Beamstrike Rules 1.22 Core
Beamstrike Rules 1.22 Core
Beamstrike Rules 1.22 Core
22
CORE RULES
2009
CONTENTS
ITEM
PAGE
ITEM
PAGE
SECTION1- Introduction
SECTION 2- Rules
Troop rolls/skills
Equipping troops
Sequence of Play
Movement
Squad coherency
Jet packs
Ranged combat
Line of sight
Hit modifiers
Figure Damage table
Template weapons/ snipers
Suppression
Weapon lists
Grenades
Other indirect weapons
Demolitions
Off/ On table fire support
Cover/ concealment
Close combat
Hand to Hand Melee combat
Morale/ leadership
2
4
5
6
7
8
8
10
10
11
12
13
14
15
15
16
17
17
18
20
21
21
23
Reinforcements
Androids/ Robots
Example Robots
Heroes/ Characters
Points values chart
SECTION 3- Vehicles
Vehicle type introduction
Vehicle hull types
Vehicle hits & damage chart
Shields/ Vehicle cover
Vehicle Accesories
Example vehicles
25
26
27
28
29
31
31
32
34
35
34
36
37
39
40
41
43
45
47-48
50
49
52
SECTION 11 INTRODUCTION
Beamstrike - The miniature game- is a set of fast paced, simple, science fiction war-game rules for tabletop
battles using 15mm model miniature figures. A wide range of armoured vehicles can be fielded, from Tanks,
to Walkers and Mecha. Rules for alien races, including generic bugs and greys, add interest, and full rules allowing robots and
androids complete the sci-fi repertoire.
Beamstrike is not a strict war game as weapon ranges are compressed heavily to accommodate your army on a table of
manageable size, comprehensive rules regarding chain of command and communications between various levels of command are
largely ignored, and force organization and structure are fairly flexible.
Beamstrike is best described as a fun, fast paced, science fiction spaghetti western of a system, which will not take you 3 months
to read and learn, and will not lead to bankruptcy by forcing you to purchase expensive miniatures which must be used in order to
play the game according to the rules.
Wargame conventions
DICE ROLLS
If you have already played war games or role-playing games, the abbreviations used for dice rolls will make sense. For everyone
else, please read on. The dice you are used to are 6 sided. This type of die (die is singular for dice) is called a D6, the D stands
for dice, and the 6, for 6 sided. Following on from this, D4, D10, D12 stand for 4, 10 and 12 sided dice respectively.
Dice with a number of sides other than 6, are available from model/ hobby shops or online. Where d100 rolls are called for, roll 2
D10. One die represents the tens and the other the units (which dice is the tens is decided beforehand!- the dice are usually
different colours). For example, 2D10 are rolled, a 6 is rolled for the first dice, and an 8 is rolled for the second. The percentile
dice roll is thus 68
PLAYING PIECES
If you have played board games before, you are probably familiar with the playing piece for your team being represented with a
metal or plastic token of some kind. You used this token to show where you were on the board, and in the case of some games like
Cluedo, you may have chosen the figure to be like you or a character you liked or identified with.
War games take this concept a step further, with lots of playing pieces, each representing a single trooper in your army.
The army you assemble, paint and use will be unique and individual, and based on your likes and dislikes. Painting and choosing
your army is a hobby in itself, with many modelers taking great pride in assembling and painting to a very high standard.
The colour scheme you decide on will be your choice, commonly camouflage and dull shades of green are used, but this doesnt
have to be the case, you may paint your figures however you wish, and some pretty garish colour schemes often look the most
striking on the battlefield. Suggested colour schemes for armies are found in the 4 Era supplements.
OPEN SOURCE RULES
These rules are open source, a term usually applied to computer software, which means you may freely use and copy these rules
as wished, but any future rule sets you make which are mostly based on this set, must be free as well.
POINTS VALUES AND ARMY LISTS
The value of a points system in war-games is a hotly debated subject. Experienced players will probably wish to construct their
own forces based around a suitable scenario, whilst others like the simplicity of assigning a certain number of points to each
player and seeing what armies they come up with. The points values are suggestions,
and it is entirely up to you whether you use them. Some points values assigned to
vehicles/ items have not been thoroughly play tested, so bear in mind if points are
used, you may have unequal rival forces still.
REAL FUTURE WAR VERSES BEAMSTRIKE WAR
Modern day and near future real war is increasingly likely to be more about stealth and high technology than lots of troops
running around and slugging it out on a battlefield, like what happened in ancient times. Combat in the far future may well involve
targeting of hostile forces from space/ low orbit and guided missiles or beam weapons surgically removing threats with minimal
collateral damage.
Enemy planets may even be planet- busted with incredibly powerful bombs/ missiles. Use of sophisticated cloaking devices,
guidance and imaging systems will mean battles are staged at longer and longer ranges, with less and less involvement of Human
Soldiers on the ground. Robot and Android developments will mean that the artificial soldier will be used more and more. Very
distant-future War may even be so far removed from what we currently think of as conflict, as to be unrecognizable.
Beamstrike advocates the use of nicely coloured figures in clunking suits of armour, using weapons with pitifully short ranges,
getting up close and personal with their opponents, both on foot and in vehicles. The use of anthropomorphic mecha, hover tanks
and walkers on spindly legs and guns like lasers, bolters and Sun guns look great on the miniature war-game table, but
realistically these weapon categories would probably be very inefficient and of doubtful battlefield use. Thus Beamstrike (and
many of its contemporaries) may well be not very realistic or accurate, and is probably more akin to World War 2 with laser
guns-but that is what the rules set out to do, take it or leave it, it is not a tactical simulation.
Having said this, there will probably always be some need for close up combat involving individual troops, where the enemy are
located in an area of value (where nuking the site from orbit is not the best option), where hostages need keeping alive, in civilian
riots (if you dont like killing your own people indiscriminately) etc. It is entirely up to you how realistic you want your
scenarios to be.
A final word would be that these rules are not intended as some sort of accurate prediction of how future war will be fought, and
never will be. They will however give the players a few hours of fun, with nobody getting hurt (Your pride excluded perhaps!)
CREDITS AND CONTRIBUTIONS
A full list of credits and thanks appears at the end of this book, lots of people have been involved in creating this free rules set, and
the Imperial Commander rules set by Tabletop games was a big inspiration .
3
SECTION 2 -THE
THE RULES
Beamstrike is divided into 5 sections, you have just read section 1 which gives a basic introduction to the game, its setting and
scope. Section 2 details all of the basic rules needed to play the game with troops on foot, providing examples where each new
rule concept is introduced.
Section 3 introduces vehicles, bigger weaponry, and energy shields. Section 4 discusses how to actually go about tabletop
wargaming, with suggestions on the use of scenery and how this affects play and example scenarios for your first battles. Section
5 outlines the Beamstrike official background, including the Era based on Don Clarkes novel Borrowed Time.
Aliens are referenced in section 6 and finally section 7 details weapon notes, author credits, and gives play aids such as a quick
reference sheet, counters and blast templates.
Troops in Beamstrike
The main playing piece in a war game such as Beamstrike is the infantryman or trooper. This is your alter ego on the battlefield,
and will be the most numerous of commodities. Troops are classified firstly by the level of protection they have, or battlefield
survivability, due to their armour and any shields worn, and secondly by the level of training they possess which governs their
prowess with firearms, hand to hand combat weapons, and general competence on the battlefield.
Abbreviation
used in these
rules
ARMOUR
Fast Infantry
UA
FI
Light
Armoured
LA
Power
Armoured
PA
Assault
Dreadnought
AD
Unarmoured
NOTE ON ARMOUR: Although Powered and Assault Dreadnought armour are both heavy and large in the Imperial Era of the
future timeline, eventually these types are no more bulky than light armour in very advanced civilizations. The battle suits used by
the Sacred Band (circa UCH 500) are Assault Dreadnought class but much smaller and lighter (and with much higher movement
capability) than the clunking Dreadnought suits of the Imperial era.
Trai
Training level
Troop training level impacts on small arms fire, hand to hand combat, weapon maintenance and many other sections of the rules.
Most troops in organised armies will be in the regular category. Higher training levels cost more points per figure.
Training type
Civilian
Regular
REG
Veteran
VET
Elite
ELI
Hero
HER
Description
Individuals with no combat training
Average, trained troops but who have had limited
battlefield experience.
Battle-hardened, experienced, well trained troops
Troops which have been trained to a high level,
including advanced weaponry and combat
techniques.
See below.
HEROES
Denotes a particularly capable individual with multiple skills and bonuses in combat, heroes are worth taking a little time over, to
flesh out a background story with motivations and goals. Some examples are given in each of the Era supplements. Note that some
particularly famous (infamous?) individuals may be present in a battle, after agreement of both players, but who if killed, will
not be permanently dead, but just removed from the action for that battle. This is similar to the way in which well known heroes
and villains from movies stay alive throughout a series of battles and keep popping up to enhance a story line in a campaign. See
4
the section on heroes for their bonuses and use in the Beamstrike game. Any number of heroes may be purchased and fielded, but
bear in mind the high points cost and variable nature of skills and hit bonuses which are rolled for.
Veteran: 4
Elite: 3
Vehicles: 4
Hero: 2
Troop skills
There are several special skills/ attributes available for troops, allowing them enhanced battlefield
capabilities. Each skill has a points cost, and there may be restrictions on the total numbers of troops
which may be given that attribute. Keep track of which figures have been given special characteristics
by means of special models, which can be painted with distinctive colours (rather than the standard
troop colours). Snipers can be represented by models with rifles and camouflaged uniforms, medics can
be given red/ white crosses on their uniforms, and sappers may be modeled with suitcase type
backpacks indicating demolition packs. Alternatively, skilled troops can have counters placed next to
them indicating their special attribute.
NUMBER OF SKILLS ALLOWED.
Civilian troops may not choose any skills/ characteristics from the list below, regular and veteran troops may have 1 skill, and
elite troops may have 2 skills maximum. Heroes are allocated multiple skills according to the section on heroes.
LEADERSHIP (8 points per figure)
The leadership skill gives several bonuses throughout the rules, for example, units with a leader may engage targets other than the
nearest, have a better chance of calling in off table fire support, may be rallied when an armys morale breaks etc. Up to 1 figure
per unit/ squad may be given this skill. Note a MINIMUM of one leader per army MUST be chosen.
SNIPER (3 points)
A trooper with sniper skill specializes in killing at long range with a high
powered rifle, equipped with an advanced targeting scope. Snipers get
enhanced fire/ concealment bonuses when deployed, and can pick off enemy
leaders and support troops. A maximum of 3 snipers per army are allowed.
(See the section on snipers below) ONLY snipers may use the sniper laser and
sniper rifles weapons from the weapons chart.
SAPPER (2 points)
A sapper, or military engineer is a skilled individual who basically saps the enemy of its fortifications and structural strengths.
Figures designated as sappers may use demolition charges (see demolition rules), may lay minefields, deactivate booby traps, and
may deactivate/ destroy enemy defense systems (See section 3 of the rules). There is no maximum number of sappers allowed in
an army, although many games have limited need for such individuals.
GRENADIER (2 points)
A trooper who is specially trained and equipped for throwing grenades. Grenadiers can also be employed as shock troops,
specializing in close assault. Each grenadier gets a +2 bonus to hit with thrown grenades, gets a +1 bonus to the roll to see if
troops in cover are injured by exploding hand grenades and gets a +1 bonus in hand to hand combat. Any number of grenadiers
may be fielded in battle, usually organised into squads.
MEDIC (3 points, includes medical equipment)
A medic is a trooper who in addition to his normal weapons, also carries a medical kit and has been trained in battlefield medical
techniques. Each medic may attempt to heal one fallen comrade per turn, who would normally be removed as killed at the end of
the fire phase. Up to 3 medics per army may be chosen. Note that in battles with human forces, general convention dictates that
Medic figures should not be singled out and shot at if there are other members of the squad in range/ visible to the firer. If medics
are shot at, they may make a save roll (See the picking off leaders rules). If a Medic is removed as killed, there is no reduction
in moral strength.
FANATIC (3 points)
This characteristic is generally restricted to certain Rebel troops, some Aliens, and most classes of war droid/ robot. Fanatic troops
generally do not retreat, even when an armies morale is broken, but can be difficult to control in combat, often advancing when
5
common sense would dictate staying in cover. See the army lists for troop types classed as fanatic, and the leadership rules for
more information on fanatic troops.
GUNNER (1 point)
This skill allows the trooper to fire tripod mounted light artillery and weapons from the heavy weapons list without penalty.
(Unskilled troops may fire light artillery, but with a -2 hit penalty) This skill is NOT required to fire Squad support weapons.
SCOUT (3 points)
This skill includes extra training and experience in jet pack jumping, laser painting, and concealment and give bonuses in each of
these areas. Up to 2 squads of scouts may be fielded per army. Scouts are particularly useful if used as jump-troops equipped with
laser painters and long range rifles, in hit and run scenarios.
SWORDSMAN (3 points)
Individuals trained in the martial arts, especially in the use of advanced hand to hand combat weapons like force swords and
power axes. Troops with this skill have 4 added to their 1d10 roll in hand to hand combat. Some melee weapons may ONLY be
used by troops with swordsman skill.
EQUIPPING TROOPS
There are sensible logistic limits on how many weapons/ pieces of equipment each trooper may
carry, and these limits MUST not be exceeded. The standard organised troop types listed in the Era
supplements are provided to give an idea of the armaments and equipment generally carried by
various forces.
If custom troop types are being created, or you are not using the Beamstrike background
information, abide by the following guidelines, which are based on the armour class of the trooper.
Troop Armour
Hand weapon
Pistol
Main weapon
UA
FI
LA
PA
AD
1
1
1
1
1
1
2
2
2
0
1
1
1
3
4
Number of pieces of
equipment
1
3
3
3
4
The numbers in the boxes are the MAXIMUM number of that type of item a single trooper in that category may carry, he may
(and usually does) carry much less. Note that a main weapon slot may be used
to carry a pistol or hand weapon instead.
Hand weapon: is any hand to hand melee weapon, for example a
sword. (Note heroes may carry 2 hand weapons)
Pistol: is any pistol weapon (inc. Palm flamer) or grenade pack from
the infantry weapon list.
Main weapon: is any weapon carried by troops in the Infantry
weapon list or squad support weapon list (including pistols and
grenade packs)
Equipment: Digimedics, targetters, laser painters etc..
CIVILIANS
Civilian grade figures, may not usually carry a main weapon, so melee weapons, pistols, and long rifle weapons only. Note that
this does depend on the Era your games are set in and the Governmental restrictions which may be in place on certain planets or in
regional Empires. Civilians may not be equipped with Power or Dreadnought armour, as a certain training level is needed to
operate powered armour effectively.
TARGETERS
The targeter bonus is only applied to the figures MAIN carried weapon (unless otherwise stated), so if a trooper has a gyrobolt
rifle and a pistol, he would get the targeter bonus on the rifle only. The support targeter functions as a normal targeter when it is
not deployed in the support role. Note that it is allowed to have more than one targeter per figure. Targetters cannot be fitted to
weapons on the tank gun list, as these use the vehicular targeting system and the to hit figures for these weapons already include
this.
SEQUENCE OF PLAY
The sequence of play in Beamstrike is determined in an ordered manner according to the chart below. The battle is divided into a
number of GAME TURNS, each consisting of 2 PLAYER TURNS. Within each PLAYER TURN are several PHASES.
Note with this system there are two movement phases per player turn and a firing phase in which BOTH players may fire,
casualties only being removed from play after both players have fired with all eligible figures.
The morale status of each army is monitored twice per turn. There are turn sequence monitor sheets available to help
commanders keep track of the battles progress, by placing a mark in the boxes as each turn phase is reached. Turn monitor sheets
can be downloaded from the Yahoo group page.
Player A will usually be the attacker in games/ scenarios which call for an attacker and a defender, otherwise both players roll
1d10, the highest scorer chooses to be either player A or B. If more than 2 players are present with their own opposed armies,
player C, D etc would follow on after player B, with the same sequence of game PHASES.
GAME PHASE
DESCRIPTION/ NOTES
Player A may move any or all of his figures as outlined
in the movement rules.
Both players may use ranged fire with all eligible
figures and vehicles- see the firing rules. Firing is
treated as simultaneous, so casualties are not removed
until the end of the fire phase (Unless Concealed units
get the special FIRST SHOT)
Both players check morale strengths of their armies
Player A may again move with any or all figures and
vehicles, even if they moved during the first movement
phase.
Player A makes troop rolls for all squads within 5cm of
an enemy, successful troops may make a close combat
action, as detailed in the close combat rules.
First MOVE
A and B
FIRE
A and B
Morale checks
Second MOVE
Close Combat
B
A and B
A and B
B
B
First MOVE
FIRE
Morale checks
Second MOVE
Close Combat
BOTH
END OF TURN
Where troops or vehicles cross more than one type of terrain in a single move, they move at the rate of: Terrain type1 + terrain
type 2 divided by 2.
Example: A UCH wheeled armoured personnel carrier is traveling on road, then wants to turns off to move over open ground. It
moves (12+8)/2= 10 inches that move phase. This simplistic yet reasonably fair system avoids complicated mathematics for
calculating proportionate movement.
TROOP AND VEHICLE MOVEMENT TABLE
Movement Rate (In Inches) per movement phase
Open
ground
Difficult
Medium woods,
boulders, light ruins and
rubble, steep slopes
2
3
2
1
Light woods,
Very Difficult
Road
UA
FI/ LA
PA
AD
5
5
4
3
grassland,
scrub.
4
4
3
2
14
12
10
8
6
12
10
10
8
9
8
6
10
10
6
6
8
8
6
8
8
6
4
6
6
4
8
8
2
Not allowed
2
2
1
3
Not allowed
14
14
12
10
10
5
12
8
10
5
11
6
8
4
8
5
6
3
6
4
4
2
4
3
ACTIONS TABLE
Figure may perform ANY ONE of the following actions per movement phase INSTEAD of moving.
ACTION
DESCRIPTION
May leave a stationary vehicle, figure must be placed within 1 inch of that vehicle, entering is
Enter or leave a vehicle
the reverse. The vehicle itself mat not move at all during this movement phase.
Trooper may move from any point inside of a building to outside the building within 1 inch of
Enter or leave a building
any exit. Entering (assuming building is not locked) is the reverse process.
See off table support for details, note: call may also be made in firing phase*
Call off table fire support
Be beamed to or from a teleport bay to/ from anywhere on the table.
Beam up or down
Set a demolition pack (See demolition rules)*
Set explosive (sapper)
Deploy a support or heavy weapon for effective use (See deployment rules)
Deploy a support weapon
*Where these actions are performed in a move phase, the effect is delayed until the next fire phase.
NOTES ON FOOT TROOP GROUND MOVEMENT
Figures moving on foot may move any distance up to the maximum for that terrain type/ troop class as given on movement table.
Certain terrain features will restrict movement for some troop types (See section 4 of these rules). In addition, walls over 1 inch
will prevent movement across them unless a section is destroyed first. Figures which move off of the game tables agreed
boundaries are considered to have left the battle and are considered lost as far as morale and victory conditions are concerned.
SQUADS
In Beamstrike , your troops are usually organised into groups of between 3 and 8 troops, called squads or units.
This is the basic unit of troop formation, all members of a squad usually staying fairly close to each other to allow communication
and fire support of each other and close enough to receive orders from any leader present.
UNIT/ SQUAD COHERENCY AND FORMATION
All ground squad members of a unit must stay within 3 inches of at least one other squad member of the same unit, this ensures
squad coherency. Distance is measured from any part of one base to any part of another. If the squad moves further apart than this,
either from movement choice, or from loss of members during the combat phase, the squad is split and must regroup before it
may advance towards an enemy.
8
If the squad is defending a fortification, or does not intend to move forward, then this rule does not apply, although the instant the
squad wishes to advance, it MUST regroup first.
GANG COHERENCE
Some units (Detailed in Era supplements) will have gang coherence. All members of the unit must remain within 3 inches of ALL
other members of the unit. Penalty for breaking coherence is as above. Civilians without a leader MUST move in this way.
INDEPENDENT UNITS
Note some figures, ALL HEROES, and all vehicles may act independently, although bear in mind they may not be rallied if too
far from a Leader when morale breaks! Independent units are listed at various sections in the rules and in army lists.
GROUND VEHICLE MANOEUVRES
Simple rules follow for turning and manoeuvering vehicles in Beamstrike games, they are intentionally simplistic to avoid detailed
record keeping. More examples of terrain and how it affects movement are given in section 4 of this book.
TURNING: Vehicles may change direction by up to 90o in one move phase with no move distance penalty.
SHARP TURNS: If a turn over 90o is made in one turn phase, halve movement distance for that phase.
REVERSING: Vehicles may move backwards at half forward move speed, exceptions are jet cycles which cannot
reverse and legged vehicles which reverse at quarter move speed, round any fractions down.
Vehicles which leave the game tables agreed boundaries are assumed to have left the battle and are considered lost as far as
morale and victory conditions apply.
AIRCRAFT
In Beamstrike games, small support/ Ground attack aircraft are permitted to be fielded. Larger fixed wing aircraft and low orbit
spacecraft are outside the scope of the game, but are instead represented by the Off table fire support rules.
Aircraft apply to small aircraft with hover/ Grav / VTOL ability (See the vehicle lists and classifications for lists of flying
vehicles) Aircraft have relatively high acceleration rates and maximum speeds. Instead of a fixed movement allowance, in each of
the players move phases they are permitted to perform ONE of the following actions:
AIRCRAFT MANOEUVER
Take Off
Land
Move and/ or change height
band
Hover
DESCRIPTION
Vehicle is considered airborne and above the take off point at ground attack altitude.
Aircraft moves from any altitude/ position on the battlefield to a stationary, landed position on
the ground.
Aircraft may move to anywhere on the game table. The height band may be changed as
wished in addition to movement.
Aircraft is hovering at any height band above a single point on the battlefield
JET PACKS
Jet packs are self powered backpacks strapped securely to the figure, allowing troops to make short airborne leaps over obstacles
and into battle. A jet pack move may be made in either or both of the players movement phases. A single powered leap of
anything up to the distance given on the following chart below may be made. Note that unarmoured troops and civilians may not
use jet packs.
Troop type
Jump distance in inches
Troop type
Jump distance in inches
LA infantry
10
Light Mecha
20
Fast infantry
16
Medium Mecha
14
PA infantry
8
Heavy Mecha
8
AD infantry
6
Trooper has scout skill: +3 inches to jump
Jet pack troops may jump over scenery/ vehicles or other troops. A powered jump is usually considered to be half as high as it is
long, so a trooper jumping 16 inches may clear an obstacle up to 8 inches in height at the jumps middle point. Higher jumps may
be made, but for each 1 inch extra height jumped, 2 inches in jump length is lost. For example an PA trooper wishes to jump over
a building 5 inches in height. His total jump distance is reduced to 6 inches.
Jet packs do have limitations, and there are some dangers associated with their use. Jump troops may not jump into or out of light,
medium or heavy wooded areas, or jump from moving vehicles or from building windows. Stationary or hovering vehicles with
open tops may be jumped from if at ground attack altitude or landed/ ground based. Troops on building roofs may jump to another
building roof and troops on a building roof may jump to the ground, as long as the building height is less than the jump distance.
If troops jump to somewhere they cannot see from the jump start position (i.e. line of sight is blocked to the intended landing
point), or jump off a building taller than their jump distance, there is a risk of a jet pack accident. For each figure jumping, roll
2d6 and consult the chart below. If the 2d6 score is equal to or higher than the accident score then that figure has had a jump
injury/ mishap and is removed from play (counts as killed for morale and victory purposes)
JET PACK ACCIDENTS (Roll 2D6)
Troop type
Fast Infantry
Light Armoured Infantry
Power armoured Infantry
Assault Dreadnought Armour/ Mecha
NOTE: Troops with scout skill deduct 1 from the 2d6 accident roll.
Accident score
12
11
10
9
Q-TRAVEL PODS
Q-Travel pods are quantum teleportation devices, the receive/ transmit pod sent to the battlefield is an armour plated platform with
a powerful energy source, narrow beam transmitter and giga- storage device. The mind bogglingly huge amount of data which
needs to be communicated to teleport living beings (around 1037 bits of information, enough to fit on a cubic kilometer of
contemporary CD- ROMS), is only available on the computers of the far future. Each Q-travel pod can transport up to 5 figures of
any troop class or a light vehicle (vehicles up to hull class 2), in each movement phase. The high points cost of Q- travel pods
includes the orbital craft support and control mechanisms. A Q-travel pod is destroyed on any KILL result from ranged fire, and
counts as a stationary assault dreadnought armoured troop for armour purposes. Glancing hit results have no effect. Q- travel pods
may be inactivated by any trooper in base to base contact armed with a power or a force weapon. Q- travel platforms must be
placed on the battlefield before play commences.
POD USE:
Q- travel pods are used to deploy forces, move existing forces to another Q-pod, add reinforcements and evacuate troops from a
battlefield, see reinforcement rules.
Example: A Sacred Band squad moves into a Q-travel pod in its first move phase, fires in the fire phase, then moves to a second
Q- travel pod in the second move phase.
Note that as troops must move into or out of a Q- travel pod, the bay can only in fact be used in one move phase per player turn so
it spends the other waiting for troops to enter or clear the pod.
ARCS OF FIRE
Troops may only fire at targets which are within 90o of either side of their facing direction as depicted in the diagram below: To
determine which direction to figure is facing, you can paint a small mark on the base, and this is the forward centre line.
Alternatively just assume the figure is facing in the direction it is looking/ pointing its weapon.
FIGURE
ARC OF FIRE
STRAIGHT AHEAD
Fixed weapons attached to vehicles may only fire straight ahead in their direction of mounting as depicted in the diagram below
(you may use weapon template number 3 to get the angles of fire correct)
ARC OF FIRE
(TEMPLATE 3)
STRAIGHT AHEAD
Turreted weapons and AI-cannon type weapon pods have a full 360 degree arc of fire and may even fire at targets directly behind
them without penalty.
LINE OF SIGHT FOR DIRECT FIRE
For a figure to fire at another figure it needs a line of sight to the target. This means you must be able to see the main body or
head of the target (or main vehicle body) before you can shoot it. If all you can see is the end of a gun barrel or vehicle aerial
etc line of sight is blocked. If figures are used in kneeling or prone poses, and line of sight is blocked because of this, both
players should agree there and then whether these figures are totally hidden (and therefore line of sight is blocked for both players,
or they are in fact visible and both players may fire with them)- these sorts of determinations may add unnecessary complications
to the flow of the game however.
An enemy unit which is directly behind a closer enemy unit MAY NOT be selected as a target, line of sight is assumed blocked
(A deployed sniper may ignore this rule). A figure may not fire through a friendly figure unless using an indirect fire weapon. If a
cover element obscures any part of the targets base from the firers view, then the relevant cover can be claimed by the target.
WHICH TARGET MAY BE CHOSEN?
Normally all the weapons a figure fires must be aimed at the SAME target. The exceptions are:
Heroes with ambidexterity skill.
Multiple weapons in PA/ AD arm packs must be fired at the same target.
Vehicle multiple weapons (except those in the same turret/ AI turret) may be fired at different targets as wished.
The troop training class of the firer governs which enemies may be targeted:
TROOP TRAINING CLASS
CIVILIAN
REGULAR
VETERAN
ELITE/ HERO
ELIGIBLE TARGETS
The closest enemy target only.
The closest enemy troops OR any vehicle/ building visible.
Choice of any of the 2 closest targets, or any vehicles/ buildings
Choice of any of the 3 closest targets, or any vehicles/ buildings
If a leader or Hero with leadership skill is present in the troops squad, its members may fire upon targets not normally available to
them on a successful troop dice roll (roll for each figure firing in such a manner). The rules regarding line of sight/ arcs of fire etc
must still be obeyed. Note if the troop dice roll fails, that trooper may not fire in that phase. A sniper may fire upon any (except
medic) figure on the battlefield without penalty or a troop roll being taken (line of sight etc must still exist)
Vehicles may fire upon any target within range, regardless of crew troop level, as long as line of sight/ arc of fire are OK. This
simulates the benefits of the superior targeting systems, avionics and computerized acquisition available in future vehicles.
PICKING OFF LEADERS/ SQUAD SUPPORT WEAPONS/ MEDICS
A controversial issue this, some other contemporary rule sets not allowing individuals to be selectively picked off as leaders may
well look just the same as other troops they command, and squad support weapons will be picked up by other members of the
squad if the individual carrying them is killed.
11
In Beamstrike, if a figure with leadership skill, a medic or a squad support weapon carrying individual is targeted by an enemy
troop, the leader/ medic/ support weapon soldier may make a troop dice roll (this simulates the leader staying low, keeping back
slightly, and not drawing attention to themselves etc). A successful roll means the leader/ medic/ support weapon troop cannot be
targeted, so the firer must choose a different target instead.
If the leader/ medic/ support weapon individual is the only member of the unit visible or in range, or is under sniper attack or the
only one left (!), this evasion cannot be used.
In history, leaders (where identified) and support weapons have been selectively targeted to cause maximum damage to the enemy
and Beamstrike follows this way of thinking.
ALTERNATIVE RULE:
Where prior agreement between players exists, you may wish to ban the selective targeting of individuals, with hits on a squad
being assigned randomly or from the figures nearest to the firer, or allow the owner of the targeted figures to select which are
removed from play (As is done in Warhammer 40K)
MEASURING RANGE/ TARGETS WITHIN TEMPLATES ETC
Assuming all of your figures are on standard bases, just measure from the base edge of the
firer to the base edge of the target figure. Measure vehicle ranges from the edge of the main
body of the vehicle, as it may or may not be mounted on a base. When you use template
weapons, you may find a figure/ vehicle is just inside/ outside and open to debate. The
figure/ vehicle is within the template/ cone and subject to being hit if any part of its base, or
any part of a vehicle main body is covered by the template.
For really equivocal situations throw 1d6: 1-3 inside template and is attacked. 4-6 outside template cannot be hit.
BASIC HIT PROCEDURE
Proceed to the Weapon lists ( See separate charts pack) and find the section for the specific weapon being fired.
Measure the range to the target (from the edge of the firing figures base to the edge of the targets base) in inches and find out the
score needed for a hit with that weapon at the measured range. Apply any modifiers to your dice roll from the hit modifier table. If
the range is above the weapon maximum range, the shot cannot be taken, as it will miss automatically.
If the modified dice roll is lower than that needed to hit, the shot has missed. If the score is equal to or higher than that needed to
hit, a hit is scored on the target. If a natural 12 is rolled (two sixes), a critical hit is scored (see critical hits, below)
For each hit, roll1d6 on the Damage chart for the hits effect, the dice roll for damage is modified by any factors on the Damage
Modifier chart, such as targets armour and weapon power.
+1
COVER
Target soft cover
-1
-2
Target reinforced
cover
-4
Through smoke
-1
OTHER
Target is AD
+1
trooper
Firing on building
+4
itself
AI-turret
+1
FIGURE MOVEMENT
Firing figure
-2
moved last phase
Target figure
-1
moved last phase
12
Grenadier
throwing grenades
Undeployed squad
support weapon
+2
-2
Target stealth
cloaked
Firer is doper
-3
-2
Undeployed squad
support weapon
-2
WEAPON USE
Figures may only fire one weapon in any given fire phase. Exceptions are:
Heroes may fire a pistol (including Palm Flamers) in each hand at the same target. Heroes with ambidexterity skill may
fire each pistol at a different target. If the Hero has both constitution and ambidexterity skills, he/she may fire any
Infantry table weapon (Not Heavy support weapons) from each hand at different targets.
Multiple weapon packs on PA or AD armoured troops (Several weapons are strapped to the same arm- you can fire all
weapons on ONE arm only) Exception-Heroes with ambidexterity can fire any two weapon packs.
Vehicle weapons- All of a vehicles weapons may fire independently. Weapons with the same facing in fixed or pintle
mounts, or in the same turret or AI-turret, must fire at the same target.
Palm flamers-a weapon that does not really need to be aimed so may be fired wrong handedly- may be fired along with a
weapon in the troops other hand.
NE= No effect. The shot was deflected by the targets armour, or was just a minor flesh wound. The figure is not affected
and may continue as normal. (Multiple hits of no effect still count as no effect)
STUN= Stunned. A stunned figure cannot move or attack for 3 turns (use a suitable marker), unless he can roll a 6 on a
D6. (One try per turn following the stun hit). Subsequent stun hits reset the number of turns stunned to 3, never more. A stunned
figure may not defend in a hand to hand combat attack, being automatically slain.
GH= Glancing hit. The target was wounded, but not seriously enough to kill or disable, the figures armour absorbed
much of the damage, the individual is shaken momentarily and may have fallen over or been knocked back. The target may not
move or fire until after the next fire phase. He may defend himself in hand-to-hand combat if attacked. Use a glancing hit marker/
counter provided placed next to the figure. Take the marker away at the end of the next fire phase. If a figure suffers multiple
glancing hits in one combat phase, it still just counts as one glancing hit, theyre just really lucky!
Note:
2 colours of glancing hit markers are provided to help keep track of which phase the marker was placed. Alternate the colours
used each new fire phase.
Kill= Killed/ dead. The figure received either a fatal hit, or a wound serious enough to prevent him from further
participation in the battle. The figure is removed from play at the end of the fire phase, unless medical aid is given or victim has a
digimedic.
-3
-3
To help keep track, any figures killed (but who havent fired yet) are placed on their sides, so you know they still get their return
shot before being removed. Any heavy weapons figures are carrying are destroyed when they are killed.
MEDICAL AID/ DIGIMEDIC
If a squad has a medic, one of the casualties in that squad, or any other friendly figure within 6 inches of the medic figure may be
healed on the roll of a 4 or above on a 1d6.
At the end of the fire phase, the player nominates one figure to receive medical aid per medic available. The nominated figure
remains on its side on the battlefield. In the next friendly movement phase, the medic must move to the injured figure and spend
the rest of that movement phase with him, at which point the roll is made.
A failed roll means the figure is removed as dead, a passed roll means the figure is unharmed and ready to fight. Note that heroes
may also have medical aid skill, as listed in the heroes skills table. A figure may carry a Digimedic (some armour types can have
them built in), which if the figure receives a hit, he may roll 1d6. On a roll of 5-6 a kill result is downgraded to a glancing hit,
similarly a glancing hit is downgraded to a no effect.
EXAMPLE OF RANGED COMBAT
An elite Interventionist trooper is firing her gyrobolt rifle with targeter at a light armoured Continuationist who is 11 inches away
with no cover. The hit score needed with a Gyrobolt rifle at 5-20 inches range is 8.
The following hit modifiers are applied to the firers 2d6 roll to hit:
Elite firer
+3
Targeter at 8 inches+
+2
----------------------------------------TOTAL:
+5
The player throws the 2 dice and scores 5. With the +5 bonus this is a total of 10, a hit is scored. A gyrobolt rifle has a high
damage factor; so a +1 modifier is used on the damage table. The target only has light armour which will be another +1 modifier
to the 1d6 roll. 1d6 is rolled and a 5 scored, for a modified total of 7 (considered 6), which is a kill against light armour. The
figure killed is placed on its side as it will still be able to return fire (if it hasnt fired this phase yet), before being removed.
TEMPLATE WEAPONS
The fire from some weapons spreads out to affect an area, examples are flames from a flamethrower, automatic fire from CPP
weapons and the immense chemical energy burst from a sun gun. The fire from these weapons is simulated by the use of a
template. The weapon lists indicate which weapons may or must use templates. Place the thin edge of the indicated template
marker against the edge of the base of the firing figure, with the cone pointing in any direction within the figures arc of fire.
Anything within the cone is a target (including friendly units). Throw separately for each target to hit, in the normal way. Note
indiscriminate use of template weapons can result in friendly fire incidents, both embarrassing and detrimental to your chances of
winning, use with caution!
WEAPON DEPLOYMENT
Infantry Weapons: Are not deployed
Squad support weapons and indirect fire weapons: A squad
support weapon that is fired before deployment suffers a -2 penalty
to the hit dice roll.
Heavy weapons and Tripod mounted vehicle weapons:
MUST be deployed before being fired. One move phase is taken to deploy the weapon.
When a weapon is deployed, place a deployment counter next to it. Note vehicle mounted heavy weapons do not need to be
deployed before use, considered already deployed. It takes no time at all to pick up a deployed weapon, but then it must be
deployed again at its new location for full effect.
SNIPER DEPLOYMENT
Snipers may take 1 move phase to deploy as per machinegun, use an appropriate marker for this.
Once deployed however, they may claim cover at one band higher than they actually have. So, no
cover becomes soft, soft becomes hard, and hard becomes reinforced. This represents the sniper
digging in, using camouflaged clothing, setting up sights etc. The maximum level of cover allowed is
reinforced. A deployed sniper also gains bonuses within the which target may be chosen section,
and benefits from the follow on fire rules below. An undeployed sniper does not get any bonuses and
can only act as a normal trooper with a rifle. Weapons that snipers use are silenced, may use subsonic (quiet) ammunition, use
laser beams outside the normal visible spectrum etc, and may have enhanced sighting systems including night/ poor weather
capability. Because of this, deployed snipers ignore smoke, and are only exposed after firing from cover on a failed troop roll.
14
Example: Vladd, the Imperial Veteran sniper has deployed on a hill overlooking a Rebel firebase. His initial observations of the
enemies fortifications leads him to decide to take out the gunner on a laser cannon mounted near the entrance to the base, to allow
his troops unhampered access. If he fires his sniper laser, in his fire phase, he will only be EXPOSED on a failed veteran troop roll
(if he rolls 1-3 on a d6). Otherwise he is still concealed and cannot be fired upon. For more on concealment and exposing troops
see the Cover rules later.
OPTIONAL RULE: CRITICAL HITS
This rule may optionally be used, but may result in unexpectedly damaging hits from poor weapons. If a natural 12 (i.e. two sixes)
is rolled when throwing the 2d6 to hit, this represents a particularly good or accurate shot. This is termed a critical hit and 2 is
added to the 1d6 throw on the Damage chart for assessing damage to figures.
If a vehicle was hit, add 2 to the roll on the armour penetration table, and add 2 when throwing the 1d10 on the vehicle effect of
hit chart. Note if a 12 was needed just to hit, it is NOT also a critical hit.
SQUAD SUPRESSION
When a deployed support or heavy weapon, a deployed sniper, a weapon from the tank gun chart, is fired at an enemy foot squad
(UA,FI,LA,PA, and AD troops), whether or not a hit is achieved, suppression of that squad may be achieved.
The squad under fire must make a troop roll at the end of the fire phase (use the troop type of the majority of the figures in the
squad), modified as below. A failed roll means the whole squad is Suppressed (place suppressed counter next to squad) and
remains so until a troop roll is made (one roll can be made per squad at the start of each subsequent fire phase), or the suppressing
attacker is destroyed by another friendly unit.
MODIFIERS TO TROOP ROLL FOR SUPRESSION/ REMOVAL OF SUPRESSION
Leader in squad
+2
Squad less than strength
-1
Beam or flame/ sun weapon
Leader within 12 inches
+1
PA troops
+1
Target squad in heavy cover
Total2 or 3 weapon -2
AD troops
+2
Target squad reinforced cover
-1
+1
+2
EFFECT OF SUPRESSION:
A suppressed squad MUST move to the NEAREST cover of at least 1 level higher than it currently has unless already in hard/
reinforced cover in the next movement phase. The suppressed squad may not move toward suppressing attacker, unless by doing
so it finds better cover in one movement phase.
Once in cover, squad may only now move if it is to the nearest better level of cover, and any weapons fire by the suppressed squad
is at a -2 hit penalty until the suppression is removed. As suppressed troops generally have their heads down, or gone prone in
open ground, fire now directed at them is at a -1 penalty to hit.
The careful use of suppressive fire and squad support weapons can give a significant advantage to the players army. Note that a
squad suppressed by a particular weapon, may again be suppressed by the same weapon later in the game.
MAX range. Fire over the maximum range of the weapon is not permitted and has no chance of
achieving hits.
DAMAGE TYPE: The damage type is a measure of weapon power and is applied as a positive or
negative modifier on the damage table.
FIRE TEMPLATE: Lists the template the weapon may or must use.
POINTS COST: The points cost to purchase one weapon of that type for a trooper.
REMARKS: The remarks column lists any further relevant information or notes.
* This weapon is capable of causing squad suppression
** 1pt infantry grenades, 2pts support grenades, 3pts specialised grenades
+ Throw 1d6 for damage type: 1=low,2= standard, 3-4=High, 5=Power, 6=Total
15
Blast template
SUPPORT GRENADES
Grenade type
Effect
Armour Piercing (AP)
Anti vehicular (AV),
armour piercer
Blast template
High damage type- small blast area, but better at taking out PA/ AD troops
Power damage against vehicles, low damage for any figures in burst area. Bonus of only -1
penalty against AM shields, rather than -3.
SPECIALISED GRENADES
Grenade type
Effect
Fragmentation
(FHE)
Smoke (SMK)
Limpet (LPT)
HE
2
2
1
1
Blast template
Standard damage type-large burst area, effective against lightly armoured troops
16
1 figure only
1
2
1
Effect
Blast template
Large blast area anti- personnel shell. Standard damage type.
4
Tank busting high penetration round. Total damage type against vehicles,
standard damage type for any figures in burst area. Bonus of only -1 penalty
1
Anti tank (AT)
against PS shields, rather than -3.
Note: Missile launcher variants may alternatively fire any type of specialised grenade (blast radius identical to grenade being
used), but the trooper must have paid points for a specialist grenade pack as
well.
ATGW LAUNCHERS
Anti-tank guided weapons fire advanced guided missiles with powerful warheads. To- hit figures are low to represent the guided
nature of the munitions. Expensive and powerful. Man- portable and vehicle mounted versions available. See specific examples in
the Beamstrike weapons tables, in the charts pack.
SUPPORT TARGETER AND INDIRECT FIRE
A figure who has an indirect fire weapon (see list below), may take one move phase to deploy a support targeter equipped
weapon. The deployed support targeter then allows the battlefield to be viewed from the targeter of another comrade within 40
inches.
Indirect fire may be given as follows:
Support targeter must be deployed (takes 1 move phase)
Support firer (figure A) announces which (targeter equipped) figure he is supporting (figure B). Figure B must be within 40 inches
of figure A.
The target (figure C) must be within range of the weapons of figures A and B, and B must have line of sight to the target (figure
C)
Support firer (A) can fire at C (even if he cant see the target), with an additional -2 firing penalty. This support firing counts as
figure As attack in that fire phase. Figure B may fire his own weapon normally at the same target (figure C).
As you can see the support targeter allows figures with indirect fire weapons like missile and grenade launchers to hang back and
give fire support to troops closer in the action, a bit like off table fire support.
DEMOLITIONS
Any weapon may be used in fire against buildings, doors etc, although some are more effective than others. The effect of fire is
determined by taking into consideration the power of the weapon and the strength of the target structure: If using these rules
where large buildings are in play, sketch simple internal floor plans for each.
Whenever such targets are hit, throw 1d10 and consult the following chart: Note figures with sapper skill add 2 to their dice roll
as they will selectively target weak points of the structure.
Explosive weapons (All grenades and missiles) use the column to the right of their actual power level (note that total damage type
is the highest damage category) For example a HE grenade (standard power) actually uses the high power chart for demolition
effect.
17
TARGET
Light door
Heavy door
Armoured door
Standard room
Reinforced bunker room
Length of heavy wall
Fortress wall
LOW
(Melee
class1)
8
10
10
TOTAL
1
1
3
NE
11
NE
NE
NE
NE
9
NE
12
8
10
9
7
9
7
5
7
The number in the boxes is that required to demolish the item in question, throw equal to or higher than the number listed. See the
effects of demolishing structures, below.
NE: No effect on the structure, no matter how many attacks are made.
For Total 2 weapons, add 1 to the d10 roll, for Total 3 weapons, add 3.
EFFECT OF DEMOLITION
A demolished door falls inwards, allowing access. Rooms or bunkers which are demolished collapse, destroyed. Collapsing rooms
have the same effect on occupants as standard hits. Any troops surviving a collapsing room are placed within 1 inch of the
nearest outside room wall.
In buildings with multiple rooms, the collapse of one room may weaken the structure sufficiently for others to collapse in a chain
reaction. In such buildings, every time a room collapses, throw a 1d6. Roll for EACH adjoining room on that level and the level
above (if present). On a roll of 1-2 the next room also collapses and any rooms adjoining that one will now need to be diced for.
These rules could result in a building completely being destroyed by the domino effect, after only one room initially being
destroyed.
Where the target is a wall of some kind, a demolition causes the wall to collapse 1 inch in each direction from the point of attack.
Any figures on top of the wall at the time of collapse get an automatic hit at standard damage type. Survivors are placed within 1
inch of the demolished wall section.
Demolition pack
Must be carried to the site of the demolition, then 1 move phase is taken to set it up, during which time the figure (must have
sapper skill) may do nothing else. The sapper may also set up the charge during a fire phase, but if he is hit by a firearm during
set up, throw 1d6. 1-4 hits the figure, dice for damage as usual. 5- Demolition pack damaged, unusable. 6- Demolition pack
detonates, blast template 1, total damage type.
When set up, the demolition may be triggered by the sapper in any subsequent fire phase. Note that a dead sapper cannot detonate
the charge. Use the Total damage column of effect on the demolition for effect on structures.
Example: An Isolate scout laser paints an enemy troop convoy. There are 5 modules of off table fire support available to the
army, but another figure has already unsuccessfully tried to call on 3 of them. The scout is within 40 inches of the target, has line
of sight, and instead of firing small arms , designates (he is equipped with a laser painter device) The scout needs to throw 4- 6 to
successfully call a strike. He throws a 2 and a 6, meaning 1 module is successfully called, and one fails. He decides the call was
for an anti-personnel missile and places the template over the figure which was designated.
Note: ANY figure, vehicle or building may be designated for off table fire support, the size of the target is irrelevant, it is the
pinpointed location on the surface of the planet that is communicated by the painting instrument, and the rank/ communication
ability of the individual which determines the success of the strike. Note also that off table fire support cannot be destroyed as
such, but by removing any figures with laser painters, you remove the threat of off table fire support.
19
Examples
Hit
penalty
Concealment
Rangefigures
NONE
None
40 inches (30)
SOFT
-1
10 inches (7)
-2
6 inches (4)
8 inches
-4
4 inches (3)
Cannot
No line of sight, behind high wall etc
fire
2 inches
ABSOLUTE
upon
NOTE: Concealment ranges in brackets are if the concealed troops have scout skill.
6 inches
HARD
REINFORCED
Concealment
Range- Vehicles
4 inches
HIT PENALTY
This is the penalty enemy troops have to their dice roll to hit if they fire on your element
hidden by the various types of cover.
CONCEALED TROOPS
Troops or vehicles which are in at least soft cover and did not move in the last movement
phase are considered concealed. Place a conceal marker next to the squad or vehicle.
(Note by not moving in the previous move phase, troops may become concealed and
deployed in the same phase). Concealed troops may not be fired at by their opponent unless they expose themselves by firing,
moving, or are picked up by biological energy sensors.
FIRST SHOTS
Before each fire phase, both players announce which of their concealed units are going to fire. Such troops get a special first
shot. This means that when they fire, the casualties they cause are removed from play immediately and have no chance of return
fire. If important, the order of first shots is as follows: All phasing players forces fire first, then the other players forces may fire,
in order of troop training level. Once all first shots are dealt with, remove the concealed counter from those units and the fire
phase goes on as usual. The troops who were concealed, but have now fired become eligible targets for other enemy units in a
position to fire on them.
First shots do not necessarily give away your position permanently- if you choose not to fire an immobile unit in the next fire
phase, that unit is concealed again and cannot be fired upon (place a conceal counter back with the unit).
CONCEALED TROOPS IN BUILDINGS
If troops are within buildings, although the enemy army cannot fire on the troops individually, it is permissible to target the
building they are in with any weapon including off table fire support, with the aim of causing casualties by demolition of the
building. This is to simulate the situation where troops were seen entering hard cover/ buildings and area/ suppressive fire is being
poured into that area. This is NOT allowed if the troops were concealed from the start of the game and never moved or fired (as
the enemy just doesnt know they are there!)
CONCEALMENT RANGE
Battlefield troops are usually equipped with various sorts of biological energy sensors, including infra-red, motion detectors,
thermal imagers and the good old human eyeball, allowing fire on troops which are concealed if the range is close enough.
Regardless of whether a unit is concealed, they can be fired upon at the ranges listed on the cover and concealment chart, in the
concealment range columns, as long as a line of sight to the unit exists.
WOODS
Due to the abundance of soft and hard cover and camouflaging foliage, troops may not fire
through a wood further than 4 inches at figures, or 12 inches at vehicle or building targets.
Examples: A tactical unit is 5 inches inside a wooded area on patrol for terrorist
elements. The terrorist group of foot soldiers moves past, just outside of the woods. The
unit in the woods cannot fire out, or be fired upon by the enemy.
20
Two opposed units approach each other inside a wooded area. Although they will be aware of each others presence at 12 inches
(soft cover concealment range), they cannot fire at each other until they are just 4 inches apart- Let the close combat melee
commence!
LINE OF SIGHT AND COVER
Occasionally determining what type of cover a figure has can be difficult, because although a figure may not be next to a piece of
cover, when the line of sight from the firer to target is visualized, cover elements may partially obscure the target. In these cases,
the cover penalty for the firer is still applicable.
Cover may protect figures from fire in one direction, but not provide protection from fire from another direction. An example
would be troops behind a sandbagged wall. Enemy troops firing from the front would get the hard cover penalty, but if the enemy
sneaked a few troops round behind the sandbags, the sandbagged figures would get no cover bonus!
C.C. ACTION
1-2
3-4
Move up to 2 inches
5-6
Throw a grenade
Notes
*Any pistol, auto laser, shotgun, SMG, palm
flamer.
This may include moving over obstacles, through
an unlocked door etc, engaging into hand to hand
combat. Squad formation/ coherency must be
maintained
Bear in mind blast radius!
+4
-2
-0+2
+5
+6
-3
-3
Hibevor/ Grey
Growwlan/ Spug
Warbird
Ferrapur
Centaling
Thuntra
-2
+1
+5
+2
+3
+5
21
Melee
bonus
-3
Special capability
Point
cost
0
HtHv
vehicle
1
Gun butt
-1
1.5*
+1
2
2
2
+3
+3
+3
Kill=STUN
-
3
3
3
+4
Imperial Warhammer
+4
Imperial Warsword
+4
Power Axe
+5
ONLY Ferrapur,Centaling
and Spug may use this.
Only Imperial forces may
use.
Massive sword. Imperial
only
-
+5
+5
Thuntra only.
Powered multi bladed melee
weapon, used 2 handed.
Must have swordsman skill
to use.
Pirates only!
Only Elite/ hero may use.
Counts as main weapon
2 handed, so counts as
figures main weapon
2 handed, so counts as
figures main weapon
2 handed, so counts as
figures main weapon
-
Pirate Multiblades
+3
2 handed, so counts as
figures main weapon May
throw 2d10 in combat and
use the highest roll.
10
+8
3
4
notes
Civilians, prisoners etc.
The figure must be carrying
an infantry weapon
*Costs 1 point for 1 item, but if more than one figure is allocated this item, calculate total points for unit with a points cost of 1.5.
For example, 4 figures carrying Vibro swords would cost 6 points.
The total score for each combatant is noted. If the attackers score is equal to or lower than the defenders score, the attacker is
removed from play. If the attackers score is higher than the defenders, the defender is removed from play.
Note if you move into hand to hand combat during the move phase, after the combat is resolved, you may not move further if you
had moved less than that figures maximum move allowance for that turn. The players whose turn it is, is always considered to be
the attacker. Note figures with digimedics may make a saving throw to avoid being killed, and if successful, the figure is
assumed unhurt. Killed figures may not be helped by a medic.
Note: HtH versus vehicle column refers to the demolition table for use when individuals with Melee weapons try to attack
buildings or structures, and the table below for Turrets/ vehicle attacks.1= First column, 2= second column etc.
Melee weapons and doors.
If a figure armed with a Melee weapon tries to knock down a locked door to gain entry (See demolitions rules) check the HtH v
vehicle class in the above table. 1=LOW damage class, 2= Standard damage class, 3= High damage class and 4=Power damage
class.
HAND TO HAND COMBAT WITH MULTIPLE ATTACKERS
Each figure may only engage in one round of hand to hand combat in a particular phase. It is permissible to place up to 4 attacking
figures around a defending enemy to engage in hand to hand combat, as long as all attackers have sufficient movement allowance
to move in base to base contact with the defender, and can be arranged in the configuration of one figure per side (one in front,
one behind and one to each side). All figures roll their 1d10 (+/- modifiers), and each attacker must have rolled higher than the
defending figure (who has extra penalties for fighting off more than 1 opponent) or face being killed.
22
Troops in base
contact with
1
E.g: Unarmed
Light turret
Light artillery
Moving vehicle hull
0-2
Stationary vehicle
hull 0-2
Moving vehicle hull
3+
Stationary vehicle
hull 3+
NE
NE
4
E.g: Power Glaive/
Hvy power axe.
KO
KO
NE
NE
Melee
Melee
NE
Melee
Melee
KO
NE
NE
NE
Melee
NE
NE
Melee
Melee
NE: No effect. Troops cannot harm a turret or vehicle with this melee weapon.
MELEE: Make Hand to Hand combat rolls (1d10) as normal, the turret/ vehicle counts as being unarmed, the armour level of
Turrets and Artillery is listed on pages 22 and 23 of the core rules. For vehicles, hull size 0 vehicles have a +0 HtH bonus, Hull
size 1-5 is +3 per Hull size (So hull size 3 vehicle has a +9 to its HtH 1d10 roll). If the attackers win, vehicle takes 1 penetrating
hit (no matter how many attackers win that round of hand to hand combat), if vehicle wins, there is no effect (Attackers are NOT
killed).
KO: Troops in base to base contact with object can automatically destroy it. Power/ force weapons can simply cut barrels off, or
destroy the turrets targeting system.
Note: Only wheeled, tracked and STATIONARY grav/ hover vehicles can be melee attacked. Moving Grav/ hover vehicles
cannot be attacked in this way.
Points
Element
Each armoured
vehicle or hero
23
Points
Element
Points
5-20
Each nominated
building/ key defence
position/ VIP civilian or
unarmoured vehicle
(Agree
before
battle)
Once the starting morale strength has been calculated make a note of this figure, along with the half morale strength value (round
fractions up) on the battle sequence monitor sheet at the end of these rules. At the end of each fire phase (and occasionally at each
close combat phase), adjust the current morale strength.
When morale point losses come to half of the original total, the armys morale is shaken
SHAKEN ARMY (place shaken counter next to army)
When an army is shaken it may not advance, but may hold its ground or start to retreat, it may fire
upon eligible targets as wished.
A shaken army must make a morale test at the end of each own player turn. To do this, throw 2d6.
If the score is 7 or more, the army is broken.
BROKEN ARMY (Place broken counter next to army)
A broken army must retreat all troops and vehicles their maximum movement distance in at least 1 move phase per turn, except
those rallied by leaders, or fanatics or robots. In the other move phase, it may stand its ground but cannot advance. A broken army
also may not engage any targets other than those who have fired upon them in the same turn, or those that block off the armys
retreat
NOMINATED BUILDINGS/ KEY POSITIONS
Before the game commences, an independent spectator may nominate, or the players mutually agree key scenery or terrain
features/ positions which are allocated a morale value. This can include key bunkers, a bridge, a checkpoint, a fuel dump, or other
important position. These are added to the morale strength as normal, and treated as lost if destroyed by demolition, or captured by
the enemy (i.e. the defenders are all killed). The morale value for the item is then added to the other players morale strength. If
captured back, the morale value then passes back to the original player. In this way it is possible for an army to be shaken by the
loss of such a position, but then stop being shaken if it is recaptured. A broken army is broken; it is too late to do anything by that
time, unless the troops are rallied by leaders. In certain game scenarios, even civilians may be assigned a morale value in the
game, if the objective of one side is to rescue/ kidnap them.
Arc of facing while retreating
When units are retreating they may retreat on foot, but still be facing forward, this means they may fire back at troops who are still
attacking them. The exception is vehicles which when retreating turn around (and may only fire back into the battle with turreted
or rear facing weapons), and troops which have jump packs, they must turn to jump back, thus exposing their backs to enemy
fire. Retreating troops do not have to follow squad coherency rules, and must make for the friendly table edge they came from.
In games where troops started in the centre of the table, they retreat as close to the central part of the table as possible.
SUPPRESSION AND MORALE
In a game of Beamstrike, suppression applies to an individual squad, or single independently acting figure whereas morale rules
apply to the whole army.
REINFORCEMENTS
Reinforcements are extra units sent to strengthen a military force or aid in the performance of its mission. Dependant on the
scenario (and agreed before the game commences), a proportion of an armys troops/ vehicles may be held in reinforcement.
Troops held for reinforcements are not placed at the start of the game, but are held off- table until they are called. Units allocated
as reinforcements only cost 80% of the points value of regular units. (For example a tank is going to be used as a reinforcement, it
usually costs 100 points, so now it only costs 80 points) Reinforcements may be introduced in several ways:
Q- Travel pod. (See Q- pod section), cost 30 points per pod)
Placed anywhere on the battlefield before troops are placed (bear in mind the travel pods can be destroyed by enemy troops). Each
Q-travel pod can transport up to 5 figures of any troop class or a light vehicle (vehicles up to hull class 2), in each movement
phase. Note that as troops must move into or out of a Q- travel pod, the bay can only in fact be used in one move phase per player
turn so it spends the other waiting for troops to enter or clear the pod. Troops may freely move from reinforcement status into
any Q- pod in any movement phase, no dice roll is needed. They may then fire from the Q- pod in the fire phase and move off the
pod in the next friendly move phase. Troops may move from one pod to any other on the table. In evacuation scenarios, troops
move into a Q-pod, and in the next move phase are teleported safely to a waiting starship.
The high points cost of Q- travel pods includes the orbital craft support and control mechanisms. A Q-travel pod is destroyed on
any KILL result from ranged fire, and counts as a stationary assault dreadnought armoured troop for armour purposes. Glancing
hit results have no effect. Q- travel pods may be inactivated by any trooper in base to base contact armed with a power or a force
weapon.
Ground based. (no extra points cost)
Reinforcements may enter the battlefield from the friendly table edge. To call in a reinforcing unit, a 1d6 roll can be made during
each friendly movement phase for each squad/ vehicle/ independent figure The dice roll needed to succeed is the same as that for
calling in off- table fire support (for example, a leader needs to roll a 4-6 for success). A laser painter device is NOT needed to
call a reinforcement. Units successfully called are placed within 2 inches of the friendly table edge in that movement phase, they
may not move further in this movement phase. Thereafter they may fire and move as normal.
Point drop- ship (Costs 20 points per ship available)
A hull class 5 drop ship with the capacity to drop 24 FI troops (See rules on troop capacity and armour type) or a hull class 2 or 3
vehicle, or 2 hull class 1 vehicles, or 3 hull class 0 vehicles into action. The point drop ship will only drop troops anywhere on
the table then immediately leave, it may not fire or take any further part in the action, it is there solely to drop troops off.
To call in a drop ship, a 1d6 role can be made during each friendly movement phase for each point drop ship available. The dice
roll needed to succeed is the same as that for calling in off- table fire support (for example, a leader needs to roll a 4-6 for
success). A laser painter device is NOT needed to call a drop- ship.
Drop ships successfully called in a movement phase are placed in a landed position on the field, in the next friendly move phase,
troops may disembark and are placed within 1 inch of the ship. In the next friendly move phase, the ship takes off and leaves the
battlefield. Note that there should be one fire phase within all of this allowing the enemy to shoot at incoming/ landed drop ships.
This is allowed, the vehicle hits tables are used normally (vehicle is classed as airborne),and your reinforcing troops are classed as
being onboard passengers, so if the drop ship is destroyed, goodbye reinforcements. Destroyed/ disabled dropships cannot be used
again but do not count towards morale. Drop ships which have just left the battlefield may be called back again in the next
friendly movement phase. In evacuation scenarios, troops may move into a point drop ship, and in the next move phase are
transported safely to a waiting starship.
Note also that existing troops can be moved around the battlefield in ground based vehicles, or in drop-ship type aircraft which
have been purchased for continual use in the game (rather than point drop- ships).
-2 penalty to Hand to hand combat roll, often have inferior movement capability compared to humans.
Each time the robot has a glancing hit result (in other words was hit but not killed), roll 1d6. On a result of a 5 or 6, the robot has a
malfunction
May not call off table fire support or reinforcements.
Robots may not be classed as heroes, but may be assigned skills including fanatic.
Robots and Androids may be assigned with fanatic skill and ignore morale rules and fight to the
bitter end as per their programming, but do not advance automatically. Robots and androids
ignore Suppression rules.
MALFUNCTIONS
Place a malfunction marker next to the robot in question, At the end of the firing phase, after all other attacks have been resolved,
roll 1d6 for each malfunctioning robot and consult the table below:
Dice
score
1-3
4
5
6
Result
Does not fire in next fire phase (essentially as glancing hit)
Fires at nearest enemy (resolve in this fire phase)
Fires at nearest building, vehicle or flying vehicle (in that order), whether friendly or enemy. (resolve in this fire phase)
Fires at nearest figure, vehicle, flying vehicle, support weapon, or occupied building (in that order) whether friendly or
enemy. (resolve in this fire phase)
In the movement phase, roll 2d6 If the score is less than 6, the robot does not move in that movement phase, if the score is 6 or
above the robot moves in the direction indicated on the diagram below:
At the end of each players own turn end, roll a 1d6 for each malfunctioning robot. A roll of 1-3 means the robot continues to
malfunction, a roll of 4 means the robot shuts down and is removed from play and considered killed for morale purposes, a roll of
5 or 6 restores the robot to full operation.
EXAMPLE ROBOTS AND DROIDS
The following table gives Beamstrike points values for robots and androids.
Note the total points cost per figure may vary slightly from the equivalent human value with the same
weapons, this takes into account movement rate of robot, any skills or built in equipment, or special
weapon pods which may increase/ decrease their combat effectiveness.
Arm weapon packs or linked chest/ body weapons are treated just like multiple weapon packs on PA or
AD troops, i.e. must fire at same target etc.Only one weapon pack is usually fired per fire phase,
unless second pack contains hand flamers .
26
And
or
Rob
POINTS
per
figure
Armou
r
class
Model
availability
Training
Move
class
37
PA
15mm.co.uk,
laserburn 311
VET
19
FI
15mm.co.uk,
laserburn 600,
601, 602
VET
Robo- Artillery
55
Plus cost
of guns
Hull
class 2
legged
vehicle
variant
Robo- support
38
Plus cost
of guns
AD
Medical droid
15
LA
15mm.co.uk,
laserburn 600,
601, 602
Imperial hvy
Battle droid
Security Robot
Cyborg Dog
Robo- Scout
GZG guncrab
variants,
15mm.co.uk,
laserburn 311
13
FI
15mm.co.uk,
Laserburn
118 Guard dog
40
PA
GZG SG15-A3
Scout pod
20
LA
Sentry Robot
29
PA
15mm.co.uk,
HOF45 Robot
Scout Drones
15mm.co.uk
HOF43
Armoured
Sentry Robot
Armament/
accessories
included in points
cost
Further notes
DA
Support bolter,
Targetter, fanatic
PA
REG
AD
REG
AD
REG
LA
REG
As
antigrav
, no
penalty
for
turning
REG
LA
REG
FI
REG
AD
No weapons
mounted.
Jaw as powerglove
Fanatic, penalty of -2 to hit. Used by Scout and Colonial Police dog
handler units. Dog handlers armed with grenade launchers and support
targeters keyed to their Cyborg dogs; so dog handlers can use Cyborg
dogs line of sight to fire at indirect targets
27
56-60
Dodge (1)
61-65
66-70
71-75
76-80
81-85
86-90
91-95
96-98
Constitution (5)
Swordsman (3)
Marksman (4)
Sharpshooter (5)
Grenadier(2)
Agile (3)
Martial Arts (4)
Sniper(3)
99-100
Intuitive
Hero/ Heroine
Description
RECORD SHEET
Use heroes sparingly in battles, bear in mind most of the major figures would not be on the ground sweating with the grunts, but
occasionally they can be fielded to add spice to a game, perhaps as an assassination target, part of a diplomatic convoy that is
attacked etc. The points value for each figure is calculated normally, taking each as a 20 point basic hero and adding points for
extra ranged fire bonus, extra skills, armour, training level, and equipment. Specific heroes can be found in each of the Beamstrike
Era supplements.
BEAMSTRIKE HERO RECORD
Name:
Race:
Skills:
Sex:
Age:
Armour:
Weapons:
Story:
28
TRAINING
HERO
ELITE
VETERAN
REGULAR
CIVILIAN
2
5
8
18
27
20
10
5
2
0
WEAPONS
2
Blast pistol
5
Blast Carbine
8
Blast rifle
4
Antimatter beamer
7
Laser pistol
Laser rifle
Squad Heavy laser
Auto- laser
Sniper laser
Gyrobolt pistol
Gyrobolt rifle
Rapid fire Gyrobolter
Heavy Gyrobolter
Support Gyrobolter
3
4
5
6
10
Autopistol
Machine pistol
Assault rifle
Pulse rifle (inc. riot gun)*
Automatic shotgun
Submachine gun
Machinegun
Sniper rifle
Long Rifle
Light minigun
Gauss rifle
Needle rifle
P-Beam Rifle
1
2
5
8
3
3
7
6
3
8
10
3
15
Palm flamer
Flamethrower
Plasma gun
Sun gun
3
5
14
20
GRENADES
Infantryman
Support
Specialised
JET PACKS
Civilians cannot mount packs
Pack for Fast infantry/scouts
Pack for Light armour
Pack for Power armour
Pack for Assault Dreadnought
TROOP SKILLS
Leadership
Fanatic
Sniper
Sapper
0
5
5
6
10
8
3
3
2
Riot gun
Grenade launcher*
Cartridge pistol*
Missile launcher *
LAW pistol
2
3
7
10
5
Grenadier
Ramjet pistol
Medic
Gunner
Scout
Swordsman
FORCE SHIELDS
Energy shield person/ vehicle
Projectile shield person/ vehicle
Null shield
Invisibility cloak
Multi-shield
3
1
3
3
Smartgun
Heavy Sniper rifle
Sonic rifle
17
12
5
Demolition pack
Autocannon
Laser cannon
Bolt cannon
Robocannon turret
Rocket turret
5
20
30
25
30
32
1
2
3
3/10
3/10
15
7
25
29
PERSONAL EQUIPMENT
Targetter
Support Targetter
Digimedic
Laser painter
3
5
6
15
3
8
3
5
VEHICLE ACCESORIES
AI- turret (for up to 3 wpns)
10
Forward wpn mount
free
Mecha blades
3
Mecha power claw
5
Mecha Jetpack
15
Gun link
5
Pintle mount
3
Command array
15
Sensor array
10
Smoke cannisters
3
ARMOURED VEHICLES
See section on vehicles and tank building
SUPPORT/ REINFORCEMENTS
Module of fire support
15
Q- travel pod
30
Point drop ship
20
ARMY LISTS
Army lists may be used to calculate roughly equal strength armies for competitive games. Note that where larger vehicles and
artillery is introduced, the balance of the game may be upset.
Armies of around 500 points per side should give a 2-3 hour session. 1000 points per side should give a game lasting around 4-5
hours, and Large armies up to around 2000 points per side will last a whole day or longer. See the scenario ideas section for
example force sizes and victory conditions.
Force organization and platoon size/ squad size etc are fairly flexible in Beamstrike; we have avoided rigid force structure and
favour a more fluid approach, where players are free to choose what they like from the models they have available and the sort of
game they wish to play.
Note weapons listed in army lists are those that the troops listed would normally carry. Other weapons may be equipped,
depending on the scenario, with the agreement of both players; you will need to adjust points values accordingly if this is done.
FOR SPECIFIC ARMY LISTS, PLEASE SEE THE 4 BEAMSTRIKE ERA SUPPLEMENTS
Imperial Army
Police Army
Mercenary Army
30
VEHICLE TYPES:
Beamstrike splits vehicles into two broadly different types. Softskin vehicles tend to be those in civilian use, which while able to
mount weapons in some cases, tend to be found in use for transports or a bystanders. A list of generic soft skin vehicles ready for
play can be found in the vehicle lists at the end of this section. Armoured vehicles are those used for combat and the most
numerous in the Beamstrike game. A vehicle builder chart is used to create armoured vehicles and calculate the points value for
their use.
Armoured Vehicle Types:
TANKS
MECHA (Battlesuits)
WALKERS
TRANSPORTS
Some descriptional notes for each type is given below:
TANKS:
A tank is defined as an armour- plated vehicle, mounting a variety of large weapons in a turret, and having several modes of
propulsion, from tracks in low- technology societies to grav- plates in more advanced civilizations.
A variety of tank sizes are listed in the vehicle builder chart, from the light and maneuverable scout car and light tank, to the
all-round versatility of the medium tank, to the heavy and super-heavy main battle tanks.
Armoured Personnel Carrier- These vehicles are similar to light tanks, but do not have a turret mounted weapon. The extra room
inside provides either protected transport for troops, OR room for command communication equipment.
APC Transport limits are as follows:
Can transport up to 10 LI troopers.
Can transport up to 8 AI troopers.
Can transport up to 5 PA troopers.
Can transport up to 3 DN troopers.
BATTLESUITS AND MECHA:
Available in various sizes and configurations, generally considered to be legged anthropomorphic (having human form) tanks,
very much like huge suits of assault dreadnought armour, but where the pilot sits in a cockpit rather than wearing the armour.
Vulnerable to fire on limbs, and providing a very tall visible target to all on the battlefield, mecha can be as much of a liability as
an asset. Special movement abilities of mecha include the ability to jump using huge jetpacks. Battlesuits can mount weapon
packs on limbs and can stomp on hapless troops who stray to close to their legs.
Although in the same category, battlesuits must have human form and be melee capable, while Mecha do not have this stipulation.
WALKERS:
Walkers are probably best described as tanks on legs. Able to operate in areas where wheeled or tracked vehicles could not enter,
legged vehicles are ideal in inner city or forested areas. Not as sophisticated or expensive as grav vehicles, they never the less
have their own niche. Vulnerable to hits on the legs, easy to hit, and not able to carry very heavy guns, walkers do have their
limitations.
The Heavy walker is a much larger version of the light walker, some models having 4 legs rather than the standard 2. Can mount
a main gun in a turret and has higher armour level.
TRANSPORTS: Large, armoured transport vehicle, used by the military to carry ammunition/ large numbers of troops or other
military vehicles into action. Carry 4 times the number of troops as APCs can, or can carry 1 tank/ 2 cars or 4 bikes into action.
Another variant is the Transport Walker, a large, slow, troop vehicle on legs with the same troop carrying capacity.
31
HULL
CLASS
Advanced
F/S/R
Hull
Cost
Movement
Options
Main
Gun
Space
Auxiliary
Spaces
Abbreviation
Troop
Cap.
2/2/2
20
W,FW,T,FT,H,G
APC
12
2
2
3
2/2/1
2/2/2
3/2/2
25
40
30
W,FW,G,H
A
T,H,FG,FT,G
1
0
1
1
5
3
SC
LM
LT
4
0
0
3/3/2
55
MM
3/2/2
30
LW
4/3/2
45
T,H,G
MT
4/3/2
55
HW
4/3/3
80
HA
HM
5/4/2
70
T,G
HT
5/3/2
65
HT
GMC
5/4/3
45
T,G
TR
40
5/3/3
50
HL
TW
40
6/4/3
90
HT,G
SHT
Hull Class: This is the hull class for penetration purposes (See vehicle armour penetration table, below). Note that mecha are
expensive and have 1 class lower front hull class than equivalent sized vehicles due to vulnerability of limbs. Note that tanks and
Walkers attacked from behind, have 1 less armour.
OPTIONAL RULE:
For a more realistic game, vehicle armour depends on the direction the attack originated from. Most vehicles have heavier armour
on the front than they do on the sides or rear. If vehicle is attacked from the top, assume top armour is the same as the side armour.
32
The column labelled Advanced F/S/R details the armour protection on the Front, side and rear respectively.
Hull Cost: Cost of the vehicle body including main turret (if a tank or walker), a minimal crew, but without weapons or a
movement type. Note vehicle crew usually stay with the vehicle at all times and are not counted as troops for points/ moral
purposes.
Movement type/cost: Lists the locomotion options available to that hull type. For the actual distances vehicles can move, see the
listings in the movement chart.
Movement type
Fast Tracked
Tracked
Hvy Tracked
Fast Wheeled
Wheeled
Hover
Grav
Points cost
8
5
10
8
5
10
20
Abbreviation
FT
T
HT
FW
W
H
G
Movement type
Fast Grav
Legged
Hvy legged
Hvy Grav
Limbed
Hvy Limbed
Points cost
25
10
15
30
10
15
Abbreviation
FG
L
HL
HG
A
HA
Main gun space: This is the maximum size of a vehicle mounted main gun which may be mounted in the turret for tanks and
walkers, and shared amongst the limbs of a mecha. Note that some vehicles cannot mount main guns, they are restricted to any
weapons from the infantry support and non- vehicle heavy weapons list (Usually laser cannon, Support bolters etc), and may not
mount any weapon from the Main gun table below. Note there usually one main gun mount in a turret for tanks and walkers, and 1
main gun mount in each of the 2 arms of mecha/ battlesuits.
Auxiliary spaces: Gives the number of spaces for mounting weapons, shields and other equipment.
Note: More than one gun may be mounted in a turret, up to the total points room for that vehicle. For example a Heavy tank could
mount 1 sized 3 gun in its turret, or a size 2 and a size 1, or 3 sized 1 guns, but NOT a sized 4 gun. Note that where multiple main
guns are mounted in the same turret/ arm they must be LINKED.
AV = Anti-Tank round.
HE = Anti-personnel round.
The AV (CPP Anti vehicular round) has no blast template, as all the energy of the charge is penetrative.
** This weapon is not turret mounted, but forward firing. It may only fire straight ahead.
Weapon mount points other than the main gun may mount any weapon from the infantry, support and heavy weapon lists
# See the tank builder chart for details
33
Abbr
Cost
Aux
points
used
Electronic Counter
Measures (ECM)
ECM
20
Smoke Generator
SG
Smoke Dispensers
SD
Robo-Turret
Automatic Defence
System
Magnetic Anomaly
Detector
Sensor Array
Command Array
Gun Linkage
Fixed
Weapon
Mount
Turret Mechanism
ROC
10
ADS
15
Confuses targeting systems and removes their to-hit bonus. For vehicle mounted weapons it imposes a
penalty -2 on the to-hit. For no vehicle mounted it negates any targeter bonus.
Allows vehicle to leave one SMK grenade equivalent area of smoke at any point along its movement
path.One area of smoke per movement phase can be left. Area of smoke as per smoke grenade
Vehicle can fire the equivalent of 2 smoke grenades (use grenade launcher ranges) per fire phase, in
addition to other weapons. Arc of fire is as per fixed FF weapon. A stationary vehicle can smoke its own
position, but penalty to hit is applied to the smoking vehicle itself as well as fire directed at it.
Detects incoming small arms and missile fire on vehicle and returns fire afterwards.
Detects when missiles / grenade and mortar rounds are fired at vehicle. In a roll of 6-0 on a D10 it
destroys the incoming round. Maximum of 2 rounds can be intercepted per turn.
MAD
Detects when vehicles are moving out of sight, and can indicate vehicle size, but not type.
SA
CA
GL
10
15
5
1
1
0
FF
Free
TUR
10
Pintle Mount
PM
Mech Jetpack
Energy Shield
Projectile shield
Multi-Shield
Folding
Dozer
Blade
Digging Charge
MJ
ES
PS
MS
15
10
10
25
2
1
1
1
1
0
6
5
3
1
0
0
FDB
DC
Notes
MHTH
MPC
MB
Ammunition
Ammunition counting and monitoring is not a requirement of Beamstrike games, so assume all are unlimited.
HITS ON VEHICLES
(See the separate Weapon charts pack for all the tables needed)
When vehicles are subject to enemy fire, roll for hit as normal with 2d6, using vehicle specific modifiers (Table 2). Next, use the
armour penetration chart (Table 3) to determine the score needed on 1d10 to penetrate the vehicles armour/ hull. The weapons
damage type determines the figure needed to penetrate the vehicles armour (See table1). Vehicles each have a Hull Class, which
determines its armour/ protection level. Throw the D10, if the score is LOWER than that needed, the shot does not penetrate and
has no effect*. If the roll is equal to or higher, go to the vehicle effect of hit chart, rolling a d10.
*Some weapons can cause non- penetrative vehicle damage, if you wish to use this optional rule, roll 1d20 on the non- penetrating
hits chart for each hit on a vehicle that did not penetrate the armour.
ARMOUR PENETRATION CHART (Throw 1d10, See Beamstrike Charts pack table 3)
VEHICLE EFFECT OF HIT CHART (Throw 1d10, cross reference against vehicle type. See charts pack, table4)
NOTE:
A -1 modifier is applied to hull class of tanks and Walkers attacked from the rear. If the optional advanced armour rules
are used, vehicle armour value depends on direction vehicle is attacked from.
The vehicle to-Hit flow chart in the charts pack outlines the sequence of events for vehicle combat.
Forceshields
A trooper may mount one type of shield only, a vehicle may mount multiple types, but only one may be active in each turn. Shield
type active is announced at the start of the players phase, use a shield template underneath the figure/ vehicle to remind you that a
shield is in use. For most weapons on the infantry, support and heavy weapon list, fitting a shield deducts 3 from any applicable
34
weapons armour penetration roll on the armour penetration chart for vehicles, or -3 on the damage table for figures. The guns on
the tank gun list, along with the missile launcher firing anti tank missiles, and AV grenade are much more powerful and are
designed to defeat such shielding, so only have a -1 penalty. Note that no type of shield protects against flamers, sun guns and
sonic weapons.
SHIELD
(Abbreviation used)
Energy Shield (ES)
Projectile shield (PS)
Multi shield (MS)
Null Shield
(Figure only) (NS)
All
None
Infantry
weapons
-3
-1
-3
-1
-2
Cannot be
harmed
-1
Cannot be harmed
No
protection
No protection
Notes
Hits on forceshields
At the end of each fire phase, if a shield has received hits that didnt penetrate the armour( including null shields and invisibility
cloaks), there is still a chance the shield has overloaded and failed. Roll a 1d6, the shield goes down on a roll of 6. If the shield has
suffered penetrating hits, it goes down on a roll of 3-6. Downed shields remain so for the rest of the game. In vehicles mounting
more than one type of shield, a downed shield does not affect the operation of another shield fitted, which may then be turned on.
When armoured vehicles get in close to troops with plasma, bolt and sun weapons, they dont last very long! unless shielded,
something worth bearing in mind if you are spending lots of points on tanks etcPlasma and sun guns, though short ranged,
will cut into all but the most heavily armoured vehicles, and have the bonus that they are not affected by shielding.
Bolt gun armed troops, when faced with tanks and APCs, will switch to armour piercing or phase rounds, to give a real chance
of defeating future armour.
Example
Example vehicles for Beamstrike games
The following list of vehicles provide some ready to play vehicles for Beamstrike games, with the points values pre-filled and
listing the armaments and equipment included in the price. Note vehicles are for the Imperial Era of the Beamstrike timeline.
Point
cost
Hull
Class
Type
Movement
type
Main
Gun
Trike
18
Trike
Command Trike
35
Trike
Skimmer scout
15
Hover
70
Hover
Rebel multi-tankMBS
179
HT
Grav
100mm
170
HT
Grav
Rebel multi-tank-APC
150
HEV
Grav
98
LW
Legged
100
MT
Tracked
Rail gun
Zandrine Medium
Mech
129
MM
legged
220
Aircraft
Vehicle
Point
cost
Hull
Class
Type
Movement
type
Main
Gun
17
Trike
Police Jetcopter
62
Aircraft
15
Trike
Police APC
25
APC
Wheeled
2xmissil
e salvo
Comma
nd array
Auxiliary gun
points
2x FF linked
autogyrobolters
Heavier armour, laser
painter
AI-turret with laser
cannon
MG x2 in turret
Missile launcherx2
forward firing
2x support bolter AIturret
1 Bolt cannon in AIturret
Bolt cannon in AIturret, 2xFf heavy
laser
2x FF flamethrower
Troops
capacity
Model
available
Shield
TTM-408/ 408a
TTM-410
ES
TTM-415
TTM-416
ES
PS
0
6
PS
PS
PS
PS
Use Mechwarrior
models
ES
24
ES
Model
available
Shield
Troops
capacity
0
TTM-102
TTM-V007
PS
TTM-102
10
Model
available
Shield
TTM-LB-V011
ES
IMPERIAL VEHICLES
Vehicle
Point
cost
Hull
Class
Type
Drop Lander
184
Troop transport
25
APC
Hover transport
30
APC
Grav transport
40
APC
Movement
type
Aircraft/ anti
grav
Wheeled or
tracked
Main
Gun
Auxiliary gun
points
Troops
capacity
2x AI-turrets with
laser cannon.
12
Hover
Grav
25
Trike
Imp. Jetspeeder
17
Fast grav
Razor jetcopter
Light scout car
30
Aircraft
18
Hover
36
TTM-317
TTM-207/207a
TTM-V007
TTM-V010
Vehicle
Point
cost
Hull
Class
Type
Movement
type
Main
Gun
Auxiliary gun
points
Troops
capacity
Model
available
Shield
Scout Copter
26
Aircraft
TTM-V105
171
TRAW
Hvy. legged
40
Micromachines
AT-AT
ES
93
LT
Fst.GRAV
40mm
1 FF Hvy laser
106
MT
Tracked
75mm
163
HT
GRAV
100mm
Vehicle
Point
cost
Hull
Class
Type
Movement
type
Main
Gun
Auxiliary gun
points
Troops
capacity
Model
available
Shield
Transport Jetcopter
Hover scout car
Motorbike
Air raft/ Flit car
Hover Truck
50
20
5
15
20
1
1
0
1
1
Aircraft
Hover
Trike
Hover
Hover
2
1
1
none
none
12
5
0
4
10
GZG:Light grav
tank V15-09A
GZG: Puma light
tank V15-02A
GZG:V15-08A
Grav MBS
ES
ES
ES
CIVILIAN VEHICLES
POINT COST: Beamstrike points cost for vehicle, including crew, any weapons listed, and any
equipment listed. Note if no weapons listed for main gun or auxiliary weapon, but just a number of
possible fitments, the weapons points cost is extra as there is the option of whatever armament fitment
best suits the vehicle role.
HULL CLASS: See armour penetration chart.
TYPE: Tank type on the tank builder charts, note this does not apply to lighter vehicles, or aircraft.
MOVEMENT TYPE: Vehicles movement class, see movement rules below.
MAIN GUN: Lists the main gun fitted, as per tank builder chart.
AUX GUNS: Lists the number of auxiliary gun points. For each gun point, a single fixed gun (must
state forward firing, side or rear) ,or a Roboturret, which costs an extra 10 points (with up to 3 guns
in)may be fitted. NOTE you cannot fit a main gun (from the main gun chart) in an auxiliary location. (Note: FF= forward firing)
TROOP CAPACITY: Number of unarmoured/ lightly armoured troops vehicle can carry, not including the actual driver/ cyclist/
pilots. See rule section below.
MODEL AVAILABLE: Lists available 15mm lead or resin model available and the manufacturers code number if known.
Abbreviations are OC= Old Crow model, GZG= Ground Zero Games model, TTM= Tabletop Games model (from 15mm.co.uk)
Old Crow Models: (The 15mm range) http://www.oldcrowmodels.co.uk/15mm.htm
Ground Zero Games: (The SG 15 vehicles) http://www.gtns.co.uk/store1/
15mm.co.uk (The Laserburn range) http://www.15mm.co.uk
SHIELD: Type of shield(s) fitted as standard, although any vehicle may mount shields for extra points.
mounts. Trikes and Skimmers may mount up to 2 light support or infantry weapons (of the same type) as forward firing fixed
mounts. Duplicate forward firing weapons are linked, fire as one, but roll twice for effect of hit. A skimmer may mount one AI
turret instead of passengers.
Mecha hand to hand combat is handled in exactly the same way as other melee combat but with the following additional
modifiers:
Small mecha/ suit (Hull 2)
Mecha Blades fitted
+12
+2
+15
+5
+19
Mecha may enhance their hand to hand combat capability with the following fittings (do not take up any additional mount points):
BLADES: Mecha armoured fist is toughened and has power blades on forearms to rip through metal and flesh. Costs 3 points.
POWER CLAW: Huge powered grappling claw, works like a power glove but much bigger. Costs 5 points.
No difference: Both objects: Both objects roll 1d6, 1-3 no effect, 4-5 stunned, 6 take 1 hit.
1 difference: Larger object Glancing hit on roll of 4 or 6 on 1d6, smaller object automatic near miss and takes 1 hit on a roll
of 5 or 6 on a 1d6.
2 difference: Larger object Glancing hit on the roll of a 6 on 1d6, smaller object roll 1d6.1-2 OK, 3-4 Stunned, 5-6, takes 1
hit.
3 or more difference: Larger object takes no damage, smaller object takes 1 hit and is stunned
NOTE: A hit on a trooper is at high damage, a hit on a vehicle automatically penetrates armour and a roll is made on the
vehicle effect of hit chart, using 1d10. All other hit effects are explained in the troop/ vehicle hit effects, except Glancing hit on a
vehicle. Vehicle Glancing hits operate the same as troop glancing hits
Note that grav vehicles may ram anything, Hover may ram anything except Grav, and ground (wheeled and tracked) vehicles may
only ram other ground vehicles.
Command Vehicles
Any vehicle above hull size 1 can be designated command vehicles, by purchasing a command array. This package of
communications and avionic devices gives the following bonuses:
Off table fire support requests succeed on a roll of 3-6 on a d6 for ALL of that army, regardless of who actually designates.
Enemy troop/ vehicle concealment ranges are HALVED.
All friendly vehicles get NO penalties if scenario is a night fight/ in adverse weather etc.
Any vehicles on table can give indirect fire support, if they have grenade/ missile launchers or
missile salvos.
Note that an APC/ Skimmer fitted with a command array cannot carry troops (only the operating
crew), and the array uses one auxiliary weapon mount point. Costs 15 points.
Reconnaissance vehicles
A sensor array can be purchased for a reconnaissance vehicle (any vehicle bigger than hull size 1), and allows the following
bonuses to that vehicle ONLY:
Used for dedicated reconnaissance vehicles. Lets the scout vehicle designate targets for off table fire support, with a
successful request needing 3+ on a D6.
Enemy troop/vehicle concealment ranges are HALVED.
Can give indirect fire support if vehicle has grenade or missile launcher/ salvo.
Note that an APC/ skimmer fitted with a sensor array can only carry half (round down) the number of troops compared to the
standard vehicle, the sensor array uses one weapon mount point and costs 10 points.
Vehicle Crews
Trikes/ bikes/ quads and skimmers use troops for crew, which must be paid for separately and may
dismount and fight normally (they often do this, use the crew monitor markers to keep track of who is on
which bike)
For larger vehicles, the crew are included in the points cost for the vehicle and these soldiers are not
expected to take part in the action. They can be treated as regular, unarmoured infantry with a pistol in
exceptional circumstances if the scenario allows vehicle crews to leave their vehicles.
Many larger vehicles use droid brains or computers for much of the vehicles operation.
OPTIONAL CREW TRAINING LEVEL RULE
Vehicle crews are assumed to have a skill level of regular, for firing purposes (no modifier), and roll a 4 for troop rolls if
needed. If both players agree, crews can be any troop rating, but this modifies the points cost of the vehicle as below:
Crew Rating
Regular (Standard rules)
Veteran
Elite
Hero
Civilian
none
+1
+2
+3
-2
4
4
3
2
6
Mutually agree the size of the play area, and set out terrain features either randomly, take turns placing items or get a third
person to set up the battlefield. A typical table for a 15mm game of Beamstrike will measure anything from 3 foot square to
12 foot by 5 foot.
For each terrain item, decide what type of cover it provides, sketch simple internal maps for buildings if you are allowing
buildings to be entered, and agree what each type of terrain is classed as for cover and movement purposes.
It is worth agreeing this now, as in the heat of battle, that patch of rubble strewn ruins may arguably be soft or hard cover,
and difficult or impassable ground depending on your perspective!
Decide who is the attacker and who is the defender, or if you cant
decide roll 1d10 each, highest chooses. Note attacker is Player A
with regards to the rules, and goes first.
Decide if there is to be a time factor for the game. This can be useful if
one of you has to finish the game in say, a couple of hours. At this time
point, the winner is the person who inflicted the highest points value
in killed units/ destroyed vehicles to the opponents army.
For formal battles at war-game clubs, you may wish to make sure all your models are painted/ based and you have sufficient
time/ scenery/ dice/ templates/ carry cases/ food and drink to ensure an enjoyable gaming session and experience.
Optionally, decide if there are any adverse battle conditions (can add extra spice to a game), some suggestions are presented
below:
Energy storms
Heavy rain, hail, lightning, energy disturbances. -1 firing penalty to all combatants,
Each start turn throw 1d6. 1-3: no additional effect, 4-5: targeters have NO bonus,
6: All electricals down for turn, robots and androids will cease to function , vehicles may
Not move, AI-turrets wont work etc. Throw per turn start.
40
41
Triggered small booby traps detonate as an AP grenade (blast template1), large traps detonate as a FHE grenade (template 3)- any
elements in the blast area are affected (but roll for hit using the grenade rules) and the triggering element is AUTOMATICALLY
hit.
Sapper skilled troops may disarm each booby trap by moving to a point 1.5 inches away from the trap and rolling a 1d6: 1=
Trap detonates, Sapper is hit. 2= Trap remains active, 3-6= Trap removed. Alternatively each trap may be targeted by any
explosive weapon. No roll to hit is needed, instead, roll 1d6. 1-4= trap remains, 5 or 6= trap destroyed.
2
3
5
40
5
10
100
1d20
1-6
7-8
Name
Patrol
Ambush
Points
each
Attacker/
Defender
500/ 500
500/700
Attacker setup
Defender Setup
Victory conditions
Standard
9-10
Checkpoint
breakthrough
600/ 1000
11-13
Assault
1000/1000
Within 12 ins
table
edge. Defender sets up
first. Must exit table
from within 3 inches of
the road. May jump
wall/ wire with jet packs
if capable.
Within 12 ins of table
edge
14
Assassination
500/1000
15
Demolition
500/1000
1000/500
16
Last stand
Standard
Attacker wins if a pre- nominated
enemy figure (one of their main
leaders) is killed. Defender must
field at least 3 leaders.
Attacker wins if a pre-nominated
building/ bridge/ vehicle is
destroyed.
Sappers
with
demolition packs may be needed.
There must be at least 3 buildings
on the table. The defender lays
out the buildings, but none must
be within 10 inches of the
defenders edge.
The defenders win if they
manage to survive for 3 turns,
when massive reinforcements
turn up
17
Convoy
500/1000
18
Sniper Alley
200/600
2 or 3 sniper troops
well deployed/ dug in in
buildings or on hill tops.
Standard
Standard
19
City War
500/500
20
Total War
1000-2000
43
Civilian riot. Police forces struggle to contain civilian unrest/ riot in mega-city streets. Riot squads armed with riot sticks and
stun gas, loads of civilians, egged on by lightly armed ringleaders threaten to overrun the police on sheer numbers alone.
Similar riots in Prisons, on ships, or any other public area can be staged.
Dropzone. Dropships are dropping in troops/ equipment from low orbit. Well positioned enemy forces including anti aircraft
emplacements are shooting the hell out of the incoming troops. Dropships are not counted in the points value as they clear off
after dropping troops and are not allowed to fire (unless points paid, in which case they hang around for the action).
Improvised rules for incoming drop ships clearing ground defenses could be introduced to give some variability in the
numbers of forces the attacker manages to get intact to the war zone.
Civilian protection/ evacuation operation. The escorting of a civilian group/ VIP through hostile territory (perhaps
terrorists/ insurgents are near?) This type of scenario can focus the commander on protecting forces, rather than planning for
all out carnage, regardless of cost.
Armoured battle. Tank warfare requires a large playing area, but can be visually spectacular if you have the necessary space.
Large points value forces may lead to long games, so a strict time limit or specified victory conditions will need to be adhered
to. The more exotic vehicle types can be exciting to field, battles with battlesuits and Mecha, alongside regular infantry are
particularly interesting.
Rebel Civil War. Battles within rival Rebel factions, with the possibility of hired guns, demobbed Imperial troops in the mix.
With all those fanatic troops on the table it could be a massacre!
Shipboard combat. Using small points value forces (perhaps 300 per side), and 15mm deck plans, you could hold ship
boarding actions, restrictions on weapon classes, as hull puncture is bad news for both sides, close combat the order of the
day. This scenario can provide a quick melee battle, using the hand to hand rules to full effect.
victory conditions
Some of the scenario suggestions above have unique victory conditions based on the story being followed. In patrol/ war games
where both sides are just intent on carnage standard victory conditions are used with the following rules :
Decide if there is to be a time factor for the game (say game ends in 5 turns) At this time point, the winner is the person who
inflicted the highest points value in killed units/ destroyed vehicles to the opponents army.
If there is no time restraint or the forces nearly annihilate each other before this, the following victory conditions apply:
If one force is broken due to morale loss and is forced to retreat for 3 or more consecutive move phases, it has lost.
If one force looses all of its units, it has obviously lost.
44
SECTION 55 BACKGROUND
Beamstrike Timeline
Approximately 6,500,000 years prior to the founding of the UCH (see below) Earth is rediscovered by the Fifth Galaxy
expedition. The Shepherds have by now evolved into the Spheres. In contrast, in evolutionary and technological terms, the
rest of humanity has almost stood still since 6010AD. The expeditions startling findings, not all of which are understood by
the expedition at the time, are kept secret. An role is created by the Order known as the Voice of the Order of the Wheel, and
the secret of the Shepherds and the Spheres is entrusted to that one person. The information is handed down through the
generations by the Voice choosing their successor before they die. Soon no other being alive remembers the expedition.
UCH1
The Engaged Order of the Wheel, an engaged Buddhist order, forces unification of the Four Galaxies, outlaws
private enterprise and profit, oversees the latest ratification of the Universal Declaration of Human Rights, establish the
Universal Council of Humanity, and sets up the Sacred Band, an elite military unit of 150 pairs of lovers in dreadnought
armour, to help planetary defense forces to finally enforce liberty and equality of outcome throughout the universe. The other
intelligent races, hitherto oppressed and ghettoised, are emancipated and given the same rights as humans.
Every intelligent being is provided with an aide, which is essentially a small, badge-sized link to the yoodee (the Universal
Database) combined with a personal nano-factory. Each aide controls a small but powerful cloud of microscopic nanobot
assemblers which can convert organic matter to food, and can convert other raw materials to any other items desired,
provided the pattern for the item is present as a plug-in for the aide. Every aide is inbuilt with precisely the same limits on use
of raw materials, These limits are generous and allow for a luxurious standard of living for everyone. There are few
unattainable objects of desire, for if the user becomes bored with one thing, he or she can simply disassemble it and assemble
something else.
A new beginning is made with regard to marking the passage of time years are now preceded by the initials UCH
(Universal Council of Humanity).
UCH473 The Order of the Wheel is victorious in the bloody and brutal Persephonid Campaign. Persephony was a star
system controlled by a ruthless local dictator called Agerak Terlaw Issmos, who built a private army and declared
independence from the UCH. He confiscated and outlawed the aides of all of the people of Persephony except those of his
most trusted henchmen. He reverted to the old ways of advantage and profiteering, building his own fortune and power
through punishing taxes, and conquering neighbouring systems. There were several uprisings against Issmos, but all were
mercilessly quelled by his elite Terror Guard units. Many atrocities and massacres were committed during Issmos rule.
The UCH watched the developing Persephonid crisis keenly, this being its first real test. Would it have the stomach and the
consensus to enforce the new universal order? After several years of debate and deliberation, and after having its diplomatic
efforts rebuffed by Issmos government, the UCH resolved to enforce compliance. The entire Sacred Band, supported by a
large Order of the Wheel expeditionary force, after months of hard fighting, finally overcame Issmos army at the climactic
Battle of Anees, Persephonys main world. Issmos himself was never captured. Unfortunately, there are still many that admire
his infamous achievements.
UCH566 The standard year of the events described in the novel, Borrowed Time. The Order of the Wheel is in schism;
some within the Order support an interventionist policy supporting research designed to save the four galaxies from the
ravages of proton decay. Others support a continuationist policy in opposition to said research, preferring instead to let the
universe die as nature intended, thus preserving the eternal cycle of life and death. The two factions are being driven farther
apart all the time, and there have been skirmishes and murders. The novel details the heroic struggle of Sof, a young female
monk of the Order of the Wheel, to bring permanent salvation to the Four Galaxies in the face of violent Continuationist
opposition.
The Great Ten Thousand Years War Era (circa 10,800- 20,800 AD) ..BOOKLET NOT YET AVAILABLE
Any weapons allowed. Battles will largely take place between Human forces and aliens. War between Human factions unlikely.
46
The Science fiction novel Borrowed Time by Don Clarke, is set during the latter section
of the timeline presented above (UCH 566).
The Four Galaxies are all that remains of the universe near the end of time. Minaxee,
an exceptional talent, has almost completed work that will forever protect humanity from
the ravages of proton decay. But not everyone wants the universe saved. In a time of
intergalactic peace, the Continuationists are prepared to kill to preserve the sacred cycle
of life and death. Sof, a young monk, tortured by self-doubt and a troubled past, leaves
her homeworld to complete what she thinks is a routine task for the Order of the Wheel.
Unwittingly, she is fated to play a starring role in the ultimate conflict
A vivid and colourful alternative universe with its own rules and customs and history. The
conflict between the Interventionists and Continuationists intrigues THE LITERARY
CONSULTANCY
MINIATURE AVAILABILITY
A full range of metal miniatures (both figures and vehicles) are available from 15mm.co.uk (Laserburn and HOF ranges), Ground
Zero Games (GZG), Old Crow Models and Spriggan miniatures. In some sections of the rules, the manufacturer, and model
number are listed, as a guide to model availability. Of course miniatures from many other suppliers can be alternatively used.
Abbreviations are OC= Old Crow model, GZG= Ground Zero Games model, 15MM= 15mm.co.uk model.
http://www.oldcrowmodels.co.uk/15mm.htm
Old Crow Models: (The 15mm range)
Ground Zero Games: (The SG 15 vehicles) http://www.gtns.co.uk/store1/
http://www.15mm.co.uk/index.htm
15mm.co.uk (Laserburn and HOF ranges)
http://www.sprigganminiatures.co.uk/index.html
Spriggan Miniatures (Spugs etc.)
SECTION 6-ALIENS
6 ALIENS
This section has grown into its own separate supplement, please see Beamstrike Aliens for details of more than a dozen Alien
races and notes for their use in Beamstrike games. Each Alien race has a miniature range available from manufacturers such as
15mm.co.uk, Ground Zero Games, Spriggan miniatures, and Pendrakken miniatures.
47
group
48
(requires
free
registration),
or
directly
from
No
Crew
No
Crew
No
Crew
No
Crew
No
Crew
No
Crew
No
Crew
No
Crew
No
Crew
Glancing
Hit
Glancing
Hit
SUPP
SUPP
SUPP
SUPP
SUPP
SUPP
SUPP
SUPP
SUPP
Glancing
Hit
Glancing
Hit
SUPP
SUPP
SUPP
SUPP
SUPP
SUPP
SUPP
SUPP
SUPP
Glancing
Hit
Glancing
Hit
SUPP
SUPP
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
MALFUNC
MALFUNC
MALFUNC
MALFUNC
MALFUNC
MALFUNC
MALFUNC
MALFUNC
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
Glancing
Hit
Shield
UP
Shield
UP
Shield
UP
Shield
UP
Shield
UP
Shield
DOWN
Shield
DOWN
Shield
DOWN
Shield
DOWN
Shield
DOWN
Shield
DOWN
Deploy
Deploy
Deploy
Deploy
Deploy
Deploy
Deploy
Deploy
Deploy
Deploy
Deploy
Shield
UP
Shield
UP
Shield
UP
Shield
UP
Shield
UP
Shield
DOWN
Shield
DOWN
Shield
DOWN
Shield
DOWN
Shield
DOWN
Shield
DOWN
STUN
STUN
STUN
STUN
STUN
STUN
STUN
STUN
STUN
Conceal
Immob
Immob
Immob
Immob
Immob
No guns
No guns
No guns
No guns
Conceal
Conceal
Conceal
Conceal
Conceal
Conceal
Conceal
Glancing
Hit
Glancing
Hit
Glancing
Hit
Hidden
A
Hidden
B
Hidden
C
Hidden
D
Hidden
E
Hidden
F
Hidden
G
Hidden
H
Hidden
I
Hidden
J
Hidden
K
STASIS
ITEM
ITEM
STASIS
ITEM
ITEM
MALFUNC
3
3
STUN
STUN
3
Conceal
Conceal
ARMY
SHAKEN
ARMY
SHAKEN
ARMY
BROKEN
KEY TO TERMS
Ammo Break : Ammo/ breakdown marker
No crew: No crew in the vehicle
Glancing hit: Glancing hit effect for troop
ITEM: Mission specific objective./target/ item
Malfunc.: Malfunction marker for robots.
Stun: Figure is currently stunned
Immob: Vehicle is immobilized
A,B,C : Support targeter markers
Supp: Squad is suppressed
ARMY
BROKEN
49
50
BLAST WEAPONS(FUT) are high- Imperium versions of Laser weapons, the laser beam is augmentated with pulses of charged particles,
increasing laser damages to near bolt weapon levels, but retaining laser accuracy and reliability. Blast weapons are not in general Imperial use,
but may be found within specialist units. If you are Generic gaming in the Star Wars universe with these rules, blast weapons are the standard
Imperial weapon.
SMARTGUN(FUT), with an integral carry harness is basically a machinegun with improved targeting abilities.
This type of weapon features in the movie Aliens, and may be issued to early Company and Imperial armies.
Power and range are exactly as per machinegun, but it counts as having a built inTargetter (but you cannot add another Targetter to it for a
double bonus!) and any cover a target is in has a -1 penalty to it.
The to hit figures on the weapon chart INCLUDE the Targetter bonus. The gun also allows the targeting of a unit directly behind a closer unit
(normally not allowed, see page 13, core rules), ad targets can be chosen as if troops firing the smart gun were one level higher than they actually
are (see chart page 13, eligible targets). Weapon is expensive for a standard damage item. Note the smartgun is classed as a squad support
weapon.
HEAVY SNIPER RIFLE (FUT)
This is a large caliber rifle having power comparable to bolt weapons, but still firing a metal slug. Only troops with sniper skill may use this
item. Rifle has integral silencer and recoiless action, making it ideal for long range anti-personnel and light anti-material use.
SONIC RIFLE (FUT) can be found in use by police forces on some planets, but is not generally a weapon used by regular military units. The
sonic rifle emits a tightly focused burst of sound waves, in the low frequency range which can blow back and stun an opponent. Useful for
stunning enemies or holding them from advancing. Sometimes used to control civilians in riot situations. The sonic gun has spread and intensity
settings allowing it to use ANY template for fire effect, or a long ranged attack up to 10 inches.
Note that the Sonic gun is NOT effective against power or dreadnought armour, as these armours have in-built sonic protection, also protecting
against shell-shock and explosive type sonic damage.
If a hit is achieved on LA,FI or UA troops roll 1d6: 1-4= Glancing hit, 5-6=Stun. A hit achieved on PA/ AD or a vehicle has no effect.
ANTI-MATERIEL RIFLE (CON)
A predecessor to the Gyrobolt gun, this monster fires a 17mm bolt with a shaped charged at its tip, and able to penetrate light to medium
unshielded vehicles. Very long and heavy, this weapon must be deployed before being fired. Long ranged and usually fitted with advanced scope
and integral bipod and muzzle brake/ compensator.
POWER GLOVE (FUT)
Armour plated, form fitting, exoskeletal, servo spowered glove with large power supply sheathing the glove in a shimmering energy field
(similar to power weapon field). Deadly in close combat and able to rip open armoured doors, the power glove is often fitting to suits of armour.
Beware anyone wanting a handshake wearing one of these!
FORCE/ POWER SWORD (FUT)
Atomic battery powered melee weapons having a power field surrounding the blade, cuts through most materials like butter and absolutely
deadly in close combat when wielded with skill. Tend to be standard military melee weapons.
SWORD/ KNIFE/ CLUB etc (ANC)
Sharpened metal melee weapons from ancient times. Vast array of different types and sizes.
TARGETER (FUT)
A targeter is a futuristic aiming device. A small aiming pod is attached to the weapon, this sends targeting data wirelessly to the users helmet
visor. A head up display (HUD) projects target details, range and aiming suggestions onto the users visor, making acquisition of target and hit
chance faster and higher.
VEHICLE MOUNTED WEAPONS:
40-150mm CPP (chemically propelled projectile) guns are the descendants of 20th century tank guns and fire a range of solid projectiles powered
by the explosion of a liquid propellant. The exact amount of liquid explosive is pumped into the barrel, just behind the shell immediately before
the shot, maximising efficiency and minimising blast from the guns muzzle. There is always a choice of firing the following:
AV (Anti vehicle) round, which does the damage stated, but has no blast diameter (all of the shells energy is directed into and through the
targets armour).
HE (High Explosive, Anti- personnel) round, which bursts on impact and is used against soft vehicles, buildings and troops. Roll for hits on all
elements within the indicated burst template, using the grenades and indirect fire cover rules.
SMK (Smoke) All CPP type guns may alternatively fire a smoke round, see smoke grenade rules.
Rail gun (Gauss gun, Mass driver) hyper accelerates a monomolecular spike at high velocity, using a strong magnetic field. They have good
range and a very flat trajectory.
Vulcan is an antiaircraft rotary machinegun, spitting out around 6000 rounds per minute (100 per second), creating a wall of lead. This gun
only has a -2 penalty when firing at aircraft.
Beam cannons are large particle beam projectors, very noisy and powerful, requiring huge energy banks to power them. Effectiveness is
reduced if smoke lies in the path of the shot.
Tank Flamethrower is a tank mounted version of the standard flamethrower. Short ranged, but no shields are effective against it.
Sun cannon is a tank mounted version of the sun gun, firing a blast of super heated burning chemical in a high velocity jet, and able to burn
through almost anything instantly. No shields protect against it.
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PROJECTILE
SHIELD
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ENERGY
SHIELD
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ENERGY
SHIELD
PROJECTILE
SHIELD
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