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FULL COMMAND

OVERVIEW

2 RANGED COMBAT

WHAT YOU WILL NEED.................................................2


RESOLVING THE ATTACK...............................................6
DICE NOTATION.............................................................2
TAKING DAMAGE..........................................................6
ETIQUETTE.....................................................................2
RECORDING DAMAGE....................................................6
RE-ROLLS......................................................................2 DISORDER
6

GAME SIZE

2 MELEE COMBAT

TABLE SIZE....................................................................2
MINIATURE SCALE.........................................................2

UNITS & FORMATION

RESOLVING THE ATTACK...............................................7


TAKING DAMAGE..........................................................7
MELEE RESULT..............................................................7
UNIT COLLISIONS..........................................................7
FLANK ATTACKS............................................................7
POWER IN MELEE..........................................................7

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

Full Command by Serious Lemon is licensed under a


Creative Commons Attribution-ShareAlike 4.0 International
License.

Version 15.06.1

FULL COMMAND
OVERVIEW

GAME SIZE

Full Command is a tabletop miniature war game. This


rulebook contains all of the rules required for simulating
skirmishes with half a dozen individual models through to
large scale warfare with multiple units lead by a
commander.

Full Command can be played at three scales: small,


medium or large.

WHAT YOU WILL NEED

miniatures

approximately two dozen six sided dice,


preferably in two colours

a tape measure

beads or tokens to track actions, status effects


and claim objectives

an objective deck

an opponent

Small scale games are played with a handful of solo


models on either side.
Medium scale games are played with small scale units,
with optional unit leaders.
Large scale games are played with large scale units,
optional unit leaders and an overall army commander.

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

UNITS & FORMATION


There are three types of units in Full Command: Core,
Special and Personalities.

d6 (a normal six-sided die)

d6 + 1 (add one to the result of a d6)

2d6 (roll two d6 and add the result)

CORE

d3 (roll a d6 and half the result, rounding up)

Core units typically make up the bulk of any force.

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

In small scale games, each force is comprised solely of


Personalities who act as individuals. When playing
medium or large scale games, these same Personalities
may be employed as Unit Leaders providing a boost to
the unit they are leading, but not acting of their own
accord.

Range (R) represents the unit's skill level and training in


ranged combat and the relative quality and effectiveness
of their ranged weapons.

In large scale games, a single Personality must be


employed as the force's Commander.
Personalities are typically 20mm x 20mm but may be on
larger bases if necessary.

Range specifies the maximum range of the attack in


parenthesis. A dash indicates that the unit may not make
ranged attacks.

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

To measure line of sight, measure from any point on the


edge of the unit's base in a straight line to the target. The
unit has a line of sight, provided the line can be made
without obstruction.

Power (P) is a measure of a unit's raw force. Units with


greater Power than their opponent's gain an advantage in
melee.

Some terrain may block line of sight as described later.

Power directly correlates to a units physical size. A larger


warrior tends to be more powerful than a diminutive one.

MEASURING DISTANCES

WILLPOWER

Distances can be measured by either player, at any time.

Willpower (W) is a measure of a unit's strength of mind


and determination in battle. A unit with high Willpower
may be able to continue the fight despite suffering losses
where a lesser unit may flee the battlefield.

When measuring a distance from a unit, measure from the


closest possible point, in a direct line to the target.

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.

Unlike the other Stats, Willpower values range from 2


through to 12.

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.

HUMAN WARRIOR (COMMON)


M

S|M|L

-|5|5

FULL COMMAND
SET-UP

GAME SEQUENCE

Both players build a force using the force creation rules in


their chosen module. Unless specified by the module or
otherwise agreed to by the players, each side limited to a
total of 100 points.

Each turn has four steps to be completed in order. Play


continues until the victory conditions have been met.
1. Gain Actions
2. Determine Initiative

DETERMINE ROLES

3. Execute Actions

Players randomly determine who will be the attacker and


who will be the defender.

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.

CHOOSE DEPLOYMENT ZONE


The attacker chooses a table edge to deploy from; the
defender automatically assumes the opposite table edge.
Each player has a Deployment Zone extending 30cm from
their table edge in large scale games, or 15cm in small
and medium 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 unused objectives are put aside.

Players track the number of actions each unit has


completed by placing a bead/token beside the unit. A unit
may at most execute two actions each turn.

THE VICTOR

If a player runs out of actions before his opponent, the


player with remaining actions may play them
consecutively.

Both players may claim objectives over a number of


turns. The battle ends at the end of any turn in which
either side has either completed a total of at least five
objectives, or has no more units left in the battle.
The side with the most claimed objectives wins.

A player may choose to discard an action if he does not


wish to activate a unit.
The Execute Actions step concludes once both players
have no actions remaining.

FULL COMMAND
TEST WILLPOWER

ASSAULT

Any unit that has received damage equal to or greater than


its threshold must test their willpower to continue
fighting.

A unit executing an Assault action may move and then


make a melee attack if possible.

Both players roll 2d6 for each of their affected units.


Rolling a total equal to or less than their Willpower allows
the unit to continue fighting for another turn.
If the total is greater than the unit's Willpower, it is
removed from battle.

An Assaulting unit gains 2d6 to their movement where


their base movement is less than 15, or 3d6 where their
base movement is 15 or more.
If the Assaulting unit moves into contact with an enemy
unit, it must then make a melee attack.

DAMAGE THRESHOLD

MOVING UNITS

All units have a damage threshold when that threshold


is reached, the unit is at risk of fleeing the battle.

Units may move up to 10cm when moving forward.


(Some units may possess special abilities that allow them
to move further.) Units move at half rate when moving
sideways or backwards.

Personalities, Elite and Special units have a damage


threshold of three. Common units have a damage
threshold of six.

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.

A unit may pivot about its centre up to 90 once while


moving, at no cost.
A unit may never move through another unit and must
remain at least 2cm away from enemy units at all times
except when executing an Assault action.

CONTACTING AN ENEMY UNIT


Once a unit moves into contact with the enemy, the
attacking unit automatically pivots from the point of
contact, so that both units are aligned. If it is not possible
for the attackers to align to the target due to intervening
friendly units or terrain, the unit must remain 2cm from
its target as normal.
If the target is behind defensive terrain, the terrain should
be contacted instead of the target.

CONTACTING MULTIPLE UNITS


It is possible for the attackers to end in contact with
multiple defenders.
Where pivoting against the target brings the attackers into
contact with an additional enemy unit, it may be possible
that the attackers are not able to align to either defender.
This is acceptable and an exception to the rule.

FULL COMMAND
MELEE SUPPORT

RANGED COMBAT

Whenever a unit's Assault action will bring them into


contact with the enemy, a single friendly unit within 15cm
of the attacker may support the attack.

A unit may target any enemy unit within line of sight and
maximum range of their attack.

After the attackers decides if they are supporting the


attack, the defenders may also offer support from a single
friendly unit within 15cm of the defender.
Any units supporting an attack immediately gain an action
bead/token and may execute a Fire or Assault action. The
target of the action must be an enemy unit involved in the
attack.
The initial attacker is moved first, followed by the
supporting attackers and lastly by the supporting
defenders. If the supporting unit is executing a Fire
action, it is assumed to have made the ranged attack
before the unit reaches melee.
If a unit in support is executing an Assault action, but
cannot contact the enemy, they do not move and their
action is wasted.

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.

RESOLVING THE ATTACK


To complete the ranged attack, the attacker rolls a number
of d6s equal to their Ranged stat. Any die roll that scores
a four or more equals a success.
The defender then does the same, rolling a number of d6s
equal to their Defence, counting the number of successes.

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.

RESOLVING THE ATTACK


Much like ranged attacks, to complete the melee attack,
the attacker rolls a number of d6s equal to the total Melee
value of each of his units in the attack counting the
successes.
Again, the defender does the same, rolling a number of
d6s equal to the total Defence value of each of his
defending units and counting the successes.

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

Commanders are the leaders in any force and play an


important role in supporting the troops.

Terrain is a great way to add tactical variability and


provide something for the forces to fight over.

Commanders are only available in large scale games.

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.

MOVING THROUGH TERRAIN

CAPTURING A COMMANDER

Whenever any part of a unit's movement is within terrain


of any kind, it receives a -5cm penalty to its movement
range.

If the unit a Commander is leading is removed from


battle, the Commander is captured by the enemy.

Personalities suffer no such penalty and may move freely


through any terrain in small scale games.

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

A Commander may re-roll any failed rolls in any attempts


to execute a special ability, while within harmonious
terrain.

Immobile units may not move except to pivot.

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.

Units with Pathfinding may move through terrain


without penalty.

POISONOUS

The entire area outside of the table edge is considered to


be impassable.

A unit defending against a Poisonous attack must re-roll


all successful rolls in defence.

VANTAGE POINT

REGENERATING

A unit making a ranged attack from a vantage point may


re-roll all failed rolls in the attack.

A Regenerating unit restores one point of damage at the


start of each turn.

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

A Scout may deploy anywhere on their side of the table.

Armour Piercing attacks reduce the target's Defence


value to one.

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.

Slow units move 5cm.

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.

Flying units move 20cm.

WILD
HEAVY-FOOTED

A Wild unit cannot be lead by a Personality.

Heavy-Footed units have their Power reduced to one


while within terrain.

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