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Total Extinction

Total Extinction

Index
Index ............................................................................................... 2 Introduction ................................................................................ 3 Sci-fi wargame ............................................................................ 3
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Assault.................................................................................... 11 Declaration of assault ................................................. 11 Assault Movement ....................................................... 11 Defensive fire ................................................................. 11 Close combat by attacker .......................................... 11 Counterattack and taking a stand ......................... 12 Initial contact ................................................................. 12 Suppressive fire ................................................................. 12 Aiming .................................................................................... 12 Planning ..................................................................................... 13 Morale ......................................................................................... 13 Forces in combat .................................................................... 13 Battalion creation.............................................................. 13 Shock Company ............................................................. 14 Garrison Company ....................................................... 14 Raider Company ........................................................... 14 Mixed Company ............................................................ 14 Forming Units ..................................................................... 14 Commanders and tactics ................................................ 15 Temporary allies ............................................................... 15 Battlefield .................................................................................. 15 Scenery .................................................................................. 15 Objectives ............................................................................. 15 Missions...................................................................................... 15 Deployment ......................................................................... 15 When the mission ends? ................................................ 16 Who wins the mission? ................................................... 16

What you need to play ....................................................... 3 Basic concepts ............................................................................ 3 Units ........................................................................................... 4 Type of units ...................................................................... 4 Weapons ................................................................................... 5 Tactics ....................................................................................... 5 Game Turn .................................................................................... 6 Initiative ................................................................................... 6 Activation ................................................................................. 6 Control ...................................................................................... 6 Movement ..................................................................................... 7 Cohesion ................................................................................... 7 Movement and Terrain ...................................................... 7 Movement through other units ...................................... 7 Air and gravitational units ............................................... 8 Running .................................................................................... 8 Gone to ground ...................................................................... 8 Combat ........................................................................................... 8 Overview .................................................................................. 8 Shooting .................................................................................... 8 Line of sight........................................................................ 9 Trajectory line .................................................................. 9 Cover ..................................................................................... 9 Vehicles ............................................................................. 10 Area attacks .................................................................... 10 Distraction ....................................................................... 11

Total Extinction

Introduction
It is the year 562 of the Age of the Diaspora. Humanity, scattered throughout the known universe on worlds few and far between, fights for survival against cruel alien races, and even against each other over issues that appear increasingly absurd. The fury of war engulfs one world after another while the contenders fight ruthlessly to prevent their Total Extinction.

Sci-fi wargame
Total Extinction is a futuristic wargame for 2 or more players using 28mm miniatures. Each player takes command of a Battalion of troops from one of the Star Factions (Glorlon, Union of Colonies, Regulatory Corporation, Elohim, Skraldar or Theocracy) facing a relentless war for survival. Each Battalion is divided into 1 or more Companies, and each Company is made up of Units consisting of between 1 and 9 miniatures. Every Battalion is led by a Commander. A game of Total Extinction is divided into a series of Turns (typically up to 6), and can be played in about 2 hours. During each Turn, players alternately Activate Units, Moving, Shooting, and even Assaulting enemy Units. Commanders can dramatically alter the course of battle though the use of Tactics, represented by cards that alter the flow of battle, enhance Units, or cause havoc among the enemy troops. A player must control Objectives, key areas of the Battlefield, to claim victory and win the game.

What you need to play


To play Total Extinction you will need appropriate miniatures, a tape measure that shows inches , area templates (included in this book), various tokens, Unit and Tactical Cards, and 6, 8, 10, 12 and 20 sided dice. The Starter Set of Total Extinction, Battle for Karnak, includes everything you need to play, and you will be able to purchase new miniatures, cards and even dice through forthcoming expansion sets.

Basic concepts
Battalion: all the troops available to one of the warring sides. A Battalion is made up of one or more Companies. Company: a formation of 1-5 Units with a particular structure. Different types of Companies can include different types of Units. Contact: when the distance between two Elements controlled by different sides is less than 1 inch (2.5 cm), they are considered to be in Contact, and must enter Close Combat (see Assault) when Activated. Die Category: each type of die (six sided, eight sided, etc, abbreviated to d6, d8, and so on) is considered a category. A d6 is the worst die category, while a D20 is the best. Distance: the space between point A and point B measured in inches. Distance is used for weapon ranges, movement of Units, and Assault. Distances are always measured after announcing an Action/Movement, never before. Weapon Range Distances are measured from any part on one miniature to any part of another miniature. Movement Distances are measured from the front side of the moving Element to the point it wants to reach with its front side. Element: each of the combatants participating in the battle is an Element, represented by a miniature of a vehicle or soldier. Vehicle: is something of a catchall term. On the one hand, it includes piloted or sentient craft (such as tanks or reconnaissance vehicles). On the other hand, it also includes monsters and large beasts. Vehicles have both a) different armor characteristics for dealing with attacks from different angles, and b) a resistance characteristic of at least 2..

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Units
A Unit (also known as a Squad) is a group of one or more Elements that act together. Each Unit is defined by a series of Characteristics shown on their Unit Card:
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Resistance: the amount of Damage needed to eliminate an Element of the unit. Movement: the distance in inches that the unit can move. Defense: the number an attacker must equal or exceed to successfully hit the Unit when Shooting or in Close Combat. Armor: an attacker must equal or exceed the Unit's Armor when making a Damage Roll to actually damage Elements of the Unit. Morale: Die Category used when the Unit must make a Morale check. Leadership: Die Category used by Commanders to check Initiative and to Recover Tactical Cards during a Planning Action. Cost: the price of the Unit with the minimum number of Elements, plus the number of points to be paid for each extra Element added. Size: the minimum and maximum number of Elements that can form the Unit. Category: Unit type (Infantry, Tank, Support, Air, Recon or Command). Weapons: offensive equipment carried by Elements of the Unit. The characteristics of a weapon include: o Class: the category which the weapon belongs to. o Range: the maximum distance in inches that the weapon can reach. o Attack: the Die Category used when attacking with the weapon. To succeed an attack roll must equal or exceed the target Unit's Defense. o Damage: the Die Category used to determine whether a successful attack causes damage. To succeed a damage roll must equal or exceed the target's Armor Characteristic.

Command: a Unit in charge of leading the rest of the Company or Battalion. This unit includes a Commander and sometimes a few soldiers. Infantry: a Unit of soldiers on foot. Infantry form the bulk of the Front Line of most armies. Usually one Unit of Infantry consists of between 4 and 9 Elements.

Type of units
The units are classified into different types according to their abilities and functions in the combat:

Recon: light troops who explore the Battlefield. Recon Units can also act as spotters for Support Units. Recon Units are composed of between 1 and 6 Elements. Tank: a Front Line unit which consists of vehicles or biotechnological beings with heavy armor and weapons. Normally a Tank Unit is comprised of between 1 and 3 elements. Support: Units responsible for helping Front Line Units (Infantry and Tanks) attain their goals. Support Units include artillery, medic, and engineer Units. Usually a Support Unit consists of between 1 and 4 Elements. Air: Air Units provide their Battalion with a mix of reconnaissance and support capabilities. Air units are composed of between 1 and 3 Elements. Air units cannot capture Objectives.

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Weapons
The Elements of an army have access to a range of different weapons. Each weapon falls into a category, and each category has particular Characteristics:
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Assault (AW): standard Infantry weapons, Assault Weapons can also be used as Secondary Weapons by Tank and Air Units. Assault Weapons can make Defensive Fire attacks (see Assault). Anti-Aircraft (AA): a weapon specially designed to attack Air units (see Shooting), AA weapons ignore the defensive special bonus Air units normally have. Psychic (PS): a weapon based on, or the ability to attack with, mental power. These kinds of weapons cannot harm Vehicles. Close Combat (CC): a weapon that is used in Assaults (see Assault). Generally only Infantry can wield CC weapons. Distraction (DT): a weapon that does not cause damage and is used only to hide a Unit or prevent the Unit from being detected by enemies. Flamethrower (FT): a weapon that projects a stream of fire or other dangerous substance. When attacking with a flamethrower, use the Teardrop template (see Shooting). Bombardment (B1, B2): a weapon that causes damage over a wide area. The notation B1 or B2 indicates which template to use (see Shooting). Anti-Tank (TX): a weapon designed to break armor. X is the score of the automatic penetration to a target's Armor: any target with an Armor Characteristic equal to or smaller than X is automatically damaged. If the Armor Characteristic is higher than the score of the TX weapon, roll dice for Damage as with any other weapon. For example, a unit with a weapon marked T5, 1d8 would automatically damage a target with an Armor Characteristic of 5 or less, and would roll 1d8 and add 5 when attacking a target with an Armor of 6 or more. Sniper (SN): an Element with a Sniper weapon can choose a specific enemy Element in the Unit it is attacking as the target for its attack (see Shooting). Generally, defenders get to assign which Elements within a Unit are struck by attacks (See Shooting).

Tactics

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At the beginning of the game, each Battalion receives a number of Tactical Points to spend on Tactical Cards based on how many Commanders the Battalion has (see Commanders and Tactics). Tactical Cards allow players to carry out special Actions, improve normal Actions, etc.
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Activation: indicates when the Tactical Card can be used.

A player's Battalion must contain at least one living Commander in order for the player to use Tactical Cards. Until they are used, Tactical Cards may be hidden from opposing players, although opposing players may ask to see the back of the cards to check that the sum of the Costs of the cards is correct. Once you use a Tactical Card, discard the card face down into a clearly marked discard pile. Used Tactical Cards may be recovered by way of the Planning action (see Planning).

Each Tactical Card has four sections: Title Cost: The price in Tactical Points of the Tactical Card before play begins, as well as the necessary score to Recover the Tactical Card by means of Planning. Description: States the effect the card has on gameplay.

Game Turn
The battle is divided into turns that consist of three phases: Initiative, Activation and Control. Movement + Shooting + Assault (in this order). It is possible to omit one or more of these actions. Run (see Movement). Movement + Suppressive Fire. It is possible to omit the Move Action. Planning (Commanders only) Pass: the Unit activates but does nothing. The Unit counts has having been Activated and may not be Activated again this Turn.

Initiative

Initiative determines the order in which the players act. Each player makes a Leadership roll using the Leadership Characteristic of their Battalion Commander, adding 1 to the result for each of their living Company Commanders and 1 for each If one Battalion has Unactivated units after all other Objective they control. The side with the Battalions have Activated all higher total gains the Initiative and is the Using tactical cards their units, the first Battalion first to act that Turn. may Activate all of its The use of Tactical cards can take remaining Unactivated Units In the case of a tie, the Commander with place in any game phase. The in succession until all Units the best Leadership (highest Die moment to do it is indicated on have been Activated this Category) wins. If the tie continues, each card below the heading Turn. whichever side controls the most Activation Objectives wins. If there is still a tie, the During an Activation, a Unit's initial roll is repeated. controller chooses the order in which Elements of the Unit perform their Actions. Generally, all If one of the sides has no Commander left on the Elements of a Unit must perform the same set of Battlefield, it automatically loses the Initiative. If Actions in a given Turn. neither side has a Commander, the Initiative of the previous turn is maintained and no Initiative roll is necessary.

Control

Activation
Starting with the player who gained the Initiative, the players alternate choosing a Unit and Activating it. During its Activation each Unit can carry out one of the following combinations of Actions:

Once all Units have been Activated, players update Objective Control. If only one Battalion has one or more Elements within 2 of an Objective, that Battalion Controls that Objective. If more than one Battalion has one or more Elements within 2 of an Objective, the Objective is considered to be In Dispute and neither side gains an Initiative bonus

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from the Objective in the following Turn. If there are no Elements within 2 of an Objective the Battalion who last held Control of the Objective retains Control. Objectives begin the game under the Control of no Battalion.

Movement
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At the beginning of its Activation, a Unit can move up to its Movement Characteristic in inches (across Clear Terrain). The base of the miniature must be entirely within the Element's movement distance at the end of the Unit's Movement. A Unit must always end its Movement 2 or more from any other Unit (friendly or enemy) with the exception of Air Units (see below) and Units engaging in an Assault (see Assault).

Obstacles are long and narrow objects such as walls, fences, or trenches that are not higher than the miniatures trying to cross them. Crossing an Obstacle reduces a Unit's Movement by 2 for that Activation. A Unit must have at least 2 of Movement left in a given Activation in order to cross an Obstacle. Miniatures may not end their Movement on top of an Obstacle Difficult Terrain includes forests, ruins, hills, and other terrain that would logically slow someone down. Moving through Difficult Terrain requires twice as much movement as moving across Clear Terrain (e.g., 1 of Difficult Terrain is the same as 2 of Clear Terrain.) Individual Obstacles such as trees or fence posts are ignoreda terrain feature as a whole is considered when deciding whether a terrain feature qualifies as Difficult Terrain or not. Impassable Terrain encompasses Obstacles higher than the Unit that is trying to cross them, such as high walls, buildings or containers. Vehicles (except Air Units) cannot move through Impassable Terrain. Non-vehicle Units can scale Impassable Terrain at the rate of one level (2 vertical) each Turn. Before starting a game players should reach a consensus on which pieces of scenery count as which types of terrain to avoid disputes during the battle.

Cohesion
A Unit must end its Activation in Cohesionall Elements must be within 1 of at least one other Element of the Unit in the case of Infantry, or within 2 of another Element in the case of non-Infantry Units. One exception to this rule is during Close Combat (see Assault). If an Element begins its Activation out of Cohesion (for example, due to losses), the Element must move in order regain Cohesion. If one or more Elements cannot regain Cohesion, the Isolated Elements are eliminated from the game. Isolated Elements are defined as Elements out of Cohesion with the majority (rounding in favor of the Unit's controller) of their Unit at the end of the Unit's Activation. For example: if a Unit ends its Activation with 2 Elements remaining and the Elements are not in Cohesion, the Unit's controller must remove one of the Elements from the Battlefield. Such Elements count as having been destroyed by the enemy.

Movement through other units


A Unit may move through friendly Units as long as two conditions are met: 1) the friendly Unit is not a Vehicle, and 2) the Units end the required 2 apart. Units may not move through enemy Units. When moving a non-Air Unit you can never end the Unit's Movement within 2 of an enemy Unit unless you are initiating an Assault (see Assault). Air units are subject to exceptions to these rules (see below).

Movement and Terrain


On the Battlefield, armies face multiple obstacles and different types of terrain, each one with its own effects. All terrain can be classified in one of four categories: clear terrain, obstacles, difficult terrain and impassable terrain. Clear Terrain is an open field or other featureless expanse with no objects on the field to block the Movement path of a Unit. Elements can move at their maximum speed over clear terrain.

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Air and gravitational units


Certain Units have the ability to move above the Battlefield. Air units fly high, ignoring the effects of all types of terrain on their Movement. These Units can also move through or over friendly or enemy non-Air units. Further, Air Units may end their Movement within 2 of other Units, friendly or enemy, without generating an Assault (see Assault). Gravitational Units (like almost all of the Elohim) float above the ground thanks to anti-gravity engines. Crossing Obstacles requires only 1 of movement (instead of the normal 2), and Difficult Terrain reduces the Unit's Movement by 1/3 rd instead of .

Running
A Unit may choose to dedicate its entire Activation to moving as quickly as possible. This is called Running. A Unit that Runs cannot perform any other Action during its Activation but can move twice its Movement Characteristic in inches.

Gone to ground
A non-Vehicle ground Unit can give up its Movement and Go to Ground, gaining a +1 bonus to its Defense against any Shooting attacks (not Assaults) until th Unit's next Activation.

Combat
Combat is divided into two major sections: Shooting (which includes all ranged attacks) and Assault (all close quarters combat). hits, one to each soldier. Since there are still hits to distribute, the player assigns one to the Commander and the last one to the soldier nearest to the attacking unit. Once all Hits are allocated, make damage rolls. Roll the dice indicated on the Unit Card for each weapon that successfully hit the target. If the roll is equal to or greater than the target's Armor Characteristic, the attack causes 1 point of damage. If the damage roll exceeds the target's Armor by 5 or more, the attack deals an extra point of damage. If an Element receives an amount of damage equal to or greater than its Resistance Characteristic, it is immediately eliminated from the game (unless a Tactical Card or some other special ability intervenes).

Overview
All Combat, both Assaults and Shooting, is resolved with two rolls: one to attack and one to damage. Attacks are carried out by rolling a die of the type indicated in the appropriate weapon listing given on a Unit Card. If the roll is equal to or exceeds the Defense Characteristic of the target Unit, the attack is a success and the attacker makes a damage roll. Note that successful attacks, or Hits, are distributed among a defending Unit by the defending Unit's controller bearing the following in mind: The controller may not allocate any Hits to Elements that do not have line of sight the attacking Unit (See Line of Sight). The controller may not allocate multiple Hits to a single Element until each eligible Element has received at least one Hit. Sniper (SN) and Psychic (PS) weapons are an exception to this rule as the attacker determines which Elements are Hit with such weapons. Example: an attacking Unit gets 5 Hits on their target, a Unit composed of three soldiers and a Commander. The defending player assigns the first 3

Shooting
After a Unit has Moved, it can Shoot at the enemy. The Unit must have Line of Sight (note: Area Attacks are an exception to the Line of Sight rule) or, for Bombardment weapons, Line of Trajectory to the target Unit. Once a player has declared that a Unit is Shooting, they must measure the distance from the attacking Unit to the target Unit to make sure the target Unit is within range of a given weapon attacks against targets outside of the range of a weapon automatically fail. In the case of Bombardment attacks, the template is centered as far along the line between the attacker and the target

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as the weapon's range allows. That is considered Ground Zero (see Area Attacks). Remember that the Activated unit chooses a target Unit to Shoot but cannot specify which Elements take Hits. A Unit always fires at a target Unit as a whole. The only exceptions to this are the Sniper (SN) and Psychic (PS) weapons that allow an attacking Unit to choose which enemy Element to attack. The Colonial soldier on the left opens fire with a Bombardment weapon against the Glorlons on the right. He can make an attack roll against the first (green line) but not the second (red line), as there is an Obstacle (in this case a roof) over it.

Cover
A Unit is considered to be in Cover if the Lines of Sight between half or more of the Elements of the defending Unit and half or more of the Elements of the attacking Unit are obscured (even partially) by terrain, Obstacles, Distractions, or relevant Units If an attacking Unit is within 2 of an Obstacle that obscures Line of Sight to a target Unit and the target Unit is more than 2 away from the obscuring Obstacle, the defending Unit is not considered to be in Cover. When a target Unit is attacked, if the target Unit is judged to have Cover, the target Unit gains +2 to their Defense Characteristic for the purposes of resolving that particular attack.

Line of sight
To find out if a miniature has line of sight to another miniature, draw an imaginary line from any point of one miniature to any point of the other. If the there are no Obstacles, terrain features, or enemy Elements blocking the line, there is Line of Sight. If there is any doubt as to whether anything interferes with the line, examine the situation from the attacking miniatures eye level and see if the target miniature is visible from there. Friendly Units do not generally interfere with Line of Sight, the exception being ground based Vehicles (Vehicles with the Air or Gravitational Characteristic never block Line of Sight of friendly Units). Difficult Terrain (such as forests or ruins) is considered semi-transparent. Individual Obstacles such as trees or fence posts are ignoreda terrain feature as a whole is considered when checking for Line of Sight., Lines of Sight drawn into or through Difficult Terrain features grant Cover to Elements inside or behind said terrain (see Cover).

Trajectory line
In the case of Bombardment or Flamethrower weapons, an attacking Unit must have a Line of Trajectory to a target Unit instead of a Line of Sight. A Line of Trajectory may follow a parabolic path over (but not through) Obstacles between an attacker and its target. The line must be as short as possible. Note that a Unit under an Obstacle cannot be affected by a Bombardment (B1/B2) or Flamethrower (FT) weapon (see the example below).

Example: the unit of Colonial Troopers is going to shoot at the Glorlon soldiers. Before making any attack rolls, the Colonial Troopers have to check to see if the Glorlons are in cover. Colonial Trooper 1 checks and finds that he has a clear Line of Sight to Glorlon A (green line), but Glorlons B and C have Cover (red lines). That means that from Trooper 1's point of view the enemy unit has Cover, since its Lines of Sight to half of the enemy Unit's Elements are obscured. Colonial Trooper 2 has the same lines of sight as Colonial Trooper 1 (A and D are in the

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clear, but B and C are obscured, red lines), meaning that the enemy Unit has Cover as far as Trooper 2 is concerned. Colonial Trooper 3 has obscured lines of sight to Glorlons A and B,so the target Unit has Cover. Since half of the Elements of the attacking Colonial Unit (Troopers 1, 2 and 3) have found at least half of the Elements of the target Glorlon Unit to be in Cover, the Glorlon Unit is considered to be in Cover, no further checking of sight lines is necessary, and the Glorlons get +2 Defense against the Colonials' attack.. Thanks to their high maneuverability, Air units gain a +2 bonus when there are Shot at. AntiAircraft (AA) weapons ignore this bonus

Area attacks
Weapons with areas of effect work differently from normal attacks. Area Attack weapons fall into one of two categories: Flamethrowers (FT) or Bombardment (B1 and B2).

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Vehicles
As mentioned above, Vehicles have different Armor Characteristics according to the angle from which they are attacked. A Vehicle's unit card will include Armor Characteristics for the Front, Sides, and Rear of the Vehicle, in that order. If a Vehicle is attacked by an Air unit or with a Bombardment weapon, always use the Vehicle's Rear Armor Characteristic when resolving the attack. When a Vehicle suffers damage, in addition to suffering one or more points of damage as normal, roll a ten-sided die and apply the result to the following table to determine if the attack causes any extra effect: Effect Without any extra effects The crew is stunned, the Vehicle loses its next activation (effectively it must Pass the next time it is Activated. 8 Propulsion is destroyed, vehicle is immobilized * 9 One weapon (random) is destroyed 10 The Vehicle explodes and is removed from the game. All Elements within 2 of the Vehicle suffer a damage roll of D6 * When the propulsion of an Air Unit Element is destroyed its movement is halved for the remainder of the game. If the Element is subject to a second Propulsion Destroyed effect, the Element crashes and is destroyed. All Elements within 2 of the vehicle suffer a damage roll of D6 In addition to corresponding Damage, there is applied the result of the throw. Throw 1-5 6-7

Flamethrowers
When using a Flamethrower (FT), the attacker puts the Teardrop template with its narrow end in contact with the appropriate weapon and places the large end of the template however they like. Make a damage roll against each Element whose base or miniature is even partially covered by the template. Elements to which the attacker does not have a clear Line of Trajectory are not affected. Template without trajectory line Wall

Attacking unit

Bombardment weapons
Instead of attacking a particular Unit, Bombardment weapons attack a specific point on the Battlefield (called Ground Zero or G0). When attacking with a Bombardment weapon, center the appropriate template (1 for B1, 2 for B2) on Ground Zero. If the attacker has both Line of Sight and Line of Trajectory, make an attack roll as though Ground Zero has a Defense of 5. If the attacker has Line of Trajectory but not Line of Sight, make an attack roll as though Ground Zero has a defense of 8. If the attack roll is successful, the attack lands precisely on G0leave the template centered on Ground Zero. If the attack roll fails, roll an 8-sided die. Move the template a number of inches equal to the amount the attack roll failed by in the direction indicated by the 8-sided die and the template. For example, if the attacker has Line of Sight to Ground Zero but only rolls a 3, the attack fails by 2. The attacking player would roll an 8-sided die and move the template 2 inches in the direction indicated on the template.

Air units
Air units have two special rules: Air units cannot take cover

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Make a damage roll against each Element whose base or miniature is even partially covered by the template. Elements to which the attacker does not have a clear Line of Trajectory are not affected. Assault fails, though the target Unit can make Defensive Fire attacks as if the Assault had been successful.

RECON UNITS AND SPOTTING


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Defensive fire
After Assault movement is resolved, a Unit targeted by an Assault can shoot at the Assaulting Unit as if the targeted Unit was making a Shooting action with the following exception, as the Shooting is hasty: only Assault Weapons (AW), Flamethrowers (FT) and Sniper weapons (SN, (though these weapon lose their capacity to choose specific Elements as their target) may be used for Defensive Fire attacks. All casualties in the Assaulting unit are removed before continuing to the next step.

A Recon Unit can act as Spotters and direct the firing of B2 weapons. If the Recon Unit has line of sight to the target Unit, the attacking player may make two rolls for the scatter of the Bombardment and choose the one they prefer. Panicked Recon Units (See Morale) cannot act as Spotters. Spotting does not count as an Activation.

Distraction
Some Units have the ability to conceal their Actions or misdirect an enemys attention (Colonial smoke grenades or Glorlon ink projectors are examples of Distraction weapons). Distraction weapons create a cloud that grants Cover to Units in or behind the Distraction (smoke, ink cloud, etc) as if they were in difficult terrain Clouds generated by Distraction weapons are 2 x 4 and may be placed anywhere entirely within the weapon's range and with a Line of Trajectory.

Close combat by attacker


Assaulting Elements in Contact with enemy Elements (e.g., less than 1 away) are considered to be in Close Combat and can carry out a Close Combat attack against their targets. Unlike in Shooting, by default the attacker chooses which enemy Element a given Element attacks in close combat, so long as the two Elements are in Contact. Vehicles in Close Combat: When a Vehicle is attacked in Close Combat, always use the Vehicle's lowest Armor Characteristic as the Assaulting Infantry can attack the Vehicle's most vulnerable points. Defending a Position: If a target Element is within 1 of an Obstacle, the target element is considered to be Defending a Position against enemies on the other side of the Obstacle. Since an Assaulting Element may not be able to be placed within 1 of the targeted element, the Assaulting Element is considered to be in Contact (and Close Combat) with the targeted Element if the Assaulting Element ends its Assault movement within 1 of the Obstacle. Elements Defending a Position gain +1 to their Defense Characteristic against Assaulting Elements attacking from the other side of the Obstacle. If the targeted Element is inside a building, it gains an additional +1 to its Defense Characteristic. Lastly, if the base of the targeted Element is resting on a higher elevation than the base of the Assaulting Element, the targeted Element receives +1 to its Defense against the Assaulting Element. All of these bonuses are cumulative and stack. As an example, an Element Defending a Position through the windows of a building on a hill gains +3 to its

Assault
Once an Activated Unit has finished Shooting, the Unit can carry out an Assaulta movement to enter Close Combat with an enemy Unit. Assaults also occur when a Unit is already in Contact with the enemy at the beginning of its Activation. Only Infantry Units can carry out Assaults. All nonAir units can be targeted by an Assault, including gravitational units. Assaults are carried out as a series of Steps set out below.

Declaration of assault
The acting player announces that the Activated Unit is going to Assault a target Unit.

Assault Movement
The Activated unit may move up to 6 to enter Close Combat with one enemy unit (this is in addition to the Unit's normal Movement). If the enemy Unit is too far away and the Activated Unit cannot make Contact with any Element of the targeted unit the

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Defense against Elements Assaulting from lower ground outside. Any casualties suffered by the targeted Unit are removed before continuing on to the next Step.

Suppressive fire
After their Movement action a Unit can prepare to respond to enemy actions: this is called Suppressive Fire. A Unit performing Suppressive Fire can open fire on an enemy Unit that is Moving or Shooting within its Line of Sight during the enemy Unit's activation. A Unit may only use Suppressive Fire once per Activationthat is, the Unit can only make one set of ranged attacks until the unit is Activated again. If a Unit fires during an enemy's Activation and the attack fails because the enemy is out of range, the Unit still counts as having used its Suppressive Fire and cannot make another Suppressive Fire until it is next Activated. Suppressive Fire attacks take place after the Activated enemy Units first Action, i.e. if the enemy Unit has moved, the Suppressive Fire attacks are made before the enemy Unit can Shoot. If an enemy Unit moves from a location that has no Line of Sight to the Unit using Suppressive Fire to another location with no Line of Sight to the Unit using Suppressive Fire and the non-Activated Unit has a Line of Sight during the course of the Activated Unit's Movement Action, the non-Activated unit can make Suppressive Fire attacks as though the enemy Unit had Cover. In this case the defender allocates Hits as normalall Elements that moved into Line of Sight are eligible to receive Hits. If the Activated enemy Unit opts to skip its Movement Action and goes directly to its Shooting Action, the Activated enemy fires before the Unit using Suppressive Fire. The Unit using Suppressive Fire would still Shoot before the Activated enemy Unit's Assault Action. Example: A Unit of Glorlon soldiers receives the order to move and prepare for Suppressive Fire. Next, the enemy activates a Unit of Colonial Troopers in Line of Sight of the Glorlon soldiers. The Colonial Troopers move closer to the Glorlon soldiers. The Glorlon player must decide whether to shoot at the Colonial Troopers that moved, or to reserve the Unit's Suppressive Fire attacks for another enemy.

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Counterattack and taking a stand


The targeted Unit must make a Morale check (see Morale) to stand their ground and fight back. If the Morale check is successful, the targeted Unit Takes a Stand and may make Close Combat attacks (Counterattacks). The Assault then ends for that Activation. If the targeted Unit fails its Morale check, the targeted Unit must retreat from its present position without Counterattacking. The retreating Unit can move up to its normal Movement in inches and must move at least enough such that all Elements of the Unit are no longer in contact with the Assaulting Unit. The targeted Unit may retreat in any direction so long as they do not end their retreat in contact with any enemy Unit and remain the required 2 away from friendly Units. If any Elements of the targeted Unit end their retreat in Contact with any Enemy unit, the targeted Unit is entirely eliminated. If the targeted Unit retreats, the Assaulting Unit can occupy their previous position, passing over any obstacles as necessary and possible according to the normal rules of Movement. If the Assaulting Unit's advance once again results in Contact with the targeted Unit, the attacker may choose to start another Assault beginning at the Close Combat by Attacker step.

Initial contact
If two Units are in Contact at the beginning of one of their Activations because they both survived a previous Assault, a new Assault automatically begins with the activated Unit considered to be the Assaulting Unit. The non-Activated unit can carry out Defensive Fire attacks only if the Activated Unit doesnt possesses Close Combat weapons. If the Activated Unit wants to make Shooting attacks it must first move to break Contact with the enemy Unit. The non-Activated Unit may make one set of Close Combat attacks as the Activated unit falls back.

Aiming
If the only action a Unit performs during its Activation is Shooting or Suppressive Fire , i.e. it neither Moves nor Assaults, the Unit increases the die category of the its ranged attacks by one step (e.g., from d8 to d10, from d10 to d12, etc).

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Planning
A Commander within a Command Unit that was neither shot nor successfully Assaulted this turn can sacrifice all other Actions in exchange for making a Planning Action.
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Planning allows the Commander to attempt to Recover a discarded Tactical Card. The Commander's Leadership is rolled. If the result is equal to or higher than the Tactical Point cost of the card, the Commander regains the used card.

Alternatively, the Commander may attempt to improve its Battalion's Initiative. A Commander may use a Planning action to gain +2 to their Battalion's Initiative roll for the next turn. This bonus only takes effect if the Commander is still alive at the Initiative phase.

Morale
Under certain circumstances a Unit must make a Morale check to continue fighting instead of fleeing. To make a Morale check, roll the Leadership of the Element with the best Leadership characteristic in the Unit. If the result is 4 or more, the Unit passes the Morale check. A Units that fails a Morale check becomes Panicked. At the beginning of each of its Activations a Panicked Unit can make a Morale check. If successful, the Unit recovers from Panic and can act normally. If the Morale check is failed, the Panicked unit must make a Run Action towards the Battlefield edge it Deployed from, or, if they were Deployed in the center of the Battlefield, the nearest Battlefield edge. Once an Element of a Panicked unit leaves the Battlefield, the entire Unit is removed from the Battlefield and is considered destroyed by the enemy. Morale checks are most frequently made under three circumstances: Casualties: When a Unit takes enough casualties to reduce it to half or less of its starting number of Elements, it must make a Morale check. It must make additional Morale checks each time it suffers further casualties. Determination: when a Unit tries to Take a Stand after having suffered an Assault. If the Unit fails this Morale check it must retreat as detailed in the Assault: Taking a Stand section. Tactical Card: Some Tactical cards can force a Unit to make a Morale check or Panic.

Forces in combat
Each player chooses one of six factions available in Total Extinction: the Glorlons, the Union of Colonies, the Regulatory Corporation, the Elohim, the Theocracy or the Skraldar. The choice of faction determines which units can be chosen to form their Battalion.

Battalion creation
The whole of a player's forces is called a Battalion. Battalions are comprised of one or more Companies. Companies are made up of Units, each of which is created using a point buy system. At the beginning of each game, the players must agree on the maximum number of points each player can spend on their Battalion. Ideally, the maximum point value should be a multiple of 100. Generally speaking, 500 points will make for a small skirmish, 1200 points will lead to a medium battle, and battles of 2000 or more points will be truly epic struggles. Alternatively, players may agree to play a specific scenario or mission detailed in the Missions chapter. Such games may have specific lists of or limitations on available Battalions and Companies.

Total Extinction
The first Unit a player must choose is a Command Unit for the entire Battalion. Next, players form the Companies that make up the Battalion. Each Company must include a Command Unit. Once the Command Unit is chosen, a player must decide what type of Company they are creating. The type of Company determines the types of Units which can be included in the Company. Bear in mind: some Commanders benefit greatly when leading specific types of Companies. The diagrams below show the specific Unit choices available to each type of Company:

Raider Company

Raider Company Command Recon Recon Tank Recon or Infantry


Tank or Infantry or Air unit

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Shock Company

Forces with very high mobility but limited firepower. Raider Companies are deployed for rapid penetration into enemy territory or for armed reconnaissance.

Shock Company Command Recon Tank Infantry Tank or Air unit Artillery or Infantry

Mixed Company

Mixed Company Command

Forces with high mobility and good fire power suitable for missions in open terrain. Useful for outflanking and taking an enemys fortified positions.

Infantry

Infantry

Tank

Artillery

Recon or Air unit

Garrison Company

Mixed Companies are well rounded forces capable of performing a range of missions. When in doubt, the versatility of a Mixed Company may well be the best option.

Garrison Company Command Infantry Infantry Artillery Artillery Tank or Air unit

Forming Units
When forming a Unit a player must decide how many Elements will be included in the Unit. As explained under Characteristics, each Unit Card lists how many points it costs to field a Unit made up of the fewest possible Elements. A player may spend more points at the given rate to add Elements to the Unit, up to the maximum Unit size. Many Units allow their Elements to use different types of weapons. For every two elements that carry the Unit's standard weapon (the first weapon listed on the unit's unit card), one Element may use one of the other weapons listed on the Unit Card. For example: Looking at the Colonial Trooper Unit Card at the beginning of this chapter, in a Unit of 6

Forces whose mission is to defend a specific position, Garrison Companies have great fire power but limited mobility.

Total Extinction
Colonial Troopers, at least 4 must carry the AR-9 Assault Rifle. The other two troopers could carry any of the weapons listed on the cardincluding an RPG or a Machine Gun, in this case.

Temporary allies
Even in a universe locked in a war of Total Extinction, former rivals must often form alliances against common enemies. When forming a Battalion a player may form up to half of the Battalion's Companies (rounding down) using Units from their Temporary Allies. Each Company must be formed entirely out of Units of the same faction. The possible Temporary Allies combinations are listed in the table below: Faction Glorlon The Union of Colonies Elohim Regulatory Corporation Skraldar Theocracy Temporary allies Skraldar Elohim The Union of Colonies Theocracy Glorlon Regulatory Corporation

Commanders and tactics


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Each Battalion receives 10 Tactical Points to buy Tactical Cards, plus 3 extra Tactical Points for every Company Commander in the Battalion (the Battalion Commander does not give a player any extra Tactical Points). Before the game starts, players should spend their Tactical Points on Tactical Cards. The cost of a Tactical Card is printed in the upper right hand corner and on the back of the card. The cost of the cards range from 3 to 7 pointsMinor Tactical Cards cost 3 points, Intermediate Tactical Cards cost 5 points, and Major Tactical Cards cost 7 points.

Battlefield
Any flat surface of sufficient size, square or rectangular, can be used as a Battlefield. Floors are usable, though it is necessary to decide on the edges of the game zone. The standard size of a Battlefield for a 1200 point game is 72 x 48 (180 x 120 cm), although the Battlefield should grow or shrink to best accommodate the point value (and therefor the number of miniatures) of the game. The Battlefield is usually divided into three large Zones: two Zones of Deployment (or more, if there are more than two players in the game) and a Zone called No Man's Land. Unless the mission determines different, the Zone of Deployment will have the depth of 12 inches and the width equal to the longest side of the battlefield. standard game we recommend 3 or 4 terrain features per player, but this may change based on the specific Mission played. Players alternate placing scenery objects. Randomly determine who places scenery first unless the specific mission being played dictates otherwise.

Objectives
After all scenery has been placed, place at least 5 Objectives on the Battlefield (unless the Mission played says otherwise.). The player that placed a scenery object second should place the first Objective. In a standard game, at least 3 Objectives must be placed in No Man's Land and at least 6from each Deployment Zone. Any number of Objectives may be placed, but there should be an odd number of Objectives in total.

Scenery
Different scenery objects (such as terrain features and Obstacles) are placed on the Battlefield. In a

Missions
Each gameplay of Total Extinction is call Mission, when two or more players fight in a Battlefield to achieve victory. In the Battle for Karnak section you will find special missions for this campaign.

Deployment
Once all Objectives are on the Battlefield, the players make an Initiative roll. The player with the highest

Total Extinction
initiative chooses their Deployment Zone first and places (Deploys) a Unit in their Deployment Zone. The player with the 2nd highest initiative then selects their Deployment Zone and places a Unit within it. The players continue alternating placing Units in their Deployment Zones until all Units have been placedif one side has Units left over after their opponent(s) have placed all their Units, they deploy the rest of their Units one after another. Units cannot be deployed in a place they could not access using their normal movement rules (e.g. a Tank cannot be Deployed on the roof of a building). Note: Recon Units may be Deployed anywhere on the Battlefield as long as they are not in the enemy Deployment Zone or in Contact with an enemy Unit. During the Control phase one of the sides controls all the Objectives of the Battlefield. There is met one of the conditions of the finish of the game established for a special mission.

Who wins the mission?


The side that wins the mission is the the one that at the end of the game: Has operative units while the other side lacks them, or Controls more Objectives in the case when both sides have operative units, or Has destroyed more enemy units in the case when both sides have operative units and the same number of controlled Objectives.

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When the mission ends?


The game is considered finished when one of these conditions is met: The 6th turn of the game is finished.

During the Control phase one of the sides lacks operative units (i.e. does not have survived units that are not Panicked).

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