Total Extinction - Beta Rules

Embed Size (px)

Citation preview

  • 8/13/2019 Total Extinction - Beta Rules

    1/16

    Total Extinction 

  • 8/13/2019 Total Extinction - Beta Rules

    2/16

    Total Extinction 

    IndexIndex ............................................................................................... 2 Introduction ................................................................................ 3 Sci-fi wargame ............................................................................ 3 

    What you need to play ....................................................... 3 Basic concepts ............................................................................ 3 

    Units ........................................................................................... 4 Type of units ...................................................................... 4 

    Weapons ................................................................................... 5 Tactics ....................................................................................... 5 

    Game Turn .................................................................................... 6 Initiative ................................................................................... 6 Activation ................................................................................. 6 Control ...................................................................................... 6 

    Movement ..................................................................................... 7 Cohesion ................................................................................... 7 Movement and Terrain ...................................................... 7 Movement through other units ...................................... 7 Air and gravitational units ............................................... 8 Running .................................................................................... 8 Gone to ground ...................................................................... 8 

    Combat ........................................................................................... 8 Overview .................................................................................. 8 Shooting .................................................................................... 8 

    Line of sight ........................................................................ 9 Trajectory line .................................................................. 9 Cover ..................................................................................... 9 Vehicles ............................................................................. 10 Area attacks .................................................................... 10 Distraction ....................................................................... 11 

    Assault .................................................................................... 11 Declaration of assault ................................................. 11 Assault Movement ....................................................... 11 Defensive fire ................................................................. 11 Close combat by attacker .......................................... 11 Counterattack and taking a stand ......................... 12 Initial contact ................................................................. 12 

    Suppressive fire ................................................................. 12 Aiming .................................................................................... 12 

    Planning ..................................................................................... 13 Morale ......................................................................................... 13 Forces in combat .................................................................... 13 

    Battalion creation.............................................................. 13 Shock Company ............................................................. 14 Garrison Company ....................................................... 14 Raider Company ........................................................... 14 Mixed Company ............................................................ 14 

    Forming Units ..................................................................... 14 Commanders and tactics ................................................ 15 Temporary allies ............................................................... 15 

    Battlefield .................................................................................. 15 Scenery .................................................................................. 15 Objectives ............................................................................. 15 

    Missions ...................................................................................... 15 Deployment ......................................................................... 15 When the mission ends? ................................................ 16 Who wins the mission? ................................................... 16 

  • 8/13/2019 Total Extinction - Beta Rules

    3/16

    Total Extinction 

    IntroductionIt is the year 562 of the Age of the Diaspora.

    Humanity, scattered throughout the known universe

    on worlds few and far between, fights for survivalagainst cruel alien races, and even against each other

    over issues that appear increasingly absurd.

    The fury of war engulfs one world after another

    while the contenders fight ruthlessly to prevent their

    Total Extinction.

    Sci fi wargameTotal Extinction is a futuristic wargame for 2 or

    more players using 28mm miniatures.

    Each player takes command of a Battalion of troops

    from one of the Star Factions (Glorlon, Union of

    Colonies, Regulatory Corporation, Elohim, Skraldar

    or Theocracy) facing a relentless war for survival.

    Each Battalion is divided into 1 or more Companies,

    and each Company is made up of Units consisting of

    between 1 and 9 miniatures. Every Battalion is led

    by a Commander.

    A game of Total Extinction is divided into a series of

    Turns (typically up to 6), and can be played in about

    2 hours. During each Turn, players alternately

    Activate Units, Moving, Shooting, and even

    Assaulting enemy Units. Commanders can

    dramatically alter the course of battle though the useof Tactics, represented by cards that alter the flow of

    battle, enhance Units, or cause havoc among the

    enemy troops. A player must control Objectives, key

    areas of the Battlefield, to claim victory and win the

    game.

    What you need to playTo play Total Extinction you will need appropriate

    miniatures, a tape measure that shows inches , area

    templates (included in this book), various tokens,

    Unit and Tactical Cards, and 6, 8, 10, 12 and 20 sided

    dice.

    The Starter Set of Total Extinction, “Battle for

    Karnak,” includes everything you need to play, and

    you will be able to purchase new miniatures, cards

    and even dice through forthcoming expansion sets.

    Basic conceptsBattalion: all the troops available to one of the

    warring sides. A Battalion is made up of one or more

    Companies.

    Company: a formation of 1-5 Units with a particular

    structure. Different types of Companies can include

    different types of Units.

    Contact : when the distance between two Elements

    controlled by different sides is less than 1 inch (2.5

    cm), they are considered to be in Contact, and must

    enter Close Combat (see Assault) when Activated.

    Die Category: each type of die (six sided, eight

    sided, etc, abbreviated to d6, d8, and so on) is

    considered a category. A d6 is the worst die

    category, while a D20 is the best.

    Distance: the space between point A and point B

    measured in inches. Distance is used for weaponranges, movement of Units, and Assault. Distances

    are always measured after announcing an

    Action/Movement, never before. Weapon Range

    Distances are measured from any part on one

    miniature to any part of another miniature.

    Movement Distances are measured from the front

    side of the moving Element to the point it wants to

    reach with its front side.

    Element : each of the combatants participating in the

    battle is an Element, represented by a miniature of a

    vehicle or soldier.

    Vehicle: is something of a catchall term. On the one

    hand, it includes piloted or sentient craft (such as

    tanks or reconnaissance vehicles). On the other

    hand, it also includes monsters and large beasts.

    Vehicles have both a) different armor characteristics

    for dealing with attacks from different angles, and b)

    a resistance characteristic of at least 2..

  • 8/13/2019 Total Extinction - Beta Rules

    4/16

    Total Extinction 

    UnitsA Unit (also known as a Squad) is a group of one or

    more Elements that act together. Each Unit is

    defined by a series of Characteristics shown on their

    Unit Card:

    -  Resistance: the amount of Damage needed

    to eliminate an Element of the unit.

    -  Movement : the distance in inches that the

    unit can move.

    -  Defense: the number an attacker must

    equal or exceed to successfully hit the Unit

    when Shooting or in Close Combat.

    -   Armor: an attacker must equal or exceed

    the Unit's Armor when making a Damage

    Roll to actually damage Elements of the

    Unit.-  Morale: Die Category used when the Unit

    must make a Morale check.

    -  Leadership: Die Category used by

    Commanders to check Initiative and to

    Recover Tactical Cards during a Planning

    Action.

    -  Cost : the price of the Unit with the

    minimum number of Elements, plus the

    number of points to be paid for each extra

    Element added.

    -  Size: the minimum and maximum number

    of Elements that can form the Unit.

    -  Category: Unit type (Infantry, Tank,

    Support, Air, Recon or Command).

    -  Weapons: offensive equipment carried by

    Elements of the Unit. The characteristics of a

    weapon include:

    o  Class: the category which the

    weapon belongs to.

    o  Range: the maximum distance in

    inches that the weapon can reach.

    o   Attack : the Die Category used when

    attacking with the weapon. To

    succeed an attack roll must equal or

    exceed the target Unit's Defense.

    o  Damage: the Die Category used to

    determine whether a successful

    attack causes damage. To succeed a

    damage roll must equal or exceed

    the target's Armor Characteristic.

    Type of units

    The units are classified into different types

    according to their abilities and functions in the

    combat:

    -  Command: a Unit in charge of leading the

    rest of the Company or Battalion. This unit

    includes a Commander and sometimes a few

    soldiers.

    -  Infantry: a Unit of soldiers on foot. Infantry

    form the bulk of the Front Line of most

    armies. Usually one Unit of Infantry consists

    of between 4 and 9 Elements.

    -  Recon: light troops who explore the

    Battlefield. Recon Units can also act as

    spotters for Support Units. Recon Units are

    composed of between 1 and 6 Elements.

    -  Tank : a Front Line unit which consists of

    vehicles or biotechnological beings with

    heavy armor and weapons. Normally a Tank

    Unit is comprised of between 1 and 3

    elements.

    -  Support : Units responsible for helping

    Front Line Units (Infantry and Tanks) attain

    their goals. Support Units include artillery,

    medic, and engineer Units. Usually a

    Support Unit consists of between 1 and 4

    Elements.

    -   Air: Air Units provide their Battalion with a

    mix of reconnaissance and support

    capabilities. Air units are composed of

    between 1 and 3 Elements. Air units cannot

    capture Objectives.

  • 8/13/2019 Total Extinction - Beta Rules

    5/16

    Total Extinction 

    WeaponsThe Elements of an army have access to a range of

    different weapons. Each weapon falls into a

    category, and each category has particular

    Characteristics:

    -   Assault (AW): standard Infantry weapons,

    Assault Weapons can also be used as

    Secondary Weapons by Tank and Air Units.

    Assault Weapons can make Defensive Fire

    attacks (see Assault).

    -   Anti-Aircraft (AA): a weapon specially

    designed to attack Air units (see Shooting),

    AA weapons ignore the defensive special

    bonus Air units normally have.

    -  Psychic (PS):  a  weapon based on, or the

    ability to attack with, mental power. Thesekinds of weapons cannot harm Vehicles.

    -  Close Combat (CC): a weapon that is used

    in Assaults (see Assault). Generally only

    Infantry can wield CC weapons.

    -  Distraction (DT): a weapon that does not

    cause damage and is used only to hide a Unit

    or prevent the Unit from being detected by

    enemies.

    -  Flamethrower (FT): a weapon that

    projects a stream of fire or other dangerous

    substance. When attacking with a

    flamethrower, use the Teardrop template

    (see Shooting).

    -  Bombardment (B1, B2): a weapon that

    causes damage over a wide area. The

    notation “B1” or “B2” indicates which 

    template to use (see Shooting).

    -   Anti-Tank (TX): a weapon designed to

    break armor. X is the score of the automatic

    penetration to a target's Armor: any target

    with an Armor Characteristic equal to or

    smaller than X is automatically damaged. If

    the Armor Characteristic is higher than the

    score of the TX weapon, roll dice for Damage

    as with any other weapon. For example, aunit with a weapon marked T5, 1d8 would

    automatically damage a target with an

    Armor Characteristic of 5 or less, and would

    roll 1d8 and add 5 when attacking a target

    with an Armor of 6 or more.

    -  Sniper (SN): an Element with a Sniper

    weapon can choose a specific enemy

    Element in the Unit it is attacking as the

    target for its attack (see Shooting).

    Generally, defenders get to assign which

    Elements within a Unit are struck by attacks(See Shooting).

    Tactics

  • 8/13/2019 Total Extinction - Beta Rules

    6/16

    Total Extinction 

    Using tactical cards

    The use of Tactical cards can take

    place in any game phase. The

    moment to do it is indicated on

    each card below the heading

    “Activation” 

    At the beginning of the game, each Battalion receives

    a number of Tactical Points to spend on Tactical

    Cards based on how many Commanders the

    Battalion has (see Commanders and Tactics).

    Tactical Cards allow players to carry out specialActions, improve normal Actions, etc.

    Each Tactical Card has four sections:

    -  Title

    -  Cost: The price in Tactical Points of the

    Tactical Card before play begins, as well as

    the necessary score to Recover the Tactical

    Card by means of Planning.

    -  Description: States the effect the card has on

    gameplay.

    -  Activation: indicates when the Tactical Card

    can be used.

    A player's Battalion must contain at least one living

    Commander in order for the player to use Tactical

    Cards.

    Until they are used, Tactical Cards may be hidden

    from opposing players, although opposing players

    may ask to see the back of the cards to check that the

    sum of the Costs of the cards is correct.

    Once you use a Tactical Card, discard the card  face

    down  into a clearly marked discard pile. Used

    Tactical Cards may be recovered by way of the

    Planning action (see Planning).

    Game TurnThe battle is divided into turns that consist of three

    phases: Initiative, Activation and Control.

    InitiativeInitiative determines the order in which the players

    act. Each player makes a Leadership roll using the

    Leadership Characteristic of their BattalionCommander, adding 1 to the result for each of their

    living Company Commanders and 1 for each

    Objective they control. The side with the

    higher total gains the Initiative and is the

    first to act that Turn.

    In the case of a tie, the Commander with

    the best Leadership (highest Die

    Category) wins. If the tie continues,

    whichever side controls the most

    Objectives wins. If there is still a tie, the

    initial roll is repeated.

    If one of the sides has no Commander left on the

    Battlefield, it automatically loses the Initiative. If

    neither side has a Commander, the Initiative of the

    previous turn is maintained and no Initiative roll is

    necessary.

    ActivationStarting with the player who gained the Initiative,

    the players alternate choosing a Unit and Activating

    it. During its Activation each Unit can carry out oneof the following combinations of Actions:

    -  Movement + Shooting + Assault (in this

    order ). It is possible to omit one or more of

    these actions.

    -  Run (see Movement).

    -  Movement + Suppressive Fire. It is possible

    to omit the Move Action.

    -  Planning (Commanders only)

    -  Pass: the Unit activates but does nothing.

    The Unit counts has having been Activated

    and may not be Activated again this Turn.

    If one Battalion has Unactivated units after all other

    Battalions have Activated all

    their units, the first Battalion

    may Activate all of its

    remaining Unactivated Units

    in succession until all Units

    have been Activated this

    Turn.

    During an Activation, a Unit's

    controller chooses the order in which Elements ofthe Unit perform their Actions. Generally, all

    Elements of a Unit must perform the same set of

    Actions in a given Turn.

    ControlOnce all Units have been Activated, players update

    Objective Control. If only one Battalion has one or

    more Elements within 2” of an Objective, that

    Battalion Controls that Objective. If more than one

    Battalion has one or more Elements within 2” of anObjective, the Objective is considered to be In

    Dispute and neither side gains an Initiative bonus

  • 8/13/2019 Total Extinction - Beta Rules

    7/16

    Total Extinction 

    from the Objective in the following Turn. If there are

    no Elements within 2” of an Objective the Battalion

    who last held Control of the Objective retains

    Control. Objectives begin the game under the Control

    of no Battalion.

    MovementAt the beginning of its Activation, a Unit can move up

    to its Movement Characteristic in inches (across

    Clear Terrain).

    The base of the miniature must be entirely within

    the Element's movement distance at the end of the

    Unit's Movement.

    A Unit must always end its Movement 2” or more

    from any other Unit (friendly or enemy) with the

    exception of Air Units (see below) and Units

    engaging in an Assault (see Assault).

    CohesionA Unit must end its Activation in Cohesion—all

    Elements must be within 1” of at least one other

    Element of the Unit in the case of Infantry, or within

    2” of another Element in the case of non-Infantry

    Units. One exception to this rule is during Close

    Combat (see Assault). If an Element begins its

    Activation out of Cohesion (for example, due to

    losses), the Element must move in order regain

    Cohesion. If one or more Elements cannot regain

    Cohesion, the Isolated Elements are eliminated from

    the game. Isolated Elements are defined as Elements

    out of Cohesion with the majority (rounding in favor

    of the Unit's controller) of their Unit at the end of the

    Unit's Activation. For example: if a Unit ends its

    Activation with 2 Elements remaining and the

    Elements are not in Cohesion, the Unit's controller

    must remove one of the Elements from the

    Battlefield. Such Elements count as having been

    destroyed by the enemy.

    Movement and TerrainOn the Battlefield, armies face multiple obstacles and

    different types of terrain, each one with its own

    effects. All terrain can be classified in one of four

    categories: clear terrain, obstacles, difficult terrain

    and impassable terrain.

    Clear Terrain is an open field or other featureless

    expanse with no objects on the field to block the

    Movement path of a Unit. Elements can move at

    their maximum speed over clear terrain.

    Obstacles are long and narrow objects such as walls,

    fences, or trenches that are not higher than the

    miniatures trying to cross them. Crossing an

    Obstacle reduces a Unit's Movement by 2” for that

    Activation. A Unit must have at least 2” of Movement

    left in a given Activation in order to cross an

    Obstacle. Miniatures may not end their Movement on

    top of an Obstacle

    Difficult Terrain  includes forests, ruins, hills, and

    other terrain that would logically slow someone

    down. Moving through Difficult Terrain requires

    twice as much movement as moving across Clear

    Terrain (e.g., 1” of Difficult Terrain is the same as 2”

    of Clear Terrain.) Individual Obstacles such as trees

    or fence posts are ignored—a terrain feature as a

    whole is considered when deciding whether a

    terrain feature qualifies as Difficult Terrain or not.

    Impassable Terrain  encompasses Obstacles higher

    than the Unit that is trying to cross them, such as

    high walls, buildings or containers. Vehicles (except

    Air Units) cannot move through Impassable Terrain.

    Non-vehicle Units can scale Impassable Terrain at

    the rate of one level (2” vertical) each Turn. 

    Before starting a game players should reach a

    consensus on which pieces of scenery count as

    which types of terrain to avoid disputes during the

    battle.

    M ov e m e nt t h r ou g hother units

    A Unit may move through friendly Units as long as

    two conditions are met: 1) the friendly Unit is not aVehicle, and 2) the Units end the required 2” apart.  

    Units may not move through enemy Units.

    When moving a non-Air Unit you can never end the

    Unit's Movement within 2” of an enemy Unit unless

    you are initiating an Assault (see Assault).

    Air units are subject to exceptions to these rules (see

    below).

  • 8/13/2019 Total Extinction - Beta Rules

    8/16

    Total Extinction 

    Air and gravitationalunits

    Certain Units have the ability to move above the

    Battlefield.

    Air units fly high, ignoring the effects of all types of

    terrain on their Movement. These Units can also

    move through or over friendly or enemy non-Air

    units. Further, Air Units may end their Movement

    within 2” of other Units, friendly or enemy, without

    generating an Assault (see Assault).

    Gravitational Units (like almost all of the Elohim)

    float above the ground thanks to anti-gravity

    engines. Crossing Obstacles requires only 1” of

    movement (instead of the normal 2”), and Difficult

    Terrain reduces the Unit's Movement by 1/3rd

     instead of ½.

    RunningA Unit may choose to dedicate its entire Activation to

    moving as quickly as possible. This is called Running.

    A Unit that Runs cannot perform any other Action

    during its Activation but can move twice itsMovement Characteristic in inches.

    G one t o g r ou ndA non-Vehicle ground Unit can give up its Movement

    and Go to Ground, gaining a +1 bonus to its Defense

    against any Shooting attacks (not Assaults) until th

    Unit's next Activation.

    CombatCombat is divided into two major sections: Shooting

    (which includes all ranged attacks) and Assault (all

    close quarters combat).

    OverviewAll Combat, both Assaults and Shooting, is resolved

    with two rolls: one to attack and one to damage.

    Attacks are carried out by rolling a die of the type

    indicated in the appropriate weapon listing given on

    a Unit Card. If the roll is equal to or exceeds the

    Defense Characteristic of the target Unit, the attack

    is a success and the attacker makes a damage roll.

    Note that successful attacks, or “Hits,” are distributed

    among a defending Unit by the defending Unit's

    controller bearing the following in mind:

    -  The controller may not allocate any Hits to

    Elements that do not have line of sight the attacking

    Unit (See Line of Sight).

    -  The controller may not allocate multiple

    Hits to a single Element until each eligible Element

    has received at least one Hit. Sniper (SN) and Psychic

    (PS) weapons are an exception to this rule as the

    attacker determines which Elements are Hit with

    such weapons.

    Example: an attacking Unit gets 5 Hits on their

    target, a Unit composed of three soldiers and a

    Commander. The defending player assigns the first 3

    hits, one to each soldier. Since there are still hits to

    distribute, the player assigns one to the Commander

    and the last one to the soldier nearest to the

    attacking unit.

    Once all Hits are allocated, make damage rolls. Roll

    the dice indicated on the Unit Card for each weaponthat successfully hit the target. If the roll is equal to

    or greater than the target's Armor Characteristic, the

    attack causes 1 point of damage. If the damage roll

    exceeds the target's Armor by 5 or more, the attack

    deals an extra point of damage. If an Element

    receives an amount of damage equal to or greater

    than its Resistance Characteristic, it is immediately

    eliminated from the game (unless a Tactical Card or

    some other special ability intervenes).

    ShootingAfter a Unit has Moved, it can Shoot at the enemy.

    The Unit must have Line of Sight (note: Area Attacks

    are an exception to the Line of Sight rule) or, for

    Bombardment weapons, Line of Trajectory to the

    target Unit. Once a player has declared that a Unit is

    Shooting, they must measure the distance from the

    attacking Unit to the target Unit to make sure the

    target Unit is within range of a given weapon—

    attacks against targets outside of the range of a

    weapon automatically fail. In the case of

    Bombardment attacks, the template is centered as

    far along the line between the attacker and the target

  • 8/13/2019 Total Extinction - Beta Rules

    9/16

    Total Extinction 

    as the weapon's range allows. That is considered

    Ground Zero (see Area Attacks).

    Remember that the Activated unit chooses a target

    Unit to Shoot but cannot specify which Elements

    take Hits. A Unit always fires at a target Unit as a

    whole. The only exceptions to this are the Sniper(SN) and Psychic (PS) weapons that allow an

    attacking Unit to choose which enemy Element to

    attack.

    Line of sight

    To find out if a miniature has line of sight to another

    miniature, draw an imaginary line from any point of

    one miniature to any point of the other. If the there

    are no Obstacles, terrain features, or enemy

    Elements blocking the line, there is Line of Sight. If

    there is any doubt as to whether anything interferes

    with the line, examine the situation from the

    attacking miniature´s eye level and see if the target

    miniature is visible from there.

    Friendly Units do not generally interfere with Line of

    Sight, the exception being ground based Vehicles

    (Vehicles with the Air or Gravitational Characteristic

    never block Line of Sight of friendly Units).

    Difficult Terrain (such as forests or ruins) is

    considered semi-transparent. Individual Obstacles

    such as trees or fence posts are ignored—a terrainfeature as a whole is considered when checking for

    Line of Sight., Lines of Sight drawn into or through

    Difficult Terrain features grant Cover to Elements

    inside or behind said terrain (see Cover).

    Trajectory line

    In the case of Bombardment or Flamethrower

    weapons, an attacking Unit must have a Line of

    Trajectory to a target Unit instead of a Line of Sight.

    A Line of Trajectory may follow a parabolic path over

    (but not through) Obstacles between an attacker and

    its target. The line must be as short as possible. Note

    that a Unit under  an Obstacle cannot be affected by a

    Bombardment (B1/B2) or Flamethrower (FT)

    weapon (see the example below).

    The Colonial soldier on the left opens fire with a

    Bombardment weapon against the Glorlons on the

    right. He can make an attack roll against the first

    (green line) but not the second (red line), as there is

    an Obstacle (in this case a roof) over it.

    Cover

    A Unit is considered to be in Cover if the Lines of

    Sight between half or more of the Elements of the

    defending Unit and half or more of the Elements of

    the attacking Unit are obscured (even partially) by

    terrain, Obstacles, Distractions, or relevant Units

    If an attacking Unit is within 2” of an Obstacle that

    obscures Line of Sight to a target Unit and the target

    Unit is more than 2” away from the obscuring

    Obstacle, the defending Unit is not considered to be

    in Cover.

    When a target Unit is attacked, if the target Unit is

    judged to have Cover, the target Unit gains +2 to

    their Defense Characteristic for the purposes of

    resolving that particular attack.

    Example: the unit of Colonial Troopers is going to

    shoot at the Glorlon soldiers. Before making any

    attack rolls, the Colonial Troopers have to check to

    see if the Glorlons are in cover. Colonial Trooper 1

    checks and finds that he has a clear Line of Sight to

    Glorlon A (green line), but Glorlons B and C have

    Cover (red lines). That means that from Trooper 1's

    point of view the enemy unit has Cover, since its

    Lines of Sight to half of the enemy Unit's Elements

    are obscured. Colonial Trooper 2 has the same linesof sight as Colonial Trooper 1 (A and D are in the

  • 8/13/2019 Total Extinction - Beta Rules

    10/16

    Total Extinction 

    10 

    Template without

    trajectory line

    Wall

    Attacking unit

    clear, but B and C are obscured, red lines), meaning

    that the enemy Unit has Cover as far as Trooper 2 is

    concerned. Colonial Trooper 3 has obscured lines of

    sight to Glorlons A and B,so the target Unit has

    Cover. Since half of the Elements of the attacking

    Colonial Unit (Troopers 1, 2 and 3) have found at

    least half of the Elements of the target Glorlon Unit

    to be in Cover, the Glorlon Unit is considered to be in

    Cover, no further checking of sight lines is

    necessary, and the Glorlons get +2 Defense against

    the Colonials' attack..

    Vehicles

    As mentioned above, Vehicles have different Armor

    Characteristics according to the angle from which

    they are attacked. A Vehicle's unit card will include

    Armor Characteristics for the Front, Sides, and Rearof the Vehicle, in that order.

    If a Vehicle is attacked by an Air unit or with a

    Bombardment weapon, always use the Vehicle's Rear

    Armor Characteristic when resolving the attack.

    When a Vehicle suffers damage, in addition to

    suffering one or more points of damage as normal,

    roll a ten-sided die and apply the result to the

    following table to determine if the attack causes any

    extra effect:

    Throw Effect1-5 Without any extra effects

    6-7 The crew is stunned, the Vehicle loses

    its next activation (effectively it must

    Pass the next time it is Activated.

    8 Propulsion is destroyed, vehicle is

    immobilized *

    9 One weapon (random) is destroyed

    10 The Vehicle explodes and is removed

    from the game. All Elements within 2”

    of the Vehicle suffer a damage roll of D6

    * When the propulsion of an Air Unit Element is

    destroyed its movement is halved for the remainderof the game. If the Element is subject to a second

    Propulsion Destroyed effect, the Element crashes

    and is destroyed. All Elements within 2” of   the

    vehicle suffer a damage roll of D6

    In addition to corresponding Damage, there is

    applied the result of the throw.

    Air units

    Air units have two special rules:

    -  Air units cannot take cover

    -  Thanks to their high maneuverability, Air

    units gain a +2 bonus when there are Shot at. Anti-

    Aircraft (AA) weapons ignore this bonus

    Area attacks

    Weapons with areas of effect work differently from

    normal attacks. Area Attack weapons fall into one of

    two categories: Flamethrowers (FT) or

    Bombardment (B1 and B2).

    Flamethrowers

    When using a Flamethrower (FT), the attacker puts

    the Teardrop template with its narrow end in

    contact with the appropriate weapon and places the

    large end of the template however they like. Make a

    damage roll against each Element whose base or

    miniature is even partially covered by the template.

    Elements to which the attacker does not have a clear

    Line of Trajectory are not affected.

    Bombardment weapons

    Instead of attacking a particular Unit, Bombardment

    weapons attack a specific point on the Battlefield

    (called Ground Zero or G0).

    When attacking with a Bombardment weapon,

    center the appropriate template (1 for B1, 2 for B2)

    on Ground Zero.

    If the attacker has both Line of Sight and Line of

    Trajectory, make an attack roll as though Ground

    Zero has a Defense of 5. If the attacker has Line of

    Trajectory but not Line of Sight, make an attack roll

    as though Ground Zero has a defense of 8. If the

    attack roll is successful, the attack lands precisely on

    G0—leave the template centered on Ground Zero. If

    the attack roll fails, roll an 8-sided die. Move the

    template a number of inches equal to the amount the

    attack roll failed by in the direction indicated by the

    8-sided die and the template. For example, if the

    attacker has Line of Sight to Ground Zero but only

    rolls a 3, the attack fails by 2. The attacking player

    would roll an 8-sided die and move the template 2

    inches in the direction indicated on the template.

  • 8/13/2019 Total Extinction - Beta Rules

    11/16

    Total Extinction 

    11 

    Make a damage roll against each Element whose

    base or miniature is even partially covered by the

    template. Elements to which the attacker does not

    have a clear Line of Trajectory are not affected.

    RECON UNITS AND SPOTTING

    A Recon Unit can act as Spotters and direct the firing

    of B2 weapons. If the Recon Unit has line of sight to

    the target Unit, the attacking player may make two

    rolls for the scatter of the Bombardment and choose

    the one they prefer. Panicked Recon Units (See

    Morale) cannot act as Spotters. Spotting does not

    count as an Activation.

    Distraction

    Some Units have the ability to conceal their Actionsor misdirect an enemy’s attention (Colonial smoke

    grenades or Glorlon ink projectors are examples of

    Distraction weapons).

    Distraction weapons create a cloud that grants Cover

    to Units in or behind the Distraction (smoke, ink

    cloud, etc) as if they were in difficult terrain Clouds

    generated by Distraction weapons are 2” x 4” and

    may be placed anywhere entirely within the

    weapon's range and with a Line of Trajectory.

    AssaultOnce an Activated Unit has finished Shooting, the

    Unit can carry out an Assault –a movement to enter

    Close Combat with an enemy Unit. Assaults also

    occur when a Unit is already in Contact with the

    enemy at the beginning of its Activation.

    Only Infantry Units can carry out Assaults. All non-

    Air units can be targeted by an Assault, including

    gravitational units. Assaults are carried out as a

    series of Steps set out below.

    Declaration of assault

    The acting player announces that the Activated Unit

    is going to Assault a target Unit.

    Assault Movement

    The Activated unit may move up to 6” to enter Close

    Combat with one enemy unit (this is in addition to

    the Unit's normal Movement). If the enemy Unit is

    too far away and the Activated Unit cannot make

    Contact with any Element of the targeted unit the

    Assault fails, though the target Unit can make

    Defensive Fire attacks as if the Assault had been

    successful.

    Defensive fire

    After Assault movement is resolved, a Unit targeted

    by an Assault can shoot at the Assaulting Unit as if

    the targeted Unit was making a Shooting action with

    the following exception, as the Shooting is hasty:

    only Assault Weapons (AW), Flamethrowers (FT)

    and Sniper weapons (SN, (though these weapon lose

    their capacity to choose specific Elements as their

    target) may be used for Defensive Fire attacks. All

    casualties in the Assaulting unit are removed before

    continuing to the next step.

    Close combat by attacker

    Assaulting Elements in Contact with enemy

    Elements (e.g., less than 1” away) are considered to

    be in Close Combat and can carry out a Close Combat

    attack against their targets.

    Unlike in Shooting, by default the attacker chooses

    which enemy Element a given Element attacks in

    close combat, so long as the two Elements are in

    Contact.

    Vehicles in Close Combat: When a Vehicle isattacked in Close Combat, always use the Vehicle's

    lowest Armor Characteristic as the Assaulting

    Infantry can attack the Vehicle's most vulnerable

    points.

    Defending a Position: If a target Element is within

    1” of an Obstacle, the target element is considered to

    be Defending a Position against enemies on the other

    side of the Obstacle. Since an Assaulting Element

    may not be able to be placed within 1” of the

    targeted element, the Assaulting Element is

    considered to be in Contact (and Close Combat) with

    the targeted Element if the Assaulting Element endsits Assault movement within 1” of the Obstacle.  

    Elements Defending a Position gain +1 to their

    Defense Characteristic against Assaulting Elements

    attacking from the other side of the Obstacle. If the

    targeted Element is inside a building, it gains an

    additional +1 to its Defense Characteristic. Lastly, if

    the base of the targeted Element is resting on a

    higher elevation than the base of the Assaulting

    Element, the targeted Element receives +1 to its

    Defense against the Assaulting Element. All of these

    bonuses are cumulative and “stack.” As an example,

    an Element Defending a Position through the

    windows of a building on a hill gains +3 to its

  • 8/13/2019 Total Extinction - Beta Rules

    12/16

    Total Extinction 

    12 

    Defense against Elements Assaulting from lower

    ground outside.

    Any casualties suffered by the targeted Unit are

    removed before continuing on to the next Step.

    Counterattack and taking a

    stand

    The targeted Unit must make a Morale check (see

    Morale) to stand their ground and fight back.

    If the Morale check is successful, the targeted Unit

    Takes a Stand and may make Close Combat attacks

    (“Counterattacks”). The Assault then ends for that

    Activation.

    If the targeted Unit fails its Morale check, the

    targeted Unit must retreat from its present position

    without Counterattacking. The retreating Unit can

    move up to its normal Movement in inches and must  

    move at least   enough such that all Elements of the

    Unit are no longer in contact with the Assaulting

    Unit. The targeted Unit may retreat in any direction

    so long as they do not end their retreat in contact

    with any enemy Unit and remain the required 2”

    away from friendly Units. If any Elements of the

    targeted Unit end their retreat in Contact with any

    Enemy unit, the targeted Unit is entirely eliminated.

    If the targeted Unit retreats, the Assaulting Unit canoccupy their previous position, passing over any

    obstacles as necessary and possible according to the

    normal rules of Movement. If the Assaulting Unit's

    advance once again results in Contact with the

    targeted Unit, the attacker may choose to start

    another Assault beginning at the Close Combat by

    Attacker step.

    Initial contact

    If two Units are in Contact at the beginning of one of

    their Activations because they both survived aprevious Assault, a new Assault automatically begins

    with the activated Unit considered to be the

    Assaulting Unit. The non-Activated unit can carry out

    Defensive Fire attacks only if the Activated Unit

    doesn´t possesses Close Combat weapons.

    If the Activated Unit wants to make Shooting attacks

    it must first move to break Contact with the enemy

    Unit. The non-Activated Unit may make one set of

    Close Combat attacks as the Activated unit falls back.

    Suppressive fireAfter their Movement action a Unit can prepare to

    respond to enemy actions: this is called Suppressive

    Fire. A Unit performing Suppressive Fire can open

    fire on an enemy Unit that is Moving or Shootingwithin its Line of Sight during the enemy Unit's

    activation. A Unit may only use Suppressive Fire once

    per Activation—that is, the Unit can only make one

    set of ranged attacks until the unit is Activated again.

    If a Unit fires during an enemy's Activation and the

    attack fails because the enemy is out of range, the

    Unit still counts as having used its Suppressive Fire

    and cannot make another Suppressive Fire until it is

    next Activated.

    Suppressive Fire attacks take place after the

    Activated enemy Unit´s first Action, i.e. if the enemy

    Unit has moved, the Suppressive Fire attacks aremade before the enemy Unit can Shoot. If an enemy

    Unit moves from a location that has no Line of Sight

    to the Unit using Suppressive Fire to another

    location with no Line of Sight to the Unit using

    Suppressive Fire and the non-Activated Unit has a

    Line of Sight during the course of the Activated

    Unit's Movement Action, the non-Activated unit can

    make Suppressive Fire attacks as though the enemy

    Unit had Cover. In this case the defender allocates

    Hits as normal—all Elements that moved into Line of

    Sight are eligible to receive Hits.

    If the Activated enemy Unit opts to skip itsMovement Action and goes directly to its Shooting

    Action, the Activated enemy fires before  the Unit

    using Suppressive Fire. The Unit using Suppressive

    Fire would still Shoot before the Activated enemy

    Unit's Assault Action.

    Example: A Unit of Glorlon soldiers receives the

    order to move and prepare for Suppressive Fire.

    Next, the enemy activates a Unit of Colonial Troopers

    in Line of Sight of the Glorlon soldiers. The Colonial

    Troopers move closer to the Glorlon soldiers. The

    Glorlon player must decide whether to shoot at theColonial Troopers that moved, or to reserve the

    Unit's Suppressive Fire attacks for another enemy.

    AimingIf the only action a Unit performs during its

    Activation is Shooting or Suppressive Fire , i.e. it

    neither Moves nor Assaults, the Unit increases the

    die category of the its ranged attacks by one step

    (e.g., from d8 to d10, from d10 to d12, etc).

  • 8/13/2019 Total Extinction - Beta Rules

    13/16

    Total Extinction 

    13 

    PlanningA Commander within a Command Unit that was

    neither shot nor successfully Assaulted this turn

    can sacrifice all  other Actions in exchange for makinga Planning Action.

    Planning allows the Commander to attempt to

    Recover a discarded Tactical Card. The Commander's

    Leadership is rolled. If the result is equal to or higher

    than the Tactical Point cost of the card, the

    Commander regains the used card.

    Alternatively, the Commander may attempt to

    improve its Battalion's Initiative. A Commander may

    use a Planning action to gain +2 to their Battalion'sInitiative roll for the next turn. This bonus only takes

    effect if the Commander is still alive at the Initiative

    phase.

    MoraleUnder certain circumstances a Unit must make a

    Morale check to continue fighting instead of fleeing.

    To make a Morale check, roll the Leadership of the

    Element with the best Leadership characteristic in

    the Unit. If the result is 4 or more, the Unit passes

    the Morale check.

    A Units that fails a Morale check becomes Panicked.

    At the beginning of each of its Activations a Panicked

    Unit can make a Morale check. If successful, the Unit

    recovers from Panic and can act normally. If the

    Morale check is failed, the Panicked unit must make

    a Run Action towards the Battlefield edge it

    Deployed from, or, if they were Deployed in the

    center of the Battlefield, the nearest Battlefield edge.

    Once an Element of a Panicked unit leaves the

    Battlefield, the entire Unit is removed from the

    Battlefield and is considered destroyed by the

    enemy.

    Morale checks are most frequently made under three

    circumstances:

    -  Casualties: When a Unit takes

    enough casualties to reduce it to half or less

    of its starting number of Elements, it must

    make a Morale check. It must make

    additional Morale checks each time it suffers

    further casualties.

    -  Determination: when a Unit tries to

    Take a Stand after having suffered an

    Assault. If the Unit fails this Morale check it

    must retreat as detailed in the Assault:

    Taking a Stand section.

    Tactical Card: Some Tactical cards can force a Unit to

    make a Morale check or Panic.

    Forces in combatEach player chooses one of six factions available in

    Total Extinction: the Glorlons, the Union of Colonies,the Regulatory Corporation, the Elohim, the

    Theocracy or the Skraldar. The choice of faction

    determines which units can be chosen to form theirBattalion.

    Battalion creationThe whole of a player's forces is called a Battalion.

    Battalions are comprised of one or more Companies.

    Companies are made up of Units, each of which is

    created using a point buy system.

    At the beginning of each game, the players must

    agree on the maximum number of points each player

    can spend on their Battalion. Ideally, the maximumpoint value should be a multiple of 100. Generally

    speaking, 500 points will make for a small skirmish,

    1200 points will lead to a medium battle, and battles

    of 2000 or more points will be truly epic struggles.

    Alternatively, players may agree to play a specific

    scenario or mission detailed in the Missions chapter.

    Such games may have specific lists of or limitations

    on available Battalions and Companies.

  • 8/13/2019 Total Extinction - Beta Rules

    14/16

    Total Extinction 

    14 

    The first Unit a player must choose is a Command

    Unit for the entire Battalion.

    Next, players form the Companies that make up the

    Battalion. Each Company must include a Command

    Unit. Once the Command Unit is chosen, a player

    must decide what type of Company they are creating.The type of Company determines the types of Units

    which can be included in the Company. Bear in mind:

    some Commanders benefit greatly when leading

    specific types of Companies.

    The diagrams below show the specific Unit choices

    available to each type of Company:

    Shock Company

    Forces with high mobility and good fire power

    suitable for missions in open terrain. Useful for

    outflanking and taking an enemy’s fortifiedpositions.

    Garrison Company

    Forces whose mission is to defend a specific

    position, Garrison Companies have great fire power

    but limited mobility.

    Raider Company

    Forces with very high mobility but limited

    firepower. Raider Companies are deployed for rapid

    penetration into enemy territory or for armed

    reconnaissance.

    Mixed Company

    Mixed Companies are well rounded forces capable of

    performing a range of missions. When in doubt, the

    versatility of a Mixed Company may well be the best

    option.

    Forming UnitsWhen forming a Unit a player must decide how many

    Elements will be included in the Unit. As explainedunder Characteristics, each Unit Card lists how many

    points it costs to field a Unit made up of the fewest

    possible Elements. A player may spend more points

    at the given rate to add Elements to the Unit, up to

    the maximum Unit size.

    Many Units allow their Elements to use different

    types of weapons. For every two elements that carry

    the Unit's standard weapon (the first weapon listed

    on the unit's unit card), one Element may use one of

    the other weapons listed on the Unit Card.

    For example: Looking at the Colonial Trooper UnitCard at the beginning of this chapter, in a Unit of 6

    ShockCompany

    Recon Tank InfantryTank orAir unit

    Artilleryor Infantry

    Command

    GarrisonCompany

    Infantry Infantry Artillery Artillery Tank orAir unit

    Command

    Raider

    Company

    Recon Recon TankRecon orInfantry

    Tank orInfantry or

    Air unit

    Command

    MixedCompany

    Infantry Infantry Tank ArtilleryRecon orAir unit

    Command

  • 8/13/2019 Total Extinction - Beta Rules

    15/16

    Total Extinction 

    15 

    Colonial Troopers, at least 4 must   carry the AR-9

    Assault Rifle. The other two troopers could carry any

    of the weapons listed on the card—including an RPG

    or a Machine Gun, in this case.

    Commanders and tacticsEach Battalion receives 10 Tactical Points to buy

    Tactical Cards, plus 3 extra Tactical Points for every

    Company Commander in the Battalion (the Battalion

    Commander does not give a player any extra Tactical

    Points).

    Before the game starts, players should spend their

    Tactical Points on Tactical Cards. The cost of a

    Tactical Card is printed in the upper right hand

    corner and on the back of the card. The cost of the

    cards range from 3 to 7 points—Minor TacticalCards cost 3 points, Intermediate Tactical Cards cost

    5 points, and Major Tactical Cards cost 7 points.

    Temporary alliesEven in a universe locked in a war of Total

    Extinction, former rivals must often form alliances

    against common enemies. When forming a Battalion

    a player may form up to half of the Battalion'sCompanies (rounding down) using Units from their

    Temporary Allies. Each Company must be formed

    entirely out of Units of the same faction. The possible

    Temporary Allies combinations are listed in the

    table below:

    Faction Temporary allies

    Glorlon Skraldar

    The Union of Colonies Elohim

    Elohim The Union of Colonies

    Regulatory Corporation Theocracy

    Skraldar GlorlonTheocracy Regulatory Corporation

    BattlefieldAny flat surface of sufficient size, square or

    rectangular, can be used as a Battlefield. Floors are

    usable, though it is necessary to decide on the

    “edges” of the game zone. The standard size of a

    Battlefield for a 1200 point game is 72” x 48” (180 x

    120 cm), although the Battlefield should grow orshrink to best accommodate the point value (and

    therefor the number of miniatures) of the game.

    The Battlefield is usually divided into three large

    Zones: two Zones of Deployment (or more, if there

    are more than two players in the game) and a Zone

    called No Man's Land.

    Unless the mission determines different, the Zone of

    Deployment will have the depth of 12 inches and the

    width equal to the longest side of the battlefield.

    SceneryDifferent scenery objects (such as terrain features

    and Obstacles) are placed on the Battlefield. In a

    standard game we recommend 3 or 4 terrain

    features per player, but this may change based on the

    specific Mission played.

    Players alternate placing scenery objects. Randomly

    determine who places scenery first unless thespecific mission being played dictates otherwise.

    ObjectivesAfter all scenery has been placed, place at least 5

    Objectives on the Battlefield (unless the Mission

    played says otherwise.). The player that placed a

    scenery object second should place the first

    Objective. In a standard game, at least 3 Objectives

    must be placed in No Man's Land and at least 6”from

    each Deployment Zone. Any number of Objectivesmay be placed, but there should be an odd number

    of Objectives in total.

    MissionsEach gameplay of Total Extinction is call Mission,

    when two or more players fight in a Battlefield to

    achieve victory.

    In the Battle for Karnak section you will find special

    missions for this campaign.

    DeploymentOnce all Objectives are on the Battlefield, the playersmake an Initiative roll. The player with the highest

  • 8/13/2019 Total Extinction - Beta Rules

    16/16

    Total Extinction 

    16 

    initiative chooses their Deployment Zone first and

    places (“Deploys”) a Unit in their Deployment Zone.

    The player with the 2nd highest initiative then selects

    their Deployment Zone and places a Unit within it.

    The players continue alternating placing Units in

    their Deployment Zones until all Units have been

    placed—if one side has Units left over after theiropponent(s) have placed all their Units, they deploy

    the rest of their Units one after another.

    Units cannot be deployed in a place they could not

    access using their normal movement rules (e.g. a

    Tank cannot be Deployed on the roof of a building).

    Note: Recon Units may be Deployed anywhere on

    the Battlefield as long as they are not in the enemy

    Deployment Zone or in Contact with an enemy Unit.

    When th e mission endsThe game is considered finished when one of these

    conditions is met:

    -  The 6th turn of the game is finished.

    -  During the Control phase one of the sides

    lacks operative units (i.e. does not have survived

    units that are not Panicked).

    -  During the Control phase one of the sides

    controls all the Objectives of the Battlefield.

    -  There is met one of the conditions of the

    finish of the game established for a special mission.

    Who wins the m issionThe side that wins the mission is the the one that at

    the end of the game:

    -  Has operative units while the other side

    lacks them, or

    -  Controls more Objectives in the case when

    both sides have operative units, or

    -  Has destroyed more enemy units in the case

    when both sides have operative units and the samenumber of controlled Objectives.