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Playtest Version 4 (final) www.skirmishtactics.com CONTENTS Introduction Faction Attribute Ratings Abilities Commander HARPI Hellfire Inferno Vanguard CREDITS 2 2 3 4 5 6 7 8 Skirmish Tactics Apocalypse Created by: David Thompson Rulebook Design and Layout: Digital Capricorn Studios Design, Development, Testing, and Evaluation: David Thompson, Walter Lex Avellaneda, Ricardo Tomas, the Singapore group (Paul, Clarence, Zhi Yi, and Joshua), Jeff Baker, Brad Pfeiffer, Braon Moseley, and Carlo Guglielmin. Cover Art: David Thompson Interior Art: Rick Hershey (Empty Room Studios) Additional Thanks: The Huntsville and Savannah gaming communities and the Board Game Geek crowd. Dedicated to Lucy, Peyton, Hope, and Jackson. 1

INTRODUCTION We serve to uphold the laws and freedom of our people, sacrificing ourselves so that our children will have a just future. - Combine Cyborg Commander The Combine commits atrocities and then claims their actions are just and for the betterment of mankind. - Marauder Rebel Leader FACTION ATTRIBUTE RATINGS OVERVIEW MOVE WEAPON RANGE CLOSE COMBAT RANGED COMBAT DEFENSE 1 The Combine draws its name from the joint military force established by many of the nations of Earth in order to battle the Order of the New Dawn. This military force was called the Combined Forces of the World Alliance or the Combine Corps. Today, the Combine rules over much of the remnants of humanity, relying on martial law in order to keep the peace, ensure justice, and for the common defense against the factions such as the Marauders and SoL. 2 3 4 5 6 7 8 9 The Combine s chief goal is the survival of mankind, no matter the cost. To that end, the Combine is dedicated to the eradication of the Erthen and the Order of the New Dawn. The Combine is broken down into a rigid military structure. Its forces consist of cyborgs who direct an army of Armored Robotic Manned Systems (ARMS) and Autonoma against the Combine s enemies. The Combine prefers not to include humans in its forces because of the harm that may come to them. 2 10

ABILITIES Ability Name Ability Type Description Dual Strike Enhance Accuracy Enhance Range Flamethrower Ranged Combat Special Special Ranged Combat [Area Attack] This character can make two Ranged Combat attacks. The attacks must be against two different targets and they must be declared simultaneously. This character can give a bonus Ranged Combat die to any Mechanical characters that begin their turn within this character s Weapon Range and line of sight for the rest of round. This enhancement cannot be used in conjunction with these abilities: Dual Strike, Flamethrower, Weapon Sensors I, and Weapon Sensors II. This ability can be used in conjunction with Enhance Range. The effects of this ability are not cumulative. This character can give +1 Weapon Range to any Mechanical characters that begin their turn within this character s Weapon Range and line of sight for the rest of round. This enhancement cannot be used in conjunction with these abilities: Dual Strike, Flamethrower, Weapon Sensors I, and Weapon Sensors II. This ability can be used in conjunction with Enhance Accuracy. The effects of this ability are not cumulative. This character must use the Flamethrower ability when making a Ranged Combat attack. This character cannot make a normal Ranged Combat attack. Place the entire Flamethrower template within Weapon Range. If the template covers more than one elevation, choose which elevation level is affected before rolling an attack. All of the template s squares in line of sight to the character and on the chosen elevation are affected. Hover Movement This character can Move through Difficult, Elevated, and Water Terrain with no increase to Move cost. Huge Special [Passive] For a full description of the Huge ability, reference the Skirmish Tactics Apocalypse rulebook, p. 24. Repair Special This character can heal an adjacent Mechanical character or itself for one point of damage. Surveillance Weapon Sensors I Weapon Sensors II Special [Passive] Ranged Combat Ranged Combat The character grants a +1 to initiative rolls at the beginning of each round. The effects of this ability are not cumulative. After this character makes a Ranged Combat attack, you can re-roll any 1 s that were rolled one time each. After this character makes a Ranged Combat attack, you can re-roll any 1 s and 2 s that were rolled one time each.

COMMANDER Classification: Human / Mechanical Cyborgs that serve in the Combine are drawn from humans who have been injured and cannot be healed without extensive cybernetic enhancements. As payment for their cybernetic enhancements, these cyborgs serve on the battlefield. The cyborgs are viewed with the utmost respect by the people of the Combine. Cyborg commanders are drawn from the best of the Combine s cyborg soldiers. They lead squads into combat with their battle management system, which consists of a backpack used for receiving and processing information and a specialized helmet for visualization. ENHANCE RANGE - SPECIAL [ R / V / E ] This character can give +1 Weapon Range to any Mechanical characters that begin their turn within this character s Weapon Range and line of sight for the rest of round. This enhancement cannot be used in conjunction with these abilities: Dual Strike, Flamethrower, Weapon Sensors I, and Weapon Sensors II. This ability can be used in conjunction with Enhance Accuracy. The effects of this ability are not cumulative. ENHANCE ACCURACY - SPECIAL [ V / E ] This character can give a bonus Ranged Combat die to any Mechanical characters that begin their turn within this character s Weapon Range and line of sight for the rest of round. This enhancement cannot be used in conjunction with these abilities: Dual Strike, Flamethrower, Weapon Sensors I, and Weapon Sensors II. This ability can be used in conjunction with Enhance Range. The effects of this ability are not cumulative. 4

HARPI Classification: Mechanical Hovering Autonoma Repair Photo-reconnaissance and Intelligence (HARPI) systems provide surveillance of the battlefield. They are equipped with electro-optical and infrared imaging systems and navigation guidance packages, which provide real-time situational awareness to commanders. Autonoma are - as their classification suggests - autonomous entities. They have artificial intelligence and operate without direct human interaction. The Combine does not equip Autonoma with lethal weapon systems. HARPIs can also perform basic repairs to themselves and other cyborgs and ARMS on the battlefield. HOVER - MOVEMENT [ R / V / E ] This character can Move through Difficult, Elevated, and Water Terrain with no increase to Move cost. REPAIR - SPECIAL [ R / V / E ] This character can heal an adjacent Mechanical character or itself for one point of damage. SURVEILLANCE - SPECIAL [PASSIVE] [ R / V / E ] The character grants a +1 to initiative rolls at the beginning of each round. The effects of this ability are not cumulative. 5

HELLFIRE Classification: Mechanical Hellfires serve as the heavy artillery for the Combine. They consist of an electromagnetic rail gun with an integrated power supply. The Hellfire suffers from poor speed, but its rail gun has extremely long range and delivers devastating damage. Hellfires are guided by two cyborgs - a pilot and a weapons officer - from the guidance and control cabin. Hellfires can be deployed so that their stability and positioning provides the weapons officer improved firing solutions. Hellfires can be equipped with Brimstone-series missiles. HUGE - SPECIAL [PASSIVE] [ R / V / E ] This character can Move through Difficult, Elevated, and Water Terrain with no increase to Move cost. DUAL STRIKE - RANGED COMBAT [ V / E ] This character can make two Ranged Combat attacks. The attacks must be against two different targets and they must be declared simultaneously. 6

INFERNO Classification: Mechanical Infernos provide heavy support to dense, close combat situations. They are equipped with a flamethrower, which consists of twin fuel tanks (one nitrogen, one petrol) and the flamethrower s gun system. The primary purpose of the Inferno is to engage large numbers of combatants in confined spaces. Infernos are guided by two cyborgs - a pilot and a weapons officer - from the guidance and control cabin. Infernos can be equipped with Brimstone-series missiles. FLAMETHROWER - RANGED COMBAT [AREA ATTACK] [ R / V / E ] This character must use the Flamethrower ability when making a Ranged Combat attack. This character cannot make a normal Ranged Combat attack. Place the entire Flamethrower template within Weapon Range. If the template covers more than one elevation, choose which elevation level is affected before rolling an attack. All of the template s squares in line of sight to the character and on the chosen elevation are affected. HUGE - SPECIAL [PASSIVE] [ R / V / E ] For a full description of the Huge ability, reference the Skirmish Tactics Apocalypse rulebook, p. 24. 7

VANGUARD Classification: Mechanical Vanguards are the Combine s shock troops and typically serve as the backbone of a squad. They excel in ranged combat, primarily due to their sophisticated hyper-spectral and radar targeting sensors. Vanguards are equipped with small-scale electromagnetic rail guns that have an integrated power source. They are guided by a single cyborg that controls the robotic powered suit and its weapon systems. Vanguards can be equipped with Brimstone-series missiles. WEAPON SENSORS I - RANGED COMBAT [ R / V ] After this character makes a Ranged Combat attack, you can re-roll any 1 s that were rolled one time each. WEAPON SENSORS II - RANGED COMBAT [ E ] After this character makes a Ranged Combat attack, you can re-roll any 1 s and 2 s that were rolled one time each. 8