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HoF Fireteam Rulebook

HOF Fire Team is a dynamic tactical adventure game with a setting from ultra modern to the far future. Fire Team pits squads of soldiers, guerrillas, police, and thieves or just about anyone else with a grudge against one another. Use miniatures from your existing collection, on single bases, or add any new ones of your choice.

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Leeroy
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0% found this document useful (0 votes)
533 views56 pages

HoF Fireteam Rulebook

HOF Fire Team is a dynamic tactical adventure game with a setting from ultra modern to the far future. Fire Team pits squads of soldiers, guerrillas, police, and thieves or just about anyone else with a grudge against one another. Use miniatures from your existing collection, on single bases, or add any new ones of your choice.

Uploaded by

Leeroy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

HOF FIRE TEAM

WRITTEN BY
BOB MINADEO
WITH
GAVIN SYME

PUBLISHED BY
ALTERNATIVE ARMIES

Copyright © Alternative Armies 2012


ISBN 978-1-873997-06-2

1
“Fire Team Gamma B38 stand by…orders…wait one. The members of Fire Team Gamma B38 ran as fast
Regimental instruct….ready….transmit….” as their heavy armour and weapons would allow
None of the com-net messages were audible. None them, making for the other side of the street. Though
were given in voice to waiting soldiers. Silence was the building that had sheltered them was cover
deemed a vital requirement in the lead up to combat against all but the heaviest fire, the street had to be
action. This was a wise precaution as the enemy crossed in order to reach the waypoint objective.
would punish any mistake with death quick and No enemy gunfire was directed at the Fire Team and
effective in the extreme. they made the opposite side and burst in through a
“Fire Team Gamma B38 recognise waypoint A3768 as half open value portal. The room inside was just as
primary objective. Regiment action in thirty under mildewed as the one before but connecting internal
one.” doors allowed the Team to advance steadily until they
were nearly at the objective.
The four members of Gamma B38 checked their
weapons again though they had done so already a Stopping they used silent hand signals to indicate the
dozen times in the last hour. An hour as they had last door. Even the ultra secure local com-net might
silently slid between alley ways and abandoned risk giving them away to anyone or anything behind
homes some with food still left cold and mildewed that door. Command wanted waypoint A3768 and
on tables. They were part of a task force assigned Fire Team Gamma B38 would deliver.
to take this city back from the foe. Satisfied that their action would be smooth and
“Authorisation code given…wait…three, two one, coordinated a small det-charge was fixed to the
commence artillery strike.” connecting portal. In a still four seconds the charge
detonated and shards of plastic and fixacrete fluttered
Heads ducked down they waited for the whip crack around the room. The Fire Team, weapons ready,
of air burst shells from many miles away to tear up entered the room.
the enemy troops who openly walked the cratered
streets. They waited only seconds and then with a The foe was indeed guarding the waypoint but their
noise like the coming of a million ton train the shells luck was out for the heavy gauge blast gun that was
rained and death came to the foe. Bodies were this support element’s main weapon pointed away
blasted apart and walls collapsed. Luck was on the from the place Fire Team Gamma B38 had made their
side of Gamma B38 for the barrage walked towards entry. All four of the enemy turned in panic but it
them but stopped short leaving them unscathed. was too late. Bullets flew and three of the enemy died
in the hail. The last managed to free a pistol from
“All Fire and Support Teams localised control given a holster and unloaded a full magazine at the Fire
to Command at line. Commence assault. Now.” Team from nearly point blank range. Rounds stitched
With that the local com-net activated and active up this last enemy and death came but not before
signals were authorised. Fire Team Gamma B38 rose one of the Fire Team collapsed blood frothing.
to their feet and a vid display of the area around There was nothing to be done. There was no medic
them came up and overlaid itself with an eerie green and no chance of Evac. Not here. They commed in:
majesty over the real terrain. The objective way point
was only a brisk two minutes walk away on a good “Fire Team Gamma B38, waypoint A3768 secured.
day but this was not a good day; far from it. One casualty. Request instruct.”
The enemy were in temporary shock, that was This war would go on but the enemy were losing.
obvious, the sudden emergence of four dozen One soldier at a time. One day at a time and not
soldiers was hardly noticed. Across the whole battle least one waypoint at a time. The comm chimed.
area the foe died as large calibre armour piecing Fire Team Gamma B38 acknowledged well done.
rounds and azure bolts of energy burned and Medivac not currently possible. Stand by…orders
convulsed them into bloody death. formulating…wait one.

2
CONTENTS
AND

CREDITS
Frontis pg1 Playing HOF Fire Team in any setting pg31
To Take a Waypoint pg2 Points Value Formulas pg32
Contents and Credits pg3
What is HOF Fire Team? pg4 The Ion Age - Prydia Aflame pg33-39
Muster and Retained fight in a bitter civil war for the future of
The Use of Terms in the Game pg5 the Prydian Precinct while the shadow of the Khanate ever
Tech Levels in Play pg6 looms…
The Use of Dice in the Game pg7
Measuring Distances on Grids pg8 The Pan Galactic Empire pg40-46
Defining Teams with Miniatures pg8 A vastness of human and alien life in constant struggle in a
Fire Teams, Support Teams, Command Teams pg9 galaxy that is rich with resources, planets and conflict. Who
Vehicle Teams pg10 knows what creatures will appear next!
Defining Gear in the Game pg11
Using Cover pg12-13 Argo Cities of the Teeming Future pg47-51
The Earth teems with seething billions all housed in cities
The Turn Sequence pg14 hundred of kilometres wide. The law is harsh and mutants
Combat and Movement pg15 and cyborgs walk among us. Keep the Peace...if you can.
Fields of Fire pg16-17
Vehicles, Melee, Snipers and Overwatch pg18
Command Tasks pg19-20 Easy Counters for HOF Fire Team pg52
Rallying and Medical Aid pg21 The SHM 15mm Science Fiction Range pg53
Movement Special Cases pg22 The HOF 15mm Science Fiction Range pg54-55
Combat Special Cases pg22-25 HOF Fire Team Tile Packs pg56
Morale in the Game pg25-26
Vehicle Movment and Facing pg26
Waypoints in Play pg27-30

[Link] Playtesting
This title was extensively tested in draft from by the
Barrhill Road, By Girvan, Scotland, KA26 0QD members of the short lived HOF FT Yahoo Group.
[Link] While we cannot name all four hundred of them personally we do
[Link] extend our thanks to each and every one of them!

Credits Dedications
Written by - Bob Minadeo I would like to take this chance to thank my wonderful wife once
again for accepting my life long obsession with toy soldiers. I would
Additional Fiction Writing by - Gavin Syme also like to thank Gavin Syme for the chance to write this rules set
Cover and Internal Artwork by - Andy Gorman and get it into print. Bob Minadeo
Digital Logos and Concept by - Jim Brittain
Layouts by - Alex Scott
Editing and Photography by - The AA Team Additional Websites
[Link] - Author’s Personal Blog
All miniatures pictured in this title are [Link] - Space Opera 15mm Miniatures
from the ranges of [Link].

3
WHAT IS HOF FIRE TEAM
HOF Fire Team is a dynamic tactical HOF Fire Team is played on purpose designed
adventure game with a setting from ultra 'Battle Boards' de-marked into a 20mm
modern to the far future. Fire Team pits squads squared grid. These squares allow for easy
of soldiers, guerrillas, police, and thieves or and instant measurement of game distances
just about anyone else with a grudge against for movement and weapons fire along with the
one another. Use miniatures from your existing relation between every miniature in play and
collection, on single bases, or add any new possible cover.
ones of your choice.
Using a unique D6 mechanic based on
Players command a number of Teams. These Alternative Armies 28mm scale Firefight 2.0
being Fire Teams, Support Teams, Command engine combined with an innovative 'tech level'
Teams and trusting to sound small unit tactics for all troops and the 'waypoint' mission driver
and the luck of the dice they attempt to carry this game promises fast and intense action in
out their mission objectives. a compact playing area.

These 'mission objectives', will be set out in Play a game of HOF Fire-Team with three fire
your scenarios and also template missions teams a side (a total of 24 miniatures on your
which have been made for this game. You can battle boards) in less than fifteen minutes.
get a mission or two for free from [Link].
Every mission is a game unto itself with its own In order to play this game you will need some
objectives, forces, way points and set up. miniatures, a handful of six sided (D6) dice, a
layout of Battle Boards and some counters.
You can use the counters provided or make
your own. Make up a few Teams from the
suggested army lists and pick a mission. Then
you are ready to fight in the environs of the
future.

But first you will want to read over this book to


familiarise yourself with the simple but elegant
mechanics for the HOF Fire-Team. From
there you can browse the rest of this book and
pick your setting for your scenarios or, if you
prefer, you even make up your own!

We begin the adventure with the Terms used


in the game.....

4
TERMS IN HOF FIRE TEAM
TECH LEVEL
Every piece of equipment in HOF Fire Team is
rated for its Tech Level in one or more areas.
Stated briefly an item's tech level or 'TL' affects
how likely the user of that item is to succeed at
the task being attempted. TL 1 is the lowest and
TL 6 is the highest. Higher tech level equipment
is more likely to be effective than lower tech level
gear.

Tech Levels (TL) are most commonly used in


concert with dice throws, however they can also
refer to a static value as noted down below.
When using dice, Tech Levels are used in two
distinct ways depending on the action being
attempted. When a TL is used on its own to
determine the success or failure of an action,
OPPOSED TECH LEVELS
each D6 rolled is compared to this chart:
The second way Tech Level is used with dice
throws is where two TL's are in opposition. Most
commonly this occurs after a hit has been
scored. The defender compares the TL of his
armour to the TL of the attacking weapon's
1 6 ONLY penetration and throws the dice. A result within
2 5 TO 6 the range given on the Opposed Tech Level table
indicates that the Defender's gear outperformed
3 4 TO 6 the Attacker's.
4 3 TO 6
5 2 TO 6 The exact nature of this "out performance" will be
explained in the relevant rule section.
6 AUTOMATIC
For now as an example consider a defender has
been hit by a tech level 3 weapon. The
defender's armour is TL 3 a look at the chart
shows that the defender must roll a 1 to 2 in order
for his armour to negate the hit.

See the next page for the Opposed Tech Level


table...

5
ATTACKER 1 2 3 4 5 6
DEFENDER

1 1 1 1 1 1 1
2 1 TO 2 1 1 1 1 1
3 1 TO 3 1 TO 2 1 TO 2 1 TO 2 1 TO 2 1
4 1 TO 4 1 TO 3 1 TO 3 1 TO 2 1 TO 2 1 TO 2
5 1 TO 5 1 TO 4 1 TO 3 1 TO 3 1 TO 2 1 TO 2
6 NO 1 TO 5 1 TO 4 1 TO 4 1 TO 3 1 TO 2
EFFECT

TECH LEVEL RANGES


Finally Tech Level is also used to specify the
range of a weapon or communications system. In
this usage however it really only applies to 'home
brewed' force creation. For purposes of simply 1 2
playing the game it is sufficient to note down or 2 10
learn the actual effective range in squares of any 3 20
pieces of equipment in use. See the Tech Level
Ranges table... 4 40
5 60
LEVEL THE USE OF DICE 6 80
Six sided dice, hereafter referred to as D6 are
central to a game of HOF Fire Team. When
attempting to take any action, whether it be Uses of 1's
shooting, or moving or calling for an Air Evac etc, Rather than re-rolling a 1 it may be used to confer
your Team will roll a number of D6. The Tech a defensive advantage. One of your soldiers has
Level or TL of the equipment you team is managed to take advantage of a dip in the
operating will determine what dice scores you ground or some other terrain feature that does
need for a success. not actually appear on the battle boards. Simply
place an IP Counter (Improved Position) by any
However any rolled results of 1's, or 6's, carry one of that Team's miniatures. A figure so
special consideration. 1's and 6's may always be marked now counts as being in one cover class
re-rolled. Any result of 1 or 6 may immediately better than the battle board would normally allow.
be re-rolled in hope of receiving a different result. A miniature may never improve its cover by more
That's right! Just pick up the dice that show a 1 than one state through use of an IP counter.
or 6 and roll them again. There is no limit to the
number of times a dice can be re-rolled, so long
as it has come up a 1 or a 6!

6
Uses of 6's HOW TO MEASURE DISTANCES
Rather than re-rolling a 6, it may be used to score
a hit on one eligible enemy model within HOF is played on a square grid. While measuring
weapons range of the Team at the time the dice distances along a row of squares is pretty straight
were cast. If the Team scores any 6's while forward we need make allowance for the
determining their movement points for the turn, distortions created when measuring diagonally.
the 6's may only be used to hit figures that are When counting the distance from one
eligible targets (e.g. in range, not in full cover) figure/object to another you do not count the
before any of the square occupied by the counting figure. When
firing for example, the square occupied by the
Team's figures have been moved. This can occur firing figure is not counted and the count starts
even when the action your team is taking is not with the first square adjacent to that figure.
offensive in nature. Rolling to avoid damage?
One of your Fire Team got off a good shot. When counting along a diagonal, every other
Rolling to implement a Waypoint change? One of square counts a distance of 2 rather than one.
the command team had an opportunity and took So for example measuring 5 squares diagonally
the shot. could count a range of 7 (First square = 1 +
second square = 2 + third square = 1 + fourth
Any target hit by one of these lucky shots is
square = 2 + fifth square = 1 for a total of 7).
entitled to roll to resist damage as usual with the
possibility of return fire if *they* then roll any 6's This method of counting diagonals also applies
of their own. when moving figures. Each second diagonal
entered costs an additional movement point. For
example for a figure to move 4 squares
diagonally through open terrain it would need to
expend 6 movement points.

Both miniatures marked by an ( O ) have used five


movement points to conduct the illustrated movement
on the battle boards. Follow the paths taken and
remember that the black areas are impassible terrain
such as vehicles which must be gone around.

1 1

O 2
A1
1 1

1 1

7
DEFINING MINIATURES INTO TEAMS

Miniatures of all types in HOF Fire Team are


FIRE TEAMS
organized into Teams for activation, morale, and Number of Miniatures: Typically a fire team will
command purposes. consist of four figures. Scenarios and
circumstances may cause you to field a team
Generally Fire Teams will make up the bulk of with more or fewer figures.
your force and do most of the fighting. Weapon Movement: Each fire team will typically roll one
Teams or Support Teams bring a little something dice per figure when moving.
extra to the dance and are good at 'reaching out
and touching' the enemy. Command Teams are Cohesion: Each fire team is rated for its
the brains of your operation. Command teams communication (Comms) Tech Level. Each
can issue 'Waypoint' changes, rally faltering member of a fire team should try to stay within
squads, call in off table support and in some comms TL range of another member of the same
cases jam enemy communications and even team. Any figures that stray from this distance in
weapon systems. effect become a team unto themselves. This can
present a problem when the team is taken under
Teams may consist of anything from 1 to 10 fire. See Morale.
miniatures maximum. Though 4-6 is normal. Weapons: Each member of a fire team may carry
one ranged combat weapon, one melee weapon,
Standard teams are provided in army lists and possibly one or more grenade weapons. See
however this is your game and feel free to alter the relevant army list for details.
team sizes as you like so long as your opponent
agrees. Typically four to five is normal for a Armour: The relevant army list provides details of
professional Human army though bigger teams what if any armour each member in a team is
can come from lower Tech Levels or some Alien wearing.
forces and smaller teams of four or three are Morale: Each fire team is given a morale score
common to elite forces. ranging from 1-6. When fired upon or attacked in
melee a dice is rolled for each figure currently in
Finally Vehicles also operate in teams, although the team. Usually only one of these dice needs to
it is not uncommon for a vehicular "team" to be equal or less than the morale score in order
consist of a single vehicle, more likely two or for the team to pass the morale check. The
three vehicles or more make up a Team. consequences of failed morale checks are cited
later. As you will see the more members a team
Here now follows how each type of Team is has the greater the chance of success when
composed along with its abilities and other testing morale.
characteristics.

8
SUPPORT COMMAND
TEAMS TEAMS
Number of Miniatures: Typically a support team will Number of Miniatures: Typically a command team will
consist of one gunner and one or more loaders. While consist of one officer, one radioman and possibly one
mainly concerned with keeping the gunner supplied medic and one or more guards and runners. Scenarios
with ammunition, loaders also carry a standard side and circumstances may cause you to field a team with
arm like fire team members. Scenarios and more or fewer figures. See the relevant army list for the
circumstances may cause you to field a team with composition of command teams in your army.
more or fewer figures.
Movement: Each command team will typically roll one
Movement: Each support team will typically roll one dice per figure when moving.
dice per figure when moving.
Cohesion: Each command team is rated for its
Cohesion: Each support team is rated for its communication (comms) Tech Level. Each member of
communication (comms) Tech Level. Each member of a command team should try to stay within comms TL
a support team should try to stay within comms TL range of another member of the same team. Any
range of another member of the same team. Any figures that stray from this distance in effect become
figures that stray from this distance in effect become a team unto themselves. This can present a problem
a team unto themselves. This can present a problem when the team is taken under fire. See Morale.
when the team is taken under fire. See Morale. In
Weapons: Command teams will generally travel more
addition a loader must be in contact with a gunner in
lightly armed than fire teams. Typically officers and
order for the gun to fire at full efficiency.
RTO's (radio operators) will carry short ranged, high
Weapons: The gunner in a support team will likely firepower, weapons. Guards and runners will likely be
have a heavy support weapon such as a machine gun, equipped as standard infantrymen for their force.
rocket launcher, or similar. Loaders will carry a
Armour: The army list provide details of what if any
personal side arm as well as the ammunition required
armour each member in a team is wearing.
to keep the gun operating smoothly. Snipers form
another type of support team with the gunner having a Morale: Each command team is given a morale score
long range highly accurate weapon and his ranging from 1-6. When fired upon or attacked in
loader/spotter carrying a short ranged high firepower melee a dice is rolled for each miniature currently in
weapon to discourage pursuit as needed. the team. Usually only one of these dice needs to be
equal or less than the morale score in order for the
Armour: The relevant army list provides details of what
team to pass the morale check. The consequences of
if any armour each member in a team is wearing.
failed morale checks are cited later. As you will see the
Morale: Each support team is given a morale score more members a team has the greater the chance of
ranging from 1-6. When fired upon or attacked in success when testing morale.
melee a dice is rolled for each figure currently in the
team.
Usually only one of these dice needs to be equal or
less than the morale score in order for the team to pass
the morale check. The consequences of failed morale
checks are cited later. As you will see the more
members a team has the greater the chance of
success when testing morale.

9
VEHICLE Weapons: The weapons available to a vehicle team
also vary widely dependent upon the type of vehicles
in the team.

TEAMS Armour: Each vehicle is assigned an armour TL just as


with any other piece of equipment.

Vehicles are everything from bikes to tanks even Morale: Each vehicle team is given a morale score
VTOL aircraft that may make an appearance on the ranging from 1-6. When fired upon or attacked in
HOF Fire Team battlefield. The details of individual melee a dice is rolled for each vehicle currently in the
vehicles are provided in army lists. The performance team. Usually only one of these dice needs to be equal
and roles of different vehicles becomes clear in play. or less than the morale score in order for the team to
Number of Miniatures: Typically a vehicle team will pass the morale check. The consequences of failed
consist of one to five vehicles. morale checks are cited later. As you will see the more
members a team has the greater the chance of
Movement: The movement dice available to vehicles success when testing morale.
vary widely dependent on the type of vehicle in the
team. See Army Lists.
Cohesion: Each vehicle team is rated
for its communication (comms) Tech Level.
Each member of a vehicle team must try to
stay within comms TL range of another
member of the same team. Any vehicles
that stray from this distance in effect become
a team unto themselves. This can present a
problem when the team is taking fire.
See Morale.

10
DEFINING GEAR IN HOF FIRE TEAM Area of Effect (AoE): Certain weapons affect
more than one square on the battle board when
Each piece of gear carried by your troops is they detonate. The square in which the shot
defined by assigning a Tech Level to it for as detonates is called the detonation square. Any
many of the following criteria that are required: figure in the detonation square is attacked using
the weapon's Penetration TL. Any figures,
Range: Range TL determines how far a weapon friendly or enemy, one square further away are
can be fired with a reasonable chance of hitting attacked at Penetration TL -1 and so on until
the target. Comms equipment also has a range Penetration TL is reduced to zero.
TL that governs the distance at which it may In the case of AoE weapons, a target's cover
effectively be used. Like weapons ranges, status is always judged from the detonating
comms ranges can be extended with a square rather than the shooter's square.
corresponding lowering of its targeting TL. Melee
weapons will generally have no range TL unless Penetration: When a hit has been achieved, this
they may also be thrown in which case their TL is compared to the target's armour TL. The
range TL would be 1 or 2 at the very most. Unlike dice are then rolled to see if the target has been
ranged weapons, thrown weapons cannot be rendered inoperative.
used beyond their range TL.
Dice: Most weapons only allow a figure to roll ECM: Electronic Counter Measures. Some
one dice when shooting. Certain heavy weapons advanced comms gear has this TL. This serves
allow the throw of more dice. The number of dice as a "targeting" TL when attempting to use that
thrown when firing the weapon is shown under gear to interfere with an enemy comms action or
the Dice column in the weapons list. Your weapons attack.
Communications Gear (Comms) can be rated for
multiple dice in Comms, ECM, and / or ECCM. ECCM: Electronic Counter-Counter Measures.
Some advanced gear has this TL. Used like a
Targeting: Targeting TL indicates what score is targeting TL, each successful ECCM action die
required on the dice to score a hit when firing a negates one successful enemy ECM die. This
weapon or attempting a comm action. In some can be useful for preventing enemy interference
cases the TL of a weapon may be artificially with your comms and targeting.
inflated to reflect a particularly skilful user.

11
COVER IN HOF FIRE TEAM For example Tango(T) is directly adjacent to a
crate (the black square). A fire team consisting of
Walls, furniture, other soldiers (friendly or Able (A), Baker (B), and Charlie (C) fire. Even
otherwise!), even dead bodies, all provide Cover though Tango is in complete cover from Baker
(i.e., shelter from direct fire). and Charlie, Tango counts only Soft Cover as
Able's line of fire is only half obstructed by the
In HOF Fire Team, there are four levels of Cover: crate.
Complete, Hard, Soft and Open. Always judge
Cover from the miniature in the firing team. Draw When active, a figure in complete cover may be
a direct line from the firing member(s) to the positioned slightly over the lines of its square to
center of the Target's square. Any intervening indicate the soldier is peeking out from cover.
characters, walls, items of furniture (shown on
the Battle Ground or as separate counters or In this case rather than complete, the soldier now
miniatures), which block this direct line cause has hard cover against any shots drawn to the
Cover square peeked into. Also remember than any roll
of 1 may be used to give a team member
Every square on the Battleground can be rated in improvised cover not depicted on the battle
one of the four grades of Cover, according to the board. That means the character counts as being
following: Any square which is wholly in view in one cover state higher than would normally be
from the Firing Point is in Open Cover; Any the case until the figure moves from that square
square which is partially or half obscured, but at which time the IP counter is removed.
which is not more than half obscured is in Soft
Cover; Any square which is more than half
obscured is in Hard Cover, unless it is... a square
which is completely obscured, in which case it is
in Complete Cover. A
Note the following points: An object adjacent to B
the Firing Point does not normally cause Cover; A1
the soldier could shoot over or round the object.
Be rational, however - you can't fire over or
T
around a high wall (you might be able to fire
through it, but that's another matter...). A fallen
body provides Soft Cover to anyone prone
behind it. Cover is cumulative. If two blocking C
objects each place a square in Soft Cover, treat
it as if it were in Hard Cover.

A target counts the least effective cover type See the next page for Cover Re-Rolls and
from any one firing figure. Cover being destroyed by Hits.

12
Cover reduces the chance of a character being THE TECH LEVEL OF COVER
hit. This is simulated by Re-rolls; depending on
IN HOF FIRE TEAM
the degree of Cover, you may re-roll any Armour
Dice you have in the hope of converting one into
a success. When a piece of cover is struck by weapons fire
which can potentially destroy it, the piece of
The number of Re-rolls you are allowed is: cover is given a Tech Level like any other
miniature. This is in effect a measure of its
In Open Cover - 0 re-roll toughness and ability to resist the detrimental
In Soft Cover - 1 re-roll effects of being shot up.
In Hard Cover - 2 re-roll's Here are the typical levels to use with your terrain
In Complete Cover - you can't be fired on in by Tech Level (TL).
Complete Cover …unless that is the cover
itself is destroyed by the shot! TL 1: Room Furniture, Street Furniture,
Internal Door.
If a piece of cover is destroyed in play then place TL 2: Heavy Street Furniture, motor/hover Bike
a Destroyed Cover counter in its place. It is now and Civilian Cars, Internal Walls, External
counted as Open Cover or Soft Cover at agreed Doors / Windows.
players discretion.
TL 3: External Walls, Cargo Trucks (as cover),
Reinforced Doors, Concrete Dragons Tooth
(tank blocking obstacle).
TL 4: Reinforced walls, 'Rubbacrete'
Fortifications.
TL 5: Hardened Structure Doors / Windows.
TL 6: Hardened Structure Wall
(high grade military security bunker).

Note that all cover on Battle Boards must have a


tech level and that if the cover is part of the board
then you place a counter to mark it destroyed; if
not then remove the piece of cover from the
board.

13
THE TURN SEQUENCE
Each dice that came up 6 may be used to score
INITIATIVE ROLL AND COMMAND a hit on an eligible enemy figure within range
TEAM SUCCESS before any team member is moved OR be
re-rolled. Each dice that came up 1 may be used
At the start of the turn each player may roll to grant a single member of the team an IP
targeting dice for one command team of his marker at the end of its move OR be re-rolled.
choice. Any successes are noted. Each player
then rolls 1 dice and adds the number of Example: Team Alpha is going to move. The Team's
command successes scored this turn. The player Move value is 1. The player throws four dice (one for
with the higher total score has one the initiative each team member) and gets the result: 1, 1, 2, 3. The
player may use 3 movement points for each member
for this turn. In the event of a tie the player who
of the team AND any two members of the team may
won last turn's initiative retains the initiative for be marked with an Improved Position marker at the
the turn. The player with the initiative decides end of their move. Alternately one or both 1's could
whether to go first or second this turn. have been re-rolled, foregoing the cover improvement
in hopes of scoring 5 (for 5 movement points vice 3) or
The player chosen to go first now activates one a 6 to inflict damage on nearby enemies.
of his teams. After that team's turn is completed,
play passes to the target of any combat action Movement may be made to any adjacent square
used by the just finished team. Should the that is not blocked by a miniature. This
previously activated team have only used a move movement may be made on the horizontally or
or hold action, play passes to the other player diagonally directions for the cost of 1 per Open
who may now activate one his teams. Play square traversed. Certain types of terrain may be
proceeds in this manner until every team has designated as Cluttered (dead bodies, rubble,
acted, or been placed on Overwatch. easily traversed objects), requiring 2 spaces
worth of movement to enter or even Bad Going
(heaped bodies, large objects, barbed wire etc)
requiring 3 spaces of movement to enter. A figure
TEAM ACTIVATION may not enter a square if it has insufficient
movement points to allow it to do so. Walls
When a team is activated the controlling player cannot be walked through (be sensible!) and all
must declare the team as taking one of the doors and windows are considered Open terrain
following options: Move, Combat, or Overwatch. and to be unlocked unless otherwise noted in the
Command teams have a fourth option that is not game.
available to other teams: Command Task,
another specialist task, Medical Aid, may only be Example: Team Beta (a Bike Team) is going to move.
The Team's Move value is 3. The player throws 6 dice
attempted by a Medic. (3 for each of the Team's two members) scoring 1 6 3
4 5 and 6. The player may use the two 6's to hit any
Move: The player rolls Move dice for each able two enemy figures within range and not in full cover
member currently in the team. The player then before the bikes move. The player next chooses Move
selects Move value dice that scored between 2 value dice, in this case 3, to determine how far the
and 5. EVERY member of the team may use this bikes may move this turn. Choosing the 3, 4 and 5,
many movement points for this action. gives each bike 12 movement points this turn.

14
Any non-firing Team member figure (friend or
foe) within the team’s primary field of fire
counts as receiving fire from the Team for
morale purposes. Any enemy figure within
the primary and secondary fields of fire is a
potential target of that fire.
In addition any Team member hit by an enemy
roll of 6; that team also counts as receiving
fire for morale purposes.

See the next page for the fields of fire diagrams.


Remember that 1's may be used to give a single Total the dice value of all the non AoE weapons
member of the team improved cover, OR the team is firing. Roll this number of dice.
re-rolled in hopes of receiving a 6, or a greater
movement point allowance for the entire team. Compare the results of the dice to the TL of the
Remember also that 6's may be used to score a firing weapons to determine if any hits were
hit on any enemy team within effective range or scored. Hits are allocated to targets in the
re-rolled in hopes of scoring a 1, or an greater following manner:
movement point allowance for the entire team.
* 6's may hit a target in the primary
Combat: The player declares the direction in or secondary field of fire.
which the team will lay down fire. A Combat * All other hits may only be applied to
action is also used to attack your enemy in hand targets in primary field of fire.
to hand combat, the main difference being that if
*A team may ignore vehicles to focus
a weapon without a range value is used the on personnel, or vice versa.
attacker must be adjacent to the enemy being
attacked. *A team may ignore unarmed enemies. For example
a team firing at vehicles may ignore an unarmed truck
in order to fire on a tank that is further away.
Firing Small Arms (Any ranged weapon that does
not have an Area of Effect when fired by anyone *Enemy within complete cover from the entire
other than a sniper in a sniper type team). firing team are not eligible targets and must
Declare the direction in which the team will fire. be ignored when assigning hits.
The team may fire along any column, row or *Within the above restrictions the firing player
diagonal of the firing player's choice. This defines allocates one hit to each eligible target
the team's Field of Fire. starting with those closest to the firing team.

The Field of fire extends at a 45 degree angle to For each figure that received a hit the defending
either side of the total team's edges and out to player now compares the firing weapon to the
the range of the team's weaponry. The area target's armour, rolls one dice and consults the
directly to the team's front is its primary field of Opposed TL table. Any success negates the hit
fire and the area off to either side but still in the and the figure survives to fight on. Any failure and
field of fire is its secondary field of fire. the figure is laid down in place and marked as a
casualty

15
FIELDS OF FIRE DIAGRAM
A3 A3
A RY RY
D D A
ON ON
EC E C
S S
O O
PRIMARY
PRIMARY FIELDS OF FIRE DIAGRAM
O O O
A2 A2

O O PRIMARY
PRIMARY
SE
O CO
ND
AR
SE Y
OC
A1 ND A1
AR
Y

In the example on the next page, a four man fire


Note that any result of a 6 allows the defender team fire tech level two rifles attacking with one
one hit on an enemy within effective range OR dice each. The dice roll gives a 2, 3, 5, and 6.
may be re-rolled in hopes of scoring a success. That yields two hits! The six can be used to hit a
Any figure that fails to score a success may be target in the secondary field of fire and the player
eligible for cover re-rolls. Remember that a target assigns that hit to B. The second hit gets
counts the least favourable cover judged from assigned A. Note that C is closer to the firing
any member in the firing team. In that case team but cannot be hit because C is in the
repeat the previous step for each re-roll. The secondary field of fire, and only one 6 was rolled.
player may stop at any time and accept the result A and B would now roll for armour saves if indeed
of a roll or carry on until no more re-rolls are they are wearing armour.
available. When fielding fire teams with multiple weapons,
Once you re-roll the dice, the previous result no may be desirable to keep track of each weapon
longer applies so if you re-roll that 6 you can't go type's dice separately. If that is the case either
back and take the hit if the re-roll ends up a roll dice for each weapon type sequentially or use
failure. different coloured dice for each weapon.

16
Here is an example of multiple weapon firing
taken from the Ion Age campaign setting in HOF
Fire Team.
A3 For example a Muster Majoris command team is
equipped with an Octa power weapon (range 1),
C a Tumbler Mk III MPI (range 10), and 2 Moth
Type 6 rifles (range 20). If all possible targets are
between 2 and 10 squares away, there is no real
O need to keep track of which dice correspond to
D each weapon. In this case the team would roll 3
dice (1 dice for each firearm, the Octa has no
O A target within range). Now imagine there are a
A2 number of targets ranging from 1 square away to
15 squares away. The Octa could only hit the
O target(s) one square away, the Tumbler MkIII
MPI only targets 1 to 10 squares away, and the
Moth Type 6 Rifles could hit any of the possible
O targets. The Muster player could either roll for
each weapon separately or use coloured dice
and roll only once. Let's say 1 blue dice for the
Octa, one red dice for the Tumbler MkIII MPI, and
A1 2 yellow dice for the Moth Type 6 rifles.
B

17
VEHICLE DAMAGE FROM HITS
Sniper and AOE Weapon Fire: Unlike fire
Hits on vehicles are worked out in a slightly teams, support teams often have a weapon that
different manner. Once a vehicle is hit, you need allows you to choose which target to fire on.
to determine the extent of the damage.
When the gunner or sniper in a support team
Roll 1D6 and add Pen and subtract Armour. fires, first choose a target. For a sniper this must
Compare the result to the those below. be an enemy figure, for a weapon with an AoE it
is sufficient to select a target square within the
D6 Result weapon's range. Consult the targeting TL for the
1 -2 = No Effect weapons in use, roll a dice and determine if any
3 = Immobilized hits were scored. Remember that AoE weapons
4 = Main Weapon destroyed can affect targets in several squares. Each figure
(additional results will take out secondary weapons if any).. hit now follows the same procedure for checking
5 + = Vehicle destroyed. if armour was effective/cover re-rolls as above.
Loaders not in an adjacent square to their gunner
Immobilized vehicles can no longer move. If the and sniper security detail personnel may fire their
crew fails a morale test, including the one small arms as detailed above for fire teams.
resulting from immobilization, the vehicle is
abandoned and counts as destroyed. On a
vehicle destroyed result, for game purposes, the Overwatch: It may happen that your troops are
crew is also destroyed. Passengers, if any, are in place and just waiting for the enemy to appear
attacked with the weapon's Penetration -1. in the cross hairs. In this instance when your
Should they survived place them in any square(s) team is activated you may place it on Overwatch.
adjacent to the wrecked vehicle. A team on overwatch may be given a combat
action at any time during an enemy team's
A vehicle suffering repeat hits, for example a activation. The only restriction is that there must
second immobilization, suffer no additional be at least one member of the team that is itself
damage , however the crew must still test morale. currently taking a fire or move action within
effective range primary field of fire of the
overwatch team. Overwatch fire temporarily
interrupts the triggering team's action.
Melee Combat : Hand to Hand combat or After the result of the overwatch fire has been
"melee" follows the same procedure as small determined, the triggering team may resume its
arms fire above. The only wrinkle is that in order action if able. It is permissible to use a team on
for a target to be hit it must be adjacent to an overwatch to fire on an enemy team that is itself
active miniature. Melee weapons are unique in using an overwatch action to fire on a friendly
that their Primary Field of fire is ANY square team that is moving.
adjacent to the fighting figure. Note that there is In this case the overwatch actions are carried out
no requirement to melee rather than use small sequentially in the reverse order in which they
arms to attack, and it is perfectly acceptable to were declared. Overwatch may also be used by
opt for your team to use small arms fire even if a command team in an attempt to interfere with
enemy are adjacent. Of course in this case the an enemy command team or support team
adjacent enemy will be the closest target(s). through the use of ECM.

18
COMMAND TASKS Calling for Medevac: Presuming that Medevac
(Medical Evacuation) support is available, the
Command teams are an important part of your commander uses his RTO's comms gear to call
force whose actions range far beyond simply for support. The officer must be within personal
moving and shooting. Command Task is a comms range of his RTO. Roll targeting dice for
general term for all of the fun things command the comms gear carried by the RTO. A success
teams get up to beyond moving and shooting. means that a Medevac will arrive in 1D6 +3 turns.
These now follow. Any successes over the first can be used to
reduce arrival time of the strike on a one turn per
Calling in an Air/Artillery Strike: Presuming success basis.
that air or artillery support is available, the
commander uses his RTO's comms gear to call The pickup point for the Medevac must be plotted
for support. The officer must be within personal when the pickup is successfully called for. Use a
comms range of his RTO. Roll targeting dice for waypoint marker as a base reference and write
the comms gear carried by the RTO. A success down where you want the medevac to appear.
means that a Strike will arrive in 1D6 +3 turns. For example "2 squares south and 5 east of
Any successes over the first can be used to waypoint A1” is a valid entry. Medevac arrives as
reduce arrival time of the strike on a one turn per one of the calling side's team actions on the turn
success basis. The impact point for the strike of arrival. Casualties within 2 squares of the
must be plotted when the strike is successfully pickup point are load aboard the ambulance on
called for. Use the Battle Board's waypoint the following turn and the Medevac vehicle may
marker reference (example A1) as a base make its way off board on the turns following that.
reference and write down where you want the
strike to land. The strike AFFECTS THE ENTIRE Unsporting though it is, Medevac vehicles are
Battle Board with the noted waypoint reference. subject to attack just like any other vehicle. Stats
Strikes arrive as one of the firing side's actions on for Medevac vehicle and medics can be created
the turn of arrival. or added to army lists.

19
Change Waypoints: As detailed, your teams will Detaching troops: Under certain circumstances
have been assigned a series of waypoints as a you may find it beneficial to send runners with
means of spelling out your battle plans. way point change orders as well as send your
Sometimes however plans change and you may medic out independently to deal with casualties.
need to prepare a new set of waypoints for a Using move dice the commander must move to
team or teams. Range: The commander must be within personal comms range of the figure to be
within personal command distance of any fire, or detached. One additional move space must be
support team, or within RTO comms gear range spent while the officer relates his expectations to
of any subordinate command or vehicle team in the figure to be detached. A runner may be given
order to attempt a waypoint change. The a new set of way points for a friendly team or
commander must also be within personal comms teams. He will in future turns move independently
range of his RTO. when the command team activates and make his
With both of those conditions met the player may way to the nearest team for which he has orders.
roll the RTO's comms gear targeting dice. Any He must then spend one turn in personal comms
success allows the player to write new waypoints range of a member of that team at which time the
for the target team. Multiple successes allow team has its waypoints updated.
changes for multiple teams, so long as they are On following turns the runner will proceed to
all in range of the acting officer. make his way to any other teams for which he
has waypoint orders or make his way back to the
command team he came from. A detached medic
ECM: This is technically an overwatch activity but also activates when his command team
as it is also a command task it has been listed activates. The medic is free to move as the player
here for completeness. The RTO may attempt to desires to recover and treat casualties. Neither
interfere with an enemy command task or guided runners nor medics may be given Combat
weapon task within his comm gear's range. Roll actions although runners may take advantage of
targeting dice for the comms gear. Each success 6's to score hits on enemy soldiers.
may negate one enemy successful comms gear
dice, OR degrade the enemy weapon's Targeting
TL by one.
Attaching troops: A command team may be
used to combine two or more other teams that
have been reduced below full strength. The
command team must be in personal comms
distance of at least one member of each team to
be combined. Given the listed condition the
attachment is automatically successful. From this
point on the combined teams are treated as a
single team for all purposes.
Attaching troops may not be used to bring a team
above its original starting strength.

20
Rally attempt: A command team can attempt to
Medic Treatment Table
restore the morale of any friendly team currently
in less than good order (see morale ). The officer Treatment Game Effect
must be within personal comms range of at least D6 Roll
one member of the team to be rallied. Roll one 1 or 2 Casualty Recovers
dice for each member of the command team. and acts
Each success may be used to increase the normally next Turn
morale state of the target team by one. 3 or 4 Casualty hanging on
and must be
An officer can use this action in an attempt to rally evacuated
his command team rather than another team if
5 or 6 Casualty Beyond
desired. A team's morale state may never
Help - Dead
exceed good, and broken teams may never be
rallied. A casualty in need of evacuation may be carried
by another able figure at half normal move rate or
Medical Aid: A medic can treat casualties using by two figures at normal move rate.
this action. The medic must be adjacent too or in In a one off game points points may be rewarded
the same square as he casualty to be treated. for evacuation of casualties by a player. See
Using the medical aid action the medic scenario descriptions for details or decide your
diagnoses and treats the casualty using his own with your opponent.
medical gear. First roll the medical gear's target
dice. A success indicates the casualty may be In campaign play evacuating our casualties helps
treated. A failure means the casualty is beyond keep your teams at full strength in future battles
help. To treat the casualty, re-roll the casualty and avoids going to the sharp end undermanned
dice. as they say.

21
MOVEMENT SPECIAL CASES COMBAT SPECIAL CASES
Buildings: Access to buildings is normally Support Weapon Ammunition and Rate of
provided via doors and windows. Doors: Unless Fire: Support teams are formed around a gunner
otherwise stated in a scenario description, all armed with a special weapon and loaders to keep
doors are considered to be automatic and the weapon in action by providing a ready supply
unlocked during play. of ammunition. In game terms this means that at
As such a man sized miniature simply has to least one loader must be in a square adjacent to
move up to a door in order for that door to open. the gunner in order for the weapon to fire every
It takes one movement point to enter a house via turn. Should a gunner find himself without an
the door. When a door has no figure adjacent to adjacent loader, the gunner is marked with an
it, the door is presumed to have closed again, Unloaded Counter after firing. The gunner may
blocking line of sight. Windows: Windows may be not fire the weapon again until he spends one
used to enter or exit a building. turn reloading the weapon. The gunner may
neither move nor fire while reloading. After the
It costs a movement points in addition to any gunner spends a turn reloading, the unloaded
other terrain in the square entered to enter a counter is removed and the weapon may be fired
square through a window. normally in a future turn.

Breaches: Breaches in walls caused by AOE weapons and scatter: Normally when a
weapons fire are treated the same as windows. weapon fires and misses its target we do not
Use a Breach Counter to mark these in play. concern ourselves with where the stray rounds
landed. They missed and that is all we need to
Future releases for HOF Fire Team may include know. Misses by weapons with an area of effect
additional special terrain such as; sewers or (AOE) do require some consideration though as
tunnels. Even Spaceships or Space Stations and even if they do not hit the exact spot aimed for
also water features etc. The effects of such they may still catch some other poor souls in their
terrain upon normal movement will be detailed blast.
with those releases.

6 3.11 8
Scatter: When an AOE weapon misses its
intended target, subtract the dice score rolled for
the shot from the lowest score that would have
Ta

provided a hit. The attack will scatter this number


9,10 4,5
rge

of squares. Place a scatter template with its


t

bottom towards the firing figure and roll 2D6 to


determine in which direction the shot scatters.
12 7 2

22
Blowing things up: Area of Effect weapons not
only affect teams and vehicles, their blast may
well destroy cover too. Each terrain item as well
as walls and doors are assigned an armour TL
just as if they were a member of a team. Indirect Fire Example. Blue has two teams on the
board. A support team of Gunner and Loader.
When in the blast of an AOE weapon terrain Gunner has an indirect fire weapon, and a fire
items must make their armour save or be team of Rifleman and Sergeant. The Blue player
destroyed and be removed from the board if a would like to use the indirect fire weapon to
one square item, marked in the affected square attack Red "Target". There is no direct line of
with a marker if a multi-square cover item or sight from Gunner or Loader to Target as their
marked with a breach counter if a wall or door. view is blocked by the black walls. Rifleman also
lacks line of sight to Target, however Sergeant
does have line of sight to Target. Blue has TL 2
Comms giving a comms range of 2 squares.
Blue can trace a line from S to R to L to G that at
Indirect Fire Weapons: Indirect fire weapons do no point exceeds 2 squares and so S can spot for
not need a direct line of sight to a target in order G allowing G to fire on T. When fire team SR is
to engage. This makes them ideal for winkling activated Blue declares that fire team SR is
defenders out of pesky prepared positions. spotting for support team GL. Support team GL
However someone must be able to call and direct can now fire on T.
the fall of the shot in order for this type of fire to
be effective. Most indirect fire weapons will be
fired from off table and only be reachable by a
command call for a strike. However there are
number of lighter weapons that can be found on G Wall
the battle field and are here represented as L
support teams. A1 A2
T
LoS may be drawn from one of the weapon's Wall
"loaders" who must be within personal comms
range of the gunner. In this instance just use a
normal combat action to fire the weapon. R
Alternately LoS may be drawn from a figure in Line of Sight
another team within personal comms distance of
another figure in the same or another team that A3 A4
is within personal comms distance of another
figure and so on until someone is in personal
comms distance of the gunner. In this case the
indirect fire weapon fires when the spotting team
declares a combat action. Any figures in other
teams that are used to spot may not themselves
move during the same turn that they are used to
relay spotting info.

23
Smoke and Gas: Some launchers, grenades, Smoke is used generically here, however high
and even strikes deliver smoke to obscure vision tech "smoke" is presumed to include elements
and/or lethal gas to attack enemy personnel. that block detection not only in the visible light
For convenience we will refer to both as chemical spectrum. Infra-red, radar guided, and other
agents. Chemical agents fill squares just as any types of detection are also blocked. In game
other AOE weapon does. The main difference is terms this means that smoke blocks the line of
that the effects of chemical agents may linger for sight of figures equipped with TL 4 armour or
a few turns. Use Chemical Counters for less.
placement of these lingering effects. Unless otherwise given in your scenario
miniatures in TL 5 armour or better ignore the
Gas Effects: Each lethal gas round is rated for presence of smoke markers in a square.
its PEN as with any other weapon and will attack
any figures that enter its AOE so long as the gas
Duration: At the start of each turn, roll one dice
cloud is in play.
for the centre square of each smoke/gas impact
Just as with any other AOE weapon the strength on the battle boards. It doesn't matter which
of the gas attack depends on how far the target player rolls the dice for this task, however we will
is from the centre square of the AOE. Unless say the player who held the initiative last turn rolls
otherwise given in your scenarios miniatures in for the sake of completeness.
armour of TL 3 or better are immune to the
As this is a game function rather than action roll,
effects of gas. Smoke squares block Line of Sight
1's and 6's have no special effect. On a roll of 5
and in that respect are treated just like any other
or 6 that smoke/gas concentration is removed
terrain item.
from play.
Otherwise the smoke/gas cloud remains in play
and continues to exert the effects outlined.

24
Mines:We use the term mines to reflect
everything from simple booby traps like spiked
pits, to auto seeking mines and other high tech MORALE IN THE GAME
wonders. A scenario may allow one side to Whenever a team is in the primary field of fire of
deploy a certain number of mine fields of a an enemy team that fires they must take a morale
certain TL. check to remain fully effective.
Each minefield fills a single standard size Battle
Board of squares. Note down which boards have In addition a team with a member hit by an
been mined simply by recording the waypoint enemy roll of 6 must also test morale. To take a
number of those sections. You need not disclose morale check roll one dice for each member of
which sections have been mined until your the team that is currently in play and not a
opponent moves at least one figure or vehicle casualty or dead.
into that board.
If AT LEAST ONE of these dice scores a result
Execution: Whenever a team with a member in equal to or less then the team's morale score, the
a mined section takes a move action, any move team has passed the test and may continue to
dice that come up "2", mean a mine has been function as before. Should the team score zero
triggered. Roll the dice to randomly choose which successes in its dice rolls; the team is reduced by
team member suffers the attack. A mine attack is one morale state from its current state. A team
carried out just as if it were a shot from a weapon will always be in one of four morale states:
with Dice 1, and Target and Pen of the mine's TL.
Good: This is the default state. All teams start
Mined sections may not be cleared during a the game with good morale and there are no
game as such sweeping would take more time penalties associated with this state. There is no
than most scenarios represent. Mines of TL 3 need to represent this in play. It is assumed that
or lower will attack ANY figure entering their unless otherwise marked, a team is in Good
battle board section. Mines of TL4 or greater can Morale state.
distinguish between friend, neutral, and foe and
will only attack enemies of the side that set them. Pinned: The team has come under fire and will
no longer move freely about the field unless their
morale is restored to good. Any member of the
team that does not qualify for any cover will when
next active, move up to four squares to a position
of cover.
Note this requires a move action so the rest of the
team will only score hits if any 6's were rolled for
movement. Once all members of the team are
under cover, or if there is no cover within 4
squares of any open cover figure, the team may
still use combat actions when active. Place a
Pinned Counter against each member of the
team (or use one only if you prefer for the whole
team).

25
Gone to Ground: The team acts as if pinned less for armour than normal (to reflect weak spots
with the notable change that the team is no on the vehicle). Firing from vehicles may only be
longer able to take Combat actions. The team will the front arc unless specified on Team stat block
stay put, keeping their heads down, until rallied that a pintal or turret allows more arcs of fire.
or broken. Place a Grounded Counter against
each member of the team (or use one only if you Smashing Through: All miniatures which
prefer for the whole team). occupy one square move as normal and can go
around, clamber over (linear obstacles to be
Broken: The team runs for home, all discipline climbed require 2 movement points instead of 1
gone and every man for himself. In a one off to traverse). Vehicles (other than Walker types
game all team members are simply removed with legs which can step over terrain with no
from the table. In campaign play the first action of movement penalty) must stop or attempt to
any side in a turn is to move all broken figures smash though the terrain.
towards their baseline at move rate spaces per Tracked, Wheeled, Hover and Anti-Grav vehicles
turn. Do not roll any movement dice as broken attempting to smash through terrain filled
figures may neither gain improved positions or squares must do so across their entire front (I.e
fire on an enemy figure. If using campaign play if vehicle is 2 squares wide, 2 squares must be
place a Broken Counter against each member of clear to move on). By spending an extra
the team (or use one only if you prefer for the movement point a vehicle can attempt to smash
whole team). through any obstacles it hits as it moves one
square forward, or swings into as it pivots. It does
A Team's morale state may never this by using its armour TL in an opposed roll
exceed Good, and Broken teams against the highest TL of any terrain the vehicle
may never be rallied. is attempting to enter. Failure means the vehicle
does not move forward and remains in place. It
may try again if it has sufficient movement points
VEHICLE MOVEMENT AND to do so. Success means that the vehicle lurches
FACING IN THE GAME forward one square smashing through the terrain
which is now destroyed. Should the terrain roll a
Infantry Facing: All miniatures which occupy
6 for its opposed roll, the vehicle is bogged and
one square have no facing and are counted the
may no longer move for the rest of the game (if
same for movement and firing etc at all times.
somehow it wins pushing through it moves the
Vehicles with one square occupancy may enter
one square forward and then bogs), Should the
structures as normal.
terrain roll a 1 when opposing the smashing
through the vehicle will bog if it is Wheeled,
Vehicle Facing: Any vehicle or miniature which
Anti-Grav, or Hover. In this case the vehicle bogs
occupies one than one square in play has facing.
before moving forward.
Vehicles with facing move forwards or
backwards and may turn on the spot for the cost
For the sake of ease of play the movement rates
of double movement points for that terrain for
for all types of power transmission on vehicles
each 90 degree turn left or right. Shooting at a
are THE SAME. Your own gaming group may
vehicle with facing, use the grid to establish if the
alter this for Hover, Anti-Grav etc if all players
shot comes from the front, side, rear or above
agree to it before play commences.
(indirect or artillery only) all attacks from above
or the rear count the vehicle at one Tech Level l

26
Command and Control: HOF Fire team uses a
simple method of simulating the planning and
coordination required to win a battle. At the start
WAYPOINTS IN HOF FIRE TEAM of each game, each player MUST RECORD a
path from waypoint to waypoint for each team
The game of HOF Fire Team presents tactical they command.
combat from the near to the distant future. We
have all seen how advanced technology serves This can be as simple as this example. "Teams
to make weapons more potent and high tech Alpha, Beta, and Charlie, G D A. This indicates
armour makes soldiers better protected. that the three teams noted will start heading for
waypoint G, from there towards waypoint D, and
There are two other areas where advanced finally from there towards waypoint A.
technology will have a profound effect on
battlefield performance; supply and command. Teams must move from waypoint to waypoint in
Supply is beyond the scope of a tactical game the assigned order. Command teams have the
like this, however imagine for a moment the ability to change a team's waypoints in reaction
advantage to be had by having more of to battlefield realities. Forces with better comms
everything than you enemy. equipment have a decided edge in responding
to enemy actions.
More weapons to replace those lost, more
ammunition to replace that expended, and
perhaps most importantly more soldiers to keep Waypoints
your units up to full strength. We can bring in the Each battle board has a way point
effect of increased technology on command (letter and or number) printed in a
however. Increased technology makes it easier square near its centre.
for battlefield commanders to respond to enemy
action. Do not confuse waypoints
with objectives.
In HOF Fire Team we represent this by use of the
concept of 'Waypoints'.
Waypoints simply serve as a method of assigning
Simply stated waypoints are used to record the movement paths to your teams. While you are
path you intend each of your teams to follow as free to deploy the bare minimum of waypoints
they move about the battle boards. Having higher (one), the more waypoints you deploy the more
tech level communications gear will allow you to flexibility you will have in altering your starting
more easily alter these paths during play. This is plans.
done by reassigning waypoints on the fly as it
were.

On official HOF Fire Team 15mm scale battle


boards (with standard 20mm squares) the
waypoint reference is printed near the centre
of the tile.

27
Here is an example nine tile assembly of battle
boards. Each battle board is of the standard six
by six squares (20mm edges) and has a
waypoint code at its centre.

A7 A8 A9

A4 A5 A6

A1 A2 A3

Assigning Routes: At the start of play each Reaching a Waypoint: Once a waypoint has
player writes down a string of waypoints for each been brought to within personal comms distance
fire, support, command, and vehicle team. of at least one member of the team, that waypoint
may be crossed off the team's list. On the
Waypoints are not exclusive to any particular following turns any move action must be directed
team but rather represent map coordinates or towards reaching the next waypoint on that
landmarks the field commanders can use to team's list.
guide the movements of their forces.
The Final Waypoint: Once a team reaches the
Movement Towards: Each time a team is given final waypoint on its list, the team will assume a
a move action, at least one member of that team defensive stance. The figures may be moved
must end the turn closer to the next waypoint on freely so long as at least one team member
its list than when it started the turn. If for some remains within personal comms distance of
reason the shortest route to a waypoint is the waypoint. In some scenarios or for a basic
blocked, the team may use the shortest game the first side to meet its final waypoint can
practicable route even if this means temporarily be declared the winner.
moving farther from the waypoint as the crow
flies. Here is a plotted example on the same nine tile
assembly of battle boards.

28
WAYPOINT EXAMPLE ONE
OBJECTIVE
A7 A8 A9

RED POSITIONS

A4 A5 A6

A1 A2 A3

1 2 3 4
WAYPOINT EXAMPLE TWO

A7 A8 A9

RED POSITIONS

A4 A5 A6

A1 A2 A3

1 2 3 4

29
WAYPOINT EXAMPLE ONE WAYPOINT EXAMPLE TWO
In this example, Blue is tasked with entering the Following on from the previous example, the
board from the south and taking the objective in battle unfolds.
battle board B. Red will be defending in the
centre row of battle board. Blue has four teams. Blue 3 and 4 are meeting heavy resistance, while
Blue 1 and 2 are sweeping their enemy before
Team 1 is a command team and teams 2-4 are them. The Blue player decides to redirect teams
fire teams. The cunning Blue commander 1 and 2 to aid 3 by catching Red in the flank. The
decides to keep Red occupied with a team each command team, 1, uses a command action to
advancing along his centre and left while his main re-write the waypoints for both itself and team 2.
force of 2 teams pushes the real offensive up his Their new route is: A7, A4, A5. On reaching the
left flank and onto the objective from the left. vicinity of team 3, Team 1 uses another
command action to assign a new route, A5, A2,
Blue plots the following waypoints: to teams 1, 2, and 3. Team 1 was never within
comms distance of team 4 and could not change
Teams 1 and 2: A7, A4, A1, A2 their plotted route. Teams 1, 2, and 3 a little
Team 3: A8, A5 worse for wear, capture the objective on battle
Team 4: A9, A6 board A2.

Changing / Adding Waypoints: The procedure


for altering or adding waypoints to a team's route
is outlined under Command Tasks. END OF THE RULES

30
POINTS AND BUILDING
YOUR OWN TEAMS
FOR HOF FIRE TEAM IN ANY SETTING
It is the purpose of this game to allow you the The Army Lists: In the remaining part of this
gamer to play out fast moving skirmishes at a one book we have given you a choice of pre-made
to one level in any setting you wish to make use universes in which to place your scenarios and
of. campaigns using these rules.
These setting are:
These settings can be anything you desire,
anything you have seen, anything you have read
about or just simply wonder at the possibilities of
on your gaming table. THE ION AGE
The setting of Alternative Armies
What science fiction settings are there? Firefight 2.0 and MOTH games in 28mm scale.
Muster and Retained fight in a bitter civil war
From the near future urban sprawl to the post
for the future of the Prydian Precinct while
apocalyptic wasteland to the colonisation of the
the shadow of the Khanate ever looms..
solar system. Battle in the streets of Mars or on
the cloud stations of Jupiter. Move on from the
confines of the our own star and become part of
a small human empire among the cosmos. PAN GALACTIC EMPIRE
Perhaps something grander or more sinister, The far future where humanity shares the stars with a
what is Humanity is not alone in the galaxy and panoply of other species..some of them hostile.
aliens a plenty await us leading to war?
A vastness of human and alien life in
All of these setting and a myriad more are constant struggle in a galaxy that is rich
possible to play out with the HOF Fire Team with resources, planets and conflict.
game system. Who knows what creatures will appear next!

On the next page is the master creation formulae


for all kind of Teams and also Weapons and
Gear. With these master formulas you can make
ARGO CITIES OF EARTH
The near future of a crowded planet dangerous
any miniatures into useable forces in HOF Fire with the pressure cooker of life.
Team.
The Earth teems with seething billions all
Or you can choose to make use of one of the housed in cities hundred of kilometres wide.
HOF universes that we have created…. The law is harsh and mutants and cyborgs
walk among us. Keep the Peace...if you can.

31
While it is our intention to provide game stats for It is also possible to assign Tech Level limits to
every miniature in [Link]'s extensive range the gear used by each side. In this case rather
of HOF miniatures and also the other science than following the points formulas above simply
fiction ranges carried by us it is not possible in average the TL's of each component of a weapon
the space available here in print. /team.

We have given you three Army Lists in three Team: Average Move dice, Number of figures,
settings (which follow this page) but we realise Armour, PComms and Morale. Any fractions of
that many players will no doubt wish to create .5 or above are rounded up while fractions less
teams and gear to suite their own science fiction than .5 are rounded down.
universe.
Weapon: Take the average of Range, Dice,
To that end here are the master formulas we Targeting, Penetration, AOE, ECM, and ECCM
use to calculate points values for the game. Tech Levels. Only count a trait if its value is
greater than 0. As usual any fractions of .5 or
These master formula, when taken with the army above are rounded up while fractions less than .5
lists provided as examples, will allow you to are rounded down.
create and use ANY troops in HOF Fire Team. No team or weapon my exceed the TL agreed
upon by the players before a game begins.

Teams: (Move+Pcomms+Armour+Morale)*Number+ Gear)).


"Number" is the number of figures in the team.
"Gear" is the sum total of the points for any gear the team carries.
Any fractions of .5 or above are rounded up while fractions less than .5 are rounded down.

Gear: ((Range/2)+(7-Targeting)+Penetration))*Dice+((AoE+ECM+ECCM)/3)
"Aoe" is = to Pen, or 6 if weapon affects an entire board.
Unlimited Range Counts as 120 for points purposes.
Any fractions of .5 or above are rounded up while fractions less than .5 are rounded down.

32
PRYDIA AFLAME
THE ION AGE

It is important to note that the creation of the Prydian Army actually contributed greatly to the rise of both
Yordan and Canlaster. Before the formation of the Army the Marcher Barons had little room for movement,
they could hire mercenaries and police their own worlds but the Starvaulters kept them in check. Taking
men and women from the planets of the barons and giving them so much training and weaponry only stoked
the fires of civil war. Certainly the hundreds of new regiments put down the rebels for several years but
then they became rebels themselves as their loyalty was first to their baron and not the throne.
Granted not all of the regiments abandoned the throne. Those that stayed loyal have done an excellent job
of fortifying the whole Glastonbury system which has kept us safe from the war up to this point but we have
very much been the architects of our own demise. We were warned by many but we chose to ignore them
all. Kadj Dace got what he wanted, not by the means he planned but by accident of design. Prydia is aflame
and none among us can stop it.
- Lord Turnbull, Council of the Addan, Glastonbury Tor

33
Splinters of wood and dropping leaves fell on to the
backs of the mustermen as they lay flat awaiting the
order to advance. All the trees around them vibrated
THE ION AGE
and whispered as bullets flitted between and through
them. The last in a long line of Hakbut 50mm In the Ion Age science fiction universe the
grenades burst against a tree trunk and threw slivers armoured knights of the Retained and the
of metal into the ground. volunteer soldiers of the Muster, all the in the
service of their Marcher Baron Lords, are pitted
Private Henry tried not to scream as one of the
against each other. Combat is fast and lethal in
grenade slivers slashed across his right calf. The
aketon plates stopped most of it but a piece had cut the extreme.
deep into his flesh. Yates, the platoon medic, had
seen this and made his way carefully to the private’s The flame of insurrection has been lit on the
side. planet of Kendal III and the Prydian Precinct is
beginning to burst into the flames of a full blown
‘Keep calm, its gonna be over soon. Emeritas Locke civil war. This war among brothers in arms
told me a minute ago that the Centaris was ready rapidly spread from forest worlds and remote
to give the order.’ installations to the heavily urbanised planets of
the core systems. Millions of troops fight close
The medic took a pad-pack from his belt stores and ranged actions within the confines of vast cities
attached it to Henry’s leg. With a faint sound of they do not wish to destroy. For what is the use
running water it dissolved and worked its way into of winning a war for the people if they die in the
the wound. In a few moments the wound was process and the industry that supports you is
covered and a dull red patch to protect it was all destroyed.
that remained.
Those who fight on Kendal III do so mainly in the
More grenades thumped into the increasingly
rich fertile countryside and forests of this thinly
miserable looking trees, not that anything on
Lilandra was pretty to start with, the whole planet populated world. The League of Canlaster
smelt vile. Many of the trunks were now reduced headed by Prince Edmund Bluefort wage war the
to stumpy stripped poles that leaked a nasty green troops of the League of Yordan under Reckart
ichor. It would not be long before the Yordist Nevall all the while the remnants of the Prydian
shooters found an accurate mark on the still Army garrison try to survive.
Canlastrians.
On the core world of Bosworth IV cities change
Just as Yates began to move away from the private hands as the Barons send their men to fight in the
the secure com-net in their helms pinged twice; the streets and buildings to take each block one by
signal to advance. Almost as one the whole platoon one. In Zone 17 of the vast metropolis called
rose to their feet and began running crouched Coggshall the fiercest firefights are taking place.
towards the edge of the patch of trees. With timing Will Yordan or Canlaster claim that world?
fortunate in the extreme for the soldiers they heard
the scream of several incoming Vicar artillery rounds The aim of the Prydian Civil War....to gain control
that simply shaved the Yordists off the turf as they of more than eighty star systems and the future
ran into the open. of all within them.
Lilandra was a hag of a world but it would belong
to the League of Canlaster!

34
portable star castles which the Muster and Retained
TROOPS OF THE ION AGE use for planet fall in times of conflict. Hawks, the elite
Though they fight against each other the vast majority reconnaissance forces who operate behind enemy
of troops have the same training and some even know lines. The Burgeon who ride into battle on the
each other by name or at least reputation for the more semi-sentient steeds of the Retained. Finally the
infamous of commanders. The League of Canlaster Desteria, veteran knights who wear the super heavy
and the League of Yordan are now both present in MkIII Noblesse powered armour.
force in the war. The Marcher Barons have many
troops at their disposal divided into two broad groups,
the Retained and the Muster. More information on The Muster
these can be found elsewhere but here follows what Muster troops are raised in great numbers, millions, by
you need to know now about their organisation and planetary Barons or other powerful nobles from the
battle tactics. general population available to them from their territory
holdings. Unless otherwise described Muster troops
The Retained wear MkIV Aketon clamshell armour and use the Moth
The soldiers of the Retained are life long professionals and Tumbler families of weapons along with
trained in the ways of war from childhood who owe supporting material. Muster troops wear the Prydian
their fealty to their Baronial Lord, a loyalty that used to uniform of deep red combined with white pads and
be to firstly the Aeddan Council on New Glastonbury. helmet unless their master has his own baronial crest
While not present anywhere in the numbers that the and colours. Often the heraldic badge of the Baron to
Muster can field the Retained are much better soldiers whom the muster belongs will be featured on the
and are bestowed with finer equipment. Unless other- shoulder pads of their armour. While most Muster are
wise described Retained troops wear fully enclosed volunteers and well treated, some are conscripts or
and power assisted MkV Alwite Armour and make use even serfs.
of Angis Rifles along with many other weapons of the
Anvil, Hermit and other families of weapons. Retained It is possible for the finest of a Muster to be taken into
officers also use more powered melee weapons such the ranks of the Retained, though this is a difficult task
as the Roaz Axe. Retained wear the Prydian uniform and only the best soldiers make it through the tests. If
of white armour and helmet with deep red shoulder accepted into the Retained all Muster troops are given
paldrons and detail. Since the outbreak of the civil war the rank of Varlet regardless of their title or place in a
many Retained have altered their armour to their Muster.
Baron’s heraldic scheme, but all wear the livery of their
master on their armour. While not volunteers exactly, Each planet or territory is responsible for raising and
the families who send their sons and daughters to the providing for its Muster whither it numbers one million
ranks of the Retained do so willingly. Even the most or tens of millions. Muster troops are divided into
noble entrant begins at the rank of Esquire and passes Infantry class which is the main type of Muster trooper,
tests to become a Knight. The most talented soldiers Artillery who service the portable heavy pieces and
of the Muster can also enter by becoming a Varlet who vehicles that assist the infantry, Assault who specialise
is outranked even by Esquires. in close in attacks, Patrol who are lighter troops that do
any extended scouting which is required, Fleet who
Every Baron or noble who has Retained knights is make up the armed crews of deep space vessels and
responsible for providing for them on campaign, as lastly Fortress. Fortress Muster man the gun platforms
nobles most Retained own their own armour and and form the garrisons of the mighty Bastion and
weapons and mind their holdings when not at war. Cassillis class portable star castles which the Muster
The Retained are divided into Household type which is and Retained use for planet fall in times of conflict.
the main type of infantry, Ordinance who service the
portable heavy pieces and vehicles that assist the
Household, Siege who serve as commanders and
gunners on the mighty Bastion and Cassillis class

35
THE RETAINED
Organisation Structure and Rank
1 Man = Trooper (termed Varlet if raised from Muster or Esquire if from Retained or of noble birth)
4 Troopers = A Demi led by a Varlet or Esquire
2 Demi's plus Command Element of Two = A Post led by a Jupon
2 Posts plus Command Element of Two = A Lance led by a Knight (earns title ‘Squire’ if a Veteran)
THE MUSTER
Organisation Structure and Rank
1 Man = Private (Chosen and Respected Privates are called ‘Sarj’)
4 Privates = Fire-Team led by Emeritas (Emeritas not leading are called ‘Corp’)
2 Fire-Teams and Command Element of Two = Squad led by superior Emeritas
2 Squads and Command Element of Two = Platoon led by Magoris (less senior Majoris are ‘Madj’ )

Troop Types in HOF Fire Team


Retained Esquires
Reproduce or create your own from these Team Type
No TT NUM M PC A MOR statistic blocks and or arrange them along with the
Weapon Type blocks to make up your forces in this
Fire 4 1 2 3 4 setting. You can also add your own using the master
WG Angis 12.5mm Rifle formula given earlier on.

Team Statistics Block - Key to Meanings


Retained Knights Title - Name of the Team in Army List
No - Team Number in your forces
No TT NUM M PC A MOR TT - Team Type (Command, Fire, Support etc)
Fire 4 1 2 3 3 NUM - Number of Members (Miniatures in Team)
M - Movement (number of D6 rolled)
WG Angis 12.5mm Rifle (4x Hobbes PC - Personal Comms Tech Level
Bomb) A - Armour Tech Level
MOR - Morale rating
Retained HW Knights WG -Typical Weapon & Gear Load for this Team
(allocated per member by number if numbered, otherwise
No TT NUM M PC A MOR one of weapon per member)
Spt 4 1 2 3 3
Weapon Statistics Block - Key to Meanings
Title (Number)- Name of the Weapon in Army List (Tech Level)
WG (1x Ron 32mm), Angis 12.5mm R - Weapon range in Squares
Rifle D - Dice rolled per shot
T - Targeting required roll for hit on D6
Retained Bannerets AOE - Area of Effect (if applicable)
P - Penetration rating.
No TT NUM M PC A MOR ECM - Electronic Counter Measure rating Tech Level
Cmd 4 1 3 3 3 ECCM - Electronic Counter Counter Measure
rating Tech Level
Notes - Special features of weapon relevant to the rules
WG (1 Medic, 1 Radio) (1x Roas)
(1 x Urgan SG) Angis 12.5mm Rifle

36
Muster Privates Retained Bikes
No TT NUM M PC A MOR No TT NUM M PC A MOR

Fire 4 1 1 2 4 Veh 4 3 2 2 3

WG Moth Type 6 Rifle WG Angis 12.5mm (Bike Mount)

Muster Veterans Ion Age Comms Suite


No TT NUM M PC A MOR R D T AOE P ECM EECM
Fire 4 1 2 2 3 6 2 4 0 0 2 2
WG Moth Type 6 Rifle Notes Radio

Muster HW Privates Artillery Strike


No TT NUM M PC A MOR
R D T AOE P ECM EECM
Spt 4 1 1 2 4
— 2 4 — 4 1 0
WG (1x Moth Type 12) Moth Type 6 Rifle
Notes Off Board Strike see rules

Muster Majoris
No TT NUM M PC A MOR ‘The Hurwent field makes war a rum deal for the
Cmd 4 1 2 2 3 fellow on the ground. Cities are valuable and in
these times air and space support is a rare thing,
attrition you see and cost of replacement. So, with
WG (1 Medic, 1 Radio) (1x Octa)
the field up your lads have to get up to the outer
(1x Tumbler MPI) Moth Type 6 Rifle
environs and then with care move slowly through the
thirty feet of intense static.’
Starvaulter Knights ‘This is the most dangerous time for the attackers
and it’s why the Muster are sent through first.
No TT NUM M PC A MOR
Though some Noblesse armours and the best Alwites
Fire 4 1 4 3 2 have shielding, all other powered armour must be
shut down and taken through inert. Yes, inert, which
WG Valerin 3MW Laser Rifle means a couple of hours suiting and checks before
combat. Muster have to push back all those
Muster Light Tank defenders sitting, waiting, ready for those creeping
in.’
No TT NUM M PC A MOR
Yes, city fighting is foul. Best left to those you don’t
Veh 2 2 2 3 3 much care for.
- Sir Walter Norant, 3rd Regiment, Veteran of the
WG Moth Type 36 Cannon
Cessant Metropolis War

37
Moth Type 6 Rifle Valerin 3MW Laser Rifle
R D T AOE P ECM EECM R D T AOE P ECM EECM
10 1 6 0 1 0 0 20 1 5 0 1 0 0
Notes None Notes None

Angis 12.5mm AP Rifle Hobbes Bomb


R D T AOE P ECM EECM R D T AOE P ECM EECM
10 1 5+ 0 2 0 0 2 1 6 Yes 2 0 0
Notes None Notes Grenade

Tumbler MkIII SMG Ron 32mm Hi-Ex Launcher


R D T AOE P ECM EECM R D T AOE P ECM EECM
4 1 5 0 1 0 0 20 1 6 Yes 3 0 0
Notes None Notes None

Tumbler MkIII MPI Urgan 2 Bore Shotgun


R D T AOE P ECM EECM R D T AOE P ECM EECM
4 1 6 0 1 0 0 2 2 5 0 1 0 0
Notes None Notes None

Moth Type 12 Multi-Launcher


R D T AOE P ECM EECM
Moth Type 36 Cannon
20 1 6 Yes 3 0 0
R D T AOE P ECM EECM
Notes None
40 2 5 Yes 3 0 0
Hermit 44mm Plasma Rifle Notes Vehicle Mounted
R D T AOE P ECM EECM
40 1 6 0 2 0 0
Powered Melee Weapon
Notes None
R D T AOE P ECM EECM
1 1 6 0 2 0 0
Notes Roaz Axe, Octa Sword, Pell Mace

38
Above you can see the Retained Knights of the Ion Age. From top left to bottom right
they are - Retained Command, Retained Knights, Retained Assaulters and also
Retained Heavy Weapons. These life long warriors fight on all sides for their noble
masters.

Above you can see the massed Muster of the Ion Age. From top left to bottom right
they are - Muster Command, Muster Light Tank, Muster Infantry and lastly the Muster
Heavy Weapons. There are hundreds of millions of Muster willing to die in the
Prydian Civil War.

39
A GALAXY TO WIN

‘I am amazed we are still alive. Not just us, I mean mankind. I looked up the holo cubes from the twenty
first century made me truly amazed. Divine intervention or stupendous luck; either way. The transmissions
from the Hopscotch blew my mind and I know what happened. All kids do; its first grader stuff.’
‘The saucer out of the Hopscotch’s cockpit windows, the transmissions and then the first meeting. The FTL
drive had only been online for two minutes but it was enough. Seeing the Zeta Reticulians, the Greys, just
like something out of an ancient Hollywood movie. The Greys welcomed us to the Galatic Empire and wished
us peace and then..well then the reality kicked in. Turned out that as long as the Empire’s army does not
notice you can do what you want really. Those Greys pulled rayguns on the crew…good thing they also had
scant trust in little green, grey or any other men from mars. Humanity’s first contact…first fight.
- Kyle Springer, Terra, Aged Eighteen. Date Stamp June 21st 2438.

40
‘What can I tell ya…the Zidhe don’t like to give up THE PAN
ground even if it is just a crappy little colony off
Rigel. I suppose they were in the right, we did take
it from them in the first place after all!’
GALACTIC EMPIRE
We made it to the stars and when we got
‘We dropped planet side from the Oklahoma and there…well we were not alone; not by a long
though we lost a couple a hundred before we hit the shot. The galaxy teems with life and not just the
dirt it turned out ok. They were all from the locator kind of life that spawns in ponds under alien suns.
division anyway. I mean what do you need the damn
It teems with the kind of life that knows poetry,
locators for we know where the enemy is!’
that knows mathematics, that knows engineering
‘The colony was deserted. Just enzyme bonded and fusion science; that knows war.
concrete roadways and those cheap burst built Our first steps were tentative and weak but we
habitats that give any inner worlder an itch just to were welcomed into the star spanning empire
look at. We got no signals or reading as we pounded that was and had been, to our blind eyes, all
on in on main street. Turned out that was no surprise around us since we had first lit fires in caves.
though.’ Membership was offered us with a threat so light
in touch that we barely noticed it as we grasped
‘I know we can do some really nasty things to each for faster than light travel and the means to
other. Those old wars back on Earth proved that,
advance ourselves.
imagine using atomics inside the atmos of the only
world you got! But I was still shocked by why we Now centuries have passed and humanity is but
got no readings. The colonists had not run away or one among dozens, hundreds of species who ply
gone and hid. No, they had been caught in their the lanes of the cosmos. Indeed we do not know
beds by those alien bastards.’ all those who are members of the Empire for the
next supreme assembly is not for another
‘Delmond’s platoon called it in first. Then Hakamoto’s millennium and Earth is upon the minor arm of
and then I saw them too. Took a lot not to puke in the galaxy.
my own gear. I was on Florina when we took on
the Vergans and I ain’t never seen anything so horrific.’ The Empire maintains a standing army of trillions
that keeps the eternal peace but that is not to say
‘My reports were right on the money. I still don’t that certain ‘brush wars’ too small to notice do not
know how the Zidhe did it. No tech we got could go on. Five times the Earth has been threatened
have done it. Men, women, children…man…even the by such ‘minor actions’ and five times we have
bloody cats and dogs they were all embedded in the prevailed. Among our stars are some that once
concrete up to their necks. We thought they were belonged to fledgling races that we assisted to
dead but damn it they were alive and they were their graves. Within the Empire danger threatens.
screaming. Some kind of short range matter
transmitter. Pushed them in and crushed them, not So we play the role of peace and we trade and
enough to kill but the pain…too much to stay sane. speak the fine words…but below this, below this
we make war. We seek planets and plunder and
We killed every alien we found, but I killed more. I we take it when we can as others do. So long as
couldn’t ask my men to do it. I put a round in every the Galactic Army does not notice we will be safe
trapped human head I passed in that hellish place.’ along the dozens who also quarrel this way. We
- Major Jake Warn, Terran Defence Corps. all have heard the stories of dead Proxima which
shone too bright….

41
TROOPS OF THE
PAN GALACTIC
The Zidhe
The Galaxy is a very large place and some feel that not Despite several missions aimed at finding the home
even the highest authority in the Empire knows of all system of the Zidhe, the Terran Defence Corps has
the species who are space faring never mind all of been unable to locate the centre of these lithe and
those not yet advanced enough for membership. Here graceful killers. Zidhe like to operate in small units and
we present an account only of those powers near to prefer laser based weapons over projectile ones.
and including humanity. Their infantry has some of the best comms gear known
and their commanders are very skilled at directing the
The Terran Defence Corps flow of a battle. There are few heavy troops among the
Humanity has had a steep learning curve in the last Zidhe as they favour portable support weapons and
few centuries. A learning curve that has seen troops also flitting jet bikes over slower armour. There are
in battle almost constantly against one foe or another. also the Guardians who are only allowed to make use
For it turns out that rather than being alone in the of long energised spears which make them deadly in
universe we are but one of a mind boggling number of dense urban combat.
races and it takes a big fist to stay in the the race too.
The Octopod Dominion
It became apparent in the later 22nd century that the ad Among the first races encountered by mankind were
hoc arrangements of nation states providing soldiers the Octopods who bear a passing resemblance to
and ships would not continue to work well enough to earth bound sea creatures hence the human name for
defend mankind. The decision was taken to create them. Brutal and short tempered Octopods like large
the Terran Defence Corps, a very neutral sounding calibre short ranged weapons and like to get close to
name for an organisation that is the finest and most their enemies in combat. Octopod infantry use blast
lethal than man has ever fielded. A passive name was guns and wear little armour and most of their armed
deemed vital if ever the Empire questioned humanity forces do not make use of vehicles though trikes and
about its actions we could claim self defence. That some skimmers have been seen in battle. The Seer
day has yet to come, for the Empire notices little. Guard are often used to capture cities and make use
of deadly glowing shock poles which can disintegrate
The Terran Defence Corps favours relatively low tech an enemy with one strike.
weapons and armour for its ground forces (with
starships the approach is markedly different) working The Zeta Reticulans (Grey Aliens)
on the idea that simple means less prone to failure or Ever since the events aboard the Hopscotch starship
interference. Standard infantry weapons include laser humanity has known that all of those 20th century
rifles and blast guns along with many carrying slug supposed crackpots who claimed to have seen or
throwers as weapons of last resort. been abducted by little grey people with big black
almond shaped eyes were actually telling the truth.
Platoons of fifty break down into fire teams of four with The Zeta Reticulans more commonly called ‘the Grey
scattered elements of powered armour and heavier Aliens’ are a well established race who, while not
weapons. Vehicles tend towards larger frames that seeking war, are skilled in combat. Small teams of
work with repulsar or anti-grav technology to make Greys use focused plasma weapons, or ray guns as
traversing the often rubble strewn streets and colonies troops insist on calling them, along with lumbering
an easier task. Automated Servants and rapid strike Flying Saucers.
Greys also make use of stun weapons in battle, not out
of any sense of mercy, but rather to gain an advantage
to exploit.

42
Troop Types in HOF Fire Team Reproduce or create your own from these Team Type statis-
tic blocks and or arrange them along with the Weapon Type
blocks to make up your forces in this setting. You can also
add your own using the master formula given earlier on.
Terran Defence Corps Infantry
Team Statistics Block - Key to Meanings
No TT NUM M PC A MOR Title - Name of the Team in Army List
No - Team Number in your forces
TT - Team Type (Command, Fire, Support etc)
Fire 4 1 3 2 4 NUM - Number of Members (Miniatures in Team)
WG 1.5cm Laser Rifle M - Movement (number of D6 rolled)
PC - Personal Comms Tech Level
A - Armour Tech Level
Terran Defence Corps Heavy Infantry MOR - Morale rating
WG -Typical Weapon & Gear Load for this Team
No TT NUM M PC A MOR (allocated per member by number if numbered, otherwise
one of weapon per member)
Sup 4 1 3 2 4
Weapon Statistics Block - Key to Meanings
WG 2 x 3cm Blast Gun, Title (Number)- Name of the Weapon in Army List (Tech Level)
2 x 1.5cm Laser Rifle R - Weapon range in Squares
D - Dice rolled per shot
T - Targeting required roll for hit on D6
Terran Defence Corps Command AOE - Area of Effect (if applicable)
No TT NUM M PC A MOR P - Penetration rating.
ECM - Electronic Counter Measure rating Tech Level
ECCM - Electronic Counter Counter Measure
Cmd 4 1 3 2 4 rating Tech Level
Notes - Special features of weapon relevant to the rules
WG 1x(Radio, Medic), 0.5cm Las Pistol

Octopod Support
Terran Defence Corps Power Armour
No TT NUM M PC A MOR
No TT NUM M PC A MOR
Sup 4 1 3 1 4
Fire 3 2 4 3 4
WG 15mm AP Rifle, 11mm Tri-Bar MG
WG 3cm Blast Gun
Octopod Command
Terran Defence Corps Grav Tank No TT NUM M PC A MOR
No TT NUM M PC A MOR
Cmd 4 1 4 1 4
Veh 1 2 4 4 4 WG 1x(Radio, Medic) 2cm Blast Gun
WG 5cm Laser Rifle
Octopod Seer Guard
Octopod Infantry
No TT NUM M PC A MOR
No TT NUM M PC A MOR
Fire 4 1 4 2 4
Fire 4 1 3 1 4
WG Octopod Shock Pole
WG 2cm Blast Gun

43
Zidhe Infantry Automated Servant
No TT NUM M PC A MOR No TT NUM M PC A MOR

Fire 4 1 3 2 3 Sup 2 1 4 3 4
WG 1.5cm Laser Rifle WG GA Heavy Raygun, Stun Ray

Zidhe Assaulters Scout Drones


No TT NUM M PC A MOR No TT NUM M PC A MOR

Sup 4 1 3 2 3 Fire 6 1 3 1 5
WG 3cm Blast Gun WG GA Ray Pistol

Zidhe Leaders Grey Alien Team


No TT NUM M PC A MOR No TT NUM M PC A MOR

Cmd 4 1 4 2 3 Fire 4 1 4 2 4
WG 1x(Radio,Medic), 0.5cm Las Pistol WG GA Raygun, 1 x GA Heavy Raygun

Zidhe Portable Weapon Team Grey Alien Command


No TT NUM M PC A MOR No TT NUM M PC A MOR

Sup 1 1 4 2 3 Cmd 4 1 4 2 4
WG Two crew serving 5cm Laser WG 1x(Radio Medic), GA Hand Ray
Cannon. Weapon must be lifted to
move.
Grey Alien Stun Team
Zidhe Jetbike No TT NUM M PC A MOR
No TT NUM M PC A MOR
Fire 4 1 4 2 4
Veh 2 2 4 2 3 WG GA Stun Ray
WG 1.5cm Laser Rifle. Counts all
Rough and Bad Going as Clear Grey Alien Saucer
Terrain. No TT NUM M PC A MOR

Zidhe Android Veh 1 2 4 3 4


No TT NUM M PC A MOR WG GA Heavy Raygun. Counts all
Rough and Bad Going as
Fire 4 1 4 3 3 Clear terrain.

WG 3cm Blast Gun

44
3cm Blast Gun Tribarrel 11mm Machinegun
R D T AOE P ECM EECM R D T AOE P ECM EECM
20 1 5 Yes 3 0 0 20 2 5 Yes 2 0 0
Notes Zidhe and Human support weapon Notes Octopod Heavy Weapon

5cm Laser Cannon Seer Guard Shock Pole


R D T AOE P ECM EECM R D T AOE P ECM EECM
30 2 6 Yes 3 0 0 1 1 6 0 2 0 0
Notes Zidhe Portable Crewed Weapon Notes Octopod Seer Guard Melee Weapon

0.5cm Laser Pistol Grey Alien Hand Ray


R D T AOE P ECM EECM R D T AOE P ECM EECM
10 1 5 0 1 0 0 5 1 5 0 1 0 0
Notes Standard Side Arm Notes Handgun

1.5cm Laser Rifle Grey Alien Raygun


R D T AOE P ECM EECM R D T AOE P ECM EECM
20 1 5 0 2 0 0 20 2 5 0 2 0 0
Notes Zidhe Rifle also Human Rifle Notes Grey Alien Rifle

2cm Blaster Gun Grey Alien Heavy Raygun


R D T AOE P ECM EECM R D T AOE P ECM EECM
10 1 5 0 2 0 0 25 2 4 Yes 3 0 0
Notes Octopod Infantry Notes Grey Alien Support Weapon

15mm AP Rifle Grey Alien Stun Ray


R D T AOE P ECM EECM R D T AOE P ECM EECM
20 1 6 Yes 3 0 0 10 1 5 Yes 2 0 0
Notes Octopod Heavy Weapon Notes Unique weapon. Causes no actual
harm. If hit is successful then the
character looses their next activation
due to being stunned.

45
Above you can see from top left to right - Octopod Infantry, Octopod Command and
then Octopod Heavy Weapon and Octopod Seer Guard.

Here you can see from top left to right - Zidhe Command,
Zidhe Infantry, Zidhe Androids, Zidhe Portable Weapon and
on the right a Zidhe Jetbike.

Above you can see some Grey Aliens. On the left is a Grey Alien team of soldiers
and on the right is a Grey Alien stun team ready to abduct!

46
The sound of staccato gun fire echoed off of the myriad
walls of sector 714 of New York Argo City. As sectors
WELCOME TO THE go 714 was poor but normally stable but tonight there
were more than six hundred City Patrol officers out on
TEEMING FUTURE the streets. What was different…the Livestock of the
Earth cult was trying to take the sector for itself and
cleanse it of all life.

In several dozen small skirmishes the fanatics of the


cult has over run the skimmers and foot stompers of
the City Patrol who were on normal duty. It had only
taken two hours for the looting and mass murder to
begin in earnest. Cultists broke down doors and gunned
down all who they found cowering inside. From
apartment to apartment and building to building they
advanced showing no mercy.

Not all of the inhabitants of the sector were content to


city meekly and await the attention of he cultists and
chief among them were the gangers. Gangers belonging
to countless little bands formed a rough union and used
what arms they had upon their attackers.

Power supply became erratic and burst water mains


made for lethal traps as structures began to collapse
under the barrage of small arms and heavier fire. But
the gangers could not hope to overcome the Livestock
of the Earth cult on their own. However they bought
the time that the City Patrol needed to come back with
way more force than before.

Using the burning buildings for cover officers of the City


Patrol cleared both the gangers and the cultists as they
fought to regain sector 714. The firepower of the Smash
Patrols told for a lot and few prisoners were taken.
But that that was normal for cults, they fought to the
last without question.

The staccato gunfire continued for several more hours


before the last of the cultists died in a hail of bullets
and focused energy beams. Casualties were in the tens
of thousands and it took days for the fires to be put
out and normality to return.

Mediasat journalists interviewed City Patrol as they are


want to do. Their opinions…just a normal night in an
Argo City!

47
ARGO CITIES
rightly as they are prone to using their weapons
against any and all.

OF EARTH
But not all the enemies of the mass of mankind
are from their own species. Back in 2068 the
Spark Project created artificial intelligence which
Make room, make room for the earth is filled to
quickly became rampant and saw the only way of
bursting with the sons of adam. It is the late
promising a thriving world was to eradicate all
twenty first century and though there has been no
humanity. In enclaves across the world pockets
third world war, no nuclear armageddon,
of the automatons created by the ‘Spark’ are
countries across the globe have collapsed under
barely kept in check by the Argo Patrol. The
the sweating weight of ever breeding mankind.
automatons may still prove to the be our
Cities containing millions have swollen to argo exterminators.
cities containing hundreds of millions. These

argos pay no heed to their places of origin and
many are so vast that they occupy the lands once TROOPS OF THE ARGO CITIES
possessed by whole nations. Billions never see
the sun as they sit in dank and fetid under There is great diversity in the make up of the Argo City
quarters shackled to the stimulants and moronic Patrol from city to city but every patrol has certain
features in common. A city is divided into hundreds of
channels of the global mediasat network.
sub-areas each with an assigned rough million in
While ninety percent of the world population population. Each of these areas has a patrol force of
aspire to nothing more than mind numbing about ten thousand which contains units dedicated to
twilight and comfortable poverty surrounded by everything from parking violations to possession of
bare foot children; there are many do not sit and atomic weapons. Typically Argo Patrols operate in
organisations with several hundred officers split into
drool. They want more room..they want the
teams of three or four each with a different task.
‘livestock of the earth’ thinned out.
Patrolmen make up most of the small teams and are
The Argo City Patrol makes its best effort across armed with either a Mitzugo 8mm Pistol or a Mitzugo
the polluted world to keep a lid on the boiling 11mm Assault Rifle. Those who find themselves in
anger of billions. Against them are ranged foes need of greater muscle can call in a specialist team of
countless with ambitions that would make the veteran patrolmen armed with the lethal Furagami
strongest quake in fear to hear them. 0.5cm Laser Rifle. Heavier weapons are brought in by
Smash Patrols who have 18mm Dekka Automatic
Vicious gangs, some young, some much older Rifles and other ordinance to take down armour and
use violence to relieve the monotony. From even small buildings! Patrols also make use of
smashing plastiglass and looting to burning down wheeled and skimmer bikes and containment wagons
whole city blocks these gangs are the most for the transport of suspects and prisoners.
common fare of the Argo Patrol. Hiding among The Gangers of the vast cities make use of all kinds of
the gangs are the Cults most infamous of which firearms, some quite modern from the black market,
are The Livestock of the Earth who don their but most dating from the late twentieth century. These
robes and carry out target acts of aggression to slug throwers are not a match for the Argo Patrol but
thin out the ranks of man. the gangs have no shortage of members and often
outnumber the Patrol with groups of five or even six
There are mercenaries of ronin who work for gangers working together in crude teams.
corporations or even the pitiful remnants of the
It suits the Cultists of the ‘Livestock of the Earth’ to let
once proud nation states. The Argo Patrol views
the gangs soak up the bulk of the Patrol’s ammunition
these heavy armed thugs with suspicion; quite as their aims are more targeted.

48
Making use of captured weapons from the Patrol and The Spark Project created a mechanical race who,
other sources, cults operates in teams of four ranging though they vary in appearance and function, on the
from lightly armed to those with heavier weapons and whole resemble men. That is men who are made of
senior members who command in the field. glittering metal with leering skulls and grating voices.
Most automatons will kill humans on sight and a lot of
There are legions of Mercenaries and Ronin who sell
Patrol resources are tied up in keeping them
their services to those willing to pay. Generally the
contained.
smaller the team the better they are and Argo Patrol
and Gangers alike avoid the notorious Corportate Automatons specialise themselves into infantry armed
Ashigaru. It is true that the best hired guns hail from with laser rifles, support units with missiles, chain guns
the former Japan (now the Tokihama Argo) and the dry and plasma projectors and also command units.
wastes of Texicana Argo (formerly the southern states Rumours also abound of automatons with fake flesh
of the old USA). who try to pass for men and escape their containment.
Also of automatons who can change their shape and
make lethal weapons of their own limbs. Teams are
on the whole small with three or four robots each but
the Automatons also have much larger tracked robots
and light flyers too.
Troop Types in HOF Fire Team

Argo Patrol
Reproduce or create your own from these Team Type
No TT NUM M PC A MOR statistic blocks and or arrange them along with the
Weapon Type blocks to make up your forces in this
Fire 4 1 1 2 4 setting. You can also add your own using the master
formula given earlier on.
WG Mitzugo 11mm Rifle
Team Statistics Block - Key to Meanings
Argo Patrol Command Title - Name of the Team in Army List
No - Team Number in your forces
No TT NUM M PC A MOR TT - Team Type (Command, Fire, Support etc)
NUM - Number of Members (Miniatures in Team)
M - Movement (number of D6 rolled)
Cmd 4 1 2 2 3
PC - Personal Comms Tech Level
WG (1 Medic, 1 Radio) A - Armour Tech Level
(1 x Mitzuog Pistol) MOR - Morale rating
(2x Mitzugo Rifle) WG -Typical Weapon & Gear Load for this Team
(allocated per member by number if numbered, otherwise
Argo Smash Patrol one of weapon per member)

No TT NUM M PC A MOR Weapon Statistics Block - Key to Meanings


Title (Number)- Name of the Weapon in Army List (Tech Level)
R - Weapon range in Squares
Spt 4 1 1 2 4 D - Dice rolled per shot
WG 1 x Dekka Rifle, 3 x Mitzago Rifle T - Targeting required roll for hit on D6
AOE - Area of Effect (if applicable)
P - Penetration rating.
Argo Patrol Bike ECM - Electronic Counter Measure rating Tech Level
No TT NUM M PC A MOR ECCM - Electronic Counter Counter Measure
rating Tech Level
Notes - Special features of weapon relevant to the rules
Veh 2 3 2 2 3
WG Mounted Mitzugo Rifle

49
Support Automata
No TT NUM M PC A MOR
Argo Patrol Floatdisc
No TT NUM M PC A MOR Sup 4 1 3 2 2
WG 1 x Dekka 18mm, 1 x Man Portable
Veh 2 2 2 3 4 AP Missle, 2 x Heavy Slug Thrower
WG Treats Clutters and Bad Going as
Clear. Armed with Dekka 18mm Command Automata
No TT NUM M PC A MOR
Gangers
No TT NUM M PC A MOR Cmd 4 1 4 2 2
WG 1 x (Radio) 1 x Dekka, 2 x Miit Pistol
Fire 6 1 1 1 1
WG Slug Thrower Tracked Automata
No TT NUM M PC A MOR
Cultists
No TT NUM M PC A MOR Veh 2 2 4 3 2
WG 12mm Chain Cannon
Fire 4 1 1 2 4
WG Slug Thrower Flyer Automata
No TT NUM M PC A MOR
Cultist Heavy Weapons
Veh 2 3 4 1 2
No TT NUM M PC A MOR
WG Treats Cluttered and Bag Going as
Clear. 12mm Chain Cannon
Sup 3 1 1 2 4
WG 1x Dekka 18mm, 1 x Man Portable AP
Missile, 1 x Heavy Slug Thrower
Cyborg Automata
No TT NUM M PC A MOR
Cultist Overseers
No TT NUM M PC A MOR Fire 1 1 2 3 1
WG Mitzago Rifle, Powered Melee Weapon. 24.5
Points Each For twice normal points value this
Cmd 4 1 2 2 4 figure may be deployed in the enemy
deployment zone after enemy set up is
WG 1 x (Medic, Radio), 3 x Slug complete. Enemy players may not fire upon or
Thrower attack this figure until it engages in melee or
ranged fire against a target. However an ene-
my player may ‘suspect’ and detain the figure
Automata by moving one or more of his figures adjacent
to the Cyborg and declaring ‘suspect’. Once
No TT NUM M PC A MOR detained the Cyborg may peacefully remain
with and move with the detaining figure(s) or
make an attack. After any attack the Cyborg is
Fire 4 1 3 2 2 treated as normal in the rules.
WG Mitzago Rifle

50
Mitzugo 8mm Pistol Dekka 18mm Rifle
R D T AOE P ECM EECM R D T AOE P ECM EECM
4 1 5 0 0 0 0 20 1 6 Yes 2 0 0
Notes Argo City Patrol officer sidearm Notes Smash Squad Weapon

Mitzugo 11mm Rifle Man Portable AP Missile Launcher


R D T AOE P ECM EECM R D T AOE P ECM EECM
10 1 5 0 1 0 0 20 1 6 Yes 3 0 0
Notes Argo City Patrol Notes Issued to Argo Patrol

Furigami 0.5cm Laser Rifle 12mm Chain Cannon


R D T AOE P ECM EECM R D T AOE P ECM EECM
15 1 5 0 1 0 0 30 2 5 Yes 3 0 0
Notes Advanced Argo weapon Notes Vehicle Mounted or Tracked Automata

Slug Thrower Heavy Slug Thrower


R D T AOE P ECM EECM R D T AOE P ECM EECM
2 1 5 0 0 0 0 5 1 5 0 1 0 0
Notes Low Tech Ganger Weapon Notes Low Tech Ganger Weapon

Above you can see - Argo City Patrol Floatdiscs on the left, top right are Gangers
and then bottom right are Cyborg Automata.

51
EASY COUNTERS FOR USE IN
HOF FIRE TEAM
While you do not need counters or tokens in We give you full permission to reproduce this
order to play HOF Fire Team they are useful in page as many times as you need to. You will
keeping track of what your miniatures are doing, need several sheets for a normal size game.
have done or will do in play.

IP IP IP IP IP IP
ER ED

ER ED
ER ED

ER ED
ER ED

ER ED
Y

Y
Y

Y
Y

Y
O

O
O

O
O

O
TR

TR
TR

TR
TR

TR
ES

ES

V
ES

ES

V
ES

ES

V
O

O
O

O
O

O
D

D
D
C

D
C
C

C
D

D
C

OW OW OW OW OW OW C
ED

ED
!!!
!!!

!!!
!!!

D
ED
ED

ED
ED

N
U
N
N

U
N
N

O
IN
IN

O
IN
IN

R
P
P

P
P

G
ED
ED

!
!
!

EN
EN
EN

EN
D
D

N
N

K
K
K

K
U

O
U

O
O

O
O

R
O

R
R

R
R

B
R

B
B

B
G
G
BREACH

BREACH

BREACH

CHEMICAL CHEMICAL CHEMICAL

52
The SHM Range is unique in the world of miniature wargaming because it features

SHM only the designs of aspiring sculptors. As a result it contains some really odd, fun
and desirable 15mm scale figures for your collection. While the range has science
fiction and fantasy codes here we only list the former as suitable for HOF Fire Team

Range Go to [Link] to see the miniatures.

SHM TITLE DESCRIPTION


CODE
SHM01 Snake Alien Alien in robes with Energy Weapon
SHM02 Bounty Hunter Human with Pistol
SHM03 Cyborg Enslaver Mechanical Human with Energy Weapon
SHM04 Cyborg Enslaver Mechanical Human with Energy Weapon
SHM05 Cyborg Enslaver Mechanical Human with Melee Weapon
SHM06 Cyborg Enslaver Mechanical Human in Powered Armour
SHM07 Cyborg Enslaver Mechanical Human with Support Weapon
SHM08 Young Wildthingian Young furry alien
SHM09 Wildthingian Furry Alien with large rifle
SHM10 Thing of the Abyss A slimy alien
SHM11 Gecko Guy Reptile Creature
SHM12 Tentacle Brain Monster Alien Creature
SHM18 Horansi Plant Based Alien
SHM19 Burgansian Alien on floating disc
SHM20 Vergan Tentacled Alien
SHM21 Fragalian Alien Wanderer
SHM22 The Controller An Alien Overseer
SHM23 Eyetaran Alien Animal
SHM24 Krator Razor teeth alien

SHM TITLE DESCRIPTION


CODE
SHM25 Little Krators Three little lethal aliens
SHM27 Starport Urchins An alien family group
SHM28 Trandan Mercenary An alien fighter
SHM29 Asteroid Miner Human with tools
SHM30 Gizbin Mercenary An alien fighter
SHM31 Baroka Crime Lord An alien criminal mastermind
SHM32 Calamite Preacher A robed alien
SHM33 Phreek Bystander An alien civilian
SHM34 Prang Soldier An alien warrior
SHM35 Kardul Bodyguard An alien protector

53
The Hordes of the Future (HOF) range of high quality 15mm scale science
fiction miniatures is known all around the world. With a huge variety of packs
and excellent value the HOF range is a natural choice for your sci-fi armies!
Go to [Link]
to see the miniatures
HOF CODE PACK NAME CONTENTS
HOF1 Retained Command 10 Power Armoured Humans - Command Poses
HOF2 Retained Knights 10 Power Armoured Humans - Infantry Poses
HOF3 Retained Heavy Weapons 10 Power Armoured Humans - Support Infantry Poses
HOF4 Retained Assault Troops 10 Power Armoured Humans - Assault Poses
HOF5 Muster Command 10 Humans - Command Poses
HOF6 Muster Troopers 10 Humans - Infantry Poses
HOF7 Muster Heavy Weapons 10 Humans - Support Infantry Poses
HOF8 Shia Khan Maligs 10 Goblinoid Soldiers - Infantry Poses
HOF9 Malig Heavy Weapons 10 Goblinoid Soldiers - Support Infantry Poses
HOF10 Khanate Drop Troops 10 Power Armoured Aliens - Infantry Poses
HOF11 Trators 10 Humans in six post apocalypse poses
HOF13 Kur 1 1 Giant Wolf Alien
HOF14 Kur 2 1 Giant Wolf Alien
HOF15 Korbach 1 Giant Humanoid in Armour
HOF16 Giant Mechanoid 1 1 Battle Mecha with separate weapons
HOF17 Giant Mechanoid 2 1 Battle Mecha with separate weapons
HOF18 Light Tank 1 Vehicle Kit
HOF19 Scouting Vehicle 1 Vehicle Kit
HOF20 Self Propelled Gun 1 Vehicle Kit
HOF21 Assault Squad Carrier 1 Vehicle Kit
HOF22 APC 1 Vehicle Kit - Armoured Personnel Carrier
HOF23 Human Vehicle Parts 15 vehicle parts and wheels - Convert or Add to HOF18-22 or customise
HOF24 Khanate Death Wheel 2 Bike Kits
HOF25 Retained Motorbike 2 Bike Kits
HOF26 Trator Trike 2 Bike Kits
HOF27 Khanate Monocycle 2 Bike Kits
HOF28 Frontier Defence Turret 1 Kit with choice of weapons
HOF29 Automata Command 10 Robotic Infantry - Command Poses
HOF30 Automata Infantry 10 Robotic Infantry - Infantry Poses
HOF31 Automata Heavy Infantry 10 Robotic Infantry - Support Infantry Poses
HOF32 Cyborg Automata 10 Robotic Infantry - Infiltrator Poses
HOF33 Polymorph Automata 10 Robotic Infantry - Liquid Metal Poses
HOF34 Tracked Heavy Automata 2 Battle Robot kits
HOF35 Jet Flyer Automata 1 Flying Robot kit with flying stand
HOF36 Ghoulani Command 10 Alien Infantry - Command Poses
HOF37 Ghoulani Capture Team 10 Alien Infantry - Enslaver Poses
HOF38 Ghoulani Enslaver Infantry 10 Alien Infantry - Infantry Poses
HOF39 Ghoulani Assault Team 10 Alien Infantry - Support Poses
HOF40 Ghoulani Floatdiscs 6 Aliens with separate flying discs and stands
HOF41 Floatdisc Heavy Weapon 2 Kits - Flying Disc with Crew and Heavy Weapon
HOF42 Floatdisc Scouts 2 Kits - Flying Disc with Crew
HOF43 Armoured Sentry Robot 6 Robots with heavy armour

54
HOF CODE PACK NAME CONTENTS
HOF44 Robotic Servant 6 Robots servants of the Grey Aliens
HOF45 Robotic Scout Drones 10 Drones on integral flight stands
HOF46 Creegan Doom Spores 10 Lethal Alien Plants
HOF47 Grey Alien Command 10 Aliens - Command Poses
HOF48 Grey Alien Science Team 10 Aliens - Assistant and Observer Poses
HOF49 Grey Alien Soldiers 10 Aliens - Infantry Poses
HOF50 Grey Alien Flying Saucer 1 Kit - Flying Saucer with separate lid, flying stand
HOF51 Grey Alien Landing Party 12 Grey Aliens and Flying Saucer (from HOF47-50)
HOF52 Megopolis Police Patrol 10 Humans - Police Poses
HOF53 Octopod Infantry 10 Aliens - Infantry Poses
HOF54 Rim Mercenaries 10 Humans - Infantry Poses
HOF55 Post Apocalyptic Warriors 10 Humans - Infantry Poses
HOF56 Cultist Infantry 10 Humans - Infantry Poses
HOF57 Starfighter Crew 10 Miniatures - Command and Crew Poses
HOF58 Stellar Refugees 10 Miniatures - Male, Female, Child Poses
HOF59 Octopod Command 10 Aliens - Command Poses
HOF60 Octopod Heavy Weapons 10 Aliens - Support Infantry Poses
HOF61 Octopod Seer Guard 10 Aliens - Assault Poses
HOF62 Draccian Heavy Weapons 10 Aliens - Support Infantry Poses
HOF63 Zidhe Infantry 10 Elvish Aliens - Infantry Poses
HOF64 Zidhe Command 10 Elvish Aliens - Command Poses
HOF65 Zidhe Heavy Weapons 10 Elvish Aliens - Support Infantry Poses
HOF66 Zidhe Guard 10 Elvish Aliens - Assault Poses
HOF67 Zidhe Jet Bikes 2 Small Vehicles with Riders
HOF68 Zidhe Portable Weapons 2 Portable Weapon kits with 4 Crew
HOF69 Draccians 7 Aliens - Infantry Poses plus Overlord Commander
HOF70 Droids 10 Robots - Guard, Security, Comms Poses
HOF71 Triorbs 10 Aliens - Infantry Poses
HOF72 Canine Punks 10 Mutants - Infantry Poses
HOF73 Newtite Corsairs 10 Aliens - Infantry Poses
HOF74 Cultist Heavy Weapons 10 Humans - Support Poses
HOF75 Wasteland Uber Goons 10 Mutants - Infantry Poses
HOF76 Corporate Ashigaru 10 Humans - Infantry Poses Coming in 2012 !
HOF77 Cultist Command 10 Humans - Command Poses Coming in 2012 !
HOF78 Arid World Warriors 10 Humans - Infantry Poses Coming in 2012 !
HOF79 Alien World Fauna 4 Killer Plants - Different Poses Coming in 2012 !
HOF80 Aquafid Warriors 10 Aliens - Infantry Poses Coming in 2012 !
HOF81 Security Goons 10 Humans - Infantry Poses Coming in 2012 !
HOF82 Rim Mercenary Patrol 10 Humans - Infantry Poses Coming in 2012 !
HOF83 Rim Mercenary Assault 10 Humans - Support Poses Coming in 2012 !

HOF12 Infantry Bases (Metal) 30 Round 15mm Metal Bases


LBA5 Infantry Bases (Plastic) 60 Round 20mm Plastic Bases

55
Superb Value and very Versatile tiles!
Look for your HOF Fire Team tile packs on:
[Link] in the HOF section.
Codes include:
HOFFT02 Tile Pack - Roads
(12 Tiles comprising 9 Terrain Tiles , 3 Scenic Item Tiles).

TILE PACKS HOFFT03 Tile Pack - Rooms


(12 Tiles comprising 9 Terrain Tiles , 3 Scenic Item Tiles).
HOFFT04 Tile Pack - Parks
(12 Tiles comprising 9 Terrain Tiles , 3 Scenic Item Tiles).
This game is played out on grids, squared
tiles, that mark out movement as well as

FROM HOFFT02
ranges for firing and cover and virtually
every other aspect of game mechanics.
While its perfectly possible to play on any
squared tile, [Link] can supply you
with official HOF Fire Team tile packs for
your gaming.
The official HOF Fire Team tile packs offer
super value for your hard earned money
and can be purchased both in pre-cut print
form and as PDF format downloads from
our website.
FROM HOFFT03

On this page you can see examples of the


tiles from the packs. Each tile uses twenty
millimetre squares in a six by six grid. Each
pack also comes with several tiles to make
separate blocks of one, two or four square
scenic items which you can cut out and
place anywhere on the tiles making for a
different layout each time not only in
arranging the tiles themselves but also the
additional scenic items.
All of the packs are designed to work
FROM HOFFT04

together allowing you to build up ever


greater areas for your games.

We recommend mounting your tiles on thicker


card or board for repeated use and also the use
of twenty millimetre foam or polystyrene to
make your scenic items three dimensional.

56

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