PHALANX: Streets of Blood
    Playtest Version
    Design by: Luc Nadon & Dallen Masters
Copyright © 1995 Paul Arden Lidberg & FASA Corporation. Permission given to copy for playtest purposes only.    

WARNING!
From Paul: This document is very rough. VERY rough. So rough, it may be hard to follow. I apologize. The primary author is French-Canadian, and English is a second language for him. -- PAL, 3/95

From Webmaster: What's worse, is that this HTML is also increadably rough and the layout heinous. Sorry, I was trying to do this quick like.


1.0 INTRODUCTION
Blam! Blam! Blam!

(Holy Mac! They got Cesius)

Squad, regroup and retreat to the library! Legionnaire Tavus, provide covering fire!

(Well, so much for the pleasure ride promised by the Legion High Command)

Centurion, the corridor to the library is blocked by another enemy squad. We're stuck!

For Caesar's sake, we're all gonna die!

Legionnaire, get a grip! TOG's troops don't give up in front of lowly Renegade scum.

(yeah...right! These Renegades fight like demons and won't quit. Well, I guess the Emperor's intelligence advisors are full of it!)

Charge, Legionnaires! Charge! Die in honour for Caesar!

Blam! Blam! Blam!

They got the Centurion.

(I feel so cold and tired...well, it looks like it's gonna be a pretty rotten day...)



1. DESCRIPTION


Phalanx is a tactical combat simulation in the far future where players control squads of individual infantrymen in the struggle between the Terran Overlord Government and the Commonwealth and its Renegade Legion allies.

For those familar with the Renegade Legion universe, Phalanx fits, from a tactical point of view, between Legionnaire (the roleplaying game) and Centurion (armored warfare).

Phalanx is a game for two to eight players who control a total of two to four infantry squads. It is designed to be short and fast paced, and uses a unique action system that allows a high level of realism while being simple. Most games can take approximately two hours to play.

The Basic Rules present all the information required to play. They are designed to provide a simple and uncluttered game. The Advanced Rules provide more realism and possibilities, and include such topics as grenades, mines, special environment warfare and additional equipment.

Phalanx provides for a wide range of combat situations such as:

  • combat in open ground
  • urban combat
  • boarding actions in space
  • demolition missions
  • rescue missions
  • Moreover, Phalanx is the idea tool to use with Legionnaire to simulate combat involving several characters. In fact, rules are included to combine Phalanx and Legionnaire.

    So, sit back, load a mag, relax and kick butt. Remember, when in doubt, empty your magazine...



    2. SCALE


    Phalanx uses a gridless movement and combat system that is simple and ideal to play on either the provide maps, maps of your own creation, the floor or other terrain systems. One inch equals one (or two meters ???) meters and each turn represents ten seconds of real time. Each turn is divided into ten, one second action subphases. The subphase is the basic round of the game while the turn is no more than an accounting tool. Each unit counter or miniature represents one combatant.



    3. GAME EQUIPMENT
    Phalanx consists of the following components:
  • one rulebook
  • one Phalanx Tables Card
  • two map sections representing open terrain and an urban setting (??)
  • xx pieces of corridors, rooms, ??
  • one set of 207 counters representing soldiers, equipment and various markers for game functions
  • one Turn Number Track
  • one ten-sided dice
  • The following is not included and the players will have to provide:
  • at least one ruler or measuring tape marked in inches
  • a rectangular sheet of paper used to determine some angles
  • a long piece of string to determine lines of sight
  • photocopies of the Squad Log included in the rule book
  • optional miniatures to replace the counters, if so desired
  • Rulebook. The rule book contains all the rules, tables, background and examples required to play Phalanx. The last page of the book contains the squad log which is required to keep track of all individual combatants. You may photocopy this page as required for game play.

    Phalanx Tables Card. The Tables Card contains all the useful tables and charts used in Phalanx for quick and easy reference during play.

    Maps (?????). Two 24"x36" map sections are provided with Phalanx to simulate the various battle areas. Obviously, you are free to substitute your own maps, floor or other terrain system as a playing area.

    On one side the map sections represent open countryside with various terrain features. On the reverse side of one map is a two-story building while the other map represents the hull and interior of a small transport starship.

    The different outdoor terrain features are:

    Clear: typical open field, meadows or grassland
    Symbol: light brown
    Light Woods: sparse cover with some trees or other vegetation that reduces the chance to hit a target and slows movement
    Symbol: figure
    Heavy Woods: terrain thickly covered with trees or other vegetation that severely reduces movement and the chance to hit a target concealed in this type of terrain
    Symbol: figure
    Stream: a shallow water obstacle that slows movement
    Symbol: figure
    River: a deep water obstacle with an appreciable current and which cannot be crossed unless there is a bridge or other such route, or the unit is equipped with bounce packs
    Symbol: figure
    Lake: same as river
    Contour Lines: Each line represents a change in elevation of three meters. Changes in elevation impedes movement and may block the line of sight (LOS).
    Symbol: Figure
    The different buidings/ships features are:
    External Wall: heavy walls make up the outside of a building and normally includes the top of a structure unless otherwise noted. An external wall blocks LOS, movement and provides a decent measure of protection againsts weapons.
    Symbol: figure
    Internal Wall: Internal walls make up the thinner supporting walls of various rooms inside buildings. They are treated similarly to external walls but provide less protection.
    Symbol: figure
    External Door: A heavy door separating the inside from the outside of a building. It can be either locked, closed or open with different effects on movement and LOS depending on the state.
    Symbol: figure
    Internal Door: A light door between rooms of a building. As external door but not as sturdy.
    Symbol: figure
    Windows: An opening in walls. All LOS and movement, but with some penalties. On a spaceship they are closed and prohibit fire and movement.
    Symbol: figure
    Low Obstacles: Waist-high obstructions that impede movment but provide limited over (tables, counters, chairs, consoles, etc).
    Symbol: figure
    High Obstacles: Ceiling-high obstructions such as compter panels, shelving and machinery that block movement and LOS.
    Symbol: figure
    Staircase:Allows movement between floors of a building. Blocks LOS and movment unless it is in the staircase.
    Symbol: figure
    Elevator: As staircase but takes longer and is less tiring.
    Symbol: figure
    External Bulkhead: As external walls but used in spacecraft. It is part of the hull and it is ery tough.
    Symbol: figure
    Internal Bulkhead: As internal walls but located on spacecraft and not as tough as external bulkhead.
    Symbol: figure
    Sliding Door: As internal doors but used on spacecraft.
    Symbol:
    Bulkhead Doors: Starship internal doors used to seal various sections of the ship and are very strong.
    Symbol: figure
    Airlock: Heavy double doors with a pressure chamber inbetween acting as the buffer between space and a starship interior.
    Symbol: figure

    Counters. Phalanx included 207 die cut counters to represent fighting units and various game functions. Some of them are back printed to provide additional information. In the following list, the number in brackets is the quantity of each counter included in the game.

    Unit (32):represents one combatant. Each counter is numbered and has one Action and one End Action phase track counter associated with it (see below). They are the basic unit of Phalanx. Eight units form a fire team. Two fire teams form a squad. Each unit is backprinted to represent other races. The colour of the unit determines the race:

    
              - Blue - Commonwealth/Renegade (2 squads)
              - Red - TOG (2 squads)
              - Green - KessRith (1 squad)
              - Yellow - Ssora (1 squad)
              - Light Blue - Vauvusar (1squad)
              - Brown - Bauffrin (1 squad)
    
    Symbol: f Backprint: f

    Action Counters (32): are used to indicate an on-going action of a single combatant on the Squad Log. They are numbered to match the unit counters.

    Symbol: figure

    End Action Subphase Counter (32):is used to indicate the subphase when an action is completed by a unit. It is placed on the Squad Log Subphase Track and are numbered to match one unit counter.

    Symbol: figure

    Subphase Track Counter (8):used to keep track of turns and subphases on the Squad Log.

    Symbol: figure

    Turn Track Counter (1):used to keep track of turns on the turn number track.

    Symbol: figure

    Position Marker (16):used to indicate a unit's position on the Squad Log.

    Symbol: f Backprint: f

    Dazed Marker (16): used to denote a dazed unit on the log.

    Symbol: figure

    Rout Marker (16):used to indicate a unit which lost its composure and is in routing.

    Symbol: figure

    Fire Mission Marker (6): indicates the impact point of a pre-plotted mortar, missile or artillery fire mission (advanced rules).

    Symbol: figure

    Breach Marker (10): denotes a man-sized hole in a wall, bulkhead or door.

    Symbol: figure

    Open Door Marker (20):signifies an open door.

    Symbol: figure

    Shape/Plastic Charge Counter (6):represents either a precision shape charge explosive or a general purpose demolition charge (advanced rules).

    Symbol: f Backprint: f

    Grenade Launcher Counter (6): an extra weapon that can be carried by a unit to fire grenades over long distances (advanced rules).

    Symbol: figure

    ECM Jammer Counter (3): represents electronic devices used to confuse enemy sensors and thus makin detection more difficult.

    Symbol: figure

    Sensor Counter (3): represent pieces of equipment with sensitive electronics used to detect enemy forces.

    Symbol: figure

    Holotarp Counters (4):represent holographic devices used to hide equipment and troops

    Symbol: figure

    Turn Number Track: A turn number track is provided to keep track of the present turn being played in a game. It is often important for scenaro purposes.

    figure



    2.0 GETTING READY TO PLAY
    In preparation for play, the players must complete the following steps:
    
         A.   select a scenario or create one of your own;
         B.   agree on the rules to use if not explicitly dictated in the scenario;
         C.   setup the playing area as directed by the scenario;
         D.   construct all squads, if necessary;
         E.   separate the required counters;
         F.   complete a squad log for each squad; and
         G.   place unit counters on the map in accordance with the scenario.
    
    Once the players are well acquainted with the rulebook, they must determine the scenario to play. They may choose to play a pre-made scenario in these rules or another Renegade Legion product or to create their own. For more information on scenarios, see the section 10.0 Scenario Design and section 11.0 Scenarios.

    The next step is to select the rules with which to play. The Basic Game has left little to be deisred in its inner workings but it is limited to daylight, fair weather operations without any special equipment. The advanced rules include special equipment, environmental effects and more detailed, complex rules. The advanced rules do not alter the action/combat system presented in the Basic Game. As a bridge between the basic and advanced rules, players may agree on using only certain advanced rules instead of the complete Advanced Game. It is recommended that players begin with the Basic Game and add advanced rules until the complete Advanced Game is played.

    Once the players choose a scenario, they can setup the playing surface. Depending on the scenario, the players can use the provided maps, building or spacecraft floor sections, or any other terrain system compatible with Phalanx.

    A squad is the basic combat unit and normally consists of eight soldiers. A squad is generally divided into two fire teams of four soldiers. To construct a squad, a player follows these steps:

    A. select the type of unit if the scenario permits this choice. Consult the Troop Table to determine the scenario point cost of a single squad member;

    B. select the race of the unit if the scenario permits. Consult the Race Table and determine the modifiers for the various characteristics;

    C. select the type of armor, if permitted. Consult the Armor Table and determine the cost to outfit a single soldier. Note the Armor Factor (AF) and any other modifiers;

    D. select any weapons carried by the squad member, if permitted. Consult the Weapons Table and determine the cost for outfitting one soldier. Note all weapon penetrations and any other modifiers. All troops are assumed to carry some kind of melee weapon, such as a combat knife;

    E. select any additional equipment for each solider; and

    F. select any additional squad equipment. Ensure that squad equipment is allocated to a specific squad member.

    Example: John Doe, an eager player who wants to vaporize some Renegade low life, is ready to build up his squad. The scenario, which calls for assaulting a well defended command post, gives him 400 points to spend on a squad. He goes through the steps described above:

    A. since Doe's troops are going against battle hardened Commonealth troopers he decides, after consulting the troop table, to get Combat Arms soldiers. He notes that they use a Bounce Suit, have a -1 melee modifier but a +1 Zero-G penalty. Combat Arms troops cost 20 points per unit for a total of 8x20=160 points;

    B. being a TOG supremacist, John decides to select human as a race. The Race Table indicates no modifiers;

    C. since the Troops Table suggests a Bounce Suit for the kind of soldier selected, John thinks that it's a good idea and outfits his squad with it. He notes that it has an Armor Factor of 3, has a melee protection of +2, and a cost of 1.25 metres/meter when not using the Bounce Pack. It costs John a total of 8x20=160 points to buy his armor; and

    D. John now selects his weapons. He will go for Spike Rifles (because of their penetration) and Spike Pistols as a sidearm (since they look neat on a man in uniform). He notes that the Spike Rifle has a penetration of 5 and 10 rounds of ammunition, while the Spike Pistol has a penetration of 3 and 25 rounds of ammunition. The cost for the rifles is 8x5=40 points and the cost for the pistols is 8x1=8 points.

    The total cost for the squad is 160+160+40+8=368. John still has 32 points to spend. Maybe a few grenades would come in handy?

    Once the squad specifications have been determined, the players select counters as follows:

    A. select unit counters as per the scenario. They should all be the same colour. Note that in some instances, a squad may have less than eight members;

    B. select a number of End Action Phase counters equal to the number of units belonging to the player. Each counter has a number that must match the number of one unit counter;

    C. select a number of Action counter as described above;

    D. place the Turn Track counter on the Turn Track in box #1;

    E. place the Subphase Track counter on each log sheet;

    F. select the equipment counter as purchased or as indicated in the scenario. Place them on either the playing surface or the squad log; and

    G. have all other required counters, such as breech, mines, etc., handy.

    Example: Our friend, John Doe, now chooses counter for his squad. He selects TOG unit counters. He then selects Action and End Action counters that match the unit counters.
    Completing the Squad Log. The Squad Log keeps track of the actions being and to be performed by all members of a squad. It is divided into three parts: eight unit logs, a subphase track and the action log. Make sure you always have enough log sheets.

    A Unit Log describes one soldier in the squad. Complete the log as follows (sse figure of a completed log below):

    A. Counter # - write the unit ID number in the space provided;

    B. Points (pts) - note the point value of the unit here. The value is the total point value for each squad member considering troop type, race, armor, weapons and equipment. In the example above the point value is 20 (type) + 20 (armor) + 5 (rifle) + 1 (pistol) = 47 points. The point value is used for victory determination purposes;

    C. Race - indicate the selected race;

    D. Armor (Armr) - indicate the armor rating used by the unit, using the proper code from the Armor Table;

    E. Weapon (Wpn) - indicate weapons used by the unit, using the proper code from the Weapons Table;

    F. Modifiers (Mod) - indicate the total to-hit modifier for the unit as determined from the type, race and weapon of the unit. The number on the left of the slash applies for ranged combat and the number to the right applies to melee combat;

    G. Ammo (advanced rules) - indicates the number of magazines or rounds possessed by the unit. Check off the boxes as as a unit expends magazines or rounds.

    
                   R: þþþ - number of rifle magazines
                   P: þþþ - number of pistol magazines
                   FG: þþ - number of fragmentation grenades
                   SG: þþ - number of smoke grenades;
    
    H. Wounds (Wnds) - indicates the current wound level of the unit. Check off the boxes as the unit takes penetrating hits.
    
                   þL - Light Wound
                   þM - Moderate Wound
                   þS - Serious Wound
                   þU - Unconscious
                   D - Dead;
    
    I. Position Box - This box contains counters describing the unit's postion, i.e. kneeling or prone;

    J. Equipment Box - Place the various counters representing pieces of equipment that the unit carries, such as grenade launcher or explosive charge; and

    K. Ammunition Box (advanced rules) - use this box to keep track of ammunition expended per magazine.

    The Subphase Track is used to keep track of the current subphase and the ending subphases of all units' actions. Its use will be explained later. At the beginning of a game, place a Subhase Track counter in the lower left hand box of the track.

    The Action Log is used to keep track of each unit's action. Action counters are used on this track, one per unit. Each action box has a single action and a number in parenthesis written in it. The number is required duration of the action, in subphases. The empty action boxes on the log are provided to allow players to create additional actions.

    Once the players have completed their logs, they place their units and any other required counters on the map as dictated by the scenario or as agreed to by the players.

    Sample Log Sheet - To Be Created



    3.0 SEQUENCE OF PLAY
    General. To play Phalanx, the players move their playing pieces and roll die to determine the outcome of combat. The order in which these actions are accomplished is regulated by a sequence of play, as follows:
    
         A.   Initiative Phase
         B.   Detection Phase (Advanced Rules)
         C.   Action Phase
         D.   Fire Mission Phase (Advanced Rules)
         E.   Rout/Rally Phase (Advanced Rules
         F.   End Phase
    
    In the Initiative Phase, the players each roll a ten-sided die. Modify the roll by the appropriate modifiers, such as race or scenario-specific values. The player with the lowest number decides who moves first for the entire turn.

    The Detection Phase is used with the Advanced Rules. It consists of attempting to detect hidden units.

    While the turn is mostly an administrative tool, the Action Phase, which is divided into ten action subphase, is where actions occur. In this phase all actions are resolved, second by second. This includes movement, combat and other various actions such as opening doors and placing explosive charges. Actions are determined using a point system corresponding to the number of subphases (seconds) each action takes. Thus, an action requiring five seconds would require five subphases to take effect and could often extend to the next turn.

    The Fire Mission Phase uses advanced rules. In this phase players resolve pre-plotted mortar or missile fire missions.

    The Rout/Rally Phase is used with the Advanced Rules. It consists of the determination of whether squads are going to break into retreat or rout and if their leaders can use come convicing arguements to get them back together.

    The End Phase consists of advancing the Turn Track counter by one space and verifying if the victory conditions have been met.

    All the rules pertaining to the various phases of the sequence of play are described in the following chapters.



    4.0 INITIATIVE
    1. DICE ROLL CONVENTION
    Phalanx requires one ten-sided die (D10) to resolve situations such as combat. The following conventions apply:

    A. the lower the roll, the better;

    B. to be successful, a player must roll equal to or lower than the target number;

    C. regardless of the circumstances, an unmodified roll of 1 is always a success and an unmodified roll of 10 is always a failure; and

    D. modifiers are numbers added to or subtracted from the die roll to convey the relative ease or difficulty of accomplishing a task. Players substract a negative modifier, reflecting a bonus, from the die roll. Players add a positive number to the die roll, reflecting a penalty.

    Players use initiative to determine the order in which squads or fire teams accomplish their actions. Players determine initiative each turn during the Initiative Phase and the results remain valid for the next ten action subphases.

    2. BEFORE THE GAME STARTS


    Before the game starts, the players must decide on the grouping of their units. This is important because each grouping has an individual initiative die roll. A grouping can be one of three possibilities:

    A. a squad of eight soldiers;

    B. a fire team of four soldiers; or

    C. any other grouping as either specified in a scenario or agreed by both players, for example a three-man starship repair team.

    Example: A scenario dictates that the TOG player must have one squad for initiative purposes while the Renegade player may divide his squad into two fire teams of four soldiers. So, each turn, the TOG player has one initiative roll and the Renegade Player has two.
    Once the players decide on the groupings, the groupings cannot change. Note that a typical scenario only involves a squad on each side, thus only requiring one die roll per player. It is recommended to keep track of the initiative order for all groupings on a piece of paper from turn to turn. This becomes more important as the number of groupings increases.

    3. INITIATIVE PHASE


    During the Initiative Phase of each turn, follow these steps:

    A. each grouping gets an initiative die roll. Apply any applicable modifiers;

    B. rank all the die rolls from the lowest to the highest number;

    C. starting with the lowest initiative number ask, for each grouping, if the owning player wishes to MOVE or COUNTERMOVE with the grouping. If the grouping decides to MOVE, then the grouping will perform actions AFTER any MOVING unit with a LOWER initiative roll. If the grouping decides to COUNTERMOVE, it will perform actions AFTER ALL MOVING groupings but BEFORE COUNTERMOVING groupings with a LOWER initiative number;

    D. the grouping with the highest modified initiativedie roll has no choice. It must MOVE; and

    E. the final groupings initiative order is now determined and each group must now act in the given sequence for the next action phase (10 action subphases).

    Example: The TOG player has one squad which, according to the scenario, must be divided into two fire teams. The Renegade player also has two fire teams. Every turn, during the initiative phase, each player rolls 1D10 for each team. There are no modifiers to the rolls. The TOG player rolls a "3" and a "6" while the Renegade player rolls a "1" and a "9". The rolls are now put in increasing order, from lowest to highest. With that order in mind, the players decide, for each grouping, to either MOVE or COUNTERMOVE. In this example, the players decided as follows:
    
    Initiative Roll     Grouping            Decision
    
    1              Renegade FireTeam 1 Countermove
    3              TOG Fire Team 1          Move
    6              TOG Fire Team 2          Countermove
    9              Renegade Fire Team 2     Move (no choice, since
                                       it has the worst roll)
    
    So, applying step c. above, we get the following initiative order (with the reason why):
    
    Order     Grouping (Roll)     Reason
    
    1         TOG 1 (3)      Decided to MOVE and has a lower roll
                             than Renegade 2
    
    2         Renegade 2 (9) Has to MOVE because of the worst roll,
                             but most do so after other MOVING
                             groupings with lower rolls (TOG 1)
    
    3         TOG 2 (6)      Decided to COUNTERMOVE, so it moves
                             after all MOVING groupings (Renegade 2
                             and TOG 1), but before COUTERMOVING
                             groupings with lower rolls (Renegade 1)
    
    4         Renegade 1 (1) Decided to COUNTERMOVE and nobody
                             has a better (ie lower) roll.  If this
                             grouping had decided to MOVE, it would
                             first in the order
    
    So, for the next action phase (and its ten subphases), the groupings would perform actions in the order above. Then next turn, new rolls would change all that. Remember to keep track of the order every turn.
    Modifiers. There are only two modifiers allowed on the initiative roll:

    A. Race modifiers. See the Race Table. If the grouping consists of more than one race, the majority race determines the modifier. If there are equal numbers of races then the owning player may choose; and

    B. Leader rating. See Advanced Rules.

    Ambush (Advanced Rule). If a unit or grouping are attacked by another whole grouping (not just one soldier) that is undetected, then the attacked unit or grouping is removed from the initiative order and cannot do anything for the NEXT three subphase. It also means that ongoing actions are lost.

    Opportunity Fire. A unit that declared opportunity fire acts in the order determined above until the owning player decides to fire. At that point the unit can fire even if out of sequence. For more information on opportunity fire, see the Action Phase, p. xx.

    NOTE: as most games only involve two groupings, usually a squad on each side, the initiative process should be simple. The grouping with the lowest roll only has to decide if it want to perform actions before or after the other grouping.



    5.0 ACTIONS AND ACTION PHASE
    General. The action system is the core of the Phalanx game and, for all purposes, every aspect of the game is tied to it

    The action phase is based on an action point system. It means that each different action that can be undertaken by a unit has a point cost. The point cost of an action is the number of action subphases (or seconds) it takes to perform it. For example, a "Fire/Throw" action has an action point cost of 1. Therefore, it takes one subphase, or one second, to pull a trigger. Reloading a weapon has an Action Point cost (or "AP") of 5 since it is a more complex action. Actions are regulated by the following principles:

    A. all units perform their actions in the initiative order;

    B. all actions are simultaneous and their effects are immediate. There are two exceptions:

    1. Ranged Combat is resolved after all units have performed their actions, and;

    2. Opportunity Fire, if declared, takes place immediately before any other unit action;

    C. actions that require more than one subphase (action point costs greater than 1) are not resolved immediately. Instead they are resolved after a number of subphases equal to their action point cost. The final subphase of the action is indicated on the log using an unit's Action Subphase track counter (see below);

    D. an action is not resolved,ie its effects recorded until its final subphase of that action;

    E. if an action is not completed, i.e. the unit did not wait for a number of subphases equal to the action cost before performing another action, it is lost and must be performed again from the beginning. An action is lost under the following circumstances:

    
              1.   the  unit is killed or unconscious,
              2.   the unit is dazed (see Combat),
              3.   the unit is engaged in melee (see Combat),
              4.   the unit is in the blast effect area of any kind of explosion, or
              5.   the unit decides to cancel the action ot to perform another one; and
    
    F. actions not completed at the end of a turn are carried over to the next turn. For example, if a unit performs a 5 point action starting in subphase 8 of an action phase, 3 points will be spent in the current turn (subphases 8,9 and 10) and 2 more during the next turn's action phase (subphases 1 and 2). So, in this case, the action would be completed in Action Subphase 2 of the next turn.

    Stacking. Unit counters may not overlap at any time. Keep this in mind when performing movement actions.

    The Subphase Track. Each squad log has a subphase track allowing the player to know which subphase is being played. The track is arranged as a rectangle around the outside of the squad log. This permits the tracking of any number of turns and allows players to carry over actions to subsequent turns since it represents an endless loop. The track is long enough to cover four turns before starting again.

    The End Action Subphase and the Subphase Track counters are used together to determine the Start and end point of any action. At the beginning of the game, for each squad log, place the Subphase Track counter on the box with START written on it in the lower left-hand corner of the track.

    1. HOW TO PERFORM ACTIONS


    All actions and their costs are covered on the Action Table. Actions are explained in greater detail below. Note that scenarios and players may create new actions. The squad log contains blank action boxes for this purpose. To perform an action:

    A. advance by one box the Subphase Track counter on each squad log subphase track;

    B. units perform their actions in groupings in the order determined during the initiative phase;

    C. the player of a given grouping determines the actions to be undertaken for all units in the grouping. To do so, the player consults the Action Table which lists all actions and their costs. To record the action of each unit, the player places the respective Action counter of each unit in the proper action box, noting the cost of all actions;

    D. for each unit, the player now determines the start and end point of an action by placing an End Action Subphase counter on the squad log subphase track. For each unit, use the End Action Subphase counter with a number matching that of the unit. To place the counter on the log the player must determine the start and end point of the action.

    The start point is the current location of the Subphase Track marker. The end point is the future subphase in which the action will actually take place. It is determined by placing the End Action Subphase counter forward on the subphase track by a number of subphase boxes equal to the action cost, including the present subphase box.

    Example: let's say the current subphase is number 5 of an action phase. A unit performs an action with a cost of 3 AP. The player places the End Action Subphase counter for this unit on subphase box 7 on the track because the action takes place through subphases 5, 6 and 7.
    Note that for 1-point actions, the players place the End Action Subphase counter on top of the current subphase box;

    E. any unit whose End Action Subphase counter is in the same subphase box as the subphase track counter may now resolve the action; and

    F. once the players have resolved all actions of all the groupings, they move the Subphase Track counter one subphase. If the counter happens to be on subphase 1, a new turn begins.

    Example: The current subphase is 7 and, according to the initiative order, it is player A's turn to perform his fire team's actions. The fire team has three surviving members - troopers 13, 15 and 16. Trooper 13 decides to fire at a target (1-point action), trooper 15 decides to take cover by changing position from standing to prone (a 2-point action) and trooper 16 will try to clear a jam (a 5-point action). The subphase track and the action log of this troup would then look like this:

    figure

    So trooper 13 may now resolve its fire while the others must wait for the proper subphase.

    2. ACTIONS TABLE
    The Action Table lists the actions, their costs and specifics remarks.
    
    Action                   Cost           Remarks
    Aimed fire               3              +3 to hit
    Avoid Melee*             +3             In addition to other
                                            action; must move to
                                            adjacent hex
    Call fire mission                       *Leader only
    Call elevator            vary           See rule for waiting time
    Change facing*           1 (0)          Can be combined with a
                                            move at no cost. See
                                            Rules for restriction
    Change OMNI rifle mode*  10
    Clear weapon* (+3 AP)    5
    Crawl                    1              Must be prone. Move .5
                                            meter
    Dive                     2              Distance depends on type
                                            of move before dive. Unit
                                            finishes dive prone
    Drop/Pick-up object*     1              +4 AP if picking key from
                                            dead/unconscious units
    Fire/Throw*              1
    Install explosive charge 5              +5 for shaped charge
    Jump                     1              Unit finishes action
                                            kneeling
    Leave Stealth power mode 1
    Melee                    5              Attack or Defence
    Move                     1              Distance depends on type
                                            of move
    Move sideways            1              1 meter only
    Move backward            1              only walk or crawl;
                                            distance depends on type
                                            of movement
    Open/Close door          1              If locked +4. +1 AP if
                                            airlock doors.
    Open Airlock             10             See Rules
    Opportunity fire         2              -1 to hit; valid until
                                            cancelled
    Position change          2              From any position to any
                                            other
    Rally*                   10             Optional Rule
    Reload* (+2 AP)          5
    Use Device* (+2 AP)      5
    Weapon/Device exchange*
    (+1 AP)                  3              Either between two
                                            individuals (both pay) or
                                            by one individual
    
    Notes:* indicates an action that can be combined with movement
    
    (+# AP) indicates the additional action point cost when combining
    actions
    

    3. ACTIONS DESCRIPTIONS


    Crawl: self explanatory. The unit MUST be prone and can only go forward, backward or change facing up to 45 deg at half a meter (0.5) per subphase. Cost is 1.

    Clear weapon: action required to clear weapon if it jams (see combat). Action starts in the subphase following the jam. Cost is 5.

    Change facing: allow facing change in any direction the unit wants. Cost is 1 if unit is not moving. Cost is zero if combined with other movements but with the following restrictions:

    a. walking: no restriction;

    b. running: facing change limited to up to 90 deg and at least one meter must be travelled forward between facing changes; and

    c. sprinting: facing change limited to up to 45 deg and at least 2 meters must be travelled between facing changes.

    Note: These restrictions carry over from subphase to subphase (ie if a unit ended a running action at subphase 7 by a facing change, I must travel one meter forward before changing facing again in subphase 8, if I'm still running.

    Reload (advanced rules): changing a magazine when one is empty using the ammo rules. One magazine box must be crossed out on the unit's log. Cost is 5.

    Move: movement forward of a unit, as follows, all with a cost of 1:

    walking: 2 meters per subphase. All actions that can be combined may do so without restriction or additionnal penalty;

    running: 4 meters per subphase. Facing change limited (see above). Additional action point cost for combining action are doubled (where applicable);

    sprinting: 6 meters per subphase. Facing change further limited (see above). No action may be combined but for firing/throw.

    Melee: hand-to-hand or non-ranged weapons (such as knives) combat. See Combat.

    Avoid melee: unit try to avoid being engaged in melee. See combat.

    Move backward: unit moves 2m backward (ie can only walk), or .5m if crawling. Cost is 1.

    Opportunity fire: allow a unit to prepare itself in case an enemy appears in its field of fire. It is resolved as follows:

    a. the player states that the unit is doing opportunity fire;

    b. the field of fire for opportunity fire is 90 deg in front of the unit;

    figure

    c. the cost is 2, meaning the unit firing must wait two subphases before it can engage a target of opportunity;

    d. once the cost is paid, the opportunity fire is valid until it is either used (ie the unit fires) or the unit cancels it by doing another action. In other words, the unit can wait for 30 subphases if it wants to;

    e. at any points of a target's movement that appears in hte unit field of fire (and that wasn't there before!!!), the unit may elect to use its opportunity fire option;

    f. there is a +1 penalty to the to-hit roll in opportunity fire; and

    g. once declared, opportunity fire allows the unit to fire out of the initiative sequence and to resolve the fire and its damage immediately.

    Fire/throw: allow a unit to use a ranged weapon (rifle, pistol, etc...) or to throw an object (such as grenades). Only one weapon/object can be fired/thrown at a time. Cost is 1.

    Rally (advanced rules): allow a leader to rally a grouping/squad in rout. Cost is 10.

    Position changes: position changes include going from any position to any other. There are three position possible: standing, kneeling or prone. A unit's position is recorded on the unit's log using a position counter (either kneeling or prone) in the position box of the log. A standing unit does not require a position counter. All position changes cost 2. The following points apply to positions:


    prone: - can only crawl - all cover is considered full cover kneeling: - cannot move but may change facing -change half cover into full cover
    Use device (advanced rules): allow a unit to use devices as specified in a scenario such as explosive charges, remote control, etc...Cost is 5.

    Aimed fire: action allowing a unit to carefully aim at a target at the end of the action. Gives a -3 bonus to the to-hit roll. Cost is 3.

    Weapon/device exchange: allow a unit to change weapon (ex.: from a rifle to a pistol) or to give a weapon/object to another unit. In this last case, both units must be within 1m of each other, and both units must pay the action cost. Cost is 3.

    Drop/pick-up object: allow a unit to drop a weapon/object on the ground or to pick it up from the ground or a dead/unconscious unit. Objects dropped stay at the location where they were dropped. For weapons (or objects not represented by a counter) any unused counter can be used to indicate their location on hte playing area. Cost is 1.

    Leave stealth power mode (advanced rules): allow a unit in stealth power mode to get an armor suit operational at the penalty of being more detectable. Cost is 1.

    Install explosive charge (advanced rules): allow the proper placement of plastic or shaped charges, including their arming. Cost is 5 for plastic and 10 for shaped charges.

    Change OMNI rifle mode: action required to change the mode of an OMNI rifle from slug to spike and vice-versa. Cost is 10.

    Open/close door: allow a unit to open/close doors. Once the action is completed, an "open door" counter is placed on the door (or removed if the door is closed). Unless specified otherwise in the scenario, all doors are considered closed but not locked. Cost is 1 and the unit must be within 1m of the door.

    Locked doors. Locked doors are specified in scenarios. They require keys to be opened. Units carrying keys must be so indicated in the equipment box of those unit's logs. Keys can be exchanged between units or taken from unconscious/dead units. Taking a key from a dead/unconscious unit add 4 to the cost of a "pick-up object" action. Using a key to lock/unlock a door add 4 to the cost of opening/closing a door. Again, units using keys must be within 1m of the door.

    If a unit wants to open a locked door without a key, it must destroy it (see combat). Once a door is destroyed, a breach counter is placed on top of it. Opening an airlock door cost one additional point.

    Moving sideways: allow a unit to move sideways without changing its facing. Rate is 1m per action but it can be done in any direction. Cost is 1.

    figure

    Jump: allow a unit to either jump over half cover obstacles (counters, tables, etc...) or jump on/off half cover obstacles. Maximum width of an obstacle that can be jump over is 1m. After any jump, a unit ends up in the kneeling position.

    Dive: a dive is a special kind of jump...head first. It allows greater distances than the jump and can be done over half cover obstacles uf up to 2m in width. A diving unit ends up in the prone position. The distance dived depends on the type of move before the dive:

    - no move or walking: 2m
    - running: 3m
    - sprinting: 4m
    Open airlock: the full open airlock sequence consists of 5 actions:
    
    a.   "open door" action (at +1 point);
    b.   move into the airlock;
    c.   the open airlock action at a cost of 10 to allow for pressurization/decompression;
    d.   another "open door" action (at +1 point); and
    e.   move out of the airlock.
    
    Airlock doors close automatically as soon as the units exits/enters the airlock.

    Call fire mission (advanced rules): allow a squad leader to call a fire mission such as mortar rounds or missiles in support of his/her operations. Cost is 10.

    Call elevator: allow a unit to call for an elevator. See below.

    4.ODDS AND ENDS


    What follows are some more specific points on the action process.

    Actions that can be combined. Movement can be combined with some actions at either no cost in action points or with additional cost as indicated on the Action Table. Below is a summary of action combinations and their cost:

    
    Moves allowing combinations        Action combinable with moves
    
    - Walking                             - Firing/throw
    - Running                             - Rally
    - Crawling                            - Reload (+ 2 AP)
    - Kneeling                            - Call fire mission
    - Move backward                       - Use device (+2 AP)
    - Move sideways                       - Exchange weapon/device
      (+1 AP)
    - Clear weapon (+3 AP)
    - Change facing
    - Drop object (NOT pick up)
    - Leave stealth power mode
    - Change OMNI rifle mode
    
    Only one move and one action may be combined at any given time (example: "running" can be combined with "drop object", or kneeling may be combined with reload, etc...). All combinable action and their additional cost, if any, are indicated on the Action Table. On the log, only the combined action, NOT the move, is indicated.

    Multi-story buildings. Obviously, in the future, there will be tall buildings and people will want to go up and down building floors because it is a good aerobic workout. Each floor in PHALANX is considered 3 meters high. There are two ways to change floors in PHALANX:

    1. Stairs. Obviously, a stair symbol on one floor must coincide with another one on the next floor as teleportation stairways are not yet invented. The cost of going up/down stairs is 5 AP per floor and this action count as a move and may be combined normally with combinable actions. Two or more units in a stairway may engage in melee or ranged combat, but nobody outside the stairway may engage them.

    2. Elevators. They are used like a stairway with the following differences:

  • a unit must do an "open door" action before entering AND exiting an elevator
  • elevators require 2 AP per floors (instead of 5)
  • the first time an elevator is used during a game, the floor is is located at is determined randomly (or as specified in the scenario). Use a d10 to determine the elevator location. For example, on a two-story building a roll of 1-5 indicates the first floor while a roll of 6-10 indicates the second...you get the idea.
  • other actions may be accomplished during the moves from one floor to the next
  • to call an elevator, a unit must first do a "call elevator" action (cost 1 AP). The unit must be within one meter of the elevator. The waiting time for the elevator to arrive is 3 AP per floor separating the start and end floors (ex.: it would take 9 subphases for an elevator to move from the fifth to the second floor of a building (5-2=3 x 3 AP per floor = 9). An elevator stay at the floor at wich it stopped until called by a unit on another floor.

    Rout/rally phase (advanced rules). If using these rules, remember to check moral every 12 turns and rally every turn, if the leader is trying to rally his troops in the first place.

    5.RACES


    The table below gives the game characteristics of the various races in the RENEGADE LEGION universe. They are described in more details later in this book.
    
              Human     Naram     Baufrin   Vauvusar  Ssora   Kessrith  Zog  Menevagorean
    Move @      0         0     -.5/-1/-2      0        0     +.5/1/2    0         0
    Init.       0         0         0         -1       -1         0      0         0
    Armor       0         0        +1         +1        0        -1      0        +1
    To-hit      0         0         0          0        0         0     -1         0
    Leader      0        +1*       +1         +1       +1        +1     +1        +1
    Melee       0         0        +1         +1       +1        -1     -1        -1
    
    *: Apply to squad leader only
    @: Does not apply to crawl
    
    NOTES: Move: first number is the movement distance modifier when walking (in meters); the second number is for running; and the third for sprinting. Initiative: initiative roll modifier. This implies that at least half of a grouping/squad is of a given race. Armor: modifier to the unit armor factor. To-hit: modifier to the fire/throw to-hit die roll. Leader: modifier for all die rolls involving leadership (advanced rules). Melee: die roll modifier to resolve melee actions. Remember that, except for the armor modifier, a positive modifier is a penalty while a negative one is a bonus.



  • 6.0 MOVEMENT
    Movement, as we have seen before, is nothing new in itself; it is just one of the many action available to the various units. Since all the possible movement actions have already been discussed, this section will deal on movement resolution using Phalanx gridless movement system. Movement actions include crawling, walking, running, sprinting, jumping, diving, move backward, move sideways and change facing.

    Using a gridless system makes movement very simple. You just have to remember that Phalanx is played on a scale of one meter per inch and that all movement is forward, except for the "move sideways", "move backward" and "change facing" actions. To perform a movement action, use the following procedure:

    a. determine the movement action desired (running, walking, etc...);

    b. get a ruler in inches (am I spoon feeding you or what?);

    c. put the corner of the ruler located at zero inch on the "head" of the unit (the head is the "round dot" in the middle of a unit counter);

    figure

    d. point the ruler in the desired direction of movement. For forward AND backward movement the ruler must pass between the legs of the unit symbol. For sideways moves, the ruler may point anywhere else;

    figure

    e.determine the distance travelled. To do so, you take the base distance travelled for the type of movement selected (ex.: walking = 2 meters). You then adjust this distance with the race modifier (see Race Table). The given result is the maximum distance that could be travelled on clear terrain;

    f. follow the move along the ruler to determine the end point (remember: 1 inch = 1 meter) and adjust for varying terrain. Terrain is taken into account as follows:

    1. when entering a new terrain type, consult the Terrain Cost Table. It gives you the cost in meters for each meter travelled in a given terrain type (ex.: travelling in heavy woods cost 2 meter per meter, meaning that every meter travelled through heavy woods count as 2 meter toward the total movement (as determined in e. above). The table also cover further movement restrictions for each type of terrain,

    2. for each FULL meter of a given terrain, the cost indicated must be added to the current unit's movement. Movement stops when the costs of all terrain types travelled through add up to the base movement determined in e. above. IF A UNIT DOES NOT HAVE ENOUGH MOVEMENT LEFT TO COVER THE COST OF THE NEXT FULL METER, IT HAS TO STOP, and

    3. if the next meter to be travelled is a mix of terrains (such as a boundary between light woods and clear terrain), the terrain cost is at the choice of the moving unit. The only exception to this are elevation costs. ANYTIME a unit's movement crosses a contour line, the proper cost must be paid; and

    g. place the unit's counter at the end of the allowed movement, the head of the unit centered at the new location and with the proper facing.

    Note that a unit does not have to travel its full movement of the appropriate movement type. However, a unit doing so cannot carry unspent movement over to the next subphase. For example, if Sylvester Seagal, the Renegade superhero and savior of liberty, decides to sprint 5 meters when he could have travelled 6 meters, that's no problem...but that meter he didn't use is lost for ever and ever.

    Also, the effect of elevation change and other terrain are cumulative as are the effects of light woods in water (in other words, a marsh).

    The movement restrictions (NOT THE COSTS)used are those of the most restrictive terrain travelled. For example, if Sylvester moves through heavy woods and clear terrain, the heavy woods restrictions would take precedence over those of clear terrain, as heavy woods are more restrictive. Thus, Sylvester could not run or sprint on its next move.

    Movement example: Sylvester Seagal, in the great movie Rambo 10,314 (this is year 6000, remember) decides he must run after a bad guy. So, it is a running action. Seagal is a human and, after consulting the Race Table, we find that a human has no movement penalty nor bonus. We also know, from the Action section that running allows a base movement of 4 meters (or 4 inches, in game terms). The figure below summarizes the whole move:

    figure

    Seagal could travel up to 4 meters on clear terrain. The first full meter travelled is in light woods, so it costs him (according to the Terrain Table) 1.5 meters per meter. Thus, after the first meter moved there is only 2.5 meters of movement left. The next meter is a mix of light woods and clear terrain. Sylvester, not being as dumb as his acting, decides to consider the next full meter as clear terrain. So far we have used up 2.5 meters of our move and we have 1.5 meters of travel left. Unfortunately for our cosmic stud, the next full meter contains a contour line, which cost 2 meters per meter. That means that Sylvester must stop his movement after travelling 2.5 meters, since he does not have enough movement left to travel the next full meter. That leaves him brooding bitterly why he cannot teleport, as in any decent TV series.

    
    Terrain Table
    
    TERRAIN TYPE        COST (m/m)     DET/FIR MOD    RESTRICTIONS
    Clear/Floors        1              0
    Light Woods         1.5            +1 10m max     No sprint
    Heavy Woods         2              +3 3m max      No run,sprint
                                                      or dive
    Stream              2              0              No sprint
    River/Lake          Prohibited     0              Require
                                                      bouncepack
    Marsh               1 meter        +1             1m only, no run
                                                      + sprint
    Up Slope (1 lvl)    2              0
    Down Slope (1lvl)   1              0              Bouncepack not
                                                      affected
    Up/Down Slope(2+)   Prohibited     0
    
    The DET/FIRE MOD column indicates the die roll modifier when
    firing to a target from such a terrain, or to a target in such a
    terrain.  It also applies to target detection attempts (advanced
    rules).  Notice that for heavy woods, a target can neither be
    seen or detected if there is more than 3 meters of heavy woods
    between the firing unit and its target.  A similar restriction
    apply for light woods (10 meters).
    

    BOUNCE PACK

    A bounce pack is an antigrav unit worn by a soldier to negate his/her weight, and allows him/her to move at high speed. Since most regular infantry units use them, they will be appreciated by players since bouncepacks simplify movement considerably.

    A bounce pack equipped unit has the following advantages:

    1. the movement allowed is doubled (ie walking is 4 meters, running 8 meters and sprinting 12 meters;

    2. a bounce pack equipped unit considers the following terrain as clear terrain for movement (not firing) purposes:

  • stream
  • marsh
  • river/lake
  • up/down slopes (no restriction on levels moved);

    3.there is no restriction on how many contour lines per meter a bounce pack unit may cross (ie can go up/down any height;

    4. in light woods, it travels as a non-bounce pack equipped unit on clear terrain, although the sprinting restriction still applies (ie a bounce unit pays a cost of one meter per meter and can thus walk 2 meters or run 4 meters in light woods); and

    5. it ignores any armor movement penalty (see Armor Table).

    However, the bounce pack has the following limitations:

    1. it travels like a normal unit in heavy woods (with all the costs and restrictions it implies);

    2. because of inertia, a bounce pack unit must accelerate and decelerate. This means such a unit must walk for a subphase before running and run for a subphase before sprinting. The reverse is true...

    A bounce pack unit has a limited flight capability. It can enter a building through a window up to six stories high. Moreover, race modifiers (either negative or positive) are ignored with a bounce pack).

    A unit may elect not to use the bounce pack, but it must be stated before any move. In such a case, all moves are resolved as normal.



  • 7.0 COMBAT
    Hey! Don't despair! Here comes the fun part: how to erode somebody's metabolism beyond structural integrity using a healthy dose of entropy. In simpler words, we will learn to resolve combat. There are mainlt to types of combat in Phalanx : Ranged Combat (using anything that is fired or thrown); and Melee Combat (when it gets real close and personal).

    Due to the small space and time scale of Phalanx, the following assumptions were made:

    -There is no need to account for range (the effective range of most weapons is of the order of a few hundred meters while most Phalanx unit will be within 50 meters of each other); and

    -There is no need to account for ammunition or power (most games would be over in about 3 minutes of game time, after which most units would be floating in pools of blood, their magazines still half full).

    1. RANGED COMBAT


    Resolving ranged combat is relatively simple. Just use the following procedure for every unit firing at another one:

    a. select a target;

    b. determine if the target is within the field of view/fire of the firing unit;

    c. determine if the line-of-sight is blocked. If it is blocked, you cannot fire, if it is not, then carry on;

    d. determine the modifiers to the to-hit die roll. These modifiers include the modifiers from the Modifier Table, and modifiers for race, troops and weapon types. Add all the applicable modifiers to find the final to-hit die roll modifier;

    e. roll a dice and apply the final modifier found in d. above. If the cumulative result is "7" or less, it is a hit. If not, it is a miss. keep in mind that an unmodified roll of "0" is an automatic miss while an unmodified roll of "1" is an automatic success. Remember also that a positive modifier is a penalty and a negative one is a bonus;

    f.determine damage by comparing a weapon's penetration against the target's armor; and

    g. apply damage and its effects as required.

    2.TROOPS


    The table below summarizes the types of troops available in Phalanx, their cost and their combat attributes:

    
    TROOPS TABLE
    
    TYPE           COST TO-HIT    MELEE     ZERO-G    SUIT          REMARKS
    Combat Arms    20   0         -1        +1        Bounce        Use bouncepack
    Marines        20   0         0         -1        Marine        Drop pods, no bouncepack
    Insurgency/
    counter-ins    15   0         -2        +1        Light
                                                      Infantry      No bouncepack, -1 to-hit ambush
    Tech Troops    5    +1        +1        0*/+1     Naval Flight
                                                      Suit/ Light
                                                      Inf
    Civilians      1    +2        +2        +2        None          OUCH!
    Penal (TOG)    4    0         0         N/A       Light Inf     Armed with SMG
    
    *: if naval troops
    
    Combat arms troops are the typical, regular, first line infantryman. They are well equipped and operate on the ground. Marines are space combat specialists and are used in drops from orbit (using drop pods) or in ship boarding actions. Insurgency/counter-insurgency troops are special forces troops and guerrilla warfare specialists, among other things. Technical troops include all non-combat military personnel, such as supply people, technicians, ship's gunners, etc...Civilians are meaty and tasty targets. Penal troops are made of TOG dissidents and are used as sandbags in front of TOG regular troops.

    The suit column on the table describes the type of armor worn by a given troop type (see Armor Table).

    The cost column indicates how many scenario points must be spent to acquire one unit (ie one soldier) of a given troop type.

    The to-hit column indicates the bonus/penalty modifier to hit a target during ranged combat for a given troop type while the melee modifier is used to resolve melee combat. The Zero-G column gives the modifier used to resolve actions in zero gravity environments.

    3. WEAPONS


    The table below summarizes the weapons available in PHALANX and their attributes. They are described in more details in the Technology Section.
    
    WEAPON TABLE
    
    TYPE             COST TO-HIT    CODE PENETRATION    AMMUNITION     REMARKS
    Laser Pistol      1    0         LP     3              No limit       No auto fire
    Laser Rifle       3    0         LR     4              No limit       No auto fire
    Slug Assault Rfl 10   +2        SAR     7              6              No auto fire
    Spike Pistol      1    0         SP     3              25             No auto fire
    Spike carbine     3    0         SC     4              15
    Spike Rifle       5    0         SR     5              10      
    OMNI Rifle        6   0/+1       OR     4/6            12
    Caseless SMG      1    +1        SMG    3              30
    Caseless Pistol   0    +1        P      2              12       No auto fire
    
    The cost column lists the cost in scenario points to equip one unit (soldier) with a given weapon. The to-hit column gives the modifier to the to-hit die roll for a given weapon.

    The code column represents abbreviations used on a unit's log to indicate the type of weapons it carries.

    The penetration column is used to determine damage to a target once a given weapon achieved a successful hit. It represents the destructive potential of a weapon.

    The ammunition column indicates how many rounds of ammunition one magazine of a given weapon holds. It is used with with the ammunition rules (see advanced rules).

    "No auto fire" in the remarks column means that the weapon cannot fire bursts (see the automatic fire rules of the advanced rules).

    For the OMNI rifle, the numbers on the left of the slash are used when the weapon is in the spike mode while the numbers on the right apply to the slug mode.

    4. ARMOR


    The table below summarizes the characteristics of the various armored suits available in Phalanx:

    
    ARMOR TABLE
    
    TYPE                CODE ARMOR     MELEE PROT     MOVE    BOUNCE    COST     DETEC MOD REMARKS
    Light Infantry      LI   2         +1             0         No       10        -1
    Bounce Infantry     BI   3         +2             1.25m/m * Yes      20        -2
    Marine              M    3         +2             1.25m/m * Yes      20        -2
    Tanker Suit         TS   2         +1             0         No       10         0
    Ranger Suit         RS   2         +1             0         Yes      40         -2  +5 for detec,+3 to hit
    Space Naval Fleet   SNF  0         0              0         No        5         0
    Standard Space Suit SSS  1         0              0         No       10         0
    Marine Zero-G       MZG  4         +2             1.25m/m * No      25        -2     Thruster System
    No Suit             No   0         0              N/A       N/A      0         0      Not recommended
    
    *: movement penalty only apply when bouncepack/thruster unit not
    in use.
    
    A light infantry suit is basically light flak protection that covers the whole body. It is used by garrison/security troops. It has a good integrated sensor suite. Marine and bounce infantry suits are state-of-the-art combat armor with heavy ballistic protection, bouncepack and extensive sensor suites. They are also rather clumsy due to their bulk. Marine suits are used by marine units operating on the ground. Tank suits are used by vehicle crews (such as grav tanks). They have no sensors and do not protect the legs. The ranger suit is a Commonwealth gadget that is very rare and very costly. It is a stealth suit that uses the chameleon principle to blend with its environment, making a unit very hard to detect or to shoot at. They are used by reconnaissance units. They should appear very rarely in Phalanx and even then, no more than two units in a squad should wear one. The space naval suit is basically a sealed flight suit. It can be worn in deep space during emergencies (when using a helmet...). It has no sensors. The standard space suit is the normal suit used in deep space and it has no sensors. The marine zero-g suit is an armored space suit used by marines for shipboarding actions. The bouncepack is replaced by a thruster unit that allows a unit to maneuver in space. It has a comprehensive sensor suite but is a very bulky gizmo.

    The code column on the Armor Table indicates the abbreviations used on a unit's log to indicate the type of armor worn by that unit.

    The armor column indicates the armor factor of a suit. It is used to determine the amount of damage taken by a unit successfully hit by a weapon.

    The melee prot column gives the modifier (penalty) incurred by somebody trying to hit a unit wearing a given armored suit when engaged in melee combat.

    The move column indicates the movement cost, in meters per meter, of a given suit due to its bulk. Apply tha penalty as per terrain modifiers.

    The bounce column indicates the availability of a bounce pack for a given suit.

    The cost column, as usual, gives the cost in scenario points to equip one unit with a given armored suit.

    The detection mod column indicates the detection die roll modifier to a unit wearing the given suit when it is trying to detect other units. It is a rating of the suit's sensors and is used with the avanced rules.

    5. FIELD OF VIEW/FIELD OF FIRE


    The field of view and field of fire of a unit (they are the same) lie 180 deg in front of a unit, taken at the front edge of a unit's counter (see figure below). The use of a ruler or sheet of paper is recommended when in doubt. This means that a unit can see and fire at everything in this 180 deg front arc if the line-of-sight (see below) is not blocked the target units have been detected (see advanced rules). A target does not have to be completely into the field of view to be seen. It just have to be in contact with the edge of the arc.

    figure

    6. LINE-OF-SIGHT (LOS)


    To be able to fire at a target in its field of view, a unit must have an unobstructed view, or line-of-sight (LOS), to the target. To determine the LOS to a target, take a ruler or a piece of string and used them to connect the firing unit to the target, from head to head (see figure below)

    figure

    If any kind of obstacles crosses the LOS (even by a milimeter), the LOS is either blocked or there is a penalty incurred during firing and detection attempts. The kinds of obstacles having an effect on the LOS are summarized below:

    Obstacles that BLOCK the LOS

  • walls/bulkheads of any kind
  • closed doors
  • high obstacles (shelving units, column, etc...)
  • more than 3 meters of heavy woods
  • more than 10 meters of light woods
  • windows, if target is kneeling or prone
  • half cover (see Modifier Table) if target is kneeling or prone and IS NOT attemping to fire/detect in the firer's direction (if so, see below)
  • full cover (see Modifier Table) if the target is not trying to fire/detect in the firer's direction
  • elevation/dead zones (see below)

    Obstacles that incur a PENALTY to detection/firing if crossing LOS

  • light woods (less than 10 meters)
  • heavy woods (less than 3 meters)
  • window (target standing)
  • half cover (target standing or firing/detecting in firer's direction)
  • full cover (if target firing/detecting in firer's direction)

    All the modifiers that apply to obstacles incurring a penalty are described in the to-hit resolution below. Again, If the LOS is blocked, the target cannot be fired at.

    Elevation. Elevation is a special case. Any elevation (a hill, for instance) between a firing/detecting unit and its target will block the LOS if the elevation is higher than any of the highest of the two units. Again, remember that a level of elevation is 3 meters high

    figure

    Dead zones. Any elevation change of two levels or more ( ie two or more contour lines in a given meter) will create a dead zone. A dead zone BLOCKS the line-of-sight of a unit in the dead zone or to another unit trying to see it. Obviously, a dead zone is present only if the LOS crosses more than two contour lines in a given meter. The dead zone extends 3 meters for each contour line crossed. For example, if a LOS crosses 3 contour lines in less than one meter, the dead zone beyond is 3x3= 9 meters.

    NOTES: 1. A dead zone is negated if two units are within one meter of each other and are within one meter of the contour lines creating the dead zone.

    2. A unit within two meters of the low part of the contour lines creating a dead zone has an infinite dead zone in that direction.

    3. a one-level elevation change never creates a dead zone.

    Here are some line-of-sight examples to clarify this topic:

    figure

    figure

    figure

    7. RANGED COMBAT RESOLUTION


    Once a unit has determined that a target is within its field of fire and that the line-of-sight to this target is clear, the unit may now pull the trigger. The rule to determine if a unit has hit the target is very simple:

    YOU HIT WITH "7" OR LESS ON A D10

    Unfortunately, there are some small prints. The die roll mentionned above is modified by a whole bunch of, guess what,...modifiers! Have a look first at the Modifier Table (see below or look at the Charts and Tables card), then modify the die roll by ALL applicable modifiers. All modifiers are cumulative. After all modifiers have been applied, you get the net roll. If the net roll is "7" or less, YOU HIT! If above "7"... you wasted ammo (wasted ammo is taken out of your pay). By the way, modifiers are applied to the to-hit roll, NOT the base to-hit number. What follows is the listing of all modifiers used in Phalanx:

    
    MODIFIER TABLE
    - Weapons Modifier: see Weapon Table
    - Race Modifier: see Race Table
    - Troop Modifier: Troops Table
    
    Firer's Movement                        Target's Movement
    
    - walking: +1                           - walking: +1
    - running: +3                           - running: +3
    - sprinting: +5                         - sprinting: +4
    - crawling: +2                          - jump: +2
    - jump: +3                              - dive: +4
    - dive: don't bother think about it
    - facing change (45 deg or less): +1
    - facing change (more than 45 deg): +3
    
    Firing Prone: -1                        Firing at Night: +1 *#
    Target Prone: +1                        (with power suit)
    Firing at a Vehicle: -2 *               Firing at Night: +2 *#
    Firing in Stealth Power Mode: +2        (without power suit)
    ECM Jammer: +2 *                        Firing Through Smoke: +5*
    (no effect if firer does not            Camo Tinter Target: +1 *
    have a power suit)                      Auto fire: +1 per extra
    Suit with fire control @                bursts *
    
    Cover
    
    Half Cover, Soft (1): +1                Full Cover, Soft (3): +3
    Half Cover, Hard (2): +2                Full Cover, Hard (4): +5
    
    Notes
    
    *:   see appropriate advanced rules
    #:   power suits include light infantry suit, bounce infantry
    suit, marine suit, marine zero-g suit and ranger suit
    @:   suits with fire control include bounce infantry suit, marine
    suit, marine zero-g suit and ranger suit
    (1): soft half cover include marsh, chairs, tables, other units,
    etc...
    (2): hard half cover include windows, counters, waist high
    machinery, etc...
    (3): soft full cover include soft half cover when target kneeling
    or prone, light woods (less than 10 meters), internal walls and
    doors (when target is detecting/firing in firer's direction),
    etc...
    (4): hard full cover include external walls (including bulkhead)
    and doors (when target is detecting/firing in firer's direction),
    heavy woods (less than 3 meters), columns, ceiling-high shelving
    units, etc...
    
    Additional Notes:
    
    -A unit under full cover that does not attempt to fire/detect in
    the firer's direction cannot be fired at (the LOS is blocked)
    -Half cover is not affected if a unit does or does not attempt to
    fire/detect in the firer's direction
    
    Rate of Fire. A unit can only fire twice per turn (ie per 10 subphases). A unit cannot fire in two consecutive subphases. The only exception is automatic fire (see advanced rules).

    Jamming. If a player rolls an UNMODIFIED "1" when attempting a to-hit roll, there is a chance of a jam. In such a case, the player rolls the dice again. If he rolls a "1" or a "2", the weapon jams. The weapon will not fire again until a "Clear Weapon" action has been completed. For all of you smart alecs who tells me that laser pistols/rifles cannot jam, just assume that the weapon's power pack connection is loose and needs to be reseated (gotcha!).

    Ranged Combat Resolution Example:

    John Doe is having a rather lousy evening on the battlefield. He decides then to fire at an enemy unit just to relax a bit. John is prone and wears a bounce infantry suit. Since it is night, it is rather dark outside. His target is in 4 meters of light woods, walking and unaware of its faith. So, if we look at the Modifier Table, Joe has a -2 bonus because he wears a bounce infantry suit (with fire control), and a -1 bonus because he fires prone. From there, it's all downhill. He has a +1 penalty for firing at night in a power suit, a +1 penalty because the target is walking and a +3 penalty because the target is in light woods (less than 10 meters). Thus, the total modifier is:

    -2-1+1+1+3 = + 2 modifier to the to-hit die roll

    John rolls a "4". A "4" +2 (the modifier) = 6. Since "6" is smaller than "7", john hits, the target is turned into a bloody pulp and John feels a whole lot better.

    8. DAMAGE RESOLUTION


    Once a hit has been achieved on a target, damage must be determined. It is done by comparing the penetration factor of the weapon to the armor factor of the target. Each unit has four "hit points", which are indicated by four boxes on the unit's log (under the "wounds" heading). Each box corresponds to a different wound level which indicates how badly injured a unit is depending on the letter indicated in the box.

    The wound level as seen on the unit log would be:

    L M S U D where

    
     L = Light Wound
     M = Moderate Wound
     S = Serious Wound
     U = Unconscious
     D = Dead
    
    There is another effect of hits that is not indicated on the log but are also important: the "Dazed" effect

    What follows is a summary of the effects of the various wound levels on a unit's performance:

    1. Dazed. This happens anytime a unit is hit by a weapon, even if the weapon does not penetrate the armor. A "dazed" counter is placed on the subphase track as if the unit was doing a 3-second action, starting the NEXT subphase. So, a dazed unit:

  • loose the action it was undergoing at the time
  • cannot do anything for the next three subphases, except going into the prone or kneeling positions

    "Dazed" results are not cumulative and don't aggravate the wound level of a target. It means that if a unit gets dazed three times in the SAME subphase, it will be dazed for three subphases, not nine. It also means that if a unit has a light wound and receives 2000 dazed results in a subphase, the unit still has a light wound (it did not get worse). Dazed results are not affected by dazed results fromprevious subphases (ie if a unit has been dazed two subphases earlier and receives another dazed results, too bad; that unit will be dazed for three more seconds starting the next subphase).

    2. Light Wound. A unit which receives a light wound is dazed.

    3. Moderate Wound. A unit which receives a moderate wound:

  • is dazed
  • has a +1 to-hit penalty in ranged and melee combat
  • movement rates are reduced as follows: walking: 1.5m, running: 3m, and sprinting: 5m
  • +1 action point for all action except movement and fire/throw

    4.Serious Wound. A unit which receives a serious wound:

  • is dazed
  • has a +3 to-hit penalty in ranged and melee combat
  • movement rates are reduces as follows: walking: 1m, running: 2m, and sprinting: 3m
  • +2 action points for all action except movement and fire/throw

    5. Unconscious. An unconscious unit is out of the fight.

    6. Death. A dead unit is out of the game.

    Victory points. Damaged units count for partial points for the side inflicting the damage when comes the time to determine if victory conditions are met at the end of a game (for more details see the Scenario section):

  • Dazed unit: 0 point
  • lightly wounded unit: 1/10 points
  • Moderately wounded unit: 1/4 points
  • Seriously wounded unit: half points
  • Unconscious unit: 3/4 points
  • Dead unit: full points (obviously)

    But how do I get those neat damage levels? To find out, just follow this procedure:

    a. ensure you hit the target;

    b. once you have a hit, determine the number of damage levels ("hit point") inflicted to the target, using this formula:

    
    Wounds Levels = Weapon's Penetration Factor (PF) -
                    Suit's Armor Factor (AF)
    
  • Apply the Armor Race Modifier (from the Race Table) as required
  • -The PF is taken from the Weapon Table while the AF is taken from the Armor Table.

    The resulting number is the number of wounds inflicted to the target. If the result is zero or negative, no damage is inflicted (but remember that the target still gets dazed). Exception: on an unmodified to-hit roll of "1" (automatic success), a weapon who would normally not have penetrated still inflicts one wound level;

    c. Take the number of wound levels inflicted (from b. above) and check off that many wound boxes on the target unit's log, starting from the left (ie starting with the "L" box first, then the "M" box, and so on). If the unit had already received previous damage, start at the first unchecked wound level box. You may check the box any way you want, using an "x", a checkmark or a smiley (although this last option is not recommended). For example, if a unit already had a moderate wound (moderate wound box checked off) and takes another wound level, the next box on the log to be checked off would be the "S" (serious wound) box; and

    d. the latest wound box checked off (or, if you prefer, the checked off box the most to the right) represents the actual wound level of the unit. The wounded unit's player must now apply the proper wound level penalties, as described above.

    Damage Resolution Example. A unit, using a spike rifle (penetration 5, as taken from the Weapon Table), successfully hits another unit (the target). The target is human (ie no racial armor modifier), wears a bounce infantry suit (armor factor 3, as taken from the Armor Table). The target unit received a light wound earlier in the fight, so the wound boxes on its log, before the damage is applied, should look like this:

    L M S U D

    We may now apply the formula:

    Wound Levels = PF - AF = 5 - 3 = 2 wound levels

    So, going back to the target's log, we check off two more wound boxes, starting at the box next to the light wound box. The log now looks like this:

    L M S U D

    The checked off box most to the right is the "S" box. The target unit now suffer from a serious wound, which implies that:

  • it is dazed for the next 3 subphases
  • it has a +3 to-hit penalty in ranged and melee combat
  • it must pay an additional cost of +2 action points for any action that is not a move or a fire/throw action
  • its movement rates are reduced as follows: walking: 1m, running: 2m, and sprinting: 3m
  • 9. ZERO GRAVITY COMBAT


    Zero gravity combat (fighting in an environment without gravity; not to be confused with vaccum), involves fighting in deep space or aboard starships. Zero-g combat (for short) situations should be rare since all starships have gravity controls. Zero-g conditions would arise either because a ship is so badly damaged that its gravity controls are destroyed; or simply because gravity compensation was turned off, maybe to slow down "uninvited guests" like fully trained bloodthirsty marines. Zero-g conditions will either be specified in a scenario or agreed upon by players before a game starts.

    Even then, zero-g operations are not as bad as they sound. Since everybody uses some kind of magnetic footwear to hold them to the floor, we can assume that people won't be flying all over the place. However, zero-g conditions do impose the following restrictions:

    -in zero-g environments, there is a possibility that any action attempted will fail. For every action attempted by a unit, a die roll is made. On results of "9" or "10", they action failed and is lost. It must be tried again the next subphase. This check is made only ONCE per action, no matter how long it is, at the beginning of the action. The roll is modified by the troop type zero-g modifier (see Troops Table).

    -units firing spike rifles and caseless weapons have an additional +1 penalty to the zero-g roll

    -a unit cannot sprint in zero-g

    -slug weapons and OMNI rifles (in slug mode) cannot be used in zero-g

    -a "jump" action covers twice the normal jump distance

    -bouncepacks cannot be used in zero-g

    -a "dive" action proceeds at the normal rate...except that the dive goes on until the unit diving:

    1. hits a full cover obstacle (wall, door, column). After impacting, the unit is dazed

    2. hits another unit. After impact, both unit are dazed and end up in the prone position

    -melee combat is resolved at +1 penalty in zero-g

    10. MELEE COMBAT


    Melee combat is where it gets real personal. If you are out of ammo or, more simply, want to inflict pain with your bare hands, well, melee combat is the solution. Melee assumes armed combat with bayonets on rifles (when a unit still carries a rifle) or using combat knives (when the weapon is dropped/lost). It is not likelt to include fist fights since most units wear armor, which, in turn, would make a fight rather slow and painful. Resolving melee combat is simple...to engage in melee is where it can get complicated.

    To start melee combat. First, to start a melee, a unit (the attacker) must move within 1 meter (ie 1 inch) of an enemy unit (the defender) and face that unit. This means that the defender should be in front of the front edge of the attacker's counter. The figure below should clarify the situation:

    figure

    Second, the attacker must state that he wants to engage the defender in melee. At this point, the defender loses any ongoing action. If the defender had not performed his action for the subphase yet, or if it was not performing an ongoing action, there are only two options open to the defender: engage in melee or avoid the fight. For example, if a unit was in the second subphase of a reloading action (a 5-point action), then the action is lost if the unit is engaged in melee.

    Then, if the defender is up to the challenge, there are two situations possible:

    a. the defender had already performed its action for the subphase (ungoing or not) when it was engaged in melee. Melee combat will start the next subphase. The defender's facing is changed so as to face the attacker at the beginning of the next subphase. This facing change is considered part of the melee action; and

    b. the defender still had to perform its action (ongoing or not) for the subphase when it was engaged in melee. The defender must change its facing to face the attacker in the present subphase. Melee starts next subphase.

    Avoiding melee. The other option available to the defender is to avoid melee altogether. Again, there are two situations possible:

    a. the defender had already performed its action for the subphase (ongoing or not) when it was engaged in melee. The defender must wait for the next subphase to try avoiding melee. Then, the next subphase, melee starts. To avoid melee, the defender must roll "5" or less on a d10. This roll is modified by the troop type and race melee modifiers (see approriate tables) of both the defender AND attacker. Keep in mind that the attacker's modifier changes sign in the process, ie, a -1 attacker's troop melee modifier becomes a +1 on the defender's melee avoidance roll. If the modified roll is "5" or below, then the defender has avoided melee successfully. It must now perform any movement action that will bring it beyond one meter of the attacker. HOWEVER, the attacker gets one FREE MELEE ATTACK, at the cost of only 1 action point, before the defender gets out of the way. If the modified roll is over "5", then a full melee action (paid by both protagonists) proceed as normal. The defender, or the attacker, may not try to avoid melee again until the end of this melee action (5 subphases); and

    b. the defender still had to perform its action (ongoing or not) for the subphase when it was engaged in melee. All the defender has to do in this case is a any movement action that will put beyond on meter of the attacker. The melee avoidance is automatic (no die roll) and the attacker does not get a free attack.

    Obviously, if both the attacker and the defender want to avoid the fight, then melee ends automatically. If an attacker wants to re-engage a defender that successfully avoided a melee, it must start the process again from scratch, ie, get within one meter of the defender, facing it.

    Example. During a subphase, a bounce infantry unit (the attacker) moves within one meter (one inch) of a technical trooper (the defender), facing it. The attacker then states it wants to engage the defender in melee. The defender, who had already performed its action for the subphase, was at the third subphase of a "Use Device" action, which last five subphases (he was installing an explosive charge). Since it was an ongoing action, it is lost and melee starts next subphase.

    Next subphase, melee starts. Knowing its limits, the defender states it dearly wants to avoid melee combat. A technical troop has a +1 penalty in melee while a bounce infanteer has a -1 bonus, which becomes a +1 on the defender's avoidance roll (see Troops Table). Both are human and thus, they do not have race modifiers. So, the defender rolls the dice and gets a "2", +1 for technical troop and +1 for bounce infantry. The total result is then a "4". Since it is below "5", the technical trooper avoided melee successfully. It now execute a 90 deg facing change and run away (4 meters). Unfortunately, before it can disappear, it must face a free attack from the attacker...

    NOTE: if a unit is engaged by multiple attackers, it must avoid them all one by one.

    Melee Combat Resolution. Once it has been determined that melee will occur, melee combat resolution is simple. Just follow the procedure below:

    a. all melee actions cost 5 action points to both the attacker AND defender;

    b. melee combat is resolved at the last (fifth) subphase of the action;

    c. melee is resolved simultaneously for both opponents, at the end of the subphase, ie, after every other units completed their actions. This means that units engaged in melee DO NOT follow the initiative sequence;

    d. to resolve melee combat, both the defender and attacker roll a dice. On a roll of "5" or less, the melee action is successful, otherwise, it fails. The rolls are modified by the race and troop type melee modifiers (see appropriate tables), the wound level modifier (see ranged combat damage resolution) and the armor melee modifier (see Armor Table). Note that the armor melee modifier is applied as a penalty to a unit's opponent's roll, not to its own melee roll. As usual, an unmodified roll of "1" is an automatic success, while an unmodified "0" is an automatic failure;

    e. if the melee action is successful, only one wound level is inflicted upon a unit's opponent, no matter what. A unit hit in melee is never dazed but its opponent gets a -1 bonus on its NEXT melee action. Otherwise, the effects of wounds are the same;

    f. a player may elect to defend (parry) during melee instead of attacking. In that case, such a unit does not make a melee roll but an opponent trying to hit it suffers a +3 penalty. If a unit elects to defend when facing multiple attackers, it may divide this +3 defence penalty among any of the attackers. For example, a unit facing three attackers could give a +1 penalty to each of the attackers, or a +2 penalty to one, +1 to the second and +0 to the third, etc...; and

    g. only one target may be engaged per melee action.

    11. HOW TO DESTROY OBSTACLES


    There is always a time when stupid inanimate matter stands in the way; so it must be destroyed. Resistance is futile, you will be recycled...

    Obstacles include walls, doors, bulkheads, furniture (tables, chairs, counters), columns, shelving units, machinery, etc...

    The rules below apply to either create a man-sized breach (one meter wide) in walls and bulkheads, to destroy a door so it is cosidered permanently opened, to destroy two square meters of counters, machinery, shelving,etc... or to destroy one furniture object (a table, a chair, etc...).

    Remember that obstacles may provide cover and block the line-of-sight until they are destroyed.

    Obstacles destruction is resolved like ranged combat (field of fire, line-of sight (LOS), penetration and armor factor, etc...) with the following exceptions:

    a. if a targetted obstacle is within the field of fire of the firing unit and if the LOS is not blocked, hits against it are automatic; and

    b. like a unit, an obstacle must take five wound level before being destroyed. However, there are no intermediate effect to an obstacle such as light, moderate and serious wounds. It means that an obstacle is standing proudly until it has taken five hits.

    The table below lists the Armor factors for the most common obstacles:

    
    Obstacle            AF   Obstacle            AF
    
    Internal Wall       3         Machinery           3
    External Wall       4         Bulkhead Door       4
    Internal Bulkhead   5         Furniture           1
    External Bulkhead   7         Obstacles           2
    Internal Door       1         (columns,
    External Door       3         shelving, etc...)
    Airlock Door        6         Window              0
    
    When a door is destroyed or a breach made in a wall/bulkhead/machinery/airlock, a breach counter is place at the proper location. In the case of furniture, consider it gone.

    Wall and door penetration. When a weapon does penetrate, ie, when a wall/door takes a fifth hit, any unit beyond the obstacle, along the line-of sight from the firing unit to the obstacle and within one meter from where the breach occurs is subjected to an attack if the penetration of the weapon minus the armor factor of the obstacle is equal of greater than two (PF - AF >= 2). The attack is resolved normally, at a +3 penalty, BUT NO OTHER MODIFIERS ARE APPLIED. If a hit is achieved, the damage is resolved a normal but at one penetration factor less for the given weapon. For example, a spike rifle with a penetration of 5 would only have a penetration of 4 beyond a breach, noting that such a weapon firing at an obstacle with an armor factor of 4 and above would not result in an attack to a unit beyond the breach.

    NOTE: if the penetration of a weapon is equal to the armor factor of the obstacle, 1/2 wound level is inflicted to the obstacle. If the armor factor is greater than the penetration, the obstacle cannot be destroyed by that weapon.



  • 8.0 END PHASE
    At the End Phase. the only thing there is to do is to advance the TURNTRACK counter to the next turn's box.



    9.0 ADVANCED RULES
    The advanced rules section is there to provide more realism to the basic Phalanx game. They deal with such concepts as special equipment, explosives and area effects weapons, special environments, detection and ammunition, among others. All the advanced rules may be used at once, or selectively, as mutually agreed by all players. At times, some of these rules may be required by a scenario. Keep in mind that some of these rules must be applied in conjunction with other advanced rules. For example, automatic fire rules must be used along the ammunition rules. Anyway, explore and have fun.

    1. DETECTION


    At the beginning of the game a unit may elect to go into hiding. A unit in hiding is not visible to an enemy unless the enemy was successful in detecting it (see below). Hiding of units will be allowed under the following conditions:

    -as specified in a scenario,

    -at a cost of +25% of the hiding unit's value,

    -at a cost of 150 points to hide one's total forces, and

    -as agreed by the players.

    Hiding at the beginning of a game. To put units into hiding, the procedure below is followed:

    a. the player not hiding units must leave the room to allow the hiding of units in secrecy;

    b. the owner of the hiding units places such units' counters where he/she wants them on the playing area, including their proper facing. The units are then covered with another counter to hide the nature of the unit (any counter would do, although using another unit counter could lead to confusion);

    c. for every hidden unit, the owner of the hiding units may place up to two other "decoy" counter piles (of any two counters) randomly on the map. This is to make it harder on the other player as he/she won't know which sets of counters represent units in hiding or which ones are decoys. This avoids trooper homing in on undetected units just because they see a pile of counters on the map.

    Example: Joe Bloe wants to hide three units on the map. First he asks his opponent, Bob, to leave the room and take a hike. He then places his three units where he wants them on the playing area. He then covers each unit with another counter, such as a breach counter, an action marker, or an open door counter. Joe can then place up to six other (3 units, times 2) two-counter piles anywhere on the playing area to confuse the enemy player, dear Bob; and
    d. The other player may come back and start hiding his own units, if applicable.

    Detection. During the detection phase, units on both sides (if applicable) may try to detect enemy units in hiding. Every unit on the map, except those in hiding, may do a detection attempt. The order in which the detection attempts are resolved is up to the players. Here is the detection procedure:

    a. a unit must state it is trying to detect units;

    b. a unit can only try to detect hiding units that are in its field of view and for which there is a clear LOS;

    c. for every potential hiding unit pile (ie, including the random decoy piles), starting from left to right of the detecting unit's field of view, a d10 detection roll is made, modified using any applicable modifiers as listed below;

    d. on a modified roll of "5" or less, the unit is detected. An unmodified roll of "1" is an automatic success, while an unmodified roll of "O" is an automatic failure;

    A note on modifiers. Any modifier that applies directly to a hiding unit and that the detecting player cannot normally know (such as modifier for camo tinter, Ranger Suit, Stealth Power Mode, etc...) requires the use of an honor system. The owner of a hiding unit has to note on a piece of paper the specific modifiers applicable to a unit. A random decoy pile obviously has a specific modifier of zero. Once the detection roll is made for a given unit, the owner of the potential hiding unit applies the specific modifier mentally to the roll and then tells the detecting player if the attempt is successful. As an incentive for integrity and good accounting, if a unit is found to have ramained hidden when, in fact, the detection roll indicated it should have been detected, that unit is considered out of the game (and its points value go to the opposing player for victory determination). Unit specific modifiers are indicated on the Detection Modifier Table; and

    e. if the detection roll is successful, then the hidden unit is revealed (ie, the counter on top removed) and can now be engaged normally. If the detected unit was a decoy pile, the pile is removed from the playing area.

    The following rules also apply to the detection and hiding of units:

    -a unit in hiding cannot perform any action. A hiding unit that performs an action is automatically detected.

    -a hidden unit cannot be fired at, engaged with any kind of action, such as melee, or cannot have fire missions called upon it.

    -detection within one meter is automatic.

    -once detected by another unit, a unit is also detected by all other units, not only the detecting unit.

    -once detected, a unit cannot go back in hiding.

    
    Modifiers
    
    DETECTION MODIFIER TABLE
    
    - Rain/Bad weather (AV): +1             - * Ranger Suit: +3
    - Night (AV): +1 (+2 if not using       - Light woods: +1
                   a power suit)            - Heavy woods: +3
    - *ECM (AV): +3 (only apply if          - Half Cover: +2
       detecting unit is wearing            - Full Cover: +3
       a power suit)                        - Holotarp (AV): +2
    - Ground Sensor (AV): -2                - * Power suit not
    - Smoke (AV): +5                          in stealth power
    - *Camo tinter (AV): +1                   mode: -2
    
    (AV): Advanced Rules.
    *: represents hiding unit specific modifier.
    
    Example: It is a daylight game and we are now the detection phase of the turn. A unit states it is trying to detect some potential enemy unit as indicated below:

    (Figure)

    The unit may try to detect units B, C and D, which are covered with "Open Door" counters to hide their real nature. It cannot try to detect unit A, as it is outside its 180o field of view. Unknown to the detecting unit is the real status of piles B, C and D:

    -B = Decoy

    -C = Infantry unit equipped with a camo tinter, with the power suit in stealth power mode

    -D = Decoy.

    Before we proceed with the detection roll, we now determine applicable modifiers. In parenthesis are the unit specific modifiers that the detecting player is unaware of:

    Hidden Unit
    Modifiers
    B
    None
    C
    +2 for half cover (+1 for camo tinter)
    D
    +1 for light woods
    
    The detecting player now rolls the dice to determine if detection is successful, starting from left to right in the unit's field of view. It means that the unit tries to detect pile B first, C second and D last. The die rolls are, respectively, 4, 2, and 8. the hiding unit's player now tells the result of the attempts to his opponent (since he must apply the camo tinter modifier secretly as it is a hiding unit specific modifier. The results are as follows:

    Unit B, with a roll of "4" and no modifier, is successfully detected. Since it is a decoy, this pile is removed from the map.

    Unit C. A roll of "2", modifier by +2 for half cover and +1 for camo tinter, give a total of "5". Unit C is then detected, and the "Open Door" counter on top of it is removed, revealing its nature.

    Unit D. A roll of "8", +1, one for light woods give a total of "9". Since it is higher than "5", the decoy pile is undetected and remains on the playing area.

    2. AMMUNITION


    Ammunition rules are used when players want to take ammunition expenditures into account. These rules are a prerequisite for other advanced rules, such as grenades and automatic fire.

    Each weapon carries a certain number of rounds per magazine and each soldier carries a certain number of magazines.

    The number of magazines carried by a unit is standard and is indicated on that unit's log. The number of magazines for each weapon is indicated by empty boxes under the "Ammo" heading of the log and can be summarized as follows:

    
    WEAPON
    LOG CODE
    NUMBER OF MAGAZINES/UNIT
    Rifle
      R
    3
    Pistol
      P
    2
    Fragmentation Grenade
      FG
    2
    Smoke Grenade
      SG
    2
    
    The number of magazines carried by a unit is the same no matter what type of rifle/pistol is carried. The number of magazines indicated includes the magazine loaded in a weapon at the beginning of a game. In the case of grenades, the number given indicates how many grenades are carried (ie, these are not grenades "magazines"). The number of rounds carried in a magazine is indicated on the Weapons Table, under the "AMMO" column.

    Procedure. Ammunition expenditures are recorded as follows:

    a. every time a round is fired, a pencil mark is made in the "ammo" box at the bottom of the unit log;

    b. when the number of rounds fired for a given weapon (ie, the number of pencil marks in the "ammo" box) has reached a number equal to the number of rounds per magazine (as indicated on the Weapon Table), that magazine is empty. One of the magazine boxes for that type of weapon (rifle, pistol or grenades) is checked off on the unit log;

    c. the weapon may not be fired again until a "reload" action has been completed;

    d. in the case of grenades, no reloading action is necessary but, anytime a unit wants to throw a grenade, it must do s "pick-up object" action first. Every time a grenade is thrown, a box of the appropriate type (smoke or fragmentation) is checked off; and

    e. once all ammunition boxes are checked off for a given weapon, the unit is out of ammo for that weapon, and it may not be used again, unless ammunition is picked-up somewhere else (from a dead unit, for example). The unit must then switch weapons, using a "Weapon/Device Exchange" action. Once all the boxes on a unit's log are checked off, that unit is out of luck and should seriously consider the merits of melee combat.

    Example: as indicated in the log below, a unit, after a few minutes of fighting, has no fragmentation and rifle ammunition left. It has expended one pistol magazine and has fired 3 rounds of the remaining magazine. I has one smoke grenade left. We can say that this unit is in trouble and should consider going on vacation:

    (figure)

    3.AUTOMATIC FIRE


    Some weapons have an automatic fire capability which greatly increases their rate of fire. This added capability is used to either do more damage to a target, to hit more than one target, or to ensure that everybody keeps their head down.

    Spike rifle, Spike carbine, SMG and OMN1 rifle in the Spike mode are the only weapons capable of automatic fire.

    The ammunition rules WILL be used when playing with automatic fire.

    When using automatic fire, a unit may fire three times per turn but every time they fire, FIVE rounds are expended AND bursts may be fired in consecutive subphases. If less than five rounds are remaining, the burst consists of the rounds left.

    There are two types of automatic fire: Area and concentrated.

    Area fire. Area fire involves spreading a burst over an area, hoping to hit multiple targets. The area involved is any 90o region extending in the field of view of a unit, the vertex of the angle being located at the unit's head.

    (figure)

    Examples of Suitable Areas for Automatic Fire

    All units in the 90o area are engaged by the burst, enemies as well as friendlies. Starting from the target closest to the firing unit, fire is resolved normally with all modifiers applicable, with the following exceptions:

    -movement modifiers are ignored for both the target and firer ... but

    -Automatic fire is resolved with a +3 penalty. Another +1 penalty (cumulative) is incurred for consecutive bursts (ie, the third consecutive burst incurs a +2 penalty).

    Once automatic fire has been resolved for a particular target, it is then resolved for the next closer target and so on. The process is ended when:

    a. a number of targets equal to the number of rounds in the burst have been hit (don't expect to see that happening too often); or

    b. all potential targets in the 90o area have been engaged once.

    Concentrated fire. A concentrated burst allows a unit to concentrate a whole burst at one target. A unit can only fire twice per turn if using that mode. It can still fire the two bursts on consecutive subphase but must fire at the same target as the previous burst. The fire is resolved normally, using all modifiers, including movement of both the firer and the target. The burst is resolved at a +1 penalty and the penalty for consecutive bursts described above applies. If the to-hit die roll indicates a success, roll 1d10 again, divide the result by two and ,finally, substract "1" (ie (1d10/2) - 1). Fractions are rounded up. This result indicates how many rounds in the burst hit the target. For example, after a successful concentrated burst a d10 is rolled. the result is "7", hence the number of hits is (7/2) - 1 = 3.5 - 1 = 2.5 (rounded up)= 3 hits. Adjust the roll as follows for bursts of less than 5 rounds:

    
    Rounds per Burst
    Number of Hits
    4-round burst:
    (d/10)/2 - 2 (minimum 1)
    3-round burst:
    (d/10)/2 - 3 (minimum 1)
    2-round burst:
    1
    1-round burst:
    Eh! I'm not that dumb
    
    A unit must specify what type of automatic fire (area or concentrated) is used before it is resolved.

    If a unit has already fired twice during a turn (either normal fire, area fire or concentrated fire), the only way it can fire a third time is by using an area burst.

    4. LEADERSHIP


    Leadership is an essential part of combat and Infantry combat in Phalanx is no exception. In Phalanx, when leadership rules are used, each squad has a leader. In turn, each leader has a rating to indicate the extent of his command control and tactic skills.

    At the beginning of a game, each squad must have one of its units designated as the leader. Smaller groupings (such as fire teams) do not normally have leaders (unless specified in a scenario, or as agreed by the players). Such smaller groupings are usually grouped as one squad for leadership purposes and a leader, taken from one of those groupings, must be appointed for them all.

    A leader rating is used as a direct die roll modifier for all initiative, rout and rally rolls. For example a leader -2 (a good one; remember, negative modifiers are bonuses) would subtract 2 from all initiative, rout and rally rolls. A leader's rating is either determined by a scenario or can be acquired by spending points when building up a squad, as follows:

    
    Leader Rating                 Cost
    
    +2                            -20
    +1                            -10
    00                             00
    -1                             10
    -2                             20
    
    A negative cost indictates that points are added to a squad total (not subtracted) and can be used to acquire more equipment. If a Leader's rating is not indicated anywhere, it is assumed to be zero. When a leader dies, all bonuses/penalties incurred by that leader's rating are gone. A leader is also required to allow two squads to regroup into one.

    5. MORALE (ROUT AND RALLY)


    Morale is another cornerstone of military success. Motivated units may be victorious even when out-numbered and out- gunned, while, demoralized units will surrender at the first opportunity. To show this, Phalanx uses a simple system of troop quality and rout/rally procedures.

    The moral rules must be used with the leadership rules.

    Troop Quality. Troop quality in Phalanx encompasses the quality of training, the experience and the moral of a given squad. So, two squads on the same side may have different troop quality, but all the members of a given squad are of the same quality. If two squads (after incurring losses) decide to regroup, the quality of the newly regrouped squad is the quality of the majority. For example, if a leader regroups to battered squad, one with 3 green units, and his own, with 4 veteran units (including himself), the regrouped squad becomes a veteran squad.

    The troop quality level and their effect on the game are as follows:

    
                           TROOP QUALITY TABLE
    
    TROOP          INITIATIVE          ROUT           RALLY
    QUALITY           MOD            MODIFIER        MODIFIER
    
    Civilian           +2              -20              +2
    
    Green              +1              -10              +1
    
    Regular             0                0               0
    
    Veteran            -1              +10              -1
    
    Elite              -2              +20              -2
    
    
    Troop quality is determined by the scenario or as agreed by the players. If troop quality is not specified, it is assumed to be regular.

    Rout. A rout is, simply put, a squad that panics and turns into a low-scale version of full chaos. A squad may be caused to rout due to heavy losses, the loss of a leader or the apparition of a battalion of blood-sucking Barneys.

    When using moral rules, the possibility of a squad going into a rout is checked every 12 turns, for each squad or groupings under a leader. this is done during the rout/rally phase.

    For the purpose of routing, a squad is defined as any grouping under a leader. For example, it can either be a typical 8-man squad, or a group of fire teams, or any grouping as specified in a scenario, etc... The operating phrase here is "chain of command".

    During the rout/rally phase, rout is checked as follows:

    a. for every unit, roll a d100. (The first die giving the tens, and the second the unit.) This gives a result from 01 to 00. Apply any modifiers as indicated on the Rout Modifier Table;

    b. on a modified roll of "01" to "05", the squad goes into a rout. The units of a routing squad/grouping can only do the following actions:

  • movement actions to take cover from enemy fire,
  • movement actions to flee the enemy in such a way it cannot be fired at.

    A rout counter is placed on any routed units;

    c. A unit will stay in a state of rout until rallied, or until the end of the game. Once a routed unit is out of harm's way (ie, enemy units cannot fire at it), it will stay there and accomplish no other action until engaged in combat again. A routing unit will do anything to avoid melee;

    d. an unmodified roll of "1" indicates an automatic rout while an unmodified roll of "100" indicates rout will not happen; and

    e. a leader is never in rout. The leader of a routed unit can either act normally (fight, accomplish action) or it may try to rally its troops (which is probably a more sensible option).

    ROUT MODIFIER TABLE
    - Leader: + or - leader rating x 10 (ie, a leader +2 has a -20 modifier while a -10 has a +10 modifier)

    - Wounds: -5 per wounded friendly troop belonging to the squad

    - Troop Quality: As per Troop Quality Table

    - Deads: -10 per dead/unconscious unit belonging to the squad

    - Enemy Leader Dead: +20, not cumulative (ie, if two enemy squad leaders are dead, the mod stays -20)

    - Dead Leader: -20

    - Penal Troops: - if leader visible to any squad member: +10 - if leader not visible to any squad member: -10

    - Per Dead/Wounded Enemy Units: +5

    Rally. Rally is the action of a leader trying to have his routed squad back in the fight. As indicated on the action table, a rally action requires 10 sub-phases. Rally actions are the last actions to be performed at the end of a subphase. Note also that rally is not resolved during the rout/rally phase. Once a rally action is completed (ie at the end of the tenth subphase), the following procedure stands:

    a. a d10 die roll is made, modified by the leader rating and the troop quality rally modifier (see Troop Quality Table). On a modified roll of "1" or "2", the squad/grouping is rallied. An unmodified roll of "1" is an automatic success while an unmodified "0", an automatic failure;

    b. if the rally is a success, then all the squad units are no longer in rout and may start acting normally during the next subphase. If the rally fails, then the leader must try again, using another full rally action;

    c. a given leader will usually only rally his own squad/grouping but, if required, may rally another squad. For example, such a leader could rally a routed squad whose leader is dead. Only one leader may attempt to rally a given squad at any one time; and

    d.if no other leaders are present/alive to rally troops, a player may at that point designate a unit as taking charge. This unit now becomes squad leader and can do everything a leader can do. However, such an acting leader has a rating of +2.

    Regroup. Regrouping is another action that can be undertaken by a leader. Regrouping means taking partial squads or grouping and merge them into one single squad/grouping under one leader. Regrouping is usually done with squads who have taken heavy losses or who have lost their leaders. Regrouping is automatic and the player who wants to regroup units just have to say so during the initiative phase. However, for regrouping to happen, the following conditions must be met:

    -a leader must be available and designated to a regrouped squad.

    -only squads without a leader or that have suffered 50% losses or more may be regrouped.

    A regrouped squad may be of any size, as long as the above conditions are met.

    6. AREA EFFECT WEAPONS


    The Area Effect Weapons section covers all weapons or devices which affect an area, not a specific target, such as grenades, smoke, nukes, etc... Excluded from this section is automatic fire, which is covered in its own section above.

    When area effect weapons rules are used, the ammunition expenditure rules WILL be used.

    GRENADES

    Grenades are small hand held, thrown weapons which have some kind of annoying effects on targets upon landing (such as turning infantry into filet mignon). There are two types of grenades:

    a. anti-personnel fragmentation grenade, which causes damage through high speed schrapnel; and

    b. smoke grenades, used to hinder detectability.

    The effects of each type of grenade are explained below.

    The use of grenades is regulated by the following general rules:

    a. the use of grenades is conditional on the scenario or as agreed by both players;

    b. when used, two grenades of each type (ie, two fragmentation and two smoke grenades) are carried by each unit, as indicated on the unit logs;

    c. for the sake of simplicity, grenade damage to objects, such as walls and furniture, is ignored unless the target of a grenade (the reason why it was thrown) is a specific object, such as a door; and

    d. the target must be seen by the throwing unit (ie, detected, in the field of fire and a clear line of sight. A grenade may be thrown at a target with a blocked LOS if a friendly unit can see the target. However, this is accomplished at a penalty.

    How to Use a Grenade

    To use a grenade a unit:

    a. must specify the type of grenade used and then cross it out as expended on the unit's log;

    b. the unit then executes a fire/throw action;

    c. the player responsible for the unit then places any upside down counter at the location he wants the grenade to land, keeping in mind that the maximum range is 24m. The grenade may be thrown anywhere in a unit's 180o front field of fire, as long as the range is respected. The player will designate one specific corner of the counter as the exact desired landing point. This is necessary to determine damage and scatter;

    figure

    d. a d10 is rolled to determine if the grenade landed at the desired point. A grenade lands at the specified location on a "5" or less, modified for range as follows (remember, unmodified "1s" are automatic successes and unmodified "0s", automatic failures):

    
    Range                 Distance            Modifier
    
    Short Range         0 - 8 meters           0
    Medium Range        9 - 16 meters         +1
    Long Range          17 - 24 meters        +3
    
    Miscellaneous Modifiers
    
    - Target not seen, but spotted by friendly unit:  +1
    - Throwing through windows:  +1;
    
    e. if a grenade misses, ie a modified roll above "5", it scatters. Using the selected counter's corner as a reference, roll a d10 to find the direction of scatter, based on the throwing unit's location:
    
    d10  Results
    
    1,2  shot long:  lands beyond desired point
    3,4  shot short: lands before desired point
    5,6  shot left:  lands 90o left of desired point
    7,8  shot right: lands 90o right of desired point
    9    roll again, double scatter distance
    10   roll again, triple scatter distance
    
                                (figure)
    
    The distance a grenade scatters is determined as follows:

    Short Range: 1 meter
    Medium Range: 2 meters
    Long Range: 3 meters.

    Scatter is the only time a grenade thrown may reach beyond 24m. On the other hand, no matter what the scatter is, minimum range is two meters: a grenade may not land behind the throwing unit! A "roll again" result ("9" or "1"0) may only happen once. If such a result is rolled again, ignore it and roll again until you get a result from "1" to "8".

    NOTE: These scatter rules are used for the sake of simplicity. Since using a gridless system could involve an infinity of scatter directions, realism was sacrificed for the sake of playability; and

    f. apply effect or damage of grenade as required (see below) two subphases later, not counting the throwing subphase. The turn during which the grenade will detonate should be indicated by a counter (any will do) on the subphase track.

    Examples. Joe Bloe, a well intentioned man, wants to throw a fragmentation grenade at another unit 12 meters away. So, the player responsible for Joe puts an upside down counter on the target, specifying the top right corner as the desired landing point. The target is in Joe's field of fire, Joe has a clear line of sight and the target is within range (12 meters). The figure below summarizes the situation. Joe's player rolls a die and gets a 5. This result is modified by +1 for range (12 meters is medium range). So the total is 6, a miss. We now have to determine scatter. A roll of 7 is made, indicating a scatter to the right of Joe's position. Since the range is medium, the scatter distance is 2 meters. The new grenade landing point is now determined.

    (figure)

    If a grenade is thrown at an obstacle (a wall), rolls of "1" and "2" (shot long) are ignored and rerolled on the scatter table. If a hit was obtained, no problem, it lands where desired. If the grenade SCATTERS into an object, the point of contact with the object becomes the landing point.

    There is no time to pick up a grenade and throw it again before it activates. However, there is time to take cover or to do a sacrifice dive on the grenade. A unit diving on a grenade uses a dive action and lands prone over the grenade. the unit making the sacrifice takes damage with penetration factor increased by two. However, no other units will be affected by the grenade. This rule only applies to fragmentation grenades. Grenade damage is resolved just before melee.

    Smoke Grenades

    A smoke grenade creates a sphere of dense smoke with a radius of 3 meters around the landing point. The smoke blocks the LOS and affects firing and detection as determined in the proper modifiers tables. The smoke lasts for twelve TURNS. The starting turn and subphase for the smoke should be noted somewhere on a log or a piece of paper.

    Anti-Personnel Fragmentation Grenades

    All targets (units) not under full cover are attacked successfully by a fragmentation grenade. Half cover reduces the penetration factor of the attack by one. Damage from a fragmentation grenade is resolvednormally. Penetration factor is determined as indicated below, using a target's distance from the grenade landing point as reference:

    
    Distance from Landing Point        Penetration
    
    1m                                      6
    2m                                      4
    3-4m                                    3
    5-6m                                    2
    
    No damage is done beyond six meters.

    GRENADE LAUNCHERS

    A grenade launcher is a device attached to a rifle that launches self-propelled grenades. A launcher may be used on rifles only (laser, spike, slug or anti-rifles). A grenade launcher costs 2 points and REPLACES the 4 hand grenades normally carried by a unit.

    A launcher carried 4 grenades of one given type and is NOT reloadable. The grenade types, number and expenditure are noted in the Ammo Box of a unit's log. A grenade launcher counter is put on the Equipment Box of units carrying them. Damage is determined normally by grenade type.

    Firing a grenade launcher does count as firing a weapon, meaning it is included in the Rate-of-Fire of two. However one or all remaining grenades may be fired at once (for a maximum of 4).

    Minimum range for a launcher is 10 meters. There is no maximum range. Firing a grenade with a launcher is resolved the same way as a hand grenade with the following exceptions:

    a. a launcher requires a 4 or less to hit but the roll is not modified for range;

    b. scatter is determined as per grenades, except that the scatter distance is always 4 meters; and

    c. a launcher can be used as an indirect fire weapon, as long as a minimum range of 15 meters is respected and that a friendly unit can see the target. The +1 penalty still applies. A grenade cannot be fired in a dead zone.

    EXPLOSIVES

    Explosive charges are used mainly for demolition purposes against obstacles such as walls, doors, etc... There are two types of charges in Phalanx: the general purpose plastic charge and the armor defeating shaped charge.

    Explosive charges of both kinds are represented by a counter. The explosive charge counters are backprinted, the faces representing either a plastic or a shaped charge. Explosives charges must be assigned to specific units. This is indicated by putting explosive charge counters in the equipment box of a unit's log. A unit can carry up to two charges. To prepare a charge, a unit must be at the location where he wants to install the charge. Installing a charge requires an "Install Explosive" action. Firing a charge is done using a special frequency on a unit's communication gear. Firing an explosive charge requires a "fire/throw" action by a unit. Any unit of a GIVEN squad may initiate detonation. For simplicity's sake, there are no time fuzes for explosive charges, only radio command. Like firing a weapons, initiating a charge can be combined with a move.

    A charge can be deactivated by a friendly unit using a "Use Device" action.It may then picked up, but to set up the charge again requires another "Install Explosive" action. Enemy unit cannot deactivate a charge. If they try to, it blows up in their face.

    A charge may be destroyed by firing at it, but depending on the weapons, that may cause it to blow up. If a weapon is fired a charge, roll a d10 and check the table. Cosiders hits to be automatic (ie no to-hit roll required):

    
                    d10 Roll
    WEAPONS        No effect      Destroyed      Explosion
    
    SMG, Pistol1      1-4            5-7            8-10
    Laser Weapons     1-3            4-5            6-10
    Slug Weapons      1              2-8            9-10
    Spike Weapons     -              1-9             10
    Explosion1        -              1-9             10
    
    1.  Includes all kinds of pistols.
    2.  Includes other charges, grenades, mines, etc.
    
    Plastic Charge. Plastic charges are used against soft targets and are subject to the following conditions:

    -they cost 5 points,

    -they have no effect against bulkheads, airlocks and heavy ship doors, and

    -their effect is blocked by walls.

    Damage from plastic charge is determined the same way as a fragmentation grenade, using the damage radius below instead:

    
    Radius              Penetration
    
    1-2 meters               4
    3-4 meters               3
    5-6 meters               2
    7-10 meters              1
    
    Additional charges. If multiple charges are used; ie, two or more charges placed at the same spot detonated at the same time, the effects of the charges are combined as follows:
                  Penetration
    Radius         2 Charges      3 Charges      4 Charges
    
    1-2 meters          5              55
    3-4 meters          4              55
    5-6 meters          3              44
    7-9 meters          2              34
    10-12 meters        1              2            3
    13-15 meters        0              1            2
    16-18 meters        0              0            1
    
    Shaped Charge. Shaped charges are directional charge designed to defeat armor of any kind. In Phalanx they are used to make holes in walls, doors, etc. Shaped charges are subject to the following rules:

    -they cost 10 points,

    -you cannot have multiple charges,

    -the charge MUST be in contact with the obstacle to pierce it, such as touching a wall, and

    -if a shaped charge is used against a door, consider the door open. Otherwise it makes a 1 meter wide hole in the wall or obstacle.

    Damage from a shaped charge is resolved the same as grenades but the damage pattern is different since it is directional. A shaped charge uses the pattern below to determine damage.

    (figure)

    If the charge does not penetrate, Zone A and B are ignored, but damage to the wall must still be recorded (A second charge could be installed later).

    NOTE: Charges can be concealed at the beginning of the game. Such charge are undetected until detonated but the owner of the charge must indicate its position on a piece of paper.

    MINES

    Even after 6000 years of high-tech warfare, mines remain an effective way to turn uninvited guests into hamburger. If you want to use them in Phalanx, here is what you have to remember:

    -they cost 3 points each,

    -they cannot be used inside buildings or spaceships,

    -damage is determined the same way as fragmentation grenades,

    -the mine used in Phalanx is the equivalent of the anti-personnel Artillery Dispersed Mine used in Centurion,

    -mines are automatically activated when an enemy unit approaches within 1 meter of the mine,

    -friendly units are unaffected by friendly mines, and

    -if, by any chance, a mine is in the area of effect of an explosion (grenade, explosive charge, etc), the mine will detonate on a 5 or less on a d10. Normal weapons fire will not detonate a mine.

    The critical point with mines is to indicate their position clearly. As mines cannot be placed on the playing area, for obvious reasons, it is up to the player using them to clearly write down the location of each mine on a piece of paper. Any "coordinates" system can be used to indicate a mine's position but it should be unambiguous in such a way that the opposing player can easily understand where a mine is. This is done before the start of the game.

    It is up to the owner of a mine to indicate when a mine goes off. To ensure integrity of players, if any irregularities occurs when resolving mine detonation (for example, if the position indicated for a mine is ambiguous), the mine is a dud. It will never explode.

    FIRE MISSIONS

    Fire missions are what a squad leader calls for when he is in deep poo-poo. They consist of external, off-board fire support. there are two types of fire missions in Phalanx: Mortar strike and Anti-Personnel Missile strike. Fire missions are subject to the following rules:

    -fire missions must be acquired individually by spending points (see cost below),

    -a maximum of 4 fire missions may be acquired per side per game,

    -both players must agree to allow fire missions if not so indicated in a scenario,

    -fire missions cannot be called against buildings or spaceships (what? ... why not ...gue!),

    -fire missions can only be called by the designated squad leader. Calling a fire mission requires a "Call Fire Mission" action, although it can be combined with a move,

    -fire missions are not affected by dead zones,

    -when the "Call Fire Mission" action is announced, the player calling it must write down clearly, on a piece of paper, the location of the strike (as per mines locating rules above). The squad leader of a friendly unit must see landing point, and

    -at the end of the last subphase of the fire mission action, the round hits. The player indicates the landing points and resolves to-hit and scatter rolls as explained below. Damage is then resolved normally. Again, if there are any irregularities, the round is a dud.

    Mortar Strike. Here is what you need to know about mortar strikes:

    -a mortar strike costs 10 points,

    -a mortar requires 4 or less to hit on a d10 and there are no modifiers,

    -scatter direction of a mortar is determined normally but the scatter distance is always 6 meters, and

    -damage of a mortar strike is as same as a 3-charges multiple plastic charge.

    Missile Strike. The rules for anti-personnel missile strike are as follows:

    -a missile strike costs 15 points,

    -a missile requires 6 or less (on a d10) to hit and there are no modifiers,

    -the scatter direction of a missile is determined normally but the scatter distance is always 3 meters, and

    -damage of a missile strike is the same as a 4-charges multiple plastic charge.

    7. ENVIRONMENTAL EFFECTS


    The following set of rules cover such environmental conditions as rain, snow, vacuum, night, etc. Just remember that the effects of all the following conditions ARE CUMULATIVE.

    Night. If you didn't notice already, night is dark. This reduces visibility and thus reduces the chance of detecting and hitting a target. The scenario may call for night conditions or both players may agree to play at night. Night affects detection and to-hit as indicated on the detection and to-hit modifiers tables. Moreover, units without a power suit cannot sprint at night. Night conditions are ignored inside buildings/spaceships unless both sides agree there is a blackout in the building/ spaceship.

    Rain. Rain conditions give a +1 penalty to detection and to-hit rolls if the target is beyond 10 meters from the detecting/firing unit. Again, both players must agree it is raining and effects are negated inside building.

    Snow. As per rain, but the target only needs to be beyond 5 meters for the penalty to take effect. Another +1 penalty (for a total of +2) is incurred for targets beyond 15 meters. The base movement of units without bounce pack is modified as follows:

    
    walking:   1.5 meters
    running:    3 meters
    sprinting:  4 meters.
    
    Vacuum. If the players agree to play in vacuum conditions (or if a scenario calls for them), then, obviously, only unit in power suits can be used. (Bounce Infantry, marine, standard space suits, marine spacesuits, Naval technical suit). Vacuum will also occur on a spaceship whose hull or airlock has been breached, either due weapon fire or shape charges. If a unit in a suit is hit and takes at least one level of damage, then the suit is breached. If exactly one level of damage is taken by a unit, then the unit takes one additional level of damage 20 subphases later and that is it (the suit seals off the breach). If damage received is two levels or higher, then the breach is too big to be sealed and the poor chap takes another level of damage every twenty subphases until death terminates his/her agony.

    Hostile Environments. Hostile environments include toxic/corrosive atmospheres, or anything similar. Effects are the same as vacuum but has no effect inside buildings unless the building's external walls or doors are breached or left open.

    8. OPTIONAL EQUIPMENT


    The next section deals with nice little gadgets and tools that can increase the effectiveness of a squad while decreasing the effectiveness of the enemy. Obviously, though, you must pay for it...

    GROUND SENSORS

    Ground sensors are portable gizmos used to complement (and improve on) the sensing capabilities the power suits. They consist of sophisticated sensor arrays used to detect everything from motion to infrared radiation (they can probably detect cosmic rays, but that may not be very useful data when all hell breaks loose). A more detailed description is included in the Equipment section. Here is what you need to know about them in terms of Phalanx:

    -they are used only with detection rules,

    -a ground sensor is fixed on the ground (at any suitable location) at the beginning of the game and then, it cannot be moved for the rest of the game,

    -any successful weapon hit, including being inside the blast radius of any explosive device (charges, grenades mortars, etc.) will destroy a ground sensor. As per obstacles, hits are automatic,

    -a sensor can be concealed at the beginning of a game. Location must be clearly written down by the owning player. They can also be hidden under a holotarp (see below). Once a sensor is detected, its location is indicated by a Ground Sensor counter,

    -a ground sensor gives a -3 bonus. as indicated in the detection rules, for detection rolls by any friendly unit. They can also be used as spotting units for indirect mortar or missile strikes. At the Phalanx game scale, their detection range is uniform and unlimited,

    -a ground sensor must have clear LOS to an enemy unit to detect it. However, its LOS is not affected by smoke,

    -a ground sensor only gives its bonus to friendly troops wearing suits with a sensor helmets,

    -it cannot be used by enemy forces,

    -only one ground sensor is allowed per side during a game, and

    -Oh! And by the way, ground sensors cost 20 points.

    CAMO TINTER

    A camo tinter (it stands for camouflage tinter) is a device that allows chemical in power suits to change colour to better blend with the surrounding environment. A camo tinter is used BEFORE a battle starts, so it is not a device represented in the game. Only its effects are taken into account. For a more detailed description, see the Equipment section. The rules about camo tinters are as follows:

    -it costs 10 points and covers all troops on a side and its effects last for one battle,

    -only one camo tinter may be acquired per side, and

    -it affects "to-hit" and detection die rolls as indicated on the appropriate modifier table.

    ECM JAMMER

    The Electronic Counter Measure (ECM) Jammer is a small multiband, wide spectrum portable battlefield jammer, used to foil sensors of all kinds. For more information about that little bugger, see the Equipment section. Again, here is what you need to know about them:

    -an ECM jammer costs 20 points,

    -only one per side is allowed,

    -it affects detection and "to-hit" rolls of all enemy units as indicated on the appropriate modifier table,

    -at the Phalanx game scale, a jammer range is unlimited,

    -a jammer has no effect on troops not wearing suits with a sensor helmets,

    -the jammer is carried by the squad leader, as indicated by a counter in the equipment box on the unit's log,

    -if the leader is killed, the jammer keeps working and can be picked up by another friendly unit. It can be destroyed by the enemy if fired at and hit successfully (a hit is not automatic because of its small size). It can only be destroyed if the jammer is on the ground or on a dead/unconscious unit. It will also be destroyed by any explosion that renders its carrier dead/unconscious, and

    -it cannot be used by enemy forces.

    HOLOTARP

    A holotarp is a device used to hide people and equipment by generating holograms that blend with the surrounding environment (see Equipment section for details). The rules for holotarps are:

    -they are represented by a Holotarp counter on the map. their location is immediately known by the enemy because of their energy output,

    -they cost 15 points,

    -they cover a square area, 4 meters x 4 meters, centered on the Holotarp counter (see figure),

    figure

    -anything under the tarp remains undetected (invisible). Hidden units/equipment are only detected when an enemy unit enters the holotarp protection area. Units remain detected only as long as an enemy unit is inside the tarp area, or until the tarp is destroyed,

    -holotarp and hidden units cannot be fired upon, nor can fire mission be called on holotarp. However, position of equipment/units under the holotarp must be clearly indicated on a piece of paper, and

    -a holotarp is destroyed the same way as a ground sensor.

    9. TIMED PLAY


    In real battle, soldiers rarely have two minutes to plan their next one second action. So, to add a little realism to Phalanx (and a lot of freaking out), players may agree to introduce timed play.

    Timed play consists of allowing only a limited time for a player to decide what to do with a unit. We suggest a 10-second- per-unit decision time (use a stop watch, a microwave timer or an atomic clock if you want). This means that for any given unit, a player has only 10 seconds to decide what is the next action for that unit. Timed play has the potential to add a healthy dose of "Fog-of-War" to your Phalanx game, not to mention speeding up the process quite a bit.

    Remember, timed play is the time allowed to decide which action to do with a unit. It does NOT INCLUDE RESOLVING that action. If foul-ups are to be avoided, resolving actions should be given all the time required to be done properly. Finally, a 10-second decision time is only a suggestion. Players may agree on a longer (or shorter, for masochists) decision period.



  • 10.0 SCENARIO DESIGN
    Troops rarely materialize out of pure nothingness for the sole purpose of turning their surroundings and enemies into blobs of high quality entropy, although some would argue this. Usually military forces meet in a given context and with specific objectives to achieve. Scenarios are settings that do just that. There are two types of scenarios:

    a. premade: all the forces and parameters are set. Some premade scenarios are provided in the next section. They can also be prepared in advance by players, and

    b. player-generated: scenario prepared on-the-fly when you and your friends decide you have an urge, quite understandable, to play Phalanx after gobbling a few beers (or pop, for minors).

    Both types of scenarios use the format described below.

    Scenario Format. Premade and player-generated scenarios should provide the following information:

    A) Situation. A description of the background in which the scenario takes place. This could include historical and political comments as well as a description of the current military situation in which the scenario takes place. NOTE: in player-generated scenarios this step can be omitted.

    B) TOG Forces. This section describes the type, quantity and quality of troops available to the TOG player(s). It also includes equipment, weaponry and armour. Finally, it specifies the groupings for the troops (squad, fire team or other divisions), and leader characteristics.

    C) Renegade/Commonwealth Forces. As above, but for the "other side".

    NOTE: In player-generated scenarios, player may either agree on the type of forces to use or, more commonly, agree on a number of points (usually equal on each side) from which players may acquire their forces. This allows for more flexibility.

    As a rule of thumb, 400 points allows you to get one well equipped infantry squad plus a few goodies. For your convenience (aren't we nice...), we have included a summary of the various costs below. Note that if a player is in a defending role, he/she may start the game fully hidden at a cost of 150 points.

    
    SCENARIO POINTS COSTS TABLE
    
    UNIT                    COST
    
    Troops              As per Troop Table
    Armour              As per Armour Table
    Weapons             As per Weapons Table
    Grenades                      0
    Grenade Launcher              2
    Mines                         3
    Plastic Charge                5
    Shaped Charge                 10
    Mortar Mission                10
    Missile Mission               15
    Defender Forces Undetected    150
    Holotarp                      15
    ECM Jammer                    20
    Ground Sensors                20
    Camouflage Tinter             10
    Leaders             As per Leader Table
    Troop Quality       As per Troop Quality Table
    
    D) Playing area Layout. The playing area, and its configuration, to be used for the scenario is defined at this point. Again, in player-generated scenarios, the player must agree on a suitable playing area. At this point, the starting positions of both forces on the playing area are specified.

    E) Victory Conditions. This describes the objectives (primary and secondary) to be met by each side in order to achieve victory. At the end of the scenario, victory points are calculated as follows (adding the point value of all players on one side to get a total for that side):

    
                          VICTORY POINTS TABLE
    
            -  Primary Objective:   100 Points
            -  Secondary Objective:  50 Points
            -  Each Unit Killed:  Full Unit Points
            -  Wounded Units:  Point Value as determined in
                               Combat Section
            -  Unspent Scenario Points:  1/Unspent Point
    
    Victory Levels: how well (or how bad) you did, the victory level, is determined by dividing the highest victory points score by the lowest score, and consulting the victory table below.
    
    VICTORY TABLE
    
    RATIO          HIGH SCORING SIDE        LOW SCORING SIDE
    3+             Decisive Victory         Decisive Defeat
    2-2.99         Substantial Victory      Substantial Defeat
    1.5-1.99       Marginal Victory         Marginal Defeat
    1.49 or less   Draw                     Draw
    
    F) Advanced/Optional Rules. This paragraph specifies the advanced rules to be used in this particular scenario, such as grenades, explosives, detection, etc.. Again, in player-generated scenarios, both sides must agree on which rules to use.

    G) Special Conditions. This section would state any scenario specific rules (ie, TOG forces cannot enter building until turn 5, for example).

    H) Scenario Length. Finally, player-generated or the premade scenarios will specify how many turns the scenario will last.



    11.0 SCENARIOS
    Here are three premade scenarios to hone your Phalanx skills. There is one scenario covering operations in the open, one covering building combat, and the last one involving ship boarding.

    SCENARIO 1: Definitely Not Camping

    A) Situation. After the successful, but costly, invasion of Commonwealth world, Mavinav 4, TOG 73447 Guard Legion had to be left behind for garrison duty since rebel forces, led by professional Renegade units, were going ahead with a rather vicious guerrilla war "not well suited" for traditional TOG garrison troops. To fight the Renegade scum, numerous TOG bounce infantry squads were sent to do stalk-and-kill patrols. Unfortunately for one of these squads, one night, the hunters became the hunted...

    B) TOG Forces. 1 squad of Regular bounce infantry. They are all equipped with spike rifles, with the exception of one unit, to be equipped with a slug rifle. they all wear heavy infantry armour with bounce pack and sensor helmets. They are grouped as a squad and the leader has a rating of "O".

    C) Commonwealth Forces. Three fire teams (4 per team) of Veteran counter-insurgency troops. Each fire team has three units equipped with laser rifles and one with an OMNI rifle. They wear light infantry suits with sensor helmets. They are grouped as three fire teams. Two of the teams have a leader rating of "0" and the third team leader, who acts as the overall group leader, has a rating of "1".

    D) Playing Area. Use all open (outside) map (?).

    (1) TOG starting position. they must start at the centre of the playing area and the whole squad must occupy an area no larger than a 20m diameter. The TOG side must place its units first.

    (2) Commonwealth starting position. The Commonwealth player may place his units within 2 meters of any playing area edge. However, units of any given fire team must be grouped together.

    E) Victory Conditions. The primary objective of Commonwealth forces is to rout their opponents. The primary objective of the TOG is to kill/render unconscious a minimum of two-thirds of their opponents. The rest of the points are calculated normally, by body count.

    F) Advanced/Optional Rules. Night, Ammunition, Leaders', Troop Quality and Rout/Rally rules.

    G) Special Conditions. TOG forces cannot fire at Commonwealth forces until fired upon. Ignore all terrain but elevation. Consider the whole area as heavy woods.

    H) Scenario Length. 24 turns.

    SCENARIO 2: Blow the Damn Thing UP

    A) Situation. TOG forces from the 73447 Guard Legion are engaged in a rather juicy guerrilla war on planet Mavinav 4. One major bug for the TOG has been the "rapid diffusion" of intelligence collected by Commonwealth intelligence to all guerrilla forces on the theatre. This proved rather "detrimental to the TOG pacifying process" in a rather bloody, and at times embarrassing, way. But after the local Lector Chapter was able to get "willful cooperation" from a captured renegade agent, TOG forces now have the location of the tight beam communication centre responsible for most of their pain. It is pay back time...

    B) TOG Forces. 1 squad of Elite bounce infantry. They are all equipped with spike rifles, but for one, who uses a slug rifle. They all wear heavy armour with bounce packs and sensor helmets. They are grouped as two fire teams. Six of the units also carry a plastic explosive charge.

    C) Commonwealth Forces. 2 squads of Regular light infantry troops. They are all equipped with spike carbine. They wear light infantry suits with sensor helmets. They are grouped as two squads.

    D) Playing Area. Have a one-story building over all the open terrain map. One room is designed as the communications room with some half cover designated as communication equipment (?).

    (1) TOG starting position. Anywhere within two meters of the outside map edge, but grouped as teams.

    (2) Commonwealth starting positions. One squad outside all units being within 10 meters of the building. One squad anywhere inside the building.

    E) Victory Conditions. the primary objective of the TOG is to detonate three of the charges in the communication room before the end of the game. The charges must be placed next to communication equipment. If only one charge detonates, it is worth 25 points. If only two charges detonate, it is worth 70 points. For any charge detonating above three, add 25 points.

    F) Advanced/Optional Rules. Ammunition, Grenades, Explosives and Troop Quality rules.

    G)Special Conditions. Commonwealth forces may not engage TOG forces until fired upon. All doors are closed and locked.

    H) Scenario Length: 30 turns.

    SCENARIO 3: Pest Control

    A) Situation. Glorious TOG navy units were able to disable (no pun intended) the Trader Asmalis, a gunrunning and well armed cargo ship trying to resupply guerrilla units on planet Mavina 4. Even though the TOG gunboats took quite a beating themselves in the process, they were able to send a squad of marines to "officially turn Trader Asmalis into TOG territory in the name of Ceasar's". On the other hand, the Asmalis crew did not show their enthusiasm about their new emigration prospects...

    B) TOG Forces. 1 squad of Marines. They are all equipped with laser rifles. They all wear marine zero-G suits with sensor helmets. Three of the units carry shaped charges. They are grouped as a squad.

    C) Commonwealth Forces. 1 fire team of Marines and one squad of navy technical troops. All are equipped with laser rifles. The marines wear marine zero-G suits with sensor helmets while the technical troops wear standard spacesuits. They are grouped as three fire teams.

    D) Playing Area. Use a starship map. One room forward should be the bridge (?).

    (1) TOG starting position. The whole squad is outside, within 5 meters of one of the stern airlocks.

    (2) Commonwealth starting position. Anywhere inside the ship but only one fire team may be within 10 meters of the airlock until it is blown open.

    E) Victory Condition. TOG primary objective is to occupy the bridge at the end of the game, and for at least three consecutive turns. To occupy the bridge, the TOG side must have more units on the bridge than the Commonwealth side. There is a 10 point penalty for each Commonwealth unit on the bridge at the end of the game. The Commonwealth primary objective is the same as TOG, but in reverse.

    F) Advanced/Optional Rules. Explosives and Vacuum rules.

    G) Special Conditions. All doors and airlocks are closed and locked. Airlock must be blown from the outside.

    H) Game Length. 30 turns.



    12.0 CONVERSION TO/FROM LEGIONNAIRE
    This section deals with the merging of player and non-player characters with the Legionnaire role-playing game. Remember that Phalanx makes a great addition to any Legionnaire campaign, as it allows battle involving many characters to be played more easily and more smoothly, while still allowing individual characters to have an impact on a battle.

    1. CONVERTING LEGIONNAIRE CHARACTERS INTO PHALANX UNITS


    To convert Legionnaire Player and non-player characters to use them in a Phalanx setting, just apply the following guidelines:

    -convert the specific weapons of Legionnaire into the generic ones of Phalanx. This means a spike rifle is a spike rifle is a spike rifle. The small difference between models have no impact in Phalanx),

    -give a -1 bonus to your unit (ie, converted character) for each 3 full points of combat skills with the appropriate weapon, including melee. A skill level of 1 or 2 means a zero modifier while a skill level of zero means a +1 penalty.

    Example: a player character with Spike rifle 4, handgun 2 and Laser rifle 0 would have, respectively, modifiers of -1, 0 and +1.

    -all non-combat characters (such as medic, engineer, technicians, etc.) suffer a +2 penalty (instead of the +1 mentioned above), for a zero skill in a given weapon,

    -all non-combat skills (ie, not weapon or melee specific) are ignored,

    -all melee weapons are ignored. Character with no melee weapon of any kind suffer a +1 penalty in melee,

    -don't forget to apply race modifiers as required,

    -convert armour and helmet into equivalent generic Phalanx armor suits. Any partial armour is considered as a tanker suit,

    -characters with a land movement above (?) get a +1 meter bonus for all kinds of movement except crawling. Bounce pack movement is not affected,

    -characters with a reaction above (?) get a -1 bonus on initiative,

    -characters with a charisma above (?) get a -1 leadership bonus, and

    -player characters are not affected by rout result although they may use their leadership skills to rally troops.

    2. CONVERSION TO LEGIONNAIRE


    To convert Phalanx units into Legionnaire characters, just apply the above guidelines in reverse, keeping in mind that each -1 bonus equals 3 skill levels.



    13.0 CONVERSION TO/FROM CENTURION
    The scale of Centurion compared to that of Phalanx make the two games incompatible. But if you insist in merging the two products, here are a few suggested guidelines:

    -if while paying Centurion, you have infantry units firing at each other, you may resolve the fight as a Phalanx battle. Just ensure that the proper scales and terrain of the encounter are respected on the Phalanx playing area,

    -Centurion vehicles and their operation cannot be converted into Phalanx as such. If you want to use vehicles anyway, go to the vehicle section that follows this section (??????),

    -all units of a squad in a Phalanx game may be converted in Centurion infantry units if the need arises to transfer such units in a Centurion setting. Just replace all the squad units by a Centurion Infantry unit counter and record it on a Centurion Infantry Log. Make sure that it is logged with the proper strength (ie, that a 5-unit squad is recorded as having an IFW of 5), and

    -all combat Phalanx units are considered as normal infantry. They include Light Infantry, Counter-insurgency Troops, Penal Infantry, Bounce Infantry and Marines. All others are considered as bailed out tank crews.



    -- END --

    home