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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?
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.
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.
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.
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.
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.
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.
15. Missions
Glossary