RulesFAQ

 

 



FAQ/Clarifications:

 

No FAQ for the game was ever published, nor was the old 1999 Yahoo group supported by Cell long enough to develop an approved list. What follows is based on discussions and solutions developed by players since the game was launched.

Unit Structures:

Units are built according to the troop type classifications in the bottom left of the text boxes, and the arrow symbols on the right.  The key requirements are to understand the classifications (Squad, Support, Leader, Special), the number of figures that may be combined onto a single rules card and the direction of the arrows for support and leaders.

 

Example:

50pt DeSade army

(Choices made for a balanced force which has a slight emphasis on close combat suited to a patrol or encounter type scenario) 

Apocalyptic Rider

Special figure (so is a unit of its own. Unattached)

 

14 points

 

Desade Dominata

Leader Figure

(Part of unit:” attached” to the vertical arrow on the Rifle trooper)

7 points

 

DeSade Carnaliser

Support figure

(Part of unit:” attached” to the horizontal arrow on the Rifle Trooper)

6 points

DeSade Trooper with Bayonet Rifle

Squad figure (min 2/Max 8 models)

5 figures @ 4pts each

20 points

Total 8 figures costing 47 points.

2 units

Apocalyptic rider single figure unit acts on Activation Phase 3

Infantry unit has a choice of activations: As a whole it can act on phase 3 (the lowest activation of any member of the unit) or individually on 3 for the Leader,  phase 4 for the five rifle troopers and an unfortunate phase 5 for the Carnaliser. 

The Carnaliser (taken here as a support choice) could also be fielded as a squad (min2/max4 models) or as a special figure in a unit of 1 single on its own.

Breaking the squad sizes

Troops such as the Carnaliser which can be squad or support can appear to break unit sizes. Taking the maximum 4 for the squad and adding an extra 1 as the support gives the appearance of a 5 figure squad

Instability

You may add up to 2 points per box for up to 3 boxes on a single card.  Taking an increase of 1 in for example Close Combat (attack) only would result in a final Instability score of 1. Meaning: each activation that model has to roll 2 or more on a D6 to avoid suffering the effects of instability. Taking an increase of 2 in 3 boxes (the maximum) will result in a model having to roll higher than 6 on a D6 each turn. But as a 6 counts as an automatic success it is still possible to avoid an Instability effect.

Line of Sight

Blocking:

The rules specify seeing half or less of a model counts as partially blocked for shooting, this often leads to disputes about what constitutes “half a model”. One solution is to specify a line of sight that crosses any part of an enemy figures base counts as partially blocking.

Arcs:

Visibility arcs are 360 degrees so for moving, shooting, combat the figure is assumed to turn around as required for what it wants to do. There are no flanks/front/rear in 1999.

Charging

Basic rule is that you do not need line of sight to a figure to be able to charge it and that you are permitted to measure the distance before moving, which benefits a ”close combat” biased army. If players wish they can agree to change this to requiring line of sight, and/or disallowing the premeasurement of movement distances prior to moving.

Reinforcement units

Units specified as reinforcements can be exchanged after the battle starts but before they enter play.  It is possible to start the game with one type of force, deploy half the army in reserve, see what your opponent is fielding and then change the units in this reserve to suit the enemy force. Any changes must still result in legal units and no extra points than originally deployed. The risk is that as Reinforcement units cannot be activated until turn 3, you may already have lost the battle by then.

 

 

 

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