Note - these rules are offered here as an unplaytested Alpha version
Copyright permission is given to download/copy these rules for personal use only
To
play this game you will need two decks of cards: one for movement and one for
combat. NO dice are required to play this game! These Rules have been written
specifically for Kremlin Miniatures “Power Spike” range of figures.
Mount
the figures in a unit on a movement tray. Each time the unit takes a loss remove
one of the figures. When all figures have been removed then the unit has been
destroyed. The size of the movement tray and the scale of the figures are
irrelevant so long as both armies conform to more or less the same basing
conventions all will be well.
Take
turns drawing cards from the movement deck. When your colour is drawn it is your
“go” and you can “activate” one of your units. An activated unit can
move and then fire or fire and then move – a unit in base-to-base contact with
an enemy is assumed to be in a close assault. It is not permitted to
consecutively activate a unit unless you only have one unit left on the table.
Picture cards and Aces are “Power Spike” cards because they allow more than
one unit to be activated in your go: Jack = two units; Queen = three units; King
= four units; Ace = five units. If a Joker is drawn or all the cards have been
played then reshuffle the deck.
1.
Each player draws a number of cards from the deck as per their unit type.
If multiple units attack one they must pool their cards.
2.
Each player picks his best card and discards all the others
3.
Compare the number on each player’s chosen card
4.
The player with the highest numbered card wins
5.
The difference between the two cards yields the result and it is applied
to the loser. If a target is in range of an attacker then a fire exchange is
assumed to take place. Meaning that if the attacker is outscored then he can
(and does) take losses.
6.
Aces count as 1, Jacks as 11, Queens as 12, Kings as 13
7.
If a Joker is drawn then the player gets one Orbital Artillery Strike
(OAS) per ten enemy units (or part thereof) on the table.
8. When all the cards have been played reshuffle the deck.
No
Difference = Both units take one loss if
they are in range of each other. Otherwise, no effect.
Difference
of 1 to 6 = Target may hold its ground and
take one loss, or it may retreat one full move without loss.
Difference
of 7 to 9 = Target may hold its ground and
take two losses, or it may retreat one full move with one loss.
Difference of 10 to 12 = Target may hold its ground and take three losses, or it may retreat one full move with two losses.
In
some situations a unit may qualify to draw one extra combat card:
If
it is attacking a target in its flank/rear
If
it is the target of an attack and is in cover
If
it has taken no losses and its target has taken at least one loss
If it is within 12” of a Commander
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Figures
in Unit |
Movement
in inches |
Cards
when shooting or shot at |
Shooting
Range in inches |
Cards
in a close assault |
CDC Unit
Type
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Command |
2 |
8 |
3 |
12 |
3 |
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Cyberian
Death Commando |
6 |
8 |
2 |
12 |
1 |
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Red
Banner Manitou |
3 |
12 |
3 |
16 |
4 |
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Zomborg |
4 |
6 |
2 |
N/a |
2 |
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Wrecking
Crew Warbot |
3 |
10 |
2 |
16 |
3 |
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Apocalypse
Class Mag-Lev Tank |
3 |
16 |
5 |
24 |
3 |
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Red
Banner Manitou have jump jet packs and can leap over enemy troops |
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SCS Unit
Type
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Command |
2 |
8 |
3 |
12 |
3 |
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Neon
Samurai |
6 |
8 |
1 |
12 |
2 |
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Rising
Sun Manitou |
3 |
6 |
4 |
16 |
3 |
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Cyber-Ninja |
4 |
10 |
2 |
12 |
3 |
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Robo-Cavalry |
3 |
12 |
1 |
12 |
2 |
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Kaitain
Class Spider Tank |
3 |
12 |
5 |
24 |
4 |
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Generic
Unit Type
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Fire
Support Droid |
1 |
8 |
3 |
24 |
1 |
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Firebird
Class Ornithopter |
1 |
24 |
6 |
24 |
1 |
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Orbital
Artillery Strike |
N/a |
N/a |
6 |
N/a |
N/a |
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Both
CDC and SCS tank units must be depicted using one tank model and two
Fire Support Droid models (this cuts down on cost). The tank must be the last
model to be removed from the unit.
The ornithopter can be used to carry one unit (not tank) of any type. One model can represent up to 3 ornithopters (this saves on cost) when used for lifting and transporting units. If used in this way the model only gets its standard allotment of cards, it does not get to attack three times (only once) and each casualty it takes destroys one thopter and its cargo.
Formations – CDC
Cyberian
Death Commando Brigade:
2
to 6 x Cyberian Death Commando units
1
to 3 x Wrecking Crew Warbot units
0
to 1 x Mag-Lev Tank or Red Banner Manitou unit
Zomborg
Legion:
6
to 10 x Zomborg units
0
to 3 x Wrecking Crew Warbot units
Deep
Strike Regiment:
3
to 6 x Red Banner Manitou units
Mag-Lev
Tank Regiment:
1
to 3 x Mag-Lev Tank units
1
to 3 x Red Banner Manitou unit
Death
Commando Army:
1
x Command unit
2
or 3 x Death Commando Brigades
0
to 1 x Deep Strike Regiment
0
to 2 x Mag-Lev Tank Regiments
0
to 1 x Ornithopter unit
Zomborg
Army:
1
x Command unit
2
or 3 x Zomborg Legions
0
to 1 x Mag-Lev Tank Regiment
0
to 1 x Ornithopter unit
Mag-Lev
Tank Army:
1
x Command unit
2
or 3 x Mag-Lev Tank Regiments
0
to 1 x Deep Strike Regiment
0
to 1 x Zomborg Legion or Death Commando Brigade
0
to 1 x Ornithopter unit
Neon
Samurai Fighting Fist:
2
to 6 x Neon Samurai units
1
to 3 x Rising Sun Manitou units
0
to 1 x Spider Tank or Cyber-Ninja unit
Cyber-Ninja
Dojo:
2
to 4 x Cyber-Ninja units
1
to 2 x Rising Sun Manitou units
Robo-Cavalry
Regiment:
3
to 6 x Robo-Cavalry units
0
to 2 x Cyber-Ninja units
Spider
Tank Regiment:
1
to 3 x Spider Tank units
2
to 6 x Robo-Cavalry units
Neon
Samurai Clan:
1
x Command unit
2
or 3 x Neon Samurai Fighting Fists
0
to 1 x Cyber-Ninja Dojo
0
to 1 x Spider Tank Regiment
0
to 1 x Ornithopter unit
Robo-Cavalry
Brigade:
1
x Command unit
2
or 3 x Robo-Cavalry Regiments
0
to 3 x Manitou units
0
to 1 x Spider Tank or Ornithopter unit
Spider
Tank Brigade:
1
x Command unit
2
or 3 x Spider Tank Regiments
0
to 1 x Robo-Cavalry Regiment
0
to 1 x Cyber-Ninja Dojo
0
to 1 x Ornithopter unit