dh valkyrie beta
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Author: Michael Rushing
Miniatures Design: James Jimbo Burell Jr.
Photography: Joe Hemphill
The red rays of the waning sunlight filtered through the dust trail of the speeding vehicle. Its rider, Lt. Hunter McClain, was in a
hurry. Need demanded it. Not that he was particularly fearful. Training had, for the most part, bread that out of him. He was,
however, fully aware that the current situation was developing very rapidly, and his superiors needed information and, if
necessary, action.
The Mk III Bulldog hover bike came skidding to a halt just behind a small rise at the Lt.s command. He dismounted with
practiced ease, walked to the crest of the rise, and pulled out his field glasses. The technology of the glasses did their magic
and soon the entire valley below revealed its secrets.
The secrets revealed were huge. Enemy armor was pouring through the valley, hidden by the very ridge he was on top of.
Training took over. He quickly estimated about two dozen tanks heading straight to the left flank of the 16th Valkrie Company.
Where there were tanks, infantry would not be far behind. Their movements were masked by the contours of the land, and the
only person in the entire 16 th that knew about it was Lt. McClain.
It never occurred to the Lt. that the Nationals had new EW gear to stop orbital relays for noticing them. Nor, did it ever cross his
mind that it was not yet perfected either, or the fact that this was the reason the suspicious bean counters above his pay grade
sent him out here in the first place. He was a soldier. He did what he was told. He radioed in.
Victor One, this is Lionback.
Lionback, this is Victor One, reading you loud and clear. the reply came back.
Are you getting this? This vidcam in his field glasses transmi tted the real time images to Captain Carlston. Request fire
mission, Victor One. Im sending you the coordinates now.
Negative, Lionback, RTB immediately.
Lt. McClain was confused, and confusion was not in his nature. Repeat, Victor One.
RTB. Your mission is over.
Confusion or not, orders were orders. Understood.
The recon Lt. mounted back up and sped away, unseen by the approaching enemy in the valley below. No further thoughts
about the mission entered into his mind. It was getting late, and the only thing left on his mind was two things not to be taken for
granted: food and sleep.
***
Captain Amanda Carlston looked at the Major standing next to her, Well sir, it looks like you were right. They are willing to
fight.
Indeed, Captain, and well have quite the surprise for them.
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Table of ContentsIntroduction .................................................................................................................................................. 6
Preparing for Battle ....................................................................................................................................... 6
Warrior Profiles ............................................................................................................................................. 8
Phase Overview ............................................................................................................................................. 9
Initiative Phase .............................................................................................................................................. 9
Action Phase ................................................................................................................................................. 9
Movement ................................................................................................................................................. 9
Shooting .................................................................................................................................................. 10
Assault ..................................................................................................................................................... 12
Strategy Phase ............................................................................................................................................ 15
Scenario One (Training) .............................................................................................................................. 16
Advanced Rules ........................................................................................................................................... 17
Special Rules ............................................................................................................................................... 18
Models with Different Profiles ................................................................................................................ 20
Scenario Two (Meeting Engagement) ......................................................................................................... 22
Scenario Three (Attack Behind the Lines) ................................................................................................... 23
Scenario Four (Assault) ............................................................................................................................... 24
Army List ..................................................................................................................................................... 25
Timeline....................................................................................................................................................... 27
A brief history since 2091 ........................................................................................................................... 29
The Mars Uprising ................................................................................................................................... 29
The Corporation War .............................................................................................................................. 29
The Corina Incident ................................................................................................................................. 31
Search for the Stars ................................................................................................................................. 32
Terrain Colonials ......................................................................................................................................... 32
Angel of Death ........................................................................................................................................ 32
Valkyrie ................................................................................................................................................... 32
Ark Ship ................................................................................................................................................... 33
Basic Terrain Colonial Military ................................................................................................................ 33
Terrain Colonials Units ................................................................................................................................ 33
Federation of Corporations ......................................................................................................................... 36
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New Tokyo Star Industries ................................................................................................................... 36
History ................................................................................................................................................. 36
Homeworld ......................................................................................................................................... 36
Culture................................................................................................................................................. 36
Military ................................................................................................................................................ 37
New Jericho ICOM ................................................................................................................................ 37
History ................................................................................................................................................. 37
Homeworld ......................................................................................................................................... 37
Culture................................................................................................................................................. 37
Military ................................................................................................................................................ 38
Port Reliant Hawthorne Technology .................................................................................................... 38
History ................................................................................................................................................. 38
Homeworld ......................................................................................................................................... 38
Culture................................................................................................................................................. 38
Military ................................................................................................................................................ 39
Federalist Units ........................................................................................................................................... 39
Company List-Federals ................................................................................................................................ 41
National Earth Union .................................................................................................................................. 44
Kaczar ...................................................................................................................................................... 44
History ................................................................................................................................................. 44
Homeworld ......................................................................................................................................... 44
Culture................................................................................................................................................. 44
Military ................................................................................................................................................ 44
New Middle Kingdom ............................................................................................................................. 45
History ................................................................................................................................................. 45
Homeworld ......................................................................................................................................... 45
Culture................................................................................................................................................. 46
Military ................................................................................................................................................ 46
Jaborski Commonwealth ......................................................................................................................... 46
History ................................................................................................................................................. 46
Culture................................................................................................................................................. 46
Homeworld ......................................................................................................................................... 47
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Military ................................................................................................................................................ 47
Nationalist Units.......................................................................................................................................... 47
Company List - Nationals ............................................................................................................................ 49
Makat Fluff .................................................................................................................................................. 52
Makat Units ................................................................................................................................................. 52
Company List Makat ................................................................................................................................. 57
Quick Reference .......................................................................................................................................... 63
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IntroductionWelcome to Kaczar and thank you for purchasing what isan excellent game. If you are new to miniature war games,then this game is a good place to start. It starts with simplerules that are easy to grasp. If you are a veteran of wargaming, then welcome to the next level. The rules here
give you great freedom of flexibility in making tactical aswell as strategic choices. This game revolves aroundcombined arms and decision making, not some super unitor tricky card combination. Fair warning must be given.Like a real battle, this is not a forgiving game. Poorchoices will hurt your little metal soldiers. Please be kind tothem and make wise battlefield decisions.
This game takes place on a beautiful planet settled recentlyby a quarter of a million people. This planet is Kaczar. Aresource rich world that is ripe for civilization to plant itselfand grow. The Kaczreins are not alone, however. Minersand explorers from another world have come to get
Kaczars resources for themselves. After all, 250,000people cant claim an entire planet for themselves canthey?
The NationalistThe Nationalist are a civilized and structured people. Theybelieve that they exist to better their culture and society.Every able body member serves in the military. Themilitary also serves as a source of higher education. Thelonger one serves in the military, the higher they serve insociety after leaving.
Their military is strong and disciplined. They favor highlymobile and armored forces that can cover the wide open
spaces of the steppes of Kaczar. They are more thanwilling to defend their homeland.
The FederalistThe Federalist are a free willed people that place
innovation and initiative above all else. They feel opposedto strict government regulations and desire the liberty tolive life the way that they choose.
Their military is highly adaptable and favorers armoredbattle suits called Valkyries. Innovation has led to manyvariants allowing for a wide range of battle field operations.They have come to Kazar to mine its rich resources.
The ResourcesKirillium is a rare rock that, other than its rarity, hasunremarkable qualities. Niquorine is a liquid that is used tomake lubricant, power fuel, and (for the desperate) a strong
drink. It also tends to be rare and hard to find. WhenKirillium is mixed with Niquorine, it produces Kirillium-Niquate, a powerful material that stores solar energy forover a decade. KN Crystals are a high value commodity.Both elements can be found on Kaczar. Let the war begin.
This BookThis book is broken into three parts. The first part is thebasic rules of the game. They are designed to get youplaying with your new toys right away. The second part isthe Advanced Rules section. This takes the game to amuch deeper level. The final part is the army list to createyour own personal forces.
Preparing for Battle
What you need to play
ModelsObviously, if you are going to play a miniature war-game,you are going to need miniatures. These can be found atwww.acpgames.com. The base size for most is one inchsquare; however, many infantry stands will be on one inch
by two inch bases.
DiceThis game uses ordinary six sided dice. Having several ofdifferent colors is helpful, but not necessary. Sometimessix sided dice are referred to a d6. Two dice will be 2d6,and so on.
Tape Measure
I simple tape marked in inches will be needed. You canmeasure anything at anytime. Measurements are takenfrom the models (stands) base orthe hull of a largermodel.
TableYou will need a flat surface to play on. The dinner table willwork for starters. Many players take it to a whole new
level and go to a special club or store to play. Some buy asheet of plywood as a flat play area on.
TerrainThere are many types of terrain. The rules explain how themodel terrain pieces interact in the game.
OpponentYou need someone to play against, so grab your buddy.
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UnitsModels (or stands of multiple models) will be grouped intounits. Unless the unit consists of a single model, there willbe one command model (that may or may not be the sameas the rest) and several other normal troopers and/orvehicles.
How many stands or vehicles are in a unit will be shown onthe force organization company chart at the end of thisbook.
As a final note, most of the time models with the sameprofile will be group together on the table. For example, 4infantry stands will be grouped together with onecommand stand to make one infantry unit. All stands willhave the exact same profile. Some units consist of onlyone model. These will have the word command in theirunit entry list. A unit that consists of a solo model is alwaysa command model.
The TabletopTerrain and Line of sight
Playing on a simple table is boring. Terrain helps the gameplay better. (And it looks better, too!)
You can use anything you like for terrain. Books can behills and cups can be towers. Many like to create their ownscenery or buy professionally made products.
Many players like to know exactly where the edge of a lakeor woods lie. This is done by using cut out bases made offelt or other material. They then put a few trees or rocks orother material on the base for visual appeal. This type ofterrain is called Area Terrain. All of the area that iscovered by the base is considered to be the same type ofterrain. For example, a few model trees on a green pieceof paper represent an entire wood. The actual placementof the trees does not matter.
During the game, many times you will need to see if onemodel can see another. Usually this will be easy to tell. Ifnothing is between them, then they can see each other.They have Line of Sight (LOS). If there is a big building inthe way, then they cannot see each other and do nothave LOS. Sometimes it will be harder to tell. You mayhave to bend over and look at the table from the modelsperspective. The ultimate tool for this is a laser pointer.Human judgment will be needed for this as this rulebookcannot cover all possibilities. This book does assume thatmodels will never be able to see though a solid intactbuilding, but always be able to see each other through areaterrain like woods (or ruins). In the far future, satellites andintel drones are common and so the LOS rules are verylenient. If you can see it, you can target it. This does notmean there will be no penalty, or that terrain does notmatter for tactical purposes. These will be covered later inthe rules.
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Warrior ProfilesDont be daunted by all the numbers shown here. Youdont have to memorize everything to play. As you learnthe rules you will find out what they all mean. Every modelin the game has a variety of strengths and weaknesses.This is shown by a unit profile. A profile contains sevendifferent characteristics. These are numerical values thatshow you how good a model is. Unit profiles also contain
any special rules that a model might have. This might bespecial equipment, training, or natural ability of the modelin question. Dont worry about any special rules just yet.There are many of them. While they do add a great deal tothe game, you do not need to know them to start playingthe basic game.
Mv Movement
Rng Range
Fp Firepower
Tg Target
Sv Save
As AssaultCmd Command
Here is what a profile looks like for a basic human infantry:Name: Human Infantry Unit Type: Infantry
Mv Rng Fp Tg Sv As Cmd
6 12 1 4 4 1 3
The name of the unit is simply Human Infantry. The unittype is infantry. All models in the game will be of one unittype: infantry, vehicle, or aircraft. Here is a brief overviewof what the numbers mean:
Movement (Mv)This is how far, in inches, the model may move when it isgiving a move action. The higher the number, the faster itgoes. In our example above, this infantry can move up to 6inches. This is average for infantry.
Range (Rng)This is how far, in inches, the model may shoot effectivelywhen it fires its weapons. The bigger the number, thefarther away it can shoot. In the distant future, troops canshoot much farther than their unit profile indicates. It justwill not be very accurate. To show this, models may shootup to twice their Range, but, as explained later, it will not
be as effective. The infantry above can shoot up to 12inches effectively, and up to 24 inches in total.
Firepower (Fp)This number shows how many dice a model will roll when itshoots. Our infantry will roll a single die when it shoots.
Target (Tg)This number shows how hard it is to hit this model withshooting attacks. All soldiers have a keen desire to live
and will attempt to do so with all possible means. Thisnumber represents troops trained to hide, take cover, andso on. This means that to be hit, an opponent must rollthat number or higher on a single 6 sided die (d6). Ourinfantry in the example will be hit on a 4, 5, or 6.
Save (Sv)This is the amount of protection a model has if (when) itdoes get hit. This represents body armor and the like. Youwill need to roll that number or higher on a die to savethat model. The lower the number is the better protection amodel has. The infantry in the above example has a betterthan average defense for simple infantry and will need a 4,5, or6 to save themselves from a hit.
Assault (As)This shows how well a model is in close quarters fightingusing grenades, pistol shots, and brute strength. The
number shown is how many dice you roll for that model.You will use the highest of these rolls to determine whowins the combat. This will be explained in its own sectionlater. In the above example, only 1 die will be rolled.
Command (Cmd)This final number shows how well a model can followorders and how willing and able it is to keep going whenthings go badly. The lower the number, the less likely themodel will freak out when hard times hit, or when it is
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ordered to do something. When a model (usually, it will bea whole unit of models) needs to take a Command Check,you will need to roll this number or higher on a die (d6).The infantry above will pass such a check on a 3, 4, 5, or 6.
Command ModelsMost units will have a model designated as a CommandModel. This model will (usually) have the same profile asthe rest of their unit. The command model must be aliveand in play for a command test to be made. Otherwise thecommand test automatically fails. Units that start with justone model will be its own command model.
Phase OverviewTo simulate the chaos of battle in some sort of organizedfashion, we play the game in turns. In each turn, bothplayers try to achieve their objectives while trying to stop
the other player from completing theirs. There are threephases in a turn. They are:
Initiative Phase
Action Phase
Strategy Phase
Initiative PhaseIn the initiative phase, the players determine who will haveinitiative for that turn. This is important because the onewith initiative will have a slight advantage for that turn. Todetermine who has initiative, both players roll a die(rerolling ties). The player that rolls the higher number hasinitiative for this turn. Note that this is determined at thestart of every turn, so you may or may not have it next turn.
The player that has won the roll off now has to make animportant decision: will they activate a unit first, or forcetheir opponent to activate a unit first? There is no bestanswer to this, and it will be heavily dependent on thetactical situation of the moment.
Action Phase
In the Action Phase, players take turns activating theirunits. This is where the meat of the game is. To activate aunit, simply state which unit you are going to activate. Youwill give it two orders to carry out. Then, the other playerwill choose a unit of theirs to activate. This goes back andforth until all units have been activated. If one side runsout of units before the other, simply activate all remainingunits on the one side. All units can be activated only once.
After all units have been activated, the Actions Phase is
over and you move to the Strategy Phase.
When you activate a unit, you will give it two orders. Carryout one order completely before starting the next. You donot have to decide what the second order is before the firstone is done.
The orders you can give are as follows:
Orders
Movement
Shooting
Assault
Special
Moving, shooting, and assaulting are used in the basic
game. Special orders are only used in the advancedgame. Dont worry about these yet. Just learn the basicsso you can get right to playing.
MovementThis order allows you to move your troops around thebattle field and get them to an objective. To give amovement order, simply say you are doing so and movethat unit in any direction. Infantry stands must remain
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within one inch of one another and vehicle and aircraftmodels must remain within three inches of each other atthe end on the movement order. This is called unitcohesion. If, at any time, a unit is not doing this, it must begiven a movement order and moved back into unitcohesion for its next activation. Note: A unit can neverassault another unit with a movement order.
TerrainThere are five types of terrain: open, difficult, impassable,buildings, and water. Infantry stands can move throughany terrain except impassable terrain. Vehicles mustspend two inches of movement to pass through difficultterrain and may not enter into buildings or impassableterrain. Crossing a linear obstacle, like a wall, counts as 1of difficult terrain (and therefore 2 of movement). Infantry
and vehicles spend two inches of movement to passthrough water. Aircraft can move over anything, butcannot actually go inside a building.
Terrain Infantry Vehicles Aircraft
Open Normal Normal Normal
Difficult Normal 2 per every1 moved
Normal
Impassable Cant enter Cant enter Normal
Buildings See below Cant enter Cantenter
Water 2 per every1 moved
2 per every1 moved
Normal
BuildingsThis type of terrain can be tricky. Everyones collection ofbuildings is different. Some are solid pieces and otherscan actually hold models. For the most part, buildings aretreated as impassable terrain. However, an infantry unitcan garrison the building. Simply give one of yourinfantry units a movement order and move them to theedge of the building. Ifall models have enough movementto make it to the buildings edge, then place the unit insidethe building if able or to the tableside if the building itself
will not allow models to be placed inside. Simply mark thebuilding (the command stand is good for this) to show thatthe unit is inside. Only one unit can garrison a building at atime. This makes it easy for game play.
Finally, some buildings can be rather large and, if multiplebuildings are placed within six inches of each other, havethe unintended consequence of giving infantry extra freeinches of movement. To limit this, infantry may enterorleave a building during a movement order, but not both.You may, however spend two movement orders-one toleave one building and the second to enter into another.The exception to this is two building adjacent to each otherwith no space in-between. In this case, a unit may movefrom one building to an adjacent building with onemovement order.
If you have a large building with multiple rooms, you may(with your opponents consent) treat each room as anadjacent building.
As a final note, it is impossible to guess what type ofunusual terrain pieces are in everyones collection. If youhave an odd piece that doesnt quite feel right with therules (like a 2 feet tall linear wall or a 6 foot squarebuilding), feel free to modify these rule with youropponents agreement.
ShootingThis order allows you to blast away at you enemy. Bulletsstart to fly when you give this order. To give a shootingorder, declare the unit that is shooting. Now declare thetarget(s) of your shots. Each model may shoot at a
different enemy unit if you wish, or concentrate all fire on asingle target unit. A model must roll all of its firepower (Fp)dice at the same target unit. Also, you may not target asingle enemy model in a target unit. The battlefield is toofast and confusing for that kind of precision. You mustdeclare all of your shots with the ordered unit beforeyou roll any dice. Also, the target unit must have at leastone model within range of and visible to your shootingmodel to be a valid target. In this example, the fire supportvalkyries have allocated their shots to two target units.
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Now that the target(s) have been declared, we must seehow well your soldiers shoot. Roll one die per Firepowerrating (Fp) for each model in your unit. For a unit of humaninfantry with a Fp of one, that would be a total of 5 dice.Look at the Target (Tg) number of the unit you are shootingat. This is what you need to roll to hit. For example letssay that a unit of infantry wanted to shoot at another unit ofinfantry 8 away. You would roll 5 dice. (Fp 1 x 5 stands)Human infantry have a Tg of 4, so you need a 4, 5, or 6 tohit. Lets say the roll is a 2, 3, 5, 5, and a 6. You scoredthree hits.
Now that we know how many hits that is, we need to seehow effective the troops armor is in protecting them. Thetarget infantry have a Save (Sv) of 4. Therefore, they mustroll a 4, 5, or 6 to live. Since there were three hits, theopponent will roll three dice to try and save their troops.Lets say they roll a 1, 4, and a 5. Two saves were made.That still leaves one hit remaining. The owning playerchooses any model in that unit and removes it from play.
Long RangeAs stated before, models may shoot up to twice theirprinted range (Rg). Any shots that are passed the printedrange are called long range shots. The target unit of theseshots may roll one extra die to save themselves. In theabove example, if the range was 18 away that target unitwould have rolled three dice plus one for long range for atotal of four dice. Lets say that in addition to the 1, 4, and5, the fourth die was a 6. Since three of them were a fouror higher no models are lost. Note that it did not matterthat one of the die failed, just that at least as many dicerolled a 4 or higher as there were hits. Note that all models
in the target unit must be at long range to receive thisbonus. If even one is within the printed range of one of themodels in the firing unit, then no bonus is giving.
CoverOften times, soldiers seek to put other stuff betweenthemselves and incoming fire. This is called cover. If allmodels in a target unit are inside terrain (like an area ofwoods or a building) than they are said to be in cover and
gets a cover bonus. Likewise, if the firing unit is shootingthrough terrain to hit the target unit, then the target unitalso gets a cover bonus. There are two types of cover:light and heavy. Light cover lets the target unit roll oneextra die to save itself just like the long range bonus statedabove. Heavy cover gives the target unit two extra dice.
Aircraft neverget a cover bonus.
Cover Terrain Type Bonus
Light Woods/brushes/scrubs/fences/water Plus 1die
Heavy Walls/buildings/rocks/ruins/rubble Plus 2dice
Note that these are not cumulative with each other- onlythe highest applies. Coveris cumulative with other bonusdice (i.e. long range), however. Also note that the targetunit must all be in cover to receive any bonus. If even onemodel is in the open, then they give away their position.Many times a model will be partly hidden and partly out inthe open. Thats ok, as long as at least some of the modelis in cover it counts.
Models can hide behind terrain and get the benefits of itwhile the enemy does not. Troops firing from behind a wallor at the edge of a wood are good examples. To representthis, Models ignore all terrain within two inches of themwhen determining if a cover bonus applies. For example, ifa wall is one inch in front of the shooting infantry unit, then(assuming no other factors) the target unit does not get acover die. If the wall was four inches in front of theshooting infantry, then the target unit does get a cover die.
Also, if two units are within two inches of each other in thesame piece of area terrain, then neither will get a cover die.
In order to claim light cover from water, you must actuallybe in the water terrain.
In this example, the valkyries will get a cover die againstshooting from the infantry, but the infantry will not get cover
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from the valkyries fire as the valkyries have at least onemodel within two inches of the area terrains edge.
BuildingsWhen an infantry unit is in a building, it uses the buildingsbase edge for purposes of line of sight and checkingranges. If the unit garrisoning the building can trace a pathfrom any point from the base of the building to a model inthe target unit that is as wide as that model withoutcrossing terrain, then the target unit will not get a cover die.When shooting at a unit in a building, simply shoot thebuilding itself. Remember, that the unit in the building willhave hard cover.
AssaultShooting is all well and good, but sometimes you will find
that you need to dig your enemy out the hard way. This is
called an assault. An assault order allows your troops to
move into contact with the enemy and remove them withgrenades, pistols, and pure brute force.
To give an assault order, declare the unit that will be
assaulting and the target unit(s) that you wish to assault.
Then move the ordered unit up to its maximum move
value. You must bring as many models into contact
(touching) as possible. Remember about terrain as it may
slow you down.
After you make your move the unit is now locked in
combat. Every model on both sides that is within two
inches of an enemy model will fight. To fight, simply roll adie for each model within two inches of an enemy model.
Usually, this will be everybody. Next, line up your dice rolls
in order from highest to lowest. Your opponent does the
same. Now compare your highest die roll with their highest
die roll. If your roll is higher, then you scored a hit on your
enemy unit. If your roll is less, then they scored a hit on
you. Finally, if the rolls are the same, both units take a hit.
Continue to compare die rolls for the next highest rolls on
each side. Then go to the third highest and so on. Each
time, determine how many hits are scored on each side.
For example, lets say that a unit of human infantry
performs an assault order on another infantry unit. First,
the assaulting infantry unit moves up to its move value (6
in this case) into contact with as many models in the
enemy unit as possible.
Next, both sides roll five dice. (five models (stands) of
infantry each)
The dice are then lined up in order greatest to least. The
assaulting unit rolls a 6, 4, 4, 3, and 2. The defending unit
rolls a 5, 5, 4, 4, and 1.
This lines up like this:
Assaultingunit
DefendingUnit
Hits
6 5 Hit on defender
4 5 Hit on attacker
4 4 Hit on both
3 4 Hit on attacker
2 1 Hit on defender
After all hits have been determined, roll saves as normal.
This is done just like a shooting attack. Note that there will
never be bonus dice for long range or cover in an assault.The owning player decides which models to remove as
casualties.
As you can see, this was an equal fight. Three hits were
scored on each unit. Now each side rolls three dice to
save their troops. Lets say that the assaulting unit rolls a
5, 4, and 3. It loses one model (stand) of infantry. The
defending infantry roll a 6, 2, and 1. They lose two models
(stands).
After casualties are removed, it is time to see who won the
round of combat. If the amount of casualties is equal, thenthe round is a draw. If one side took more casualties (had
to remove more models), then they lost and the other side
won. The losing unit must make a Command (Cmd)
Check. If they roll equal to or higher than their Command
number then they choose to stick it out. If the die roll is
less than the Command number, then they retreat away.
They must immediately move directly away from the
combat toward their own table side. Remember to apply
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terrain modifiers for movement. If this move takes them off
the table, then they are removed from play.
If the combat is a draw or the losing side passes their
Command Check, then another round is fought
immediately. In the example above, the losing unit of
infantry will need to roll a 3, 4, 5, or, 6 on a die to stay andfight another round. If they roll a 1 or 2, then they will move
their move (Mv) of 6 inches directly toward their table edge.
(Usually, this will be the edge on your side.)
Different number of models
Assume for now that the infantry unit in question passes
their command check and stays to go at it another round.
A second round of combat is immediately fought, but now
one unit has four models and the other has three. How
does that work? Its easy. It works like this: both sides roll
one die for each stand that they have. (The assaulting unitrolls 4 dice and the defending unit rolls 3 dice.) Order them
highest to lowest and compare. In our continuing example
the dice rolls were as follows:
Assaultingunit
DefendingUnit
Hits
6 5 Hit on defender
4 4 Hit on both
3 2 Hit on defender
1 Dead No result
Dead Dead No Result
Note two things from the results in the chart above. First,
the attacker had more dice rolls to try and get a high
number. Next, notice that the attacker also rolled a one,
which is bad news. However, since there is no defender to
compare the one to, it is ignored. The assaulting unit
gets a break. It is always better to outnumber your foe.
Now the assaulting unit will roll one die to save the one hit
inflicted upon them and the defender must roll three dice as
all of their models were hit. Brutal! If one side took morecasualties (most likely the defender), then they must make
a command check or run as described above.
Continue to fight rounds of assault until one side runs away
or (at least) one side dies.
Assault values of more than one
Some troopers are a real terror in close assault. This is
shown by the Assault (As) value on their profiles. Most
models only have a one here, but some have a two.
(Really nasty ones have a 3.) If there is a number greater
than one, this number shows how many dice each modelrolls in close combat. These rolls must be kept separate
for only the highest roll of each model will be used.
Colored dice are great for this, but you can roll each model
one at a time just as well.
This example will show you how it all works. Three
Valkyries assault a bulldog unit. The Valkyries roll three
pairs of dice.
The first one rolls a 6 and 2, the second rolls a 4 and 5,
and the third rolls a 4 and 1. The highest of these pairs is
6, 5, and 4. The bulldogs have an Assault value of one
and so roll three die. (One for each of the three tanks)
They roll a 6, 4, and 3. The results are ordered and
compared.
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Assaultingunit
DefendingUnit
Hits
6 6 Hit on both
5 4 Hit on defender
4 3 Hit on defender
As you can see, having a high Assault (As) value can really
make the difference. The bulldogs must make 3 saves to
the valkyries one. The valkyrie unit has a save of a three
and so must roll a three or higher or be removed from play.
The bulldogs must save on a five or higher.
Multiple combats
Sometimes, a unit will want to assault more than one unit
at a time. Normally, this is a bad and suicidal move, but
hey, you can order your troops as you please. Make sure
that in your assault move that the assaulting unit comesinto contact (touching) at least one model from each unit
you wish to assault. When working out the results,
everyone from all units that are within two inches of an
enemy will fight. Order all dice (including the highest from
pairs and triples depending on Assault values of the
models concerned) from highest to lowest. Compare these
as normal. The defender can allocate hits to any of their
units involved in the assault. Take the appropriate saves
and remove dead models from the unit that took (and
failed) the saves. The defender may choose to spit hits
among the defending units anyway they chose.
No one left in base contact
If, after the assault round is over (and any command test
was passed), there are no models left in base contact, then
fight another round of assault with all models within two
inches of the enemy unit. If there are no models within two
inches of the enemy unit, then the assault is over.
Buildings
Only infantry units can assault a building. (Vehicles run the
risk of getting stuck.) To assault a building simply move
into contact with the buildings edge. All models inside arecounted as in contact with all models touching the building.
If the defenders inside the building are all removed from
play, or fail a command check and must fall back, then the
assaulting unit may move into the building for free. (This
gives them free movement, but hey, you won the assault
and therefore get your reward.)
Aircraft
Aircraft can never be given an assault order, nor can they
be the target unit on an assault. Just to be clear, they can
never be in an assault in any way. If part of a unit is not ofthe Aircraft type, then only the non-aircraft models can
fight. (See more about mixed unit types in the advanced
rules.)
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Strategy PhaseAfter all units have been activated (given two orders) theActions Phase is over and the Strategy Phase begins. Inthe Strategy Phase two things happen.
First, players check to see if any player has met thescenario objectives and thus won the game. Theseobjectives will differ by scenario and will be clearly detailedin each scenario. Usually, they involve capturing certainObjective Points on the battlefield. To capture anobjective point, you must have at least one of your modelswithin six inches of the objective and there must be noenemy unit within six inches. If a player has met theseobjectives, then the game is over and that player wins. Ifnot, then there will be another round.
Score any victory points that a player may have earned.(This will be stated by the scenario.) You can never lose avictory point that you have earned. Now check todetermine if any player has won the scenario.
The second part of the Strategy Phase is for games usingthe Advanced Rules. (You can ignore this part for theBasic Game.)
Award any command points that players may haveearned according to the scenario. Starting with the playerthat lost initiative in the Start Phase, players will spend anycommand points that they wish. Then the player that woninitiative in the Start Phase will then do likewise. How tospend command points will be covered in the AdvancedRules below.
This is the end of the basic game. Play a few games with these rules using scenario one until you are familiar with them. Thencome back for the advanced rules.
Dirt. There was always dirt. This fact amazed Dietre. No matter where one fought on all of Kaczar, there was dirt. And pain,
Dietre thought. There was no shortage of that either. Right now, he was covered in the former and trying really hard to avoid the
latter.
He heard shouting, noises and his comrades beside him. Above the din was Major Pavlo Grimvoavick (well not exactly chanting,
maybe droning was the right term) stating his take on the current matter.
Colonials of the 102nd Kacazrens! You will look to your comrades and think of your loved ones. These backwater barbarians
seek to invade our soil and take their plunder. No! I say. No, a thousand times. I expect that every one of you will do your duty.
Let anger overcome fear. Drive the invaders back!
With that went up a cheer, and Corporal Dietre Caslov joined in, reveling in the emotion of the moment. The major may have a
way with words after all.
He marveled at the sight of his proud army advancing. His faith was emboldened by the Spartan battle tanks and the Mule
APCs moving forward to grind their enemies into dust.
Hey, Dietre, what are you waiting for? Sergeant Alask yelled. Lets give them a taste of our boots, eh?
Im right with you, Sarge! Dietre replied, grinning ear to ear, no longer thinking about the dirt. The pain would belong to the
enemy.
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Scenario One (Training)
Set up the terrain in any mutually agreeable manner.Place three objectives in the center line. One goes right inthe middle of the table. The second is placed 24 inches tothe right of the center objective, and the third is placed 24inches to the left of the center objective.
Both players roll a die (reroll ties). The player that rolledthe highest picks one of the deployment zones and deploysone of their units in it. The other player then places one oftheir units in the other deployment zone. Both playersalternate placing units in their deployment zone until allunits have been placed. If one side runs out of units to
place the other player simply deploys their remaining unitsin their deployment zone.
Begin play as normal
In the Strategy Phase, a player will earn one victory pointfor each objective they control. To win, a player must havethree victory points. If both players gain their third victorypoint in the same turn, then whoever has the most at theend of that turn wins. If both players are still tied, play onemore (sudden death) turn. Whoever has the most points atthe end of that turn will be the winner. If both players arestill tied, then I give up. You get a draw.
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Advanced Rules
These rules expand the game and give many more optionsfor you to choose from and many new characteristics toyour units.
SuppressionIn reality, people are not immune to the dangers of battle.Troopers tend to duck their heads when the shootingstarts. This is represented abstractly by suppression. Toshow that a unit is suppressed, place a small token next tothe unit.
A unit becomes suppressed if it loses any models from ashooting attack. A suppressed unit will not shoot aseffectively as normal as troopers duck down and simply fireover their heads. As such, a shooting unit that issuppressed will remove one hit it scored on a target unitbefore the target unit makes its save rolls.
In an assault, units usually fight with their full capabilities,but having disoriented or wounded troops can hamper this.If a unit is suppressed, then in each round of combat itmust turn its highest die roll into a one. So if a four modelunit with assault one was suppressed and rolled a 6, 5, 3,and 2, then the 6 would become a 1. (The 5 would now bethe highest die and compared to the opponents highestdie.)
If a unit is ever reduced to one model and is suppressed, itmust pass an immediate command check or be removedfrom play. This represents the last surviving troops
bugging out. If it is in an assault, it automatically fails itscommand check and is removed from play.
Command PointsCommand points represent High Commands attempts toassist your troops on the battlefield. Some commandpoints may be given to you at the start of the game. Youcan earn others by taking control of objectives. You canspend your command points on the following things:
ArtilleryYou may spend command points to call in an artillerystrike. Simply target an enemy, non-aircraft unit that one of
yourcommand models has line of sight to. Then resolvethe attack as if it were a shooting attack. Use the chartbelow to choose the size of the artillery attack. All artilleryattacks have the following special rules: Blast (6),Bombard, and Disruption.
Size Cost Effect
Small 3 4 dice
Medium 5 5 dice
Big 7 6 dice
Initiative BonusYou may spend one command point to add one to yourinitiative roll in the Start Phase of next turn. This meansthat you will roll between a 2 and a 7.
Move Out!You may spend 2 Command Points to give any one unit(including a unit that you just deployed as reserves (seebelow)) a movement order.
Rally TroopsYou may spend one command point to removesuppression from any unit that still has a command model
ReservesYou may spend command points equal to the ReserveCost (10% of the unit cost) to bring in any unit in your
collection into the game. This unit must be of the samearmy, but does not need to comply with any company forceorganization chart. They may be deployed within sixinches of your table edge. It may activate and be given twoorders like normal in the next turn.
Special OrdersThere are several special orders you can give a unit. Thistakes an order just like moving, shooting or assaulting.These represent a wide variety of odd, but necessarybattlefield actions.
Get Down!
This order tells your Infantry unit to get down and takecover. Place a token next to your Infantry unit to show this.As long as the Infantry unit has this token it gets one bonusdie to try and save itself against shooting attacks. This is inaddition to any other bonus dice it may get for cover, longrange, etc. This token (and bonus die) is lost as soon as itmakes a move or assault action. It is also lost if your unitretreats.
OperationsThese units are higher command officers able to directcombat in the midst battle. A unit with the Operationsspecial rule can use the Operations special order. Whenordered, this unit can give one Movement, Shooting,
Assault, or Special Order to any friendly unit that has acommand model. (Note that this is even if that unit hasalready activated. This is an exception to the normal rulethat units can activate only once in a turn.) Note that thisorder takes up one of the two orders for the Operationsunit and does not take up one of the two orders for theordered unit. A unit with Operations may give twoOperation Special orders in a row (a full activation).
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RallyTo remove suppression, you can issue a special ordercalled Rally. You must have a command model in theunit to do so. To rally your troops, simply roll a commandcheck. If you pass, the suppression counter is removedand the unit fights like normal again. If you fail, the order islost and the unit is still suppressed. You can, of course,use you second action to attempt to rally again.
SmokeSome units have the ability to conceal themselves for ashort period of time. As a special action order, models with
the Smoke special rule can activate them. This grantsthe unit the Stealth special rule until the unit activatesagain. (It might be a good idea to place a cotton ball orsome other token to show that smoke has been activated.)
Strike and FadeRecon units are often used to harass the enemy. A unitwith the Strike and Fade special rule can be given thisspecial rule. The unit performs a standard shoot actionand then can immediately make a six (6) inch move forfree. This movement is NOT an assault. (Nice try Jimbo.)
Special Rules
Anti-AirSome units are designed or trained to attack aircraft.
These units are called anti-air units. This special rulemeans that the unit treats target units with the aircraft unittype as having a Target (Tg) number of a 4, and thereforewill score a hit on the die roll of a 4 or higher.
Armor Piercing (x)This rule means that the rounds fired by this unit areparticularly good a penetrating armor. The target unit canonly save a successful hit on a die roll equal to or higherthan the number in parentheses. A unit with a worse savecan still only save on its normal save.
Armored
This unit has redundant systems or shielding or simplytones of armor. After to hit rolls are made, this unit canignore one hit scored against it. So, for example, three hitswere scored against an armored unit. The armored unitwill need to make only two saves and so will roll two dice(plus any bonus dice).
ArtilleryThis unit lobs its shells high into the air before they crashdown on the enemy. This unit has no maximum range.This units Range (Rng) stat shows the units minimumshooting range. This unit cannot fire at target units unlessat least one model in the target unit is outside of theminimum range. This unit may draw line of sight from any
friendly Command stand (model).
Assault Weapons (x)This unit has special grenades and other equipmentdesigned for close combat. The target unit only gets tosave on a die roll equal to or higher than the number inparentheses. A unit with a worse save can still only saveon its normal save.
Assault Blast (x)Some units can inflict widespread damage in close assault.
For every die roll in assault that is the printed number (inparentheses) or higher, and inflicts a hit (by being higherthan or equal to the opponents die roll) the target unit mustmake two save rolls instead of one. For example, a unitwith Assault Blast (5) rolls a 3, 3, 4, 5, and 6 in an assaultand the target unit rolls a 5, 5, and a 3, then the target unitmust make 5 saves instead of three. Note that theassaulting unit must still take a save for the one hit inflictedon it.
Blast (x)Some weapons are designed to fire explosive rounds orother area effect destruction. Models with this rule will
sometimes score bonus hits. When rolling to hit during ashooting action, for every die roll that hit the target unit andis equal to or higher than the number in parentheses, abonus hit is scored. For example, a unit with Blast (5) rollsa 3, 3, 4, 5, and 6 to hit a target unit with a Target (Tg) of a4. The unit will score 5 hits. (Die rolls that are not equal toor higher than the target (Tg) will never score a bonus hitas the shot missed.)
BombardTarget units may never gain bonus dice for cover againstshooting units with is special rule. Units with this specialrule may not target aircraft unless it also has the Anti Airspecial rule.
DisruptionSome units are designed to cause panic or confusionrather than actual kills. Their attacks cause confusion.Units with this special rule cause target units to becomesuppressed as long as at least one hit is scored. (If onlyone hit is scored, and Armored units ignore this hit, then itis not suppressed.)
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HoverThis rule is for models that skim just above the ground.They treat water as open terrain. They never get a coverbonus for water terrain. Units with this rule also ignore allterrain that is one inch high or less for movement and fordetermining cover.
Large WalkerThese units are infantry in most respects, but they are thesize of tanks (or larger). To reflect this they have a fewspecial rules. First, the treat water as clear terrain.Second, they treat buildings as impassable and cannotgarrison them. Also, they have a three inch unit coherency(be up to 3 apart). They cannot receive cover bonusesfrom tanks, nor do they become suppressed if tanksassault them (see Tanks below). They can assaultbuildings as infantry can, but cannot occupy them if theenemy is killed or driven off. They will stay where they are.Finally, they can never use the Get Down! special order.
OperationsThese units are higher command officers able to directcombat in the midst battle. A unit with this special rule canuse the Operations special order. (See special ordersabove.)
ParryUnits with this special rule are good at dodging the blows oftheir enemies. They always get one bonus die for savesagainst hits in assault.
Smart WeaponUsing advanced targeting methods, units with this trait
ignore the stealth special rule on target units.
Split FireThis unit uses multiple targeting systems or has a reallylarge crew. This unit may split its Firepower dice amongmore than one target unit. Allocate all dice before any arerolled.
StealthUnits with this special rule are good at hiding, even in theopen. They always get one bonus die for saves againstshooting attacks, except against smart weapons.
Strike and FadeUnits with this special rule can use the Strike and Fadespecial order.
TankModels with this rule are lumbering behemoths capable ofgreat destruction. Tanks provide hard cover to otherinfantry (friend or foe) like they were terrain. Suppressedtanks may choose to auto fail their Command Check inclose assault. When tanks assault a target unit with at least
one (non-large walker) infantry model, the assaulting tankscause the assaulted unit make an immediate commandcheck. If this command check is failed, the assaulted unitis suppressed.
Transport (x)Units with this rule can transport other models in their unit.
The number in parentheses is how many models they cancarry. Transports and the models they carry form one unit.When the unit is given a Movement Order, it may mountup for free as part of the movement order. Simply put thetransported models to the side of the table. When the unitis mounted and given a Movement Order or an AssaultOrder, it may dismount for free as part of its movement.Simply put the transported models back on the table withinone inch of the transporting model. (Remember thatassaulting units must bring as many models as possibleinto contact, so make sure that your dismounting troopsend up into contact with the target unit.)
When taking casualties and removing models, be careful
what you select to remove. Be sure to keep enoughtransport capacity to carry the unit. However, if a transportis removed as a casualty, then all models inside are deadtoo.
Most transports units will have different profiles asexplained later on. The most important thing to rememberis those transported models do not count for special ruleswhen they are mounted. Neither can they shoot or fight inan assault if mounted (though they cant dismount iftheyare assaulting). Keep this in mind if you choose to leaveyour models mounted at the end of your activation. It willget really messing it they are assaulted in your opponents
next activation.
Transports (x) (Independent)Some transport units are not permanently attached to theunit they are carrying. (Usually, this involves aircraft orsome other unit that is not easily boarded in battle.) Assoon as the transported models disembark as part of amovement or assault order, the transported modelsbecome an independent unit on their own. They count as
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being fully activated at the completion of their current orderand will activate as a new and separate unit next turn. Thetransporting models also form their own new unit and countas being fully activated at the completion of their currentorder and will activate as a new and separate unit nextturn. No unit can re-board an independent transport as itwould take too much time or be impractical under battleconditions. (Think paratroopers. Its easy to get out of theplane, but harder to crawl back in when the plane is at30,000 ft.)
SmokeThis model can use the Smoke special order.
WreakerThis unit can bash its way into buildings and cause greatstructural damage. While this is unlikely to cause thebuilding to collapse, it will give everyone inside a bad day.During an assault order, you may assault a building. Donot roll any dice. Simply move up to your movement (Mv)
to the building. Every model inside takes an automatic hit.Take saves as normal for an assault.
Models with Different Profiles
A few units will have models in them with mixed profiles.(Infantry and vehicles are the most common.) When this isthe case, each model must follow its own rules as follows.
Unit TypeSometimes, usually with transports, a unit will have more
than one unit type. If this is the case, each model will stillhave to follow its own rules. Infantry still need to be withinone inch coherency of another model in the unit andvehicles and aircraft will need to stay within three inches. Ifa unit enters into terrain, each model will need to pay anydouble movement cost it is required to pay. For example, aunit of infantry (Mv 6) and vehicles (Mv 12) entering into awoods will slow part of the unit down. The vehicles will pay2 of movement for every 1 traveled, so the entire unit willmove only six inches. If some of the unit cannot enter intoterrain because it is impassible to them, then they mustremain within unit coherency of that terrain piece while thatrest of the unit is inside. (Transport vehicles must waitwithin 3 of a building while its infantry are inside, forexample.)
MovementIf a unit has models with a different move value, they will allmove up to their own personal move value. They will all beaffected by terrain individually. However, at the end of theirmovement order, they must still all be in unit coherency.(Usually one or three inches)
ShootingWhen shooting, each model will use its own ranges (Rg)and rate of fire (Rof). Remember that only one of theshooting models has to be in short range to deny a longrange bonus die to the target unit. However, a model mustbe in at least long range (double its Rg profile) to actually
shoot.
When shooting at a unit with mixed profiles, always use theworst target (Tg) number (the easiest to hit) and the worstSave (Sv) number (the easiest to kill).
AssaultWhen an assault order is given, each model will move upto its movement (Mv) value to get into contact with theenemy. Each model will use its own Assault (As) valuewhen fighting an assault. When rolling saves, use theworst possible save in the unit, but casualties will alwaysbe chosen as the owner of the unit wishes. Sometimes,only part of a unit can assault. (For example a transportedinfantry unit assaulting a building) In this case, only thepart of the unit that can legally assault may come in contactwith the enemy and fight in the assault. The owner of themixed unit can still choose to remove any non aircraftmodels as a casualty like normal.
CommandWhen taking command checks always use the command(Cmd) of the command model.
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Special Rules/OrdersIn order for a unit to gain the advantage of a special rule,all models in the unit must have it or be able to perform it.For example, a unit consisting of 3 stealth models and 1model without stealth, the entire unit will NOT have stealth.
Also, a unit with Infantry and Transport Vehicles will not beable to use the Get Down! special order. Transported
models do not count for this. For example, in a mixed unitwith infantry without the Armored special rule andtransport vehicles with the Armored special rule, it wouldwork as follows. Normally, the entire unit will not get theArmored special rule. However, if all infantry aremounted (or dead), then the unit gets the benefit of theArmored special rule.
This was too easy, thought Hank as he dispatched two more Natie gooks in front of him. 25mm tungsten carbide rounds
roared out of his Mk 15 GR gun on his Valkyrie power suit, the rounds easily destroying the Nationalist infantry. Conversely,
their small arms fire simply bounce of his kanchan armor. It was no contest.
The enemy was falling back pass the tree line. Hank moved forward with his lance, sweeping all before him. He grinned at the
sound of bullets plinking off of his hide like so many harmless mosquitoes.
Well, not completely harmless. Hank knew a round though a vision slit could still be painful, but odds of that were low. Valkyries
beat infantry. It was simple as that.
His lance entered into the woods along with his entire company. The advance was going well. It was stupid for the Kaczarens to
send infantry against powered armored monsters. To stop them you needed tanks, and tanks performed terribly in forestedareas. Therefore, it was stupid to fight the Federals here.
Then, again, thought Hank, it was stupid to oppose the Feds period. Why could they-
He felt, more than heard, the explosion. It had come from behind and to the right.
Flamingo three is down! Three is down! Hank heard over is comms.
What could cause this? Then he spotted the problem. Anti-tank rifle teams were hidden in the trees. Soldiers with anti-tank rifles
and camo armor were firing amidst the tall pines.
Sweet Jesus and Mary mother of God! Hank screamed to no one in particular as his Catholicism mix messily with the realities
of combat operations. He started to back pedal and acquire target solutions for his gun.
As he opened fire, he saw two more Valkyries explode. From behind? What? He turned to see that he actually had two
problems.
The other problem was that many of the trees had been mined. They were small, camouflaged, and had attached motion
sensors that could be turned on by remote control. They had been placed about two feet off the ground. Their warhead would
most likely not harm a power suit. It did, however, shatter the tree causing massive splintering and, of course stop the tree from
being attached to the ground. The fallen timber would crush all beneath it and delay any advance.
As another explosion force Hanks Valkyrie to its knees his last thought was, Maybe theyre not so stupid after all.
***
Captain Kevin The Bear Saborski smiled. The plan had worked to perfection. The woods were his domain- his turf. After all,
bears hunted in the woods and he was the Bear of Kaczar.
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Scenario Two (Meeting Engagement)
Points values should be equal on both sides. If this is yourfirst time playing with the Advanced Rules, we suggestplaying with 600 points a side. Set up the terrain in anymutually agreeable manner. Place three objectives in thecenter line. One goes right in the middle of the table. Thesecond is placed 24 inches to the right of the centerobjective, and the third is placed 24 inches to the left of thecenter objective.
Both players roll a die (reroll ties). The player that rolledthe highest picks one of the deployment zones and deploysone of their units in it. The other player then places one oftheir units in the other deployment zone. Both playersalternate placing units in their deployment zone until allunits have been placed. If one side runs out of units to
place the other player simply deploys their remaining unitsin their deployment zone.
Begin play as normal.
In the Strategy Phase, each player will earn five CommandPoints. Also, a player will earn one victory point for eachobjective they control. They will also earn three additionalCommand Points for each objective they control. To win, aplayer must have five victory points. If both players gaintheir fifth victory point in the same turn, then whoever hasthe most at the end of that turn wins. If both players arestill tied, play one more (sudden death) turn. Whoever hasthe most points at the end of that turn will be the winner. Ifboth players are still tied, then I give up. You get a draw.
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Scenario Three (Attack Behind the Lines)
Points values should be equal on both sides. Set up theterrain in any mutually agreeable manner. Place threeobjectives in the center line. One goes right in the middleof the table. The second is placed 24 inches to the right ofthe center objective, and the third is placed 24 inches tothe left of the center objective. Next, divide the table intosix equal zones as shown on the map. (On a 6 by 4 table,this will be 2 squares.)
Both players roll a die (reroll ties). The player that rolledthe highest picks one of the deployment zone groups (A orB). They deploy one of their units in one of the threesectors for that group. The other player then places one of
their units in the one of the other deployment zones. Nounit can be placed closer than 10 inches from an enemyunit that is already deployed. Both players alternate
placing units in their deployment zones until all units have
been placed. If one side runs out of units to place the otherplayer simply deploys their remaining units in theirdeployment zones.
Begin play as normal.
In the Strategy Phase, each player will earn five CommandPoints. Also, a player will earn one victory point for eachobjective they control. They will also earn three CommandPoints for each objective they control. To win, a playermust have five victory points. If both players gain theirfifth victory point in the same turn, then whoever has themost at the end of that turn wins. If both players are still
tied, play one more (sudden death) turn. Whoever has themost points at the end of that turn will be the winner. Ifboth players are still tied, then I give up. You get a draw.
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Move out slowly. Saborski ordered. His platoon ofanti tank rifle teams waded into the river. The wind blew through the leaves
on the trees that littered both banks of the river. With their stealth training, they stalked though the gently flowing stream with just
their helmets above the water line. On the other side of the bank was their target. Three Federalist Spartan tanks were parked
in a small clearing. The crew members were refueling their giant behemoths.
Alright gentlemen, pick your targets. Saborki commanded with a smile. Five ATRTs, including his own personal gunner,
Corporal Trask, aimed their long 30mm weapons at the offending feds.
Fire! Yelled Saborki, and shots were indeed firedat them!
Three fire support valkries appeared from the trees and spayed the river with a hail of minigun rounds. The nationalist dived
beneath the water line and started to withdraw. A horde of mini water plumes erupted all around The Bear, but he calmly led is
unit away past the far side of the river. Two hundred meters away he rallied is men only to find three dead and a fourth
wounded. Trask smiled. At least we got a shot off at the tanks, sir.
Captain Saborski grunted. Three dead men was a high price to pay for a Federalist tank.
Army List
The three force organization list provided (Federalist andNationalist and Makat) allows you to customize a force toyour like to an agreed to points value. A standardtournament army is 600 points. You may, however, playwith any agreed points value.
Using the listArmies are constructed around companies. Simply choosea company that you with to play (an infantry company forexample). You may choose each entry in the company listof options only once. You must first bring at least two of
the black colored platoons as the core of the list. Thenyou may choose up to one of the grey colored platoons assupport for every black colored platoon you chose. Youmust choose a total of four platoons in one company beforechoosing a second company.
Each platoon will show how many models (stands) will bein each platoon.
The Warrior Profiles will also be shown in the Army Listbefore the companies section.
Left over pointsSometimes you will find that you are ten or twenty pointsshort of your points budget and there is nothing to spend iton. Thats ok. You may spend up to 40 points to buyCommand Points at 10 points apiece.
ExampleHere is an example of creating a customized company.
For our example lets create a Federalist InfantryCompany. First, we must choose two black platoons. Asthere are only four options (all infantry platoons), two arechosen. Now that those choices are gone, up to two greyselections can be made. This company needs some wayto deal with Nationalist tanks so an Anti Tank Platoon isselected next. Finally, to provide additional firepower aValkyrie platoon is chosen. This ends the company. Itstotal points value comes to 240. A further infantry platooncould be taken a core (black). This would allow for anothersupport platoon (grey) to be chosen. As this company hasat least four platoons, a second company can now bechosen. Maybe a Valkyrie company?
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Infantry Company Mechanized Infantry Pts. 100
Infantry Platoon Pts. 50 Two black units were taken, Command Infantry Stand
Command Infantry Stand then two grey units. Infantry Stand
Infantry Stand Infantry Stand
Infantry Stand Infantry Stand
Infantry Stand Infantry Stand
Infantry Stand Mule
Mule
Infantry Platoon Pts. 50 Mule
Command Infantry Stand
Infantry Stand Valkyries Pts. 60
Infantry Stand Command Valkyrie
Infantry Stand Valkyrie
Infantry Stand Valkyrie
Infantry Platoon Pts. 50 Assault Valkyries Pts. 60
Command Infantry Stand Command Assault Valkyrie
Infantry Stand Assault Valkyrie
Infantry Stand Assault Valkyrie
Infantry Stand
Infantry Stand AA Valkries Pts. 60
Command AA Valkrie
Infantry Platoon Pts. 50 AA Valkrie
Command Infantry Stand AA Valkrie
Infantry Stand
Infantry Stand Anti Tank Valkyries Pts. 70
Infantry Stand Command Anti Tank Valkrie
Infantry Stand Anti Tank Valkyrie
Anti Tank Valkyrie
Anti Tank Pts. 70Command AT Team Fire Support Valkyries Pts. 70
AT Team Command Fire Support Valkrie
AT Team Fire Support Valkyrie
AT Team Fire Support Valkyrie
AT Team
Recon Platoon Pts. 50
Anti Tank Pts. 70 Command Bulldog
Command AT Team Bulldog
AT Team Bulldog
AT Team
AT Team Angel of Death Pts.150
AT Team Angel of Death (Command)
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The mining town of Gastov lies in the Helinski valley 22 miles from the Athcorsov mountain range. It is a small settlement
consisting of about 12,500 Nationalist miners and their families and the people who support them. The north of the town leads
into a small forest of seeded oaks and pines from old Earth plus other vegetation native to Kaczar. The east and west are open
steppes of savanna that dominate the interior of Kaczars northern continent. The road east connects Gastov to the rest on the
colonies.
It is toward the south, however, that the reason for the towns existence can be found. A well traveled road leads to theAthcorsov foothills. The road is dangerous and curves through rough terrain. Its many hazards keeping Gastov from being
settled any closer to the mining camps. The travel is worth it, however. Kirillium is found in rich veins throughout the range of
mountains. Mining prospectors believe hopefully that what has been discovered so far is just the tip of the iceberg.
Kirillium is the life blood of Gastov and, by extension, all of Kaczar. Its rarity and power make it worth almost any hazard to
obtain. Its ability, when mixed with niquorine, to store power makes it worth untold fortunes. With it, everything from valkyrie
power suits to starships can be powered efficiently.
It is for this reason that the Federalist have come. The fall of their capital city, New Jericho, has created in them the desire to
expand to multiple worlds. They need batteries to store the bio thermal power on a new generation of colony ships. Now the
frontier town of Gastov will be the first to feel their wrath.
TimelineIn the beginning
1903 Airplane invented. Konstantin Eduardovich Tsiolkovsky writes The Exploration of Cosmic Space by Means of Reaction
Devices. Humanity begins to think about going to the stars.
1944Germany put first rocket into space by crossing the Karman Line in June
1957 Sputnik is launched 4 Oct, NASA is formed
1961 Alan Shepard is the first man in space on 12 April
1963 -- Valentina Vladimirovna Tereshkova is the first woman in space on 16 June
1969 The Eagle has landed! 20 July
1981 Space shuttle program begins
2003 -- Shenzhou program begins, China looks to Mars
2035 The Japanese ship Kankoh-maru II Launches to the moon
2058 Japan and Star Industries unite their space research.
2067 Star Industries colonizes the moon, USA vows to get to Mars first.
2073 Earth colonizes MarsUS first, EU next
2074China annexes Demos and Phobos
2076 Indonesian Bloc attack US on 4 July
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2078 The Keller incident, war ends
2082 Probes sent to Venus via ICOM
2091 -- Ganzess Corp breaks away from China on Demos. Revolutionary ideas spread to Phobos and Mars. Demon engines
are created. Uprising on Mars crushed.
2092 Corporations settle in Europa, Amalthea, and Ganymede, and Callisto.
2093 Io is established as the United Jupiter HQ
2094 -- The Amalthea disaster
2096 -- Earth Governments jump pass Jupiter and colonizes Titan, Calypso, and Dione around Saturn
2099 -- Surveys are made of the moons of Uranus, but no colonies are established.
2102 Israel settles Triton, Islamic United Federation settles Nereid
2138 Earth governments unite as one, and settle Pluto and Charon as a symbol of unity. The National Earth Union is founded.
2138 Pirate cartels create many problems in the asteroid belt.
2139 The Corporation War begins. Angel engines created. The Federation of Corporations is founded.
2144 Forbidden love. An AOD pilot falls in love with her guard. The Angel War (Second Corp war) begins.
2147Love is lost. Attempting to escape, the AOD pilot does something very wrong.or very right.
2162 Love is returned. The AOD returns on auto pilot, but the girl inside is long dead. The Japanese find it and the black box
tells the tale. FTL is possible.
2165 Japan leaves Earth
2169 The mass exodus
2170 New Jericho is founded. New date system established
AC 2 New Tokyo is founded.
AC 11 Kaczar is founded
AC 13 The New Middle Kingdom is founded
AC 51 The Fall of New Jericho
AC 54 The Invasion of Kaczar
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A brief history since 2091
The Mars UprisingMany assumed it was inevitable. Just like the colonies in The New World on Earth broke away from their mother countries, so
Mars desired independence from the rule of Earth. Years of salutary neglect brought on by the vast distances between worlds
caused a fire that would end in blood.
The United States was the first to land on the Red Planet and settled near the equator to gain as much warmth as possible from
the cold atmosphere. As research labs blossomed into a colony of about 250,000 people, the American government developed
a firm grasp of the benefits of a second home. A home that (for a while) was free from crime and terrorism. Soon after, Europe
came to settle the Olympus Mons region to dig for the diamonds that were buried deep beneath the rock. The two groups lived
in harmony and many more nations set up shop.
China skipped the planet and went for the moons of Demos and Phoboes. There they set up shipyards to construct space fairing
vessels capable of reaching to the outer solar system. The Ganzess Corporation was created to oversee this. Work conditions
were harsh and there were few volunteers. Soon, political dissidents and criminals were sentenced to work in the dangerous
factories that dotted the lunarscape of the two small moons.
As a generation pasted, a younger group of people considered themselves Martians first and members of their mother nations a
distant second. The various Martian colonies merged in culture and ideology. Yet the spark to start the fire was not to start on
the planet itself, but rather above in the night sky. A revolutionary by the name of Po Sing Yan saw the horrible conditions on
Demos and demanded improvements. He found support amongst the downtrodden laborers and a strike ensued. The Chinese
solution was simple: kill Mr. Yan. The plan backfired and he became a martyr.
News traveled fast and the entire Martian system unilaterally rose up demanding independence. Leading the pack was the
Ganzess Corporation itself. The ships under construction were rushed to completion and set up perimeter around Mars. The
response from Earth was soon coming, and in two different forms. The European Union and the United States where willing to
discuss a peaceful break away and the creation of a Martian State. Early results looked promising.
China had other ideas. A Chinese fleet consisting of ships built at the very shipyards of the Martian moons arrived with an
ultimatum: surrender unconditionally or die. No one knows who fired the first shot, but many more followed. The space battle
lasted two weeks as both sided jockeyed for position between the planet and its two moons. In the end, however, Chinese naval
forces won out and Demos was recaptured. Phoboes surrendered immediately thereafter.
This should have been the end of it, but it was not. The Chinese fleet landed troops on the surface of Mars and began a ground
assault claiming that it was the colonies on Mars that lead to the uprisings on the moons. Red blood flowed over red sands as
the colonist tried to stop the onslaught. For a while they were successful. Then, a new terror arrived. Developed in secret, the
Chinese unleashed their most potent ground weapon: the Demon Engine. Standing 95 feet tall, this bi-pedal monstrosity was
bristling with firepower and its armor stopped all but the most powerful of direct hits. With a crew of three these titans were the
new gods of war. Things looked bleak for the colonies. Total submission was inevitable.
The end was not yet, however. The Earth fleets from a dozen nations gained control of the Martian skies after a bitter space
battle. Soon Earth troops were landing to save the colonies. The demon engines were overcome only at much cost in lives and
vast expenditu
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