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Dark Potential Beta RulesVersion 0.1.5 (updated February 25, 2013)
(Please note this when submitting feedback)
Copyright 2012 MiniWarGaming Glanfield Marketing Solutions Inc.411 East Main St. Welland, Ontario, Canada L3B3X3
There are the basic rules and guidelines that should allow you to play a full game of Dark Potential.We need your feedback in order to improve the game and get it ready for the final release stage.You can give your feedback by posting on the MiniWarGaming forums here:
http://www.miniwargaming.com/forum/viewforum.php?f=115
Remember not to assume anything that isnt written here. If something isnt clear, then please posta question about it on our forums.
What we want to see posted in the Playtesting area of the forum is:
1. Questions to clarify rules.2. Questions about rules that dont appear to be here (e.g. issues that come up with certain
types of terrain).3. Suggestions for changes / additions.4. Rules that feel over or underpowered.
http://www.miniwargaming.com/forum/viewforum.php?f=115http://www.miniwargaming.com/forum/viewforum.php?f=115http://www.miniwargaming.com/forum/viewforum.php?f=1158/12/2019 Dark Potential Beta
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Table of Contents
Introduction .......................................................4
The Basics ..........................................................5
Model Terminology ........................................5
Dice & Measurements ....................................6
Dice .........................................................6
Basic Measurements ..............................6
The Battlefield .................................................7
Attributes .........................................................8
Model Attributes ...................................8
Weapons and Gear ................................9
Attribute Tests .......................................9
Game Turns.................................................... 11
The Player Turn ........................................... 11
Clean Up Phase................................... 11
Command Point Phase ...................... 11
Activation Phase ................................. 11
Movement ..................................................... 12
Actions........................................................... 14
Ranged Attack ..................................... 14
Close Combat Attack ......................... 17
Charge .................................................. 18
Overwatch ........................................... 18Combat Ready..................................... 19
Special Rules................................................... 20
Special Equipment........................................ 20
Grenades & Mines .............................. 20
Command Points .......................................... 22
Tactical Manoeuver ............................ 22
Modifying Dice Rolls.......................... 22
Stealth ............................................................. 23
Stealth Level......................................... 23
Perception Tests .................................. 24
Activating Stealth ................................ 24
Morale ............................................................ 25
Breaking ................................................ 25
Unit Special Rules ......................................... 26
Weapon Special Rules .................................. 29
Model Reference............................................ 31
Weapons and Equipment ............................ 31
Petrov-Morales Corporation ....................... 33
XLanthos...................................................... 38
Reclaimers ...................................................... 44
Scenarios.......................................................... 49
Scenario Rules ............................................... 49
Scenario #1 ................................................... 50
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Introduction
In the not so distant future
A hundred years ago, over 99.999% of humanitywas exterminated.
Our civilization used to span several planets, ineven more star systems, spanning dozens of lightyears, linked by technologies so complex that noman alone could comprehend the magnitude ofour cleverness.
We had advanced bioscience to the point wheredeath was an oddity, and improved uponourselves until our bodies were approachinginfallibility. We had mastered the physics ofinterstellar communication and planetarycommerce, and each decade revealed ever deepersecrets about the mysterious dark matter.
Now, that is the distant past. An old, sad dream. Amyth of all that was lost.
Now, we struggle to stay alive on the one, lastplanet we have left.
Earth.
A planet of unpredictable aliens, self-governingmachines, teeming life, and untold billions ofsilent, unmarked graves. A planet of losttechnology, of ruined greatness, of alien wondersso splendid, random, terrible, verdant, andimplausible that they belong only in dreams.
Now is a time of survival. Humanity is workingagain to merely stake its claim in what used to beso obviously our world.
It is an age of a rare species of humanity, a
mankind closer to our brightest potential than anybreed to have preceded it. An age where theaverage IQ is higher than those of the 21stcentury, an age where every human body hasbecome hardier and more resistant to disease andsickness, thanks to the advances of geneticmanipulations before the fall. It is an age wheredarkness is powerless to serve as anything but a
backdrop, to the shining, luminous potential ofman if they can survive.
It is the 24thCentury
And the fate of the Earth is in the balance.
Perhaps humanity will finally be snuffed out, atthe moment of reaching for the stars.
Perhaps Terra will be ruled by swarms of self-improving computers, or by pantheons of god-likebiofactories, or by the alien extermination fleet
which came here to execute our genocide.
Every stratagem, every life, every objective andevery misfortune counts dearly towards the finaloutcome. The balance could tip a hundreddifferent ways, depending on the choices wemake.
Getting Started
This book has been designed to help those new toDark Potential learn the full rules of the game,enabling you to play epic games of survival againstyour friends.
You will be able to play as one of the humanfactions (the Petrov-Morales Corporation or theReclaimers), one of the alien factions (theXLanthos or the Bioformed), or even themindless automatons the Salvagers.
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The Basics
MODEL TERMINOLOGY
Throughout this rulebook we will be referencing
the miniatures that you use on the battlefield inseveral ways.
It is important to note which way they arereferenced, as a rule could be referring toindividual models, or groups of models.
The terminology used in this rulebook is asfollows:
ModelA single miniature, mounted on a roundbase (usually 30mm for infantry sized models),
whether part of a squad or not.
SoloA model that operates on its own, and isnot part of a squad.
SquadA group of models that act together.Models cannot join or leave squads at any point inthe game, and always count as being part of theiroriginal squad no matter how far away they are.
Squad LeaderOne model in each squad ischosen by the controlling player to be the SquadLeader at the beginning of the game. If thismodel dies, then another model is chosen by thesame player to become the new Squad Leader.
Squad MemberAny model that is part of asquad is a member of that squad.
UnitA solo or a squad. Every solo is its ownunit, and every squad forms a single unit.
Placeholder for some pictures
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DICE & MEASUREMENTS
Dice
Dark Potential requires the constant use of normal
six-sided dice (short formed to d6)to determinethe outcomes of pretty much every situation. Thiscould include shooting, attacking in close combat,morale tests, wounding, or anything else thatneeds to be decided with a bit of chance.
Basic Measurements
All measurements in this rulebook are in inches.If you want to convert to the metric system simplymultiply any measurements by 2.5. If you want tokeep this simple then just multiply them by 2.
This will change how the game plays.
Dark Potential is played using heroic scale 28mmmodels, with most of the infantry sized models onround 25mm bases. Using different size bases
would change the balance of the game, so isforbidden in competitive play (of course you can
do whatever you want in friendly play).All distances can be pre-measured at any time. Thatmeans that you can measure any distances of anytwo objects (or arbitrary spaces) at any time.
Distances are measured from the edge of the baseof a miniature to the edge of the base of anotherminiature (or to the edge of a terrain feature,objective, or anything else you might be measuring
to). If there is a height difference, then you musttake this into consideration by measuring thereal distance by having the one end of themeasuring tape at the level of the one object, andthe other at the level of the other object. Thismeans that you might be measuring at an angle
from the ground.
The distance between two squads is the distancebetween the two closest squad members, althoughRanged Attacks use a different measurement (seeRanged Attacks).
Rolling d3s
If at any point you are told to roll a d3, simplyroll a d6, halve the result, rounding up.
So a 1-2 would be a result of 1, a 3-4 would be
2, and a 5-6 would be a 3.
Rolling 2d6
Another common dice roll that you will beasked to make is to roll 2d6.
To do this, simply roll two six sided dice andadd their results together, getting a result from2 to 12.
Picture to show how to measure distances
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THE BATTLEFIELD
Line of Sight
Most attacks require that the attacking model can
see the target model.This is what we call lineof sight.
For the most part, if a line can be traced from onemodel to another without any obstructions, thenboth models have line of sight to each other. Thiscan be difficult to tell sometimes, requiring you tobring your eyes down to the viewpoint of themodel.
Sometimes it will still be hard to tell, so playersshould either agree, or roll a die to determine ifthere is line of sight.
Models do not block line of sight to other models,but do provide a bonus in combat (see the Ranged
Attacks section).
Line of Fire
Line of fire is like line of sight, with the followingexception:
A models line of fire can be traced through Areaof Effect (AOE) templates that block line of sight.
For example, if a cloud of gas blocks line of sightbetween two models, the one model still has Lineof Fire to the other model.
AOE templates and other line of sight blockingeffects will be discussed later.
Area Terrain
Area terrain is terrain that covers an area of theboard. These are usually forests.
A normal forest would be much thicker than whatis normally portrayed on the board, but for ease ofuse it is usually made with far less trees to allowmodels to move through.
To make up for this, a model is considered to bein the forest (or whatever the terrain is) if it is atleast partially inside the footprint of the terrain.
The footprint is often the base that the terrain is
made on, however the players should agree to thisbefore the game begins.
Not all terrain that has a footprint is area terrain.For example, a building is not normally areaterrain.
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ATTRIBUTES
Model Attributes
Every unit will have a set of attributes that define
how it moves and interacts with other units.
The attributes are as follows:
Movement (Mv)Defense (Df)
Armor (Ar)Strength (St)
Attacks (At)Ranged Attack (RA)Close Combat (CC)Perception (Pr)Morale (Mr)
Wounds (Wo)Command Points (CP)Points (Pt)
Movement (Mv)
The movement of a unit represents how fast it canmove across the board. Typically a model canmove a number of inches equal to its Movementattribute. This will be affected by things such asdifficult terrain, climbing, or other special actions.
Defense (Df)
The Defense of a unit represents how hard it is tohit at ranged and in close combat. This couldrepresent a variety of things, such as the agility ofthe model, the size of the model, or even thespeed of the model.
Armor (Ar)
The Armor value of a unit determines how hard itis to wound models from that unit. Models armed
with heavy armor will typically have higher Armorvalues than those armed with lighter armor.
Strength (St)
The Strength of a unit is their hitting power inclose combat. This does not affect any rangedcapabilities.
Attacks (At)
Not all soldiers will be as effective at dealing withmultiple foes as other soldiers. The Attacksattribute represents the maximum number of hitsa single model can inflict in close combat.
Ranged Attack (RA)
The Ranged Attack attribute represents themarksmanship of a unit, in other words, how wellthey can hit a target. The higher the attribute, themore easily the unit can hit agile targets or targetsthat are further away.
Close Combat (CC)
The Close Combat attribute demonstrates the
effectiveness of the unit in, well, close combat!The higher this attribute, the more easily a unitwill be able to hit its foes in melee.
Perception (Pr)
The Perception of a unit shows how good they areat spotting hidden dangers, from cloaked orcamouflaged enemies to hidden traps.
Morale (Mr)
In the survivalist world of Dark Potential everyperson counts. The average combatant will run atthe first sign of trouble, while more battlehardened veterans will stick around a lot longer.
The Morale of a unit represents how likely theyare to break when they fall under fire.
The Morale characteristic is also used as a modelsCommand Range (in inches).
Wounds (Wo)
The Wound attribute of a model represents how
much damage it can take before it is dead ordestroyed. Most infantry have one wound. Solostend to have three wounds. Commanders tend tohave five or more wounds.
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Command Points (CP)
Working together is key to survival. Almost everyunit will have at least one Command Point, whichcan be used to help make their rolls moreaccurate, and to take special actions.
Points (Pt)
In order to balance an engagement between twoarmies, every single unit costs a certain number ofPoints
Limit (Lm)
This is the number of this type of unit that youcan bring per 500 point game. If this is listed as C(Character) then you can only bring 1 of this unit,
no matter how big the game is. If this is listed asU (Unlimited), then there is no limit to how manycan be brought.
Weapons and Gear
Units will also be given weapons and other gear.Each piece of gear will have rules explaining howit works. Weapons will have the followingattributes:
Range (Rn)
Strength (St)Area of Effect (AOE)Rate of Fire (RoF)
Type
Range (Rn)
The Range of a weapon is how far it be fired whilestill remaining accurate. Weapons can be firedbeyond their Range attribute, but penalties willapply.
Strength (St)
The Strength of a weapon represents its hittingpower, much like the Strength of a model is usedin Close Combat.
Area of Effect (AOE)
Some weapons dont just hit a single target, butexplode to hit all nearby targets as well. These
weapons will have the Area of Effect attribute,
which represents the size of the template used, asdetailed in the Ranged Attack section.
Rate of Fire (RoF)
Certain weapons will fire faster than others. The
Rate of Fire of a weapon determines themaximum number of hits it can inflict at range.
Type
All weapons have at least one type. They areStandard, Ballistic, Energy, and / or Flame. A
weapon can have more than one type.
Attribute Tests
Most actions in Dark Potential are made with
attribute tests. To perform an attribute test, aplayer must roll 2d6 and compare it with a targetnumber. The target number will be the attributethat he is using (e.g. Ranged Attack for a rangedshooting attack), minus any penalties (e.g. theDefense of the target), plus any bonuses (e.g. theSquad bonus). If the result is equal to or less thanthe modified attribute, then the roll is successful.
Sometimes it is important to know the margin ofsuccess (or failure) of a roll. The Margin ofSuccess of a roll is how far below the target was
rolled. The Margin of Failure of a roll is how farabove the target was rolled. It is possible to havea Margin of Success of 0.
The rules will explicitly state when it is importantto know the Margin of Success or Failure.Otherwise, you can ignore this calculation.
A roll of a natural double six is an automaticfailure (even if it was a reroll), and no CommandPoints can be used to modify it or reroll it (welltalk about Command Points later). If an attributetest would normally be impossible because of the
penalties (e.g. it requires 1 or less to succeed), anatural double one will always count as anautomatic success with a Margin of Success of 0.
Example: A unit fires its ranged weapon at a target. TheRanged Attack of the attacking unit is 11, and theDefense of the target unit is 2. Assuming no otherpenalties the attacking unit will need to roll 112 = 9 orless on 2d6. The player rolls 2d6 and gets a total of 6,
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which means he had a Margin of Success of 96 = 3. Ifhe had rolled a 10, the Margin of Failure would be 109= 1. If he rolled a 9, then the roll would be successful,with a 0 Margin of Success.
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Game Turns
This section will go over the main rules of how toplay Dark Potential.
Player Turns and Game Rounds
In this rulebook, whenever you see the wordturn you can safely assume it means the currentplayers turn. This rulebook will use the wordround to denote a game round (i.e. both playersget one turn to a round).
THE PLAYER TURN
Each player turn has the following phases:
1. Clean Up Phase2. Command Point Phase3. Activation Phase
Clean Up Phase
All effects that occur during the Clean Up Phaseoccur now.
These include:
Removing AOE Effects
Remove all AOE effects (e.g. Gravity Mines,Smoke Grenades, Flame Launcher AOEs) ownedby the current player. These effects now expire.
Other Events
Some special effects will specify that they endduring the Clean Up Phase. Take care of thosenow.
Command Point Phase
Every unit that is not broken regenerates anumber of Command Points equal to half of theirbase Command Points rounded down (with aminimum of one). This cannot take them abovetheir base Command Points.
A squad that is reduced to only one member canno longer regenerate Command Points, but canuse any that were already present.
Example: A unit with base 5 Command Points wouldnormally regenerate 5 / 2 rounded down = 2 CommandPoints. However, this cannot take it above 5 CommandPoints. A unit with base 1 Command Point wouldregenerate 1 Command Point, but not if it already has 1Command Point.
Activation Phase
The player activates his units in whatever order hechooses.
When a unit activates, it performs the following inorder:
1. Resolve any special rules that can occur assoon as the unit activates (e.g. revealing astealth unit).
2. Make any applicable passive Perceptionskill checks.
3. Receive Tactical Manoeuvre Orders (ifapplicable).
4. Move.5. Action.
All members of a squad must activate together,even if they are not in command range of thesquad leader. The entire squad must completeeach step before moving onto the next (i.e. they allmust move before taking actions).
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MOVEMENT
A model can move up to its Movement statistic ininches. It doesnt have to move its full distance,and can even choose not to move at all (which is
required to fire certain weapons).
A model may move into base contact with anenemy model at any time.
When a squad moves, at the end of theirmovement every member must be withinCommand Range of the squad leader. If anymembers of the squad start their activationoutside of the Command Range of the squadleader, they must use their move to try and getback into Command Range, using as much oftheir movement as possible (although they can
stop once they are in Command Range). If theycannot get into Command Range they cannotperform any other actions.
Difficult Terrain
Some terrain will slow down movement. It isimportant that players agree beforehand what willcount as difficult terrain on the board.
When moving through difficult terrain, each inch
of movement costs two inches. Only modelsmoving through the difficult terrain suffer thispenalty.
Example: If a model has a Movement attribute of 6, andhas 3 of clear space in front of him, followed by 1 ofdifficult terrain, followed by more clear space, the model canmove forward 3, then use 2 of its movement to move
through the 1 of difficult terrain, and then move 1 furtherwith its final inch of movement.
Running
A unit can declare that it is running before it
makes its movement.
If a unit is running, then its Movement stat isdoubled for the duration of the move. All otherfactors are still applied (e.g. Difficult Terrain,scaling cliffs).
A unit that has run cannot make any actions,including those granted by other means (e.g. the
Weapon Expert special rule).
Normally the entire unit must either run or not
run. The only exception to this is when a modelstarts out of Command Range. If it does, it maychoose to run, even if the rest of the squad doesnot.
Scaling cliffs / walls / any other verticalobstacle
A model can move straight up (or down) at thecost of 2 per 1 of height. The model still needsto pay the 1 of movement to move onto theground at the top of the cliff (or ledge, or
whatever is up there).
If a model does not have enough movement leftto get onto the ground, then the model cannotmove up the cliff in that movement.
Example: A model with a Movement attribute of 6 facinga cliff that is 2 high will have to use 4 of its 6 ofmovement to go straight up the cliff, and then 1 to moveonto the cliff. If the model is more than 1 away from thecliff it will not be able to go up it as it will not have the 4left to go upplus the 1 to move onto the cliff
Linear Obstacles
A linear obstacle is any terrain piece that is lessthan 1 high and less than 1 thick. Playersshould agree on what counts as a linear obstacle inthe game.
Models treat linear obstacles as difficult terrain,except that it costs exactly 1extra to move over
Forfeiting Movement
Some special rules (e.g. Move and Shoot, Heavy)require you to forfeit your movement to gain abonus, make an attack, or take a specific action.
This is always referring to the initial movementduring the units activation. This initialmovement can only be forfeited once.
A unit that forfeits its movement is consideredto have moved 0 for the purpose of mechanicssuch as Overwatch.
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the obstacle. In other words, it counts as movingthrough 1 of difficult terrain.
Leaving Combat
If a model leaves combat (i.e. moves out of base
contact with an enemy model that has a closecombat attack), then any enemy models that werein base contact with the model that are no longerin base contact with that same model get a freeclose combat attack against it.
This is a normal Close Combat Attack (i.e. it stillgets its full number of Attacks), but the attackergets a +2 to his Close Combat attribute torepresent the lowered defense of the modelleaving combat.
If the model that gets the free attack is part of asquad, do not apply any of the squad bonuses tothis attack.
Falling
Any model that is forced over a cliff or outside ofa building that falls at least 3 may suffer damage.
For every 3 that the model falls (rounding up) itsuffers a Strength 3 hit, ignoring armour. Thisdoes not cause a Morale test to be taken.
Jumping
A model can use up to half of its movement tojump across from one ledge to another, as long asthe target ledge is at the same height or lower thanthe starting ledge. If the target ledge is at least 3lower than the starting ledge then the modeljumping will take falling damage as describedabove.
A model can also jump across open ground,treating it as a jump from one ledge to another,
but ignoring any non-gravity difficult terrain fromthe start of the jump to the finish.
Example: A model that has a Movement stat of 6 couldmove 2, and then jump up to 3. After it has jumped itcould continue its movement and move another 1. It couldalso have moved 3 and then jumped 3.
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ACTIONS
Each unit can make one action in their activation,after they have completed their movement, aslong as they didntrun. These actions include:
1. Ranged Attack.2. Close Combat Attack.3. Charge.4. Overwatch (requires Command Point)5. Combat Ready (requires Command Point)6. Active Perception Check.
Models in the same squad must all take the sameaction, except in the case of models outside of lineof sight when making Ranged Attacks (see below),or models using grenades or mines (see SpecialEquipment below).
Ranged Attack
If a unit has a ranged weapon it can choose atarget unit in line of sight and fire at it. If the unithas multiple ranged weapons in its profile it mustdeclare which one it will use (it can only chooseone). All special rules and penalties from that
weapon will be applied in the Ranged Attack roll.
A unit that is engaged in close combat cannotmake a Ranged Attack. This includes squads
where only some members are in base contactwith an enemy model.
In order to see if the attack was successful theplayer must make a Ranged Attack test, using theRanged Attack attribute of the unit that is firing,
with the following modifiers:
1. The Defense of the target (as a negativemodifier).
2. The distance penalty.3. Units in the way penalty.4.
Squad bonuses.
Distance Penalties
Unless otherwise specified, every weapon has aninfinite range. However, the farther away thetarget is, the harder it will be to hit.
Every ranged weapon has a Range attribute, whichdetermines the effective range of this weapon. Ifthe target is within this range, then there is nodistance penalty. However, if the target is fartheraway, then the distance penalty goes up by 1 forevery number of inches equal to the Range of the
weapon that the target is away (rounding up).
Example: If the Range of the weapon is 8, then thedistance penalties would be as follows:
Distance to Target Distance Penalty5 08 09 -116 -117 -225 -3
If a squad is firing, use the distance from theclosest target enemy model (in Line of Sight to atleast one of the models participating in the attack)to the farthest friendly model that is participatingin the attack.
Example: Fred is firing with a 5 man squad at Joes 4man squad. The model that is farthest in the back of the 5man squad is 23 from the enemy model that is closest tothe friendly squad, so Fred will use this range to determinemodifiers.
Models in a squad can choose not to participate inthe Ranged Attack.
Rate of Fire and Number of Hits
With any attack it is not only important to succeedin the roll, but it is also important how much yousucceed by.
The number of hits inflicted by the Ranged Attackis equal to the Margin of Success of the Ranged
Attack test. If the Margin of Success of the
Ranged Attack is 0, then one hit is inflicted, butwith a -1 Strength penalty.
The maximum number of hits a unit can inflict isequal to the number of models in the unit (this
will be 1 for any solo) multiplied by the Rate ofFire of the weapon being used.
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Example: Jack decides that his squad of 3 soldiers willfire at another squad. After all the modifiers it requires a9 or less to hit. The squads weapons have a Rate of Fireof 2. Jack rolls 4 on 2d6. This gives him a Margin ofSuccess of 5, so 5 hits are inflicted. If he had rolled a 2, hewould normally inflict 92 = 7 hits, but since there is a
maximum of 3 squad members x Rate of Fire of 2 = 6hits, only 6 hits would be inflicted. If he had rolled a 9(Margin of Success = 0), then only one hit would beinflicted, and it would suffer a -1 Strength penalty.
Units in the Way
If when checking line of sight one or more units(friendly or enemy, but not including models fromthe same squad) are partially blocking the viewfrom the attacking unit to the target unit, then thetarget unit will be harder to hit.
This only applies if models from the unit areactually blocking the true line of sight from theattacking model, and not if the shot is goingbetween models.
For each unit partially blocking line of sight theRanged Attack test receives a -1 penalty.
In order for a target squad to get this bonus atleast half of the squad must be obscured for thispenalty to come into effect.
Squads and Squad Bonuses
A squad always fires together, all targeting thesame unit. Only those that have line of sight tothe target can participate in this action. Anymodels not in line of sight cannot perform anyother action, except where stated otherwise (e.g.throwing grenades).
When a squad fires at a target it receives a bonusto its Ranged Attack equal to the number of squadmembers participating in the attack, even if this is
only 1.
Example: If 4 members of a squad were to fire, and theirRanged Attack skill was normally 11, they would add abonus of 4 to their skill of 11 for a total of 15, and thenapply all the other modifiers and bonuses as usual.
Shooting Into Close Combat
Units in Close Combat (including Squads whereonly some members are in Close Combat) cannotbe targeted.
AOE (Area of Effect) Weapons
Any weapon that has an AOE will be fired slightlydifferently.
An AOE weapon always targets an individualmodel, and never a full squad. The controllingplayer rolls to hit as normal. If the hit issuccessful, then center the AOE directly over thetarget.
If the model targeted is in cover in relation to the
firer, then apply the cover bonus as a penalty tothe Ranged Attack roll.
If the Ranged Attack fails, center the AOEdirectly over the target, with the arrow facingdirectly away from the attacker, and then roll fordeviation. This is done by rolling 1d6 todetermine direction (refer to the deviationtemplate for direction), and then a number of d6equal to the distance to the target divided by theRange of the weapon, rounding up.
The deviation template is as follows:
Example: If the Range of the weapon is 8, then if themodel is 5 away and misses, the AOE will deviate 1d6.If it is 16 away, it will deviate 2d6. If it is 25 away,it will deviate 4d6.
Weapons that use AOEs will have two Strengthvalues, labeled as Strength A/B.
1
2
3
4
5
6
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Any models directly under the hole in the centerof the AOE are hit at Strength A, while othermodels touched by the AOE and at the same levelas the AOE and in Line of Sight of the AOE arehit at Strength B. When rolling wounds, roll foreach model individually.
Cover bonuses are determined from the centre ofthe AOE, which means that any models directlyhit by the AOE will never receive cover bonuses.
All hits from an AOE happen simultaneously.
Spray Weapons
Weapons with the Spray special rule are fireddifferently.
To fire a spray weapon, nominate a target unitwithin 8. Each member of the attacking unitplaces the spray template so that the small end istouching its own base, and the line in the middleof the spray template is overlapping an enemymodel from the target unit (If there is no modelsfrom the target unit in range, then project animaginary line from the spray template. This linemust touch a model from the enemy unit). Thetemplate may not touch any friendly models. Anymodel that cannot comply with these rules simplydoes not participate in the Ranged Attack.
After you have placed the spray template, countthe total number of models from the target unit.Repeat this for each attacking model and add upthe results. The end result is the maximumnumber of hits that the attacking unit can inflict.
If the nearest enemy model from the target unit iswithin 4 of all models from the attacking unit,the weapon gains a +2 Strength bonus, and thefiring unit gains a +2 to their Ranged Attack.
If more than one enemy unit is covered by any of
the spray templates, then make a separate RangedAttack for each unit affected, with the maximumnumber of hits being the number of models fromthat unit under the spray template(s) placed.
Wounding
If the attacker successfully hits its target, it thenrolls to determine how much damage it inflicts.
To do this, roll a number of d6 equal to thenumber of hits inflicted, and compare each one tothe Strength of the weapon minus the Armor ofthe target. For every die that is equal to or belowthe modified Strength, a wound is inflicted. A rollof a 1 will always inflict a wound.
If a model is reduced to 0 wounds, remove it fromplay as a casualty.
Example: A squad fires at a target and scores 3 hits.The weapons fired have a Strength of 5, and the Armorattribute of the target is 2, so the attacking player needs toroll 5-2 = 3 or less to wound the target. The player willroll 3d6 (one die for each hit), and every 3 or less will countas a wound.
Removing Casualties from Squads
If a squad is wounded, then the defending playerremoves a number of models from the squadequal to the number of wounds inflicted, alwayschoosing a model that is closest to the attackingunit, but only if it is in line of sight. If more thanone model is the same distance from the attackingunit, then the controlling player decides which iskilled. If a model with multiple wounds is hit,then keep track of how many wounds areremoved. Once the model has only 0 woundsremaining, the model is removed as a casualty.
Cover Bonuses (Ranged Attacks Only)
If any model from the target unit is partiallyobscured by terrain features, or if it is inside ofarea terrain, then there will be a cover bonus tothe targets Armour.
The bonus depends on the nature of the cover.Light cover (such as trees or other vegetation) willnormally provide a Level 1 cover bonus, whilemedium cover (the majority of hard objects) willprovide a Level 2 cover bonus.
Particularly heavy cover (such as the target beingbehind a window in a building) will normallyprovide a Level 3 cover bonus. Players shouldagree beforehand what cover bonuses variousterrain pieces will grant.
A model gets the full cover bonus only if at leasthalf of the model is obscured. If less than half of
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the model is obscured, then the cover bonus isreduced by 1, to a minimum of 1.
If a model is being attacked by a squad, then itmust have cover in relation to at least half of thesquad in order to get the cover penalty, otherwise
it is treated as only being partially obscured (i.e.the cover bonus is reduced by 1).
Any cover that the attacking unit is in base contactwith (e.g. a linear obstacle, the wall at the side of awindow) will not usually count as a cover penalty.However, line of sight still needs to be drawn inorder for the attacker to make a ranged attack.
If there is more than one cover bonus betweenthe attacking and defending unit, only use theheaviest bonus. They never stack.
Resolving Wounds against Squads in Cover
When resolving wounds against a target squadwhere some models are in cover and some arenot, use the following procedure instead of thenormal one given above:
1. Group all of the dice from the hits into ahit pool.
2. Choose the model from the target squadthat is closest to the attacking unit and inline of sight.
3. Roll one of the d6s from the hit pool,applying the cover bonus (if any).
4. If the model survives and there are stilldice in the hit pool, go back to Step 3.
5. If the model dies, and there are still dicein the hit pool, and there are still moremodels in the target squad, go back toStep 2.
Close Combat Attack
If a unit has at least one member in base contact
with an enemy model you can choose to have itmake a Close Combat attack as its Action. If theunit has multiple close combat weapons it mustdeclare which one it will use (it can only chooseone). All special rules or penalties from that
weapon will be applied in the Close Combat test.
In order to see if the attack was successful theplayer must make a Close Combat test, using the
Close Combat attribute of the attacking unit, withthe following modifiers:
1. The Defense of the target (as a negativemodifier).
2. Squad BonusesSquads and Squad Bonuses
Members of a squad will attack those enemies theyare in base contact with. Only those that are inbase contact with the target unit can participate inthis action. Any members not in base contactcannot perform any other action, except wherestated otherwise (e.g. throwing grenades, moving
when out of Command Range).
When a squad attacks a target it receives a bonus
to its Close Combat test equal to the number ofsquad members participating in the attack againstthat unit, even if there is only one squad member.
Example: If 2 members of a squad were to attack anothersquad, and their Close Combat attribute was normally 10,they would add a bonus of 2 to their skill of 10 for a totalof 12, and then apply all the other modifiers and bonusesas usual.
Multiple Combats
If a solo is in base contact with more than oneother enemy unit, it must choose which one toattack.
If a squad is in base contact with more than oneenemy unit, then its attacks are split according to
who they are in base contact with.
Example: If a squad of 5 is in close combat, but 3 are inbase contact with one enemy solo, and the other 2 are inbase contact with another enemy squad, then the first 3squad members would attack the one enemy solo (with a+3 Squad Bonus), and the other 2 would attack the enemy
squad (with a +2 Squad Bonus). Each attack is treatedseparately.
Number of Attacks and Number of Hits
With any attack it is not only important to succeedin the roll, but it is also important how much yousucceed by.
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finished its movement (including not moving atall), and then decide to make a Ranged Attack solong as the enemy unit is still a viable target.
If a unit is hit by an attack from a Solo onOverwatch, and then subsequently fails its Morale
test, its activation immediately ends.Once a model on Overwatch fires, its Overwatchstate immediately expires. Remove the 90 degreearc template to show this.
Squads cannot go on Overwatch.
Interrupting Overwatch
A model will immediately lose its Overwatchstatus if any of the following occur:
1.
The model is hit by a ranged attack.2. An enemy model moves in base contactwith this model.
3. The model has to make a Morale roll forany reason and fails.
4. The enemys turn finishes.Move or Shoot Weapons
If a weapon has the special rule Move or Shoot,then the model can only go on Overwatch withthat weapon if they havent moved this activation.
In other words, a model can only go onOverwatch if it could have normally fired thatactivation.
Multiple Weapons
If a model has multiple weapons, the player mustdeclare which weapon it is using when it first goeson Overwatch.
Grenades / Mines and Overwatch
If a model sacrifices its movement to throw orplace a grenade or mine, they immediately countas having moved 0, allowing models onOverwatch to interrupt the action of throwing orplacing the grenade or mine.
The only exception to this is if the unit hasperformed a Tactical Manoeuver (see TacticalManoeuvers for more details).
Combat Ready
Combat Ready is a special action that allows a unitto prepare to fight in close combat.
To enter a Combat Ready state the unit must
satisfy the following requirements:
1. It must spend a Command Point.2. It must not already be in base contact
with an enemy.3. It must not have already made an attack
by any means.
When a unit enters the Combat Ready state, eachmodel in the unit may move up to half of itsMovement attribute (affected by difficult terrain asnormal), just as if it were charging. This
Movement can bring models into base contactwith an enemy model, but it does not have to.
After the unit has moved, place a marker toindicate that they are now in a Combat Readystate.
If any enemy models move into base contact witha unit in a Combat Ready state, each model in theCombat Ready unit may make one Close Combat
Attack at the same time as the enemy unit. If theenemy unit does not make a Close Combat Attack
(which would be silly, as that would mean theywould most likely just stand there), the CombatReady unit can still make an attack.
After these attacks have been made, remove theCombat Ready marker as the unit will no longerbe in a Combat Ready state.
Interrupting Combat Ready
A model will immediately lose its Combat Readystatus if any of the following occur:
1. The unit has to make a Morale roll forany reason and fails.
2. The enemys turn finishes.
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Special Rules
SPECIAL EQUIPMENT
Grenades & Mines
In order to place a mine or throw a grenade amodel must forfeit either its Movement or its
Action. A unit can only use grenades or minesonce per activation. When a squad uses the mineor grenade, one model is designated as using theequipment, and must therefore forfeit itsMovement or its Action.
If a model from a squad is performing this action,the controlling player can decide if the grenade ormine is placed before or after the rest of the squad
has either moved (if the model is forfeiting itsmovement) or performed their action (if themodel is forfeiting its action).
Placing Grenades / Mines
After a model has been designated, place a 3AOE template with the center of the templateanywhere completely within 6 and line of sight ofthe throwing model. Alternatively you can placethe center of the template anywhere completelywithin 12 of the throwing model (even without
line of sight, as long as the grenade or minewouldnt have passed a wall into a building, unlessthere is a window), but then you must deviate it1d6 as per the normal deviation rules for AOEs(see the Ranged Attack section). If there is noline of sight to where the grenade or mine wasplaced, then it will deviate 2d6 instead.
Smoke Grenades
The Smoke Grenade AOE prevents Line of Sightfrom being traced through the area of effectincluding up to two inches above the template.
Any Energy weapons that are fired at a unit thathas at least half of its members covered by aSmoke Grenade AOE have their Strength reducedby 1.
If for whatever reason a unit is able to see througha Smoke Grenade AOE (such as the XLanthos
Infrared Sight), they will still suffer the -1 Strengthpenalty if firing Energy Weapons through theSmoke AOE, unless they are firing an Energy
Weapon with an AOE, in which case the Strengthpenalty only applies if the target models are in theSmoke Grenade AOE.
The smoke grenade will last until the Clean UpPhase of the owning players next turn.
Gravity / Anti-Gravity Mines
To place a gravity mine, first declare whether itwill be a Gravity or an Anti-Gravity mine, andthen place it as per the Smoke Grenade rulesabove.
When ballistic weapons are fired through aGravity Mine AOE, apply an additional -2 Range
Attack penalty before rolling. This represents theattacker needing to compensate for theGravitational field.
A Gravity Mine AOE counts as difficult terrain.Any upward movement while in a Gravity MineAOE is halved (this means it costs 4 to move up
AOE Templates vs Tokens
It is often difficult to place AOE templateswhen models or terrain are in the way.
One alternative is to place a token where thecentre of the AOE would normally be placed,and then to measure from the token to applyany effects.
For example, for a 3 AOE template youwould measure 1.5 from the token in alldirections (i.e. a 1.5 radius makes a 3diameter template).
This has the advantage of not requiring themovement of models, but has the disadvantageof not being as visually obvious for the game.
A mixture of both templates and tokens isusually best.
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1). Fall damage isincreased, causing a Strength 3hit for every 2 fallen rather than the normal 3.
Additionally, any model that jumps through aGravity Mine AOE will have their jump distancedecreased by 2 for each AOE that is passes
through. This does not decrease the maximummovement of that model.
Any upward movement while in an Anti-GravityMine AOE is doubled (this means it costs 1 tomove up 1). Fall damage is decreased, causing aStrength 3 hit for every 4 fallen rather than thenormal 3.
Any unit that is partially in an Anti-Gravity MineAOE receives a -2 to their Defense.
Additionally, any model that jumps through anAnti-Gravity Mine AOE can jump an additional2 for each AOE that it passes through. Thisdoes not increase the maximum movement of thatmodel.
Overlapping Gravity / Anti-Gravity Mines
Gravity / Anti-Gravity Mines that overlap willstack. Two or more of the same mine will have amultiplying effect when it comes to movement(where they overlap). Opposite mines will cancelout for all effects (where they overlap).
No other effects are stacked (e.g. a unit wouldntreceive -4 to their Defense if within two Anti-Gravity Mine AOEs).
Example: If a model is in the range of two Anti-GravityMines, that model can move up 2 of terrain for the cost ofonly 1. If a model is in the range of an Anti-GravityMine and a Gravity Mine, then the two cancel each otherout.
Flash Grenades
Flash grenades are used to disrupt the enemy lines,with the objective of getting into better positionsand causing enemy soldiers to act lesscoordinated.
A Flash Grenade is placed (or thrown) in the samemanner as the normal rules for Grenades andMines, with one exception: instead of placing a 3
AOE instead place a small base with its centrewhere the grenade has landed.
After the base has been placed, two thingshappen:
1. Models (friendly or enemy) on overwatchwithin 12 and line of sight to the Flash Grenadebase lose their Overwatch status on a 4+.
2. Units (friendly or enemy)within 3 of the basewith at least one model with line of sight to thebase lose one Command Point on a 4+. If theunit does not have any Command Points left, theymust immediately take a Morale Check (no roll of4+ is required for this).
After all possible effects are resolved remove the
Flash Grenade base.
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STEALTH
Some units have the special ability to go intostealth mode, whether from naturalcamouflaging abilities, technological
manipulations, or anything else. No matter how itis produced, the rules are the same.
Stealth Level
When a unit has the Stealth special rule it will belisted Stealth # on that unit's profile. Thenumber listed is the Stealth Level of the unit. Thisdetermines two things:
1. How many false bases the controllingplayer can place (equal to the StealthLevel of the unit).
2. How far those bases can stray from eachother.
Stealth Bases
When deploying a unit with Stealth, instead ofplacing the unit, the controlling player can chooseto start them in Stealth mode, placing a number ofempty bases (but marked to be distinct from eachother, such as with numbers or colors) anywherein his deployment zone, but within the prescribedcoherency distance below. Every stealth base
should be distinct from every other stealth baseon the board, but it is not necessary to informyour opponent as to which stealth bases belong to
which unit, if you have more than one unit withthe Stealth special rule.
The player secretly chooses and writes downwhich base represents the actual unit, and whichare decoys for that unit.
A stealth base can move as normal, but cannotrun or take any other actions. It is subject to
difficult terrain as normal. If the base would beattacked for any reason (such as being hit by anAOE template), the controlling player eitherchooses to remove the base from play, or toreplace it with the actual model if it is the baserepresenting that unit.
An enemy player cannot target a stealth base withany attacks.
Stealth Coherency
The false bases must stay within a certain distanceof each other, equal to the Stealth Level x 3 ininches. All bases must be connected continuously
within this distance, creating one long chain ofbases.
If at the end of the Stealth models activation anyof the bases are out of coherency, the controllingplayer must choose one base and remove it fromplay. This is repeated until all the bases are incoherency.
Revealing
A player can choose to reveal a unit with the
Stealth special rule when they first activate.
When a player reveals which base is the actualunit, simply replace that base with the model if itis a solo. If it is a squad, then place the squadleader in place of the stealth base, and then placeall other members of the squad within 1 of theleader, but not in base contact with enemymodels, or inside of impassable terrain. Anymodels that cannot be placed are destroyed. If thebase no longer exists, then the unit is counted asdestroyed and the rest of the bases are removedfrom play.
All other stealth bases are then immediatelyremoved.
Forced Revealing
A stealth base is forced to be revealed if any of thefollowing occur:
1. The opposing player has a unit that passesa Perception check to reveal thatparticular base.
2. The stealth base is hit with an AOE andtakes damage.3. The stealth base is hit by a Flash Grenade
and a 4+ is rolled.4. The stealth base is forced to take a Morale
test and fails.
If a stealth base is hit with an AOE or FlashGrenade or is required to take a Morale test, the
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controlling player either chooses to remove thebase from play, or to replace it with the actualmodel if it is the base representing that unit.
If a unit is revealed during its activation then itsactivation immediately ends.
Perception Tests
An opposing player can attempt to discover whatis underneath a Stealth base if a unit is in line ofsight by performing a Perception test. These areperformed at three times:
1. Automatically when a unit activates as aPassive Perception test.
2. As an Active Perception test (whichrequires an Action).
3. Automatically when the stealth basemoves in line of sight of an enemy modelon Overwatch (as a Passive Perceptiontest).
If a unit is in line of sight of multiple Stealth basesit will do an automatic Perception test for everysingle base when it activates. However, if it doesan Active Perception test, it can only attempt todiscover one base within line of sight.
A unit currently in Stealth mode cannot perform
Perception tests normally. If the controllingplayer decides to do one anyway, the model isimmediately revealed.
A Perception test has the following modifiers:
1. -1 for every 6 away from the base,beyond the first 6
2. +3 if it is an Active Perception test.If the Perception test is successful, the player whocontrols the bases either removes the base or, if itis the base that represents the model, replaces it
with the unit as described above in the Revealingsection.
Squads and Perception Tests
A squad can only roll once per enemy base in lineof sight (for Passive Perception tests), no matterhow many squad members can see it. Use the
squad member closest to the stealth base (and inline of sight) to determine the range penalty.
If a squad makes an Active Perception test, onlyone model from the squad that has Line of Sightmakes the test. The other models may perform
another action, such as a Ranged Attack, evenagainst the model that was just revealed as a resultof the Active Perception Test.
A squad cannot make an Active Perception testand throw / place a grenade or mine.
Activating Stealth
A unit that has been discovered can choose toreactivate its Stealth mode at the beginning of itsactivation, before it moves. To do this, replace
the solo or squad leader with one of the stealthbases, and then place the rest of the bases in basecontact with the first one. Any bases that cant beplaced due to nearby models or terrain are simplynot placed. The player then secretly writes down
which base represents the actual model.
The model is then able to move as normal, usingthe same rules as above. It cannot choose toreveal itself in the same activation, although itcould be revealed by other means.
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MORALE
A unit must take a Morale test immediatelywhenever one of the following occurs:
1.
The unit is hit by a Ranged or CloseCombat Attack.2. A friendly unitwithin 6 andin line of
sight is completely wiped out.
Note: A unit may end up taking multiple Moraletests in one turn. There is no limit to how manytests they must make. However, once they havefailed one, then there is no need to roll for anymore that turn.
A unit within Command range of a model withthe Commander special rule can choose to use its
Morale as its base Morale instead of its own, if theunit with the Commander special rule is notbroken.
When the unitis hit by a Ranged or CloseCombat Attack
When a unit is hit by a Ranged or Close CombatAttack it will have to make a Morale roll, whetheror not is suffers any casualties.
The Morale test is made after rolls to wound have
been resolved. If any wounds are inflicted, theMorale test will suffer a negative modifier equal tothe number of wounds inflicted.
Breaking
If the unit fails a Morale test, then it willautomatically become Broken. Place a token bythe unit to indicate that it is now Broken.
While a unit is Broken, the following occur:
1.
If it is currently activated, its activationimmediately ends.2. It loses all of its remaining Command
Points.3. It loses the Commander special rule.4. It receives a -4 penalty to its Ranged
Attack and Close Combat attributes.5. It cannot take Perception tests.
6. The only actions it can take are RangedAttacks and Close Combat Attacks.
7. The unit gains the Dug-In special rule.A unit that is Broken cannot voluntarily movecloser to any enemy units. In certain
circumstances this can mean that the unit will notbe able to move.
After the unit has completed its next activation, itmust make another Morale test to see if willcontinue to be Broken. It will continue to beBroken until it passes a Morale test at the end ofone of its activations.
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UNIT SPECIAL RULES
Agile
A unit with the Agile special rule ignores the
effects of difficult terrain, except any that arecreated by gravity AOEs.
Commander
A unit with the Commander special rule allowsothers to use its Command Points, as long as theyare within the Command range of the unit withthe Commander special rule (which is equal to themodels Morale in inches).
A squad can use Command Points from a unitwith the Commander Special Rule if any member
of the squad is in the Command Range of the unitwith the Commander Special Rule.
A unit within Command Range of the unit withthe Commander Special Rule can choose to use itsMorale instead of their own.
Any unit that is broken loses the CommanderSpecial Rule while broken.
[Extra] Contagious
A model with this rule is infected with theXLanthos virus. Any non-robotic model that hasthis special rule automatically suffers a Strength 2hit, ignoring armour, whenever they activate. Thishit does not cause a Morale test to be taken.
Any non-robotic model that starts its activation inbase contact or moves into base contact with amodel with this special rule will automaticallysuffer a Strength 3 hit that ignores armour. If themodel is wounded, it will then have theContagious special rule.
A model that has the Extra Contagious rule willinfect other models that activate or move within2 of this model.
Drone
A model with this special rule will always chooseto perform a Ranged Attack as its action, and will
always target the closest enemy unit in its Line ofSight.
Dug-In
A unit with the dug-in special rule receives a +1
Cover bonus when it is benefiting from Cover. Ifan attack ignores Cover for whatever reason, italso ignores the Dug-In special rule.
Fly
A model with the Fly special rule ignores anydifficult terrain not created by Gravity Mines. Inaddition, the model can move straight up or indiagonals without any penalty, as long as it ends itsmovement as normal (i.e. with its base on theground). These vertical and diagonal movements
can be combined with normal horizontalmovements.
Example: A model with the Fly special rule and aMovement of 7 could move in a diagonal direction of 3on top of a piece of terrain, then move 2 across it, and thenmove another 2 in a vertical direction up to another level.
Grav Pack
A unit with this special rule counts as being underthe effect of an Anti-Gravity mine whenever itclimbs, falls, or jumps.
This will stack with additional Gravity and Anti-Gravity mines.
Healing #
A unit with this special rule can heal woundedallies. Anytime a model dies within 6 of thisunit, instead of dying it becomes Critically
Wounded. A model that is Critically Woundedcannot perform any actions, loses all of itsCommand Points and special rules, but can be
targeted by enemy units. A model that is CriticallyWounded has +2 Defense, but -1 Armour. If it iswounded again then it is removed as a casualty.
At the end of a players turn, all CriticallyWounded models owned by that player areremoved.
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A model with the Healing special rule can use itsAction to attempt to heal a friendly model that itis in base contact with. To do this it must make aHealing roll, with the # of the Healing special rulebeing the Healing skill. Command Points can beused to modify this roll as normal. If it succeeds,
then the model that it is in base contact with caneither regain one wound, or it can remove theContagious special rule from itself if it has it. Ifthe model was Critically Wounded then it cannotactivate this turn, but regains all of the SpecialRules that it had before becoming Critically
Wounded. If the model was not CriticallyWounded it cannot gain more wounds than itsstarting value.
Immobile
A unit with this special rule cannot voluntarilymove during its activation, but can be moved byother special rules (such as the XLanthosManipulators Dark Manipulator weapon). Amodel with this special rule will always count ashaving forfeited its movement during itsactivation.
Immunity
A unit with this special rule is not affected by anyother models or weapons with the Contagiousspecial rule.
Infrared Vision
A unit with this special rule can see throughSmoke Grenade AOEs. Any units that wouldnormally be out of the LOS because of the SmokeGrenade count as being in a minimum CoverLevel 2.
Loner
A unit with the Loner special rule cannot use
another models Morale or Command Points.
Mechanical
A model with this special rule automatically hasthe Immunity special rule.
Overrun
A unit with this special rule that kills one or moreenemy units in Close Combat can move up to halfof its Movement if it is no longer in base contact
with any enemy models.
Members of a squad with this special rule can eachmove even if other members are still in basecontact with enemy models.
This movement is considered another normalmovement, and so is affected by difficult terrainand any other normal movement penalties andbonuses. It does not trigger Overwatch, CombatReady, or any other special effects related tomovement.
Point Blank
A unit with this special rule can choose toperform a Ranged Attack at models in basecontact with itself instead of performing a CloseCombat attack.
Recon
Any unit with this special rule are deployed afterboth sides have finished their deployment, butbefore the first turn. They can be deployed up to5 further than their normal deployment zone.
If both players have units with this rule, then theplayer who deployed first must deploy all of hisRecon units, followed by his opponent doing thesame.
[WEAPON] Expert
A unit with this special rule may use the specifiedWEAPON as a free action, on top of the normalMovement and Action that the unit normallyperforms. This action is taken either before or
after the Movement, or after the Action of themodel or squad.
This does not allow the unit to use the weaponmore than once per activation, nor can the
weapon be used if this unit chooses to run thisactivation.
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All rules governing the use of that weapon remainthe same.
E.g. A unitwith the Pistol Expert special can fire itspistol before it moves, or after it moves, or after it performsan action. However, it cannot fire the pistol more than once
per activation.
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WEAPON SPECIAL RULES
Aimed Shot
When firing a weapon with this special rule, take
the Margin of Success of the Ranged Attack anddivide it by two (rounding down). The result isadded to the Strength of the weapon, to amaximum of +3.
Beam (#)
A weapon with the Beam special rule has theability to hit a target and continue straight throughto the next one.
To fire this weapon draw a straight 1mm thick linethat starts touching the weapon on the firing
model, and goes until it hits a wall, impassableterrain, or leaves the board edge.
Every model (note model and not unit) that theline passes through is a potential target. A modelis affected if the line passes over the base of themodel, but no higher than the models head.
Starting with the closest model that is touchingthe line, resolve a normal Ranged Attack using this
weapons profile. If the model is not hit, continueon to the next model (if there is one). If the
model is hit, only continue on to the next model ifthe total number of models hit by this attack isless than the number in brackets (e.g. a Beam (2)
weapon can only hit two models).
Charged Shot (#)
A weapon with this special rule can be fired in oneof two modes, declared by the controlling playerbefore any rolls are made. It can be fired normal,in which case the shot is resolved as normal, or itcan be resolved as a Charged Shot.
If it is resolved as a Charged Shot, then theweapon receives a Strength bonus equal to thenumber in brackets. However, unless the firingunit forfeited its movement they will suffer a -2 totheir RA. Every participating model from the unitmust have forfeited its movement to not sufferthis penalty.
Contagious
Any models wounded by a weapon with thisspecial rule will have the Contagious special rulefor the rest of the game. Models with theMechanical special rule are not affected.
Demoralizing
Any units hit by a weapon with the Demoralizingspecial rule suffer an additional -1 to their nextMorale test.
Grenade
A weapon with the Grenade special rule is thrownexactly the same as described in the grenadessection.
Guided
A weapon with the Guided special rule has theability to be fired without direct line of sight fromthe wielder. Instead of firing at a target in line ofsight, the weapon can be fired at an enemy unitthat has been successfully hit by a weapon withthe Targeting special rule within the same turn. Inthis case the target unit does not suffer the -2modifier to their Defense.
Also, when firing at a target that has beensuccessfully hit by a weapon with the Targetingspecial rule within the same turn, the weapon withthe Guided special rule can ignore the rules forFog of War.
Heavy
If a unit forfeits its movement, a weapon with theHeavy special rule will have its RoF doubled.
Ignores Armour
A weapon with the Ignores Armour special rulewill not reduce its Strength by the Armour of thetarget.
Infrared
When using a weapon with this special rule, thefiring model can ignore Smoke Grenade AOEsfor the purposes of line of sight.
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Minimum Range (#)
A weapon with this special rule cannot targetmodels within the range specified in brackets.
Move or Shoot
A unit must forfeit its Movement in order to firethis weapon. This counts as having moved 0,and does not skip the movement phase of theunits activation.
Multiple Wounds (d#)
If a weapon with the Multiple Wounds special ruleinflicts a wound on a model with multiple
wounds, it will inflict d# (the # is specified in theSpecial Rule of the weapon) wounds instead of
just one.
If more than one wound was inflicted, then eachwound will inflict d# wounds.
No Deviation (AOE weapons only)
An AOE weapon with the No Deviation specialrule that misses its target will have no furtheraffect, and does not deviate.
Remains in Play (AOE #, St #)AOEWeapons Only
After resolving the attack and damage from thisweapon place an AOE the size of the # in theAOE # part of the special rule.
Any models that move into or end theirMovement in this AOE will receive an automaticStrength # hit, the # being the one specified inthe special rule.
This AOE lasts until the Clean Up Phase of thecontrolling players next turn.
Semi-Automatic
A weapon with this special rule can be fired fasterat the cost of accuracy. Before rolling to hit, the
controlling player can choose to add up to 2 to theRoF of this weapon. For each point added theRange of the weapon will be reduced by 1.
Sustained Beam
A weapon with this special rule can sacrifice RoFin exchange for a higher Strength. Before rollingto hit, the controlling player can declare that he issacrificing RoF. For every point of RoF sacrificed(down to a minimum of 1) the Strength of the
weapon receives a +1 bonus.
Additionally, if at least 2 RoF are sacrificed theweapon also receives the Multiple Wounds (d3)special rule. If at least 4 RoF are sacrificed, the
weapon instead receives the Multiple Wounds (d6)special rule.
Targeting
When a unit is hit by a weapon with the Targetingspecial rule, their Defense receives a -2 modifieruntil the Clean Up Phase of the player who ownsthe unit that fired the weapon.
A unit can only be affected by Targeting once perround.
Weapon Platform
A weapon with this special rule is represented onthe battlefield as a model that is part of the unitthat is carrying it (in addition to the othermembers of the unit, and not replacing any). Thismodel cannot be targeted, destroyed, moved, oraffected in any way except for the owning playermoving it with his unit (at their Movement speed).
A unit can fire the Weapon Platform as long as atleast one model is in base contact with thePlatform.
Firing the weapon with the Weapon Platformcounts as firing any other weapon, with eachparticipating member of the unit adding a +1 tothe Ranged Attack as normal.
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Weapons and Equipment
CLOSE COMBAT WEAPONS
Petrov-Morales Corporation
Weapon St Type Special RulesCombat Knife +2 Standard
Vibro Knife +3 Energy
XLanthosArmored Fists +2 StandardSubatomic Destabilizing Blade +3 Energy Ignores Armour
ReclaimersExoskeleton +2 Standard
RANGED WEAPONSPetrov-Morales Corporation
Weapon Rn St AOE Rof Type Special RulesCorp Rifle 6 5 - 1 Ballistic Semi-AutomaticFlame Launcher-fired as launcher-fired as spray
6-
7/56
3-
1-
FlameFlame
Remains in Play (AOE 3, St 5)Spray
Laser Rifle 6 6 - 3 Energy Sustained BeamPistol 5 5 - 1 BallisticPortable Machine Gun 6 6 - 2 Ballistic Heavy, DemoralizingSniper Rifle 10 6 - 1 Ballistic Multiple Wounds (d3), Move
or Shoot, Aimed Shot,Demoralizing
Targeting Scanners 6 - - - Energy Targeting, InfraredVarious Small Arms 5 5 - 2 Ballistic
XLanthosWeapon Rn St AOE Rof Type Special RulesElectron Masser 5 7/5 4 - Energy No Deviation, DemoralizingPhase Rifle 8 8 - 1 Ballistic Phased Ammo, DemoralizingPlasma Discharger - 6 - - Energy SprayPlasma Emitter 5 6 - 1 EnergyPlasma Projector 6 6 - 2 Energy
Targeting Scanners 6 - - - Energy TargetingViral Injector 5 3/3 3 - Ballistic Ignores Armour, ContagiousVortex Cannon 5 6/4 3 - Energy Attractor, Move or Shoot
Phased AmmoCan be fired through terrain, but with a -1 modifier to Strength for each piece of terrain orwall passed through.AttractorAfter determining the final placement of the AOE, but before determining who is hit, eachmodel within 3 of the centre of the AOE is moved d3 directly towards the centre (roll once for all modelsaffected, not individually).
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ReclaimersWeapon Rn St AOE Rof Type Special RulesDet Pack - 7/5 3 - Ballistic GrenadeHarasser Airburst Cannon 8 8/6 4 - Ballistic Move or Shoot, Guided,
Demoralizing, WeaponPlatform
Heavy Lancer Beam 6 8 - 1 Energy Multiple Wounds (d3),Beam (3), Weapon Platform
Laser Pistol 5 6 - 2 EnergyParticle Beam 5 6 - 1 Energy Multiple Wounds (d3),
Charged Shot (2), Beam (2)Particle Rifle 5 6 - 2 Energy Charged Shot (2)Repulser Blaster - 6 - - Energy SprayStalker Missile Launcher 6 7/5 3 - Ballistic Move or Shoot, Guided
Targeting Scanners 6 - - - Energy Targeting, Infrared
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PETROV-MORALES CORPORATION
COMMANDERS
DirectorMv Df Ar St At RA CC Pr Mr Wo CP6 5 2 3 2 13 13 9 9 5 5
Points: 90 Limit: 1
Equipment Upgrades Cost
Combat Knife Exchange Combat Knife for Vibro Knife 10 Pistol Add Gravity Mines 5 Laser Rifle Add Smoke Grenades 5
+1 Command Points 25Special Rules
Commander
Recruiter
Mv Df Ar St At RA CC Pr Mr Wo CP6 5 2 3 2 13 13 8 8 3 3
Points: 40 Limit: 2
Equipment Upgrades Cost
Combat Knife Exchange Combat Knife for Vibro Knife 5 Corp Rifle Add Smoke Grenades 5
Special Rules
Commander
Arbitrator
Mv Df Ar St At RA CC Pr Mr Wo CP6 5 2 3 3 11 15 8 8 3 3
Points: 60 Limit: 2
Equipment Upgrades Cost
Vibro Knife Add Smoke Grenades 5 Pistol Add Gravity Mines 5
Special Rules
Commander
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SQUADS
Recruits
Mv Df Ar St At RA CC Pr Mr Wo CP
6 4 1 3 1 10 10 7 6 1 1
Points: 25 for 3 Limit: Unlimited
Squad Size: 3 - 5
Equipment Upgrades Cost
Combat Knife Add Squad Member 10 each Various Small Arms Add Smoke Grenades 5
Corporate Agents
Mv Df Ar St At RA CC Pr Mr Wo CP6 4 1 3 2 11 12 7 7 1 1
Points: 40 for 3 Limit: Unlimited
Squad Size: 3 - 5
Equipment Upgrades Cost
Combat Knife Add Squad Member 10 each Corp Rifle Add Smoke Grenades 5
Exchange Combat Knife for Vibro Blade 3 eachSpecial Rules
Dug-In
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SOLOS
Sniper
Mv Df Ar St At RA CC Pr Mr Wo CP
6 5 0 3 1 13 11 10 8 3 2
Points: 50 Limit: 2
Equipment Upgrades Cost
Combat Knife Add Grav Pack 5 Pistol Add Smoke Grenades 5 Sniper Rifle
Special Rules
Dug-In Loner
Heavy Weapon Specialist
Mv Df Ar St At RA CC Pr Mr Wo CP5 4 1 3 1 13 12 7 6 3 1
Points: 40
Equipment
Combat Knife Pistol Flame Launcher
Limit: 3
Upgrades
Replace Flame Launcher with Portable MachineGun
free
Medic
Mv Df Ar St At RA CC Pr Mr Wo CP6 4 0 3 1 12 10 7 7 3 1
Points: 25
Equipment
Combat Knife Pistol
Special Rules
Healing (8) Immunity
Limit: 2
Upgrades
Upgrade to Veteran Medic (Healing (9)) Cost10
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Commando
Mv Df Ar St At RA CC Pr Mr Wo CP7 6 0 3 3 12 13 8 8 3 1
Points: 40
Equipment
Vibro Knife Pistol
Special Rules
Stealth (2) Dug-In Agile Pistol Expert Point Blank Recon
Limit: 2
Upgrades
Add Smoke Grenades Cost5
Surveyor
Mv Df Ar St At RA CC Pr Mr Wo CP7 4 0 3 1 13 10 9 8 3 1
Points: 20
Equipment
Combat Knife
Targeting Scanners Pistol
Special Rules
Dug-In Recon
Limit: 2
Upgrades
Add Smoke Grenades
Cost
5
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Technician
Mv Df Ar St At RA CC Pr Mr Wo CP5 3 0 3 1 12 10 7 6 3 1
Points: 10
Equipment
Combat Knife Pistol
Special Rules
Repair (8) Emplacement Controller
Limit: 3
Upgrades
Add Machine Gun Emplacement Cost15 each(max. 3)
Emplacement ControllerThis model can use its action to do one of the following:1. Deploy one of its Gun Emplacements in base contact with this model. The emplacement can
activate later this turn.2. Manually perform a Ranged Attack with a Gun Emplacement in base contact. The GunEmplacement cannot have already fired this turn, nor can it fire again after this action. However, theGun Emplacement will still activate if it hasnt already (although it will do nothing).
Machine Gun Emplacement
Mv Df Ar St At RA CC Pr Mr Wo CP0 2 3 - - 13 - - - 3 -
Equipment
Portable Machine GunSpecial Rules
Mechanical Immobile Loner Drone
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XLANTHOS
FACTION SPECIAL RULES / EQUIPMENT
Controlled ContagionThis model does not take any hits from the Contagious special rule, and can choose
to not infect other models with its own Contagious special rule (this does not affect any weapons it mightfire).
Phased Vision- Can draw Line of Sight through terrain and AOE effects, but with a -1 modifier to RangedAttack and Perception tests for each piece of terrain, AOE effect, or wall passed through.
XLanthos Vision- When the unit activates it can declare that it is using its second set of eyes. If it doesthis, it gains the Infrared Vision Special Rule, but receives a -2 penalty to its Ranged Attack attribute. Both ofthese effects end at the end of its activation.
Dark Manipulator -As an Action, choose one:1. Gravitic Crusher: Rn 6, AOE 3, St = Ar of Target, Ignores Armour. AOE 3 becomes a Gravity Mine
AOE.2. Gravity Manipulation: Place up to 3 X'Lanthos Gravitic Mines, as per standard rules.3. Force Manipulation: Target model or squad within 12" in LOS. Target moves 1d6" directly towards oraway from Manipulator.
Dark Shield Generator- Activated anytime during activation. Choose one: +3 Ar vs Ballistic, or +3 Ar vsEnergy, until wargear is activated again. This wargear is also activated before the first turn of the game, butafter deployment.
Phase Field Generator- Activated before movement. The model can pass through anything during itsmovement, as long as it fully finishes its movement outside of any objects. While activated the model ignoresany non-gravity induced difficult terrain.
XLanthos Gravitic MineThis works exactly like a normal Gravity Mine, except that if the model opts tothrow the mine, it can be thrown up to 20 instead of 12. However, if it is thrown further than 12, roll anadditional d6 for the deviation distance.
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COMMANDERS
Commander
Mv Df Ar St At RA CC Pr Mr Wo CP
5 4 3 2 1 14 11 10 9 5 5
Points: 100 Limit: 1
Equipment Upgrades Cost
Armoured Fists Add Gravity Mines 5 Electron Masser Add XLanthos Gravitic Mine 10
Special Rules
Commander XLanthos Vision
Manipulator
Mv Df Ar St At RA CC Pr Mr Wo CP7 4 1 2 1 14 10 8 8 3 3
Points: 50
Equipment
Armoured Fists Dark Manipulator
Special Rules
Commander XLanthos Vision
Limit: 2
Upgrades
Add Dark Shield Generator Cost10
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SQUADS
XLanthos Soldiers
Mv Df Ar St At RA CC Pr Mr Wo CP6 3 2 2 1 11 8 8 6 1 1
Points: 45 for 3
Squad Size: 3 - 5
Equipment
Armoured Fists Plasma Projector
Special Rules
XLanthos Vision
Limit: U
Upgrades
Add Squad Member Add Gravity Mines
Cost10 each
5
Shock Troops
Mv Df Ar St At RA CC Pr Mr Wo CP7 4 2 2 2 12 11 7 7 1 1
Points: 50 for 3
Squad Size: 3 - 5
Equipment
Armoured Fists Plasma Discharger Grav Pack
Special Rules
XLanthos Vision
Limit: U
Upgrades
Add Squad Member Add Gravity Mines
Cost10 each
5
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Phase Troops
Mv Df Ar St At RA CC Pr Mr Wo CP6 3 1 2 1 12 8 8 6 1 1
Points: 70 for 3
Squad Size: 3 - 5
Equipment
Phase RifleSpecial Rules
Phased Vision
Limit: 2
Upgrades
Add Squad Member Cost20 each
Lurkers
Mv Df Ar St At RA CC Pr Mr Wo CP7 5 1 2 1 11 8 9 7 1 2
Points: 40 for 2
Squad Size: 2 - 4
Equipment
Armoured Fists Plasma Emitter
Targeting Scanners
Special Rules
XLanthos Vision Dug-In Stealth (2) Loner Recon
Limit: 2
Upgrades
Add Squad Member Add Gravity Mines
Cost15 each
5
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SOLOS
Assassin
Mv Df Ar St At RA CC Pr Mr Wo CP8 7 0 2 3 13 14 9 8 3 2
Points: 40
Equipment
Subatomic Destabilizing BladeSpecial Rules
XLanthos Vision Stealth (3) Overrun Loner
Limit: 2
Upgrades
Add Gravity Mines Add Phase Field Generator
Cost510
Infector
Mv Df Ar St At RA CC Pr Mr Wo CP6 3 2 2 1 13 10 8 7 3 1
Points: 45
Equipment
Armoured Fists Viral Injector
Special Rules
XLanthos Vision Contagious Healing (7) Controlled Contagion
Limit: 2
Upgrades
Add Gravity Mines Add Plasma Discharger Upgrade to Extra Contagious
Cost555
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Guardian
Mv Df Ar St At RA CC Pr Mr Wo CP5 2 3 2 1 13 10 8 6 3 1
Points: 50
Equipment
Armoured Fists Vortex Cannon
Special Rules
XLanthos Vision
Limit: 2
Upgrades
Add Gravity Mines Cost5
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RECLAIMERS
FACTION SPECIAL RULES / EQUIPMENT
Repulser - A model equipped with a Repulser has a +4 Df and +1 Ar against free strikes.
Distortion Field Generator- If a hostile unit attempts to fire past a unit with Distortion Field Generatorsand would thus suffer a Units In The Way penalty, they suffer a -4 to their Ranged Attack instead of thenormal -1.
Grav JetpackWhen a model with a Grav Jetpack opts to run, it gains the Fly special rule for the durationof its activation.
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COMMANDERS
Captain
Mv Df Ar St At RA CC Pr Mr Wo CP7 3 2 2 2 13 10 8 9 5 5
Points: 100
Equipment
Exoskeleton Laser Pistol Particle Beam Repulser
Special Rules
Commander
Limit: 1
Upgrades
Add Grav Pack Add Gravity Mines Add Flash Grenades
Cost555
Warden
Mv Df Ar St At RA CC Pr Mr Wo CP6 3 3 1 1 13 10 8 8 3 3
Points: 40
Equipment
Exoskeleton Repulser Blaster
Special Rules
Commander
Limit: 2
Upgrades
Add Flash Grenades Add Repulser
Cost55
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SQUADS
Initiates
Mv Df Ar St At RA CC Pr Mr Wo CP7 3 2 1 1 11 8 7 5 1 1
Points: 40 for 3
Squad Size: 3 - 5
Equipment
Exoskeleton Particle Rifle Repulser
Limit: U
Upgrades
Add Squad Member Add Grav Packs Add Flash Grenades
Cost10 each
55
Drop Guard
Mv Df Ar St At RA CC Pr Mr Wo CP7 4 1 1 1 12 9 7 8 1 1
Points: 60 for 3
Squad Size: 3 - 5
Equipment
Exoskeleton Repulser Blaster Repulser Grav Jetpack
Special Rules
Recon
Limit: 2
Upgrades
Add Squad Member Add Grav Packs Add Flash Grenades
Cost20 each
1010
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Aegis Guard
Mv Df Ar St At RA CC Pr Mr Wo CP6 2 3 1 1 12 9 7 7 1 1
Points: 50 for 3
Squad Size: 3 - 5
Equipment
Exoskeleton Repulser Blaster Distortion Field Generator
Limit: 2
Upgrades
Add Squad Member Cost15 each
Field Platform Team
Mv Df Ar St At RA CC Pr Mr Wo CP4 3 1 1 1 12 8 7 5 1 1
Points: 40 for 2
Squad Size: 2 - 3
Equipment
Exoskeleton Laser Pistol Heavy Lancer Platform
Limit: 3
Upgrades
Add Squad Member Exchange Heavy Lancer Platform for
Harasser Artillery Platform
Cost15
free
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SOLOS
Forward Observer
Mv Df Ar St At RA CC Pr Mr Wo CP7 4 1 1 1 12 9 9 8 3 2
Points: 20
Equipment
Exoskeleton Laser Pistol Targeting Scanners Repulser
Special Rules
Recon
Limit: 2
Upgrades
Add Grav Pack Cost5
Redeemer
Mv Df Ar St At RA CC Pr Mr Wo CP6 2 2 1 1 12 9 7 7 3 1
Points: 50
Equipment
Exoskeleton Laser Pistol Stalker Missile Launcher
Limit: 2
Spectre
Mv Df Ar St At RA CC Pr Mr Wo CP8 5 0 1 2 13 10 8 7 3 2
Points: 50
Equipment
Exoskeleton Laser Pistol Det Pack
Special Rules
Stealth (4) Loner Grenade Expert
Limit: 2
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Scenarios
Scenario Rules
Terrain Set-up
Most games of Dark Potential will be played on a4 x 4 board. You can feel free to change this to
whatever size you want, but you will find that thedistances will work best on a 4 x 4 board in astandard size game.
Dark Potential is meant to be played with a lot ofterrain, some of it with multiple levels (such asruins or hills). Terrain (and therefore cover) playsa significant role in this game, so if you use toolittle of it you will find that ranged attacks will be
too effective, and close combat squads will not beable to do their work at all.
As a general guideline, if all terrain features were1 x 1, you should have about eight of them onthe board. In reality you are going to want to havea mixture of large terrain pieces, smaller terrainpieces, as well as linear obstacles like broken
vehicles, barrels, and hedges.
In essence there shouldnt be many places on theboard that have more than 8 between terrainfeatures. Models should be able to move fromcover to cover for the most part.
Of course you are free to set up the boardhowever you like, but be aware that this game wasdesigned to include a lot of terrain features.
Turn Order
To determine the turn order, each player rolls ad6, rerolling ties. The player with the highest rolldetermines who goes first.
Deployment
The player who goes first chooses which tableedge he will deploy on.
All models that dont have the Recon special ruleare then deployed within 10of the owningplayers board edge. Models must be placed on
the ground level, unless both players agreeotherwise.
The player who goes second then deploys hismodels in the same way on the opposite boardedge.
The first player then deploys any of his modelsthat have the Recon special rule (if he has any).
The second player then does the same.
Fog of War
Unless otherwise specified, all scenarios will usethe Fog of War rule for the first turn.
The Fog of War rule limits the range of allweapons to double their Range (Rn) value. AOEscan deviate further than their maximum range, butcan still not target any models outside of theirrange.
ExampleA Rn 6 weapon can only shoot up to 12away while the Fog of War rule is in effect.
Foraging
A player needs to pick up Forage Tokens in order
to claim them as Victory Points.
In order to pick up a Forage Token, a model mustbe in base contact with the token and then use its
Action to pick it up. If the model is part of asquad, then the rest of the squad can still performother actions, such as a Ranged Attack. However,a squad can only pick up one Forage Token peractivation.
A model can pass a Forage Token to anothermodel by moving into base contact with that
model and then by using its Action. If a modelcarrying a Forage Token is killed, it drops theForage Token exactly where it was removed fromplay.
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Scenario #1Encounter
Table Set-up
This scenario is played on a normal size table(usually 4x4) with a normal table layout (i.e.normal amount of terrain).
Deployment
Use the normal deployment rules.
Game Length
This scenario lasts for 6 turns, or until one side iscompletely destroyed.
Victory Conditions
The objective of this scenario is simpledestroyas much of the enemy as possible. At the end ofthe game each player scores points for every unitthey destroy or run off the board.
A unit that is completely destroyed is worthdouble its total points cost (including upgrades).
A unit that has run off the board is worth its totalpoints cost (including upgrades).
A unit that is at least half destroyed (i.e. at least
h