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Steampocalypse 1909


Common Terminology:
PV:          Point Value
HPT:        Hit Points
MOV:      Movement
RCB:        Ranged Combat
RNG:       Ranged Distance
CCB:        Close Combat
WIL:        Will Power
DEF:        Armor
SP:          Special Ability
D6:          Dice, standard 6 sided
LOS:        Line of Sight
OF:          Officer
AA:         Area Attack
DOT:       Damage over Time
HIT:         A roll of 5 or 6 on the D6


Supplies Needed to Play:
Tabletop
Ruler (cloth rulers are easiest to use)
One penny and one dime or other two sided markers for each unit
Terrain objects to provide cover and variety
Some D6
Pen and paper


Setting up the game:
Agree with opponent(s) on a map setup and maximum army size. (Size determined by maximum PV total of army. For example the starter boxes come with 50 point armies.) At least one OF is required per army. An army is allowed a maximum of one officer per rank.
Players write down their units and their HP on a piece of paper to keep track of damage.
Each player rolls a D6, the player with the highest roll chooses who goes first. In the event of a tie, roll again. Duh.


Placement:                             
The starting player places their pieces first. Then the other player places their pieces on the opposite side of the map
All units must be placed within 4 inches of the edge of the game board.                               
All units must be within 2 inches of an additional friendly unit.             

Winning:
A player wins when all of the opponents OF are defeated.

Sequence of Actions:
The starting player activates units one at a time. The activated unit performs its actions and is marked with a face up penny, unless that unit was pushed which is marked with a face down penny.  A unit that is activated it may not act again unless otherwise noted in the SP. When all units in an army have activated the player’s turn is over.
The second player repeats the process as the first.
At the start of the first player’s second turn they remove all the face up pennies from their units. Then they flip over any face down pennies to show that the pushed unit cannot act that turn. All available units perform their actions one at a time. The activated unit performs its actions and is marked with a face up penny, unless that unit was pushed which is marked with a face down penny.  Once a unit is activated it may not act again unless otherwise noted in the SP. When all units in an army have activated the player’s turn is over.
The second player repeats the process as the first. The player’s repeat this process until all of the OF on one team are defeated.  The player with remaining OF wins!         

Rule of 6’s and Critical Failures
In the game a HIT or success is considered a roll of 5 or 6 on the D6. However, all 6’s can be rerolled and subsequent 5’s and 6’s are added to total HITS or successes. A player can keep rolling until there are no more 6’s.
A critical failure happens when the defending player dice roll a majority of 1’s (round down) and there are no HITs or successes rolled. A critical failure means the unit takes an extra point of damage.