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OVERVIEW
2 RANGED COMBAT
GAME SIZE
2 MELEE COMBAT
TABLE SIZE....................................................................2
MINIATURE SCALE.........................................................2
CORE..............................................................................2
SPECIAL.........................................................................2
PERSONALITIES..............................................................3
LINE OF SIGHT...............................................................3 PERSONALITIES
7
MEASURING DISTANCES................................................3
LEADING UNITS.............................................................7
STATS
3 COMMANDERS
4 TERRAIN TRAITS
MELEE...........................................................................3
LEADING UNITS.............................................................8
RANGE...........................................................................3
INFLUENCE.....................................................................8
DEFENCE........................................................................3
CAPTURING A COMMANDER..........................................8
POWER...........................................................................3
SPECIAL ABILITIES.........................................................8
WILLPOWER...................................................................3 TERRAIN
8
EXAMPLE PROFILE
3
AREA OF EFFECT...........................................................8
HUMAN WARRIOR (COMMON)......................................3
MOVING THROUGH TERRAIN.........................................8
SET-UP
DETERMINE ROLES........................................................4
PLACE TERRAIN.............................................................4
CHOOSE DEPLOYMENT ZONE........................................4
DEPLOY UNITS...............................................................4
REVEAL OBJECTIVES.....................................................4
THE VICTOR
GAME SEQUENCE
4
4
BLOCKING......................................................................8
COVERING......................................................................8
DEFENSIBLE...................................................................8
DISRUPTIVE....................................................................8
HARMONIOUS.................................................................9
HAZARDOUS..................................................................9
IMPASSABLE...................................................................9
VANTAGE POINT............................................................9
GAIN ACTIONS...............................................................4
9
DETERMINE INITIATIVE..................................................4 SPECIAL RULES
EXECUTE ACTIONS.........................................................4
ARMOUR PIERCING........................................................9
TEST WILLPOWER..........................................................5
FEARLESS.......................................................................9
DAMAGE THRESHOLD....................................................5
FLYING...........................................................................9
CLAIM OBJECTIVES........................................................5
HEAVY-FOOTED.............................................................9
IMMOBILE......................................................................9
ACTIONS
5
IMPACT...........................................................................9
FIRE...............................................................................5
PATHFINDING.................................................................9
ASSAULT........................................................................5
POISONOUS....................................................................9
MOVING UNITS
5
REGENERATING..............................................................9
CONTACTING AN ENEMY UNIT......................................5
QUICK FIRE....................................................................9
CONTACTING MULTIPLE UNITS.....................................5
SCOUT............................................................................9
MELEE SUPPORT............................................................6
SLOW.............................................................................9
PERSONALITY MOVEMENT
6
SWIFT.............................................................................9
CLIMBING......................................................................6
TERRIFYING...................................................................9
JUMPING.........................................................................6
WILD..............................................................................9
Version 15.06.1
FULL COMMAND
OVERVIEW
GAME SIZE
miniatures
a tape measure
an objective deck
an opponent
TABLE SIZE
Small and medium scale games are played on a 90cm x
90cm tabletop. Large scale games are played on a 120cm
x 120cm tabletop.
MINIATURE SCALE
Full Command is both miniature scale and setting
agnostic.
DICE NOTATION
Throughout the rules, the following dice notation will be
used
CORE
ETIQUETTE
Fractions should be rounded up.
Whenever randomising is required, or in the case of any
ambiguity or disputes, resolve these situations with a d6.
Rules that say must take precedence over rules that say
may.
Core units are further broken down into two sub- types:
Common and Elite
In medium scale games, Elite units are 40mm x 40mm,
while Common units are 80mm x 40mm.
In large scale games, Elite units are 80mm x 80mm and
Common units are 120mm x 120mm.
The number of models and how they are arranged in the
unit is up to the players themselves.
RE-ROLLS
Dice can only ever be re-rolled once. If dice are re-rolled,
the second result must be taken.
SPECIAL
Special units are rare and extremely powerful.
Special units may be used in medium and large scale
games, but are always one size at 40mm x 40mm.
FULL COMMAND
PERSONALITIES
RANGE
DEFENCE
Defence (D) represents the natural hardiness of the unit,
as well as the quality and effectiveness of their armour
and defensive training.
LINE OF SIGHT
Units have 360 line of sight.
POWER
MEASURING DISTANCES
WILLPOWER
STATS
Each unit has a set of statistics (Stats) that determines
their ability in battle.
Stat values (with the exception of Willpower) range from
1 through to 6. A Stat may never go below 1 but may be
increased above 6.
MELEE
Melee (M) represents the unit's skill level and training in
close combat and the relative quality and effectiveness of
their close combat weapons.
EXAMPLE PROFILE
The profile shown here is for a unit of Human Warriors.
Apart from the basic five Stats, the final column shows
the cost of hiring the unit, for small, medium and large
scale games. Being a Core unit, they are not available for
small scale games.
S|M|L
-|5|5
FULL COMMAND
SET-UP
GAME SEQUENCE
DETERMINE ROLES
3. Execute Actions
4. Test Willpower
PLACE TERRAIN
The defender places d6 + 2 pieces of terrain for medium
and large scale games. 2D6 + 4 pieces of terrain is used in
small scale games.
DEPLOY UNITS
Starting with the attacker, the players take turns placing a
unit within their Deployment Zone, until all units are
deployed.
REVEAL OBJECTIVES
The objective deck is shuffled and eight objectives are
drawn and placed face up beside the battlefield.
5. Claim Objectives
GAIN ACTIONS
Both players receive a number of actions equal to the
number of their units currently on the battlefield.
Players then subtract an action for each surviving unit that
executed multiple actions in the previous turn.
DETERMINE INITIATIVE
The player who has the most actions takes the Initiative
this turn.
If the number of actions are equal, the player who had the
Initiative in the previous turn retains it. The attacker has
the Initiative given the first turn where actions are tied.
EXECUTE ACTIONS
Beginning with the player with the Initiative, players
alternately activate a unit until both players have used all
their actions for this turn.
THE VICTOR
FULL COMMAND
TEST WILLPOWER
ASSAULT
DAMAGE THRESHOLD
MOVING UNITS
CLAIM OBJECTIVES
Both players may claim any number of objectives
successfully completed this turn. Objectives may be
claimed by either player.
Players place a bead or otherwise mark the objective as
being complete.
ACTIONS
Each action provides a unit the opportunity to take action
on the battlefield.
Fire and Assault actions are common to all units. Units
may have unique actions available only to them.
FIRE
The unit may move and then make a ranged attack if their
Ranged Stat allows. Each unit may only execute a single
Fire action each turn.
FULL COMMAND
MELEE SUPPORT
RANGED COMBAT
A unit may target any enemy unit within line of sight and
maximum range of their attack.
PERSONALITY MOVEMENT
In small scale games, Personalities move as other units as
described above with the following exceptions.
Personalities have 360 movement and suffer no penalties
for sideways or backwards movement. They are not
required to pivot in order to change direction.
When measuring movement distances, ignore all vertical
(i.e. climbing) movement. Only measure the distance the
Personality is travelling across the ground.
A unit may not make ranged attacks while there are any
enemy units within 5cm.
The unit must pivot to face the target, so that its centre is
facing the centre of the target before resolving the attack.
TAKING DAMAGE
If the attacker has scored a greater number of successes
than the defender, the defender suffers a number of points
of damage equal to the difference in the totals.
Whenever a unit suffers more than one point of damage
from a ranged attack, the unit becomes Disordered.
RECORDING DAMAGE
Different coloured six sided dice can be used to track
damage on each unit. Each time the unit suffers damage,
increase the value on the die beside the unit. Once the
unit's damage threshold is reached, the unit must test their
willpower every turn.
A unit becomes Disordered and will remain so while its
damage threshold has been reached.
CLIMBING
Personalities may climb any structure that would be
reasonable to do so, such as a ladder or similar.
JUMPING
Personalities may jump from buildings from up to two
levels above the ground.
There must be access for the model to do so, such as from
the roof, a ledge or out of a window or opening.
DISORDER
A Disordered unit only scores successes on a die roll of
five or more in any attack or defence rolls.
A unit automatically recovers from Disorder at the end of
the turn except where its damage threshold has been
reached.
FULL COMMAND
MELEE COMBAT
Melee combat occurs when one or more units execute an
Assault action and move into contact with an enemy unit.
TAKING DAMAGE
Measuring the difference in the totals, both the winner
and the loser stand to suffer damage.
The loser suffers one point of damage for every point of
difference in the totals. The winner suffers a single point
of damage whenever the difference in the totals is one or
two.
Where multiple units are involved on either side, the
damage is divided amongst the units equally. Any leftover
or uneven points of damage are randomly assigned
amongst the units.
FLANK ATTACKS
A side may re-roll all failed rolls in the melee, whenever
at least one unit is aligned to an enemy unit's side or rear.
POWER IN MELEE
A side scores successes on a three or more, whenever at
least one unit one their side has an individual Power
greater than each of the enemy units.
PERSONALITIES
While in small scale games Personalities act as individual
units, in medium and large scale games, Personalities act
as Unit Leaders.
LEADING UNITS
Personalities may be assigned to lead a Core unit. A unit
may have at most one Personality leading it.
Personalities may not leave the unit they are leading, nor
may they actively participate in the battle. Instead they
provide a passive bonus to the unit, as detailed in their
Profile.
If the unit is removed from battle, the Personality is
removed along with it.
MELEE RESULT
All units on the losing side are pushed 2cm directly
backwards. Each unit on the winning side may
immediately make one pivot if applicable.
If the result was tied, the defenders are considered the
victors.
UNIT COLLISIONS
A unit pushed back in melee may collide with other units.
Units collided with in this way are also pushed 2cm in the
same direction.
FULL COMMAND
COMMANDERS
TERRAIN
LEADING UNITS
Commanders provide a bonus to the unit there are
leading, as well as nearby friendly units, as detailed in
their Profile.
INFLUENCE
Unlike other Personalities whose abilities only affect the
unit they are leading, the Commander's abilities, unless
stated otherwise, affect all friendly units within 30cm.
AREA OF EFFECT
A unit is considered to be within a piece of terrain,
benefiting or otherwise suffering from its effects, while
any part of the front of its base is touching it.
If a unit cannot physically enter the terrain (such as a
statue or fence), a unit will be considered 'within' the
terrain by being within 5cm of it.
CAPTURING A COMMANDER
SPECIAL ABILITIES
Every Commander has a level which determines his
likelihood at executing special abilities.
Each Commander may have special abilities specific to
him in his profile and modules may also offer a list of
special abilities common to all Commanders.
The Commander may attempt to execute a special ability
available to him, in lieu of activating a unit. He must
declare which ability he is executing and the target, if any.
The player discards one action bead/token.
Each special ability has a target value the number of
successes required to be successfully executed. The
Commander's level determines how many d6s he may roll
in order to reach the target. As with combat, each die roll
of a four or more is considered a success.
If the target is reached or exceeded, the effects of the
special ability are resolved. If the target is not reached,
nothing further happens.
A Commander may only successfully execute each
special ability once per turn, but may make as many
attempts as he wishes.
TERRAIN TRAITS
Each piece of terrain has one or more traits applied that
govern its rules.
BLOCKING
Blocks line of sight.
COVERING
Units within or otherwise partially obscured by covering
terrain may re-roll any failed defence rolls against ranged
attacks.
In small scale games, anything that could reasonably
provide cover, does so.
DEFENSIBLE
A unit within defensible terrain may re-roll any failed
defence rolls against melee attacks.
DISRUPTIVE
A Commander must re-roll any successes in any attempts
to execute a special ability, while within disruptive
terrain.
FULL COMMAND
HARMONIOUS
IMMOBILE
HAZARDOUS
A unit automatically suffers one point of damage each
time they move onto Hazardous terrain.
IMPACT
Each time unit with Impact assaults an enemy unit, it
inflicts a number of points of damage before the melee
begins.
PATHFINDING
IMPASSABLE
Units may not voluntarily enter impassable terrain. If they
ever do so for any reason, the unit is removed instantly
from battle.
POISONOUS
VANTAGE POINT
REGENERATING
SPECIAL RULES
The following are descriptions of common special rules
seen across units.
QUICK FIRE
A unit with Quick Fire may execute more than one Fire
action each turn.
SCOUT
ARMOUR PIERCING
SLOW
FEARLESS
Fearless units ignore the effects of Terrifying.
FLYING
Flying units may move through both friendly and enemy
units, as well as impassable terrain; though they may not
end their move above them.
SWIFT
Swift units move 15cm.
TERRIFYING
A unit becomes Disordered whenever in melee with a
Terrifying enemy unit with a higher Power than its own.
WILD
HEAVY-FOOTED