forces

Saanar
BEST DEAL IF TAKING ALL

This race, ruled by powerful merchant


princes, is the most expanded of the
galaxy. From its beginnings, the
different Princes fight each other
in an endless battle of intrigue,
subterfuge and open wars; but
when necessary, they are able to
cooperate for a greater good leaving
aside all personal resentment. Around
these leaders, a myriad of merchants,
corsairs, mercenaries, and other similar
guilds who make up their society
thrive. The activity of buying and selling
exists, but that of stealing, looting or
blackmail is much more common.

Selfish and with little general


organization, Saanar groups
sometimes lack synergy or they show
no support among the members,
being the majority of their operators,
self-sufficient. This, in fact, is usually
his ace up the sleeve, since the
units do not depend on anything
or on anyone to be efficient in
combat. Raised in a society in
which they must fight for every
ounce of food, the Saanar rely
on experience and instinct in
equal parts to achieve victory.

SAANAR · RAIDERS · Contractor

73
Recruitment list

Saanar · R aiders

Command
Contractor Slaveholder Doctor

Basic
Grot slave Corsair

74
Support
Grot bodyguard Grot warrior
Invader
Dog of war
Audacious
Reckless
Poacher

Elite
EXO-Suit
Berserker
4 · Combat forces

16 CONTRACTOR OFFICER - LIGHT UNIT


Special rules Equipment Equipment options
1A - Take positions - Assault rifle - Can replace its Assault rifle with a
- Charge - Heavy pistol Burst gun (+2p), a Burst rifle (+3p) or
- Tenacity - Drisaan a Combat grenade launcher (+3p)
30 - Relentless assault
mm

11 SLAVEHOLDER OFFICER - LIGHT UNIT


Special rules Equipment Equipment options
1A - - Assault rifle - Can replace its Assault rifle with a
- Light pistol Marksman rifle (+3p)

25
mm

12 DOCTOR OFFICER - LIGHT UNIT


Special rules Equipment Equipment options
1A - Immunity - Assault rifle -
- Light pistol
- Medical kit (2)
25
mm

11 CORSAIR BASIC - LIGHT UNIT


Special rules Equipment Equipment options
1A - - Assault rifle - Can equip a Drisaan (+1p)
- Light pistol - Every second Corsair can replace
its Assault rifle with a Burst rifle
25 (+3p) or a Combat grenade launcher
mm
(+3p)

9 GROT SLAVE BASIC (SLAVEHOLDER) - LIGHT UNIT


Special rules Equipment Equipment options
2A - Charge - Heavy pistol -
- Tenacity
- Close combat
30
mm

14 GROT WARRIOR SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
2A - Charge - Burst gun - Can replace its Burst gun with a
- Tenacity - Heavy pistol Burst rifle (+3p)
- Close combat
30
mm

18 GLADIATOR SUPPORT (SLAVEHOLDER) - MEDIUM UNIT


Special rules Equipment Equipment options
2A - Charge - Burst rifle - Can replace its Burst rifle with a
- Tenacity - Heavy pistol Combat grenade launcher (+3p)
- Close combat
30 - Defender
mm

20 INVADER SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
1B - Airborne - Incinerator - Can replace its Incinerator with a
- Fast unit - Light pistol Burst rifle (+3p) or a Flamethrower
- Flight - Incendiary grenade (+2p)
40
mm

75
16 DOG OF WAR SUPPORT - LIGHT UNIT
Special rules Equipment Equipment options
1A - Advanced deployment - Combat grenade - Can replace its Combat grenade
- Bomber launcher launcher with a Missile launcher
- Heavy pistol (+4p) or a Flamelance (+4p)
25
mm

18 AUDACIOUS SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Long weapons - Incinerator - Can replace its Incinerator with an
- Heavy pistol AT rifle (+3p) or a Burst rifle (+3p)
- Fragmentation grenade
25
mm

16 RECKLESS SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Charge - Assault rifle - Can replace its Assault rifle with
- Relentless assault - Light pistol a Burst gun (+2p) or an Assault
- Close combat - Drisaan grenade launcher (+3p)
25 - Smoke grenade
mm

15 POACHER SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Camouflage - Marksman rifle - Can replace its Marksman rifle
- Long weapons - Heavy pistol with an AT rifle (+3p) or a Sniper
rifle (+3p)
25
mm

26 EXO-SUIT ELITE - HEAVY UNIT


Special rules Equipment Equipment options
3 - Mechanical - HSR cannon - Can replace its HSR cannon with
- Rigid - Heavy pistol a Burst cannon (+4p) or a Heavy
- Immunity - Desert breath missile launcher (+6p)
40 - Improved lift
mm

17 BERSERKER ELITE - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Mastered action (Forward - Surefooted - Flamethrower - Can replace its Flamethrower with
and attack) - Driven - Light pistol a Combat grenade launcher (+3p)
- Tenacity - Drisaan
30 - Ardent - Combat stimulants
mm

Saanar recruitment has an additional


consideration to the already known recruitment Remember
rules.
Additionally to the Saanar – Raiders list, there Saanar recruitment example
can be recruited units from one, and only one of
• If you decide to add a Blood Assassin
the following lists: Saanar – Tri-Sun brotherhood
in your combat force, it would mean you
and Saanar – Assassin’s guild.
have decided to add units from Saanar –
Include units from one of the additional lists Assassin’s guild.
exclude the units from the other one for the same
• On consequence, it will not be possible
combat force.
to add units from Saanar – Tri-sun
brotherhood on the combat force.

76
Recruitment list

Saanar · Tri-Sun brotherhood Saanar · Assassin’s guild

Support Command
Infiltrator Blood Master
Juggernaut
Solar Flare
Basic

77
Strider First Blood

Elite Support
Free Agent Blood Assassin

Elite
Death Bringer
4 · Combat forces
16 INFILTRATOR SUPPORT - LIGHT UNIT
Special rules Equipment Equipment options
1A - Infiltration - Burst rifle - Can replace its Burst rifle with a
- Light pistol Incinerator (+3p)
- Companion servant - Can equip an Assault servant (+7p)
25
mm

20 JUGGERNAUT SUPPORT - HEAVY UNIT


Special rules Equipment Equipment options
2A - Rigid - AT rifle - Can replace its AT rifle with a
- Defender - Heavy pistol Missile launcher (+4p)
- Slow reactions
40
mm

15 SOLAR FLARE SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - - Flamelance -
- Light pistol
- Nova servant
25
mm

17 STRIDER SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Fire and jump - Assault grenade launcher - Can replace its Assault grenade
- Light pistol launcher with a Burst gun (+2p) or a
- Smoke grenade Flamethrower (+2p)
25
mm

19 FREE AGENT ELITE - LIGHT UNIT


Special rules Equipment Equipment options
1A - Opportunity shot - Marksman rifle - Can replace its Marksman rifle
- Driven - Heavy pistol with a Sniper rifle (+3p)
- Advanced deployment - Disruption servant
25 - Long weapons
mm

78
4 · Combat forces

13 BLOOD MASTER OFFICER - LIGHT UNIT


Special rules Equipment Equipment options
1A - Advanced deployment - Light pistol - Can replace its Drisaan with a
- Charge - Drisaan Assassin Blade (+1p)
- Close combat - Smoke grenade - Can equip a Shock grenade (+2p)
25
mm

10 FIRST BLOOD BASIC (BLOOD MASTER) - LIGHT UNIT


Special rules Equipment Equipment options
1A - Advanced deployment - Light pistol -
- Charge - Adhesive grenade

25
mm

14 BLOOD ASSASSIN SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Infiltration - Heavy pistol - Can replace its Drisaan with a
- Charge - Drisaan Assassin Blade (+1p)
- Evasive maneuvers - Smoke grenade - Can equip a Fragmentation
25 - Close combat grenade (+2p)
mm

16 DEATH BRINGER ELITE - LIGHT UNIT


Special rules Equipment Equipment options
1A - Invisibility - Heavy pistol - Can equip a Fragmentation
- Infiltration - Assassin blade grenade (+2p)
- Charge - Combat stimulants
25 - Close combat - Smoke grenade
mm

“... and in that way I finally got him to reveal to me what I wanted to hear! The improvised
messenger who gave names to the spectres, when transmitting their words: “U ruh ‘vel”. As the
sole survivor of his corsair ship, it was clear that they wanted this message to be transmitted; a
statement of intent of unknown literal meaning, but of enormous implications: the called Uruhvel
could communicate and act according to a plan ...”

Extract from “A Week with the Corsairs” by Adam Roberts.

79
Saanar servants
Name Type Special rules Weapon Accessory Base Profile
Nova Medium Rigid, Mechanical Burst cannon - 40mm 1b
Disruption Light Conceal system, Light pistol Disruption 25mm 0
Mechanical, generator
Empty threat
Companion Light Mechanical Heavy pistol - 25mm 0
Assault Medium Mechanical Assault rifle - 25mm 0

80
4 · Combat forces

Equipment list: Saanar


Name MR LR MP LP T Special rules
Light pistol 25 35 4 3 C -
Heavy pistol 25 40 5 3 C -
Driisan - - 5 - C Melee - Shred (1)
Assassin blade - - 7 - C Melee - Poisonous
Assault rifle 30 55 6 5 M Sustained fire
Assault grenade launcher 40 40 5 5 M Reload - Reduce cover - Minimum range (10) -
Parable - Small round area (2/4)
Burst gun 25 45 5 4 M Reload - Reduce cover - Shred (1)
Marksman rifle 30 80 6 6 L -
Sniper rifle 25 90 5 7 L Reload - Grievous wounds (1)
Combat grenade launcher 50 50 6 6 L Reload - Reduce cover - Minimum range (15) -
Parable - Small round area (1/3)
Missile launcher 60 60 7 7 L Reload - Stun (1) - Minimum range (15) - Small round
area (0/4)
Flamethrower - - 6 - L Cooldown - Teardrop area - Ignore cover -
Incendiary
AT rifle 30 80 7 7 L Cooldown - Penetration (1)
Burst Rifle 30 50 6 5 L Reload - Reduce cover - Shred (1)
Incinerator 30 65 6 5 L Reload - Incendiary
Flamelance 60 60 5 5 L Reload - Minimum range (20) - Ignore cover -
Incendiary - Big round area (0/2) - Persistent area (1)
Heavy Missile launcher 80 80 8 8 P Cooldown - Minimum range (25) - Stun (2) -
Big round area (0/3)
Burst cannon 35 60 7 6 P Cooldown - Reduce cover - Shred (2)
HSR cannon 40 80 8 7 P Overload - Sustained fire
Fragmentation grenade 30 - 7 - A Reduce cover - Parable - Big round area (3)
Incendiary Grenade 30 - 6 - A Incendiary - Ignore cover - Parable - Big round area (3)
- Persistent area (1)
Smoke Grenade 35 - - - A Block line of fire - Big round area (5) -
Parable - Persistent area (1)
Adhesive Grenade 30 - - - A Block movement (LM) - Parable - Small round area (5)
- Persistent area (1)
Medical Kit - - - - A Healing
Combat Stimulants - - - - A Instant use - Impulse
Shock Grenade 35 - - - A Stun (3) - Big round area (5)
Desert Breath - - 8 - A Teardrop area - Ignore cover - Incendiary
Disruption Generator - - - - A Disruptive field

81
“... I still wonder how in the midst of the prevailing chaos, I ended up in what looked like a
cargo ship Uruhvel! This allowed me to observe first-hand the operation of its technology: what
in any other ship would have been a normal hold, here the sensation was like being inside the
stomach of a whale.

The walls themselves, built in a material that was strangely soft and flexible, radiated heat of
their own and it felt a kind of pulsation; a beat that came from the depths of the ship. No typical
technology was recognizable at that point, not even a door.

Luckily I did not need one, the ship seemed to notice my presence and I was suddenly expelled
outside! But not without first doing a very important observation, something that catapulted my
knowledge of this fascinating culture... “

Extract from “Uruhvel: Death of Myth and Birth of Reality” by Adam Roberts.

82
4 · Combat forces

Uruhvel
WE ARE THE LIFE THAT PREVA ILS

From an unknown home planet, the


alien race known as “Uruhvel” roams the
galaxy in its biotech hives. Their goals
and motivations are a mystery, since all
contact with them is reduced to direct
confrontation, existing no records of
communications by any of the parties.

One aspect is clear: they


excel in biotechnology.
While their bodies have
an essentially humanoid
appearance, they make
grow upon them different
types of symbiotic beings
that give them enhanced
capabilities. The symbionts
take the form of armored
plates, communication systems,
life support or weaponry, among
others. In addition, the Uruhvel
are able to create new life forms,
originating specialized organisms
with abilities as effective as the most
advanced technologies of other races.
Quick and precise, they sometimes
appear on the sites of new discoveries
and important resources; they attack
with ferocity and without hesitation,
collecting and raising all useful material
and disappearing without a trace.

URUHVEL · SOLARIS HIVE · Matriarch

83
Recruitment list

Uruhvel · Solaris hive

Command
Matriarch Queen Alpha Harvester Cultivator

Basic
Ripper Vanguard

84
Support
Queen’s guard Scorpida Aegeon
Merostomata Formicidae
Caleomnido Vespidae
Bathynomu
Warden of the Lair
Impervious
Red Death
Marauder
Carabidae
Hunter

Elite
Calamity
Stalker
Avatar
Nightmare
Undaunted
4 · Combat forces

12 MATRIARCH OFFICER - LIGHT UNIT


Special rules Equipment Equipment options
1A - Advanced deployment - Rainfall rifle - Can replace its Rainfall rifle with
- Tactical advance a Devouring rifle (+3p) or a Crusher
rifle (+3p)
25
mm

18 QUEEN OFFICER - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Take positions - Howler rifle -
- Bee servant
- Cocoon
30
mm

15 ALPHA OFFICER - LIGHT UNIT


Special rules Equipment Equipment options
1A - Controller - Creeper gun - Can replace its Creeper gun with a
- Covering fire - Sting pistol Spore gun (+2p)
- Spore grenade
25
mm

13 HARVESTER COMMAND - LIGHT UNIT


Special rules Equipment Equipment options
1A - Controller - Rainfall rifle - Can equip a Field generator
- Bee servant symbiont (+1p)
- Evolution acelerator
25
mm

17 CULTIVATOR COMMAND - MEDIUM UNIT


Special rules Equipment Equipment options
1A - - Devouring rifle - Can replace its Devouring rifle with
- Sinaptic servant a Piercing rifle (+3p)
- Bioregenerator (2)
30 - Spore grenade
mm

10 VANGUARD BASIC - LIGHT UNIT


Special rules Equipment Equipment options
1A - Advanced deployment - Rainfall rifle - Every second Vanguard can replace
its Rainfall rifle with a Devouring
rifle (+3p) or a Venom spine
25 launcher (+4p)
mm

8 RIPPER BASIC (HARVESTER) - LIGHT UNIT


Special rules Equipment Equipment options
1A - Charge - Combat claws -
- Surefooted
- Additional movement
25 - Dependent
mm

18 AEGEON SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Strong balance - Piercing cannon - Can replace its Piercing cannon
- Sting pistol with a Howler cannon (+5p) or a
- Bioactivator Toxic slime cannon (+5p)
30
mm

85
14 FORMICIDAE SUPPORT - LIGHT UNIT
Special rules Equipment Equipment options
1A - Bomber - Lacerating spine launcher - Can replace its Lacerating spine
- Sting pistol launcher with a Creeper spine
launcher (+4p) or a Venom spine
25 launcher (+4p)
mm

11 VESPIDAE SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Airborne - Rainfall rifle - Can replace its Rainfall rifle with a
Devouring rifle (+3p)
- Can equip a Spore grenade (+2p)
25
mm

10 SCORPIDA SUPPORT (HARVESTER) - LIGHT UNIT


Special rules Equipment Equipment options
1B - Infiltration - Spore gun -
- Dependent - Bioactivator

40
mm

18 BATHYNOMU SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
1B - Invisibility - Howler cannon - Can replace its Howler cannon with
- Dependent a Toxic slime cannon (+5p)

40
mm

18 MEROSTOMATA SUPPORT (HARVESTER) - HEAVY UNIT


Special rules Equipment Equipment options
1B - Advanced deployment - Spore gun -
- Surefooted - Combat claws
- Tenacity
40 - Dependent
mm

10 CALEOMNIDO SUPPORT (HARVESTER) - MEDIUM UNIT


Special rules Equipment Equipment options
1B - Dependent - Disruption generator (2) -
- Rigid - Spitter servant (2)
- Empty threat
40
mm

11 WARDEN OF THE LAIR SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - - Rainfall rifle - Can replace its Field generator
- Field generator symbiont symbiont (3) with a Psychic pressure
(3) symbiont (3) (+3p)
25
mm

16 IMPERVIOUS SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Long weapons - Devouring rifle - Can replace its Devouring rifle with
- Target selection - Sting pistol a Creeper spine launcher (+4p) or a
- Splinter grenade Howler rifle (+4p)
25
mm

86
4 · Combat forces

14 RED DEATH SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Fire and jump - Rainfall rifle - Can replace its Rainfall rifle with
- Acrobat - Spore grenade a Creeper gun (+2p) or a Spore gun
(+2p)
25
mm

16 QUEEN’S GUARD SUPPORT (QUEEN) - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Target selection - Devouring rifle - Can replace its Devouring rifle with
- Resiliency - Sting pistol a Crusher rifle (+3p)
- Bound (Queen)
30
mm

19 MARAUDER SUPPORT - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Airborne - Piercing rifle - Can replace its Piercing rifle with
- Rigid - Sting pistol a Crusher rifle (+3p) or a Devouring
- Solid position - Creeper grenade rifle (+3p)
30
mm

14 CARABIDAE SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Camouflage - Rainfall rifle -
- Brachinus servant

25
mm

15 HUNTER SUPPORT - LIGHT UNIT


Special rules Equipment Equipment options
1A - Fire and run - Rainfall rifle - Can replace its Rainfall rifle with a
- Sting pistol Viral rifle (+4p)
- Bee servant
25 - Creeper grenade
mm

24 CALAMITY ELITE - HEAVY UNIT


Special rules Equipment Equipment options
3 - Rigid - Piercing cannon - Can replace its Piercing cannon
- Surefooted - Sting pistol with a Spore cannon plus a Bone
- Improved lift razor (+3p)
40 - Driven
mm

17 STALKER ELITE - LIGHT UNIT


Special rules Equipment Equipment options
1A - Conceal system - Viral rifle - Can replace its Viral rifle with a
- Camouflage Sting rifle (+3p)
- Opportunity shot
30 - Advanced deployment
mm

23 AVATAR ELITE - HEAVY UNIT


Special rules Equipment Equipment options
3 - Acrobat - Piercing rifle - Can replace its Piercing rifle with
- Additional movement - Combat claws a Howler rifle (+4p) or a Crusher
- Quick shooter rifle (+3p)
40 - Resiliency
mm

87
32 NIGHTMARE ELITE - SUPERHEAVY UNIT
Special rules Equipment Equipment options
4 - Dependent - Piercing cannon - Can replace its Piercing cannon
- Rigid - Creeper gun with a Toxic slime cannon (+5p) or a
- Improved lift Howler cannon (+5p)
50
mm

20 UNDAUNTED ELITE - MEDIUM UNIT


Special rules Equipment Equipment options
1A - Surefooted - Medium weapons - Rainfall rifle - Can replace its Rainfall rifle with a
- Target selection - Sting pistol Spore gun (+2p)
- Tenacity - Spore grenade - Can equip a Creeper grenade (+2p)
25 - Charge
mm

Uruhvel servants
Name Type Special rules Weapon Accessory Base Profile
Sinaptic Light Empty threat Sting pistol Sinaptic Link (2) 25mm 0
Spitter Light - Spore gun - 25mm 0
Brachinus Medium Rigid, Improved lift Howler cannon - 40mm 1b
Bee Light Flight Rainfall rifle - 25mm 0

88
4 · Combat forces

Equipment list: Uruhvel


Name MR LR MP LP T Special rules
Combat Claws - - 6 - C Melee - Shred (1)
Bone Razor - - 7 - C Melee
Sting pistol 25 - 5 - C Penetration (1)
Rainfall Rifle 30 50 5 4 M Ignore cover
Creeper Gun 35 50 5 4 M Reload - Block movement (LM)
Spore Gun - - 4 - M Reload - Teardrop area - Ignore cover - Poisonous
Sting Rifle 35 80 4 8 L Penetration (1)
Crusher Rifle 40 65 7 6 L Reload - Stun (1)
Piercing Rifle 30 70 6 5 L Burst - Sustained fire - Reduce cover
Howler Rifle 50 50 5 5 L Minimum range (15) - Small round area (1/4) -
Parable - Overload
Venom Spine Launcher 50 50 5 5 L Cooldown - Ignore cover - Poisonous - Small round
area (2/4)
Devouring Rifle 30 70 5 5 L Overload
Creeper Spine Launcher 60 60 5 5 L Cooldown - Block movement (LM) - Big round area (2/5) -
Persistent area (1)
Lacerating Spine Launcher 30 80 6 5 L Reload - Penetration (2)
Viral Rifle 40 70 7 5 L Poisonous
Toxic Slime Cannon 60 60 6 6 P Cooldown - Minimum range (20) - Penetration (2) -
Block movement (PS) - Small round area (0/3) -
Persistent area (1)
Howler Cannon 70 70 6 6 P Minimum range (15) - Big round area (1/3) -Parable
- Overload
Piercing Cannon 40 80 7 6 P Sustained fire - Burst - Reduce Cover
Spore Cannon - - 7 - P Cooldown - Teardrop area - Ignore cover -
Poisonous
Creeper Grenade 25 - - - A Block movement (LM) - Small round area (6) -
Parable - Persistent area (1)
Bioactivator - - - - A Instant use - Recovery
Disruption Generator - - - - A Disruptive field
Evolution Accelerator - - - - A Evolution
Field Generator Symbiont - - - - A Protective field
Psychic Pressure Symbiont 35 - - - A Stun (2) - Small round area (4)
Bioregenerator - - - - A Healing
Cocoon - - - - A Instant use - Shield
Sinaptic Link - - - - A Dependent enhancement
Splinter Grenade 30 - 6 - A Reduce cover - Parable - Big round area (3)
Spore Grenade 25 - 5 - A Ignore cover - Block line of fire - Big round area (4) -
Parable - Poisonous - Persistent area (1)

89
EMPIRE · DEUROX LINEAGE · Etnarche

90
5 · Game help tools
On the following pages it can be found the different tools to carry on the Last Saga game. It is
recommended to print and trim the different counters, markers and templates for a proper follow
of the gameplay.

“After this initial shock, it seemed that they were as interested in me as I was in them, even if
for completely different reasons. It was a unique opportunity to verify what I already suspected:
that Tanaor people have a privileged understanding of world of the Titans ...”

Extract from “Human and Tanaor” by Adam Roberts.

91
Game help tools

Markers, counters and templates


Pressure markers
Action counters

Overstrain markers
Lightly damaged markers

Severely damaged markers

Incendiary markers
Templates
Profiles
RULEBOOK
ENG BETA 2.1

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