Deathzap 2: Xolar War Rules (Alpha)

Deployment

The game should be played on a 2’x2’ board (if you would like to play on a larger board such as a 6’x4’ double all movement distances). Each player rolls a dice, high roller decides which edge of the battlefield is their base line and deploys first, their opponent then deploys on the opposite side. At the start of the game all figures must be within 4” of their starting board edge. If you are playing an advanced game, roll for objectives before the game begins, see ‘Winning’.

Units

Figures are often grouped into units. A unit is any group of figures of the same type, or have the same movement speed. Each member of the group must be within 1” of another member of the same group to count as a unit. Figures within units do not have to be armed the same. Monsters and vehicles can never be grouped into units, whereas light vehicles, big beasts, beasts and infantry and heavy infantry can.

The Turn

A game is divided up into 6 turns and the end of which the game is over. Each turn is divided up into six phases which happen in the following order: Impetus, Orders, Movement, Shooting, Melee, Morale. At the end of the morale phase the turn is over and the next turn begins.

1 Impetus

Both players roll a die each. The higher roller is player A for the rest of the turn, the lower roller is player B.

2 Orders

Starting with player A both players roll a die per non-panicked unit they have in play. Those dice can then be attributed to each of their units and give the order benefit associated with the number rolled until the end of the turn.

3 Movement

During the movement phase both sides move, with player A moving all of their figures first and then player B moving all of their figures second. Infantry, Monsters and Vehicles move 4”, Light Vehicles, Beasts and Big Beasts move 6”. Units in melee combat cannot move. An obstacle such as a wall that a unit has to cross during its movement costs the unit 1”. If a panicked unit is moved into by another non-panicked friendly unit forming a single unit out of the two, roll 1D6 and multiply the result by the number of panicked figures in the newly formed unit it, then roll another die and multiply the result by the number of non-panicked figures in the unit. If the result for panicked figures exceeds the result for non-panicked figures the unit is panicked. If the non-panicked figures win the roll then all figures in the unit are no longer panicked.

4 Shooting

During the shooting phase both sides shoot, with player A shooting with all of their figures first and then player B shooting with all of their figures second. Casualties are only removed at the end of the phase, so any casualties caused by player A’s firing units can fire when it is player B’s turn to do so. Units engaged in melee combat cannot shoot or be shot at. Panicked units only hit on rolls of 6 regardless of cover. The owner of the unit that is fired upon decides which figure in the unit is hit. Units can split their fire across multiple targets. First roll the number of dice (shots) to hit for each gun firing. Then for each hit roll to penetrate the target unit’s shield. Then your opponent makes saving throws for each penetrating hit, each failed save results in a casualty on the unit, or in the case of a vehicle or monster a roll on the vehicle/monster damage table. In any case when rolling to hit, penetrate or save a roll of 1 always fails and a roll of 6 always succeeds.

WEAPON SHOTS RANGE
RIFLE 1 24
REPEATER 2 12
MEDIUM REPEATER 3 24
HEAVY REPEATER 6 36
DESTROYER* 1 36

*If this weapon hits its target each figure within 3” of the figure hit is also hit.

TO HIT… TARGET IN THE OPEN IN SOFT COVER IN HARD COVER
BASIC SHOOTER 4+ 5+ 6+
REGULAR SHOOTER 3+ 4+ 5+
ELITE SHOOTER 2+ 3+ 4+
TO PENETRATE… TARGET HAS LIGHT SHIELDS MEDIUM SHIELDS HEAVY SHIELDS
BASIC WEAPON 4+ 5+ 6+
UPGRADED WEAPON 3+ 4+ 5+
ADVANCED WEAPON 2+ 3+ 4+
TO SAVE… INFANTRY/ BEASTS LIGHT VEHICLE/ BIG BEASTS VEHICLE/ MONSTERS
TARGET IS BASIC 6+ 5+ 4+
TARGET IS REGULAR 5+ 4+ 3+
TARGET IS ELITE 4+ 3+ 2+

At the end of the shooting phase if a unit has taken casualties roll 1D6 and multiply the result by the number of figures remaining in it, then roll another die and multiply the result by the number of figures killed in the unit during the current phase. If the result for killed figures exceeds the result for remaining figures the unit is panicked.

Instead of shooting a unit can opt to make an additional move.

5 Melee Combat

Melee combat works similarly to ranged combat however there is an altered list of weapons, each figure can at least make a basic melee attack:

WEAPON ATTACKS
BASIC 1
JAWS AND CLAWS 2
BIG JAWS AND CLAWS 4
MONSTROUS JAWS AND CLAWS 8

And an altered to hit table based on the target’s skill:

TO HIT… BASIC TARGET REGULAR TARGET ELITE TARGET
BASIC ATTACKER 4+ 5+ 6+
REGULAR ATTACKER 3+ 4+ 5+
ELITE ATTACKER 2+ 3+ 4+

Shield penetration and saving throws are the same as with shooting. Panic is also rolled and the end of the melee phase as with shooting.

Vehicle./Monster Damage

When a vehicle or monster fails a saving throw instead of being removed like any other unit you roll on the following table to determine the effect of that damaging hit:

VEHICLE/ MONSTER DAMAGE TABLE
DIE ROLL VEHICLE MONSTER
1-2 The units movement speed is halved for the remainder of the game.
3 Randomly determine a weapon on the vehicle/ monster to be destroyed. Melee weapons cannot be destroyed in this way.
4-5 The vehicle cannot move for the remainder of the game. The monster is enraged and immediately moves towards the nearest unit (friendly or enemy) and attacks them with its melee weapons. If two units are equidistant randomly determine which is attacked.
6 The vehicle explodes. Each figure within D6” is automatically hit. The blast counts as a basic ranged weapon. Destroyed.

6 Morale

Roll 1D6 for each panicked unit, on a 4+ it is no longer panicked. On a 1-3 it moves double the number rolled back towards its deployment zone and remains panicked. If a unit was panicked this turn it automatically fails its panic test, but does not move. Any units made up of a single infantry/ heavy infantry/ beast figure are automatically panicked and automatically fail panic tests until they can join another friendly unit of the same type.

Winning

For basic games a side wins when the other side only has panicked units remaining. For advanced games either come up with your own objectives or roll for two objectives, one from each table below, each objective achieved scores victory points and at the end of 6 turns when the game automatically ends the player with the most victory points wins.

DIE ROLL OBJECTIVES 1
1-2 Assassinate –  Both players select one of their figures to be their opponent’s target, that figure cannot be a vehicle or monster. 3VP for killing your target.
3-4 Hard Hitters – 3VP for being the first to eliminate half your opponents force, vehicles and monsters count as 5 figures.
5-6 Push – 3VP for having any of your non-panicked units in your opponents deployment zone at the end of the game.
DIE ROLL OBECTIVES 2
1-2 Hold – 1VP per board quarter you have figures in at the end of the game.
3-4 Extermination – 1VP per 5 enemy casualties, or single vehicle or monster.
5-6 Intel – Place 4 counters randomly on the board before rolling for deployment. 1VP per counter you have the most figures within 3” of at the end of the game.

Points Values and Force Construction

A standard force is a platoon. Each platoon is made up of 3-6 squads.

A figure costed as follows:

INFANTRY Light Shields Medium Shields Heavy Shields
Basic 12 15 18
Regular 15 18 21
Elite 18 21 24

If a figure is a beast add 1 to each of the above values.

If a figure is a light vehicle add 7.

If a figure is a big beast add 3.

If a figure is a vehicle or monster add 9.

WEAPON BASIC UPGRADED ADVANCED
Rifle 11 14 17
Repeater 10 13 16
Medium Repeater 13 16 19
Heavy Repeater 18 21 24
Destroyer 15 18 21
MELEE WEAPON BASIC UPGRADED ADVANCED
Basic 7 10 13
Jaws and Claws 8 11 14
Big Jaws and Claws 10 13 16
Monstrous Jaws and Claws 14 17 20