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8/13/2019 Total Extinction - Beta Rules
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IndexIndex ............................................................................................... 2 Introduction ................................................................................ 3 Sci-fi wargame ............................................................................ 3
What you need to play ....................................................... 3 Basic concepts ............................................................................ 3
Units ........................................................................................... 4 Type of units ...................................................................... 4
Weapons ................................................................................... 5 Tactics ....................................................................................... 5
Game Turn .................................................................................... 6 Initiative ................................................................................... 6 Activation ................................................................................. 6 Control ...................................................................................... 6
Movement ..................................................................................... 7 Cohesion ................................................................................... 7 Movement and Terrain ...................................................... 7 Movement through other units ...................................... 7 Air and gravitational units ............................................... 8 Running .................................................................................... 8 Gone to ground ...................................................................... 8
Combat ........................................................................................... 8 Overview .................................................................................. 8 Shooting .................................................................................... 8
Line of sight ........................................................................ 9 Trajectory line .................................................................. 9 Cover ..................................................................................... 9 Vehicles ............................................................................. 10 Area attacks .................................................................... 10 Distraction ....................................................................... 11
Assault .................................................................................... 11 Declaration of assault ................................................. 11 Assault Movement ....................................................... 11 Defensive fire ................................................................. 11 Close combat by attacker .......................................... 11 Counterattack and taking a stand ......................... 12 Initial contact ................................................................. 12
Suppressive fire ................................................................. 12 Aiming .................................................................................... 12
Planning ..................................................................................... 13 Morale ......................................................................................... 13 Forces in combat .................................................................... 13
Battalion creation.............................................................. 13 Shock Company ............................................................. 14 Garrison Company ....................................................... 14 Raider Company ........................................................... 14 Mixed Company ............................................................ 14
Forming Units ..................................................................... 14 Commanders and tactics ................................................ 15 Temporary allies ............................................................... 15
Battlefield .................................................................................. 15 Scenery .................................................................................. 15 Objectives ............................................................................. 15
Missions ...................................................................................... 15 Deployment ......................................................................... 15 When the mission ends? ................................................ 16 Who wins the mission? ................................................... 16
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IntroductionIt is the year 562 of the Age of the Diaspora.
Humanity, scattered throughout the known universe
on worlds few and far between, fights for survivalagainst cruel alien races, and even against each other
over issues that appear increasingly absurd.
The fury of war engulfs one world after another
while the contenders fight ruthlessly to prevent their
Total Extinction.
Sci fi wargameTotal Extinction is a futuristic wargame for 2 or
more players using 28mm miniatures.
Each player takes command of a Battalion of troops
from one of the Star Factions (Glorlon, Union of
Colonies, Regulatory Corporation, Elohim, Skraldar
or Theocracy) facing a relentless war for survival.
Each Battalion is divided into 1 or more Companies,
and each Company is made up of Units consisting of
between 1 and 9 miniatures. Every Battalion is led
by a Commander.
A game of Total Extinction is divided into a series of
Turns (typically up to 6), and can be played in about
2 hours. During each Turn, players alternately
Activate Units, Moving, Shooting, and even
Assaulting enemy Units. Commanders can
dramatically alter the course of battle though the useof Tactics, represented by cards that alter the flow of
battle, enhance Units, or cause havoc among the
enemy troops. A player must control Objectives, key
areas of the Battlefield, to claim victory and win the
game.
What you need to playTo play Total Extinction you will need appropriate
miniatures, a tape measure that shows inches , area
templates (included in this book), various tokens,
Unit and Tactical Cards, and 6, 8, 10, 12 and 20 sided
dice.
The Starter Set of Total Extinction, “Battle for
Karnak,” includes everything you need to play, and
you will be able to purchase new miniatures, cards
and even dice through forthcoming expansion sets.
Basic conceptsBattalion: all the troops available to one of the
warring sides. A Battalion is made up of one or more
Companies.
Company: a formation of 1-5 Units with a particular
structure. Different types of Companies can include
different types of Units.
Contact : when the distance between two Elements
controlled by different sides is less than 1 inch (2.5
cm), they are considered to be in Contact, and must
enter Close Combat (see Assault) when Activated.
Die Category: each type of die (six sided, eight
sided, etc, abbreviated to d6, d8, and so on) is
considered a category. A d6 is the worst die
category, while a D20 is the best.
Distance: the space between point A and point B
measured in inches. Distance is used for weaponranges, movement of Units, and Assault. Distances
are always measured after announcing an
Action/Movement, never before. Weapon Range
Distances are measured from any part on one
miniature to any part of another miniature.
Movement Distances are measured from the front
side of the moving Element to the point it wants to
reach with its front side.
Element : each of the combatants participating in the
battle is an Element, represented by a miniature of a
vehicle or soldier.
Vehicle: is something of a catchall term. On the one
hand, it includes piloted or sentient craft (such as
tanks or reconnaissance vehicles). On the other
hand, it also includes monsters and large beasts.
Vehicles have both a) different armor characteristics
for dealing with attacks from different angles, and b)
a resistance characteristic of at least 2..
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UnitsA Unit (also known as a Squad) is a group of one or
more Elements that act together. Each Unit is
defined by a series of Characteristics shown on their
Unit Card:
- Resistance: the amount of Damage needed
to eliminate an Element of the unit.
- Movement : the distance in inches that the
unit can move.
- Defense: the number an attacker must
equal or exceed to successfully hit the Unit
when Shooting or in Close Combat.
- Armor: an attacker must equal or exceed
the Unit's Armor when making a Damage
Roll to actually damage Elements of the
Unit.- Morale: Die Category used when the Unit
must make a Morale check.
- Leadership: Die Category used by
Commanders to check Initiative and to
Recover Tactical Cards during a Planning
Action.
- Cost : the price of the Unit with the
minimum number of Elements, plus the
number of points to be paid for each extra
Element added.
- Size: the minimum and maximum number
of Elements that can form the Unit.
- Category: Unit type (Infantry, Tank,
Support, Air, Recon or Command).
- Weapons: offensive equipment carried by
Elements of the Unit. The characteristics of a
weapon include:
o Class: the category which the
weapon belongs to.
o Range: the maximum distance in
inches that the weapon can reach.
o Attack : the Die Category used when
attacking with the weapon. To
succeed an attack roll must equal or
exceed the target Unit's Defense.
o Damage: the Die Category used to
determine whether a successful
attack causes damage. To succeed a
damage roll must equal or exceed
the target's Armor Characteristic.
Type of units
The units are classified into different types
according to their abilities and functions in the
combat:
- Command: a Unit in charge of leading the
rest of the Company or Battalion. This unit
includes a Commander and sometimes a few
soldiers.
- Infantry: a Unit of soldiers on foot. Infantry
form the bulk of the Front Line of most
armies. Usually one Unit of Infantry consists
of between 4 and 9 Elements.
- Recon: light troops who explore the
Battlefield. Recon Units can also act as
spotters for Support Units. Recon Units are
composed of between 1 and 6 Elements.
- Tank : a Front Line unit which consists of
vehicles or biotechnological beings with
heavy armor and weapons. Normally a Tank
Unit is comprised of between 1 and 3
elements.
- Support : Units responsible for helping
Front Line Units (Infantry and Tanks) attain
their goals. Support Units include artillery,
medic, and engineer Units. Usually a
Support Unit consists of between 1 and 4
Elements.
- Air: Air Units provide their Battalion with a
mix of reconnaissance and support
capabilities. Air units are composed of
between 1 and 3 Elements. Air units cannot
capture Objectives.
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WeaponsThe Elements of an army have access to a range of
different weapons. Each weapon falls into a
category, and each category has particular
Characteristics:
- Assault (AW): standard Infantry weapons,
Assault Weapons can also be used as
Secondary Weapons by Tank and Air Units.
Assault Weapons can make Defensive Fire
attacks (see Assault).
- Anti-Aircraft (AA): a weapon specially
designed to attack Air units (see Shooting),
AA weapons ignore the defensive special
bonus Air units normally have.
- Psychic (PS): a weapon based on, or the
ability to attack with, mental power. Thesekinds of weapons cannot harm Vehicles.
- Close Combat (CC): a weapon that is used
in Assaults (see Assault). Generally only
Infantry can wield CC weapons.
- Distraction (DT): a weapon that does not
cause damage and is used only to hide a Unit
or prevent the Unit from being detected by
enemies.
- Flamethrower (FT): a weapon that
projects a stream of fire or other dangerous
substance. When attacking with a
flamethrower, use the Teardrop template
(see Shooting).
- Bombardment (B1, B2): a weapon that
causes damage over a wide area. The
notation “B1” or “B2” indicates which
template to use (see Shooting).
- Anti-Tank (TX): a weapon designed to
break armor. X is the score of the automatic
penetration to a target's Armor: any target
with an Armor Characteristic equal to or
smaller than X is automatically damaged. If
the Armor Characteristic is higher than the
score of the TX weapon, roll dice for Damage
as with any other weapon. For example, aunit with a weapon marked T5, 1d8 would
automatically damage a target with an
Armor Characteristic of 5 or less, and would
roll 1d8 and add 5 when attacking a target
with an Armor of 6 or more.
- Sniper (SN): an Element with a Sniper
weapon can choose a specific enemy
Element in the Unit it is attacking as the
target for its attack (see Shooting).
Generally, defenders get to assign which
Elements within a Unit are struck by attacks(See Shooting).
Tactics
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Using tactical cards
The use of Tactical cards can take
place in any game phase. The
moment to do it is indicated on
each card below the heading
“Activation”
At the beginning of the game, each Battalion receives
a number of Tactical Points to spend on Tactical
Cards based on how many Commanders the
Battalion has (see Commanders and Tactics).
Tactical Cards allow players to carry out specialActions, improve normal Actions, etc.
Each Tactical Card has four sections:
- Title
- Cost: The price in Tactical Points of the
Tactical Card before play begins, as well as
the necessary score to Recover the Tactical
Card by means of Planning.
- Description: States the effect the card has on
gameplay.
- Activation: indicates when the Tactical Card
can be used.
A player's Battalion must contain at least one living
Commander in order for the player to use Tactical
Cards.
Until they are used, Tactical Cards may be hidden
from opposing players, although opposing players
may ask to see the back of the cards to check that the
sum of the Costs of the cards is correct.
Once you use a Tactical Card, discard the card face
down into a clearly marked discard pile. Used
Tactical Cards may be recovered by way of the
Planning action (see Planning).
Game TurnThe battle is divided into turns that consist of three
phases: Initiative, Activation and Control.
InitiativeInitiative determines the order in which the players
act. Each player makes a Leadership roll using the
Leadership Characteristic of their BattalionCommander, adding 1 to the result for each of their
living Company Commanders and 1 for each
Objective they control. The side with the
higher total gains the Initiative and is the
first to act that Turn.
In the case of a tie, the Commander with
the best Leadership (highest Die
Category) wins. If the tie continues,
whichever side controls the most
Objectives wins. If there is still a tie, the
initial roll is repeated.
If one of the sides has no Commander left on the
Battlefield, it automatically loses the Initiative. If
neither side has a Commander, the Initiative of the
previous turn is maintained and no Initiative roll is
necessary.
ActivationStarting with the player who gained the Initiative,
the players alternate choosing a Unit and Activating
it. During its Activation each Unit can carry out oneof the following combinations of Actions:
- Movement + Shooting + Assault (in this
order ). It is possible to omit one or more of
these actions.
- Run (see Movement).
- Movement + Suppressive Fire. It is possible
to omit the Move Action.
- Planning (Commanders only)
- Pass: the Unit activates but does nothing.
The Unit counts has having been Activated
and may not be Activated again this Turn.
If one Battalion has Unactivated units after all other
Battalions have Activated all
their units, the first Battalion
may Activate all of its
remaining Unactivated Units
in succession until all Units
have been Activated this
Turn.
During an Activation, a Unit's
controller chooses the order in which Elements ofthe Unit perform their Actions. Generally, all
Elements of a Unit must perform the same set of
Actions in a given Turn.
ControlOnce all Units have been Activated, players update
Objective Control. If only one Battalion has one or
more Elements within 2” of an Objective, that
Battalion Controls that Objective. If more than one
Battalion has one or more Elements within 2” of anObjective, the Objective is considered to be In
Dispute and neither side gains an Initiative bonus
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from the Objective in the following Turn. If there are
no Elements within 2” of an Objective the Battalion
who last held Control of the Objective retains
Control. Objectives begin the game under the Control
of no Battalion.
MovementAt the beginning of its Activation, a Unit can move up
to its Movement Characteristic in inches (across
Clear Terrain).
The base of the miniature must be entirely within
the Element's movement distance at the end of the
Unit's Movement.
A Unit must always end its Movement 2” or more
from any other Unit (friendly or enemy) with the
exception of Air Units (see below) and Units
engaging in an Assault (see Assault).
CohesionA Unit must end its Activation in Cohesion—all
Elements must be within 1” of at least one other
Element of the Unit in the case of Infantry, or within
2” of another Element in the case of non-Infantry
Units. One exception to this rule is during Close
Combat (see Assault). If an Element begins its
Activation out of Cohesion (for example, due to
losses), the Element must move in order regain
Cohesion. If one or more Elements cannot regain
Cohesion, the Isolated Elements are eliminated from
the game. Isolated Elements are defined as Elements
out of Cohesion with the majority (rounding in favor
of the Unit's controller) of their Unit at the end of the
Unit's Activation. For example: if a Unit ends its
Activation with 2 Elements remaining and the
Elements are not in Cohesion, the Unit's controller
must remove one of the Elements from the
Battlefield. Such Elements count as having been
destroyed by the enemy.
Movement and TerrainOn the Battlefield, armies face multiple obstacles and
different types of terrain, each one with its own
effects. All terrain can be classified in one of four
categories: clear terrain, obstacles, difficult terrain
and impassable terrain.
Clear Terrain is an open field or other featureless
expanse with no objects on the field to block the
Movement path of a Unit. Elements can move at
their maximum speed over clear terrain.
Obstacles are long and narrow objects such as walls,
fences, or trenches that are not higher than the
miniatures trying to cross them. Crossing an
Obstacle reduces a Unit's Movement by 2” for that
Activation. A Unit must have at least 2” of Movement
left in a given Activation in order to cross an
Obstacle. Miniatures may not end their Movement on
top of an Obstacle
Difficult Terrain includes forests, ruins, hills, and
other terrain that would logically slow someone
down. Moving through Difficult Terrain requires
twice as much movement as moving across Clear
Terrain (e.g., 1” of Difficult Terrain is the same as 2”
of Clear Terrain.) Individual Obstacles such as trees
or fence posts are ignored—a terrain feature as a
whole is considered when deciding whether a
terrain feature qualifies as Difficult Terrain or not.
Impassable Terrain encompasses Obstacles higher
than the Unit that is trying to cross them, such as
high walls, buildings or containers. Vehicles (except
Air Units) cannot move through Impassable Terrain.
Non-vehicle Units can scale Impassable Terrain at
the rate of one level (2” vertical) each Turn.
Before starting a game players should reach a
consensus on which pieces of scenery count as
which types of terrain to avoid disputes during the
battle.
M ov e m e nt t h r ou g hother units
A Unit may move through friendly Units as long as
two conditions are met: 1) the friendly Unit is not aVehicle, and 2) the Units end the required 2” apart.
Units may not move through enemy Units.
When moving a non-Air Unit you can never end the
Unit's Movement within 2” of an enemy Unit unless
you are initiating an Assault (see Assault).
Air units are subject to exceptions to these rules (see
below).
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Air and gravitationalunits
Certain Units have the ability to move above the
Battlefield.
Air units fly high, ignoring the effects of all types of
terrain on their Movement. These Units can also
move through or over friendly or enemy non-Air
units. Further, Air Units may end their Movement
within 2” of other Units, friendly or enemy, without
generating an Assault (see Assault).
Gravitational Units (like almost all of the Elohim)
float above the ground thanks to anti-gravity
engines. Crossing Obstacles requires only 1” of
movement (instead of the normal 2”), and Difficult
Terrain reduces the Unit's Movement by 1/3rd
instead of ½.
RunningA Unit may choose to dedicate its entire Activation to
moving as quickly as possible. This is called Running.
A Unit that Runs cannot perform any other Action
during its Activation but can move twice itsMovement Characteristic in inches.
G one t o g r ou ndA non-Vehicle ground Unit can give up its Movement
and Go to Ground, gaining a +1 bonus to its Defense
against any Shooting attacks (not Assaults) until th
Unit's next Activation.
CombatCombat is divided into two major sections: Shooting
(which includes all ranged attacks) and Assault (all
close quarters combat).
OverviewAll Combat, both Assaults and Shooting, is resolved
with two rolls: one to attack and one to damage.
Attacks are carried out by rolling a die of the type
indicated in the appropriate weapon listing given on
a Unit Card. If the roll is equal to or exceeds the
Defense Characteristic of the target Unit, the attack
is a success and the attacker makes a damage roll.
Note that successful attacks, or “Hits,” are distributed
among a defending Unit by the defending Unit's
controller bearing the following in mind:
- The controller may not allocate any Hits to
Elements that do not have line of sight the attacking
Unit (See Line of Sight).
- The controller may not allocate multiple
Hits to a single Element until each eligible Element
has received at least one Hit. Sniper (SN) and Psychic
(PS) weapons are an exception to this rule as the
attacker determines which Elements are Hit with
such weapons.
Example: an attacking Unit gets 5 Hits on their
target, a Unit composed of three soldiers and a
Commander. The defending player assigns the first 3
hits, one to each soldier. Since there are still hits to
distribute, the player assigns one to the Commander
and the last one to the soldier nearest to the
attacking unit.
Once all Hits are allocated, make damage rolls. Roll
the dice indicated on the Unit Card for each weaponthat successfully hit the target. If the roll is equal to
or greater than the target's Armor Characteristic, the
attack causes 1 point of damage. If the damage roll
exceeds the target's Armor by 5 or more, the attack
deals an extra point of damage. If an Element
receives an amount of damage equal to or greater
than its Resistance Characteristic, it is immediately
eliminated from the game (unless a Tactical Card or
some other special ability intervenes).
ShootingAfter a Unit has Moved, it can Shoot at the enemy.
The Unit must have Line of Sight (note: Area Attacks
are an exception to the Line of Sight rule) or, for
Bombardment weapons, Line of Trajectory to the
target Unit. Once a player has declared that a Unit is
Shooting, they must measure the distance from the
attacking Unit to the target Unit to make sure the
target Unit is within range of a given weapon—
attacks against targets outside of the range of a
weapon automatically fail. In the case of
Bombardment attacks, the template is centered as
far along the line between the attacker and the target
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as the weapon's range allows. That is considered
Ground Zero (see Area Attacks).
Remember that the Activated unit chooses a target
Unit to Shoot but cannot specify which Elements
take Hits. A Unit always fires at a target Unit as a
whole. The only exceptions to this are the Sniper(SN) and Psychic (PS) weapons that allow an
attacking Unit to choose which enemy Element to
attack.
Line of sight
To find out if a miniature has line of sight to another
miniature, draw an imaginary line from any point of
one miniature to any point of the other. If the there
are no Obstacles, terrain features, or enemy
Elements blocking the line, there is Line of Sight. If
there is any doubt as to whether anything interferes
with the line, examine the situation from the
attacking miniature´s eye level and see if the target
miniature is visible from there.
Friendly Units do not generally interfere with Line of
Sight, the exception being ground based Vehicles
(Vehicles with the Air or Gravitational Characteristic
never block Line of Sight of friendly Units).
Difficult Terrain (such as forests or ruins) is
considered semi-transparent. Individual Obstacles
such as trees or fence posts are ignored—a terrainfeature as a whole is considered when checking for
Line of Sight., Lines of Sight drawn into or through
Difficult Terrain features grant Cover to Elements
inside or behind said terrain (see Cover).
Trajectory line
In the case of Bombardment or Flamethrower
weapons, an attacking Unit must have a Line of
Trajectory to a target Unit instead of a Line of Sight.
A Line of Trajectory may follow a parabolic path over
(but not through) Obstacles between an attacker and
its target. The line must be as short as possible. Note
that a Unit under an Obstacle cannot be affected by a
Bombardment (B1/B2) or Flamethrower (FT)
weapon (see the example below).
The Colonial soldier on the left opens fire with a
Bombardment weapon against the Glorlons on the
right. He can make an attack roll against the first
(green line) but not the second (red line), as there is
an Obstacle (in this case a roof) over it.
Cover
A Unit is considered to be in Cover if the Lines of
Sight between half or more of the Elements of the
defending Unit and half or more of the Elements of
the attacking Unit are obscured (even partially) by
terrain, Obstacles, Distractions, or relevant Units
If an attacking Unit is within 2” of an Obstacle that
obscures Line of Sight to a target Unit and the target
Unit is more than 2” away from the obscuring
Obstacle, the defending Unit is not considered to be
in Cover.
When a target Unit is attacked, if the target Unit is
judged to have Cover, the target Unit gains +2 to
their Defense Characteristic for the purposes of
resolving that particular attack.
Example: the unit of Colonial Troopers is going to
shoot at the Glorlon soldiers. Before making any
attack rolls, the Colonial Troopers have to check to
see if the Glorlons are in cover. Colonial Trooper 1
checks and finds that he has a clear Line of Sight to
Glorlon A (green line), but Glorlons B and C have
Cover (red lines). That means that from Trooper 1's
point of view the enemy unit has Cover, since its
Lines of Sight to half of the enemy Unit's Elements
are obscured. Colonial Trooper 2 has the same linesof sight as Colonial Trooper 1 (A and D are in the
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Template without
trajectory line
Wall
Attacking unit
clear, but B and C are obscured, red lines), meaning
that the enemy Unit has Cover as far as Trooper 2 is
concerned. Colonial Trooper 3 has obscured lines of
sight to Glorlons A and B,so the target Unit has
Cover. Since half of the Elements of the attacking
Colonial Unit (Troopers 1, 2 and 3) have found at
least half of the Elements of the target Glorlon Unit
to be in Cover, the Glorlon Unit is considered to be in
Cover, no further checking of sight lines is
necessary, and the Glorlons get +2 Defense against
the Colonials' attack..
Vehicles
As mentioned above, Vehicles have different Armor
Characteristics according to the angle from which
they are attacked. A Vehicle's unit card will include
Armor Characteristics for the Front, Sides, and Rearof the Vehicle, in that order.
If a Vehicle is attacked by an Air unit or with a
Bombardment weapon, always use the Vehicle's Rear
Armor Characteristic when resolving the attack.
When a Vehicle suffers damage, in addition to
suffering one or more points of damage as normal,
roll a ten-sided die and apply the result to the
following table to determine if the attack causes any
extra effect:
Throw Effect1-5 Without any extra effects
6-7 The crew is stunned, the Vehicle loses
its next activation (effectively it must
Pass the next time it is Activated.
8 Propulsion is destroyed, vehicle is
immobilized *
9 One weapon (random) is destroyed
10 The Vehicle explodes and is removed
from the game. All Elements within 2”
of the Vehicle suffer a damage roll of D6
* When the propulsion of an Air Unit Element is
destroyed its movement is halved for the remainderof the game. If the Element is subject to a second
Propulsion Destroyed effect, the Element crashes
and is destroyed. All Elements within 2” of the
vehicle suffer a damage roll of D6
In addition to corresponding Damage, there is
applied the result of the throw.
Air units
Air units have two special rules:
- Air units cannot take cover
- Thanks to their high maneuverability, Air
units gain a +2 bonus when there are Shot at. Anti-
Aircraft (AA) weapons ignore this bonus
Area attacks
Weapons with areas of effect work differently from
normal attacks. Area Attack weapons fall into one of
two categories: Flamethrowers (FT) or
Bombardment (B1 and B2).
Flamethrowers
When using a Flamethrower (FT), the attacker puts
the Teardrop template with its narrow end in
contact with the appropriate weapon and places the
large end of the template however they like. Make a
damage roll against each Element whose base or
miniature is even partially covered by the template.
Elements to which the attacker does not have a clear
Line of Trajectory are not affected.
Bombardment weapons
Instead of attacking a particular Unit, Bombardment
weapons attack a specific point on the Battlefield
(called Ground Zero or G0).
When attacking with a Bombardment weapon,
center the appropriate template (1 for B1, 2 for B2)
on Ground Zero.
If the attacker has both Line of Sight and Line of
Trajectory, make an attack roll as though Ground
Zero has a Defense of 5. If the attacker has Line of
Trajectory but not Line of Sight, make an attack roll
as though Ground Zero has a defense of 8. If the
attack roll is successful, the attack lands precisely on
G0—leave the template centered on Ground Zero. If
the attack roll fails, roll an 8-sided die. Move the
template a number of inches equal to the amount the
attack roll failed by in the direction indicated by the
8-sided die and the template. For example, if the
attacker has Line of Sight to Ground Zero but only
rolls a 3, the attack fails by 2. The attacking player
would roll an 8-sided die and move the template 2
inches in the direction indicated on the template.
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Make a damage roll against each Element whose
base or miniature is even partially covered by the
template. Elements to which the attacker does not
have a clear Line of Trajectory are not affected.
RECON UNITS AND SPOTTING
A Recon Unit can act as Spotters and direct the firing
of B2 weapons. If the Recon Unit has line of sight to
the target Unit, the attacking player may make two
rolls for the scatter of the Bombardment and choose
the one they prefer. Panicked Recon Units (See
Morale) cannot act as Spotters. Spotting does not
count as an Activation.
Distraction
Some Units have the ability to conceal their Actionsor misdirect an enemy’s attention (Colonial smoke
grenades or Glorlon ink projectors are examples of
Distraction weapons).
Distraction weapons create a cloud that grants Cover
to Units in or behind the Distraction (smoke, ink
cloud, etc) as if they were in difficult terrain Clouds
generated by Distraction weapons are 2” x 4” and
may be placed anywhere entirely within the
weapon's range and with a Line of Trajectory.
AssaultOnce an Activated Unit has finished Shooting, the
Unit can carry out an Assault –a movement to enter
Close Combat with an enemy Unit. Assaults also
occur when a Unit is already in Contact with the
enemy at the beginning of its Activation.
Only Infantry Units can carry out Assaults. All non-
Air units can be targeted by an Assault, including
gravitational units. Assaults are carried out as a
series of Steps set out below.
Declaration of assault
The acting player announces that the Activated Unit
is going to Assault a target Unit.
Assault Movement
The Activated unit may move up to 6” to enter Close
Combat with one enemy unit (this is in addition to
the Unit's normal Movement). If the enemy Unit is
too far away and the Activated Unit cannot make
Contact with any Element of the targeted unit the
Assault fails, though the target Unit can make
Defensive Fire attacks as if the Assault had been
successful.
Defensive fire
After Assault movement is resolved, a Unit targeted
by an Assault can shoot at the Assaulting Unit as if
the targeted Unit was making a Shooting action with
the following exception, as the Shooting is hasty:
only Assault Weapons (AW), Flamethrowers (FT)
and Sniper weapons (SN, (though these weapon lose
their capacity to choose specific Elements as their
target) may be used for Defensive Fire attacks. All
casualties in the Assaulting unit are removed before
continuing to the next step.
Close combat by attacker
Assaulting Elements in Contact with enemy
Elements (e.g., less than 1” away) are considered to
be in Close Combat and can carry out a Close Combat
attack against their targets.
Unlike in Shooting, by default the attacker chooses
which enemy Element a given Element attacks in
close combat, so long as the two Elements are in
Contact.
Vehicles in Close Combat: When a Vehicle isattacked in Close Combat, always use the Vehicle's
lowest Armor Characteristic as the Assaulting
Infantry can attack the Vehicle's most vulnerable
points.
Defending a Position: If a target Element is within
1” of an Obstacle, the target element is considered to
be Defending a Position against enemies on the other
side of the Obstacle. Since an Assaulting Element
may not be able to be placed within 1” of the
targeted element, the Assaulting Element is
considered to be in Contact (and Close Combat) with
the targeted Element if the Assaulting Element endsits Assault movement within 1” of the Obstacle.
Elements Defending a Position gain +1 to their
Defense Characteristic against Assaulting Elements
attacking from the other side of the Obstacle. If the
targeted Element is inside a building, it gains an
additional +1 to its Defense Characteristic. Lastly, if
the base of the targeted Element is resting on a
higher elevation than the base of the Assaulting
Element, the targeted Element receives +1 to its
Defense against the Assaulting Element. All of these
bonuses are cumulative and “stack.” As an example,
an Element Defending a Position through the
windows of a building on a hill gains +3 to its
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Defense against Elements Assaulting from lower
ground outside.
Any casualties suffered by the targeted Unit are
removed before continuing on to the next Step.
Counterattack and taking a
stand
The targeted Unit must make a Morale check (see
Morale) to stand their ground and fight back.
If the Morale check is successful, the targeted Unit
Takes a Stand and may make Close Combat attacks
(“Counterattacks”). The Assault then ends for that
Activation.
If the targeted Unit fails its Morale check, the
targeted Unit must retreat from its present position
without Counterattacking. The retreating Unit can
move up to its normal Movement in inches and must
move at least enough such that all Elements of the
Unit are no longer in contact with the Assaulting
Unit. The targeted Unit may retreat in any direction
so long as they do not end their retreat in contact
with any enemy Unit and remain the required 2”
away from friendly Units. If any Elements of the
targeted Unit end their retreat in Contact with any
Enemy unit, the targeted Unit is entirely eliminated.
If the targeted Unit retreats, the Assaulting Unit canoccupy their previous position, passing over any
obstacles as necessary and possible according to the
normal rules of Movement. If the Assaulting Unit's
advance once again results in Contact with the
targeted Unit, the attacker may choose to start
another Assault beginning at the Close Combat by
Attacker step.
Initial contact
If two Units are in Contact at the beginning of one of
their Activations because they both survived aprevious Assault, a new Assault automatically begins
with the activated Unit considered to be the
Assaulting Unit. The non-Activated unit can carry out
Defensive Fire attacks only if the Activated Unit
doesn´t possesses Close Combat weapons.
If the Activated Unit wants to make Shooting attacks
it must first move to break Contact with the enemy
Unit. The non-Activated Unit may make one set of
Close Combat attacks as the Activated unit falls back.
Suppressive fireAfter their Movement action a Unit can prepare to
respond to enemy actions: this is called Suppressive
Fire. A Unit performing Suppressive Fire can open
fire on an enemy Unit that is Moving or Shootingwithin its Line of Sight during the enemy Unit's
activation. A Unit may only use Suppressive Fire once
per Activation—that is, the Unit can only make one
set of ranged attacks until the unit is Activated again.
If a Unit fires during an enemy's Activation and the
attack fails because the enemy is out of range, the
Unit still counts as having used its Suppressive Fire
and cannot make another Suppressive Fire until it is
next Activated.
Suppressive Fire attacks take place after the
Activated enemy Unit´s first Action, i.e. if the enemy
Unit has moved, the Suppressive Fire attacks aremade before the enemy Unit can Shoot. If an enemy
Unit moves from a location that has no Line of Sight
to the Unit using Suppressive Fire to another
location with no Line of Sight to the Unit using
Suppressive Fire and the non-Activated Unit has a
Line of Sight during the course of the Activated
Unit's Movement Action, the non-Activated unit can
make Suppressive Fire attacks as though the enemy
Unit had Cover. In this case the defender allocates
Hits as normal—all Elements that moved into Line of
Sight are eligible to receive Hits.
If the Activated enemy Unit opts to skip itsMovement Action and goes directly to its Shooting
Action, the Activated enemy fires before the Unit
using Suppressive Fire. The Unit using Suppressive
Fire would still Shoot before the Activated enemy
Unit's Assault Action.
Example: A Unit of Glorlon soldiers receives the
order to move and prepare for Suppressive Fire.
Next, the enemy activates a Unit of Colonial Troopers
in Line of Sight of the Glorlon soldiers. The Colonial
Troopers move closer to the Glorlon soldiers. The
Glorlon player must decide whether to shoot at theColonial Troopers that moved, or to reserve the
Unit's Suppressive Fire attacks for another enemy.
AimingIf the only action a Unit performs during its
Activation is Shooting or Suppressive Fire , i.e. it
neither Moves nor Assaults, the Unit increases the
die category of the its ranged attacks by one step
(e.g., from d8 to d10, from d10 to d12, etc).
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PlanningA Commander within a Command Unit that was
neither shot nor successfully Assaulted this turn
can sacrifice all other Actions in exchange for makinga Planning Action.
Planning allows the Commander to attempt to
Recover a discarded Tactical Card. The Commander's
Leadership is rolled. If the result is equal to or higher
than the Tactical Point cost of the card, the
Commander regains the used card.
Alternatively, the Commander may attempt to
improve its Battalion's Initiative. A Commander may
use a Planning action to gain +2 to their Battalion'sInitiative roll for the next turn. This bonus only takes
effect if the Commander is still alive at the Initiative
phase.
MoraleUnder certain circumstances a Unit must make a
Morale check to continue fighting instead of fleeing.
To make a Morale check, roll the Leadership of the
Element with the best Leadership characteristic in
the Unit. If the result is 4 or more, the Unit passes
the Morale check.
A Units that fails a Morale check becomes Panicked.
At the beginning of each of its Activations a Panicked
Unit can make a Morale check. If successful, the Unit
recovers from Panic and can act normally. If the
Morale check is failed, the Panicked unit must make
a Run Action towards the Battlefield edge it
Deployed from, or, if they were Deployed in the
center of the Battlefield, the nearest Battlefield edge.
Once an Element of a Panicked unit leaves the
Battlefield, the entire Unit is removed from the
Battlefield and is considered destroyed by the
enemy.
Morale checks are most frequently made under three
circumstances:
- Casualties: When a Unit takes
enough casualties to reduce it to half or less
of its starting number of Elements, it must
make a Morale check. It must make
additional Morale checks each time it suffers
further casualties.
- Determination: when a Unit tries to
Take a Stand after having suffered an
Assault. If the Unit fails this Morale check it
must retreat as detailed in the Assault:
Taking a Stand section.
Tactical Card: Some Tactical cards can force a Unit to
make a Morale check or Panic.
Forces in combatEach player chooses one of six factions available in
Total Extinction: the Glorlons, the Union of Colonies,the Regulatory Corporation, the Elohim, the
Theocracy or the Skraldar. The choice of faction
determines which units can be chosen to form theirBattalion.
Battalion creationThe whole of a player's forces is called a Battalion.
Battalions are comprised of one or more Companies.
Companies are made up of Units, each of which is
created using a point buy system.
At the beginning of each game, the players must
agree on the maximum number of points each player
can spend on their Battalion. Ideally, the maximumpoint value should be a multiple of 100. Generally
speaking, 500 points will make for a small skirmish,
1200 points will lead to a medium battle, and battles
of 2000 or more points will be truly epic struggles.
Alternatively, players may agree to play a specific
scenario or mission detailed in the Missions chapter.
Such games may have specific lists of or limitations
on available Battalions and Companies.
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The first Unit a player must choose is a Command
Unit for the entire Battalion.
Next, players form the Companies that make up the
Battalion. Each Company must include a Command
Unit. Once the Command Unit is chosen, a player
must decide what type of Company they are creating.The type of Company determines the types of Units
which can be included in the Company. Bear in mind:
some Commanders benefit greatly when leading
specific types of Companies.
The diagrams below show the specific Unit choices
available to each type of Company:
Shock Company
Forces with high mobility and good fire power
suitable for missions in open terrain. Useful for
outflanking and taking an enemy’s fortifiedpositions.
Garrison Company
Forces whose mission is to defend a specific
position, Garrison Companies have great fire power
but limited mobility.
Raider Company
Forces with very high mobility but limited
firepower. Raider Companies are deployed for rapid
penetration into enemy territory or for armed
reconnaissance.
Mixed Company
Mixed Companies are well rounded forces capable of
performing a range of missions. When in doubt, the
versatility of a Mixed Company may well be the best
option.
Forming UnitsWhen forming a Unit a player must decide how many
Elements will be included in the Unit. As explainedunder Characteristics, each Unit Card lists how many
points it costs to field a Unit made up of the fewest
possible Elements. A player may spend more points
at the given rate to add Elements to the Unit, up to
the maximum Unit size.
Many Units allow their Elements to use different
types of weapons. For every two elements that carry
the Unit's standard weapon (the first weapon listed
on the unit's unit card), one Element may use one of
the other weapons listed on the Unit Card.
For example: Looking at the Colonial Trooper UnitCard at the beginning of this chapter, in a Unit of 6
ShockCompany
Recon Tank InfantryTank orAir unit
Artilleryor Infantry
Command
GarrisonCompany
Infantry Infantry Artillery Artillery Tank orAir unit
Command
Raider
Company
Recon Recon TankRecon orInfantry
Tank orInfantry or
Air unit
Command
MixedCompany
Infantry Infantry Tank ArtilleryRecon orAir unit
Command
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Colonial Troopers, at least 4 must carry the AR-9
Assault Rifle. The other two troopers could carry any
of the weapons listed on the card—including an RPG
or a Machine Gun, in this case.
Commanders and tacticsEach Battalion receives 10 Tactical Points to buy
Tactical Cards, plus 3 extra Tactical Points for every
Company Commander in the Battalion (the Battalion
Commander does not give a player any extra Tactical
Points).
Before the game starts, players should spend their
Tactical Points on Tactical Cards. The cost of a
Tactical Card is printed in the upper right hand
corner and on the back of the card. The cost of the
cards range from 3 to 7 points—Minor TacticalCards cost 3 points, Intermediate Tactical Cards cost
5 points, and Major Tactical Cards cost 7 points.
Temporary alliesEven in a universe locked in a war of Total
Extinction, former rivals must often form alliances
against common enemies. When forming a Battalion
a player may form up to half of the Battalion'sCompanies (rounding down) using Units from their
Temporary Allies. Each Company must be formed
entirely out of Units of the same faction. The possible
Temporary Allies combinations are listed in the
table below:
Faction Temporary allies
Glorlon Skraldar
The Union of Colonies Elohim
Elohim The Union of Colonies
Regulatory Corporation Theocracy
Skraldar GlorlonTheocracy Regulatory Corporation
BattlefieldAny flat surface of sufficient size, square or
rectangular, can be used as a Battlefield. Floors are
usable, though it is necessary to decide on the
“edges” of the game zone. The standard size of a
Battlefield for a 1200 point game is 72” x 48” (180 x
120 cm), although the Battlefield should grow orshrink to best accommodate the point value (and
therefor the number of miniatures) of the game.
The Battlefield is usually divided into three large
Zones: two Zones of Deployment (or more, if there
are more than two players in the game) and a Zone
called No Man's Land.
Unless the mission determines different, the Zone of
Deployment will have the depth of 12 inches and the
width equal to the longest side of the battlefield.
SceneryDifferent scenery objects (such as terrain features
and Obstacles) are placed on the Battlefield. In a
standard game we recommend 3 or 4 terrain
features per player, but this may change based on the
specific Mission played.
Players alternate placing scenery objects. Randomly
determine who places scenery first unless thespecific mission being played dictates otherwise.
ObjectivesAfter all scenery has been placed, place at least 5
Objectives on the Battlefield (unless the Mission
played says otherwise.). The player that placed a
scenery object second should place the first
Objective. In a standard game, at least 3 Objectives
must be placed in No Man's Land and at least 6”from
each Deployment Zone. Any number of Objectivesmay be placed, but there should be an odd number
of Objectives in total.
MissionsEach gameplay of Total Extinction is call Mission,
when two or more players fight in a Battlefield to
achieve victory.
In the Battle for Karnak section you will find special
missions for this campaign.
DeploymentOnce all Objectives are on the Battlefield, the playersmake an Initiative roll. The player with the highest
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initiative chooses their Deployment Zone first and
places (“Deploys”) a Unit in their Deployment Zone.
The player with the 2nd highest initiative then selects
their Deployment Zone and places a Unit within it.
The players continue alternating placing Units in
their Deployment Zones until all Units have been
placed—if one side has Units left over after theiropponent(s) have placed all their Units, they deploy
the rest of their Units one after another.
Units cannot be deployed in a place they could not
access using their normal movement rules (e.g. a
Tank cannot be Deployed on the roof of a building).
Note: Recon Units may be Deployed anywhere on
the Battlefield as long as they are not in the enemy
Deployment Zone or in Contact with an enemy Unit.
When th e mission endsThe game is considered finished when one of these
conditions is met:
- The 6th turn of the game is finished.
- During the Control phase one of the sides
lacks operative units (i.e. does not have survived
units that are not Panicked).
- During the Control phase one of the sides
controls all the Objectives of the Battlefield.
- There is met one of the conditions of the
finish of the game established for a special mission.
Who wins the m issionThe side that wins the mission is the the one that at
the end of the game:
- Has operative units while the other side
lacks them, or
- Controls more Objectives in the case when
both sides have operative units, or
- Has destroyed more enemy units in the case
when both sides have operative units and the samenumber of controlled Objectives.