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    Dark Potential Alpha RulesVersion 0.4.2 (updated October 18, 2012, important changes in red)

    (Please note this when submitting feedback)

    Copyright 2012 MiniWarGaming Glanfield Marketing Solutions Inc.411 East Main St. Welland, Ontario, Canada L3B3X3

    There are the basic rules and guidelines that should allow you to play a full game of Dark Potential.We need your feedback in order to improve the game and get it ready for the Beta stage. You cangive your feedback by posting on the MiniWarGaming forums here:

    http://www.miniwargaming.com/forum/viewforum.php?f=115

    Remember not to assume anything that isnt written here. If something isnt clear, then please posta question about it on our forums.

    What we want to see posted in the Playtesting area of the forum is:

    1. Questions to clarify rules.2. Questions about rules that dont appear to be here (e.g. issues that come up with certain

    types of terrain).3. Suggestions for changes / additions.4. Rules that feel over or underpowered.

    http://www.miniwargaming.com/forum/viewforum.php?f=115http://www.miniwargaming.com/forum/viewforum.php?f=115http://www.miniwargaming.com/forum/viewforum.php?f=115
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    Table of Contents

    Introduction...................................................... 4

    The Basics......................................................... 5

    Model Terminology ....................................... 5

    Dice & Measurements ................................... 6

    Dice ........................................................ 6

    Basic Measurements ............................. 6

    The Battlefield ................................................ 7

    Attributes ........................................................ 8

    Model Attributes .................................. 8

    Weapons and Gear ............................... 9

    Attribute Tests ...................................... 9

    Game Turns.................................................... 11

    The Player Turn ........................................... 11

    Clean Up Phase................................... 11

    Command Point Phase ...................... 11

    Activation Phase ................................. 11

    Movement ..................................................... 12

    Actions........................................................... 14

    Ranged Attack ..................................... 14

    Close Combat Attack ......................... 18

    Charge .................................................. 20

    Overwatch ........................................... 20Combat Ready..................................... 21

    Special Rules.................................................. 23

    Special Equipment ....................................... 23

    Grenades & Mines ............................. 23

    Command Points .......................................... 25

    Tactical Manoeuver ............................ 25

    Modifying Dice Rolls ......................... 26

    Stealth ............................................................. 26

    Stealth Level......................................... 26

    Perception Tests .................................. 27

    Activating Stealth ................................ 27

    Morale ............................................................ 29

    Breaking ................................................ 29

    Unit Special Rules ......................................... 30

    Weapon Special Rules .................................. 32

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    Introduction

    In the not so distant future

    A hundred years ago, over 99.999% of humanitywas exterminated.

    Our civilization used to span several planets, ineven more star systems, spanning dozens of lightyears, linked by technologies so complex that noman alone could comprehend the magnitude ofour cleverness.

    We had advanced bioscience to the point wheredeath was an oddity, and improved uponourselves until our bodies were approachinginfallibility. We had mastered the physics ofinterstellar communication and planetarycommerce, and each decade revealed ever deepersecrets about the mysterious dark matter.

    Now, that is the distant past. An old, sad dream. Amyth of all that was lost.

    Now, we struggle to stay alive on the one, lastplanet we have left.

    Earth.

    A planet of unpredictable aliens, self-governingmachines, teeming life, and untold billions ofsilent, unmarked graves. A planet of losttechnology, of ruined greatness, of alien wondersso splendid, random, terrible, verdant, andimplausible that they belong only in dreams.

    Now is a time of survival. Humanity is workingagain to merely stake its claim in what used to beso obviously our world.

    It is an age of a rare species of humanity, a

    mankind closer to our brightest potential than anybreed to have preceded it. An age where theaverage IQ is higher than those of the 21stcentury, an age where every human body hasbecome hardier and more resistant to disease andsickness, thanks to the advances of geneticmanipulations before the fall. It is an age wheredarkness is powerless to serve as anything but a

    backdrop, to the shining, luminous potential ofman if they can survive.

    It is the 24thCentury

    And the fate of the Earth is in the balance.

    Perhaps humanity will finally be snuffed out, atthe moment of reaching for the stars.

    Perhaps Terra will be ruled by swarms of self-improving computers, or by pantheons of god-likebiofactories, or by the alien extermination fleet

    which came here to execute our genocide.

    Every stratagem, every life, every objective andevery misfortune counts dearly towards the finaloutcome. The balance could tip a hundreddifferent ways, depending on the choices wemake.

    Getting Started

    This book has been designed to help those new toDark Potential learn the full rules of the game,enabling you to play epic games of survival againstyour friends.

    You will be able to play as one of the humanfactions (the Petrov-Morales Corporation or theReclaimers), one of the alien factions (theXLanthos or the Bioformed), or even themindless automatons the Salvagers.

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    The Basics

    MODEL TERMINOLOGY

    Throughout this rulebook we will be referencing

    the miniatures that you use on the battlefield inseveral ways.

    It is important to note which way they arereferenced, as a rule could be referring toindividual models, or groups of models.

    The terminology used in this rulebook is asfollows:

    ModelA single miniature, mounted on a roundbase (usually 30mm for infantry sized models),

    whether part of a squad or not.

    SoloA model that operates on its own, and isnot part of a squad.

    SquadA group of models that act together.Models cannot join or leave squads at any point inthe game, and always count as being part of theiroriginal squad no matter how far away they are.

    Squad LeaderOne model in each squad ischosen by the controlling player to be the SquadLeader at the beginning of the game. If thismodel dies, then another model is chosen by thesame player to become the new Squad Leader.

    Squad MemberAny model that is part of asquad is a member of that squad.

    UnitA solo or a squad. Every solo is its ownunit, and every squad forms a single unit.

    Placeholder for some pictures

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    DICE & MEASUREMENTS

    Dice

    Dark Potential requires the constant use of normal

    six-sided dice (short formed to d6)to determinethe outcomes of pretty much every situation. Thiscould include shooting, attacking in close combat,morale tests, wounding, or anything else thatneeds to be decided with a bit of chance.

    Basic Measurements

    All measurements in this rulebook are in inches.If you want to convert to the metric system simplymultiply any measurements by 2.5. If you want tokeep this simple then just multiply them by 2.

    This will change how the game plays.

    Dark Potential is played using heroic scale 28mmmodels, with most of the infantry sized models onround 25mm bases. Using different size bases

    would change the balance of the game, so isforbidden in competitive play (of course you can

    do whatever you want in friendly play).All distances can be pre-measured at any time. Thatmeans that you can measure any distances of anytwo objects (or arbitrary spaces) at any time.

    Distances are measured from the edge of the baseof a miniature to the edge of the base of anotherminiature (or to the edge of a terrain feature,objective, or anything else you might be measuring

    to). If there is a height difference, then you musttake this into consideration by measuring thereal distance by having the one end of themeasuring tape at the level of the one object, andthe other at the level of the other object. Thismeans that you might be measuring at an angle

    from the ground.

    The distance between two squads is the distancebetween the two closest squad members, althoughRanged Attacks use a different measurement (seeRanged Attacks).

    Rolling d3s

    If at any point you are told to roll a d3, simplyroll a d6, halve the result, rounding up.

    So a 1-2 would be a result of 1, a 3-4 would be

    2, and a 5-6 would be a 3.

    Rolling 2d6

    Another common dice roll that you will beasked to make is to roll 2d6.

    To do this, simply roll two six sided dice andadd their results together, getting a result from2 to 12.

    Picture to show how to measure distances

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    THE BATTLEFIELD

    Most games of Dark Potential will be played on a4 x 4 board. You can feel free to change this to

    whatever size you want, but you will find that the

    distances will work best on a 4 x 4 board in astandard size game.

    Dark Potential is meant to be played with a lot ofterrain, some of it with multiple levels (such asruins or hills). Terrain (and therefore cover) playsa significant role in this game, so if you use toolittle of it you will find that ranged attacks will betoo effective, and close combat squads will not beable to do their work at all.

    As a general guideline, if all terrain features were1 x 1, you should have about eight of them on

    the board. In reality you are going to want to havea mixture of large terrain pieces, smaller terrainpieces, as well as linear obstacles like broken

    vehicles, barrels, and hedges.

    In essence there shouldnt be many places on theboard that have more than 8 between terrainfeatures. Models should be able to move fromcover to cover for the most part.

    Of course you are free to set up the boardhowever you like, but be aware that this game was

    designed to include a lot of terrain features.

    Line of Sight

    Most attacks require that the attacking model cansee the target model.This is what we call lineof sight.

    For the most part, if a line can be traced from onemodel to another without any obstructions, thenboth models have line of sight to each other. Thiscan be difficult to tell sometimes, requiring you tobring your eyes down to the viewpoint of themodel.

    Sometimes it will still be hard to tell, so playersshould either agree, or roll a die to determine ifthere is line of sight.

    Models do not block line of sight to other models,but do provide a cover bonus (see the Ranged

    Attacks section).

    Line of Fire

    Line of fire is like line of sight, with the followingexception:

    A models line of fire can be traced through Areaof Effect (AOE) templates that block line of sight.For example, if a cloud of gas blocks line of sightbetween two models, the one model still has Lineof Fire to the other model.

    AOE templates and other line of sight blockingeffects will be discussed later.

    Area Terrain

    Area terrain is terrain that covers an area of theboard. These are usually forests.

    A normal forest would be much thicker than whatis normally portrayed on the board, but for ease ofuse it is usually made with far less trees to allowmodels to move through.

    To make up for this, a model is considered to bein the forest (or whatever the terrain is) if it is atleast partially inside the footprint of the terrain.

    The footprint is often the base that the terrain ismade on, however the players should agree to thisbefore the game begins.

    Not all terrain that has a footprint is area terrain.For example, a building is not normally areaterrain.

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    ATTRIBUTES

    Model Attributes

    Every unit will have a set of attributes that define

    how it moves and interacts with other units.

    The attributes are as follows:

    Movement (Mv)Defense (Df)

    Armor (Ar)Strength (St)

    Attacks (At)Ranged Attack (Sh)Close Combat (CC)Perception (Pr)Morale (Mr)

    Wounds (Wo)Command Points (CP)Points (Pt)

    Movement (Mv)

    The movement of a unit represents how fast it canmove across the board. Typically a model canmove a number of inches equal to its Movementattribute. This will be affected by things such asdifficult terrain, climbing, or other special actions.

    Defense (Df)

    The Defense of a unit represents how hard it is tohit at ranged and in close combat. This couldrepresent a variety of things, such as the agility ofthe model, the size of the model, or even thespeed of the model.

    Armor (Ar)

    The Armor value of a unit determines how hard itis to wound models from that unit. Models armed

    with heavy armor will typically have higher Armorvalues than those armed with lighter armor.

    Strength (St)

    The Strength of a unit is their hitting power inclose combat. This does not affect any rangedcapabilities.

    Attacks (At)

    Not all soldiers will be as effective at dealing withmultiple foes as other soldiers. The Attacksattribute represents the maximum number of hits

    a single model can inflict in close combat.

    Ranged Attack (RA)

    The Ranged Attack attribute represents themarksmanship of a unit, in other words, how wellthey can hit a target. The higher the attribute, themore easily the unit can hit agile targets or targetsthat are further away.

    Close Combat (CC)

    The Close Combat attribute demonstrates theeffectiveness of the unit in, well, close combat!The higher this attribute, the more easily a unitwill be able to hit its foes in melee.

    Perception (Pr)

    The Perception of a unit shows how good they areat spotting hidden dangers, from cloaked orcamouflaged enemies to hidden traps.

    Morale (Mr)

    In the survivalist world of Dark Potential everyperson counts. The average combatant will run atthe first sign of trouble, while more battlehardened veterans will stick around a lot longer.

    The Morale of a unit represents how likely theyare to break when they fall under fire.

    The Morale characteristic is also used as a modelsCommand Range (in inches).

    Wounds (Wo)

    The Wound attribute of a model represents howmuch damage it can take before it is dead ordestroyed. Most infantry have one wound. Solostend to have three wounds. Commanders tend tohave five or more wounds.

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    Command Points (CP)

    Working together is key to survival. Almost everyunit will have at least one Command Point, whichcan be used to help make their rolls moreaccurate, and to take special actions.

    Points (Pt)

    In order to balance an engagement between twoarmies, every single unit costs a certain number ofPoints. Solos cost their Points value to bring intobattle. Squads will have two Points values (e.g.30/10). The first number is the cost to purchasethe first three squad members. The secondnumber is the cost to purchase additional squadmembers, up to a maximum of six.

    Limit (Lm)

    This is the number of this type of unit that youcan bring per 500 point game. If this is listed as C(Character) then you can only bring 1 of this unit,no matter how big the game is. If this is listed asU (Unlimited), then there is no limit to how manycan be brought.

    Weapons and Gear

    Units will also be given weapons and other gear.

    Each piece of gear will have rules explaining howit works. Weapons will have the followingattributes:

    Range (Rn)Strength (St)

    Area of Effect (AOE)Rate of Fire (RoF)Dark Matter Powered (DM)

    Type

    Range (Rn)

    The Range of a weapon is how far it be fired whilestill remaining accurate. Weapons can be firedbeyond their Range attribute, but penalties willapply.

    Strength (St)

    The Strength of a weapon represents its hittingpower, much like the Strength of a model is usedin Close Combat.

    Area of Effect (AOE)

    Some weapons dont just hit a single target, butexplode to hit all nearby targets as well. These

    weapons will have the Area of Effect attribute,which represents the size of the template used, asdetailed in the Ranged Attack section.

    Rate of Fire (RoF)

    Certain weapons will fire faster than others. TheRate of Fire of a weapon determines themaximum number of hits it can inflict at range.

    Dark Matter Powered (DM)

    If a weapon uses a dark fusion power source, oruses dark matter to produce its effects, then it willhave a Y (Yes) in this attribute. If it doesnt itwill have a N (No).

    Type

    All weapons have at least one type. They areStandard, Ballistic, Energy, and / or Flame. A

    weapon can have more than one type.

    Attribute Tests

    Most actions in Dark Potential are made withattribute tests. To perform an attribute test, aplayer must roll 2d6 and compare it with a targetnumber. The target number will be the attributethat he is using (e.g. Ranged Attack for a rangedshooting attack), minus any penalties (e.g. theDefense of the target), plus any bonuses (e.g. theSquad bonus). If the result is equal to or less thanthe modified attribute, then the roll is successful.

    Sometimes it is important to know the margin ofsuccess (or failure) of a roll. The Margin ofSuccess of a roll is how far below the target wasrolled. The Margin of Failure of a roll is how farabove the target was rolled. It is possible to havea Margin of Success of 0.

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    The rules will explicitly state when it is importantto know the Margin of Success or Failure.Otherwise, you can ignore this calculation.

    A roll of a natural double six is an automaticfailure (even if it was a reroll), and no Command

    Points can be used to modify it or reroll it (welltalk about Command Points later). If an attributetest would normally be impossible because of thepenalties (e.g. it requires 1 or less to succeed), anatural double one will always count as anautomatic success with a Margin of Success of 0.

    Example: A unit fires its ranged weapon at a target. TheRanged Attack of the attacking unit is 11, and theDefense of the target unit is 2. Assuming no otherpenalties the attacking unit will need to roll 112 = 9 orless on 2d6. The player rolls 2d6 and gets a total of 6,

    which means he had a Margin of Success of 96 = 3. Ifhe had rolled a 10, the Margin of Failure would be 109= 1. If he rolled a 9, then the roll would be successful,with a 0 Margin of Success.

    Place holder for illustration

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    Game Turns

    This section will go over the main rules of how toplay Dark Potential.

    Player Turns and Game Rounds

    In this rulebook, whenever you see the wordturn you can safely assume it means the currentplayers turn. This rulebook will use the wordround to denote a game round (i.e. both playersget one turn to a round).

    THE PLAYER TURN

    Each player turn has the following phases:

    1. Clean Up Phase2. Command Point Phase3. Activation Phase

    Clean Up Phase

    All effects that occur during the Clean Up Phaseoccur now.

    These include:

    Removing AOE Effects

    Remove all AOE effects (e.g. Gravity Mines,Smoke Grenades, Flame Launcher AOEs) ownedby the current player. These effects now expire.

    Other Events

    Some special effects will specify that they endduring the Clean Up Phase. Take care of thosenow.

    Command Point Phase

    Every unit that is not broken regenerates anumber of Command Points equal to half of theirbase Command Points rounded down (with aminimum of one). This cannot take them abovetheir base Command Points.

    A squad that is reduced to only one member canno longer regenerate Command Points, but canuse any that were already present.

    Example: A unit with base 5 Command Points wouldnormally regenerate 5 / 2 rounded down = 2 CommandPoints. However, this cannot take it above 5 CommandPoints. A unit with base 1 Command Point wouldregenerate 1 Command Point, but not if it already has 1Command Point.

    Activation Phase

    The player activates his units in whatever order hechooses.

    When a unit activates, it performs the following inorder:

    1. Resolve any special rules that can occur assoon as the unit activates (e.g. revealing astealth unit).

    2. Make any applicable passive Perceptionskill checks.

    3. Receive Tactical Manoeuvre Orders (ifapplicable).

    4. Move.5. Action.

    All members of a squad must activate together,even if they are not in command range of thesquad leader. The entire squad must completeeach step before moving onto the next (i.e. they allmust move before taking actions).

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    MOVEMENT

    A model can move up to its Movement statistic ininches. It doesnt have to move its full distance,and can even choose not to move at all (which is

    required to fire certain weapons).

    A model may move into base contact with anenemy model at any time.

    When a squad moves, at the end of theirmovement every member must be withinCommand Range of the squad leader. If anymembers of the squad start their activationoutside of the Command Range of the squadleader, they must use their move to try and getback into Command Range, using as much oftheir movement as possible (although they can

    stop once they are in Command Range). If theycannot get into Command Range they cannotperform any other actions.

    Difficult Terrain

    Some terrain will slow down movement. It isimportant that players agree beforehand what willcount as difficult terrain on the board.

    When moving through difficult terrain, each inch

    of movement costs two inches. Only modelsmoving through the difficult terrain suffer thispenalty.

    Example: If a model has a Movement attribute of 6, andhas 3 of clear space in front of him, followed by 1 ofdifficult terrain, followed by more clear space, the model canmove forward 3, then use 2 of its movement to move

    through the 1 of difficult terrain, and then move 1 furtherwith its final inch of movement.

    Running

    A unit can declare that it is running before it

    makes its movement.

    If a unit is running, then its Movement stat isdoubled for the duration of the move. All otherfactors are still applied (e.g. Difficult Terrain,scaling cliffs).

    A unit that has run cannot make any actions,including those granted by other means (e.g. the

    Weapon Expert special rule).

    Normally the entire unit must either run or not

    run. The only exception to this is when a modelstarts out of Command Range. If it does, it maychoose to run, even if the rest of the squad doesnot.

    Scaling cliffs / walls / any other verticalobstacle

    A model can move straight up (or down) at thecost of 2 per 1 of height. The model still needsto pay the 1 of movement to move onto theground at the top of the cliff (or ledge, or

    whatever is up there).

    If a model does not have enough movement leftto get onto the ground, then the model cannotmove up the cliff in that movement.

    Example: A model with a Movement attribute of 6 facinga cliff that is 2 high will have to use 4 of its 6 ofmovement to go straight up the cliff, and then 1 to moveonto the cliff. If the model is more than 1 away from thecliff it will not be able to go up it as it will not have the 4left to go upplus the 1 to move onto the cliff

    Linear Obstacles

    A linear obstacle is any terrain piece that is lessthan 1 high and less than 1 thick. Playersshould agree on what counts as a linear obstacle inthe game.

    Models treat linear obstacles as difficult terrain,except that it costs exactly 1extra to move over

    Forfeiting Movement

    Some special rules (e.g. Move and Shoot, Heavy)require you to forfeit your movement to gain abonus, make an attack, or take a specific action.

    This is always referring to the initial movementduring the units activation. This initialmovement can only be forfeited once.

    A unit that forfeits its movement is consideredto have moved 0 for the purpose of mechanicssuch as Overwatch.

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    the obstacle. In other words, it counts as movingthrough 1 of difficult terrain.

    Leaving Combat

    If a model leaves combat (i.e. moves out of base

    contact with an enemy model that has a closecombat attack), then any enemy models that werein base contact with the model that are no longerin base contact with that same model get a freeclose combat attack against it.

    This is a normal Close Combat Attack (i.e. it stillgets its full number of Attacks), but the attackergets a +2 to his Close Combat attribute torepresent the lowered defense of the modelleaving combat.

    If the model that gets the free attack is part of asquad, do not apply any of the squad bonuses tothis attack.

    Falling

    Any model that is forced over a cliff or outside ofa building that falls at least 3 may suffer damage.

    For every 3 that the model falls (rounding up) itsuffers a Strength 3 hit, ignoring armour. Thisdoes not cause a Morale test to be taken. If themodel is killed and it is part of a squad, only thismodel can be removed as a casualty (where usuallythe owning player can choose which model isremoved).

    Jumping

    A model can use up to half of its movement tojump across from one ledge to another, as long asthe target ledge is at the same height or lower thanthe starting ledge. If the target ledge is at least 3lower than the starting ledge then the modeljumping will take falling damage as described

    above.

    A model can also jump across open ground,treating it as a jump from one ledge to another,but ignoring any non-gravity difficult terrain fromthe start of the jump to the finish.

    Immediately after the jump is finished theMovement is complete.

    Example: A model that has a Movement stat of 6 couldmove 2, and then jump up to 3. After it has jumped itcannot move any further. It could also have moved 3 andthen jumped 3.

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    ACTIONS

    Each unit can make one action in their activation,after they have completed their movement, aslong as they didntrun. These actions include:

    1. Ranged Attack.2. Close Combat Attack.3. Charge.4. Overwatch (requires Command Point)5. Combat Ready (requires Command Point)6. Active Perception Check.

    Models in the same squad must all take the sameaction, except in the case of models outside of lineof sight when making Ranged Attacks (see below),or models using grenades or mines (see SpecialEquipment below).

    Ranged Attack

    If a unit has a ranged weapon it can choose atarget unit in line of sight and fire at it. If the unithas multiple ranged weapons in its profile it mustdeclare which one it will use (it can only chooseone). All special rules and penalties from that

    weapon will be applied in the Ranged Attack roll.

    A unit that is engaged in close combat cannotmake a Ranged Attack. This includes squads

    where only some members are in base contactwith an enemy model.

    In order to see if the attack was successful theplayer must make a Ranged Attack test, using theRanged Attack attribute of the unit that is firing,

    with the following modifiers:

    1. The Defense of the target (as a negativemodifier).

    2. The distance penalty.3. Cover penalties (if applicable).4.

    Units in the way penalty.5. Squad bonuses.

    Distance Penalties

    Unless otherwise specified, every weapon has aninfinite range. However, the farther away thetarget is, the harder it will be to hit.

    Every ranged weapon has a Range attribute, whichdetermines the effective range of this weapon. Ifthe target is within this range, then there is nodistance penalty. However, if the target is fartheraway, then the distance penalty goes up by 1 forevery number of inches equal to the Range of the

    weapon that the target is away (rounding up).

    Example: If the Range of the weapon is 8, then thedistance penalties would be as follows:

    Distance to Target Distance Penalty5 08 09 -116 -117 -225 -3

    If a squad is firing, use the distance from theclosest target enemy model (in Line of Sight to atleast one of the models participating in the attack)to the farthest friendly model that is participatingin the attack.

    Example: Fred is firing with a 5 man squad at Joes 4man squad. The model that is farthest in the back of the 5man squad is 23 from the enemy model that is closest tothe friendly squad, so Fred will use this range to determinemodifiers.

    Models in a squad can choose not to participate inthe Ranged Attack.

    Rate of Fire and Number of Hits

    With any attack it is not only important to succeedin the roll, but it is also important how much yousucceed by.

    The number of hits inflicted by the Ranged Attackis equal to the Margin of Success of the Ranged

    Attack test. If the Margin of Success of the

    Ranged Attack is 0, then one hit is inflicted, butwith a -1 Strength penalty.

    The maximum number of hits a unit can inflict isequal to the number of models in the unit (this

    will be 1 for any solo) multiplied by the Rate ofFire of the weapon being used.

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    Example: Jack decides that his squad of 3 soldiers willfire at another squad. After all the modifiers it requires a9 or less to hit. The squads weapons have a Rate of Fireof 2. Jack rolls 4 on 2d6. This gives him a Margin ofSuccess of 5, so 5 hits are inflicted. If he had rolled a 2, hewould normally inflict 92 = 7 hits, but since there is a

    maximum of 3 squad members x Rate of Fire of 2 = 6hits, only 6 hits would be inflicted. If he had rolled a 9(Margin of Success = 0), then only one hit would beinflicted, and it would suffer a -1 Strength penalty.

    Cover Penalties

    If the target is partially obscured by terrainfeatures, or if it is inside of area terrain, then there

    will be a cover penalty to the attackers RangedAttack test.

    The penalty depends on the nature of the cover.Light cover (such as trees or other vegetation) willnormally provide a -1 cover penalty, whilemedium cover (the majority of hard objects) willprovide a -2 cover penalty.

    Particularly heavy cover (such as the target beingbehind a window in a building) will normallyprovide a -3 cover penalty. Players should agreebeforehand what cover penalties various terrainpieces will grant.

    A model gets the full cover bonus only if at leasthalf of the model is obscured. If less than half ofthe model is obscured, then cover penalty isreduced by 1, to a minimum of 1 (i.e. -1). Asquad receives the cover bonus if at least half ofthe members of the squad are in cover in relationto the attacking unit. If this is hard to determine(i.e. players cantagree if they are or are not incover) then reduce the cover bonus by 1.

    Any cover that the attacking unit is in base contactwith (e.g. a linear obstacle, the wall at the side of awindow) will not usually count as a cover penalty.

    However, line of sight still needs to be drawn inorder for the attacker to make a ranged attack.

    If there is more than one cover penalty betweenthe attacking and defending unit, only use theheaviest penalty. They never stack.

    Units in the Way

    If when checking line of sight one or more units(friendly or enemy, but not including models fromthe same squad) are partially blocking the viewfrom the attacking unit to the target unit, then thetarget unit will be harder to hit.

    This only applies if models from the unit areactually blocking the true line of sight from theattacking model, and not if the shot is goingbetween models.

    For each unit partially blocking line of sight the

    Ranged Attack test receives a -1 penalty.

    In order for a target squad to get this bonus thesame conditions must apply as for cover, namelythat at least half of the squad must be obscuredfor this penalty to come into effect.

    Squads and Squad Bonuses

    A squad always fires together, all targeting thesame unit. Only those that have line of sight tothe target can participate in this action. Anymodels not in line of sight cannot perform anyother action, except where stated otherwise (e.g.throwing grenades).

    When a squad fires at a target it receives a bonusto its Ranged Attack equal to the number of squadmembers participating in the attack, even if this isonly 1.

    Illustrative Example for Cover

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    Example: If 4 members of a squad were to fire, and theirRanged Attack skill was normally 11, they would add abonus of 4 to their skill of 11 for a total of 15, and thenapply all the other modifiers and bonuses as usual.

    Shooting Into Close Combat

    Units in Close Combat (including Squads whereonly some members are in Close Combat) cannotbe targeted.

    AOE (Area of Effect) Weapons

    Any weapon that has an AOE will be fired slightlydifferently.

    An AOE weapon always targets an individualmodel, and never a full squad. This means that

    cover is only determined against the single model,even if the rest of the squad is in cover. Thecontrolling player rolls to hit as normal. If the hitis successful, then center the AOE directly overthe target.

    If the Ranged Attack fails, center the AOEdirectly over the target, with the arrow facingdirectly away from the attacker, and then roll fordeviation. This is done by rolling 1d6 todetermine direction (refer to the deviationtemplate for direction), and then a number of d6equal to the distance to the target divided by theRange of the weapon, rounding up.

    The deviation template is as follows:

    Example: If the Range of the weapon is 8, then if themodel is 5 away and misses, the AOE will deviate 1d6.If it is 16 away, it will deviate 2d6. If it is 25 away,it will deviate 4d6.

    Weapons that use AOEs will have two Strengthvalues, labeled as Strength A/B.

    Any models directly under the hole in the centerof the AOE are hit at Strength A, while othermodels touched by the AOE and at the same level

    as the AOE are hit at Strength B.

    All hits from an AOE happen simultaneously.

    Spray Weapons

    Weapons with the Spray special rule are fireddifferently.

    To fire a spray weapon, nominate a target unitwithin 8. Each member of the attacking unitplaces the spray template so that the small end is

    touching its own base, and the line in the middleof the spray template is overlapping an enemymodel from the target unit (If there is no modelsfrom the target unit in range, then project animaginary line from the spray template. This linemust touch a model from the enemy unit). Thetemplate may not touch any friendly models. Anymodel that cannot comply with these rules simplydoes not participate in the Ranged Attack.

    After you have placed the spray template, countthe total number of models from the target unit.Repeat this for each attacking model and add upthe results. The end result is the maximumnumber of hits that the attacking unit can inflict.

    If the nearest enemy model from the target unit iswithin 4 of all models from the attacking unit,the weapon gains a +2 Strength bonus, and thefiring unit gains a +2 to their Ranged Attack.

    If more than one enemy unit is covered by any ofthe spray templates, then make a separate Ranged

    Attack for each unit affected, with the maximumnumber of hits being the number of models from

    that unit under the spray template(s) placed.

    1

    2

    3

    4

    5

    6

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    Wounding

    If the attacker successfully hits its target, it thenrolls to determine how much damage it inflicts.

    To do this, roll a number of d6 equal to thenumber of hits inflicted, and compare each one tothe Strength of the weapon minus the Armor ofthe target. For every die that is equal to or belowthe modified Strength, a wound is inflicted.

    Example: A squad fires at a target and scores 3 hits.The weapons fired have a Strength of 5, and the Armorattribute of the target is 2, so the attacking player needs toroll 5-2 = 3 or less to wound the target. The player willroll 3d6 (one die for each hit), and every 3 or less will countas a wound.

    Removing Casualties from Squads

    If a squad is wounded, then the defending playerremoves a number of models from the squadequal to the number of wounds inflicted, alwayschoosing a model that is closest to the attacking

    unit (even if it is out of line of sight). If morethan one model is the same distance from theattacking unit, then the controlling player decides

    which is killed. If a model with multiple woundsis hit, then keep track of how many wounds areremoved. Once the model has only 0 woundsremaining, the model is removed as a casualty.

    If a squad is hit by an AOE attack, then determinewhich model is closest by measuring from thecentre of where the AOE hit (i.e. if it deviated,then this would be after the deviation).

    Close Combat Attack

    If a unit has at least one member in base contactwith an enemy model you can choose to have itmake a Close Combat attack as its Action. If theunit has multiple close combat weapons it mustdeclare which one it will use (it can only chooseone). All special rules or penalties from that

    weapon will be applied in the Close Combat test.

    In order to see if the attack was successful the

    player must make a Close Combat test, using theClose Combat attribute of the attacking unit, withthe following modifiers:

    1. The Defense of the target (as a negativemodifier).

    2. Squad BonusesSquads and Squad Bonuses

    Members of a squad will attack those enemies theyare in base contact with. Only those that are inbase contact with the target unit can participate in

    this action. Any members not in base contactcannot perform any other action, except wherestated otherwise (e.g. throwing grenades, moving

    when out of Command Range).

    When a squad attacks a target it receives a bonusto its Close Combat test equal to the number ofsquad members participating in the attack againstthat unit, even if there is only one squad member.

    Illustration for Spray Weapons

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    Example: If 2 members of a squad were to attack anothersquad, and their Close Combat attribute was normally 10,they would add a bonus of 2 to their skill of 10 for a totalof 12, and then apply all the other modifiers and bonusesas usual.

    Multiple Combats

    If a solo is in base contact with more than oneother enemy unit, it must choose which one toattack.

    If a squad is in base contact with more than oneenemy unit, then its attacks are split according to

    who they are in base contact with.

    Example: If a squad of 5 is in close combat, but 3 are in

    base contact with one enemy solo, and the other 2 are inbase contact with another enemy squad, then the first 3squad members would attack the one enemy solo (with a+3 Squad Bonus), and the other 2 would attack the enemysquad (with a +2 Squad Bonus). Each attack is treatedseparately.

    Number of Attacks and Number of Hits

    With any attack it is not only important to succeedin the roll, but it is also important how much yousucceed by.

    The number of hits inflicted by the Close Combatattack is equal to the Margin of Success of theClose Combat test. If the Margin of Success ofthe Close Combat Attack is 0, then one hit isinflicted, but with a -1 Strength penalty.

    The maximum number of hits a unit can inflict isequal to the number of models in the unit (this

    will be 1 for any solo) multiplied by the Attackattribute of the unit.

    Example: Jack decides that his squad of 4 soldiers willattack another squad. They are all in base contact withthat squad. After all the modifiers it requires a 10 or lessto hit. Jack rolls 8 on 2d6. This gives him a Margin ofSuccess of 2, inflicting 2 hits in total. The squadsAttackattribute is 1, so no more than 4 hits could have beeninflicted. If he had rolled a 2, he would normally inflict 102 = 8 hits, but since there is a maximum of 4 squadmembers x Attack attribute of 1 = 4 hits, only 4 hitswould be inflicted. If he had rolled a 10 (Margin ofSuccess = 0), then only one hit would be inflicted, and itwould suffer a -1 Strength penalty.

    Wounding

    See Woundingin the Ranged Attacksection.

    Fighting over Linear Obstacles

    If a unit has enough Movement to get into basecontact with an enemy model, but in so doing oneor models would have to be balanced on a LinearObstacle, simply place those models on the otherside of the Linear Obstacle and count them asbeing in base contact for all purposes of theattack.

    Illustration for multiple combat example

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    Charge

    A Charge action allows a unit to cover moreground and make a Close Combat attack.

    A unit performing a Charge can move up to half

    of its Movement attribute (the movement isslowed by difficult terrain). If it is in base contact

    with an enemy after this movement it can thenmake a Close Combat Attack, as detailed above.

    If a unit was already in base contact with anenemy unit, then it cannot charge. It can stillmake a normal Close Combat Attack.

    Squads and Charges

    All members of the squad must charge together.

    However, they can charge different targets, as longas each squad member stays within CommandRange of the squad leader. Any models not inCommand Range after they charge may notparticipate in a Close Combat Attack, even if theyare in base contact with an enemy model.

    A squad can only declare a charge if all of thesquad members are not in base contact with anenemy model.

    Overrun

    Any unit that charges has the Overrun SpecialRule until the end of its activation (see the SpecialRules section).

    Overwatch

    Overwatch is a special action that allows a solo toforgo making a Ranged Attack during itsactivation, and instead allows it fire during theenemys turn.

    A solo can choose to go on Overwatch byspending a Command Point (see the CommandPoints section for more information on how tospend Command Points). Place a 90 degree arctemplate anywhere in base contact with the model,

    with the small end of the arc touching the base ofthe model.

    This limited 90 degree arc is the only line of sightthe unit may trace while on overwatch. Duringthe enemys turn if any model activates and movesduring its normal movement (whether it runs ornot, but not during a jump) in line of sight of thismodel this model can interrupt that movement

    (i.e. stop the model at any point of its movement)anywhere within this line of sight and make aRanged Attack. If the model is part of a squad,then that would effectively interrupt the rest oftheir movements as well.

    If the model survives the attack, it can finish itsmove as normal.

    Alternatively the player controlling the model onOverwatch can wait until the entire unit hasfinished its movement (including not moving at

    all), and then decide to make a Ranged Attack solong as the enemy unit is still a viable target.

    If a unit is hit by an attack from a Solo onOverwatch, and then subsequently fails its Moraletest, its activation immediately ends.Once a model on Overwatch fires, its Overwatchstate immediately expires. Remove the 90 degreearc template to show this.

    Squads cannot go on Overwatch.

    Interrupting Overwatch

    A model will immediately lose its Overwatchstatus if any of the following occur:

    1. The model is hit by a ranged attack.2. An enemy model moves in base contact

    with this model.3. The model has to make a Morale roll for

    any reason and fails.4. The enemys turn finishes.

    Move or Shoot Weapons

    If a weapon has the special rule Move or Shoot,then the model can only go on Overwatch withthat weapon if they havent moved this activation.

    In other words, a model can only go onOverwatch if it could have normally fired thatactivation.

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    Multiple Weapons

    If a model has multiple weapons, the player mustdeclare which weapon it is using when it first goeson Overwatch.

    Grenades / Mines and Overwatch

    If a model sacrifices its movement to throw orplace a grenade or mine, they immediately countas having moved 0, allowing models onOverwatch to interrupt the action of throwing orplacing the grenade or mine.

    Combat Ready

    Combat Ready is a special action that allows a unit

    to prepare to fight in close combat.

    To enter a Combat Ready state the unit mustsatisfy the following requirements:

    1. It must spend a Command Point.2. It must not already be in base contact

    with an enemy.3. It must not have already made an attack

    by any means.

    When a unit enters the Combat Ready state, eachmodel in the unit may move up to half of its

    Movement attribute (affected by difficult terrain asnormal), just as if it were charging. ThisMovement can bring models into base contact

    with an enemy model, but it does not have to.

    After the unit has moved, place a marker toindicate that they are now in a Combat Readystate.

    If any enemy models move into base contact witha unit in a Combat Ready state, each model in theCombat Ready unit may make one Close Combat

    Attack at the same time as the enemy unit. If theenemy unit does not make a Close Combat Attack(which would be silly, as that would mean they

    would most likely just stand there), the CombatReady unit can still make an attack.

    After these attacks have been made, remove theCombat Ready marker as the unit will no longerbe in a Combat Ready state.

    Interrupting Combat Ready

    A model will immediately lose its Combat Readystatus if any of the following occur:

    1.

    The unit has to make a Morale roll forany reason and fails.2. The enemysturn finishes.

    Illustration for Overwatch

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    Special Rules

    SPECIAL EQUIPMENT

    Grenades & Mines

    In order to place a mine or throw a grenade amodel must forfeit either its Movement or its

    Action. A unit can only use grenades or minesonce per activation. When a squad uses the mineor grenade, one model is designated as using theequipment, and must therefore forfeit itsMovement or its Action.

    If a model from a squad is performing this action,the controlling player can decide if the grenade ormine is placed before or after the rest of the squad

    has either moved (if the model is forfeiting itsmovement) or performed their action (if themodel is forfeiting its action).

    Placing Grenades / Mines

    After a model has been designated, place a 3AOE template with the center of the templateanywhere completely within 6 and line of sight ofthe throwing model. Alternatively you can placethe center of the template anywhere completelywithin 12 of the throwing model (even without

    line of sight, as long as the grenade or minewouldnt have passed a wall into a building, unlessthere is a window), but then you must deviate it1d6 as per the normal deviation rules for AOEs(see the Ranged Attack section). If there is noline of sight to where the grenade or mine wasplaced, then it will deviate 2d6 instead.

    Smoke Grenades

    The Smoke Grenade AOE grants a Level 2 Coverto those units that are in it, as per normal coverrules. Smoke grenades prevent Line of Sight frombeing traced through the area of effect includingup to two inches above the template.

    Any Energy weapons that are fired at a unit thatwould normally gain the Level 2 Cover have theirStrength reduced by 2, even if the unit isbenefiting from better cover. This includes AOE

    weapons that may not be covering some models

    in the smoke grenade AOE, and even AOEs thatdidnt take a cover penalty.

    If for whatever reason a unit is able to see througha Smoke Grenade AOE (such as the XLanthosInfrared Sight), they will still suffer the -2 Strengthpenalty if firing Energy Weapons through theSmoke AOE, unless they are firing an Energy

    Weapon with an AOE. Additionally, any targetthat would normally be obscured by the Smoke

    AOE will be given a minimum Cover Level of 2.

    The smoke grenade will last until the Clean UpPhase of the owning players next turn.

    Gravity / Anti-Gravity Mines

    To place a gravity mine, first declare whether itwill be a Gravity or an Anti-Gravity mine, andthen place it as per the Smoke Grenade rulesabove.

    When ballistic weapons are fired through aGravity Mine AOE, apply an additional -2 Range

    AOE Templates vs Tokens

    It is often difficult to place AOE templateswhen models or terrain are in the way.

    One alternative is to place a token wherethe centre of the AOE would normally beplaced, and then to measure from thetoken to apply any effects.

    For example, for a 3 AOE template youwould measure 1.5 from the token in alldirections (i.e. a 1.5 radius makes a 3diameter template).

    This has the advantage of not requiring themovement of models, but has thedisadvantage of not being as visuallyobvious for the game.

    A mixture of both templates and tokens isusuall best.

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    Attack penalty before rolling. This represents theattacker needing to compensate for theGravitational field.

    A Gravity Mine AOE counts as difficult terrain.Any upward movement while in a Gravity Mine

    AOE is halved (this means it costs 4 to move up1). Fall damage isincreased, causing a Strength 3hit for every 2 fallen rather than the normal 3.

    Additionally, any model that jumps through aGravity Mine AOE will have their jump distancedecreased by 2 for each AOE that is passesthrough. This does not decrease the maximummovement of that model.

    Any upward movement while in an Anti-GravityMine AOE is doubled (this means it costs 1 to

    move up 1). Fall damage is decreased, causing aStrength 3 hit for every 4 fallen rather than thenormal 3.

    Any unit that is partially in an Anti-Gravity MineAOE receives a -2 to their Defense.

    Additionally, any model that jumps through anAnti-Gravity Mine AOE can jump an additional2 for each AOE that it passes through. Thisdoes not increase the maximum movement of thatmodel.

    Overlapping Gravity / Anti-Gravity Mines

    Gravity / Anti-Gravity Mines that overlap willstack. Two or more of the same mine will have amultiplying effect when it comes to movement(where they overlap). Opposite mines will cancelout for all effects (where they overlap).

    No other effects are stacked (e.g. a unit wouldntreceive -4 to their Defense if within two Anti-Gravity Mine AOEs).

    Example: If a model is in the range of two Anti-GravityMines, that model can move up 4 of terrain for the cost ofonly 1. If a model is in the range of anAnti-GravityMine and a Gravity Mine, then the two cancel each otherout.

    Flash Grenades

    Flash grenades are used to disrupt the enemy lines,with the objective of getting into better positionsand causing enemy soldiers to act lesscoordinated.

    A Flash Grenade is placed (or thrown) in the samemanner as the normal rules for Grenades andMines, with one exception: instead of placing a 3

    AOE instead place a small base with its centrewhere the grenade has landed.

    After the base has been placed, two thingshappen:

    1. Models (friendly or enemy) on overwatchwithin 12 and line of sight to the Flash Grenade

    base lose their Overwatch status on a 4+.

    2. Units (friendly or enemy)within 3 of the basewith at least one model with line of sight to thebase lose one Command Point on a 4+.

    After all possible effects are resolved remove theFlash Grenade base.

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    COMMAND POINTS

    Probably one of the most central parts of playingDark Potential will be dealing with CommandPoints.

    Command Points are resources given to mostunits that allow them to perform special actionsand manipulate dice rolls. It is important to learnhow to manage Command Points, as being caught

    without any at a critical moment could lose youthe game.

    Who can use a models Command Points?

    Only the unit that has the Command Points isallowed to use those Command Points.

    If the model has the Commander special rule,then any other friendly units can use its CommandPoints at any time for any purpose as long as theyare within Command range of the Commander(which is equal to the Commanders Morale ininches).

    A squad can use Command Points from aCommander if any member of the squad is in theCommand Range of the Commander.

    Command Point Uses

    Command Points can be used to do any of thefollowing (although certain options can only beused during a unitsactivation):

    1. Perform a special action (see theActionssection for more details).

    2. Perform a Tactical Manoeuver.3. Reroll any roll made by the controlling

    players unit(can repeat).4. Modify the results of a die roll made by

    the controlling players unitup or downby one (can repeat).

    In the case of rolling to Wound, each d6 counts asa single roll, so any Command Point uses wouldonly affect one of the dice.

    Tactical Manoeuver

    Before a unit starts to move, a Tactical Manoeuvercan be declared. A single Command Point mustbe spent for this. Any members of a squad withinCommand range of their squad leader will benefit

    from this.

    A Tactical Manoeuver helps to counterOverwatch. A model that is moving under theeffect of a Tactical Manoeuver cannot beinterrupted in its movement. However, once theunits movement is complete, an enemy model onOverwatch can choose to fire at the unit, if it isstill within line of sight and in the 90 degreeOverwatch arc.

    This is used to help move from cover to cover as

    the model on Overwatch is unable to fire untilafter this movement is completed.

    Modifying Dice Rolls

    A player can use Command Points to modify thedice rolls of his units.

    However, only Command Points from a unit (or anearby model with the Commander special rule asspecified above) can be used to modify rolls madeby that unit.

    This means that certain rolls, such as fallingdamage, cannot be modified, as they are not rolledby any specific unit.

    Rolls that can be modified include:

    1. Ranged and Close Combat Attacks.2. Deviation direction and distance.3. Rolls to wound.4. Morale tests.5. Any attribute test.

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    STEALTH

    Some units have the special ability to go intostealth mode, whether from naturalcamouflaging abilities, technological

    manipulations, or anything else. No matter how itis produced, the rules are the same.

    Stealth Level

    When a unit has the Stealth special rule it will belisted Stealth # on that unit's profile. Thenumber listed is the Stealth Level of the unit. Thisdetermines two things:

    1. How many false bases the controllingplayer can place (equal to the StealthLevel of the unit).

    2. How far those bases can stray from eachother.

    Stealth Bases

    When deploying a unit with Stealth, instead ofplacing the unit, the controlling player can chooseto start them in Stealth mode, placing a number ofempty bases (but marked to be distinct from eachother, such as with numbers or colors) anywherein his deployment zone, but within the prescribedcoherency distance below. Every stealth base

    should be distinct from every other stealth baseon the board, but it is not necessary to informyour opponent as to which stealth bases belong to

    which unit, if you have more than one unit withthe Stealth special rule.

    The player secretly chooses and writes downwhich base represents the actual unit, and whichare decoys for that unit.

    A stealth base can move as normal, but cannotrun or take any other actions. It is subject to

    difficult terrain as normal. If the base would beattacked for any reason (such as being hit by anAOE template), the controlling player eitherchooses to remove the base from play, or toreplace it with the actual model if it is the baserepresenting that unit.

    An enemy player cannot target a stealth base withany attacks.

    Stealth Coherency

    The false bases must stay within a certain distanceof each other, equal to the Stealth Level x 3 ininches. All bases must be connected continuously

    within this distance, creating one long chain ofbases.

    If at the end of the Stealth models activation anyof the bases are out of coherency, the controllingplayer must choose one base and remove it fromplay. This is repeated until all the bases are incoherency.

    Revealing

    A player can choose to reveal a unit with theStealth special rule when they first activate.

    When a player reveals which base is the actualunit, simply replace that base with the model if itis a solo. If it is a squad, then place the squadleader in place of the stealth base, and then placeall other members of the squad within 1 of theleader, but not in base contact with enemymodels, or inside of impassable terrain. Anymodels that cannot be placed are destroyed. If thebase no longer exists, then the unit is counted as

    destroyed and the rest of the bases are removedfrom play.

    All other stealth bases are then immediatelyremoved.

    Illustration of Stealth Coherency

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    Forced Revealing

    A stealth base is forced to be revealed if any of thefollowing occur:

    1. The opposing player has a unit that passesa Perception check to reveal thatparticular base.

    2. The stealth base is hit with an AOE andtakes damage.

    3. The stealth base is forced to take a Moraletest and fails.

    If a stealth base is hit with an AOE or is requiredto take a Morale test, the controlling player eitherchooses to remove the base from play, or toreplace it with the actual model if it is the baserepresenting that unit.

    If a unit is revealed during its activation then itsactivation immediately ends.

    Perception Tests

    An opposing player can attempt to discover whatis underneath a Stealth base if a unit is in line ofsight by performing a Perception test. These areperformed at three times:

    1. Automatically when a unit activates as aPassive Perception test.2. As an Active Perception test (whichrequires an Action).

    3. Automatically when the stealth basemoves in line of sight of an enemy modelon Overwatch (as a Passive Perceptiontest).

    If a unit is in line of sight of multiple Stealth basesit will do an automatic Perception test for everysingle base when it activates. However, if it doesan Active Perception test, it can only attempt todiscover one base within line of sight.

    A unit currently in Stealth mode cannot performPerception tests normally. If the controllingplayer decides to do one anyway, the model isimmediately revealed.

    A Perception test has the following modifiers:

    1. -1 for every 6 away from the base,beyond the first 6

    2. Cover Penalties (exactly like RangedAttacks)

    3. +3 if it is an Active Perception test.If the Perception test is successful, the player whocontrols the bases either removes the base or, if itis the base that represents the model, replaces it

    with the unit as described above in the Revealingsection.

    A squad can only roll once per enemy base in lineof sight, no matter how many squad members cansee it. Use the squad member closest to thestealth base (and in line of sight) to determine therange penalty.

    Activating Stealth

    A unit that has been discovered can choose toreactivate its Stealth mode at the beginning of itsactivation, before it moves. To do this, replacethe solo or squad leader with one of the stealthbases, and then place the rest of the bases in basecontact with the first one. Any bases that cant beplaced due to nearby models or terrain are simplynot placed. The player then secretly writes down

    which base represents the actual model.

    The model is then able to move as normal, usingthe same rules as above. It cannot choose toreveal itself in the same activation, although itcould be revealed by other means.

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    MORALE

    A unit must take a Morale test immediatelywhenever one of the following occurs:

    1.

    The unit is hit by a Ranged or CloseCombat Attack.2. A friendly unitwithin 6 andin line of

    sight is completely wiped out.

    Note: A unit may end up taking multiple Moraletests in one turn. There is no limit to how manytests they must make. However, once they havefailed one, then there is no need to roll for anymore that turn.

    A unit within Command range of a model withthe Commander special rule can choose to use its

    Morale as its base Morale instead of its own, if theunit with the Commander special rule is notbroken.

    When the unitis hit by a Ranged or CloseCombat Attack

    When a unit is hit by a Ranged or Close CombatAttack it will have to make a Morale roll, whetheror not is suffers any casualties.

    The Morale test is made after rolls to wound have

    been resolved. If any wounds are inflicted, theMorale test will suffer a negative modifier equal tothe number of wounds inflicted.

    Breaking

    If the unit fails a Morale test, then it willautomatically become Broken. Place a token bythe unit to indicate that it is now Broken.

    While a unit is Broken, the following occur:

    1.

    If it is currently activated, its activationimmediately ends.2. It loses all of its remaining Command

    Points.3. It loses the Commander special rule.4. It receives a -4 penalty to its Ranged

    Attack and Close Combat attributes.5. It cannot take Perception tests.

    6. The only actions it can take are RangedAttacks and Close Combat Attacks.

    7. The unit gains the Dug-In special rule.A unit that is Broken cannot voluntarily movecloser to any enemy units. In certain

    circumstances this can mean that the unit will notbe able to move.

    After the unit has completed its next activation, itmust make another Morale test to see if willcontinue to be Broken. It will continue to beBroken until it passes a Morale test at the end ofone of its activations.

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    UNIT SPECIAL RULES

    Agile

    A unit with the Agile special rule ignores the

    effects of difficult terrain, except any that arecreated by gravity AOEs.

    Commander

    A unit with the Commander special rule allowsothers to use its Command Points, as long as theyare within the Command range of the unit withthe Commander special rule (which is equal to themodels Morale in inches).

    A squad can use Command Points from a unitwith the Commander Special Rule if any member

    of the squad is in the Command Range of the unitwith the Commander Special Rule.

    A unit within Command Range of the unit withthe Commander Special Rule can choose to use itsMorale instead of their own.

    Any unit that is broken loses the CommanderSpecial Rule while broken.

    [Extra] Contagious

    A model with this rule is infected with theXLanthos virus. Any non-robotic model that hasthis special rule automatically suffers a Strength 2hit, ignoring armour, whenever they activate. Thishit does not cause a Morale test to be taken.

    Any non-robotic model that starts its activation inbase contact or moves into base contact with amodel with this special rule will automaticallysuffer a Strength 3 hit that ignores armour. If themodel is wounded, it will then have theContagious special rule.

    A model that has the Extra Contagious rule willinfect other models that activate or move within2 of this model.

    Drone

    A model with this special rule will always chooseto perform a Ranged Attack as its action, and will

    always target the closest enemy unit in its Line ofSight.

    Dug-In

    A unit with the dug-in special rule receives a +1

    Defense bonus when it is benefiting from Cover.If an attack ignores Cover for whatever reason, italso ignores the Dug-In special rule.

    Fly

    A model with the Fly special rule ignores anydifficult terrain not created by Gravity Mines. Inaddition, the model can move straight up or indiagonals without any penalty, as long as it ends itsmovement as normal (i.e. with its base on theground). These vertical and diagonal movements

    can be combined with normal horizontalmovements.

    Example: A model with the Fly special rule and aMovement of 7 could move in a diagonal direction of 3on top of a piece of terrain, then move 2 across it, and thenmove another 2 in a vertical direction up to another level.

    Grav Pack

    A unit with this special rule counts as being underthe effect of an Anti-Gravity mine whenever itclimbs, falls, or jumps.

    This will stack with additional Gravity and Anti-Gravity mines.

    Healing #

    A unit with this special rule can heal woundedallies. Anytime a model dies within 6 of thisunit, instead of dying it becomes Critically

    Wounded. A model that is Critically Woundedcannot perform any actions, loses all of itsCommand Points and special rules, but can be

    targeted by enemy units. A model that is CriticallyWounded has +2 Defense, but -1 Armour. If it iswounded again then it is removed as a casualty.

    At the end of a players turn, all CriticallyWounded models owned by that player areremoved.

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    A model with the Healing special rule can use itsAction to attempt to heal a friendly model that itis in base contact with. To do this it must make aHealing roll, with the # of the Healing special rulebeing the Healing skill. Command Points can beused to modify this roll as normal. If it succeeds,

    then the model that it is in base contact with caneither regain one wound, or it can remove theContagious special rule from itself if it has it. Ifthe model was Critically Wounded then it cannotactivate this turn, but regains all of the SpecialRules that it had before becoming Critically

    Wounded. If the model was not CriticallyWounded it cannot gain more wounds than itsstarting value.

    Immobile

    A unit with this special rule cannot voluntarilymove during its activation, but can be moved byother special rules (such as the XLanthosManipulators Dark Manipulator weapon). Amodel with this special rule will always count ashaving forfeited its movement during itsactivation.

    Immunity

    A unit with this special rule is not affected by anyother models or weapons with the Contagiousspecial rule.

    Infrared Vision

    A unit with this special rule can see throughSmoke Grenade AOEs. Any units that wouldnormally be out of the LOS because of the SmokeGrenade count as being in a minimum CoverLevel 2.

    Loner

    A unit with the Loner special rule cannot use

    another models Morale or Command Points.

    Mechanical

    A model with this special rule automatically hasthe Immunity special rule.

    Overrun

    A unit with this special rule that kills one or moreenemy units in Close Combat can move up to halfof its Movement if it is no longer in base contact

    with any enemy models.

    Members of a squad with this special rule can eachmove even if other members are still in basecontact with enemy models.

    This movement is considered another normalmovement, and so is affected by difficult terrainand any other normal movement penalties andbonuses. It does not trigger Overwatch, CombatReady, or any other special effects related tomovement.

    Point Blank

    A unit with this special rule can choose toperform a Ranged Attack at models in basecontact with itself instead of performing a CloseCombat attack.

    Recon

    Any unit with this special rule are deployed afterboth sides have finished their deployment, butbefore the first turn. They can be deployed up to5 further than their normal deployment zone.

    If both players have units with this rule, then theplayer who deployed first must deploy all of hisRecon units, followed by his opponent doing thesame.

    [WEAPON] Expert

    A unit with this special rule may use the specifiedWEAPON as a free action, on top of the normalMovement and Action that the unit normallyperforms. This action is taken either before or

    after the Movement, or after the Action of themodel or squad.

    This does not allow the unit to use the weaponmore than once per activation, nor can the

    weapon be used if this unit chooses to run thisactivation.

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    All rules governing the use of that weapon remainthe same.E.g. A unitwith the Pistol Expert special can fire itspistol before it moves, or after it moves, or after it performsan action. However, it cannot fire the pistol more than onceper activation.

    WEAPON SPECIAL RULES

    Aimed Shot

    When firing a weapon with this special rule, takethe Margin of Success of the Ranged Attack anddivide it by two (rounding down). The result isadded to the Strength of the weapon, to amaximum of +3.

    Beam (#)

    A weapon with the Beam special rule has theability to hit a target and continue straight throughto the next one.

    To fire this weapon draw a straight 1mm thick linethat starts touching the weapon on the firingmodel, and goes until it hits a wall, impassableterrain, or leaves the board edge.

    Every model (note model and not unit) that theline passes through is a potential target. A model

    is affected if the line passes over the base of themodel, but no higher than the models head.

    Starting with the closest model that is touchingthe line, resolve a normal Ranged Attack using this

    weapons profile. If the model is not hit, continueon to the next model (if there is one). If themodel is hit, only continue on to the next model ifthe total number of models hit by this attack isless than the number in brackets (e.g. a Beam (2)

    weapon can only hit two models).

    Charged Shot (#)

    A weapon with this special rule can be fired in oneof two modes, declared by the controlling playerbefore any rolls are made. It can be fired normal,in which case the shot is resolved as normal, or itcan be resolved as a Charged Shot.

    If it is resolved as a Charged Shot, then theweapon receives a Strength bonus equal to thenumber in brackets. However, unless the firingunit forfeited its movement they will suffer a -2 totheir RA. Every participating model from the unitmust have forfeited its movement to not suffer

    this penalty.

    Contagious

    Any models wounded by a weapon with thisspecial rule will have the Contagious special rulefor the rest of the game. Models with theMechanical special rule are not affected.

    Demoralizing

    Any units hit by a weapon with the Demoralizing

    special rule suffer an additional -1 to their nextMorale test.

    Grenade

    A weapon with the Grenade special rule is thrownexactly the same as described in the grenadessection.

    Guided

    A weapon with the Guided special rule has theability to be fired without direct line of sight fromthe wielder. Instead of firing at a target in line ofsight, the weapon can be fired at an enemy unitthat has been successfully hit by a weapon withthe Targeting special rule within the same turn. Inthis case the target unit does not suffer the -2modifier to their Defense, but also does notreceive any benefits from cover for this shot.

    Heavy

    If a unit forfeits its movement, a weapon with theHeavy special rule will have its RoF doubled.

    Ignores Armour

    A weapon with the Ignores Armour special rulewill not reduce its Strength by the Armour of thetarget.

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    Minimum Range (#)

    A weapon with this special rule cannot targetmodels within the range specified in brackets.

    Move or Shoot

    A unit must forfeit its Movement in order to firethis weapon. This counts as having moved 0,and does not skip the movement phase of theunits activation.

    Multiple Wounds (d#)

    If a weapon with the Multiple Wounds special ruleinflicts a wound on a model with multiple

    wounds, it will inflict d# (the # is specified in theSpecial Rule of the weapon) wounds instead of

    just one.

    If more than one wound was inflicted, then eachwound will inflict d# wounds.

    No Deviation (AOE weapons only)

    An AOE weapon with the No Deviation specialrule that misses its target will have no furtheraffect, and does not deviate.

    Remains in Play (AOE #, St #)AOEWeapons Only

    After resolving the attack and damage from thisweapon place an AOE the size of the # in theAOE # part of the special rule.

    Any models that move into or end theirMovement in this AOE will receive an automaticStrength # hit, the # being the one specified inthe special rule.

    This AOE lasts until the Clean Up Phase of thecontrolling players next turn.

    Semi-Automatic

    A weapon with this special rule can be fired fasterat the cost of accuracy. Before rolling to hit, thecontrolling player can choose to add up to 2 to theRoF of this weapon. For each point added theRange of the weapon will be reduced by 1.

    Sustained Beam

    A weapon with this special rule can sacrifice RoFin exchange for a higher Strength. Before rollingto hit, the controlling player can declare that he issacrificing RoF. For every point of RoF sacrificed

    (down to a minimum of 1) the Strength of theweapon receives a +1 bonus.

    Additionally, if at least 2 RoF are sacrificed theweapon also receives the Multiple Wounds (d3)special rule. If at least 4 RoF are sacrificed, the

    weapon instead receives the Multiple Wounds (d6)special rule.

    Targeting

    When a unit is hit by a weapon with the Targeting

    special rule, their Defense receives a -2 modifieruntil the Clean Up Phase of the player who ownsthe unit that fired the weapon.

    A unit can only be affected by Targeting once perround.

    Weapon Platform

    A weapon with this special rule is represented onthe battlefield as a model that is part of the unitthat is carrying it (in addition to the othermembers of the unit, and not replacing any). Thismodel cannot be targeted, destroyed, moved, oraffected in any way except for the owning playermoving it with his unit (at their Movement speed).

    A unit can fire the Weapon Platform as long as atleast one model is in base contact with thePlatform.

    Firing the weapon with the Weapon Platformcounts as firing any other weapon, with eachparticipating member of the unit adding a +1 tothe Ranged Attack as normal.

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    Weapons and Equipment

    CLOSE COMBAT WEAPONS

    Petrov-Morales Corporation

    Weapon St Type Special RulesCombat Knife +2 Standard

    Vibro Knife +3 Energy

    XLanthosArmored Fists +2 StandardSubatomic Destabilizing Blade +3 Energy Ignores Armour

    ReclaimersExoskeleton +2 Standard

    RANGED WEAPONSPetrov-Morales Corporation

    Weapon Rn St AOE Rof Type Special RulesCorp Rifle 8 5 - 1 Ballistic Semi-AutomaticFlame Launcher-fired as launcher-fired as spray

    8-

    7/56

    3-

    1-

    FlameFlame

    Remains in Play (AOE 3, St 5)Spray

    Laser Rifle 8 6 - 3 Energy Sustained BeamPistol 6 5 - 1 BallisticPortable Machine Gun 8 6 - 2 Ballistic Heavy, DemoralizingSniper Rifle 12 6 - 1 Ballistic Multiple Wounds (d3), Move

    or Shoot, Aimed Shot,Demoralizing

    Targeting Scanners 8 - - - Energy TargetingVarious Small Arms 6 5 - 2 Ballistic

    XLanthosWeapon Rn St AOE Rof Type Special RulesElectron Masser 6 7/5 4 - Energy No Deviation, DemoralizingPhase Rifle 10 8 - 1 Ballistic Phased Ammo, DemoralizingPlasma Discharger - 6 - - Energy SprayPlasma Emitter 6 6 - 1 EnergyPlasma Projector 8 6 - 2 Energy

    Targeting Scanners 8 - - - Energy TargetingViral Injector 6 3/3 3 - Ballistic Ignores Armour, ContagiousVortex Cannon 6 6/4 3 - Energy Attractor, Move or Shoot

    Phased AmmoCan be fired through terrain, but with a -1 modifier to Strength for each piece of terrain orwall passed through.AttractorAfter determining the final placement of the AOE, but before determining who is hit, eachmodel within 3 of the centre of theAOE is moved d3 directly towards the centre (roll once for all modelsaffected, not individually).

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    ReclaimersWeapon Rn St AOE Rof Type Special RulesDet Pack - 7/5 3 - Ballistic GrenadeHarasser Airburst Cannon 10 8/6 4 - Ballistic Move or Shoot, Guided,

    Demoralizing, WeaponPlatform

    Heavy Lancer Beam 8 8 - 1 Energy Multiple Wounds (d3),Beam (3), Weapon Platform

    Laser Pistol 6 6 - 2 EnergyParticle Beam 6 6 - 1 Energy Multiple Wounds (d3),

    Charged Shot (2), Beam (2)Particle Rifle 6 6 - 2 Energy Charged Shot (1)Repulser Blaster - 6 - - Energy SprayStalker Missile Launcher 8 7/5 3 - Ballistic Move or Shoot, Guided

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    PETROV-MORALES CORPORATION

    COMMANDERS

    DirectorMv Df Ar St At RA CC Pr Mr Wo CP6 5 3 3 2 14 13 9 9 5 5

    Points: 90 Limit: 1

    Equipment Upgrades Cost

    Combat Knife Exchange Combat Knife for Vibro Knife 10 Pistol Add Gravity Mines 5 Laser Rifle Add Smoke Grenades 5

    +1 Command Points 25Special Rules

    Commander

    Recruiter

    Mv Df Ar St At RA CC Pr Mr Wo CP6 5 3 3 2 14 13 8 8 3 3

    Points: 40 Limit: 2

    Equipment Upgrades Cost

    Combat Knife Exchange Combat Knife for Vibro Knife 5 Corp Rifle Add Smoke Grenades 5

    Special Rules

    Commander

    Arbitrator

    Mv Df Ar St At RA CC Pr Mr Wo CP6 5 3 3 3 12 15 8 8 3 3

    Points: 60 Limit: 2

    Equipment Upgrades Cost

    Vibro Knife Add Smoke Grenades 5 Pistol Add Gravity Mines 5

    Special Rules

    Commander

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    SQUADS

    Recruits

    Mv Df Ar St At RA CC Pr Mr Wo CP

    6 4 2 3 1 11 10 7 6 1 1

    Points: 30 for 4 Limit: Unlimited

    Squad Size: 4 - 8

    Equipment Upgrades Cost

    Combat Knife Add Squad Member 5 each Various Small Arms Add Smoke Grenades 5

    Corporate Agents

    Mv Df Ar St At RA CC Pr Mr Wo CP6 4 2 3 2 12 12 7 7 1 1

    Points: 40 for 3 Limit: Unlimited

    Squad Size: 3 - 6

    Equipment Upgrades Cost

    Combat Knife Add Squad Member 10 each Corp Rifle Add Smoke Grenades 5

    Exchange Combat Knife for Vibro Blade 3 eachSpecial Rules

    Dug-In

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    SOLOS

    Sniper

    Mv Df Ar St At RA CC Pr Mr Wo CP

    6 5 1 3 1 14 11 10 8 3 2

    Points: 50 Limit: 2

    Equipment Upgrades Cost

    Combat Knife Add Grav Pack 5 Pistol Add Smoke Grenades 5 Sniper Rifle

    Special Rules

    Dug-In Loner

    Heavy Weapon Specialist

    Mv Df Ar St At RA CC Pr Mr Wo CP5 4 2 3 1 14 12 7 6 3 1

    Points: 40

    Equipment

    Combat Knife Pistol Flame Launcher

    Limit: 3

    Upgrades

    Replace Flame Launcher with Portable MachineGun

    free

    Medic

    Mv Df Ar St At RA CC Pr Mr Wo CP6 4 1 3 1 13 10 7 7 3 1

    Points: 25

    Equipment Combat Knife Pistol

    Special Rules

    Healing (8) Immunity

    Limit: 2

    Upgrades Upgrade to Veteran Medic (Healing (9)) Cost10

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    Commando

    Mv Df Ar St At RA CC Pr Mr Wo CP7 6 1 3 3 13 13 8 8 3 1

    Points: 40

    Equipment

    Vibro Knife Pistol

    Special Rules

    Stealth (2) Dug-In Agile Pistol Expert Point Blank Recon

    Limit: 2

    Upgrades

    Add Smoke Grenades Cost5

    Surveyor

    Mv Df Ar St At RA CC Pr Mr Wo CP7 4 1 3 1 14 10 9 8 3 1

    Points: 20

    Equipment

    Combat Knife

    Targeting Scanners Pistol

    Special Rules

    Dug-In Recon

    Limit: 2

    Upgrades

    Add Smoke Grenades

    Cost

    5

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    Technician

    Mv Df Ar St At RA CC Pr Mr Wo CP5 3 1 3 1 13 10 7 6 3 1

    Points: 10

    Equipment

    Combat Knife Pistol

    Special Rules

    Repair (8) Emplacement Controller

    Limit: 3

    Upgrades

    Add Machine Gun Emplacement Cost15 each(max. 3)

    Emplacement ControllerThis model can use its action to do one of the following:1. Deploy one of its Gun Emplacements in base contact with this model. The emplacement can

    activate later this turn.2. Manually perform a Ranged Attack with a Gun Emplacement in base contact. The GunEmplacement cannot have already fired this turn, nor can it fire again after this action. However, theGun Emplacement will still activate if it hasnt already (although it will do nothing).

    Machine Gun Emplacement

    Mv Df Ar St At RA CC Pr Mr Wo CP0 2 4 - - 14 - - - 3 -

    Equipment

    Portable Machine GunSpecial Rules

    Mechanical Immobile Loner Drone

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    XLANTHOS

    FACTION SPECIAL RULES / EQUIPMENT

    Controlled ContagionThis model does not take any hits from the Contagious special rule, and can choose

    to not infect other models with its own Contagious special rule (this does not affect any weapons it mightfire).

    Phased Vision- Can draw Line of Sight through terrain and AOE effects, but with a -1 modifier to RangedAttack and Perception tests for each piece of terrain, AOE effect, or wall passed through.

    XLanthos Vision- When the unit activates it can declare that it is using its second set of eyes. If it doesthis, it gains the Infrared Vision Special Rule, but receives a -2 penalty to its Ranged Attack attribute. Both ofthese effects end at the end of its activation.

    Dark Manipulator -As an Action, choose one:1. Gravitic Crusher: Rn 6, AOE 3, St = Ar of Target, Ignores Armour. AOE 3 becomes a Gravity Mine

    AOE.2. Gravity Manipulation: Place up to 3 X'Lanthos Gravitic Mines, as per standard rules.3. Force Manipulation: Target model or squad within 12" in LOS. Target moves 1d6" directly towards oraway from Manipulator.

    Dark Shield Generator- Activated anytime during activation. Choose one: +3 Ar vs Ballistic, or +3 Ar vsEnergy, until wargear is activated again. This wargear is also activated before the first turn of the game, butafter deployment.

    Phase Field Generator- Activated before movement. The model can pass through anything during itsmovement, as long as it fully finishes its movement outside of any objects. While activated the model ignoresany non-gravity induced difficult terrain.

    XLanthos Gravitic MineThis works exactly like a normal Gravity Mine, except that if the model opts tothrow the mine, it can be thrown up to 20 instead of 12. However, if it is thrown further than 12, roll anadditional d6 for the deviation distance.

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    COMMANDERS

    Commander

    Mv Df Ar St At RA CC Pr Mr Wo CP

    5 4 4 2 1 15 11 10 9 5 5

    Points: 100 Limit: 1

    Equipment Upgrades Cost

    Armoured Fists Add Gravity Mines 5 Electron Masser Add XLanthos Gravitic Mine 10

    Special Rules

    Commander XLanthos Vision

    Manipulator

    Mv Df Ar St At RA CC Pr Mr Wo CP7 4 2 2 1 15 10 8 8 3 3

    Points: 50

    Equipment

    Armoured Fists Dark Manipulator

    Special Rules

    Commander XLanthos Vision

    Limit: 2

    Upgrades

    Add Dark Shield Generator Cost10

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    SQUADS

    XLanthos Soldiers

    Mv Df Ar St At RA CC Pr Mr Wo CP

    6 3 3 2 1 12 8 8 6 1 1

    Points: 60 for 4

    Squad Size: 4 - 8

    Equipment

    Armoured Fists Plasma Projector

    Special Rules

    XLanthos Vision

    Limit: U

    Upgrades

    Add Squad Member Add Gravity Mines

    Cost10 each

    5

    Shock Troops

    Mv Df Ar St At RA CC Pr Mr Wo CP7 4 2 3 2 13 11 7 7 1 1

    Points: 50 for 3

    Squad Size: 3 - 6

    Equipment

    Armoured Fists Plasma Discharger Grav Pack

    Special Rules

    XLanthos Vision

    Limit: U

    Upgrades

    Add Squad Member Add Gravity Mines

    Cost10 each

    5

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    Phase Troops

    Mv Df Ar St At RA CC Pr Mr Wo CP6 3 2 2 1 13 8 8 6 1 1

    Points: 70 for 3

    Squad Size: 3 - 6

    Equipment

    Phase RifleSpecial Rules

    Phased Vision

    Limit: 2

    Upgrades

    Add Squad Member Cost20 each

    Lurkers

    Mv Df Ar St At RA CC Pr Mr Wo CP7 5 2 2 1 12 8 9 7 1 2

    Points: 40 for 2

    Squad Size: 2 - 4

    Equipment

    Armoured Fists Plasma Emitter

    Targeting Scanners

    Special Rules

    XLanthos Vision Dug-In Stealth (2) Loner Recon

    Limit: 2

    Upgrades

    Add Squad Member Add Gravity Mines

    Cost15 each

    5

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    SOLOS

    Assassin

    Mv Df Ar St At RA CC Pr Mr Wo CP

    8 7 1 2 3 14 14 9 8 3 2

    Points: 40

    Equipment

    Subatomic Destabilizing BladeSpecial Rules

    XLanthos Vision Stealth (3) Overrun Loner

    Limit: 2

    Upgrades

    Add Gravity Mines Add Phase Field Generator

    Cost510

    Infector

    Mv Df Ar St At RA CC Pr Mr Wo CP6 3 3 2 1 14 10 8 7 3 1

    Points: 45

    Equipment

    Armoured Fists Viral Injector

    Special Rules

    XLanthos Vision Contagious Healing (7) Controlled Contagion

    Limit: 2

    Upgrades

    Add Gravity Mines Add Plasma Discharger Upgrade to Extra Contagious

    Cost555

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    Guardian

    Mv Df Ar St At RA CC Pr Mr Wo CP5 2 4 2 1 14 10 8 6 3 1

    Points: 50

    Equipment

    Armoured Fists Vortex Cannon

    Special Rules

    XLanthos Vision

    Limit: 2

    Upgrades

    Add Gravity Mines Cost5

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