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1 Unbreakable Rules Introduction Unbreakable is a game of futuristic ground combat for 2 players. Each player assembles a platoon of crawlers, walkers, and powered armor squads and equips them with nukes, stasis rays, lasers, and more. Once fully equipped, the platoons meet in combat where they unleash terrible powers of overwhelming destruction. Fortunately, no one gets hurt. Thanks to amazing leaps in materials technology the battlefield of the future will no longer be a dangerous place–for the combatants. Your units are protected by Ultimate Armor (patent pending) and nothing your opponent can throw at you will cause so much as a scratch. Of course, if your opponent nukes a big hole in the earth and shoves you in, it may be awhile before someone comes along to dig you out. Text copyright © 2006 by Greg Turner

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Page 1: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

1

Unbreakable Rules

IntroductionUnbreakable is a game of futuristic groundcombat for 2 players. Each playerassembles a platoon of crawlers, walkers,and powered armor squads and equipsthem with nukes, stasis rays, lasers, andmore. Once fully equipped, the platoonsmeet in combat where they unleash terriblepowers of overwhelming destruction.Fortunately, no one gets hurt.

Thanks to amazing leaps in materialstechnology the battlefield of the future willno longer be a dangerous place–for thecombatants.

Your units are protected by UltimateArmor (patent pending) and nothing youropponent can throw at you will cause somuch as a scratch. Of course, if youropponent nukes a big hole in the earth andshoves you in, it may be awhile beforesomeone comes along to dig you out.

Text copyright © 2006 by Greg Turner

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Unbreakable Rules

Table of ContentsIntroduction .........................................................1

Definitions...........................................................3Units ............................................................3Weapons ......................................................4Terrain .........................................................4Breakable .....................................................4

Equipment ...........................................................5Dice .............................................................5Cards............................................................6Counters.......................................................7Terrain Hexes ...............................................7

Getting Started.....................................................7Overview......................................................7Choose a Scenario ........................................7Assemble Platoons........................................7Setup Units...................................................8Assign Weapons...........................................8Create the Action Deck.................................8

How to Play.........................................................9Game Turn ...................................................9Shuffle the Action Deck................................9Draw a Card .................................................9

Unit Actions ...................................................... 11Overview.................................................... 11Weapon Actions ......................................... 11Physical Actions......................................... 11

Movement ......................................................... 12Terrain ....................................................... 12On and Off Map ......................................... 12Stacking Limit............................................ 13Displacement.............................................. 13

Combat ............................................................ 14Combat Dice.............................................. 14Weapon Size vs. Target Size ...................... 14Modifiers ................................................... 14Loaded and Unloaded................................. 14Range ........................................................ 14Multiple Fire.............................................. 15Continuous Beam....................................... 15LOS........................................................... 15Melee Attack ............................................. 16Breakable Weapons.................................... 16Weapon Effects.......................................... 17

Earthquake........................................................ 21Roll for Units in Lava................................. 21Roll for Terrain Conversion........................ 21Reduce the Earthquake............................... 21Example..................................................... 22

Credits ............................................................ 23

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Unbreakable Rules

Definitions

SectionsThis PDF includes 3 sections: Rules, Sce-narios, and Chrome. The Rules describehow to play Unbreakable, the Scenarios listvarious missions you may attempt, and theChrome section lists optional rules.

Units

Crawlers, Walkers, and Squads

There are 3 types of units: crawlers,walkers, and powered armor squads(hereafter just called squads). Crawlers arehuge, earth-crushing cyber-tanks. Walkersare massive, bipedal robots. And squadsare composed of a dozen or so men andwomen who mostly just wish they weresomeplace else.

Size

Units are classed in 3 different sizes:heavy, medium, and light.

Status

A unit’s status indicates its combatreadiness. There are 4 different statuses.

Ready

Buttoned

Offline/Scattered

Frozen

Ready: The unit is online with fire controlactivated.

Buttoned: The unit is online but its firecontrol is inactive. It cannot fire weapons,but it can move and is immune to NeutronBombs. See Neutron Bomb on page 19.

Offline/Scattered: An offline crawler orwalker is shutdown and cannot take anyaction. A scattered squad has lost unitcohesion and cannot take any action.

Frozen: A unit that has taken too manystasis hits may become frozen in time. Afrozen unit cannot take any action. SeeStasis Ray on page 20.

Configuration

Walkers and squads have 2 differentconfigurations.

Walkers: A walker may be either uprightor down. A down walker may not movebut it may load and fire weapons normally.

Squads: A squad may be either hovering(Hvr) or on the ground (Gnd). A hoveringsquad moves twice as fast as one on theground.

Unit Types: Crawler, Walker, Squad

Down Walker

Unit Type Size

Crawler Heavy

Walker Medium

Squad Light

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Unbreakable Rules

Weapons

Types

There are 6 types of weapons in 2 classes:

Class

Weapons come in 2 classes: beams andbombs. A beam affects only a single unitwhile a bomb affects all units in a hex andsometimes the hex itself.

Loaded and Unloaded

When you fire a beam or bomb it becomesunloaded. You must reload the weaponbefore you can fire it again.

Size

Weapons come in 3 different sizes: heavy,medium, and light.

Terrain

Map

There are 6 types of terrain on the map.

Clear

Hill

Industry

Lake

Road

Woods

Roads: Roads have no effect on the game.Treat the road hexes on the map as clear.

Conversion

Terrain may be converted from one type toanother by nukes, earthquakes, andcrawlers. There are 4 types of terrain thatmay be placed on the map when terrain isconverted.

Crater

Lava

Rough

Volcano

Depressions

The following terrain types aredepressions:

Crater

Lake

Lava

BreakableBreakable is a separate game that is set inthe same future history as Unbreakable.You may play either game independentlyor combine them as you see fit.

For convenience, a few Breakable rules areincluded here. Ignore these rules unlessyou are using Breakable units and/orweapons together with Unbreakable.Harmless Nuclear Detonation

Weapon Class

Crust Buster Bomb

Force Beam Beam

Laser Beam

Neutron Bomb Bomb

Nuke Bomb

Stasis Ray Beam

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Unbreakable Rules

Equipment

DiceYou can play Unbreakable with 3 or morestandard, 6-sided dice. However, you maysubstitute standard dice with the specialtydice described here. You can usually findthese dice at teacher supply stores.

Earthquake Dice

You will roll earthquake dice during anearthquake. You can use standard dice ordice with different color faces; red, yellow,orange, green, blue, and white. If you rollstandard dice, use this table to determinethe color rolled:

Combat Dice

You roll combat dice to determine weaponeffects. A single combat die result is eithera positive () or negative (blank). Youcan use standard dice and treat an oddresult as and an even result as blank. Oryou can acquire blank dice and apply stickers to 3 faces of each die.

Earthquake Dice

Combat Dice

Roll Color Roll Color

1 Red 4 Green

2 Yellow 5 Blue

3 Orange 6 White

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Unbreakable Rules

Cards

Action Cards

Types: There are 4 types of action cards:

Activation

Earthquake

Opportunity

Time Stream

Action cards are described in the How ToPlay rules beginning on page 9.

Opportunity Cards: The OpportunityCards are optional and are explained in theChrome section following the scenarios.

Breakable: If you would like to combineBreakable and Unbreakable units in a sce-nario, a set of combined activation cards isincluded

Unit Cards

Blue & Yellow: There are 2 sets of unitcards; 1 for each player. Decide whichcolor of cards and corresponding unitcounters to take before the game begins.

Status: Turn the unit’s card facedown toindicate the unit is offline or scattered.Turn the card faceup to indicate the unit isready. Place a buttoned marker on a faceupcard to indicate the unit is buttoned.

Weapon Cards

There are several cards for each type ofweapon. The size of a weapon depends onwhat type of unit its assigned to. SeeAssign Weapons on page 8.

Action Cards

Unit Cards: Offline, Buttoned, Ready

Weapon Cards

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Unbreakable Rules

Counters

Unit Counters

Walker and squad counters are two-sided.Each side represents one of the unit’s 2configurations. For example, a walkercounter has an upright (Up) side and adown side.

Markers

Use the various markers as described laterin the rules and in the Scenarios section.Ignore the Erratic Maneuvers counters;they are used only in Breakable.

Terrain Hexes

The terrain printed on the map may beconverted during the game. When thisoccurs, place the appropriate terrain hexonto the map.

Getting Started

Overview

To start a game of Unbreakable, you will

Choose a scenario

Assemble platoons

Setup units

Assign weapons

Create the action deck

Choose a ScenarioBoth players must agree which scenario toplay. The scenario will describe eachplayer’s mission and may have specific in-structions for assembling your platoons.See the Scenarios section following therules.

Assemble Platoons

Each player must assemble his or herplatoon. A platoon may consist of 1 to 12units depending on the scenario.

Unit Types: You decide how many unitsof each type (crawler, walker, and squad)will go into your platoon.

Restrictions: Your platoon must have atleast as many squads as it has walkers andit must have at least as many walkers as ithas crawlers. For example, if your platoonhas 2 crawlers it must also have at least 2walkers and 2 squads. A platoon of 1crawler, 1 walker, and 2 squads is legal,but a platoon of all walkers is not.

Secret: You should keep the compositionof your platoon hidden from your opponentuntil the first turn of the game.

Walker Counter: Front and Back

Terrain Hexes

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Unbreakable Rules

Setup UnitsCards: Place a card for each unit in frontof you. Your units start in ready status.

Counters: Follow the scenario’sinstructions for the initial placement ofyour units. Your walkers and squads maystart in either of their configurations.

Off Map: If your units are to enter from amap edge, place their counters off the mapalong that edge. You may move these unitsonto the map when they are activated.

Assign Weapons

Assign weapons by placing weapon cardsbehind each unit card.

Crawler: You may assign 1 or 2 beamcards and 1 or 2 bomb cards to each ofyour crawlers. If a crawler has 1 beamcard it’s a heavy beam. If it has 2 beamcards they are both mediums. Likewise forbomb cards.

Walker: You may assign 1 or 2 beamcards and 1 or 2 bomb cards to each ofyour walkers. If a walker has 1 beam cardit’s a medium beam. If it has 2 beam cardsthey are both lights. Likewise for bombcards.

Squad: You may assign 1 beam card and1 bomb card to each of your squads. Bothweapons are light.

Loaded: Place a weapon loaded markeron each weapon card to indicate that it’sready to fire.

Create the Action DeckShuffle: Shuffle the Activation and TimeStream cards together to create the actiondeck.

Earthquake Cards: Don’t shuffle theEarthquake cards into the action deck atthis time. You will add Earthquake cardsto the deck when a crust buster detonates.See Crust Buster on page 17.

Opportunity Cards: The Opportunitycards are optional. See the Chrome sec-tion.

A Walker with 2 Light LasersAnd 1 Medium Nuke

Unit Beams Bombs

Crawler 1 heavy or2 mediums

1 heavy or2 mediums

Walker 1 medium or2 lights

1 medium or2 lights

Squad 1 light 1 light

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Unbreakable Rules

How to Play

Game TurnUnbreakable is played in a series of turns.At the beginning of each turn, shuffle theaction deck. Then draw cards 1 at a time.

Shuffle the action deck

Draw a card Activation

Earthquake

Time Stream

Keep drawing cards until the deck runs out

Start a new turn

Mission Complete: Continue playing un-til one player completes his or her missionas defined by the scenario.

Shuffle the Action DeckAt the beginning of each turn, shuffle theaction deck. If any Earthquake cards wereplaced on the discards during the previousturn, shuffle them into the deck now.

Draw a CardTo speed things up, designate 1 player tobe the caller. Players may wish to taketurns being the caller.

The caller draws 1 action card andannounces what it is. Players apply theresult of the card before the caller places iton the discards and draws the next card.The caller continues drawing until the deckruns out, ending the turn.

An action card may be 1 of the following:

Activation card

Earthquake card

Time Stream card

Activation Card

When you draw an Activation card, theunits listed may fire or reload and thenmove. However, frozen units are notactivated. See Unit Actions on page 11.After reading the card, place it on thediscards.

Earthquake Card

An earthquake may cause units in lava tobecome engulfed in magma and removedfrom the game. They may also causeterrain conversion. See Earthquake onpage 21.

Activation Card

Earthquake Card

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Unbreakable Rules

Time Stream Card

Mushroom clouds may be reduced andunits may change status when you draw aTime Stream card. Some of these activitiesare performed only when the first card isdrawn. Others may be performed whenany card is drawn. Possible activities are:

1. Reduce mushroom clouds (1st card)

2. Thaw (1st card) or freeze (later cards) units

3. Reduce stasis hits (1st card)

4. Change unit status (any card)

Keep Count: Set Time Stream cards toone side where both players can easily seehow many have been drawn.

Reduce Mushroom Clouds: When youdraw the first Time Stream card, remove alllight mushroom clouds. Then reduce allmedium clouds to lights. And finally,reduce all heavy clouds to mediums.However, don’t reduce a mushroom cloudthat was created during the current turn.Instead, remove the frozen marker from thecloud. Mushroom clouds are placed on themap by nukes. See Nuke on page 19.

Thaw Units: When you draw the firstTime Stream card all frozen units return totheir previous status (ready, buttoned, oroffline/scattered). Remove all frozenmarkers from all units.

Reduce Stasis Markers: When you drawthe first Time Stream card remove 1 stasismarker from each unit that has 1 or moremarkers. Stasis markers are placed bystasis ray hits. See Stasis Ray on page 20.

Freeze Units: When the second TimeStream card is drawn, units with 4 or morestasis markers become frozen. When thethird card is drawn, units with 2 or moremarkers become frozen. And when thefourth card is drawn, units with 1 or moremarkers become frozen.

Effect: Place a frozen marker on any unitthat becomes frozen in time. A frozen unitmay not perform any action or changestatus. The unit remains frozen until thefirst Time Stream card is drawn next turn.

Change Status: When any Time Streamcard is drawn, all non-frozen units maychange their status to ready, buttoned, oroffline/scattered. However, an offline orscattered unit may change its status only tobuttoned. In other words, it takes 2 TimeStream draws for an offline or scatteredunit to return to ready status.

Breakable: When any Time Stream card isdrawn, remove buttoned markers fromBreakable units. A buttoned marker indi-cates the unit was stunned by a neutronbomb. See Neutron Bomb on page 19.

Time Stream Card

Time StreamCards Drawn

Effect on Unit with Sta-sis Markers

1 Remove all frozen hits

2 Frozen if 4+ stasis hits

3 Frozen if 2+ stasis hits

4 Frozen in 1+ stasis hits

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Unbreakable Rules

Unit Actions

OverviewAll activated units may execute 0, 1, or 2actions. If a unit executes 2 actions thefirst must be a weapon action and thesecond must be a physical action.

Weapon Action: The first action may beone of the following:

Fire Reload Fire & Reload

Physical Action: The second action maybe one of the following:

Change Configuration Clear Stasis Hit Grab or Drop Melee Attack Move

Weapon Actions

Fire

A ready unit may fire 1 weapon. However,a crawler may fire 2 medium weapons anda walker may fire 2 light weapons during asingle activation. Flip the weapon loadedmarkers to their weapon unloaded side.See Combat on page 14.

Reload

A buttoned or ready unit may reload 1weapon. However, a crawler may reload 2medium weapons and a walker may reload2 light weapons during a single activation.Flip the weapon unloaded markers to theirweapon loaded side.

Fire and Reload

A ready crawler may fire 1 mediumweapon and reload a different mediumweapon. Likewise, a ready walker mayfire 1 light weapon and reload a differentlight weapon.

Physical Actions

Change Configuration

A buttoned or ready unit may change isconfiguration. A down walker may get upand vice versa. A squad on the groundmay begin hovering and vice versa. Flipthe unit’s counter to its opposite side.

Clear Stasis Hit

A buttoned or ready unit may attempt toremove 1 stasis marker.

Roll Combat Dice: Roll a number ofcombat dice equal to the number of stasismarkers on the unit. If you roll 1 or mores, remove 1 marker.

Example: Your squad has 3 stasismarkers. You roll 3 combat dice and theresult is 2 s. So you remove 1 stasismarker from your squad leaving it with 2markers.

Frozen: Remember, a unit that is frozenmy not take any action, including this one.

Change Configuration

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Unbreakable Rules

Grab or Drop

Some scenarios call for a walker to graband carry an object.

Grab: A buttoned or ready, uprightwalker may grab an object in the same hex.Place the object’s marker on your walker’scard.

Drop: A buttoned or ready, upright walkermay drop an object. Place the object’smarker back onto the map in the walker’shex.

Knocked Down: If your walker is holdingan object when the walker is knockeddown, the walker automatically drops theobject into the hex.

Melee Attack

A buttoned or ready unit may attackanother unit in the same hex. This attacktakes the form of small arms fire or actualphysical blows. Note that a ready unit mayfire a weapon (weapon action) and make amelee attack (physical action) during thesame activation. See Melee Attack on page16.

Move

A buttoned or ready unit may move intoany adjacent hex. See Movement in thenext column.

MovementA buttoned or ready unit may move intoany adjacent hex. A hovering squad maymove 1 or 2 hexes. However, a downwalker cannot move.

TerrainMovement Cost: There are no movementcosts in Unbreakable. Except for volcanos,treat all terrain the same for movement.

Volcano: No unit may voluntarily enter avolcano. Any unit that finds itself in avolcano becomes engulfed in magma and isremoved from the game.

Crawler vs. Industry and Woods: Acrawler moving into an industry or woodshex must roll combat dice to determine ifthe terrain changes to rough. Roll 3 dice.If you roll 1 or more s, place a rough hexon top of the industry or woods hex.Otherwise the terrain remains unchanged.

On and Off MapOptional Entry: Some scenarios call forunits to enter from a map edge. When youroff map unit is activated you have theoption of moving it onto the map or leavingit off until a later activation.

Exit: If you move a unit that is on the mapoff remove the unit from the game. It maynot re-enter the map.

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Unbreakable Rules

Stacking LimitA hex is fully occupied if it contains any ofthe following:

1 crawler

2 walkers

1 walker and 2 squads

4 squads

Full Hex: In general, a unit cannot enter ahex if doing so would cause the hex tobecome over-stacked. However, a largerunit may satisfy the stacking limit bypushing smaller units out of the hex. SeeDisplacement in the next column.

Opposing Units: Opposing units mayshare the same hex as long as the stackinglimit is not exceeded. For example, 1 ofyour walkers may share a hex with 1opposing walker.

Scattered Squads: A scattered squaddoesn’t count against the stacking limit. Ascattered squad may not change its status ifdoing so would cause the stacking limit tobe exceeded.

Hovering Squads: A hovering squaddoesn’t count against the stacking limit. Iflanding in a hex causes the hex to becomeover-stacked the landing squadimmediately becomes scattered.

Breakable: Breakable units are the samesize as squad. However, flying choppers,flying skimmers, and recons don’t countagainst the stacking limit. Nor do buzzbombs, cluster bombs, or killbots.

DisplacementIf moving a larger unit into a hex wouldcause the hex to become over-stacked youmust push smaller units out.

Displaced Units: The owner of adisplaced unit must move it into theadjacent hex of his or her choice. Then roll1 die for each displaced unit. If you roll a the unit is knocked down if it’s a walkeror scattered if it’s a squad.

Order: If both blue and yellow units maybe displaced take turns moving units out ofthe hex. Roll 1 combat die. If the result isa , yellow moves first. Otherwise, bluemoves first.

Breakable: If a Breakable unit would bedisplaced out of a hex by a walker orcrawler the Breakable unit is destroyedinstead. Squads cannot displace any typeof unit.

EnteringUnit

Fully StackedHex Contains

Result

Crawler Crawler Crawler cannot enter

Crawler Walkers and/or squads

Crawler enters, allwalkers and squadsare displaced

Walker Crawler Walker cannot enter

Walker 2 walkers Walker cannot enter

Walker 1 walker and1 or 2 squads

Walker enters,squads are displaced

Walker 3 squads Walker enters,1 squad is displaced

Walker 4 squads Walker enters,2 squads are dis-placed

Squad Anything Squad cannot enter

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Unbreakable Rules

Combat

Combat DiceWhen you roll combat dice you will lookfor either all s or 1 or more s on 1, 2,or 3 dice. This is written in short hand:

[minimum number ofs / number of dice]

Weapon Size vs. Target SizeA light weapon is unlikely to affect a heavytarget while a heavy weapon almost alwaysaffects a light target. When you comparethe weapon size to the target size consultthe following table to see how many dice toroll and how manys to look for.

Example: A heavy nuke lands in a hexwith a hovering squad so you roll 3 dice.The squad is scattered if you roll 1 or mores.

Rule of Thumb: If the weapon and targetare the same size, roll 1 die and look for a. If the weapon is heavier than the target,roll 2 or 3 dice and look for 1 or more s.And if the weapon is smaller than thetarget, roll 2 or 3 dice and look for all s.

ModifiersDepression: Treat a walker or groundedsquad in a crater, lake, or lava hex as aheavy target.

Down Walkers: Treat a down walker as aheavy target.

Squads: Treat a grounded squad as amedium target if it’s in any terrain otherthan clear or depression.

Frozen: A frozen unit cannot be affectedby any weapon.

Beams: A scattered squad cannot betargeted by a beam weapon.

Loaded and UnloadedWhen you fire a weapon, flip its loadedmarker to the unloaded side. You cannotfire the weapon again until you reload it.

RangeUnlimited: The range of all weaponsexcept lasers is more than enough to coverthe entire map. You may fire a weaponfrom any hex to any hex as long as youhave a line of sight (LOS). See the LOSrules on the next page.

Zero Range: A unit may always fire aweapon into its own hex.

Shorthand Meaning

[1/3] 1 or mores on 3 dice

[1/2] 1 or mores on 2 dice

[1/1] 1 on 1 die

[2/2] 2s on 2 dice

[3/3] 3s on 3 dice

Target Size:

Heavy Med. Light

Weapon Heavy [1/1] [1/2] [1/3]

Size: Med. [2/2] [1/1] [1/2]

Light [3/3] [2/2] [1/1]

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Unbreakable Rules

Multiple FireSingle Unit: A crawler may fire 2 mediumweapons and a walker may fire 2 lightweapons during a single activation. A unitmay choose a different target for each of itsweapons.

Multiple Weapons: When you fire 2weapons during a single activation,whether from the same or multiple units,resolve the shots 1 at a time. Weapon firedoesn’t occur simultaneously—you mayfire a weapon and see the result beforedeciding to fire a second weapon.

Example: Yellow’s walkers have beenactivated. Walker A has 2 light stasisbeams and fires one of them at Squad 3.The beam hits and Yellow decides Squad 3now has plenty of stasis markers. SoWalker A fires its second light stasis beamat Walker 2, but misses. Still intent onstopping Walker 2, Walker C fires itsmedium nuke into Walker 2’s hex andmanages to knock Walker 2 down.

Continuous Beam

Step Down: If you fire a force beam orstasis ray at a target and hit you maycontinue firing at the same target during thesame activation. However, treat the beamas 1 size lighter each time you re-roll. Youmay continue to fire a beam until its sizewould drop below light.

Example: Crawler 4 fires its heavy stasisray at Squad C and rolls 3 dice. The resultis 2 s so Squad C receives 1 stasismarker. Crawler 4 rolls again, but this timetreats its stasis ray as a medium weapon.The crawler rolls 2 dice, but there are no results. Squad C got off easy with only asingle stasis marker. If Crawler 4 had hiton the second roll it could have rolled oncemore treating its stasis ray as a lightweapon. Squad C could potentially havereceived 3 stasis markers.

LOS

Beam

LOS: When a unit fires a beam weapon, itmust have a line of sight (LOS) to thetarget unit. To determine if you have LOS,look down the list below and stop whenyou reach the first condition that is true.

Example: If the units are in the same hex,stop at step 3. It doesn’t matter if the unitsare in a crater because you don’t check thatuntil step 6.

Blocked LOS: When you check forblocking terrain or mushroom clouds tracea line from the center of the firing unit’shex to the center of the target unit’s hex.Terrain and mushroom clouds always coverthe entire hex, including the edges.

Depressions: Crater, lava, and lake hexesare depressions.

Step Condition LOS

1 The target is a scattered squad No

2 Either unit is in a mushroomcloud

No

3 Both units are in the same hex Yes

4 There is a mushroom cloud orvolcano between the units

No

5 Either unit is a hovering squador on a hill

Yes

6 Both units are in a depression No

7 The units are in adjacent hexes Yes

8 There is a hill, industry, orwoods hex between the units

No

9 Either unit is in a depression No

10 Otherwise Yes

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Bomb

Sighter: You may fire a bomb at a hex aslong as any of your ready units has an LOSto the target hex. The firing unit itself isnot required to have an LOS to the hex.

Example: You have a ready squad in hex0814. Your crawler at the bottom of thelake in 0403 may fire a nuke at 0815because your squad has an LOS to 0815.

LOS: To determine if a sighter has a LOSto a target hex, look down the list belowand stop when you reach the first conditionthat is true.

Example: If the sighter is in the target hexstop at step 2. It doesn’t matter if thesighter is in a lake because you don’t checkthat until step 6.

Breakable: A Breakable unit may not actas a sighter for an Unbreakable unit andvice versa.

Melee AttackA buttoned or ready unit may attack an op-posing unit in the same hex. This attacktakes the form of small arms fire or actualphysical blows.

Physical Action: A melee attack is aphysical action. A unit may fire a weapon(weapon action) and then make a meleeattack (physical action) on the same or adifferent target during the same activation.

Roll Combat Dice: Treat a crawler as aheavy weapon and target, a walker as amedium weapon and target, and a squad aslight weapon and target. Check LOS andterrain modifiers as usual. See WeaponSize vs. Target Size on page 14 and roll theappropriate number of combat dice todetermine the result.

Effect: A successful attack on a walkerknocks it down and a successful attack on asquad scatters it. A melee attack has noaffect on a crawler. If you knock down awalker that is carrying an object, thewalker drops the object in the hex.

Unbreakable: An Unbreakable unit maymake a melee attack on a Breakable unitbut not vice versa. If an Unbreakable unithits, the Breakable unit is destroyed.

Breakable WeaponsAn Unbreakable unit may equip any of theweapons described in the Breakable rules.However, Breakable weapons have no ef-fect on Unbreakable units.

Step Condition LOS

1 The bomb launching unit is in thetarget hex

Yes

2 The sighter or target hex is in amushroom cloud

No

3 The sighter is in the target hex Yes

4 There is a mushroom cloud orvolcano between the sighter andthe target hex

No

5 The target is a hill hex Yes

6 The sighter is a hovering squad oron a hill

Yes

7 The sighter is in a depression No

8 The sighter is adjacent to the tar-get hex

Yes

9 There is a hill, industry, or wodshex between the sighter and thetarget hex

No

10 Otherwise Yes

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Weapon Effects

Crust Buster

Class: Bomb

Procedure:

Check LOS to target hex (see page 16) Defensive laser fire (see page 18) Place epicenter marker Add earthquake card

Place Epicenter: Place an epicentermarker into the target hex unless the hexalready has an epicenter marker or it’s acrater, lava, or volcano. Roll an earthquakedie to determine the color of the marker.Re-roll until you get an available color.

Add Earthquake Card: Place anearthquake card the same size class as thecrust buster in the discard pile. This cardwill be shuffled into the action deck at thebeginning of the next turn. If the requiredearthquake card is not available use thenext lighter one. If no lighter card isavailable don’t add an earthquake card.

Example: Walker 2, who is standing in amushroom cloud in hex 1008, wants to firea medium crust buster into hex 1009. Thewalker doesn’t have an LOS but Crawler 1on hill hex 0814 does. Walker 2 fires thecrust buster and flips his weapon readymarker to the unloaded side. A yellowsquad in hex 1010 is armed with a laser,but the laser is unloaded and cannot befired. So the bomb detonates in the hexnormally. Blue places a randomly chosenepicenter maker into 1009 and places amedium earthquake card on the discards.

Force Beam

Class: Beam

Procedure:

Check LOS to target unit (see page 15) Roll combat dice Move target Scatter squad or knock down walker Continuous fire (see page 15)

Roll Combat Dice: Compare the weaponsize to the target size and roll theappropriate number of combat dice. SeeWeapon Size vs. Target Size on page 14.

Move Target: If you hit you may moveyour opponent’s unit 1 hex directly towardor away from the firing unit. If 2 hexessatisfy this requirement the firing playerchooses which one.

Lava or Volcano: If the target is movedinto a lava or volcano hex, the unitbecomes engulfed in magma and isremoved from the game.

Restrictions: You cannot move a unit intoa hex if it would become over-stacked.Also, you cannot push a unit off the map.

Squad or Walker: If the target is a squadit becomes scattered and if it’s an uprightwalker it’s knocked down. If you knockdown a walker that is carrying an object thewalker drops the object into the hex.

Terrain: You may fire a force beam atindustry, hill, and woods hexes. FollowLOS rules as if you were firing at agrounded unit in the hex. Treat the hex asa light target and roll the appropriatenumber of combat dice. If you hit, convertthe terrain to rough.

Breakable: Force beams have the sameeffect on Breakable units that they have onUnbreakable units. However, if you hit aflying chopper or skimmer it must land inthe hex pushed or pulled into.

Epicenter Marker

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Laser

Class: Beam (defensive)

Procedure:

Commit laser fire Check LOS Check range Roll combat dice Destroy bomb

Defensive: A ready unit may fire its laserto attempt to stop a bomb before itdetonates. Unlike other weapons, a unitmay fire its laser only during an opposingunit’s activation.

Unloaded: When fired, a laser becomesunloaded just like any other weapon. Itmay be loaded normally during asubsequent activation of the owning unit.

Commit Laser Fire: You may fire 2 ormore lasers at the same bomb. The lasersmay belong to the same or different units.However, you must commit all laser firebefore you roll dice. This is the onlyinstance where weapon fire issimultaneous.

LOS: The laser must have an LOS to thebomb in either the bomb firing unit’s hexor the target hex. Treat the bomb as asquad hovering in either hex and consultthe LOS checklist for beams. See page 15.

Range: The hex to which you have anLOS must be within the laser’s short,medium or long range. These rangesdepends on the laser’s size:

Variable Attack: If the bomb is at shortrange, treat the laser as a heavy weapon, atmedium range treat it as a medium weapon,and at long range treat it as a light weapon.Treat the bomb as a light target and roll theappropriate number of combat dice (seepage 14). If you roll a , the bomb isdestroyed and has no effect. Otherwise itdetonates normally.

Example: Yellow launches a heavy nukeat Blue’s industrial complex in hex 0207.Blue has a squad armed with a light laser inthe same hex and a walker armed with amedium laser 2 hexes away in 0406. Bluechooses to commit only the squad’s laser.The laser fires at short range so it’s treatedas a heavy weapon. Blue rolls 3 dice andthe result is a single ; the nuke isdestroyed before it can detonate.

Zero Range Bomb: If a unit drops abomb into its own hex the bomb cannot beshot down by a laser.

Breakable: When activated, a ready unitmay fire its lasers at Breakable units.Compare the laser’s strength to the targetsize and roll the appropriate number ofcombat dice. If you hit, the Breakable unitis destroyed.

Laser Range:

Short(Heavy)

Medium(Medium)

Long(Light)

Laser Light 0 hexes 1 hex 2 hexes

Size: Med. 0-1 hexes 2 hexes 3-4 hexes

Heavy 0-2 hexes 3-4 hexes 5-6 hexes

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Unbreakable Rules

Neutron Bomb

Class: Bomb

Procedure:

Check LOS to target hex (see page 16) Defensive laser fire (see page 18) Roll 1 combat die for every unit in radius

Friendly Fire: All ready units, friendlyand unfriendly, within the explosion radiusmay be affected.

Radius: The explosion radius depends onthe bomb’s size:

Roll 1 Combat Die: Every ready unitwithin the bomb’s radius must roll 1combat die. If the result is , change theunit’s status to offline or scattered.However, a unit that is buttoned, frozen,offline or scattered is unaffected.

Example: Walker C is deep in enemyterritory. There are 2 blue squads, a bluewalker, and a blue crawler all within 2hexes. Walker C drops a medium neutronbomb into its own hex so it’s impossible toshoot down with a laser. Walker C and the4 blue units must each roll 1 combat die.Walker C and the blue crawler each roll a and are knocked offline. The other unitseach roll a blank and are unaffected.

Breakable: Roll 1 combat die for eachBreakable unit within the radius. If youroll a , the unit is stunned; place abuttoned marker on the unit. When astunned unit is activated it may not takeany actions. However, a stunned, flyingskimmer must move 1 hex directlyforward. It this takes it off the map or intoa volcano remove it from the game.Remove buttoned makers on the next TimeStream card draw.

Nuke

Type: Bomb

Procedure:

Check LOS to target hex (see page 16) Defensive laser fire (see page 18) Scatter squads and knock down walkers Convert terrain Place mushroom cloud

Squad or Walker: Roll for each unit inthe target hex. Compare the size of thenuke to the unit’s modified target size androll the appropriate number of combat dice(see page 14). If you hit, a squad isscattered and a walker is knocked down. Ifyou knock down a walker that is carryingan object the walker drops the object intothe hex.

Crawlers: There is no effect on crawlers.

Convert Terrain: Treat the terrain as alight target and roll the appropriate numberof combat dice (see page 14). If you hit,convert the terrain as follows:

Crater: If a hex becomes a crater, removeany epicenter marker in the hex.

Volcano: If a hex becomes a volcano allunits in the hex are removed from thegame. Place a randomly chosen epicentermarker into each hex adjacent to thevolcano if that hex doesn’t already have amarker and it’s not a crater, lava, orvolcano.

Safe: With the exception of volcanoes, aunit cannot be lost due to terrainconversion.

Size Radius Hexes Affected

Light 1 7

Medium 2 19

Heavy 4 61

Terrain Becomes

Crater Lava

Hill Rough

Lava Volcano

Volcano no affect

Other Crater

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Choose Terrain Hex: Each crater andlava hex has a colored border. Roll anearthquake die to choose a color. Re-rolluntil you get an available color.

Epicenter: If a hex becomes a craterremove any epicenter marker.

Mushroom Cloud: Place into the targethex a mushroom cloud equal to the nuke’ssize. If you have not drawn a Time Streamcard this turn place a frozen marker on thecloud. This is to remind you not to reducea mushroom cloud on the same turn youplaced it on the map.

Example: A blue squad is hovering overlake hex 0308 and Yellow would like toswat it from the sky. Walker B, armedwith a medium nuke, is in a crater in hex0710. The walker doesn’t have an LOS tothe lake hex and cannot fire a bomb into itwithout the aide of a sighter. The walkercan see the hovering squad, but bombstarget hexes, not units. (After all, therecould be pleasure boaters or a family ofducks on the lake.) Fortunately for Yellow,Crawler D is sitting on hill 0310 and caneasily sight hex 0308. The squad doesn’thave a laser and the nuke detonatesnormally. Yellow rolls 2 dice to scatter thesquad but the result is 2 blanks so there isno effect. Next, Yellow must roll 2 dice toconvert the terrain and the result is 2 s, sothe lake is converted to a crater (1 wouldhave sufficed). Finally, Yellow places amedium mushroom cloud into hex 0308.

Breakable: Breakable units may be de-stroyed by nukes. Compare the nuke’s sizeto the target size and roll the appropriatenumber of combat dice (see page 14). Ifyou hit, the Breakable unit is destroyed.

Stasis Ray

Class: Beam

Procedure:

Check LOS to target unit (see page 15) Roll combat dice Add stasis marker Check frozen status Continuous fire (see page 15)

Roll Combat Dice: Compare the weaponand target sizes and roll the appropriatenumber of dice. See Weapon Size vs.Target Size on page 14.

Add Stasis Markers: Place 1 stasismarker on the target’s card for each hit.

Check Frozen Status: After each hit,check to see if the target becomes frozen.

Effect: Place a frozen marker on any unitthat becomes frozen in time. A frozen unitmay not perform any action or changestatus. The unit remains frozen until thefirst Time Stream card is drawn next turn.

Reverse Fire: You may fire your stasisbeam in reverse mode. This is handy forremoving stasis markers from your ownunits. For each successful reverse stasishit, remove 1 stasis marker from the targetunit. However, a target that is alreadyfrozen in time cannot be targeted.

Clear Stasis Hit: A buttoned or ready unitmay use a physical action to remove 1stasis marker. See Clear Stasis Hit on page11.

Breakable: Stasis rays have exactly thesame effect on Breakable units that theyhave on Unbreakable units.

Time StreamCards Drawn

Effect on Unit with Sta-sis Markers

0 or 1 No effect

2 Frozen if 4+ stasis hits

3 Frozen if 2+ stasis hits

4 Frozen in 1+ stasis hits

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Unbreakable Rules

EarthquakeFollow these steps each time you draw anEarthquake action card:

1. Roll for units in lava

2. Roll for terrain conversion

3. Reduce the earthquake

Roll For Units in LavaCombat Dice: Roll combat dice for eachunit in a lava hex. Roll 1 die for a heavyearthquake, 2 for a medium, and 3 for alight. If you roll all s the unit becomesengulfed in magma and is removed fromthe game. However, hovering squads areimmune.

Roll For Terrain ConversionEarthquake Dice: Roll earthquake dice todetermine which hexes are converted. Roll3 dice for a heavy earthquake, 2 for amedium, and 1 for a light. Don’t re-roll if2 or 3 dice come up the same color.

Terrain Conversion: If 1 or more of thecolors you roll matches the color of anepicenter marker or the border of a crateror lava hex, replace the terrain as follows:

Once: A hex can be converted only onceduring a single earthquake.

Crater: If a hex becomes a crater, removethe epicenter marker.

Volcano: If a hex becomes a volcano allunits in the hex are removed from thegame. Place a randomly chosen epicentermarker into each hex adjacent to thevolcano if that hex doesn’t already have amarker and it’s not a crater, lava, orvolcano.

Safe: With the exception of volcanos, aunit cannot be lost due to terrainconversion.

Choose Terrain Hex: Each crater andlava hex has a colored border. Roll anearthquake die to choose a color. Re-rolluntil you get an available color.

Reduce The EarthquakeDon’t place the earthquake card you justdrew on the discards. Instead, place it withthe unused earthquake cards. Then placethe next lighter earthquake on the discards.If the next lighter card is not available, skipto the next lighter after that. If no lighterearthquake card is available don’t place anew earthquake card on the discards.

Example: You drew a heavy earthquakeand placed it with the unused earthquakecards. There is no medium earthquake inthe unused cards but there is a light. Soyou place the light earthquake card on thediscards.

Earthquake Roll Unit Lost On

Heavy 1 die 1

Medium 2 dice 2s

Light 3 dice 3s

Terrain Becomes

Crater Lava

Hill Rough

Lava Volcano

Volcano no affect

Other Crater

Earthquake Card

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Unbreakable Rules

ExampleHeavy Earthquake: In this example, thecaller draws a Heavy Earthquake card.

Roll for Units in Lava: Yellow must rollfor Squad A. Squad B is safe because it’shovering. Yellow rolls 1 combat die andthe result is blank. So Squad A is safe (fornow).

Roll for Terrain Conversion: The callerrolls 3 earthquake dice and the results arewhite, white, and yellow. The secondwhite result is ignored.

Hex 0303: This crater hex has a yellowborder, so you replace it with a randomlychosen lava hex. The down walker in thehex is safe; you rolled for units in lavabefore converting terrain.

Hex 0405: This clear hex contains a whiteepicenter marker, so you remove themarker and place a randomly chosen craterinto the hex. Blue’s crawler is unaffected.

Hexes 0404 and 0504: Hex 0404 containsan orange epicenter marker and hex 0504 isa blue crater. Since these colors were notrolled these hexes are not affected.

Hex 0503: This lava hex has a yellowborder so replace it with a volcano.Remove both of the Yellow squads fromthe game. You would normally place anepicenter marker in every hex adjacent tothe new volcano, but since hex 0404 and0504 both already have a color, you place asingle epicenter marker in lake hex 0403.

Reduce Earthquake: Place the heavyearthquake card with the unusedearthquake cards. You would normallyreplace it by placing a medium earthquakecard on the discards, but both mediums arealready in the deck or the discards. Thereis an unused light earthquake card so youplace it on the discards instead.

Before

After

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Unbreakable Rules

CreditsDesigner: Greg Turner

Playtesters: Roger Allen, Ryan Baker,Patrick Burris, Jacob Coffman, Andre’Coleman, Morgan Finley, Kevin A.George, Gratx, TJ, Elijah Lau, ChrisLawrence, Adam Loyd, Claude McDaniel,Jeff Moore, John Parham, Thad Vasicek

Component Art: The walker unit counterand walker unit card illustration is from theRockets & Robots Clipart Gallery by CDTitles and is copyright © 1996 by ThomasMilliorn. All rights are reserved to ThomasMilliorn.

Walker and Crawler Art: The walkerand crawler illustrations in the Rules andScenarios sections are copyright © by LisaOstrander. All rights are reserved to LisaOstrander. This artwork is used withpermission from the artist.

Squad Art: The illustrations in theChrome section are from the ImagePortfolio 1.16: Mecha and Robots and arecopyright © by Louis Porter Jr. Design.All rights are reserved to Louis Porter Jr.Design. This artwork is used underlicense.

Revision: 2015-JUN-15

Text Copyright © 2006 by Greg Turner

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Chrome

These rules are optional—you may use all,some, or none as you see fit.

Experimental Weapons Opportunity Cards Overheated Beams Volcanic Earthquake Walker Equipment

Experimental Weapons: You may equipyour units with 3 new weapon types; multi-guns, rocket launchers, and vortex genera-tors.

Opportunity Cards: Add these cards tothe action deck to allow units to take spe-cial actions each turn.

Overheated Beams: You may fire a beamwithout reloading it. However, doing sorisks damaging the weapon.

Volcanic Earthquakes: Each new vol-cano adds an earthquake card to the dis-carded action cards. If you enjoy fightingin a burning building, this option is for you.

Walker Equipment: Your may outfityour walkers with special equipment avail-able only to walkers. These are conversionmechanisms, jump jets, and melee weap-ons.

Table of ContentsChrome................................................... 1

Experimental Weapons ........................... 2Multi-Gun.................................................... 2Rocket Launcher .......................................... 2Vortex Generator ......................................... 3

Opportunity Cards .................................. 5

Overheated Beams.................................. 5

Volcanic Earthquakes ............................. 5

Walker Equipment .................................. 6Conversion Mechanism................................ 6Jump Jets ..................................................... 6Melee Weapon ............................................. 6

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Experimental Weapons

Technology never stands still. You mayequip your units with these new weaponsstraight out of the lab.

Multi-Gun Rocket Launcher Vortex Generator

Breakable: You may equip Breakableunits with the weapons described here.

Multi-Gun

Class: Experimental – replacesBeam or Bomb.

Description: A multi-gun may fire any ofthe 6 basic weapon types; crust buster,force beam, laser, nuke, neutron bomb, andstasis beam.

Size: A heavy multi-gun fires mediumweapons and a medium multi-gun fireslight weapons. Light multi-guns are notavailable.

Special: A unit may replace either itsbeam or bomb with a multi-gun but notboth.

Heaviest: A unit must equip the heaviestmulti-gun it can carry. For example, awalker may equip a single, medium multi-gun.

Breakable: An equivalent, Breakablemulti-gun is available with the 6 basicBreakable weapon types. An Unbreakableunit may equip a Breakable multi-gun.Likewise, a Breakable bunker or tank mayequip an Unbreakable multi-gun.

Rocket Launcher

Class: Experimental – replacesBeam or Bomb

Procedure: Check LOS to target hex (see Rules page

16), but the firing must act as its ownsighter

No defensive laser fire is allowed May scatter squads and knock down walk-

ers for each rocket fired Convert terrain after all rockets fired Place light mushroom clouds after all rock-

ets fired

Description: A rocket launcher fires 1 ormore, nuclear tipped rockets directly at atarget hex.

Special: A unit may replace either itsbeam or bomb with a rocket launcher, butnot both.

Heaviest: A unit must equip the heaviestrocket launcher it can carry. For example,a crawler may equip only a single, heavyrocket launcher.

Light Nuke: Treat each rocket as a lightnuke (see Nuke on Rules page 19). How-ever, the firing unit must act as its ownsighter when checking LOS (see Rulespage 16). Rockets cannot be shot down bydefensive laser fire.

?

Blue Squad Powered Armor

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Multiple Fire: A light rocket launchermay fire 1 rocket, medium 2 rockets, andheavy 4. After you fire a rocket into a hexyou may fire the next rocket into the sameor an adjacent hex. For example, a heavyrocket launcher could fire into 4 contiguoushexes.

Convert Terrain: After a unit has fired allof its rockets make a single light nuke con-version check for each hex fired into.

Place Mushroom Clouds: After a unithas fired all of its rockets place 1 lightmushroom cloud into each hex fired into.

Breakable: A Breakable unit must make arange check to only the first hex fired into.Subsequent range checks are not required.

Vortex GeneratorClass: Experimental – re-

places Beam or Bomb

Procedure: Place a vortex equal to the generator’s size

into an empty, adjacent hex facing awayfrom the firing unit

The firing unit rolls for stasis hits on itself Vortexes are activated during time stream

checks—check for stability then move If a vortex enters a hex with a unit, the

vortex stops and all units in the hex areeliminated

If a vortex enters a hex with hill, industry,volcano, or woods, the vortex stops and theterrain is converted to rough

If a vortex enters a mushroom cloud, thevortex stops and the mushroom cloud isremoved

Description: This weapon generates ahighly unstable, black hole induced, trans-dimensional vortex that moves randomly.It has been outlawed as weapon of war byevery nation-state on the planet and no ra-tional commander would deploy one.

Special: A unit may replace either itsbeam or bomb with a generator, but notboth.

Heaviest: A unit must equip the heaviestgenerator it can carry. For example, awalker may equip a single, medium gen-erator.

Launch

Place a vortex into a hex adjacent to thefiring unit facing directly away from thefiring unit. For the vortex to form properlythe adjacent hex cannot be hill, industry,volcano, or woods and it cannot containany units. In addition, the firing unit musthave a LOS to the hex. See Rules page 16.

Stasis Hits: Roll 3 combat dice immedi-ately after launching a vortex and add anumber of stasis markers to the firing unitequal to the number of’s rolled.Yellow Squad Powered Armor

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Movement

Time Stream Cards: When a TimeStream card is drawn each vortex mustmake a stability check and may then move.

Stability Check: The heavier the vortexthe more stable it is. Roll 3 combat dicefor a heavy, 2 for a medium, and 1 for alight. If you roll all ’s the vortex be-comes unstable.

Unstable: Roll a 6-sided die for each un-stable vortex. If the result is ‘1’, the vortexexplodes. Otherwise turn the vortex to thehex facing rolled.

Explosion: Treat an explosion as a nukethe same size as the vortex.

Movement: The lighter the vortex, thefaster it moves. Roll 1 die for a heavy, 2for medium, and 3 for light and move thevortex a number of hexes equal to the num-ber of’s rolled.

Terrain: A vortex stops if it enters a hill,industry, volcano, or woods hex. Convertthe terrain to rough.

Units: A vortex stops if it enters a hexwith one or more units. Remove all unitsin the hex from the game. Even units fro-zen in time are removed.

Mushroom Cloud: A vortex stops if itenters a mushroom cloud. Remove themushroom cloud.

Multiple Vortexes: If the paths of 2 vor-texes may cross, move the lighter one first.Choose randomly if they are the same size.Both vortexes explode if they move intothe same space. Treat the combined explo-sion as a heavy nuke regardless of the sizeof the vortexes.

LOS: You may never target a vortex or ahex that contains a vortex. A vortex blocksLOS just like a mushroom cloud.

Example Launch: Your yellow squadlaunches a vortex into hex 0305 which isthe only hex available to it. You roll 2 ’son 3 combat dice so your squad takes 2 sta-sis hits. Three Time Stream cards havebeen drawn so your squad becomes frozen.

Example Activation: The next carddrawn is Time Stream and your vortex isactivated. You roll a on 1 combat die sothe vortex becomes unstable. Next, youroll ’5’ on a 6-sided die and rotate the vor-tex 120 degrees counter-clockwise. Fi-nally, you roll 2 ’s on 3 combat dice andattempt to move the vortex that manyspaces in its new direction. However, itstops when it reaches the industry hex andconverts it to rough terrain.

Vortex Launch

Vortex Movement

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Opportunity Cards

Shuffle these cards into the action deck atthe beginning of each turn. Each cardrepresents a special opportunity your unitsmay be able to take advantage of.

Change Grenades: Squads are equippedwith versatile grenade launchers capapbleof firing crust buster, nuke, and neutrongrenades. All squads may choose a newbomb type. The new bomb beginsunloaded.

Clear Move: Each of your buttoned orready units in a clear hex may move into anadjacent clear hex. A unit may not make aclear move if either hex contains an oppos-ing unit or mushroom cloud.

Crawler Light Fire: All crawlers areequipped with a variety of light weapons.Each crawler may fire 1 light weapon ofany standard type; crust buster, force beam,nuke, stasis ray, or neutron bomb. Thecrawler is not required to have a card forthe weapon it uses.

Reprogram Crawlers: A ready squad inthe same hex as an opposing crawler mayreprogram the crawler. Take the crawler’scard and weapons and treat it as your own,activating it when your crawlers are acti-vated. Note that, because of stacking lim-its, the squad must be hovering.

Walker Overload: Your walkers are acti-vated and may execute 0, 1, or 2 actions.If a walker executes 2 actions, the firstmust be a weapon action and the second aphysical action. Roll a die after each ac-tion; if the result is , the walker imme-diatly goes offline.

Breakable

Change Grenades: All recons equippedwith a bomb may choose a new bomb type.The new bomb begins unloaded.

Clear Move: Tanks and choppers in aclear hex may change facing with or with-out moving.

Reprogram Crawlers: Recons may re-program crawlers. Note that recons do notcount against stacking limits.

Crawler Light Fire: Crawlers may fire alight laser at an Breakable unit. Bunkersmay fire any light weapon listed in theBreakable rules.

Overheated Beam

An unloaded beam weapon is not actuallyunloaded, it is just cooling down. You mayfire an unloaded beam but at the risk losingit. After you resolve the fire, roll 1 die. Ifyou roll a , the beam is eliminated.

Volcanic Earthquakes

If a hex is converted to a volcano, take theheaviest earthquake card from the unusedearthquake cards and place it on the dis-cards. If the volcano is the result of anearthquake, the earthquake card you justdrew is available. You will need to makeextra lava and volcano hexes to use thisoptional rule.

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Walker Equipment

Your may outfit your walkers with specialequipment available only to walkers:

Conversion Mechanism Jump Jet Melee Weapon

Conversion Mechanism

Type: Walker Equipment(Medium)

Description: A conver-sion mechanism allows a walker to becomea wheeled vehicle.

Medium: You may replace either a me-dium beam or bomb with a conversionmechanism.

Physical Action: A walker equipped witha conversion mechanism may use a physi-cal action to convert to or from a wheeledvehicle.

Movement: When activated, a convertedwalker may move up to 2 spaces. How-ever, it may not move into our out of a de-pression (crater, lake, or lava).

Combat: A converted walker may fire itsweapons normally. It cannot be knockeddown or make a melee attack.

Grab: A converted walker may not grabor drop an object. However, tt may con-tinue to carry an object it grabbed earlier.

Jump Jet

Type: Walker Equipment (Light)

Description: Jump jets allow awalker to hover.

Light Beam: Your walker may replace alight beam with jump jets.

Weapon Action: A walker equipped witha jump jet may use a weapon action to firethe jet. Since jump jets are light, thewalker may fire or load a light weapon (oranother jump jet) using the same weaponaction.

Hover: When fired the walker begins tohover and will continue to hover until thebeginning of its next activation.

Movement: Like a hovering squad, a hov-ering walker may move 1 or 2 hexes anddoes not count against stacking limits.

Note: A walker equipped with 2 jump jetscould hover indefinitely as long as it useseach weapon action to fire one jump jetwhile loading the other.

Melee Weapon

Type: Walker Equipment(Light)

Description: A meleeweapon gives a walker an ad-vantage in melee combat

Light Bomb: Your walker may replace alight bomb with a melee weapon.

Combat: Treat an upright walkerequipped with a melee weapon as a heavyunit when attacking or defending in meleecombat.

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1

Unbreakable Scenarios

ScenariosBefore you begin a game of Unbreakable,both players must agree which scenario toplay. The scenario you choose will de-scribe each player’s mission and may havespecific instructions for assembling yourplatoons.

You can use one of these scenarios or cre-ate your own.

Special Delivery: You must destroy acrawler before it can launch a heavy nukeat a distant installation. The crawler fol-lows automatic rules. This is a solitairescenario to help you learn the rules withoutembarrassing yourself in front of yourfriends.

Retrieval: You must retrieve a reconnais-sance satellite that has fallen to earth. Fail-ing this, you must keep it from falling intoyour opponent’s hands.

Industrial Wasteland: Play this scenariotwice; once as attacker and once as de-fender. The player who can destroy thedefender’s industry hexes in the fewestnumber of turns wins.

Runaway: Both factions attempt to repro-gram and capture a run-away crawler. Thisscenario requires the Opportunity Cardsdescribed in the Chrome section.

Capture the Flag: This is always a goodteam building exercise when your peopletake to the training simulators.

Destroy the Flag: Because sometimes it’sjust better that way.

Table of ContentsScenarios ................................................ 1

Special Delivery ..................................... 2Briefing ....................................................... 2Setup ........................................................... 2Missions ...................................................... 2Special Instructions...................................... 2

Retrieval ................................................. 3Briefing ....................................................... 3Setup ........................................................... 3Missions ...................................................... 3Special Instructions...................................... 3

Industrial Wasteland ............................... 4Briefing ....................................................... 4Setup ........................................................... 4Missions ...................................................... 4Special Instructions...................................... 4

Runaway................................................. 4Briefing ....................................................... 4Setup ........................................................... 4Missions ...................................................... 4Special Instructions...................................... 5

Capture the Flag ..................................... 6Briefing ....................................................... 6Setup ........................................................... 6Missions ...................................................... 6Special Instructions...................................... 6

Destroy the Flag ..................................... 6Briefing ....................................................... 6Setup ........................................................... 6Missions ...................................................... 6Special Instructions...................................... 6

Text copyright © 2006 by Greg Turner

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2

Unbreakable Scenarios

Special Delivery

BriefingYellow Faction spies have learned the anti-missile defenses have broken down at a keyBlue industrial complex located severalkilometers north of the map. Yellowintends to take advantage of this situationby moving into range and destroying thecomplex with a heavy nuke.

SetupYellow: A single Yellow crawler willenter from the south map edge and movenorth following automatic rules. Thecrawler is armed with 2 medium lasers and1 heavy nuke. However, it will not fire thenuke.

Blue: You will control a Blue platoonconsisting of 1 walker and 2 squads. Equipthem as you wish. Place these units anywhere on the north half of the map.

Breakable: The Blue Faction must stopthe Yellow crawler with 9 Breakable units.When activated, the crawler will fire itslasers offensively at the nearest Breakableunits it has an LOS to. If 2 or more unitsare equally distant, roll a die to determinewhich ones the crawler targets.

MissionsYellow: The crawler will attempt to reacha hex on the north side of the map. Thehex must be completely north of the fold.For example, 0107 is legal, but 0208 is not.Yellow wins the moment the crawlerreceives an activation after it has reached anorthern hex.

Blue: Stop that crawler! You must disablethe crawler by miring it in a lava flow orvolcano.

Special InstructionsSolitaire: This is a single player scenarioto help you become familiar with the ruleswithout embarrassing yourself in front ofyour friends.

Crawler Actions

Nukes and Crust Busters: The crawlerwill fire 1 laser at any nuke or crust busterdropped on it or directly north of it. Sinceit intends to go only as far as the first hexon the north side of the map it will notshoot at nukes or crust busters droppedfurther north. Use some common sensehere people.

Neutron Bombs: The crawler will fire 1laser at any neutron bomb that might causeit to go offline.

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3

Unbreakable Scenarios

Program: When the crawler is activated,go down this list until you find the first truestatement. The crawler will perform thephysical action indicated.

1. If the crawler is off the map, it willmove into hex 0615.

2. If there is no volcano directly north ofthe crawler, it moves 1 hex north.

3. If there is a volcano directly north ofthe crawler, it will move either northeast or north west. Roll 1 combat die.If the result is the crawler movesnorth east. However, if there is a 2nd

volcano in or directly north of the northeast or north west hex, the crawler willautomatically choose the safest path.

Time Stream Card: If the crawler isoffline it will change its status to buttonedand remain buttoned for the rest of thegame. It will no longer fire its lasers.

Melee: The crawler is in an hurry and willnever make a melee attack.

Retrieval

BriefingA reconnaissance satellite has been shotout of orbit and has fallen to earth. Its datamodule is encased in Unbreakable armorand now forces from 2 opposing factionsare racing to retrieve the data.

SetupPlacement: Place a crater in hex 0608 andplace the satellite marker in the crater. OneBlue platoon will enter from the north mapedge and 1 Yellow platoon will enter fromthe south map edge.

Size: Both platoons should have an equalnumber of units.

Walker: Each platoon must include atleast 1 walker and 1 squad.

Missions

Yellow & Blue: You can obtain acomplete victory by taking the satellite offthe map along the edge you enter from.Failing this, you can obtain a draw byeliminating the satellite.

Special InstructionsSatellite: Treat the satellite as a light unitfor weapon effects. The satellite may begrabbed and carried by a walker. Thegame ends in a draw if the satellite is elimi-nated.

Satellite Marker

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4

Unbreakable Scenarios

Industrial Wasteland

BriefingThe Yellow Faction has targeted Blue’slocal industry for total destruction.

Setup

Placement: One Blue platoon may setupanywhere on the north half of the map.One Yellow platoon will enter from thesouth map edge.

Size: Both platoons should have an equalnumber of units.

MissionsYellow: You must destroy all 4 industryhexes on the map. An industry hex isdestroyed when it is converted to anothertype of terrain.

Blue: Delay Yellow as long as possible!If you can preserve your industry longenough, civilians will have time to spiritaway valuable data and resources.

Special InstructionsPlay Twice: This scenario is played in 2rounds. Switch sides for the 2nd round.Whoever destroys the 4 industry hexes inthe fewest number of Time Stream drawswins the scenario. A tie is possible.

Runaway

BriefingAn experimental crawler has lost its higherprogram function and is ravaging thecountry side. You must attempt toreprogram it and bring it to your base.

Setup

Placement: Place the runaway crawler inhex 0608. One Blue platoon will enterfrom the north map edge and 1 yellowplatoon will enter from the south map edge.

Size: Both platoons should have an equalnumber of units.

Breakable: You may use Breakable unitsinstead of Unbreakable. Recons mayreprogram crawlers when the ReprogramCrawler card is drawn. The crawler willuse laser’s offensively against Breakableunits.

MissionsYellow & Blue: You can obtain acomplete victory by reprogramming thecrawler and moving it off the map alongthe edge you entered from. The game is adraw if the crawler is eliminated.

Runaway Marker

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5

Unbreakable Scenarios

Special Instructions

Equipment: You will need a 6-sided die.

Chrome: Use the Opportunity cardsdescribed in the Chrome section followingthe scenarios.

Set Up: The crawler starts with 1 heavybeam and 1 heavy bomb chosen at random.

Program: The runaway crawler isactivated each time a Time Stream card isdrawn. When the crawler is activated, godown this list until you find the first truestatement. The crawler will perform theaction indicated.

1. If the crawler is offline it will changeits status to buttoned.

2. If the crawler is buttoned it will changeits status to ready.

3. Roll a 6-sided die and perform thefollowing action.

Melee or Move: The crawler will make amelee attack on any unit in it’s hex. Other-wise, it will move 1 hex in a randomdirection. Roll a 6-sided die to determinewhich direction. The crawler will happilymove into a volcano or off the map.

Fire: The crawler will fire at the nearestunit, or hex containing units, it has an LOSto. If more than one target qualifies roll adie to determine which one. If the weaponis unloaded reload it instead. If the weaponis a laser the crawler will use it defensivelyon the first bomb dropped into its hex.

Mutate: The crawler has new technologythat allows it to switch weapons. Draw anew bomb or beam at random. Theweapon starts loaded.

Reprogram: If a squad is hovering in thecrawler’s hex when a Reprogram Crawlerscard is drawn the squad may reprogram thecrawler. After you reprogram the crawler,you may move it each time a Time Streamcard is drawn. However, the crawler mayno longer fire or mutate. The crawler maybe re-reprogrammed again by youropponent.

Die Roll Crawler Action

1 Melee or move

2 Melee or move

3 Fire beam

4 Fire bomb

5 Mutate beam

6 Mutate bomb

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6

Unbreakable Scenarios

Capture the Flag

BriefingDuring simulator training, teams oftenenjoy a traditional game of capture the flag.

Setup

Flag Placement: The Blue player mayplace his or her flag anywhere on the northhalf of the map and the Yellow playeranywhere on the south half.

Platoon Placement: One Blue platoonsets up on the north half of the map andone Yellow platoon sets up on the southhalf. However, your units may not be inthe same hex as or adjacent to your flag.

Size: Both platoons should have an equalnumber of units.

MissionsYellow: Move the Blue flag to the southhalf of the map. The hex must becompletely south of the fold. For example,0108 is legal, but 0208 is not.

Blue: Move the Yellow flag to the northhalf of the map.

Special InstructionsFlag: Treat the flags as light units forweapon effects. A flag may be grabbedand carried only by a walker. If both flagsare lost the game ends in a tie.

Safety Zone: A unit may nevervoluntarily enter a hex adjacent to its ownflag. If a unit finds itself adjacent to or inthe same hex as its flag the unit must moveout of the safety zone before taking anyother action.

No Nukes: You may never drop a nuke orcrust-buster into a flag’s hex or adjacenthex.

Destroy the Flag

Briefing

Why go to all that trouble of capturing it?

Setup

Placement: Same as Capture the Flag.

Breakable: You may use Breakable unitsinstead of Unbreakable.

Missions

Yellow: Destroy the blue flag.

Blue: Destroy the yellow flag.

Special InstructionsFlag: Treat the flags as light units forweapon effects. A flag may be grabbedand carried only by a walker. If both flagsare lost the game ends in a tie.

Safety Zone: There is no safety zone.Your walkers may pick up and move yourown flag.

Nukes: You may drop a nuke or crust-buster into a flag’s hex or adjacent hex.

Flag Markers

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Terrain Chart

Terrain Converts To Notes (page refernce)

Crater Lava }}}

May be converted by earthquake (11)Depression for determining LOS (19)Grounded unit = heavy target (18)

Picture

Hill Rough }}}

Improved LOS for units on hill (19)May block LOS (19)Grounded squad = medium target (18)

Industry Crater }}

}

May block LOS (19)Crawler or force beam may convert torough (16, 21)Grounded squad = medium target (18)

Lake Crater

Lava

}}

Depression for determining LOS (19)Grounded unit = heavy target (18)

}}}}}

May be converted by earthquake (11)Units may be lost during earthquake (11)Depression for determining LOS (19)Grounded unit = heavy target (18)Unit lost if moved in by force beam (21)

Open orRoad

Crater

Rough Crater } Grounded squad = medium target (18)

Woods Crater }

}

Crawler or force beam may convert torough (16, 21)Grounded squad = medium target (18)

Volcano n/a }}}}

No unit may enter (16)Blocks LOS (19)Unit lost if moved in by force beam (21)Unit lost if lava converts to volcano (11, 23)

MushroomCloud

n/a } Blocks LOS (19)

EpicenterMarker

Seeunderlyingterrain

}}

Placed by crust buster (20)Allows terrain to be converted byearthquake (11)

Epicenter

Volcano

} Squad = light target (14)

Unbreakable

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Unbreakable Tables

Combat Dice

Shorthand Meaning

[1/3] 1 or mores on 3 dice

[1/2] 1 or mores on 2 dice

[1/1] 1 on 1 die

[2/2] 2s on 2 dice

[3/3] 3s on 3 dice

Target Size:

Heavy Med. Light

Weapon Heavy [1/1] [1/2] [1/3]

Size: Med. [2/2] [1/1] [1/2]

Light [3/3] [2/2] [1/1]

Weapon Size vs. Target Size

Beam LOS

Bomb LOS

Step Condition LOS

1 The target is a scattered squad No

2 Either unit is in a mushroomcloud

No

3 Both units are in the same hex Yes

4 There is a mushroom cloud orvolcano between the units

No

5 Either unit is a hovering squad oron a hill

Yes

6 Both units are in a depression No

7 The units are in adjacent hexes Yes

8 There is a hill, industry, or woodshex between the units

No

9 Either unit is in a depression No

10 Otherwise Yes

Step Condition LOS

1 The bomb launching unit is in thetarget hex

Yes

2 The sighter or target hex is in amushroom cloud

No

3 The sighter is in the target hex Yes

4 There is a mushroom cloud orvolcano between the sighter andthe target hex

No

5 The target is a hill hex Yes

6 The sighter is a hovering squador on a hill

Yes

7 The sighter is in a depression No

8 The sighter is adjacent to the tar-get hex

Yes

9 There is a hill, industry, or wodshex between the sighter and thetarget hex

No

10 Otherwise Yes

Action Unit Status

Fire Any Ready

Reload Any Ready orbuttoned

Fire &reload

Crawler orwalker

Ready

No action Any Any

Weapon Actions

Physical Actions

Action Unit Status

Changeconfiguration

Any Ready orbuttoned

Clear stasishit

Any Ready orbuttoned

Grab or drop Upright walker Ready orbuttoned

Melee attack Any Ready

Move Any exceptdown walker

Ready orbuttoned

No action Any Any

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YellowCrawlers

Activation YellowCrawlers

Activation BlueCrawlers

Activation

BlueCrawlers

Activation YellowWalkers

Activation YellowWalkers

Activation

YellowWalkers

Activation BlueWalkers

Activation BlueWalkers

Activation

Copyright 1996 by Thomas Milliorn©Copyright 1996 by Thomas Milliorn©

Copyright 1996 by Thomas Milliorn© Copyright 1996 by Thomas Milliorn© Copyright 1996 by Thomas Milliorn©

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BlueWalkers

Activation YellowSquads

Activation YellowSquads

Activation

YellowSquads

ActivationYellowSquads

ActivationBlue

SquadsActivation

BlueSquads

ActivationBlueSquads

ActivationBlueSquads

Activation

Copyright 1996 by Thomas Milliorn©

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Heavy

Time Stream

1st Reduce mushroom cloudsRemove frozen makersReduce stasis hits by 1

2nd Freeze units with 4+ stasis hits

3rd Freeze units with 2+ stasis hits

4th Freeze units with 1+ stasis hits

Any Units may change status

Time Stream Time Stream

Earthquake MediumEarthquake MediumEarthquake

LightEarthquakeLightEarthquake LightEarthquake

1. Roll for units in lava [1/1]2. Roll for terrain conversion (3 dice)3. Reduce to medium earthquake

1. Roll for units in lava [2/2]2. Roll for terrain conversion (2 dice)3. Reduce to light earthquake

1. Roll for units in lava [2/2]2. Roll for terrain conversion (2 dice)3. Reduce to light earthquake

1. Roll for units in lava [3/3]2. Roll for terrain conversion (1 die)3. Remove this earthquake card

1. Roll for units in lava [3/3]2. Roll for terrain conversion (1 die)3. Remove this earthquake card

1. Roll for units in lava [3/3]2. Roll for terrain conversion (1 die)3. Remove this earthquake card

1st Reduce mushroom cloudsRemove frozen makersReduce stasis hits by 1

2nd Freeze units with 4+ stasis hits

3rd Freeze units with 2+ stasis hits

4th Freeze units with 1+ stasis hits

Any Units may change status

1st Reduce mushroom cloudsRemove frozen makersReduce stasis hits by 1

2nd Freeze units with 4+ stasis hits

3rd Freeze units with 2+ stasis hits

4th Freeze units with 1+ stasis hits

Any Units may change status

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OpportunityTime Stream Yellow UnitsClear Move

Opportunity Blue UnitsClear Move

Opportunity YellowCrawler

Light Fire

Each yellow crawler may fire one of thelight weapons listed in the rules. You mayfire a laser at units.

Yellow bunkers may fire a lightweapon listed in the rules.

breakable

BreakableBreakable:

Opportunity ReprogramCrawlers

A ready squad (or recon) in thesame hex as an opposing crawler mayreprogram that crawler. Take the crawler’scard and weapons and treat it as your own.

breakable

Opportunity BlueWalker

Overload

Blue walkers may execute 0, 1, or 2 actions.Roll a die after each action. If the result is

the walker immediately goes offline.J

Every buttoned or ready yellow unit in a clearhex may move into an adjacent clear hex.

A unit may not move into or out of a hex thatcontains an opposing unit or mushroom cloud.

Tanks and choppers in a clear hexmay change facing with or without moving.Breakable:

Every buttoned or ready blue unit in a clearhex may move into an adjacent clear hex.

A unit may not move into or out of a hex thatcontains an opposing unit or mushroom cloud.

Breakable: Tanks and choppers in a clear hexmay change facing with or without moving.

Opportunity YellowWalker

Overload

Yellow walkers may execute 0, 1, or 2actions. Roll a die after each action. If theresult is the walker immediately goesoffline.

J

Opportunity BlueCrawler

Light Fire

1st Reduce mushroom cloudsRemove frozen makersReduce stasis hits by 1

2nd Freeze units with 4+ stasis hits

3rd Freeze units with 2+ stasis hits

4th Freeze units with 1+ stasis hits

Any Units may change status

Opportunity ChangeGrenades

All squads may choose a new bomb type. Thenew bomb begins unloaded.

Recons equipped with a bombmay choose a new bomb type.Breakable:

Each blue crawler may fire one of the lightweapons listed in the rules. You may fire alaser at units.

Blue bunkers may fire a lightweapon listed in the rules.

breakable

BreakableBreakable:

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YellowUnits

Activation Activation Activation

YellowUnits

Activation

CrawlerBunker Recon

Walker

Tank

YellowUnits

CrawlerBunker Recon

BlueUnits

CrawlerBunker Recon

Activation BlueUnits

CrawlerBunker Recon

YellowUnits

Activation

YellowUnits

Activation BlueUnits

Activation

Walker

Tank

BlueUnits

Activation

Chopper

Walker

TankChopper

Walker

TankChopper Chopper

Walker

TankChopper

Blue GEVs Move 1st Blue GEVs Move 1st

Blue GEVs move 1st Yellow GEVs move 1st Yellow GEVs move 1st

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BlueUnits

Activation YellowUnits

Activation

Squad

YellowUnits

Activation

Squad

YellowUnits

Activation

Squad

YellowUnits

Activation

Squad

BlueUnits

Activation

Squad

BlueUnits

Activation

Squad

BlueUnits

Activation

Squad

BlueUnits

Activation

Squad

Walker

TankChopper

Yellow GEVs move 1st

SkimmerBuzz Bomb Killbot Turret SkimmerBuzz Bomb Killbot Turret

SkimmerBuzz Bomb Killbot TurretSkimmerBuzz Bomb Killbot Turret SkimmerBuzz Bomb Killbot Turret

SkimmerBuzz Bomb Killbot TurretSkimmerBuzz Bomb Killbot TurretSkimmerBuzz Bomb Killbot Turret

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Crawler 1

Unit Size: Heavy

Beams: 1 Heavy or2 Mediums

Bombs: 1 Heavy or2 Mediums

Crawler 2

Unit Size: Heavy

Beams: 1 Heavy or2 Mediums

Bombs: 1 Heavy or2 Mediums

Crawler 3

Unit Size: Heavy

Beams: 1 Heavy or2 Mediums

Bombs: 1 Heavy or2 Mediums

Crawler 4

Unit Size: Heavy

Beams: 1 Heavy or2 Mediums

Bombs: 1 Heavy or2 Mediums

Walker 1

Unit Size: Medium

Beams: 1 Medium or2 Lights

Bombs: 1 Medium or2 Lights

Walker 2

Unit Size: Medium

Beams: 1 Medium or2 Lights

Bombs: 1 Medium or2 Lights

Walker 4

Unit Size: Medium

Beams: 1 Medium or2 Lights

Bombs: 1 Medium or2 Lights

Walker 3

Unit Size: Medium

Beams: 1 Medium or2 Lights

Bombs: 1 Medium or2 Lights

Copyright 1996by Thomas Milliorn

©

Squad 1

Unit Size: Light

Beams: 1 Light

Bombs: 1 Light

Copyright 1996by Thomas Milliorn

©

Copyright 1996by Thomas Milliorn

© Copyright 1996by Thomas Milliorn

©

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Crawler 3

s

s

s

Moving crawlers convert industry andwood hexes to rough on [1/3].

Crawlers that dig in automaticallyconvert clear, industry, and woods torough.

Dug-in crawlers may not move, sight,fire beams, or be target by beams. Aneutron bomb affects a dug-in crawleronly on a roll of [3/3].

Crawler 2 Crawler 1

Crawler 4Walker 1

Walker 4 Walker 3Squad 1

Walker 2

s

s

s

Moving crawlers convert industry andwood hexes to rough on [1/3].

Crawlers that dig in automaticallyconvert clear, industry, and woods torough.

Dug-in crawlers may not move, sight,fire beams, or be target by beams. Aneutron bomb affects a dug-in crawleronly on a roll of [3/3].

s

s

s

Moving crawlers convert industry andwood hexes to rough on [1/3].

Crawlers that dig in automaticallyconvert clear, industry, and woods torough.

Dug-in crawlers may not move, sight,fire beams, or be target by beams. Aneutron bomb affects a dug-in crawleronly on a roll of [3/3].

s

s

s

Moving crawlers convert industry andwood hexes to rough on [1/3].

Crawlers that dig in automaticallyconvert clear, industry, and woods torough.

Dug-in crawlers may not move, sight,fire beams, or be target by beams. Aneutron bomb affects a dug-in crawleronly on a roll of [3/3].

s

s

A hovering squad may move 2 hexesbut is grounded if scattered.

A scattered squad may not be targetedby beam weapons.

s

s

A squad that scattered whilein lava is lost.

In any terrain other than clear a squaddefends as a medium unit. Defendsas heavy unit in depressions (crater,lake, and lava.)

becomes

s

s

s

s

Walkers may grab and drop objects.

Walkers may make melee attacks onwalkers and squads in the same hex.

A down walker defends as a heavyunit.

A walker in a crater, lake, or lavadefends as a heavy unit.

s A walker that is knocked down while inlava is lost.

s

s

s

s

Walkers may grab and drop objects.

Walkers may make melee attacks onwalkers and squads in the same hex.

A down walker defends as a heavyunit.

A walker in a crater, lake, or lavadefends as a heavy unit.

s A walker that is knocked down whilein lava is lost.

s

s

s

s

Walkers may grab and drop objects.

Walkers may make melee attacks onwalkers and squads in the same hex.

A down walker defends as a heavyunit.

A walker in a crater, lake, or lavadefends as a heavy unit.

s A walker that is knocked down whilein lava is lost.

s

s

s

s

Walkers may grab and drop objects.

Walkers may make melee attacks onwalkers and squads in the same hex.

A down walker defends as a heavyunit.

A walker in a crater, lake, or lavadefends as a heavy unit.

s A walker that is knocked down whilein lava is lost.

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Squad 4

Unit Size: Light

Beams: 1 Light

Bombs: 1 Light

Squad 3

Unit Size: Light

Beams: 1 Light

Bombs: 1 Light

Squad 2

Unit Size: Light

Beams: 1 Light

Bombs: 1 Light

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Squad 2Squad 3Squad 4

s

s

A hovering squad may move 2 hexesbut is grounded if scattered.

A scattered squad may not be targetedby beam weapons.

s

s

A squad that scattered whilein lava is lost.

In any terrain other than clear a squaddefends as a medium unit. Defendsas heavy unit in depressions (crater,lake, and lava.)

becomes

s

s

A hovering squad may move 2 hexesbut is grounded if scattered.

A scattered squad may not be targetedby beam weapons.

s

s

A squad that scattered whilein lava is lost.

In any terrain other than clear a squaddefends as a medium unit. Defendsas heavy unit in depressions (crater,lake, and lava.)

becomes

s

s

A hovering squad may move 2 hexesbut is grounded if scattered.

A scattered squad may not be targetedby beam weapons.

s

s

A squad that scattered whilein lava is lost.

In any terrain other than clear a squaddefends as a medium unit. Defendsas heavy unit in depressions (crater,lake, and lava.)

becomes

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Crawler A

Unit Size: Heavy

Beams: 1 Heavy or2 Mediums

Bombs: 1 Heavy or2 Mediums

Crawler B

Unit Size: Heavy

Beams: 1 Heavy or2 Mediums

Bombs: 1 Heavy or2 Mediums

Crawler C

Unit Size: Heavy

Beams: 1 Heavy or2 Mediums

Bombs: 1 Heavy or2 Mediums

Crawler D

Unit Size: Heavy

Beams: 1 Heavy or2 Mediums

Bombs: 1 Heavy or2 Mediums

Walker A

Unit Size: Medium

Beams: 1 Medium or2 Lights

Bombs: 1 Medium or2 Lights

Walker B

Unit Size: Medium

Beams: 1 Medium or2 Lights

Bombs: 1 Medium or2 Lights

Walker D

Unit Size: Medium

Beams: 1 Medium or2 Lights

Bombs: 1 Medium or2 Lights

Walker C

Unit Size: Medium

Beams: 1 Medium or2 Lights

Bombs: 1 Medium or2 Lights

Copyright 1996by Thomas Milliorn

©

Squad A

Unit Size: Light

Beams: 1 Light

Bombs: 1 Light

Copyright 1996by Thomas Milliorn

©

Copyright 1996by Thomas Milliorn

© Copyright 1996by Thomas Milliorn

©

Unbreakable Yellow Units Front - 1 of 2 - Print 1 on Yellow Card Stock Revision: 2015-JUN-15

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Crawler C Crawler B Crawler A

Crawler DWalker A

Walker D Walker CSquad A

Walker B

s

s

s

Moving crawlers convert industry andwood hexes to rough on [1/3].

Crawlers that dig in automaticallyconvert clear, industry, and woods torough.

Dug-in crawlers may not move, sight,fire beams, or be target by beams. Aneutron bomb affects a dug-incrawler only on a roll of [3/3].

s

s

s

Moving crawlers convert industry andwood hexes to rough on [1/3].

Crawlers that dig in automaticallyconvert clear, industry, and woods torough.

Dug-in crawlers may not move, sight,fire beams, or be target by beams. Aneutron bomb affects a dug-incrawler only on a roll of [3/3].

s

s

s

Moving crawlers convert industry andwood hexes to rough on [1/3].

Crawlers that dig in automaticallyconvert clear, industry, and woods torough.

Dug-in crawlers may not move, sight,fire beams, or be target by beams. Aneutron bomb affects a dug-incrawler only on a roll of [3/3].

s

s

s

Moving crawlers convert industry andwood hexes to rough on [1/3].

Crawlers that dig in automaticallyconvert clear, industry, and woods torough.

Dug-in crawlers may not move, sight,fire beams, or be target by beams. Aneutron bomb affects a dug-incrawler only on a roll of [3/3].

s

s

A hovering squad may move 2 hexesbut is grounded if scattered.

A scattered squad may not be targetedby beam weapons.

s

s

A squad that scattered whilein lava is lost.

In any terrain other than clear a squaddefends as a medium unit. Defendsas heavy unit in depressions (crater,lake, and lava.)

becomes

s

s

s

s

Walkers may grab and drop objects.

Walkers may make melee attacks onwalkers and squads in the same hex.

A down walker defends as a heavyunit.

A walker in a crater, lake, or lavadefends as a heavy unit.

s A walker that is knocked down while inlava is lost.

s

s

s

s

Walkers may grab and drop objects.

Walkers may make melee attacks onwalkers and squads in the same hex.

A down walker defends as a heavyunit.

A walker in a crater, lake, or lavadefends as a heavy unit.

s A walker that is knocked down whilein lava is lost.

s

s

s

s

Walkers may grab and drop objects.

Walkers may make melee attacks onwalkers and squads in the same hex.

A down walker defends as a heavyunit.

A walker in a crater, lake, or lavadefends as a heavy unit.

s A walker that is knocked down whilein lava is lost.

s

s

s

s

Walkers may grab and drop objects.

Walkers may make melee attacks onwalkers and squads in the same hex.

A down walker defends as a heavyunit.

A walker in a crater, lake, or lavadefends as a heavy unit.

s A walker that is knocked down whilein lava is lost.

Page 51: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

Squad D

Unit Size: Light

Beams: 1 Light

Bombs: 1 Light

Squad C

Unit Size: Light

Beams: 1 Light

Bombs: 1 Light

Squad B

Unit Size: Light

Beams: 1 Light

Bombs: 1 Light

Unbreakable Yellow Units Front - 2 of 2 - Print 1 on Yellow Card Stock Revision: 2015-JUN-15

Page 52: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

Squad BSquad CSquad D

s

s

A hovering squad may move 2 hexesbut is grounded if scattered.

A scattered squad may not be targetedby beam weapons.

s

s

A squad that scattered whilein lava is lost.

In any terrain other than clear a squaddefends as a medium unit. Defendsas heavy unit in depressions (crater,lake, and lava.)

becomes

s

s

A hovering squad may move 2 hexesbut is grounded if scattered.

A scattered squad may not be targetedby beam weapons.

s

s

A squad that scattered whilein lava is lost.

In any terrain other than clear a squaddefends as a medium unit. Defendsas heavy unit in depressions (crater,lake, and lava.)

becomes

s

s

A hovering squad may move 2 hexesbut is grounded if scattered.

A scattered squad may not be targetedby beam weapons.

s

s

A squad that scattered whilein lava is lost.

In any terrain other than clear a squaddefends as a medium unit. Defendsas heavy unit in depressions (crater,lake, and lava.)

becomes

Page 53: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

Crust-Buster

Type:

Effect:

Epicenter:

Bomb

Add an Earth-quake card the same sizeas the weapon to thediscards.

If the targethex is not a crater, lava, orvolcano, place an epi-center marker in the hex.

Crust-Buster

Type:

Effect:

Epicenter:

Bomb

Add an Earth-quake card the same sizeas the weapon to thediscards.

If the targethex is not a crater, lava, orvolcano, place an epi-center marker in the hex.

Crust-Buster

Type:

Effect:

Epicenter:

Bomb

Add an Earth-quake card the same sizeas the weapon to thediscards.

If the targethex is not a crater, lava, orvolcano, place an epi-center marker in the hex.

Nuke Nuke Nuke

Type:

Effect:

.

Bomb

May scatter orknock offline units withinits radius

Size RadiusLight 1Medium 2Heavy 4

NeutronBomb

NeutronBomb

NeutronBomb

Type:

Effect:

Bomb

Change terrain,knock down walkers,scatter squads, and createa mushroom cloud.

Breakable: Destroy units.

Terrain BecomesCrater LavaHill RoughLava VolcanoOther Crater

Type:

Effect:

Bomb

Change terrain,knock down walkers,scatter squads, and createa mushroom cloud.

Breakable: Destroy units.

Terrain BecomesCrater LavaHill RoughLava VolcanoOther Crater

Type:

Effect:

Bomb

Change terrain,knock down walkers,scatter squads, and createa mushroom cloud.

Breakable: Destroy units.

Terrain BecomesCrater LavaHill RoughLava VolcanoOther Crater

Breakable: Stunned untilnext time stream card.

Type:

Effect:

.

Bomb

May scatter orknock offline units withinits radius

Size RadiusLight 1Medium 2Heavy 4

Breakable: Stunned untilnext time stream card.

Type:

Effect:

.

Bomb

May scatter orknock offline units withinits radius

Size RadiusLight 1Medium 2Heavy 4

Breakable: Stunned untilnext time stream card.

Unbreakable Bomb Cards Front - 1 of 1 - Print 2 on Orange Card Stock Revision: 2015-JUN-15

Page 54: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

Crust-Buster

Type:

Effect:

Epicenter:

Bomb

Add an Earth-quake card the same sizeas the weapon to thediscards.

If the targethex is not a crater, lava, orvolcano, place an epi-center marker in the hex.

Crust-Buster

Type:

Effect:

Epicenter:

Bomb

Add an Earth-quake card the same sizeas the weapon to thediscards.

If the targethex is not a crater, lava, orvolcano, place an epi-center marker in the hex.

Crust-Buster

Type:

Effect:

Epicenter:

Bomb

Add an Earth-quake card the same sizeas the weapon to thediscards.

If the targethex is not a crater, lava, orvolcano, place an epi-center marker in the hex.

Nuke

Nuke Nuke

NeutronBomb

NeutronBomb

NeutronBomb

Type:

Effect:

Bomb

Change terrain,knock down walkers,scatter squads, and createa mushroom cloud.

Breakable: Destroy units.

Terrain BecomesCrater LavaHill RoughLava VolcanoOther Crater

Type:

Effect:

Bomb

Change terrain,knock down walkers,scatter squads, and createa mushroom cloud.

Breakable: Destroy units.

Terrain BecomesCrater LavaHill RoughLava VolcanoOther Crater

Type:

Effect:

Bomb

Change terrain,knock down walkers,scatter squads, and createa mushroom cloud.

Breakable: Destroy units.

Terrain BecomesCrater LavaHill RoughLava VolcanoOther Crater

Type:

Effect:

.

Bomb

May scatter orknock offline units withinits radius

Size RadiusLight 1Medium 2Heavy 4

Breakable: Stunned untilnext time stream card.

Type:

Effect:

.

Bomb

May scatter orknock offline units withinits radius

Size RadiusLight 1Medium 2Heavy 4

Breakable: Stunned untilnext time stream card.

Type:

Effect:

.

Bomb

May scatter orknock offline units withinits radius

Size RadiusLight 1Medium 2Heavy 4

Breakable: Stunned untilnext time stream card.

Page 55: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

ForceBeam

Type:

Effect:

Beam

Target maybecome frozen in time.

Time Stream StasisCards Markers

0 or 1 No affect2 4+ Frozen3 2+ Frozen4 1+ Frozen

StasisRay

ForceBeam

ForceBeam

StasisRay

StasisRay

Type:

Effect:

Beam

Target maybecome frozen in time.

Time Stream StasisCards Markers

0 or 1 No affect2 4+ Frozen3 2+ Frozen4 1+ Frozen

Type:

Effect:

Beam

Target maybecome frozen in time.

Time Stream StasisCards Markers

0 or 1 No affect2 4+ Frozen3 2+ Frozen4 1+ Frozen

Type:

Effect:

Lava or Volcano:

Beam

Push or pull targetunit into another hex,knock down walkers, andscatter squads. May alsoconvert industry or woodsto rough; treat hex as alight target.

Unitpushed or pulled into hexis eliminated.

Type:

Effect:

Lava or Volcano:

Beam

Push or pull targetunit into another hex,knock down walkers, andscatter squads. May alsoconvert industry or woodsto rough; treat hex as alight target.

Unitpushed or pulled into hexis eliminated.

Type:

Effect:

Lava or Volcano:

Beam

Push or pull targetunit into another hex,knock down walkers, andscatter squads. May alsoconvert industry or woodsto rough; treat hex as alight target.

Unitpushed or pulled into hexis eliminated.

Laser

Type:

Effect:

Variable:

Beam

May stop bombsor destroy units.

The attackstrength of a laserdepends on the range.

Breakable

Laser Range [attack strength]Size Short Med. Long

[heavy] [med.] [light]

Light 0 hexes 1 hex 2 hexesMed. 0-1 2 3-4Heavy 0-2 3-4 5-6

Laser

Type:

Effect:

Variable:

Beam

May stop bombsor destroy units.

The attackstrength of a laserdepends on the range.

Breakable

Laser Range [attack strength]Size Short Med. Long

[heavy] [med.] [light]

Light 0 hexes 1 hex 2 hexesMed. 0-1 2 3-4Heavy 0-2 3-4 5-6

Laser

Type:

Effect:

Variable:

Beam

May stop bombsor destroy units.

The attackstrength of a laserdepends on the range.

Breakable

Laser Range [attack strength]Size Short Med. Long

[heavy] [med.] [light]

Light 0 hexes 1 hex 2 hexesMed. 0-1 2 3-4Heavy 0-2 3-4 5-6

Unbreakable Beam Cards Front - 1 of 1 - Print 2 on Purple Card Stock Revision: 2015-JUN-15

Page 56: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

ForceBeam

Type:

Effect:

Lava or Volcano:

Beam

Push or pull targetunit into another hex,knock down walkers, andscatter squads. May alsoconvert industry or woodsto rough; treat hex as alight target.

Unitpushed or pulled into hexis eliminated.

StasisRay

ForceBeam

ForceBeam

StasisRay

StasisRay

Type:

Effect:

Beam

Target maybecome frozen in time.

Time Stream StasisCards Markers

0 or 1 No affect2 4+ Frozen3 2+ Frozen4 1+ Frozen

Type:

Effect:

Beam

Target maybecome frozen in time.

Time Stream StasisCards Markers

0 or 1 No affect2 4+ Frozen3 2+ Frozen4 1+ Frozen

Type:

Effect:

Beam

Target maybecome frozen in time.

Time Stream StasisCards Markers

0 or 1 No affect2 4+ Frozen3 2+ Frozen4 1+ Frozen

Type:

Effect:

Lava or Volcano:

Beam

Push or pull targetunit into another hex,knock down walkers, andscatter squads. May alsoconvert industry or woodsto rough; treat hex as alight target.

Unitpushed or pulled into hexis eliminated.

Type:

Effect:

Lava or Volcano:

Beam

Push or pull targetunit into another hex,knock down walkers, andscatter squads. May alsoconvert industry or woodsto rough; treat hex as alight target.

Unitpushed or pulled into hexis eliminated.

Laser

Type:

Effect:

Variable:

Beam

May stop bombsor destroy units.

The attackstrength of a laserdepends on the range.

Breakable

Laser Range [attack strength]Size Short Med. Long

[heavy] [med.] [light]

Light 0 hexes 1 hex 2 hexesMed. 0-1 2 3-4Heavy 0-2 3-4 5-6

Laser

Type:

Effect:

Variable:

Beam

May stop bombsor destroy units.

The attackstrength of a laserdepends on the range.

Breakable

Laser Range [attack strength]Size Short Med. Long

[heavy] [med.] [light]

Light 0 hexes 1 hex 2 hexesMed. 0-1 2 3-4Heavy 0-2 3-4 5-6

Laser

Type:

Effect:

Variable:

Beam

May stop bombsor destroy units.

The attackstrength of a laserdepends on the range.

Breakable

Laser Range [attack strength]Size Short Med. Long

[heavy] [med.] [light]

Light 0 hexes 1 hex 2 hexesMed. 0-1 2 3-4Heavy 0-2 3-4 5-6

Page 57: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

RocketLauncher

RocketLauncher

RocketLauncher

Type:

Number of Rockets:

Effect:

LOS:

Lasers:

Experimental

Heavy-4 Med-2 Light-1

Treat each as alight nuke. Fire all into thesame or contiguous hexes.

Firing unit must actas its own sighter.

No defensivelaser fire allowed.

Multi-Gun

Crust Buster

Nuke

Neutron Bomb Laser

Stasis Ray

Force Beam

?

VortexGenerator

Type:

Fire:

Time Stream:

Unstable:

Move:

Experimental

Place a vortex intoempty, adjacent hex facingaway from firing unit.

Stabilitycheck then move.

If all ‘s onHvy-3, Med-2, Lht-1 dice.

Number of ‘s onHvy-1, Med-2, Lht-3 dice.

J

J

VortexGenerator

VortexGenerator

Multi-Gun

Crust Buster

Nuke

Neutron Bomb Laser

Stasis Ray

Force Beam

? Multi-Gun

Crust Buster

Nuke

Neutron Bomb Laser

Stasis Ray

Force Beam

?

Type:

Number of Rockets:

Effect:

LOS:

Lasers:

Experimental

Heavy-4 Med-2 Light-1

Treat each as alight nuke. Fire all into thesame or contiguous hexes.

Firing unit must actas its own sighter.

No defensivelaser fire allowed.

Type:

Number of Rockets:

Effect:

LOS:

Lasers:

Experimental

Heavy-4 Med-2 Light-1

Treat each as alight nuke. Fire all into thesame or contiguous hexes.

Firing unit must actas its own sighter.

No defensivelaser fire allowed.

Type:

Fire:

Time Stream:

Unstable:

Move:

Experimental

Place a vortex intoempty, adjacent hex facingaway from firing unit.

Stabilitycheck then move.

If all ‘s onHvy-3, Med-2, Lht-1 dice.

Number of ‘s onHvy-1, Med-2, Lht-3 dice.

J

J

Type:

Fire:

Time Stream:

Unstable:

Move:

Experimental

Place a vortex intoempty, adjacent hex facingaway from firing unit.

Stabilitycheck then move.

If all ‘s onHvy-3, Med-2, Lht-1 dice.

Number of ‘s onHvy-1, Med-2, Lht-3 dice.

J

J

Unbreakable - Chrome Experimental Weapons Front - 1 of 1 - Print 2 on Red Card Stock Revision: 2015-JUN-15

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Multi-Gun ?

RocketLauncher

RocketLauncher

Type:

Number of Rockets:

Effect:

LOS:

Lasers:

Experimental

Heavy-4 Med-2 Light-1

Treat each as alight nuke. Fire all into thesame or contiguous hexes.

Firing unit must actas its own sighter.

No defensivelaser fire allowed.

Type:

Number of Rockets:

Effect:

LOS:

Lasers:

Experimental

Heavy-4 Med-2 Light-1

Treat each as alight nuke. Fire all into thesame or contiguous hexes.

Firing unit must actas its own sighter.

No defensivelaser fire allowed.

RocketLauncher

Type:

Number of Rockets:

Effect:

LOS:

Lasers:

Experimental

Heavy-4 Med-2 Light-1

Treat each as alight nuke. Fire all into thesame or contiguous hexes.

Firing unit must actas its own sighter.

No defensivelaser fire allowed.

Multi-Gun ?

Multi-Gun

Crust Buster

Nuke

Neutron Bomb Laser

Stasis Ray

Force Beam

?VortexGenerator

VortexGenerator

VortexGenerator

Type:

Fire:

Time Stream:

Unstable:

Move:

Experimental

Place a vortex intoempty, adjacent hex facingaway from firing unit.

Stabilitycheck then move.

If all ‘s onHvy-3, Med-2, Lht-1 dice.

Number of ‘s onHvy-1, Med-2, Lht-3 dice.

J

J

Type:

Fire:

Time Stream:

Unstable:

Move:

Experimental

Place a vortex intoempty, adjacent hex facingaway from firing unit.

Stabilitycheck then move.

If all ‘s onHvy-3, Med-2, Lht-1 dice.

Number of ‘s onHvy-1, Med-2, Lht-3 dice.

J

J

Type:

Fire:

Time Stream:

Unstable:

Move:

Experimental

Place a vortex intoempty, adjacent hex facingaway from firing unit.

Stabilitycheck then move.

If all ‘s onHvy-3, Med-2, Lht-1 dice.

Number of ‘s onHvy-1, Med-2, Lht-3 dice.

J

J

Crust Buster

Nuke

Neutron Bomb Laser

Stasis Ray

Force Beam

Crust Buster

Nuke

Neutron Bomb Laser

Stasis Ray

Force Beam

Page 59: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

JumpJets

Type:

Size:

Weapon Action:

Movement:

Walker Equipment

Light

Whenfired, walker hovers untilthe beginning of its nextactivation.

Hoveringwalker may move up to 2hexes.

MeleeWeapon

Type:

Size:

Physical Action:

Movement:

Grab/Carry:

Walker Equipment

Medium

Walkermay convert to or from awheeled vehicle.

Convertedwalker may move up to 2spaces, but not into ourout of a depression.

Not allowed.

ConversionMechanism

Type:

Size:

Melee Combat:

Walker Equipment

Light

Treatwalker as a heavy unitwhen attacking ordefending during meleecombat.

JumpJets

Type:

Size:

Weapon Action:

Movement:

Walker Equipment

Light

Whenfired, walker hovers untilthe beginning of its nextactivation.

Hoveringwalker may move up to 2hexes.

MeleeWeapon

Type:

Size:

Physical Action:

Movement:

Grab/Carry:

Walker Equipment

Medium

Walkermay convert to or from awheeled vehicle.

Convertedwalker may move up to 2spaces, but not into ourout of a depression.

Not allowed.

ConversionMechanism

Type:

Size:

Walker Equipment

Light

Melee Combat: Treatwalker as a heavy unitwhen attacking ordefending during meleecombat.

JumpJets

Type:

Size:

Weapon Action:

Movement:

Walker Equipment

Light

Whenfired, walker hovers untilthe beginning of its nextactivation.

Hoveringwalker may move up to 2hexes.

MeleeWeapon

Type:

Size:

Physical Action:

Movement:

Grab/Carry:

Walker Equipment

Medium

Walkermay convert to or from awheeled vehicle.

Convertedwalker may move up to 2spaces, but not into ourout of a depression.

Not allowed.

ConversionMechanism

Type:

Size:

Walker Equipment

Light

Melee Combat: Treatwalker as a heavy unitwhen attacking ordefending during meleecombat.

Unbreakable - Chrome Walker Equipment Front - 1 of 1 - Print 2 on Green Card Stock Revision: 2015-JUN-15

Page 60: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

MeleeWeapon

Type:

Size:

Walker Equipment

Light

Melee Combat: Treatwalker as a heavy unitwhen attacking ordefending during meleecombat.

MeleeWeapon

Type:

Size:

Walker Equipment

Light

Melee Combat: Treatwalker as a heavy unitwhen attacking ordefending during meleecombat.

MeleeWeapon

Type:

Size:

Walker Equipment

Light

Melee Combat: Treatwalker as a heavy unitwhen attacking ordefending during meleecombat.

Type:

Size:

Physical Action:

Movement:

Grab/Carry:

Walker Equipment

Medium

Walkermay convert to or from awheeled vehicle.

Convertedwalker may move up to 2spaces, but not into ourout of a depression.

Not allowed.

ConversionMechanism

Type:

Size:

Physical Action:

Movement:

Grab/Carry:

Walker Equipment

Medium

Walkermay convert to or from awheeled vehicle.

Convertedwalker may move up to 2spaces, but not into ourout of a depression.

Not allowed.

ConversionMechanism

Type:

Size:

Physical Action:

Movement:

Grab/Carry:

Walker Equipment

Medium

Walkermay convert to or from awheeled vehicle.

Convertedwalker may move up to 2spaces, but not into ourout of a depression.

Not allowed.

ConversionMechanism

JumpJets

Type:

Size:

Weapon Action:

Movement:

Walker Equipment

Light

Whenfired, walker hovers untilthe beginning of its nextactivation.

Hoveringwalker may move up to 2hexes.

JumpJets

Type:

Size:

Weapon Action:

Movement:

Walker Equipment

Light

Whenfired, walker hovers untilthe beginning of its nextactivation.

Hoveringwalker may move up to 2hexes.

JumpJets

Type:

Size:

Weapon Action:

Movement:

Walker Equipment

Light

Whenfired, walker hovers untilthe beginning of its nextactivation.

Hoveringwalker may move up to 2hexes.

Page 61: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

0101

0102

0103

0104

0105

0106

0107

0201

0202

0203

0204

0205

0206

0207

0208

0301

0303

0304

0305

0306

0307

0401

0404

0405

0406

0407

0408

0501

0503

0504

0505

0506

0507

0601

0602

0603

0604

0605

0606

0607

0608

0701

0702

0703

0704

0705

0706

0707

0302

0402

0403

0502

Page 62: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

0701

0702

0703

0704

0705

0706

0707

0801

0802

0803

0804

0805

0806

0807

0808

0901

0902

0903

0904

0905

0906

0907

1001

1002

1003

1004

1005

1006

1007

1008

1101

1102

1103

1104

1105

1106

1107

Clear

Woods

Hill

Page 63: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

0108 0508 0708

0109

0110

0111

0112

0113

0114

0209

0210

0211

0212

0213

0214

0215

0309

0310

0311

0312

0313

0314

0409

0410

0411

0413

0414

0415

0509

0510

0511

0512

0513

0514

0709

0710

0711

0712

0713

0714

0609

0610

0611

0612

1613

0614

0615

0308

0412

Page 64: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

0708 0908 1108

0709

0710

0711

0712

0713

0714

0809

0810

0811

0812

0813

0814

0815

0909

0910

0911

0912

0913

0914

1009

1010

1011

1012

1013

1014

1015

1109

1110

1111

1112

1113

1114

Lake

Industry

6

Turn

11

2

3

4

5

7

8

9

10

N

Page 65: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

CraterCrater

CraterCrater

CraterCrater

Lava

Lava

Lava

Lava

Lava

Lava

CraterCrater

CraterCrater

CraterCrater

CraterCrater

CraterCrater

CraterCrater

Breakable + Unbreakable Terrain Hexes - 1 of 2 - Print 1 Revision: 2015-JUN-15

Page 66: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

Volcano Volcano

Volcano Volcano

Volcano Volcano

Rough

Rough

Rough

Rough

Rough

Rough

Lava

Lava

Lava

Lava

Lava

Lava

VolcanoVolcano

Volcano

Rough Rough

Rough

Breakable + Unbreakable Terrain Hexes - 2 of 2 - Print 1 Revision: 2015-JUN-15

Page 67: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

Stasis

Stasis

Stasis

Stasis

Stasis

Stasis

Stasis

Stasis

Stasis

Stasis

Stasis

Stasis Frozen

Frozen

Frozen

Frozen

Frozen

Frozen

Frozen

FrozenStasis

Stasis

Stasis

Stasis

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Runaway

RunawayCrawler

Satellite Blue Flag Yellow Flag

Epicenter Epicenter Epicenter Epicenter Epicenter Epicenter

Epicenter Epicenter Epicenter Epicenter Epicenter Epicenter

Stasis StasisStasis Frozen FrozenStasis

Stasis StasisStasis Frozen FrozenStasis

Unbreakable Markers - 1 of 3 - Print 1 Revision: 2015-JUN-15

Stasis

Stasis

Stasis

Stasis

Stasis

Stasis

Stasis

Stasis

Stasis

Stasis

Stasis

StasisFrozen

Frozen

Frozen

Frozen

Frozen

Frozen

Frozen

Frozen Stasis

Stasis

Stasis

Stasis

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter

Epicenter Epicenter Epicenter Epicenter Epicenter Epicenter

Epicenter Epicenter Epicenter Epicenter Epicenter Epicenter

Stasis StasisStasisFrozen Frozen Stasis

Stasis StasisStasisFrozen Frozen Stasis

Front Back (optional)

Front Back (optional)

Page 68: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

Light Light Light Light Light Light

Light Light Light Light Light Light

Light Light Light Light Light Light

Light Light Light Light Light Light

Runaway

Unbreakable Markers - 2 of 3 - Print 1 Revision: 2015-JUN-15

Light Light Light Light Light Light

Light Light Light Light Light Light

Light Light Light Light Light Light

Light Light Light Light Light Light

Front Back (optional)

Backs (optional)

Page 69: Unbreakable Rules Introduction - Interformic · Earthquake Cards: Don’t shuffle the Earthquake cards into the action deck at this time. You will add Earthquake cards to the deck

Weapon Weapon

Unloded

Weapon Weapon Weapon Weapon Weapon

Weapon Weapon Weapon Weapon Weapon Weapon

Weapon Weapon Weapon Weapon Weapon Weapon

Weapon Weapon Weapon Weapon Weapon Weapon

Unit

Buttoned

Weapon Weapon Weapon Weapon Weapon

Weapon Weapon Weapon Weapon Weapon Weapon

Weapon Weapon Weapon Weapon Weapon Weapon

Weapon Weapon Weapon Weapon Weapon Weapon

Weapon Weapon Weapon Weapon Weapon Weapon

Weapon Weapon Weapon Weapon Weapon Weapon

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unit

Buttoned

Unloded Unloded Unloded Unloded Unloded

Unloded Unloded Unloded Unloded Unloded Unloded

Unloded Unloded Unloded Unloded Unloded Unloded

Unloded Unloded Unloded Unloded Unloded Unloded

Unloded Unloded Unloded Unloded Unloded Unloded

Unloded Unloded Unloded Unloded Unloded Unloded

A B C

DA Gnd B Gnd

C Gnd D Gnd

A Up

B Up C Up D Up B Hvr A Hvr

D Hvr C Hvr

D

C B A

1 2 3

41 Gnd 2 Gnd

3 Gnd 4 Gnd

1 Up

2 Up 3 Up 4 Up 2 Hvr 1 Hvr

4 Hvr 3 Hvr

4

3 2 1

Weapon Weapon Weapon Weapon Weapon Weapon

Unloded Unloded Unloded Unloded Unloded Unloded

Weapon Weapon Weapon Weapon Weapon Weapon

Weapon Weapon Weapon Weapon Weapon Weapon

Weapon Weapon Weapon Weapon Weapon Weapon

Loaded Loaded Loaded Loaded Loaded Loaded

Loaded Loaded Loaded Loaded Loaded Loaded

Loaded Loaded Loaded Loaded Loaded Loaded

Loaded Loaded Loaded Loaded Loaded Loaded

Loaded Loaded Loaded Loaded Loaded Loaded

Loaded Loaded Loaded Loaded Loaded Loaded

Loaded Loaded Loaded Loaded Loaded Loaded

Unbreakable Markers - 3 of 3 - Print 1 Revision: 2015-JUN-15

Front Back