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Macrocosm

Play Test
Rulebook
Version 1.5

Index
1. The Making of a Hero
a. Choosing a Model
b. Keywords, What are They?
c. Choosing a Model
d. Correct Base Size
e. Which way am I Facing?
2. Requisitioning Forces
a. How Many Command Points
do I Get?
b. How many of each model can
I Recruit?
3. Setting up a Game
a. Dice Conventions
b. Reading he results of the Dice
c. What is Line of Sight?
d. Scatter Dice
e. Special Dice
f. How do I set up a table?
g. When do I Determine the
Mission?
4. How a Turn Works
a. When can I move?
b. When can I fight?
c. When can I use a Special
Rule or a Power of the Mind?
5. Movement and Momentum
a. Measurement
b. Hustle & Sprint
c. Terrain
i. Keep the Game
Flowing
ii. Area Terrain
iii. Linear Obstacles
iv. Buildings
v. Impassable Terrain
vi. Damaging Terrain
vii. Deadly Terrain
d. Jump
e. Climb
f. Leap/Fall
6. Shooting your Enemy
a. How do I Determine Range?
b. How do I Make an Attack
Roll?
i. Light Cover
ii. Heavy Cover
iii. Poor Visibility
c. How do I Damage the Target?

7. Fighting your Enemy


a. Moving into Melee Range
b. How do I Make an Attack
Roll?
i. Advantageous Terrain
ii. Dodge
iii. Counter Attack
c. How do I Damage the Target?
8. Special Attacks
a. Ranged or Melee?
b. Making a Non-Standard
Attack Roll
c. Does Cover have an Effect?
d. Does the Attack Inflict
Damage?
9. Taking Damage
a. The Effect of Armour
b. Alternative Damage Types
c. Effects & Impediments
10. Health & Injury
a. Unable to Activate
b. Injured
c. Death
11. Sample Weapon
12. Sample Armour
13. Non-Standard Equipment
14. Special Rules
a. Generic Special Rules
b. Faction Special Rules
c. Specific Special Rules
d. Powers of the Mind
15. Missions
16. Setting up a Campaign
a. Linked Missions
b. The Narrative Campaign
17. Glossary

1. The Making of a Hero


A game of Macrocosm represents the struggle of a particular hero (or heroes) and
their followers and they strive to excel in a dangerous universe one were
opposition is rife and deadly.
Each Hero and follower is denoted by a selection of statistics, each representing an
aspect of their character. The statistics are:
Speed:
How fast, dextrous and nimble is the hero.
Accuracy: How good a shot are they and how easily do they spot hidden
opponents.
Ferocity: How effective are they in close combat and how they react in the face of
overwhelming odds or imminent defeat.
Resilience: How tough are they and how do they deal with mental stress and
physical impairment.
Health:
How well do they resist poison, disease and dangerous environments
and how many hits can they take before they die
Each Hero also has a number of Command Points available which they can use to
recruit followers from their faction. See the Recruiting Forces section (pg.##).
a. Keywords what are they?
Keywords are important as they identify factions and important aspects of the hero or
their followers that may be important to certain special rules.
For Example: A Digger Boss has the Digger keyword and has the Elitist (Digger)
special rule. This means they are required to recruit a certain number of followers
who also have the Digger keyword.
b. Choosing a Model
Each Hero and Follower is represented on the table by a Macrocosm model. You are
free to choose any model to represent each character, but make sure your opponent
knows which one is which. The easiest way to do that is to use the model that most
closely represents the character in question. The main rule is to have fun, so dont
get too caught up on whether the models are 100% correct or not.
c. Correct Base Size
Each Macrocosm model is supplied with the correct base size. However, as a rule of
thumb, models that are human sized or smaller use 30mm round bases. Hefty
models and those larger than a normal humans use 40mm round bases and
Immense models or very large monsters and vehicles use 50mm+ round bases, or
may not have a base at all, in the case of some vehicles.
d. Facing on Models
Unlike some other games you may play, Macrocosm assumes that, while your model
is static, the character it represents is constantly in motion, checking their
surroundings and preparing for an attack. As such we do not use facing in this game
and your model is considered to be able to see in all directions regardless of the
direction the model is actually facing.

2. Requisitioning Forces
a. How Many Command Points do I Get?
To Be Completed
b. How many of each model can I Recruit?
To Be Completed

3. Setting up a Game
a. What sort of Dice do I need to Play?
The game of Macrocosm uses eight-sided dice (abbreviated to D8) to
determine the outcome of effects. As a player, we advise that you have
a couple of D8s, one of which should be a different colour, to represent
special effects. However, you can get by with only one if necessary.
b. How do I Make a Dice Roll?
Each time a model performs an action with any degree of difficulty
(shooting, fighting, running over dangerous terrain etc.) they must
make a roll. In order to make a roll, players must determine the
difficulty. In the case of actions directed against another model, the
difficulty of the roll is determined by the targets opposing statistic (see
below). When the target of the roll is neutral (terrain for example) the
difficulty will either be determined by player agreement or from a
standard list (see below).
When making a roll, a player gets 1D8 to roll as standard, as each
model will have at least 1 star () in each stat. This is the default and a
roll will never be made with less than 1 dice. The player gains
additional dice to roll depending on the number of the model has and
other factors, which may influence the action (good quality weapons or
special equipment for example).
The players opponent also makes an opposing roll, also using a
minimum of 1 dice, which will again be altered by certain factors.
Once the number of dice each player must roll is determined, they roll
off against each other.
c. Reading the results of the Dice
When both players have rolled their dice, we must determine who is
successful.
Each player must determine who rolled the highest individual result on
the dice they rolled. The player with the highest individual result on any
dice is considered to be the winner. However, there is also the chance
for exceptional results. This happens when a winner gets more than
one result that beats one or many dice of their opponent.
Example Chris and Bob are playing a game. Bobs Digger Corpsman takes a shot
at Chris Infested Carrier. The target is within range of the Corpsmans rifle and is in
the open, without cover and while the lighting is poor, the Digger has enhanced
vision and can ignore this effect.
The Corpsman has an Accuracy stat of and his UVasergun has a Quality of . So
the Digger Corpsman will roll 2D8 to hit.
The Infested Carrier must try to avoid being shot. He has a Speed stat of 1 and gains
no bonus dice due to cover. Normally he would gain +1 bonus dice due to the Poor
Visibility, but the Digger has UV Vision, so he does not. The Infested Carrier rolls
2D8 to dodge the shot.
Both players roll their dice. Bob rolls and 8 and a 4, Chris rolls a 5 and a 4. Looking
at the results, the highest is Bob with one 8. However, Bobs other dice didnt beat
Chris highest roll. So Bob wins, but its not an exceptional success. The Infested
Carrier has been hit Bob will next roll to see how much damage the shot did.

d. Getting a Draw and a Standoff


If both players roll the dice and get the same highest result, then the
roll is a draw. Count up how many of those highest results each player
rolled (i.e. if both players rolled a 7 as their highest score, did one of
them roll multiple 7s?) and use this as a tie breaker. If a model wins a
tiebreaker, it only ever scores 1 success, the success is never
exceptional. If the rolls are exactly equal, and the tie cannot be broken,
the models have achieved a standoff. Fate has interceded and things
have gone a bit haywire.
Both the activating model and any opposing model immediately end
their activation. However, they are otherwise unaffected.
e. Rerolls and how they Work
When a model has a special rule that allows them to reroll a certain
result (normally a 1) the player may roll dice with that score again, in
order to attempt to get a better result. However, they must accept the
result of the second roll, even if it is worse.
Dice that have been rerolled, may not be rerolled a second time
regardless of any additional special rules that may affect them.
If a model gains a second special rule or attempts an action that allows
them to reroll a certain result while already able to reroll that number,
the number they are allowed to reroll is increased by 1.
Example Chris has an Og Corpsman, who charges into combat with a Malignant
Host. The Og is Hefty, which allows it to reroll results of a 1 when making damage
rolls against models on a smaller sized base. However, charging also allows you to
reroll 1s. Therefore, the Og now rerolls results of a 1 or 2 when making a damage
roll against the Host.
f. Exceptional Results
When a player makes a roll and more than one of their dice beats the
highest result of their opponent, they have achieved an exceptional
result. This means that the level of success is more impressive than a
simple success would warrant. The effect of an exceptional result is
listed under the specific action.
Example Bobs Digger Corpsman is trying to jump across a gap between two
buildings. As the gap is more than 2, the Corpsman must make a roll. Measuring the
gap we find that it is 4, which gives a difficulty of 2D8. The Corpsman is Dumpy,
which means he doesnt get to add his Speed stat to run or jump actions, but he
does still make a running jump, to get an additional +1 bonus dice. So the Corpsman
will also roll 2D8.
Bob makes his roll and Chris rolls 2D8 for the difficulty of the jump. Bob gets 8 and 7,
a great result. Chris gets 2 and 5. Both of Bobs dice have beaten Chris highest
score, so he has rolled an exceptional result, beating the required 1 successful dice
by 1.
If we check the Running Jump entry in the rules, we can see that an Exceptional
Result, means that rather than just being placed on the other side of the gap, the
Corpsman model can be placed anywhere within 1 per exceptional result of the
edge.

g. What is Line of Sight?


Line of Sight is how we determine what a model can see and interact
with. In order to find this out, all a player needs to do is get down to eye
level with the model and literally look through it, to see what the
character the model represents could potentially see.
Can you see any enemy models? Can you see objectives and terrain?
Then the character could see those things too.
Line of Sight is important as it tells you where a model can move too
and what it can shoot at. If a character does not have a clear line of
sight to a target enemy model, it either wont be able to fire at them, or
the target will gain considerable advantages when trying to dodge and
resist a potential shot.
h. Measuring Ranges
During the game, you will be required to measure ranges for movement
and weapon range. You can measure range at any time, just try to
make sure you dont interrupt your opponent or disrupt the game too
much.
All ranges are measured in inches.
i. Scatter Dice
Sometimes a weapon will have the potential to scatter, even if it misses
its target. If you use such a weapon, one of your dice must be
considered a Scatter Dice. This dice will indicate both the distance and
direction a weapon will scatter, by the number of the dice and the
direction the top point of the dice indicates.
When using a scatter weapon, if all attack dice miss the target, then
move any blast marker, a number of inches indicated on the scatter die
and in the direction it is pointing. If the blast marker lands on top of any
models (friendly or enemy) they each take Quality dice of damage,
resisted by Resilience + Armour.
j. Special Dice
Some weapons have additional effects in addition (or perhaps instead
of) damage. When using such a weapon, you will be informed to use a
number of special dice (these may be bonus dice). It is probably best to
use a different colour of dice, or to roll them separately, if these dice
hit, then they will have a specific effect, as indicated on their
description. If the dice misses, the effect will not trigger.
k. What Else do I need to Play?
In order to play, you will need a collection of Macrocosm miniatures, a
ruler or tape measure (in inches) and a selection of dice. Most
importantly, you will need a surface to play on. We suggest a 3 foot X 3
foot section of table, on which you can place model terrain (or any
other things you may have to hand) to indicate one of the battlefields of
the Macrocosm universe.
l. How do I Determine the Mission?
In Macrocosm, players must determine the primary mission of the
game. This is done by each player rolling 1D8 and checking the
mission grid (see below). However, each faction in Macrocosm has a
specific agenda and goal; this is represented by their Default Mission.
Regardless of the goals of the primary mission, Factions can always
score Mission Points (MP) by completing the Default Mission. So even

if the mission rolled is not the best for your particular build, you can
always hope to at least salvage some kind of victory by sticking to your
factions overall aims.
If you want to get into the action quickly, we recommend that you play
the Crossed Purposes mission. This is a simple mission, where
players score 1MP for each enemy model injured and a bonus +1MP
for injuring an opposing Hero. You can also score using your Default
Mission.
m. How do I set up a table?
Each primary mission will have a specific deployment setup. This
means that you and your opponent will be initially able to place your
models in certain areas of the table before play begins.
However, there is also a standard (or default) setup and table size. To
help you get started quickly.
We suggest that you use a 4 foot by 4 foot [4X4] playing surface to
play a standard game of one to three Heroes. With more heroes, you
might want to increase the playing surface to 4X5 or even 4X6 for
really big multi-hero battles. However initially, for games of one Hero
each, a 3X3 is fine.
Initial deployment on a standard table is as follows:
Each player sets up their models up to 12 from a corner of their
choice. To determine which player set up their models first (and
chooses the initial corner) roll 1D8 + 1 bonus die for each point of
Leader your Hero has. The player that wins the rolls chooses, sets up
their models and activates first. In missions, they will also be
determined to be the Aggressor.

4. How a Turn Works


A players turn in Macrocosm consists of activating a number of models, those
models moving and shooting, or perhaps even fighting in close combat or
interacting with objectives or terrain on the table.
a. How do I activate models?
To activate a model, you simply have to declare to your opponent
which model you wish to activate, and then place your hand on it to
move, attack or take an action. Its good form to use the models official
name, so that your opponent knows which model it is you are moving,
but if you want to use your own names, why not. Just as long as
everyone knows exactly which models are moving and when.
b. How many models can I activate?
Each player gets to activate five models. After a player has moved that
number of models play passes to their opponent and vice versa.
c. When can I move and how far?
Each model can move up to 4 (+1 per of Speed) when they
activate. They may have different forms of movement or they may
decide to sprint or perhaps some other type of moving, these are
discussed below. But in general, a model will be able to move at the
standard rate of at least 4.
A model can move at any point during its activation, either before or
after taking an action. However, if they have used certain forms of
alternate movement, they may be precluded from taking action or from
using that type of movement, depending on what action they took.
d. When can I fight?
A model can shoot either before or after movement, similarly they may
fight in close combat, before or after movement, provided (in both
cases) a suitable opponent is within range of the weapon they intend to
use. In the case of close combat, this will typically mean they should be
in base contact with the enemy. If at any time two enemy models move
into base contact, they are considered to be in close combat, struggling
with each other and trying to gain the upper hand. This will stop the
moving model from travelling any further, even if it is not the controlling
players turn.
e. When can I use a Special Rule or a Power of the Mind?
In general a model can use a Special Rule or Power of the Mind
instead of moving or taking an action. The description of the rule/power
will tell you which. However, certain Special Rules and Powers of the
Mind are passive and can be activated at any point. Passive powers do
not take the place of a models movement or action.
f. Out of Turn Actions
If a model is not activated during your turn, they are eligible to take an
out of turn action. The two out of turn actions that can be taken are Pot
Shot and Scramble (each of which are defined below).

5. Movement
Each model that activates in a turn may move. There are various types of
movement that can be selected, including some special types that will be
described either in Special Rules, or on the models description.
a. Hustle & Sprint
The basic form of movement a model can perform is to Hustle. This
allows the model to move 4 (+1 per of Speed) and assumes the
character is moving with haste, while trying to avoid enemy fire and
generally keep a low profile. A model that Hustles can shoot or fight as
normal. In addition, they gain the full benefit from cover and terrain.
Sometimes a character may wish to move faster than a Hustle. If this is
the case, they may choose to Sprint. When Sprinting, the model moves
an additional 4 faster than their Hustle rate. However, if you Sprint,
you may not shoot a weapon and your reckless movement means you
do not gain any bonus dice to Dodge from terrain.
A character may choose to Sprint into base contact with an enemy
model. If they do, this is considered to be a charge. Charges are
discussed under the Fighting your Enemy section below.
b. Terrain
Every battlefield consists of terrain. This breaks up the battlefield,
provides vital protection for characters and just generally looks good.
There are different types of terrain, most of which can be traversed,
jumped over, climbed up or dropped down from.
At the beginning of a game, players should agree which pieces of
terrain represent what types.
i. Keep the Game Flowing
In order to keep the game from getting jammed up with too
many dice rolls, we must consider that some terrain is easy for
characters to traverse or jump over. If an obstacle is under 2
tall, a gap is 2 or less wide, or a drop is 2 or less. Then the
model is assumed to be able to easily move across or leap the
distance required. The controlling player can still take a roll if
they want to try for an Exceptional Success, but in most cases,
we simply measure the distance of the move, including the
obstacle and move the model the full Hustle or Sprint distance
(remember, certain terrain still cannot be Sprinted across).
ii. Rough Terrain
This type of terrain represents areas of ground that are broken
or otherwise difficult, but not impossible to cross (i.e. a river). A
model can Hustle across Rough Terrain, but cannot Sprint
across it.
iii. Damaging Terrain
This type of terrain represents terrain that may hurt anyone
trying to cross it (i.e. lava flows, pools of acid). This terrain acts
as Rough Terrain, but a model takes a number of Damage dice
depending on how dangerous the terrain is (generally 1-3).
When crossing this terrain, a player can use a models Speed or
Resilience to resist the damage of the terrain.

iv. Deadly Terrain


This type of terrain is so dangerous that it will instantly kill any
model that fails to cross it (e.g. a chasm). This terrain acts as
Rough Terrain, but a model takes a number of Damage dice
depending on how deadly the terrain is (generally 1-3).
When crossing this terrain, a player uses a models Speed to
resist the damage. If they fail and take any damage, the model
is removed from play, regardless of how much Health they have
remaining.
v. Impassable Terrain
This type of terrain cannot be traversed by normal means. It
serves to block a models movement and to make the battlefield
less regular.
vi. Linear Obstacles
These are walls, fences, rock piles etc. essentially any terrain
that has height and is laid out in a line. In order to traverse this
terrain a model must climb (see below) provided the obstacle is
more than 2 in height. In general, Linear Obstacles grant Heavy
Cover. However, hedges and vegetation will usually only grant
Light Cover (see below).
vii. Buildings
This terrain represents habitation cubicles and bunkers, which
the civilisations of Macrocosm use to live in or to protect
themselves. In general Buildings will be impassable terrain.
However, you may be able to climb onto the roof, or indeed get
inside the building, should your model allow.
viii. Ruins
The battlefields of Macrocosm are littered with the remnants of
previous settlements or the evidence of recent conflict. As such
ruins are common. A ruin is generally considered to be a
collection of Linear Obstacles, typically in close proximity and
perhaps with one or two floors. Ruins provide Heavy cover.
c. Jump & Running Jump
Sometimes a character in the game will be required to jump across a
gap to reach another area of the battlefield. In order to do so, they must
decide to either make a standard jump or a running jump. Provided the
gap is more than 2 (see above) and less than 6. No model may
attempt to jump more than 6, unless they have a special rule that
allows them to.
If the player decides to make a standard jump, they roll their Speed
which is resisted by the difficulty of the distance. For each 1 over the
2 allowed, the opposing player rolls 1 dice to resist the jumping model.
If the jumping model fails to make the jump, then it falls (see below). A
model making a standard jump can continue to move if they have any
inches of movement left.

If the model makes a running jump, they roll their Speed (as above) but
gain +1 bonus dice to make the jump. However, making a running jump
ends their movement and does not allow them to shoot afterward (or
have shot beforehand). A running jump can be used as a charge (see
below).
If the model succeeds at their jump, then place the model on the other
side of the gap and continue with the activation.
d. Climb
When trying to cross a section of linear terrain or a wall, the model
must climb. A climbing model must roll their Speed, resisted by the
height of the obstacle/wall. The wall resists with 1 Dice per 1 over 2,
up to a maximum of 3 Dice. If a model fails in their climb roll, they fall.
To make things easier, the distance they fall is considered to be half
the total height of the structure they failed to climb. However, they must
always roll a minimum of 1 Dice damage.
e. Leap/Fall
When a model tries to descend from a height, they must leap down (or
fall). A model can descend up to 2 without a roll. However, if they
descend any greater distance, they take a damage roll of 1 Dice per 1
over the 2 allowed, up to a maximum of 3 Dice.
The damage from Leaping/Falling can be resisted with Speed, or
Resilience.
f. Hiding
If a model ends its turn in base contact with a section of terrain that
covers more than 25% of the miniature, it can elect to hide. A hidden
model cannot move or take out of turn actions, but enemy models
cannot draw a line of sight to the hidden model if their line of sight
passes through the piece of terrain that is hiding the model. This
means that enemy models cannot shoot the hidden model, use special
abilities or powers that require line of sight against it, or charge into
hand-to-hand combat with it, while it remains hidden.
A hidden model may elect to shoot, charge, use a special rule or power
against an enemy model during its activation. If it does so, the enemy
is considered to be ambushed (see below). If a model shoots, charges,
uses a special rule or power or moves out of cover, it is no longer
considered to be hidden.
i. Spotting Hidden Models
In order to spot a hidden model, an enemy needs to make a roll
of 1D8 + 1 bonus dice for each of Accuracy, opposed by the
number of dice the terrain grants for difficulty (1-3) + any bonus
dice for Poor Visibility.
If the spotter wins the roll, the model is no longer considered to
be hidden. This applies to all enemy models, as the spotter is
assumed to relay the position of the discovered model to their
allies.

g. Scarper
Scarper is an out of turn move action that can be taken by a model that
has not activated during a players turn.
If an enemy model finishes a movement action within the line of sight of
a model that has not activated the model that as not activated can elect
to Scarper. This allows the model to make a normal Hustle move in any
direction, to escape detection. The model may not climb or jump during
this movement, but they may elect to Hide (see above).
If a model makes a Scarper move, they cannot be activated during the
players next turn.
h. Exceptional Results
When rolling to traverse terrain, it is possible to obtain an Exceptional
Result. For each success rolled, over and above the 1 required for
success, the model may move an additional 1 through the terrain, or
over the gap. This additional movement is entirely voluntary and a
model is not required to use it but it may be useful.

6. Shooting your Enemy


An essential part of Macrocosm is the ability of characters to engage their
enemies in ranged combat. Whether this be shooting a gun, throwing a
grenade or the ability to avoid those attacks, high risk firefights are integral to
the game.
a. How do I Determine Range?
The range of weapons are measured by placing your tape measure
touching the base of your model and measuring the distance to the
base of the target you are firing at.
Ranged weapons can target enemies over a great distance. In fact,
almost all ranged weapons (except thrown weapons such as grenades)
have a range that far exceeds the areas designated by our 3X3 table.
While weapons may have great range, they are not all equally effective
over greater range. As such, all weapons have a Range stat to indicate
the effective range of the weapon. Beyond this range the weapon is too
inaccurate or lacks the impact to properly affect a target. It cannot
affect any target beyond its effective range in inches.
b. How do I Make an Attack Roll?
When rolling to hit a target, you must first have a line of sight to the
target. This means that your model can see a significant portion of the
target (typically the torso or head). Due to the dynamic posing of
models, we can generally ignore arms, weapons and flailing legs, when
determining Line of Sight.
To make the attack roll against a target, the player rolls 1D8, but gets a
bonus dice for each of Accuracy stat the model has and each of
Quality the weapon has. The roll is opposed by the targets Speed, plus
any bonuses they get for environmental effects, special rules or
powers.
c. Dodging a Shot
When being shot at, it is assumed that a target is going to dodge. This
is not always the case. If the target is ambushed, they will find it harder
to Dodge, the player may also choose for the character to Hunker
Down, where they simply take the hit and hope their innate toughness
and amour can ignore the damage.
When the target chooses to dodge, the player opposes an incoming
shot with 1D8, plus a bonus dice for each of Speed their model has.
This is further increased by environmental factors, such as cover and
visibility (see below).
i. Light Cover
A model in light cover gains a +1 bonus dice to dodge incoming
shots. Light cover is described as terrain that obscures more
than 33% of the target, but is made of soft or easily penetrated
material (e.g. vegetation, advertising signs, crates etc.).

ii. Heavy Cover


A model in heavy cover, is not only harder to hit, but protected
from a measure of the damage inflicted. Heavy Cover, grants +1
bonus dice to dodge and grants +1 bonus dice to resist damage,
should the target be hit.
Heavy Cover is described as terrain that obscures more than a
third of the target and is made of a solid material (e.g. rocks,
walls etc.)
iii. Poor Visibility
It is not always possible to fight in the most advantageous of
circumstances. The most common battlefield effect that
influences shooting is poor visibility. Poor Visibility represents,
smoke, darkness, deep shadow or some other effect that
obscures a target, but cant accurately be represented by
terrain. If there is poor visibility, a target shot at is permitted to
reroll any D8 roll of a 1 when making a dodge (or any ability to
reroll dodge dice is increased by +1). If they reroll any dice, they
must accept the result of the second roll.
iv. Ambush
Sometimes it is possible to ambush a target. If a model begins
its activation completely out of sight of an enemy, or they were
Hidden (see above) then they have ambushed their target.
It is much harder for a target enemy to dodge an attack when
they are ambushed. As such they may only roll 1D8 when
making their dodge roll.
d. How do I Damage the Target?
Once a hit has been determined, you should then roll for damage (see
below).
e. Aimed Shots
A model can elect to make an aimed shot. In order to make an aimed
shot, the model cannot also move during its activation (it is too busy
taking aim). If the model does not move and shoots with an aimed shot,
it makes a single attack roll (i.e. no additional attacks due to special
rules) and can reroll results of a 1 when making the attack roll.
A model can only make an Aimed Shot during their activation; they
cannot apply the Aimed Shot bonus to Pot Shots or any other type of
out of action shooting.
Note Some weapons are more accurate than a standard gun and
can reroll results of 1 and 2, or even 1, 2 and 3 for very accurate
weapons.
f. Pot Shots
If a model has not activated during a players turn, it can declare an out
of action Pot Shot, at any enemy model that ends its movement action
within line of sight that is not also hidden.
When a model makes a Pot Shot, they make a normal attack roll,
exactly as above, but they may only ever fire a single shot (i.e. Burst
Fire and Rapid Fire have no affect).

A model that makes a Pot Shot, cannot then be activated during the
controlling players next turn.
g. Firing into Hand-to-Hand Combat
A shooter is able to fire into a melee combat, in which they have allied
models. However, this is dangerous. Calculate the dice as normal,
however, if the shooter rolls a 1, then their ally must take a dice of
damage (which is resisted normally but increased by +1 for each of
Power the weapon has).
For Example Chris gets his Infested Thug to shoot into hand-to-hand against
Henrys Digger Corpsman, who is engaged in combat with a Malformed Host. Chris
rolls to hit with 2 dice and gets a 7 and a 1. Henry rolls to Dodge and gets a 5 His
Digger has been hit by one dice. However, because Chris rolled a 1, his model (the
Malformed Host) is also hit with one dice.
h. Firing into Hand-to-Hand with Multiple Combatants
When shooting into a melee with multiple combatants, the shooter
must first determine how many of their own friendly models are in the
combat. Each additional combatant adds +1 to the likelihood that a
friendly model will be hit (i.e. 1 and 2 for 2 friendly models). A model hit
in this way, is always chosen by your opponent.
i. Exceptional Results
When rolling to hit with a ranged weapon, it is possible to achieve an
exceptional result. For each additional success rolled (above the one
required to hit) the attacking model gets to roll an additional Damage
Dice when making their damage roll they have obviously hit with
multiple shots or even a particularly vulnerable spot.

7. Fighting your Enemy


In addition to shooting at opponents, a character may also get up close and
personal, fighting an enemy in hand-to-hand combat. As this sort of fighting is
much more chaotic and brutal, it follows slightly different rules from ranged
combat.
a. Moving into Melee Range
The majority of hand-to-hand combat will be conducted while in base
contact with the opponent. As such, a model is required to move into
base contact in order to initiate hand-to-hand.
Hand-to-Hand combat is automatic and begins as soon as two models
move into base contact. Hand-to-hand occurs, even if the moving
model has already shot a ranged weapon during their activation.
i. Charging
If a model Sprints into base contact, they are considered to have
charged. The increased momentum allows them to reroll 1s on
their damage dice when rolling for damage against the target
they charged.
If a model already has a special rule that allows it to reroll
damage dice with melee attacks, charging increases this
number by +1 (so reroll 1, becomes reroll 1 & 2).
ii. Multiple Fighters
Sometimes a fighter may come into base contact with multiple
enemies, or they might be dog-piled by more than one enemy
after combat begins. If a model is in base contact with more than
one enemy model, they lose the ability to add their Speed as
bonus dice to dodge. In addition, the enemy attackers gain +1
bonus dice to their attack roll, due to the added support of their
friends.
iii. No Melee or Inappropriate Melee Weapon
Not all fighters in Macrocosm are armed with melee weapons;
some may only have rifles or heavy weapons; both of which are
not ideal for hand-to-hand combat. If a model is only armed with
a ranged weapon, it does not add its Quality to their hand-tohand attack rolls. In addition, they must reroll results of an 8
when making melee damage rolls.
b. How do I Make an Attack Roll?
Making an attack roll in hand-to-hand is similar to that of a ranged
attack, except that the fighter uses their Ferocity stat to make the
attack roll. The fighter rolls 1D8 + a number of bonus dice equal to their
Ferocity and they get to roll bonus dice equal to the Quality of any
melee weapon they may have
i. Pistols in Hand-to-Hand Combat
Pistols are a special case in close combat. A Pistol is small
enough that it can be used in close combat as a weapon. As
such, it counts as a melee weapon and adds its Quality in
dice to the Ferocity attack roll as normal.

ii. Multiple Melee Weapons


Sometimes a model may be armed with more than one melee
weapon. If this is the case, you may choose which weapon to
fight with at the beginning of each combat. Some exceptional
opponents can wield more than one melee weapon at once.
This ability will be described on their character description.
iii. Advantageous Terrain
Terrain generally has little effect on hand-to-hand combat.
However, there are a couple of exceptions. If a target is behind
a section of Heavy Cover, then a model does not gain a reroll for
charging into hand-to-hand with them (the cover is assumed to
cause the momentum of the charge to falter). If an attacker is on
a higher section of terrain than the model they are fighting, then
they gain +1 bonus dice to their Damage roll (the higher
elevation allows them more access to vulnerable areas of their
target).
c. Dealing with Enemy Melee Attacks
If your model is attacked in hand-to-hand, they have a choice, they
may dodge the blow, or they may counter attack and try to outfight their
opponent.
i. Dodging a Hand-to-Hand attack
Dodging an attack is similar to dodging a ranged attack. The
model opposes the incoming attack, using 1D8, plus a bonus
dice for each of Speed. If they successfully dodge the attack,
the model is moved 1 away from all attackers in the combat and
is no longer considered to be in hand-to-hand.
ii. Counter Attack
If a character decides to Counter Attack, then they oppose the
incoming attack, using 1D8 plus a bonus dice for each of their
Ferocity with an additional bonus dice for each point of Quality
their weapon possesses. If they succeed, they damage their
attacker, exactly as if they had instigated the combat.
iii. Ambush
Just like a ranged attack, if a model begins its activation
completely out of sight of an enemy, or they were Hidden (see
above) then they have ambushed their target.
It is much harder for a target enemy to dodge an attack when
they are ambushed. As such they may only roll 1D8 when
making their dodge roll.
d. How do I Damage the Target?
Once a hit has been determined, you should then roll for damage (see
below).
e. Exceptional Results
It is possible to achieve and exceptional result with an attack roll,
dodge roll or counter attack roll. In the case of an attack or counter
attack, exceptional results add an additional damage dice for each
success over and above the one required to hit. For the dodge roll, the
model can be moved an additional 1 out of combat, for each additional
success.

8. Special Attacks
a. Ranged or Melee?
To be Completed
b. Making a Non-Standard Attack Roll
To be Completed
c. Does Cover have an Effect?
To be Completed
d. Does the Attack Inflict Damage?
To be Completed

9. Taking Damage
The ultimate purpose of combat is to injure or kill your opponent. As such, we
must have a way to determine who if anyone is not going back to their loved
ones after this battle.
a. Making a Damage Roll
To make a damage roll, the attacking player takes the Damage Dice,
as determined by the success of the attack roll, plus a number of bonus
dice equal to the Power of the weapon they are using. In response
the target being damaged, tries to resist the impact, using 1D8 for each
of Resilience they have.
If the attacker succeeds, they reduce the Health of the target by .
If the defender succeeds, they have shrugged of the damage and can
continue to activate as normal.
b. The Effect of Armour
Armour is key to survival on the brutal battlefields of Macrocosm.
However, it is expensive and not always available to the standard
soldier. Armour is rated on a scale of 1-3 , with each point allowing
you to reroll a D8 of up to that number when resisting damage.
Some weapons in Macrocosm have the ability to penetrate amour
more easily. They effectively reduce the number that can be rerolled by
-1, if the reroll number reaches 0 then the reroll is lost. The level of this
effect will be recorded on a characters description.
c. Alternative Damage Types
While all damage can be ultimately fatal, certain weapons deliver
damage of a specific type, be it burning, freezing or spraying their
target with virulent acid. Some armour types and races will be more
resistant to certain types of damage. This will be recorded on their
character descriptions.
i. Fire Damage
This weapon sets opponents alight. Not only do they take initial
damage from the weapon, but they also take an additional
damage roll at the end of the opposing players turn. This
additional damage roll is made using a number of dice equal to
the weapons Damage and is opposed as normal.
Each turn, the additional damage roll is reduced by 1 dice, until
no more are rolled and the fire has gone out.
d. Effects & Impediments
Not all damage is designed to cause instant death. Some is more
insidious and causes an effect that will limit the model for a short
duration or even for the remainder of the battle, making them less
effective or easier to defeat. These effects are listed on a characters
description, but here are some general types:
i. Knocked Down
A model that is knocked down is in a prone position. A model
that is knocked down can choose to either stand up, or crawl 2
as their movement portion of their action. If they elect to crawl,
the model remains knocked down.

While knocked down, a model only ever rolls 1D8 to dodge and
cannot elect to Counter Attack opponents in hand-to-hand
combat.
If they were engaged in hand-to-hand combat, they are
immediately disengaged.
A model that is knocked down while in base contact with a
terrain feature is considered to be Hidden until it stands up or
moves out of base contact with the terrain.
Any model (friendly or enemy) in base contact with a model that
is knocked down can claim Light Cover from the knocked down
model.
A knocked down (or injured model) can be carried or dragged
like an object of size 1-3. 1 for standard (30mm base) models, 2
for Hefty (or 40mm base) and 3 for Immense (or 50mm base)
models.
e. Exceptional Results
It is possible to achieve an exceptional result with a damage roll. For
each success, over and above the one required to succeed, the
attacker reduces the Health of their target by one additional .
If a damage resistance roll gains an exceptional result, it is possible to
use the additional successes to remove existing ill effects, or prevent
additional effects from the resisted attack. As the target gains a sudden
adrenalin burst. For each success over and above the one required,
the model may remove one ongoing effect they are suffering from, or
may stand up if knocked down.

10. Health & Injury


A characters Health stat represents their ability to take damage and still keep
moving and fighting. If this stat ever drops to zero, the model is injured and
can no longer activate.
a. Unable to Activate
Sometimes a model will be affected by an attack or effect that stops
them activating. In this case, the models activation immediately ends
and it cannot be selected for a normal activation, until the required
duration is up, or in the case of injury, it receives healing.
When a model is unable to activate normally, it can still select to use
the Gotta Keep Fighting action (see below).
b. Injured
When a models Health drops to zero, they are injured. Theyre not
dead (at least not yet), but they are Unable to Activate and Knocked
Down (see above) for the rest of the game, or until they receive some
form of treatment or healing. Those that can provide healing have this
noted on their character descriptions. In any case, an injured model
can still receive an activation, but the only action it can take is Gotta
Keep Fighting!
i. Gotta Keep Fighting!
This is the last ditch attempt of a fighter to keep going and finish
their mission (or escape from harm). In order to keep going, a
model must make roll using Resilience. This is always opposed
by 3 Dice from your opponent.
If the injured model succeeds, it can activate normally, but must
consider all of its stats to be a single for the remainder of the
battle.
If the injured model fails the effort of trying to get back into the
battle causes them to take one of Health damage. If it is
injured, then the strain is too much and it is removed as a
casualty
c. Becoming a Casualty
This is the most decisive effect a model can suffer from during a game
of Macrocosm. If an injured model is attacked and damaged again, it is
removed as a casualty.
In a campaign, the exact result of what happens to the model is
determined randomly. However, in the case of a one-off or skirmish
battle, the model is considered to be dead.
d. Exceptional Results
It is possible to get an exceptional result when rolling for Gotta Keep
Fighting. For each success over and above the one required, the
model can be moved 1 from its starting position, potentially getting it
into some lifesaving cover.

11. Sample Weapon

12. Sample Armour

13. Non-Standard Equipment

14. Special Rules


a. Generic Special Rules
b. Faction Special Rules
c. Specific Special Rules
d. Powers of the Mind

15. Missions

16. Setting up a Campaign


a. Linking Missions
b. The narrative Campaign

Glossary

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