Rules

 

 



Rules

 These are the 1999 instructions and rules, as found in the booklet, enclosed in each miniature's box:

INTRODUCTION

The model you’ve purchased is ideal to use in a dark science fiction table-top miniatures war game called 1999™.

These Starter rules will give you the possibility to fight skirmish type battles, where battle tactics is the key to victory and provides little background and setting for the game and the models since they focus on game play.

 

ASSEMBLING YOUR MODEL

Start by removing any excessive pieces of metal or plastic on every model part, then use a modelling knife or file to trim off any mould lines. When you're done, and if required, you should glue your model together with Nitro™ super glue, or another glue of equally high quality.

 

PAINTING YOUR MODEL

If you have not painted models before you will soon discover that it is a lot of fun. We recommend that you use the Nitro™ hobby paints, or other water based, non-toxic hobby paints of an equally high quality when you paint your model. Undercoating is done easily by using spray paint, something that'll also give you smoother finish. An undercoat primes the surface of the model so that the top layer of paint adheres well.

A white undercoat gives the colors painted on top of it a brighter look, while black is commonly used on models that are going to be painted in dark or metallic colors. Make sure you wait until the undercoat is dry before you move on to the actual painting. Once you've finished painting your model it's a good idea to add a protective coat of matt varnish. The model’s Rules Card shows one example of how you could paint your model, the Cell Entertainment website at www.cellentertainment.se is also a great source of inspiration to painting.

BASING YOUR MODEL

Each model comes with a plastic base. You need to mount the model on this particular base before the game starts. Commonly, the model is easily placed in the slit of the plastic base and glued in place.

 THE MODEL’S RULES CARD

The attributes and abilities of your model are stated on its Rules Card. Each attribute or ability is indicated by an icon and/or plain English for your convenience and described below.

 NAME

Here we state the model’s name.

PRICE CODE

Here we state the model’s price code letter.

FLAVOR TEXT

Here you’ll get background information for the model.

AFFILIATION

The color of the Affiliation Icon shows to which faction in the 1999™ universe the model belongs. The model can only be part of an army where the other models have an identically coloured Affiliation Icon to that of this model, or have a clear transparent icon (literary are unaffiliated). There are three core factions in 1999™. A brown Affiliation Icon indicates that the model is part of the Human faction. A black Affiliation Icon indicates that the model is part of the Demonic faction and a red Affiliation Icon indicates that the model is part of the Angelic faction.

ACTIVATION NUMBER

This is your model’s relative quickness, reflex and perception ability. The Activation number is used to determine when a model may perform his Action during a Turn. The lower the number, the earlier Activation Phase in the Turn the model may perform his Action. If a model has several numbers stated here (separated by a slash), it may perform one Action in each of these Activation Phases every Turn.

MODEL TYPE

The model’s Type indicates its place within the hierarchical structure of your army. A model may have several Type designations stated here, but you must declare to which one of these Types the model belongs to before the game starts.

ATTRIBUTES

The Attributes are a set of numbers that summarizes your model’s traits.

MOVEMENT (MOV)

This defines your model’s movement allowance.

CLOSE COMBAT (CC)

This is your model’s skill and combat training with assault weapons. This attribute is divided in two scores separated by a slash. One offensive score and one defensive score, where the offensive score is stated first.

BALLISTIC (BAL)

This is your model’s skill and combat training with ranged weapons.

STRENGTH (STR)

This is your model’s physical strength.

ARMOUR (ARM)

This is the protection of the armour/clothing the model is wearing or the thickness of its hide.

CONSTITUTION (CON)

This is your model’s physical resistance to pain.

MENTAL (MEN)

This is your model’s willpower and mental strength.

DNA SLOTS

Some models have blank DNA slots next to the Attribute slots on their Rules Cards. These models allow you to genetically tweak these Attributes before the start of every game to suit your chosen battle tactic.

EQUIPMENT AND SPECIAL ABILITIES

Effects of equipment and weapons carried by the model, and any special abilities it has are stated in this section of the Card or referring to rules at the Cell Entertainment website at www.cellentertainment.se

ARMY POINTS COST

This is an approximate representation of your model’s stre ngth in relation to the other models on the Battlefield and is used to balance the opposing forces’ starting conditions. The Card indicates the Army Point Cost for a single model. If several models are grouped together in Squad using the same Card, you must pay the Army Point Cost for each model making up the Unit.

RULES CARD VERSION #

This gives you the official Cell Entertainment rules version number. If you or an opponent has several copies of the same Rules Card, the card with the highest version number always applies.

KEY GAME TERMS

DICE ROLLS

All dice rolls in 1999™ are made with a standard six-sided dice (abbreviated as D6). Sometimes you'll have to modify the result of the roll and this is stated as a D6 plus or minus a given number, i.e. D6+3 or D6-1.

Sometimes you'll have to roll more than one dice and add the results together, in which case we’ll state the number of dice you are required to roll in front of the D6.

EXAMPLE: 2D6 means that you should roll two dice and add the results together.

 AUTOMATIC SUCCESS OR FAILURE

If any single D6-roll is a natural '6' this indicates an Automatic Success. If any single D6-roll is a natural '1' this indicates an Automatic Failure. If this occurs, you should follow the rules as specified. If no special outcome of an Automatic Success or Failure is specified, this rule does not apply to that part of the rules.

ROLLING A D3

When you are required to roll a D3, you roll a D6 as usual. If the score is 1-2 the result is interpretated as 1, a score of 3 -4 gives the result 2 and a score of 5-6 gives the result 3.

RE-ROLLS

If a rule requires you to take a Re-roll, you simply roll the dice again and apply any modifications. However, you must stick with the second result. You may never re-roll a Re-roll.

TAKING AN ATTRIBUTE ROLL

If you are required to take a roll specifically involving an Attribute (see Attributes), ROLL A D6 and add the model’s score in that Attribute to the roll.

IMPORTANT! If no specific Roll Requirement is stated for the Attribute roll, it is always 7+.

OPPOSED ROLLS

When required to take Opposed rolls, each player with models involved ROLL A D6 and make any modifications according to the rule requiring the Opposed roll and then compare the result to the opponent’s result. The highest score wins. Re-roll any ties. If the Opposed roll involved more than two players, all other players follow the winner in clockwise direction around the table.

ROLL REQUIREMENT (RR)

If a rule (like some Unit’s Special Action for example) has a Roll Requirement (RR) stated for it, this indicates that you need to ROLL A D6 and compare the result to the Roll Requirement. Dice rolled equal to, or greater than the required score is a success dice. One success dice is required in order to apply the effect of the rule to which the RR is stated for (or perform a Unit’s Special Action).

EXAMPLE: A RR of 4+ requires a roll of 4 or more in order for the rule to be applied (or Action to be performed if it is an Action).

IMPORTANT! If no specific Roll Requirement is stated, the RR is always 7+.

LEVEL OF DIFFICULTY

If a Roll Requirement (RR) has a Level of Difficulty stated for it, this means that you may increase the Roll Requirement, and in return gain the positive effect stated by the Level of Difficulty for each +1 increment of the RR.

MULTIPLE ROLLS

If a rule or a weapon has a multiple (like x2 for example) after it (or any of its statistics if it is a weapon), you must take a separate roll for that rule or step of the rule, for each of these multiples (for example a x3 multiple makes three separate rolls).

EXAMPLE: If a ranged weapon has a x2 multiple after its Type (like Shooting x2 for example), you roll two separate rolls to hit in the same Shooting Action. Roll to penetrate armour for each successful hit.

EXAMPLE: If an Assault weapon has a x3 multiple after its “Wounding score”, the target must take three separate rolls to avoid being wounded from the same single attack and can as such suffer up to 3 wounds.

IMPORTANT! A model may attack a different target with each separate multiple roll to hit.

UNITS

A Unit is a collective game play term and any rules applying to the Unit applies to each model in the Unit, regardless of the number of Rules Cards it contains. The major advantage of grouping models together in a Unit is that all models in a Unit are activated equal to the lowest Activation number available to any model in the Unit in the Activation Phase, and as such, perform their Actions “simultaneously”.

IMPORTANT! Play the effects applying to the Unit, one model and Rules Card at a time, in the order of your choice.

MEASURING DISTANCE

In 1999™, distance is measured in centimeters (cm). If you do not have access to a ruler or measuring tape, use the ruler printed on the back cover of this rulebook.

IMPORTANT! You may never measure anything but Movement in advance.

IMPORTANT! You may never measure beyond the distance you’re allowed to measure (for example the model’s Movement allowance or Shooting range).

MEASURING TO OR FROM MODELS

You always measure from the edge of the base of the model when moving it, or from the edge of the base of the model to the edge of the base of the target model when using a model part (like Shooting) or measuring between models.

LINE OF SIGHT

Line of sight determines what a model “can see”, for example if it is able to shoot at a target, and is an imaginary straight line drawn between the centre of the model at its head-height, and what it tries to spot. In most situations it is obvious whether or not you have a Line of Sight to your target. If, for example, there is a building or a hill between your model and the target, which completely blocks the view of it, you do not have a Line of Sight to the target, and may not shoot at it.

PARTIALLY BLOCKED LINE OF SIGHT

If you can see less than half of your target it is more difficult to hit when Shooting at it, see Shooting.

IMPORTANT! Line of Sight also applies when playing on different height levels of the Battlefield.

IMPORTANT! You can “see through” your own models in terms of Line of Sight. Enemy models blocks Line of Sight according to their base in width and height of the actual model.

SPECIAL RULES

AREA OF EFFECT

If a rule or a weapon has the designation Area of Effect after it (or any of its statistics if it is a weapon), a separate roll must be taken for each target whose base is completely within the Area of Effect radius number of centimeters measured from the target (a point on the Battlefield).

IMPORTANT! If Line of Sight cannot be drawn between the target (a point on the Battlefield), and a model whose base is completely within the Area of Effect, the model is unaffected. This can occur if there, for example, is a piece of terrain between the target point and a model within the Area of Effect.

 UNHUMAN

A Unit that has this ability is Immune (see Which Rule Applies?) to the effects of Confusion as a result of suffering a Wound.

GUERILLA TACTICS

ROLL A D6 after all Deployment is done for each of your Units that have this ability. On a result of 4 or more you may change the Unit’s Deployment position as long as you follow the other normal rules for Deployment.

FLOATING

A Unit that has this ability is Immune to the effects of Difficult ground in terms of movement.

FLYING

A Unit that has this ability is Immune to the effects of Difficult ground and Impassable terrain in terms of movement. It is also Immune to Indirect fire.

FACING, ASSAULT, FIRING AND LINE OF SIGHT ARCS

The Facing, Assault, Firing and Line of Sight arc for any model is always 360°, meaning that the model can see and attack in all directions, disregarding the facing of the physical model as it is a representation of a “living” entity.

CHAIN OF COMMAND

If a Unit consists of several models, each model in the Unit must keep a Chain of Command distance, which is 5 cm or closer to any other model in the Unit, in order to be able to be nominated according to its normal Activation number.

IMPORTANT! A model may move out of Chain of Command, but then the rules for a Broken Chain of Command applies to the Unit (see A Unit with a Broken Chain of Command).

BASE-TO-BASE CONTACT

If the bases of any models are so close to each other that they touch, these models are in Base-to-base Contact with each other.

IMPORTANT! A model can be in Base-to-base Contact with more than one model at the same time.

PREPARATIONS

In order to play you need enough 1999™ models to form an army, this rulebook, a couple of ordinary sixsided dice, an opponent with an army of equal model strength as yours in terms of Army Points. Finally, you need a flat surface (an ordinary table works fine), that is large enough for the models to be placed at the distance from each other at the start of the game as stated in the rules for Deployment. Decide which boundaries the models must remain within during play (for example the edges of the table). We call this area the Battlefield.

THE BATTLEFIELD

You should use terrain (see Terrain) on the Battlefield to make the game even more exciting. The terrain can consist of purpose built hobby terrain (see the excellent NITRO™ line of ready painted custom made terrain at your store) or be represented by books, rolls of paper or other suitable objects. Obviously you can also make your own terrain.

SIZE OF THE BATTLE

It is very important that you and your opponents’ force have a balanced starting condition. 1999’s principal factor for enjoying a balanced game is seeing to that each army contains models worth an equal number of Army Points in total. Basically you are also setting the game’s length by deciding how many Army Points your armies are made up of. Generally this is something that you agree with your opponent well in advance of the game, so that you’ll have plenty of time to decide which models to include in your army.

IMPORTANT! Your army may be constructed of models costing less Army Points in total than the number you and your opponent has agreed upon, but never more.

- In a battle for a Small territory, each player constructs an army of 50 Army Points.

- In a battle for a Medium territory, each player constructs an army of 100 Army Points.

- In a battle for a Large territory, each player constructs an army of 200 Army Points.

IMPORTANT! You can play with less than 50, or more than 200 Army Points per army and player, as long as you mutually agree on how many Army Points to play with.

SETTING THE VICTORY CONDITION

In 1999™ the aim of the game is to defeat your opponent’s army according to a pre-defined victory condition. The most common victory conditions are to play until either side surrender, or to play a specific number of Turns, when the victor is the player who has the army with models worth the highest number of Army Points in total still on the Battlefield. It is up to you and your opponent to agree on a victory condition for the battle you are about to play, or roll a D3 and use the score to set a victory condition from those detailed below.

 1). TERRITORIAL MISSION The victor is the player who has a model closest to the exact centre of the Battlefield at the end of a specific Turn. Decide which Turn before you begin the first, or roll a D6+3 to get the Turn if you can’t agree, or want to play a random number of Turns.

 2). PREY MISSION Each player designates a Unit in their army as the Bounty Unit before the game starts. The victor is the player who makes the opponent’s Bounty Unit a Casualty. When playing more than two players, the victor is the player who has the last Bounty Unit left on the Battlefield. A variant of this is when the victor is the player who first makes the opponent’s Unit that has the lowest or highest (decide which before the game starts) Army Point cost a Casualty. If several Units in the army have this cost, the player decides which of these Units that will constitute the victory condition at the beginning of the game.

 3). PREDATOR MISSION The victor is the player who first makes half or more of the total value in Army Points of the opponent’s Units into Casualties.

SELECTING MODELS FOR YOUR ARMY

Once you and your opponent have decided how many Army Points you each have available for Army Construction, and have set the victory condition for the game you are going to play, you should carefully read the Rules Cards for the models you have in your collection. When you’re ready you should choose models you think will work well together with the strategy you want to execute during the game and add up their Army Point Cost up to the number of points decided for the game. One other important aspect to consider when choosing models for your army is to organize them into Units according to the Unit Construction rules.

UNIT CONSTRUCTION RULES

A legal Unit is either made up of a single Rules Card (representing a single model or a Squad of models) or a series of Rules Cards attached (placed beside) to each other in designated Positions as indicated by the Unit Construction Arrows. Only Units of Squad Type (needs to be designated before the game starts if the Unit have several Types stated on its Rules Cards) may use their Unit Construction Arrows.

IMPORTANT! You may never attach more than one Rules Card to each Unit Construction Position. If a specific Class or model name is stated by the Arrow, only a Rules Card of the specified Class or specific Name may be placed at this Position.

IMPORTANT! You may never attach Rules Cards to an attached Rules Card.

SQUAD MODELS

If the model is of Squad Type, the Rules Card represents several models grouped together in a Squad. The numbers stated after the Squad model Type indicates the minimum and maximum number (in that order separated by a slash) of models allowed in a Squad represented by this Rules Card. You must “pay” the Army Points Cost for each model in the Squad, even though they are represented by the same Rules Card.  

LEADER MODEL

A Leader Type model always operates with a Squad as a part of their Unit, and its Rules Card is attached to a Squad Rules Card that has an open Leader model Unit Construction Position.  

SUPPORT MODEL

A Support Type model always operates with a Squad as a part of their Unit, and its Rules Card is attached to a Squad Rules Card that has an open Support model Unit Construction Position.

SPECIAL MODEL

A Special Type model always operates as a Unit of it’s own.

RESTRICTED MODEL

If a model has the word Restricted associated with its Type, this means that you can never have more than one copy of the Rules Card of that specific Type in your army. If the model has the word Restricted in bold typeface, you may only have one copy of this Rules Card in your army regardless of its Type.

MODIFYING ATTRIBUTES

If a model has blank DNA slots next to any of its Attribute scores on its Rules Card you may add up to two (2) points each to any three (3) of these attributes. Use a pencil and note your chosen modification in the blank slot next to the Attribute you want it to affect (or a separate piece of paper). Sum up these modifications and note the total in the Instability slot (see Instability) next to the Activation number on the Rules Card.

IMPORTANT! You can only modify an Attribute that has a blank DNA slot next to it.

WHICH RULE APPLIES?

If a Rules Card has a specific rule that contradicts the ordinary game rules, the specific rule of the card applies.

 IMMUNITY

If a model (or rule) has Immunity or is Immune to a specific rule, this means that the rule does not apply to the model (or rule).

WHO IS RIGHT?

If a situation that is not covered by the rules occurs during play, or is subject to interpretation and you cannot come to an agreement, you take an Opposed roll. The winner decides. When the game is over you should discuss what happened, and decide how to handle such situations in the future.

IF YOU FORGET?

During the game it is up to each individual player to remember which rules apply to his Units. When a new Turn begins, any effects forgotten from the previous Turn are disregarded.

THE GAME BEGINS

WHO GOES FIRST?

Players take an Opposed roll, adding the number of Leader Type models currently in their respective Army to the result. The player who wins is first in the Order of play.

DEPLOYMENT

The first player in the Order of play chooses one Unit in his army and places one of its Rules Card/s (representing the starting position of the whole Unit), face down anywhere in open ground 30 cm from the centre of the Battlefield (imagine a straight line at the centre, dividing the Battlefield in two halves of equal size). Then the next player in the Order of play places one Rules Card from one of his Units on the Battlefield, 60 cm from any opponent's Rules Card already on the Battlefield, but never beyond “his” half of the Battlefield. Continue to take turns like this until all players have placed Rules Card/s representing all their Units on the Battlefield.

IMPORTANT! If you have any Reinforcement Units in your army you must declare that before Deployment begins.

REINFORCEMENT UNITS

You may designate up to two (2) Units in your army as Reinforcement Units by placing these Rules Cards face down at the outside edge of the Battlefield instead of on the Battlefield during deployment. These Units still counts towards your Army Point Cost, and comes into play sometime after the 2nd turn has been played. Until these Units enter the Battlefield you may substitute Cards (and thus models) in these Units for others in your collection provided their Point cost still adds up to the same or less, and that each Reinforcement Unit contain Squad Type models.

IMPORTANT! Your Reinforcement Units may never constitute more than half of your Army Points in total or be the Bounty Unit.

MULTIPLAYER DEPLOYMENT

When playing more than two players, each player places a marker at a mutually agreed distance from any edge of the Battlefield and a mutually agreed distance (at least 60 cm) from any other player’s marker. Then take an Opposed roll to determine at which marker each player starts his deployment. The winner may choose first. Then each player replaces their marker with the first Rules Card from their army and follows the ordinary rules for Deployment.

TURNING THE RULES CARDS FACE UP AND PLACING THE MODELS ON THE BATTLEFIELD

When Rules Cards representing all Units have been placed on the Battlefield or been designated Reinforcement Units, all players turn the Rules Card/s for their Units face up and replace them with real model/s (the first model’s base must be placed within the area the card takes up). Models must still be at least 60 cm from any enemy's Rules Card or model already on the Battlefield. If the Unit contains Squad models, these models must be placed on the Battlefield first of all. If the Unit contains several Rules Cards, the rest of the models are placed in Chain of Command with any other model in the same Unit already on the Battlefield. Place the Rules Card on the table face-up in front of you outside the Battlefield, and place any additional Rules Cards in the Unit beside the first on their respective Positions as indicated by the Unit Construction Arrows. Then each player quickly summarizes the Army Points Cost in total for any Reinforcement Units (without revealing the Cards).

IMPORTANT! If you come to the conclusion that a player tries to gain advantages through replacing his Rules Cards with models particularly fast or slow, you should take turns instead.

THE TURN

A game Turn is divided in Activation Phases (starting at Phase 1), during which you and your opponent/s takes turn to nominate Units whose Activation number equals the current Activation Phase number. Always begin a Turn by determining the Order of play according to the rules for Who goes first?. When the Order of play for the Turn is settled, the first player in the Order of play that has a Unit whose Activation number equals the current Activation Phase number, nominates one Unit in his army that has a face-up Rules Card to perform Actions with, see Performing Actions with a Unit. Then the next player according to the Order of play, nominates and performs Actions with a Unit in his army in the same way.

You continue to take turns nominating Units and performing Actions like this according to the Order or play, until all Units on the Battlefield whose Activation number equals the current Activation Phase number have been nominated, when the current Activation Phase ends and the next starts.

When all Units on the Battlefield have been nominated and the models performed their Actions, the current Turn ends. Flip all Rules Cards face-up and you’re ready to start a new Turn. This procedure is repeated until a victor can be determined according to the pre -defined victory condition.

IMPORTANT! The Unit may be nominated at the Activation Phase equal to the lowest Activation number currently available to any model in the Unit.

IMPORTANT! If you have face-up Rules Cards whose Activation number equals the current Activation Phase number when it is your turn to nominate a Unit, you must nominate one of these Units.

IMPORTANT! If you have no Rules Cards left face-up to nominate when it is your turn, the turn passes on to the next player according to the Order of play.

IMPORTANT! If parts of the Unit have their Rules Card face-up, you may nominate and perform Actions with these models only. 

UNITS THAT ARE CONFUSED

Add 1 to the Activation number for the Unit, for each degree of Confusion (see Target roll to avoid suffering a wound) when determining in which Activation Phase you may nominate the Unit. After a Unit that is Confused has been nominated, the Unit return to its normal “unconfused” state. 

A UNIT WITH A BROKEN CHAIN OF COMMAND

Add 3 to the Activation number for the Unit if any model/s in the Unit is not in the Unit’s Chain of Command when determining in which Activation Phase it may be nominated. 

IF THE UNIT HAS RULES CARDS WITH AN INSTABILITY SLOT

If you nominate a Unit that has models with a number noted in the Instability slot at their Rules Card, you need to make an Instability roll for these models before performing any Actions with them. ROLL A D6 and compare the result to the number noted in the Instability slot.

If the result is greater than the number or an Automatic Success, you may perform Actions with the model/s as usual. Otherwise you must roll on the Instability table and apply the result to the model/s.

BRINGING A REINFORCEMENT UNIT INTO PLAY

From the start of the 3rd Turn, players may nominate and bring any number of their Reinforcement Units into play. A Reinforcement Unit may be nominated when its Activation number equals the current Activation Phase number. When nominated, the Unit is placed within 10 cm of any edge of the Battlefield on your half of the Battlefield and may then perform Actions according to the normal rules.

IMPORTANT! You may disregard the requirement to place the Unit the distance from any opposing Unit as specified in the rules for Deployment when placing a Reinforcement Unit on the Battlefield, but you may never place it in Base-to-base Contact with an enemy Unit.

PERFORMING ACTIONS WITH A UNIT

To perform an Action with the model/s in the Unit you’ve nominated, declare one Action from the Action table below for the Unit as a whole, or one separate Action for each Rules Card in the Unit. When you have performed the Action, you must turn the respective model’s Rules Cards face down unless there are Rules Cards in the Unit who has an Activation number for a later Activation Phase stated on its Rules Card. These cards are left face-up.

IMPORTANT! If the Unit contains several models and the Action declared consists of several steps (like for example Moving then Shooting), all models in the Unit that you’ve declared the same Action for, must perform the first step of the Action before starting the next.

IMPORTANT! You must declare an Action for the Unit.

IMPORTANT! If you do not specifically declare an Action for the Unit as a whole after nominating the Unit, you must declare an Action for each Rules Card in the Unit.

 ACTION TABLE

- Moving fast

- Moving and Shooting

- Charging

- Assaulting

- Shooting indirect or Throwing

- Special

- Hold Ground

IMPORTANT! Models in Base-to-base Contact with their enemy may always perform an Assault Action instead of the Action declared for the Unit.

MOVING FAST

Move your model up to twice the number of centimeters (cm) stated for Movement on its Rules Card. Youmay change the direction of movement at any time while moving your model. This ends the model’s Action.

IMPORTANT! You may never move over/through the base of another model.

IMPORTANT! You may never move into Base-to-base Contact with an enemy model as a result of this Action.

IMPORTANT! You may never move between two enemy models that are in a Chain of Command, unless

either of them is in Base-to-base Contact with an enemy model.

IMPORTANT! You may move over/climb obstacles that are 3 cm or lower as if moving over Difficult ground.

IMPORTANT! You move up to half your movement allowance when moving over Difficult ground. You cannot move over or through Impassable terrain.

MOVING OUT OF BASE -TO-BASE CONTACT WITH AN ENEMY

When a model wants to move out of Base-to-base Contact with an enemy model, the players controlling the models take an Opposed roll, adding their respective model’s CC offensive and defensive scores. If the model that wanted to move wins, he may move out of Base-to-base Contact and complete all remaining steps of the Action declared for the Unit. If the opponent model wins, he may not and this ends the Action of the model that wanted to move.

IMPORTANT! If you are in Base-to base Contact with several enemy models, you roll against the model with the highest added CC offensive and defensive score and deduct 1 from your roll for each additional enemy model in Base-to-base Contact with you.

IMPORTANT! You may only move out of Base-to-base Contact if you can declare a legal Movement Action according to the rules for Moving.

MOVING OFF THE ARENA

A model cannot declare an Action that will move it off, or be forced off the Battlefield (the centre of the model cannot leave the boundary you have set up).

MOVING AND SHOOTING

Move your Unit up to the number of centimeters (cm) stated for Movement on its Rules Card according to the rules for Moving fast. Then Shoot with the Unit according the rules for Shooting. Or you can Shoot then Move, or only Shoot.

SHOOTING

In order to fire a ranged weapon at a target at distance, your model needs to have a Shooting Type weapon.

First declare which weapon you fire (if your model has several weapons) and which model you are targeting.

Then follow the procedure below:

1. Establish Line of sight

2. Measure if target is within the weapon’s range

3. Roll to hit

4. Penetrating the target’s armour

5. Target rolls to avoid suffering a wound

IMPORTANT! You may not fire at a model currently in Base-to-base Contact with any of your models.

IMPORTANT! Roll each multiple roll to hit separately.

1. ESTABLISHING LINE OF SIGHT TO THE TARGET MODEL

In order to shoot at a model, you need to have Line of Sight from the shooting model to the target. See Line of Sight.

IMPORTANT! You may target any model in Line of Sight when shooting.

2. MEASURING RANGE TO THE TARGET

If the target is outside the range of the weapon you are firing (see the weapon’s range on the model’s Rules Card), you miss automatically and this ends the model’s Shooting Action, otherwise see 3. Rolling to hit.

3. ROLLING TO HIT

ROLL A D6 and apply the modifications below.

- Add your BAL score.

- Deduct 1 if you have Line of Sight to less than half of your target.

If the result is equal to or greater than 7, you’ve hit. See 5. Penetrating the target’s armour. Otherwise you miss and this ends the model’s Shooting Action.

4. PENETRATING THE TARGET’S ARMOUR

ROLL A D6 and apply the modifications below.

- Add the weapon’s Armour Piercing (AP) score.

If the result is equal to or greater than the target’s Armour score, you’ve penetrated your target’s Armour. See 6. Target rolls to avoid suffering a wound. Otherwise you fail to penetrate the target’s armour and this ends the model’s Shooting Action.

5. TARGET ROLLS TO AVOID SUFFERING A WOUND

- The target takes a CON Attribute roll and compares the result to your weapon’s Wounding score.

If the result is equal to or greater than the weapon’s Wounding score, the Unit withstands the effects of the attack and this ends this step of the attacking model’s Action.

If the result is less than the weapon’s Wounding score and the target has a single Wound, the target is a Casualty (not necessarily dead, but cannot participate in this battle anymore) and removed from the Battlefield. If the target has more than a single Wound remaining, it suffers one (1) Wound (make a note of this on a separate piece of paper, or place a dice behind the model that indicates the total number of wounds suffered).

CONFUSION AS A RESULT OF WOUNDING A UNIT

If there are any models left in the Unit, or the Unit is a single model with Wounds remaining, the Unit must take a MEN Attribute roll for each Wound suffered (using the highest MEN score currently available to any model in the Unit).

If the result is equal to or greater than 7, the Unit withstands the psychological aspects of the attack and this ends this step of the attacking model’s Action. Otherwise the Unit is Confused (make a note of this on a separate piece of paper, or place a dice behind the Unit that indicates the Degree (+1 for each failed MEN Attribute roll) of Confusion for the Unit. This ends this step of the attacking model’s Action.

CHARGING

A Charge Action is in effect a Moving fast and Assaulting Action grouped together in one single Action, with the exception that a charging model may move into Base-to-base Contact with an enemy model. Begin by moving the Unit according to the rules for Moving fast. You may Assault (according the rules for Assaulting) with each model in the Unit that ends its move in Base-to-base Contact with an enemy model.

IMPORTANT! You don’t need Line of Sight to a target model in order to Charge it.

ASSAULTING

Begin by declaring which model you are targeting. Provided that your model is in Base-to-base Contact with that model and equipped with an Assault Type weapon or wants to fight Unarmed, you should follow the procedure below:

 1. Roll to hit

2. Attacker declares Force dice

3. Roll to penetrate the target’s armour

4. Target rolls to avoid suffering a wound

 

1. ROLLING TO HIT

The players controlling the attacking model and the target take an Opposed roll and apply the appropriate modifications below.

- The attacker adds his offensive CC score.

- The attacker adds 1 for each additional enemy model (of the target) in Base-to-base Contact with the target model.

- The target adds his defensive CC score.

If the attacking model wins, see 2. Attacker declares Force dice. Otherwise the attack misses and this ends the model’s Action.

2. ATTACKER DECLARES FORCE DICE

Declare a number of D6 of your choice up to your model’s STR score to use as Force dice. Then roll these dice and see 3. Roll to penetrate the target’s armour.

IMPORTANT! You do not have to declare Force dice. Models with STR less than 1 may obviously never declare Force dice.

3. ROLL TO PENETRATE THE TARGET’S ARMOUR

ROLL A D6 and apply the modifications below.

- Add the weapon’s Armour Piercing (AP) score. Do not add anything if the model fights Unarmed.

- Deduct 1 for each Force dice rolled greater than your STR score.

If the result is equal to or greater than the target’s Armour score, you’ve penetrated your target’s Armour. See 4. Target rolls to avoid suffering a wound. Otherwise, you fail to penetrate the target’s Armour and this ends this step of the attacking model’s Action.

4. TARGET ROLLS TO AVOID SUFFERING A WOUND

This works exactly as when the target rolls to avoid suffering a Wound from a Shooting Action with the following exceptions:

- The Wounding score is always 4 if the model fights Unarmed.

- Add 1 to your weapon’s Wounding score for each Force dice rolled previously equal to or less than your STR score.

SHOOTING INDIRECT OR THROWING

In order to fire indirect at a target at distance, first declare which weapon you are using (must be of either Indirect or Throwing Type) and a point at the Battlefield you're targeting, then follow the procedure below:

1. Declare Firing range and mark the Guessed range

2. Determine Deviation of the projectile

3. Penetrating the target’s armour

4. Target rolls to avoid suffering a wound

IMPORTANT! You don’t need Line of sight to a target point at the Battlefield in order to fire indirect or throw something at it.

1. DECLARE FIRING RANGE AND MARK THE GUESSED RANGE

Declare the range you want to fire Indirect (up to the range of the weapon you’re firing), or throw (up to 20 plus the model’s STR score in cm), effectively guessing the distance to the target. Then measure and place a marker (we use a dice) to indicate the Guessed range.

2. DETERMINE DEVIATION OF THE PROJECTILE

If you fire indirect ROLL 2D6. If the two dice rolled shows the same score, the projectile automatically hits at the marked Guessed range, otherwise:

- Add the Indirect weapon’s Deviation modification to the number of cm the projectile deviates.

If you throw ROLL A D6. If the roll is an Automatic Success, the projectile automatically hits at the marked Guessed range, otherwise:

The sum (a negative sum equals 0 cm deviation) is the number of cm the fired projectile will deviate from the marked Guessed range. Determine the direction of the Deviation by first rolling a D6 and multiplying the score by two (2) to get the Deviation total. Then imagine a clock-face centred at the marked Guessed range, with your firing direction indicating 12 o'clock, the projectile deviates clockwise according to the Deviation total. You now have to roll to penetrate the armour of each model hit by the attack, see 3. Penetrating the target’s armour. If no models are hit, the attack misses and this ends this step of the attacking model’s Action.

3. PENETRATING THE TARGET’S ARMOUR

This works exactly as when penetrating the target’s armour in a Shooting Action.

4. TARGET ROLLS TO AVOID SUFFERING A WOUND

This works exactly as when the target rolls to avoid suffering a Wound from a Shooting Action.

SPECIAL ACTION

Perform the Unit’s Action as specified by its Rules Card. This ends the Unit’s Action.

HOLD GROUND

The model/s brace themselves for the oncoming mayhem. In plain English, the Unit does nothing this Turn and this ends it’s Action.

TERRAIN

We categorize Terrain in three different types in terms of Movement. Decide which parts of the Battlefield constitute Open ground, Difficult ground and Impassable terrain at the beginning of the game. If nothing is decided all Terrain is considered to be Open ground in terms of Movement.

OPEN GROUND

Ordinary flat surfaces, for example a burnt desert landscape.

DIFFICULT GROUND

Difficult ground is loose sand, steep and treacherous slopes, obstacles and thick vegetation.

IMPASSABLE TERRAIN

Wide rifts and jagged cliffs are examples of Impassable terrain. Obstacles higher than 3 cm are considered Impassable terrain.

TERRAIN PROVIDING ARMOUR

Terrain can also provide your models with protection (Armour). If your model is in Base-to-base Contact with a piece of Terrain that all players mutually have declared an Armour value for at the start of the game, you can use this Armour value instead of the model’s if you want, provided this is the piece of Terrain between your model and the attacker in terms of Line of Sight.

IMPORTANT! In order to use this rule when targeted by Indirect fire, the terrain providing armour must be between the affected model and target point of the Indirect fire.

GUIDELINE EXAMPLES A sandbag has Armour 6, a wall of earth has Armour 7 and solid metal has Armour 8.

INSTABILITY TABLE

A failed Instability roll means that your model has suffered a genetic backfire that forces you to ROLL 2D6 and compare the result to the Instability table below, immediately applying any effects on the model.

RESULT EFFECT

2 ABNORMAL PULSE RATE. No effect on game play.

3 FRENZY. Add 10 cm to the model’s Movement allowance and double its offensive CC

score until the end of this Turn.

4 TREMBLING. –3 to BAL score until the end of this Turn.

5 RIGIDITY. The model may not perform any Movement Actions this Turn.

6 TEMPORARY STOP OF BREATHING. The Unit becomes Confused.

7 CONVULSIONS. This end’s the model’s Action.

8 UNCONTROLLED SPASMS. Add 3 to the Unit’s Activation number next Turn. This ends the model’s Action.

9 PANIC ATTACK. The model must perform a Moving fast Action this Turn, played out by the opponent.

10 INTERNAL BLEEDINGS. ROLL A D6. If the result is less than 4, the model suffers a Wound. This end’s the model’s Action.

11 HAVOC. You are automatically last in the Order of play next Turn. This end’s the model’s Action.

12 MORTAL SEIZURE. Killing the model (a Casualty) immediately.

CREATING A TITLE TOURNAMENT™

If you want to determine who really is the best 1999™ player, you should create a Title Tournament™.

All players committed to the tournament when it begins, or joining the tournament after it has begun are Unranked. You may challenge any other player involved in the tournament that has the same Rank, or one Rank higher than yourself (see the Rank table) for a game.

EXAMPLE A 3rd Rank player may challenge a 3rd  or 2nd Rank player. An Unranked player may challenge a 5th Rank player or an Unranked player. After the 3rd time you’ve challenged the same player, naming a time and place (reasonably accessible to both of you) without getting a game due to his neglience, you win on walk over. If you win a game against a player of the same Rank as yourself and there are higher Ranks available (according to the player allowance), you immediately advance one Rank (from Unranked to 5th for example).

If you win a game against a player of a Rank higher than yours, and there are Ranks available (according to the player allowance) in addition to the losing player’s Rank, you immediately advance to this Rank. The loser retains his Rank.

If you win a game against a player of a Rank higher than yours, and there are no available Ranks other than his according to the player allowance, you switch Rank with the loser. You may only play the same player for the same Rank 3 times as long as you both retain your respective Ranks.

IMPORTANT! 1st Rank is higher than 2nd Rank that is higher than 3rd Rank etc.

IMPORTANT! It is you who hold the Rank as a player, not your army. You may still use the same army containing the same models for your next game, even though models were Casualties in the previous game.

IMPORTANT! As this tournament form is endless, it can be interesting to set a time limit, for example a month (or monthly) or even a full year to determine the ultimate 1999™ Champion.  

THE RANK TABLE

RANK PLAYER ALLOWANCE

Unranked: Unlimited

5th:  5

4th:  4

3rd:  3

2nd: 2

1st:  1

 

 

myspace counters