SOLO PLAYTEST PROTOTYPE

Choose your mission

Play on Map A against a computer opponent. Enemy movement remains hidden until you detect it.

Scenario module

Add or replace missions

Upload one or more JSON files. An existing mission ID is replaced; a new ID is added. Missions remain stored on this device.

Play as
Computer
Your force

Build your squads

Choose a type for each squad and add roles. Click a selected role to remove it. A Basic squad contains 3 freely selected roles; a Sniper squad always consists of Sniper + Spotter.

QUICK REFERENCE

Rules for this prototype

Setup and turn

Normally, roll 1D6 to determine the movement-2 squad: 1–2 = A, 3–4 = B, 5–6 = C. A scenario may disable this bonus. Move squads, then alternate activating one squad at a time. A squad uses one role action per turn.

Fog of war

Enemy movement remains hidden. SCOUT covers an area of 7 hexes. Your squad must occupy one of those hexes, but does not have to be in the centre.

Attack

The attacker’s hex is range 1, an adjacent hex range 2, and so on. Add the target hex’s defence value. The resulting effective range determines the hits in the selected role’s row. No attack roll is made. Squads sharing a hex may attack each other. Roll to determine the role hit, then roll for counterattack: on 5–6 the attacker becomes visible and the defender returns fire.

Attack damage

Role2 hits1 hit
Squad Lead1–23–6
Rifleman1–34–6
Medic—1–5
Gunner1–3—
Engineer—1–5
Grenadier—1–3
Sniper3–71–2
Spotter—1–5

Effective range = distance + defence of the target hex.

Suppress / Mortar

Gunner SUPPRESS has range 3–5 and rolls 3 dice against distance + defence. Grenadier MORTAR has range 4–10; for each squad in the target hex, a 4–6 causes one hit.

Suppressed

A suppressed squad cannot move and may only remove suppression when activated.

Engineer

PLANT places one hidden bomb. DETONATE eliminates one random role from every squad in that hex. DIFFUSE succeeds on 4, 5 or 6.

Scenario actions

A mission may provide additional actions. SEARCH INTEL consumes the squad activation and is only available in the marked search area. A recovered item moves with its carrier squad.

Control and zones

A scenario zone may reveal its occupants. A side controls a secure-and-hold objective when at least one eligible friendly squad and no eligible enemy squad occupies it.

Round end and cleanup

The game pauses after the last activation. Inspect visible enemy markers and the board state. Temporary contacts are removed only when you start the next round.

This interface uses the Basic ATTACK rule without an attack roll. The target-role and counterattack rolls remain part of combat resolution.

DEFEND YOUR SQUAD

Enemy fire

MISSION SETUP

Determine movement

PLAYTEST LOG

Previous sessions

AFTER ACTION REPORT

Observations during the playtest

0

    MISSION BRIEFING

    Mission-specific rules

    VETERAN CARD

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