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Scale

Tactica Generica (TG) was designed with 20-28mm miniatures in mind. However, smaller or larger
scale miniatures should work fine. You might want to swap inches to centimeters when playing with
drasticaly smaller scale miniatures.

Basing Conventions
Tactics Generica was designed with individually based miniatures in mind, but refer to the table below
for loose guidelines on how to attach several miniatures to larger stands.

Base Size # of single infantry # of single cavalry # of large infantry/monster


miniatures miniatures miniatures
20x20mm 1 - -
25x25mm 1 - -
20x40mm - 1 -
25x50mm - 1 -
40x40mm 3-4 2 1
50x50mm 3-4 2 1
Unit Strength
Unit Strength is a general measurement of the staying power of a single Model or his Unit. An average
human-sized model will typically have a Unit Strength of 1. Therefore a unit of 10 regular infantrymen
will usually have a combined Strength of 10.

However, the World of Generica is host to a wide variety of races and creatures, some of whom stand
many times taller and wider than a man. Larger infantry models might have a Unit Strength of 2 or
even 3 to represent this diversity.

For example, the Black Orcs pictured below are massive miniatures, far too large for a measly Unit
Strength of 1 per model. They have been assigned a Unit Strength of 3 per model, and placed on
appropriately large 40x40mm bases. As a result, 6 models has an impressive combined Unit Strength
of 18! When a Unit like this takes damage, simply track damage on the unit with appropriate counters
or a die until the Unit has suffered enough damage to remove a model (3 damage, in this case).

Always assign any damage the Unit suffers to one model at a time, removing that model from play as a
casualty before assigning damage to another model in the same unit.

The Savage Orcs seen below are bigger than a man, but not as massive as the Black Orcs above. They
have been based two Orcs per 40mm square base and assigned a Unit Strength of 3 per base. As a
result, this unit of 12 Savage Orcs spread across six bases has a combined Units Strength of 18.

You can also experiment with assigning especially puny models like Goblins fractional Unit Strengths
per model. A unit of 20 Goblins, for example, might have a unit Strength of 10 to represent their
diminutive stature and reduced staying power.

All Units in Tactica Generica have a hard cap of 20 maximum Unit Strength. Some more elite or rare
Units have the Small Units special rule and have their maximum Unit Strength capped at 10.

Unit Spacing
During battle, all units, friend and foe, must stay a respectful distance of 2” from each other except
when charging, or when engaged in combat.
Sequence of Play
Players take alternating turns, starting with the Attacker. There is no set turn limit in TG and play
continues until victory conditions are met for the scenario, one player surrenders, or one or both
players' armies become Devastated.

Devastated Armies
If at any time an Army's Total Unit strength drops below 25% of it's starting Total, it is considered
Devastated and retreats from the battle, forfeiting the game. Units which have left the battle as part of
a scenario objective, do not count as casualties and aren't counted when determining if an army has
become Devastated.

Issuing Orders
The Player gives orders to the Units under his control one at a time, in whatever sequence he chooses,
completing the Orders and ensuing combats and Courage tests for each Unit before moving on to the
next.

Roll a D6 and consult the table below to see how many Orders have been generated for the chosen
Unit.

D6 roll Result
1-3 Disorganized. The Unit has become disorganized
in the din of battle. It is all the Units' officers can
do to keep the men in line this turn. The Unit may
carry out just ONE Order this turn.
4-5 Disciplined. The Unit is in proper order and the
officers' Orders are being carried out with haste.
The Unit may carry out any TWO Orders this
turn.
6 Inspired. The Unit has become inspired by the
tremendous courage and leadership of it's officers.
The Unit may carry out THREE Orders this turn.
Carrying out Orders
Orders are the actions a Unit can perform during the turn. They vary from a simple Advance, to more
complex maneuvers like the About Face, to decisive combat actions like the Charge.

Advance. The Unit moves forward in a straight line up to the number (in inches) under Movement on
the Unit's Profile.

For example, Heavy Infantry may move forward up to 4” during one Advance order.

A Unit may never carry out more than TWO Advance orders in the same turn. It may however
Advance twice and then Charge.

Wheeling. A unit may perform any number of Wheels when Advancing. When performing a
Wheel maneuver, one of the front corners of the unit remains stationary while the other corner
rotates forwards (never backwards). A Unit can Wheel as many inches forward as allowed
by it's Movement characteristic and can perform a Wheel at any point during an advance. For
example, a unit with a Movement rate of 4 might Advance 1”, then wheel 2”, then Advance
another 1” for a total of 4” total movement.

Fall back. The unit moves backwards in a straight line up to half the Movement rate indicated on the
unit's characteristic profile. For example, Light Infantry (Movement 5), can move back up a maximum
of 2.5” during one Fall Back order.

Change Facing. The Unit pivots around it's center up to 90 degrees in either direction.

About Face. The unit pivots between 91 ad 180 degrees in either direction. A Unit which rolled a
Disorganized result when generating Orders this turn cannot carry out an About Face order.

Fire. The unit makes a single Shooting Attack as described below in the Shooting section. A unit can
carry out several Fire Orders in a single turn.

Reload. The unit reloads it's slow to fire missile weapons as described below in the Shooting section.
Charge! The unit hurls themselves at the enemy, looking to break their formation and drive the enemy
before them. Front, flank and rear charges are all performed in the same manner: first determine
whether the charge is to the enemy unit's front, flank or rear. Draw an imaginary line at a 45 degree
angle from the corners of the unit as shown in the diagram below.

If the charging unit's front falls mostly in the front arc, the charge is performed to the front of the
enemy unit. If the charging unit falls in a flank or rear arc, that is where the unit charges. If a unit's
front is equally in two of the enemy unit's arcs, charge the front, rather than a flank, and a flank, rather
than the rear.

In the diagram above, the unit of 10 Dwarf Heavy Infantry are in the Goblins' front Arc, so if they were
to charge to the Goblins, they would charge the front of the Goblin unit.

Otherwise, a Charge is identical to an Advance Order except that a charging unit may only Wheel once.

A charge is complete when any point on the charging unit makes contact with the target enemy unit. At
this point, the charging Unit then aligns into full front to front (or front to flank/rear) contact with the
enemy Unit.

A Unit which rolled a Disorganized result when generating Orders this turn cannot carry out a Charge
Order.

Terrain and Movement


Units moving over any terrain other than open ground, halve their movement to represent the time
spent picking over roots, rocks, felled trees, gravestones and the like.

Obstacles and Movement


When crossing an obstacle like a low wall or hedge, the unit stops dead when arrives at the obstacle,
and passes over the obstacle before generating orders in it's next turn.
Shooting
Units armed with missile weapons may shoot them whenever they are issued a Fire order. To shoot
with missile weapons, measure from any point on the firing unit's base to any point on the target unit's
base. If the distance is equal to or less than the range indicated on the Unit's Characteristic Profile, then
the shot is considered to be in range.

Units With a Unit Strength of 1-5 roll FIVE D6 when Firing. Units with a Unit Strength over 5 roll
TEN D6. For every D6 result equal to or greater than the unit's Shoot characteristic, they score ONE
Hit.

For example, A unit of four horse archers (Shoot 5+) roll FIVE D6 when shooting and score 1,2,4,5,6.
As a result, they score two hits on the targeted enemy Unit.

Long Range
If the distance to the target unit is greater than half the range indicated on the firing unit's Character
Profile, the shot is considered to be at long range. Shots at long range suffer an additional -1 to hit.
For example, Archers (Shoot 5) hit on 6s at long range.

Cover
If the target unit's footprint is at least 50% in Cover, shots suffer an additional -1 to hit. Types of Cover
include any terrain feature that could reasonably obscure part of a Unit from view or deflect incoming
arrows or other projectiles. Trees, low walls, ruins, groups of large rocks and hedge rows are all terrain
features that are considered to provide cover to units within or behind them.

Hitting on 7s
Sometimes, due to modifiers like Long Range and Cover, a unit will require a roll of 7 to hit. In this
case, treat 6s as Hits, then simple divide the number of total Hits in half (rounding down).

For example, a unit of 10 Archers (Shoot 5) are firing from long range (-1 to hit) at a unit of Light
Infantry who are hiding out in some woods (-1 to hit). The Archers would therefore need a roll of 7 to
hit the Light Infantry. The Archers roll 10 D6 and score 1,1,2,3,4, 4, 5, 6,6,6. The Archers therefore
scored 1 hit on the Light Infantry (3 Hits, divided in half and rounded down).
Removing Casualties
Divide the total number of Hits scored by the target unit's Armour characteristic to calculate the number
of Casualties to remove. Casualties are always removed from the back of the target unit.

For example, a Unit of twenty Heavy Infantry (Attack 5+) Attack a Unit of enemy Archers. The Heavy
Infantry roll TEN D6 (for having a Unit Strength over 5) and score 1,2,3,4,5,5,5,6,6,6, scoring FIVE
Hits. They divide the number of Hits by ONE for the Archers Armour characteristic of 1. As a result,
five archers are removed as casualties.

Some units, like ogres and trolls are particularly tough and absorb more damage than a typical
infantryman.

For example, a unit of 3 Trolls has a Unit Strength of 9. This means a Troll can absorb 3 Hits before it
is removed as a casualty.

Place a small counter or die next to a unit of Trolls to represent how many hits they have suffered so
you don't lose track. Always apply Hits to one model within a Unit and remove that model as a
casualty before applying Hits to other models in the unit.

Courage Tests
When a Unit suffers any casualties from Shooting, it must take a Courage test at the end of their
opponent's turn. To take a courage test, roll 2D6 and combine the result. If the result is equal to or
greater than the Unit's Courage characteristic, their nerve has held and they carry on like normal.

If the final result is less than the unit's Courage characteristic, the unit becomes Shaken. Place a
Shaken marker on the unit and refer to the Psychology Section of the rules below.

If the unit was already Shaken when they failed their courage test, the unit has utterly lost it's nerve and
quits the field. Remove the entire unit from play.

Wiped out Units and Panic


Units within 6” of a friendly Unit which is removed from play either as a result of failed Courage tests
or being Wiped Out by enemy shooting, must immediately take a Courage Test themselves. This
special Courage Test is referred to as a Panic test.

Heavy Casualties
When a unit suffers particularly heavy casualties, they are more likely to lose their nerve. If a unit
suffers 5 or more casualties during a turn, they suffer a penalty of -1 to their Courage Test roll. If they
suffer more than 10 casualties, they suffer a -2 penalty.
Combat
When a Unit Charges an enemy Unit, they two Units are thrust into the most decisive of battlefield
actions: Hand to hand combat!

Both the charging Unit and the Unit being charged get the opportunity to strike blows at their enemy in
combat. The charging unit generates FIVE attack dice if it has a unit strength of 1-5 and TEN attack
dice if it has a unit strength greater than 5. If the results of these dice are equal to or greater than the
unit's Attack characteristic then they score Hits and casualties are removed in the same manner as from
shooting.

The defending unit calculates it's Defense dice in the exact same way and compares the result of these
dice to it's Defense characteristic. Allocate hits as normal and remove casualties from the attacking
unit.

Attacking and Defending Units fight simultaneously, so calculate the number of attack and defense dice
each get at the beginning of combat.

For example, …

Attacked to the Flank or Rear


When a Unit is caught out of position and attacked to the flank or rear, it suffers a -1 penalty to all
Defense rolls and may never roll more than 5 dice while Defending.

Who won?
Whichever unit scores the most hits (not casualties) wins combat. The losing unit then moves the
maximum distance normally allowed directly away from the enemy unit in order to represent the Unit
being driven back under a hail of blows. The losing Unit then takes a Courage Test with the following
modifiers.

-1 for losing combat.

-1 for taking heavy casualties (5 or more)

-2 for taking very heavy casualties (10 or more)

-1 for being outnumbered (attacking unit has a higher unit strength after combat is completed)

-1 if the break test is caused by a unit with the Terrifying special rule.

This special courage test is referred to as a Break Test.


Tied Combats
If both sides cause equal casualties (or none) the Attacking Unit falls back but doesn't take a Break
Test.

Wiped Out
If a Unit is reduced to zero models as the result of combat, it is considered to be Wiped Out. Friendly
units within 6” must immediately take a panic test as outline above in the rules for shooting.

Terrain and Combat


Battlefield terrain offers a defending unit an advantage in combat. If a unit charges into combat with an
enemy unit whose footprint is at least 50% within a terrain feature such as woods, rough ground or a
hill, it suffers -1 to all rolls to hit. If the attacking unit charges down off a hill, it enjoys a +1 to hit
modifier.

Obstacles and Combat


Obstacles like walls offer an even greater advantage to defending units. Not only do attacking units
suffer -1 to hit when attacking a unit behind an obstacle, the defending unit enjoys +1 to hit as well.
Psychology
Shaken
The din of battle is a terrifying experience. Often times, a unit will lose it's nerve and fall into a
disordered mass. This state is known as being Shaken. A unit is Shaken when it fails a Courage, Panic
or Break Test. Shaken units cannot generate orders until their officers have managed to get the men
back in line by Rallying them.

To Rally a Shaken unit, instead of rolling to generate orders, roll a Courage Test against the Unit's base
Courage characteristic with no modifiers. If the result is equal to or higher than the Units' Courage
characteristic, the Unit has Rallied and can begin to generate Orders again next turn. If the result is
less than the units' Courage characteristic, the unit remains Shaken.

A shaken units Defense characteristic is reduced to 6. If a Shaken unit fails another courage or panic
test as a result of taking casualties in shooting or combat, or from witnessing a nearby unit Wiped Out,
the unit loses their nerve entirely and quits the field. Remove the entire unit. Units removed in this
manner trigger further panic tests in friendly units within 6” as if they were Wiped Out.
Characters
Characters in Tactica Generica can be combat experts, inspiring leaders or powerful magic users, or all
three! Characters travel and fight within units, not as individuals. They'd be far too vulnerable going it
alone.

Melee Characters can join any unit unless the unit has the Independent special rule. Melee characters
replace one model in the unit, but the controlling player still pays for the replaced model as usual.

Melee characters like Captains and Generals offer bonuses to the units they join. The Barbarian Thane
below provides an example.

Barbarian Thane 40 pts


Discipline +1
Attack +1
Courage +1

In this example, a Barbarian Thane replaces a model within the Unit and offers the Unit +1 to hit when
Attacking, +1 to Courage Test rolls of all kinds and +1 to rolls when generating Orders.

Below is a full list of the Character abilities and their descriptions.

Attack +(x). The character adds (x) to the accompanying unit's Attack rolls.

Defense +(x). The character adds (x) to the accompanying unit's Defense rolls.

Courage +(x) The character adds (x) to the accompanying unit's Courage, Panic and Break tests.

Discipline +(x) The character adds (x) to the accompanying unit's rolls to generate orders.

Monstrous Mounts
Certain monsters can be made to serve a particularly willful rider. The monsters are referred to as
Monstrous Mounts and this combination of rider and mount creates a powerful Unit in their own right. .
A Monstrous Mount cannot participate in a battle unless a suitable character is joined to it. Monstrous
Mounts enjoy all the same bonuses from being joined by a Character that regular Units do.
Spell Casters
Some characters have a certain degree of control or skill with magic. These characters are referred to
as Spell Casters. A level 1 Spell Caster has access to any three spells, and a level 2 Spell Caster has
access to any six spells from the Battle Magic deck outlined below. Level 1 Spell Casters can cast 1
spell per turn while level 2 Spell Casters can cast 2 different spells per turn (but never the same spell
twice in one turn) before or after the unit carries out all of it's orders for the turn, but never in between
orders.

Spell Casters lack the combat experience and training that other characters have. As a result, Spell
Casters may only join units with the Bodyguards special rule.

Battle Magic
Fireball. A fireball is a shooting attack with a range of 24” that hits on 5+ on three dice with the
Armour Piercing special rule.

The Quickening. When a wizard calls the Quickening, he chooses a friendly unit within 12” other than
his own) which has already carried out it's orders for the turn. Roll one D6. On a 5+, the friendly unit
immediately rolls to generate orders again and may carry out any orders it would otherwise be able to.

Divine Inspiration. Divine Inspiration can be cast on any Shaken friendly unit within 24”. The unit
immediately takes a Rally test with a +1 modifier even if it has already failed a Rally test this turn.

Enchant Weapons. The wizard may cast Enchant Weapons on any friendly unit within 12”. To cast,
roll 2D6. If the result on one die is 5+, the unit gains +1 to hit in combat this turn. If the result on both
dice are 5+ the unit gains +1 to hit and the spell remains in play until dispelled by an enemy spell caster

The Binding. When a wizard calls the Binding, he chooses an enemy unit within 12” and rolls 2D6. If
the result of one die is 5+, the unit cannot generate any orders next turn as they fight their way free of
the grasping roots that shoot up from the ground around it. It the result on both dice are 5+, the spell
remains in play until dispelled by an enemy spell caster

The Terror in the Dark. When a Wizard calls the Terror in the Dark, he chooses an enemy unit within
12” and rolls 2D6. If one die result is 5+, the enemy unit immediately takes a Courage test with a -1
modifier. If both dice results are 5+, the enemy unit takes a Courage test with a -2 modifier.

Dispelling
A wizard may choose to dispel an enemy spell rather than casting one of his spells. To dispel, roll 3D6.
If any one die result is 5+, any one enemy spell with the remains in play condition, is automatically
ended. If two dice results are 5+, any two enemy spells with the remain in play condition are ended. If
all three dice results are 5+ every enemy spell currently in play ends. While a level 2 spell caster can
choose to dispel once and cast a spell of his own in the same turn, he cannot dispel twice in the same
turn.

Special Rules
Bodyguards. Some units are trained to protect important individuals. The units are known as
Bodyguard units. Bodyguard units are the only units in the game that can be joined by a Spell Caster,
although they can also be joined by a Melee character.

Elite(x). Elite units represent the best of the best. Elite Units count rolls of 6 to hit when Attacking as
multiple hits. For example, a unit with Elite(2) counts rolls of 6 as two hits when Attacking in combat.
Elite doesn't affect Defense rolls or Shooting attacks.

Ferocious. Some Units are especially Ferocious in hand to hand combat. To represent this, Units with
the Ferocious special rule may Re-Roll Attack Dice results of 1.

Independent. Some Units are fiercely Independent or simply too wild and dangerous to be led by
Officers. Units with the Independent special rule cannot be joined by any Characters.

Ignores Cover. Units with the Ignores Cover special rule do not suffer the usual -1 to hit when firing
at an enemy unit in Cover.

Large Target. Some creatures are so massive, they make an especially tempting target for shooting
attacks. Units firing at Large Targets enjoy a +1 bonus to their Shoot rolls.

Marksman. Units with the Marksman special rule do not suffer the usual -1 to hit when firing at long
range.

Slow to Fire. Certain missile weapons like crossbows as well as war machines like catapults require
time consuming reloading before they can be fired again. Units with the Slow to Fire rule must make a
Reload action between Fire actions even if those Fire actions take place on different turns. Slow to Fire
Units are assumed to have their weapons loaded at the beginning of the game and must only Reload
after Firing.

Spellcaster(x). Some Characters and Units have control of the mysterious powers of Magic. Magic
Users cast their spells for the turn before the Unit the are accompanying rolls to generate orders that
turn.

A Spellcaster's level (in parentheses) determines both the number of spells he can access from the
Battle Magic deck, and the number of Spells he can cast in a single turn. Level (1) Spell Casters
choose one spell before the battle and can cast 1 spell per turn. Level (2) Spellcasters choose two spells
and can cast up to 2 spells per turn. A wizard cannot cast the same spell twice in the same turn.

Terrifying. A Unit wishing to charge an enemy Unit with the Terrifying special rule must pass a
Courage Test. Otherwise they falter and may carry out no other Orders that turn. Units taking break
tests as a result of hits caused by a Terrifying enemy suffer a -1 penalty to their dice roll.

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