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PAPERCRAFT GAMING SYSTEM RULEBOOK 2012 SECOND EDITION PAPERCRAFT GAMING SYSTEM RULEBOOK 2012 SECOND EDITION

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Page 1: Fipc Rulebook

PAPERCRAFT GAMING SYSTEM

RULEBOOK2012 SECOND EDITION

PAPERCRAFT GAMING SYSTEM

RULEBOOK2012 SECOND EDITION

Page 2: Fipc Rulebook

Index

1

Introduction.............................................2The World of Flipit...................................3Basics of Play..........................................4Game Types.............................................5Setup of Terrain......................................6Shooting & Resolution..........................7-8Movement Phase......................................9Aircraft..................................................10Heroes, Commandos & Specialists....11-12Weapons Armory...................................13Medals & House Rules...........................14Green Stars......................................15-17Black X.............................................18-20Red Hammers...................................21-23Blue Falcons.....................................24-26

Page 3: Fipc Rulebook

Introduction

Flipit: Paper Combat, characters and models and all associated logos are all copyright 2012by James Bowen

Written By: James BowenArt: James Bowen, Jean-Charles Doublet and other uncredited artists

Miniature Design: James Bowen 2

Welcome to Flipit: Paper Combat, a game ofskill and strategy set in a world at war.Build your followers and lead them in thebattle to free Jurop.... or conquer it!

This rulebook contains all the rules you willneed to play a game of Flipit: Paper Combat.The game requires at least two players, acoin, dice, a tape measure and modelsthat are available online at

After choosing a faction to lead, you canbegin downloading and printing your army.Stalwart soldiers, courageous heroes andpowerful vehicles are yours to command assoon as you can print, cut and assemblethem. The paper model templates for Flipitare designed with ease of construction inmind, so even beginners at papercraftingcan build an army that they can be proud of.

Any tabletop or floor can be a usable areato play a game of Flipit, though you mightwant to use terrain to spice up your gamesand add different strategies. While there areplenty of templates available on the Flipitwebsite, any suitable items can be used torepresent buildings, trees, walls and rivers.

The Game

www.flipitpapercombat.com

Buiding An Army

Prepare For Battle

PRINTING AND ASSEMBLING While standard printer paper may beused, card stock is recommended forprinting out your models. We suggest a110lb stock, which can be found at moststationary retailers. Scissors can cut outmost pieces for models, but you willsometimes encounter a part that requiresa hole punch or a cutting board andhobby knife. There are many kinds ofadhesives available, from glue sticks toquick drying drying cyanocrylate(superglue), so choose a glue that worksbest for you. If you’re finding that the thickness ofyour card stock causes the white edge ofthe paper to be visible on a finishedmodel, use a dark colored marker toshade it in. Building your first papermodels may seem daunting for beginners,but with just a bit of practice, you canmake pieces that will be sure to impress.Take your time and have fun, building ishalf the hobby!

Page 4: Fipc Rulebook

The World of Flipit

Flipit: Paper Combat takes place onFlipworld, a planet ruled by a multitude ofbeings called the crafters. These mightydeities take great delight in pitting theirfollowers against those of other crafters fornothing more than their own sheeramusement. This is fine with mostFlipworlders as they seem to revel in thecarnage as well.

You take on the roll of one of the manypowerful crafters guiding your minions infierce battles against the enemy.

Most of the battles will take place in Jurop,a place inhabited by nations that areconstantly plotting against one another. Thelast big war ended almost thirty years ago,and Jurop had experienced a phase ofgrowth and advancement not seen in agesdue to the rare outbreak of peace. However,this was not meant to last in a world whereeven the gods are at war. One by one, thecrafters began rebuilding their armies andstirring the embers that would ignite theflames of a new war.

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First to begin the assault is the nation ofExchsvaria. While rich and capable ofsustaining themselves, they openly desirethe wealth and resources of their neighbors.Led by Derp Furror, the Echsvarian army,called Black X, has set out on a campaigncalled the Third Strike. No nation seems tobe safe from them as they plow through thecountryside in heavily armored vehicles ofmechanized mayhem.

In the south, Falconia, home of theenigmatic Blue Falcons has begun amassingit’s own forces to make sure no one caninvade. Falconia is a xenophobic nationweary of any outside influences. After afailed assassination attempt on presidentDeLeon, the Blue Falcon army has beenincreasing their patrols throughout theFalconian borders, though these bordershave once more began an outwardexpansion.

The Hammerland is not so much a singlenation as a conglomerate of smallercountries loosely banded together throughtreaties and alliances for protection. Various factions vie for dominance as publicunrest leads to acts of aggression. Someleaders are claiming they are under thedirect guidance of the crafter while othersare merely attempting to maintain a degreeof order in the defense of their homeland.

Meanwhile overseas, Emeraldica hasdeployed the Green Star army to cross theocean and attempt to free allied countriesfrom the clutches of Black X. However, notall of Jurop is happy to have them there, andeven those freed from the Third Strike nowfind themselves indebted and indentured totheir liberators.

Page 5: Fipc Rulebook

Basics of Play

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Turn Order

Step One

Shooting Phase

Turn order is broken down into severalstages. Players will alternate turnsshooting, removing casualties and movingtheir figures. Turn order is determined by acoin flip at the start of each round.

One player flips a coin while the opposingplayer tries to guess if it will land on headsor tails. If the player guesses correctly, theyget to decide wether to be the first (active)player or the second (reactive) player. If theguess is incorrect, then the priority goes tothe player flipping the coin for turn order.

The round starts with the active playermeasuring ranges, determining targetpriority and firing the weapons of eachmodel at enemy targets. After the activeplayer has finished this for all models inrange, the reactive player gets to do thesame.

Note that critical damage may remove anenemy figure before the resolution phase,giving an advantage to the first player of around of shooting

After both players have completed theshooting phase, they determine which modelsthey have that have taken lethal damage.These models are removed with excessdamage on vehicles being applied to thecrew inside before disembarking.

The active player may move any of theirmodels using movement templates todetermine how far they can go. After theycomplete this, the reactive player does thesame. Note that the second player to move willhave the advantage in moving figures awayfrom threats or moving units within range tofire at a key target on the next round.

Resolution Phase

Movement Phase

Page 6: Fipc Rulebook

Game Types

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Choosing A Game Type

V.I.P.

Capture Enemy Intel

Despite always using the same set of rules,games of Flipit may have different objectivesdepending on what game type the playersagree on. This is determined before eitherplayer decides which of their models theyare going to use in their army for that game. The game types are as follows...

Each army will have a single infantry figurethey must protect while at the same timetrying to eliminate the enemy V.I.P. figure.The V.I.P. must be able to stand out fromthe rest of the army and will be armed withonly a pistol (no upgrades are allowed forthe V.I.P.). This figure may not be a part ofany squad. They may ride in a transportonly if there are no other passengers. Thegame ends when the first player thatmanages to successfully eliminate the enemyV.I.P. is declared the winner. This is usuallythe shortest game type.

Each army will have an intelligence briefcaseor other item placed somewhere on theirdeployment zone. The object is to cross theboard, grab the enemy flag (only infantry onfoot may pick up a flag, though they mayboard a transport afterward), and bring itback to your deploying table edge. If afigure is eliminated while carrying the flag,any figure from either side may attempt topick it up and move it. The game endswhen the first player that manages toretrieve the enemy flag is declared thewinner.

Base Defense

Convoy

Elimination

Create Your Own Mission

Each army will have a building on the boardthat they have to defend. This building willbe upgraded to a base (4 health). The gameends when the player that destroys theenemy’s base is declared the winner.

One army will take on the roll of the convoyattempting to breach an enemy barricadewhile the other attempts to stop them fromcrossing. The convoy player will have twicethe point total in their army as the opposingplayer. The convoy player will win if theymanage to get more than 50% (in points) oftheir army off the opposite side of the tablein less than ten turns. If more than half theconvoy army is destroyed, the blockadeplayer wins. Note: Aircraft from any faction and Theparatrooper upgrade for Blue Falconinfantry is not allowed in this game type.

The object of this game is simple, eliminatethe opposing army to the last man! Thisgame type will take a long time to finish, soyou may want to set a time limit. At the endof the time limit, whichever player has themost points left on the battlefield wins.

After playing a few of the basic missions,you might come up with ideas for new gametypes to try out. These can be anything fromlarge battles attempting to destroy newenemy supervehicles to small skirmish sizedgames using only infantry. Campaignmissions will also be available from time totime on the Flipit website.

Page 7: Fipc Rulebook

Setup & Terrain

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Game Setup

Terrain

Water

Forests

Most games of Flipit will be played on a table with aplaying area measured out to 4’ x 4’. Players mayplace terrain on the table to make a more dynamicbattlefield. You can use either the paper terraintemplates provided on the website, sheets of papermarked “water”, “forest” and “building” orwhatever items you deem appropriate.

Players must agree on how much (and what kind)of terrain will be used before a game. Players willthen take turns placing the terrain pieces on theboard until all the previously selected pieces areplaced. The players must then decide which tableend they will deploy on. If neither player can agree,flip a coin. The winning player gets to decide theirtable edge and the other player must take theopposite side of the table. Players will then place allmodels in their army within 10” of their table edge.

Terrain can affect the game in many ways, fromforcing your models to walk around a building orover a bridge to providing cover or blocking line ofsight from enemy attacks. Any player may chooseto attack a terrain feature with a health value as if itwere a vehicle. When a terrain feature has takendamage equal to it’s health value, remove it from thebattlefield and replace it with a rubble marker.Here are the different types of terrain...

Water terrain may be moved across by infantry andvehicles, but they must stop at the edge beforeentering the terrain feature. On the next turn, theycan move through it, but they can only move at theslowest speed available to them (march/slowvehicle). While occupying water terrain, a modelwill gain cover modifiers from all enemy attacks.

Forest terrain is made up of a group of treeswithin 3” of each other. Infantry may move throughforested terrain without being hindered, but vehiclescan only move at slow vehicle speed. Any attacksthat draw a line of fire through a forested area willbe affected by cover modifiers.

BUILDINGS

Towers:

Abandoned Buildings:

Large Buildings:

Bases:

Walls & Misc. items

Buildings come in various shapes and sizes and willeither be used as blocking terrain or protection forinfantry figures. If a building is destroyed in agame, all infantry figures occupying it are destroyedas well (including any weapons they have with themat the time). Replace destroyed buildings with a rubblemarker. This marker is blocking terrain for movementpurposes and provides cover for all attacks that draw aline of fire over it. All buildings have a structure save of2 or higher for each hit scored on them. There are fourtypes of buildings, so make sure both players are clearon what buildings are what type before the game begins.

2HPA figure that enters a tower may willingly separate from aformation. That figure will then have a 5” boost to therange of any weapon it fires while occupying the tower.Only one figure may occupy a tower. This figure willreceive a cover modifier against any shots fired at it.

2HPInfantry may not enter abandoned buildings.

3HPBarracks, civilian buildings and bunkers are all classifiedunder large buildings. They can hold up to 6 infantry at atime. Enemy figures may enter a barracks if it hasenough capacity to fit both squads. To designate aninfantry or formation as being in a building, place thefigures on the rooftop. Units firing at an infantry orformation inside a building do so with a cover modifier.

4HPBases are reinforced fortresses used for defending keycities and resources. This type of building is usually onlyseen in base defense games. Infantry occupying a baseare treated in the same way as infantry occupying anormal building, though the capacity is increased to 8.

Any structure that is smaller than a building is classifiedas a miscellaneous item. This can either be a brick wall,a row of bushes, a wooden fence, a statue, single trees,civilian cars and other items. If a misc. item is targeteddirectly by an attack and at least 3 hits are scored, thenthe item is destroyed and removed from the game. Misc.items block movement for both infantry and vehicles. If amodel draws a line of fire over an item that is more than3” away from it, there will be a cover modifier.

Page 8: Fipc Rulebook

Shooting & Resolution

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The Shooting Phase

Melee

In the shooting phase, units must be able tomeet the following criteria to be able to fire:

1) The unit has line of sight to an enemy targetto make a ranged attack. If you can draw adirect line of fire from the head of the infantry(or pilot) to the head of the target without goingthrough a piece of blocking terrain then youhave line of sight.

2) The unit has enough range to reach theenemy target. The range for infantry isdetermined by the weapon they are holding.Vehicles ranges are listed under their faction’smotor pool in the rule book.

3) Determine if you have firing priority to yourtarget of choice. If the target is the closestvisible enemy to the unit firing, no priority testis needed. If not, then you must pass a prioritytest to be able to fire at the desired target. Thisis done by rolling one die and passing on a 4 orhigher (some infantry figures have rules thatmodify or ignore priority tests). If passed, youmay target any visible unit in range. If failed,the figure must fire at the closest visible enemyinstead.

Infantry units locked in melee must

always perform a melee attack. This attack willuse any melee weapons the squad has, or 1 attack per infantry without a melee weapon. Units firing into melee must roll a die after the attack is made. On

(a figure in thesquad is within 1” of an enemy infantry)

To start shooting, you must determine howmuch firepower a weapon has, how many hitsyou score, and how it will be affected by covermodifiers and enemy armor.

1) Roll your attack dice. The number of attackdice rolled is determined by the weapon’sfirepower statistic (FP). Roll the number ofattack dice equal to the unit’s FP. Each unit willalso have an accuracy statistic (AC) that willshow what die roll is needed for a successful hit(before modifiers).

2) Check to see if the line of fire adds a covermodifier. If the target is partially obscured (atleast half of the infantry in a squad or half of avehicle being targeted is behind a blockingterrain feature) or the line of fire goes over aterrain feature that imparts cover farther than3” away from the firing unit, then the die rollneeded to score a hit is increased by one.Note: Mortar attacks ignore all covermodifiers.

Fig 1. The Black X and Green Star infantry figures may shoot ateach other, but the Green Star tank is blocked by the building. Fig 2. In order for the Black X tank to fire at the Green Star

tank, it would have to pass a priority test or be forced to fireon the closest enemy vehicle.

a result of 3 or higher, the attack resolvesagainst the enemy infantry as normal. On aresult of 1 or 2, all hits are resolved againstthe friendly infantry squad.

Formations & ShootingAll infantry in a formation must attempt to fireat the same target if able. The exception to thisrule is heavy weapons, which can fire at adifferent target. Priority tests still apply.

Page 9: Fipc Rulebook

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3) The player owning the unit being firedupon must make armor or structure savesequal to the number of hits scored. This ispassed on any roll of 4 or higher forinfantry, 3 or higher on vehicles, and 2 orhigher on buildings. There are someweapons that will increase the numberneeded to be rolled to successfully pass asave. These weapon types and their effectsare described in the armory section of therule book.

4) If a model or formation has twice asmany damage tokens as it’s health (HP)value, then it counts as critical damage andthe model is removed from play immediately(note that this is only of any benefit to theactive player in a round as it prevents thatenemy figure from firing). Remove any heavyweapons from the model and place them inthe space formerly occupied by that model.Most infantry only have one health, so forevery 2 damage markers applied to a squad,the owning player must choose an infantryfigure in that squad to be removed from playimmediately.

Fig 3. The Green Star Halftrack has cover from the Black XFlakwagen by having more than 50% of the vehicle behindblocking terrain. The Flakwagen has cover from both GreenStar vehicles due to the low walls. The Green Star tank hascover from the Flakwagen due to one of the walls being morethan 3” from the Flakwagen. The Flakwagen may fire at theGreen Star infantry squad without any cover penalties to it’sattack rolls.

The Resolution PhaseIn the resolution phase, all damage markersare applied to units not affected by criticaldamage.

1) If an infantry formation has a damagetoken on it, you may choose to remove thattoken by using a medic (note that this canonly be done in the resolution phase). If nomedic is present, the owning player mustchoose an infantry figure in that squad toremove during the resolution phase. If theremoved figure was equipped with a heavyweapon, remove the weapon from the figureand place it on the space formerly occupiedby it.

2) If a vehicle has taken damage tokensequal to or greater than it’s health value, thevehicle is destroyed. Any extra hits that goover the health value are applied to the pilot,then any passengers if the pilot fails anarmor roll and any hits still remain.

3) Once all damage tokens on a vehiclehave been resolved, remove any survivingcrew or passengers and place them adjacent(within 1”) to the vehicle before removing itfrom the game and replacing it with adestroyed vehicle marker.

Page 10: Fipc Rulebook

MovementInfantryInfantry utilize the March and Double-Timemovement templates. To use a movementtemplate, place it in front of the figure andmove the figure anywhere up to the front ofthe template (you do not have to use the fulldistance).

Most basic infantry must start the game in asquad. The minimum and maximum numberof infantry allowed in a squad differs fromone faction to another. This information canbe found in each faction’s troops page. Somefigures (such as vehicle pilots, drivers andspecialist infantry characters) may ignore ormodify squadron size rules. To be in asquad, each infantry figure must be within3” of another infantry figure in the squad.

Note: Casualties from shooting may cause aninfantry formation to be more than 3” apart.If this is the case, the squad must attempt toregroup on the next movement turn. If an infantry or infantry formation fireda heavy weapon in the shooting phase, then

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XFig 1. When moving, move to the front of the template, not past it.

it may not move in the movement phase ofthat round. If it fired any ranged weaponsother than pistols then it must use theMarch template (the shorter one). If it onlyfired pistols or did not fire at all, then it maychoose to use the Double-Time template*the longer one). If an infantry formation moves within 1” ofa dropped weapon, you may elect to have afigure in the formation equip the weapon inplace of it’s own.

When an infantry figure or formation comesinto adjacency (1” or less) of an enemyinfantry or formation, then it is consideredin melee range. On subsequent turns, eitherformation may choose to leave melee, but itwill give an Attack of Opportunity to theother squad. Infantry figures makingattacks of opportunity can use either theirmelee or ranged weapons, but will only hiton a 5 or higher. Infantry units are neverconsidered in melee with vehicle units andmay not attack them with melee weapons.

In some instances, you will find yourself in atight spot where it is beneficial to place thetemplate on it’s side (the skinny part) andwrap it around an obstacle to get the mostdistance out of your unit’s movement. Thisis allowed for both infantry and groundvehicles.

Vehicles use templates to move just asinfantry, but the distance traveled is greater.Each vehicle will have a speed listed on it’sprofile in it’s faction’s motor pool as eithera fast or a slow vehicle, denoting which ofthe two tracked movement templates to use.Vehicles may rotate on their center bothbefore and after moving.

Melee

Moving around Terrain

Vehicles

Page 11: Fipc Rulebook

Anti-aircraft fire from Night Owl Microtanksdestroys a Black X Luftpanzer.

Aircraft Movement

Attacking An Aircraft

Vehicles that are designated as aircraft willalways move at fast vehicle speed and mustmove the entire distance unless they havespecific rules that state otherwise (such asthe Hammercopter). Unlike infantry andground vehicles, you may not warp thetemplate around obstacles. Aircraft mayignore any type of terrain or figures(friendly or enemy) for movement purposesprovided they do not end the movementphase with their base overlapping anotherunit or a raised terrain feature.

When a ground unit (infantry or vehicle)attacks a vehicle with the aircraft rule, it’sAC statistic will be treated as being 2 higherthan normal (maximum of 6) due to aircover. This is to account for the difficultyinvolved in hitting a fast flying target at it

Aircraft

10

A Hammercopter strafes a squad of Green Starsoldiers.

zips and barrel rolls through the sky. Unitswith the Anti-Aircraft special rule ignore thiscover modifier. Unlike other vehicles, you donot draw line of fire to the pilot’s head.Instead, you must be able to draw a line offire to a corner of it’s flight stand. When anaircraft attacks another aircraft, the line offire is measured from head to head asnormal and no air cover modifiers are takeninto effect. Artillery units may never targetaircraft.

When attacking from an aircraft, you drawline of fire starting from any corner of theflight stand to the head of the target.Cover modifiers granted by terrain areignored with the exception of infantryoccupying a building.

Attacking From An Aircraft

Page 12: Fipc Rulebook

Heroes are single infantry figures withpowerful abilities that can help change thetide of battle. They can unlock new rules,units and strategies for your army. Herofigures must be part of infantry formations(unless otherwise noted in their rules).Heroes possess all of the abilities of theirfaction’s standard infantry. All heroes areconsidered to have combat knives if noother melee weapon is listed in their stats.

Hero characters will come with a set numberof command tokens, the number of which islisted on their card. These tokens can beused on their command abilities. Once acommand token is spent, it is removed fromthe game and may not be used again.

Certain hero characters will allow you totake upgraded infantry figures calledcommandos. If a commando unit is used,the hero that allows it to be unlocked mustbe a part of the squad, unless otherwisenoted by the hero’s rules. Any rules usedby a commando unit will also be used forthe hero figure leading it.

SpecialistsEach army has a selection of specialistinfantry that enable it’s troops to performcertain battlefield roles better. Some of thespecialist classes are upgrades to existinginfantry formations while others operateoutside of formations, performing dangeroustasks solo.

A Medic is an upgrade for a basic infantry squad. If a medic is in a squad during the resolution phase, you may attempt to heal a damage

Heroes

Command Tokens

Commando Units

Medic

Heroes, Commandos & Specialists

11

marker before removing a figure as acasualty. To do this, roll a single die. If theresult is 3 or higher then the damage ishealed. Otherwise, remove the casualty asnormal. Each squad may only have onemedic.

Mechanics are upgrades to basic infantrythat allow them to repair damaged vehicles.If the mechanic is in adjacency to a friendlydamaged vehicle at the start of the shootingphase, they may attempt to remove adamage token by rolling a single die. If theresult is 5 or higher, then the damage isrepaired. For each mechanic attempting torepair a vehicle beyond the first, the resultrequired to successfully remove a damagetoken is lowered by 1. (I.E. if 3 mechanicsare attempting to repair a damaged tank,you would roll 3 dice and need a 3 or higherto pass the roll). Only one damage tokencan be repaired from a vehicle each turn.

Battlefield Mechanics

Page 13: Fipc Rulebook

SaboteursSaboteurs are single infantry figures thatoperate independently of squads. Saboteursstart the game off the battlefield. There aretwo types of saboteurs, depending on howthey enter the game.

-Master of Disguise: This saboteur willreplace a single enemy infantry without aheavy weapon. All ranged and meleeweapons used by the replaced figure arethen equipped to the saboteur. This is doneon any movement phase. Saboteurs maynot replace figures while in a transport.

-Master of Stealth: This type of saboteuruses suspicion tokens to move around thebattlefield and confuse the enemy. At thebeginning of the game, place four suspiciontokens face down anywhere in yourdeployment zone. Three of these tokens havea smoke cloud printed underneath, while thefourth token will have a “!” on the reverse.Take note of which token is real, and whichtokens are decoys. While unrevealed, suspicion tokens aretreated as normal infantry for movementpurposes. Figures wishing to attack a suspicion tokenmust be within 3” of it. Any hits scored on atoken cause it to be revealed (flipped over).If a revealed token is a smoke cloud, then itis considered to have just been someoccurance that startled the nearby troops.If the suspicion token revealed is the “!”symbol, then they have found the saboteur.Immediately remove all other suspiciontokens and place the figure for the saboteurin place of the revealed token, then resolvethe hits as normal. A saboteur using themaster of stealth rule may choose to revealitself at any time during the game, afterwhich, it will operate as normal. 12

Mortar TeamsMortar teams are small two-man squads thatoperate an artillery emplacement. They donot use squadron rules and may not be apart of an infantry squad. Each infantry in anartillery team will be armed with the startingequipment for it’s faction in addition to themortar weapon. Due to having two figures onthe base, a mortar team has 2 health. Themortar team may still fire if it has taken adamage, but once it has suffered 2 damage,the mortar is destroyed (it is not left behindlike most heavy weapons). Mortar teams are allowed to move atdouble-time speed once before the start ofthe first turn. After this, they are immobile. When firing, mortar teams do not have tobe able to draw line of fire to vehicles. Iffiring at infantry, they must still draw a lineof fire as normal.

All too late, a Black X soldierdiscovers that his squadmate is actually an enemysaboteur.

-”Yuri, why is bite missing from ammo?”

Page 14: Fipc Rulebook

Weapon Types

-Anti-Infantry

Anti-Vehicle

Wrecker Class Weapons

Heavy Infantry Weapons

Any hits from these weapons scored oninfantry will only be saved on a 5 or higherinstead of the normal 4. Anti-infantryweapons have no effect on the armorsaves of vehicles or buildings.

-Any hits from anti-vehicle weapons scored oninfantry will only be saved on a 6. Any hitsfrom an anti-vehicle weapon scored on othervehicles will only be saved on a 4 or higher.Any hits on a building will only be saved on a3 or higher.

-Hits from Wrecker weapons allow no armorsaves from infantry. Vehicles will only passarmor saves on a 5 or higher. Hits scoredon buildings will only be saved on a 4 orhigher.

Infantry firing heavy weapons may not moveafter firing. Heavy weapons may not be firedby passengers in a transport.

The Armoury

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Grenade -5 pointsone per squadD6 hits 6” rangeSingle use. Replaces meleeweapon.

Demolition Charge -4FP wrecker 3” rangePoints included in profile.Single use.

Rifle2FP 12” range

Shotgun3FP anti-infantry 8” rangeFree upgrade from rifle.One per squad.Can be used as melee.

Light Machine Gun -5 points4FP anti-infantry 8” rangeOne per squad2 handed (replaces both rifle & combat knife)

(unless listed as otherwise)

Sniper Rifle -10 points1FP -ignores infantry armorsaves. Attacking player chooseswhich infantry in the squadtakes a damage token caused bya sniper rifle.1 per 150 points in army.

Flamethrower -10 points5fp anti-infantry 8” rangeIgnores cover.1 per 150 points in army.

Rocket Launcher -14 points3FP anti-infantry at 20” range4FP anti-vehicle at 15” range1 per 150 points in army.

Combat Knife

Cavalry Saber

Pistol

-3FP melee weaponPoints included in profile.

-4FP melee weaponPoints included in profile.

-1FP 8” rangePoints included in profile.Units firing pistols may stilluse the double-timetemplate for movement.

2 handed (replaces both rifle & combat knife)

Page 15: Fipc Rulebook

Medals & House Rules

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Medals are tokens awarded to infantry foracomplishing impressive feats on thebattlefield. Medals are only granted to basicinfantry (never commandos, lone specialistsor independent heroes. Vehicles cannotearn medals, but a pilot may earn them aftersurviving the destruction of it’s vehicle.When an infantry earns a medal, place thetoken next to that figure or it’s formation.The owning player may then choose toremove medals to prevent damage markerson a 1 to 1 basis for the figure or it’s squad.

Medals can be earned by a single figureaccomplishing one of the folowing tasks:

-Destroy an enemy vehicle that had more than 2 health remaining before an attack.

(lone figures only) -Pass 3 armor saves in a round without taking a damage token.

(lone figures only) -Eliminate three or more enemy figures in a single round.

-Eliminate an enemy hero.

(lone figures only) -Awarded to the last figure left in an army. This can be awarded to ANY infantry figure, even those that cannot normally earn medals.

Demolition Man

Tough as Nails

Let the Crafter Sort ‘Em Out

Assasination

Last Man Standing

House RulesThe Rules for Flipit are made to keep thegame as engaging and enjoyable as possible.If there is a particular rule that you andanother player do not like, or rules that youwould like to instate, it is allowed to alterthe rules to the liking of both players. Belowis an empty section to write any house rulesyou would like to implement (for rulesremoval, just cross out the offending sectionwith a marker).

Page 16: Fipc Rulebook

Green Stars

15

ALPHA FORCE(Available using Bomar)

15 POINTS

Includes Pistol,Combat Knife &

Grenade

BASIC TROOP

Infiltration:

Improvise:

Alpha Force Commandosdo not start the game on the table.Instead, at the start of the secondturn, they may be placed adjacent toany terrain feature. While infiltrating,they do not have to maintain formation.

If an Alpha Force unitkills an infantry unit in melee, youmay have the Alpha Force memberimmediately equip the weapondropped by the enemy unit.

MEDIC First Aid: See medic entry on page 11.

FACTION POWERVengeance:When a Green Star infantry iseliminated, another infantry in it’ssquad may immediately make anattack at minus 1 FP

10 PointsHP=1 AC=4

Includes rifle &combat knife

SABOTEUR Master of Stealth: See saboteur entryon page 12

20 PointsHP=1 AC=3

Includes pistol,combat knife &

demolitioncharge

15 PointsHP=1 AC=4

Includes rifle &first aid kit

COMBATMECHANIC

Repair: See medic entry on page 11.

15 PointsHp=1 AC=4

Includes rifle &tool kit

MORTAR TEAM

30 PointsHP=2 AC=4 FP=4

Advance & Deploy: See mortarteam entry on page 12Range to vehicles: 30”(clear line of fire not required)Range to infantry: 15”

Colonel Havok leading atank platoon over the icyhills of Jurop, his trustypistols ever ready in caseof an ambush.

Extra Ammo: Green star basic infantrymay take a additional machine gun orshotgun in a squad. The secondshotgun cost 5 points.

HP=1 AC=4

Minimum Squad Size=3Maximum Squad Size=5

Page 17: Fipc Rulebook

Motor Pool

16

M45 QUADGUN (ANTI AIRCRAFT)35 Points (includes driver)Speed = Slow VehicleRange = 20” (air) 15” (ground)Firepower = 4FPHealth = 2

THURMAN MEDIUM TANK50 Points (includes driver)Speed = Slow VehicleRange = 20”Firepower = 5FPHealth = 3

GEEP LIGHT TRANPORT VEHICLE35 Points (includes driver)Transport Capacity = 3 + driverSpeed = Fast VehicleHealth = 2

HARVEY MOTORCYCLE10 Points (driver separate)

Speed = Fast VehicleHealth = 1

T-38 FIGHTER-BOMBER45 Points (includes driver)Speed = Fast VehicleHealth = 2

Versatile: You may either equip 2bombs or 2 missiles.Cannons = 15” Range 3FPBombs = 6” Range 5FP anti-vehicleMissiles = 20” Range 4 FP anti-vehicle

Accuracy = 4

-Bikes count as infantry transports that must be taken for the whole squad.

Accuracy = 3

Accuracy = 4

Page 18: Fipc Rulebook

Heroes

17

Havok wields dual pistols with RANGE= 8” 2FP (each). They may be fired together or used on seperate targets.

One opposing army may not use it's faction power.

- You may spend one command token to make all units in one infantry formationattack twice in one turn. Place the command token on the formation given thiscommand. While the squad has the command token on it, it may not move. At the endof the next movement phase, remove the token from the game.- You may spend one command token to make an infantry formation move twice Inone turn. Place the command token on the squad given this command. While thesquad has the command token on it, it may not fire. At the end of the next firing phase,remove the token from the game.

Ebony & Ivory:

I read your rulebook!:

COMMAND ABILITIES

Col. George S. Havok

50 POINTSHEALTH=3

Command Tokens=2

Maj. Thomas “Ace” Random

40 POINTS (bike included)

HEALTH=2Command Tokens=2

Large Caliber Pistol:Calvary Saber:Motorcycle Calvary:

COMMAND ABILITIES

While Random uses his pistol, it has RANGE=10” 2FP melee, 4FP

Other bikes in an army using Random may choose to exchangetheir combat knives for calvary sabers.

-You may spend one command token to forgo the flip for turn order and choose to beeither the active or reactive player instead.-You may spend one command token to have all bikes in your army move before thestart of the game (this is done before the first turn order is decided).

JOHN BOMAR

40 POINTSHEALTH=3

Command Tokens=2

Explosive Arrows:Survival knife:Alpha Leader:

First Blood:

Born to Kill

COMMAND ABILITIES

RANGE=10” 2FP Any attack roll of 5 or higher will cause 2 hits. Melee, 4FP

An army using Bomar may use Alpha Force commandos. Bomar hasall the abilities of an Alpha Force commando.

Once per game, when Bomar makes an attack that scores at least one hit,lower the armor rating of the targeted unit by 1 for the duration of the turn.

: For every infantry unit Bomar kills in melee, remove one damage counter

- Once per game, you may spend one command token to add 4 FP to any one unit'sattack. This must be announced before the attack is made.- Once per game, you may spend your command token to reflip all coins from any oneunit's attack (this may be from either a friendly or enemy unit).

ACCURACY=3

ACCURACY=3

ACCURACY=3

from his character card.

Page 19: Fipc Rulebook

Black X

18

BASIC TROOP MEDIC First Aid: See medic entry on page 11.

FACTION POWERImpenetrable Armor:Once per game, you may ignore thefirst failed armor save on a vehicle

10 PointsHP=1 AC=4

Includes rifle &combat knife

SABOTEUR Master of Disguise: See saboteur entryon page 12

20 PointsHP=1 AC=3

Includes pistol,combat knife &

demolitioncharge

15 PointsHP=1 AC=4

Includes rifle &first aid kit

COMBATMECHANIC

Repair: See medic entry on page 11.

15 PointsHp=1 AC=4

Includes rifle &tool kit

MORTAR TEAM

30 PointsHP=2 AC=4 FP=4

Advance & Deploy: See mortarteam entry on page 12Range to vehicles: 30”(clear line of fire not required)Range to infantry: 15”

Captain Erwin Muttonschnitzellooks out from the turret ofhis Uberpanzer. He is fearedby his enemies for his ruthlessmechanized assaults and byhis own troops for his harshdisciplinary actions for anyonewho he deems isn’t doing theirvery best.

Stick Grenades: Black X basic infantrymay take up to 3 grenades in a squadinstead of 1

Panzermänner(Available using Donnerfaust)

20 POINTS HP=2AC=4

IncludesMachine Gun

Slow & Heavy:

Relentless Assault:

may not usethe double time movement template or bepassengers in vehicles.

Panzermänner

Panzermänner maymove after firing heavy weapons.

You may upgrade aPanzermänner’s machine gun to eithera flamethrower or rocket launcher foran additional 5 points.

Heavily Armed:

Heavily Armored: Panzermänner passunmodified armor saves on a 3 or higher

Minimum Squad Size=2Maximum Squad Size=4

Page 20: Fipc Rulebook

Motor Pool

19

Flakwagen (ANTI AIRCRAFT)40 Points (includes driver)Speed = Fast VehicleRange = 20” (air) 12” (ground)Firepower = 4FPHealth = 3

ÜBERPANZER65 Points (includes driver)Speed = Slow VehicleRange = 20”Firepower = 5FP anti-tankHealth = 4

BWM MOTORCYCLE10 Points (driver separate)

Speed = Fast VehicleHealth = 1

FOLKWAGEN TRANPORT VEHICLE35 Points (includes driver)Transport Capacity = 3 + driverSpeed = Fast VehicleHealth = 2

Accuracy = 3

-Bikes count as infantry transports that must be taken for the whole squad.

Accuracy = 4

STUCCO DIVE-BOMBER50 Points (includes driver)Speed = Fast VehicleHealth = 3Cannons = 15” Range 2FP anti-infantryBombs (2) = 6” Range 5FP anti-vehicle

Accuracy = 4

Page 21: Fipc Rulebook

20

HeroesRANGE=8” 4FP Muttonschnitzel

Uberpanzers have 6FP. Muttonschnitzel may pilot an Uberpanzer for an additional 50 points.

-you may spend one command token to have a tank move twice in one turn. Place thecommand token on the tank. This tank cannot fire on the next turn. Remove the tokenfrom the game after the next firing phase.-You may spend one command token to have an engineer's repair attempt toautomatically be a success (you must use this before the attempt is made).-You may spend one command token at the beginning of the game to have all groundvehicles in your army move before the start of the first turn.

Machine Gun:

Tank Jockey:

COMMAND ABILITIES

may fire BOTH his machine gun and thetank’s cannon in the same turn.

hen Muttonschnitzel is used, all Explosive shells: W

Capt. Erwin Muttonschnitzel

50 POINTSACCURACY=3HEALTH=3 Command Tokens=2

Hanz Gewehr

35 POINTSACCURACY=3HEALTH=2Command Tokens=1

Custom Rifle:

Best Shot There Is:

Strike from the Shadows:

COMMAND ABILITIES

Gewehr has a custom sniper rifle that does not count towards the specialweapons limit. Range=20" 1FP

Once per turn, Gewehr may reroll a missed attack made with hissniper rifle.

Gewehr may either start the game occupying a building onyour half of the table, or he can use suspicion tokens in the same manner as a saboteur.

-you may spend one command token to increast the range of any unit's weapon by 5" forone turn.-You may spend one command token to increase all attacks targeting an enemyhero by 1FP for the duration of your firing phase.

GunterDonnerfaust

40 POINTSACCURACY=4HEALTH=3Command Tokens=1

Panzermänner commandos.

Place this command token on that formation. They may not move on thenext firing phase. Remove the token from the game after the firing phase is over.

Devil's Claw:

Armored Corps:Iron Grip:

COMMAND ABILITIES

Melee 6FP. Donnerfaust may not use any other weapons while this isequipped. If Donnerfaust picks up another weapon, remove the Devil's Claw from thegame.

An army using Donnerfaust may use Donnerfaust may choose one adjacent enemy unit. The target may be either

a vehicle (but not an aircraft) or an infantry. This unit cannot move until Donnerfaustchooses a new target, moves away, or is removed from the board.

-you may spend one command token to prevent all hits on Donnerfaust or any otherinfantry in his formation for 1 turn. Place this command token on that formation. Theymay not attack on the next firing phase. Remove the token from the game after the firingphase is over.-You may spend one command token to add 1 hit to all attacks made from an infantry formation for 1 turn. This must be done before any attacks are made during the attackphase it is used.

Page 22: Fipc Rulebook

Red Hammers

21

BASIC TROOP MEDIC First Aid: See medic entry on page 11.

FACTION POWERLynch Mob:When a Red Hammer infantry squad comesinto melee range of an enemy vehicle orformation, it makes an immediate attack onthe enemy unit using the number of infantryin the squad at the FP of the attack. This isnot a standard melee attack. If this targetsan enemy infantry or infantry squad, meleeattacks may still be made in the shootingphase. This ability can only be used onceper turn on the movement phase.

2 for 15 PointsHP=1 AC=5

Includes rifle

SABOTEUR Master of Disguise: See saboteur entryon page 12

15 PointsHP=1 AC=3

Includes pistol,combat knife &

demolitioncharge

15 PointsHP=1 AC=3

Includes rifle &first aid kit

COMBATMECHANIC

Repair: See medic entry on page 11.

15 PointsHp=1 AC=4

Includes rifle &tool kit

MORTAR TEAM

30 PointsHP=2 AC=5 FP=5

Advance & Deploy: See mortarteam entry on page 12Range to vehicles: 30”(clear line of fire not required)Range to infantry: 15”

Colonel Krynski and his team lack the youth of their peers,but make up for it in cunning and well practiced teamwork.

Numbers:

Poorly Equipped:

Red Hammer basic infantry cost15 points for 2 soldiers.

Red Hammer basic infantrymay not use grenades or upgrade their riflesto heavy weapons.

Putznaz(Available using Krynski)

15 POINTS

Includes Pistol,Combat Knife &

Grenade

Decorated Heroes:

Too Old For This #&@!:

Old Soldiers, New Toys:

Each Putsnaz startsthe game with a medal.

Putsnaz cannotuse the double time movement template.

You can equip ashotgun or machine gun for free.You may upgrade to any other weaponfor an additional 5 points.

HP=1 AC=3

Minimum Squad Size=4Maximum Squad Size=10

Page 23: Fipc Rulebook

Motor Pool

22

T-3 TANK50 Points (includes driver)Speed = Slow VehicleRange = 15”Firepower = 4FPHealth = 4

Transport Truck40 Points (includes driver)Transport Capacity = 5 + driverSpeed = Slow VehicleHealth = 2

Chopper10 Points (driver separate)

Speed = Fast VehicleHealth = 1

Missile Truck (ANTI AIRCRAFT)50 Points (includes driver)Speed = Slow VehicleRange = 30” (ground or air vehicle) 20” (Infantry)Firepower = 4FPHealth = 2Heavy Artillery: When attacking vehicles, the Missile Truckignores line of sight. When attacking infantry, it counts asanti-infantry.

Hammercopter40 Points (includes pilot)Speed = Fast VehicleHealth = 2 AC=4Hover: Hammercopters may choose to move lessthan the entire length of the movement templateor not to move at allCannons: 15” range 4fp anti-infantry

ACCURACY = 4

ACCURACY = 4

-Bikes count as infantry transports that must be taken for the whole squad.

Page 24: Fipc Rulebook

Heroes

23

RANGE= 10" 3FP anti-infantry If a unit deals damage to Rasputin, he may immediately make an

attack at the start of the resolution phase targeting the unit that caused the damage.This attack has unlimited range and a firepower of 1.

Once per game, the first damage scored on Rasputin is ignored.

- You may spend one of your command tokens to add 4 FP to any one unit's attack. Thismust be announced before the attack is made.- You may spend one your command tokens to reflip all coins from any one unit'sattack (this may be from either a friendly or enemy unit).

Holy Machine gun:

Shield of Faith:

COMMAND ABILITIES

Divine retribution:

Nicholai Rasputin

50 POINTSACCURACY=2HEALTH=2Command Tokens=2

Ivan Khargovrume

25 POINTS (replaces a driver)

ACCURACY=4HEALTH=2Command Tokens=1

Large Caliber Pistol:Molotov:

Crazed Wheelman:

Insane Driving:

COMMAND ABILITIES

While Khargovrume uses his pistol, it has RANGE=10” 2FP Once per game, Khargovrume may make an attack at RANGE=6” 2FP that

ignores all armor. This attack may target infantry and transports only. Khargovrume may replace the driver in either a transport or

missile truck. In addition, if he ends the movement turn with his truck adjacent to asingle enemy unit, he may ram it. This is a 3FP attack. If the target is a vehicle, itmakes a 2FP attack back (at Ac4). and both attacks have the wrecker effect.

The truck Khargovrume is driving may move at fast vehicle speed. If itdoes, flip a coin. On a heads, the truck must make an armor save or suffer a damage.

- You may spend one command token on the movement turn to make a vehicle movetwice in one turn. Place this token on the vehicle. While the token is on a vehicle, itcannot move. At the end of the next movement turn, remove the token from the game.

Col. Aleksandr Krynski

40 POINTSACCURACY=3HEALTH=3Command

Tokens=2

RANGE=8” 3FP anti-infantry An army using Krynski may use Putsnaz commandos.

Shotguns for basic infantry are 2 per squad instead of 1.

You may spend one command token to make all units in an infantry formation attacktwice in one turn. Place the command token on the formation given this command.While the squad has the command token on it, it may not move. At the end of the nextmovement phase, remove the command token from the game.- You may spend one command token to make an infantry formation move twice in oneturn. Place the command token on the squad given this command. While the squadhas the command token on it, it may not fire. At the end of the next firing phase, removethe command token from the game.

Scattergun:Old Heroes:Access to the Armory:

COMMAND ABILITIES-

-Rasputin may spend one of his command tokens and remove one basic infantry figurein his army from the game to prevent a damage token from failing an armor save.

machine guns are free, but still limited to 1 per squad.

Page 25: Fipc Rulebook

Blue Falcons

BASIC TROOP

FACTION POWER

10 PointsHP=1 AC=4

Includes rifle+5 points toupgrade to

paratrooper

SABOTEUR Master of Spies: Blue Falcon saboteursmay use either of the two saboteurabilitieson page 12

20 PointsHP=1 AC=3

Includes stun pistol,combat knife &

demolitioncharge

COMBATMECHANIC

Repair: See medic entry on page 11.

15 PointsHp=1 AC=3

Includes pistol &tool kit

SCIENCE! TEAM(Available using Cargoe)

20 POINTS HP=1Includes Heat Ray,

Stun Batton &Jump Pack

(or Teleporter)

Jump Packs: If they are using jump packs, aScince Team squad may move at double time

speed even if they have fired. In addition theymay ignore terrain and other units whilethey are moving.Teleporters: If using teleporters in themovement phase, roll a die. On a 3 or higheryou may move the squad anywhere on theboard. On a 1 or 2, your opponent placesthem anywhere on the board and theteleporter ability cannot be used for theremainder of the game. Stun Batton: Melee 3FP may target infantryonly. This attack ignores armor. Instead ofplacing damage markers on a target, thisweapon uses stun tokens. A unit must forgo

either a movement or shooting turn toremove each stun token.

MEDIC First Aid: See medic entry on page 11.

15 PointsHP=1 AC=4

Includes rifle &first aid kit

MORTAR TEAM

25 PointsHP=2 AC=5 FP=5

Advance & Deploy: See mortarteam entry on page 12Range to vehicles: 20”(clear line of fire not required)Range to infantry: 15”

AIR SUPERIORITY:Blue Falcon aircraft get +1 FP whenattacking enemy aircraft.

Paratroopers do not start the game on thebattlefield. Instead, they may enter thebattlefield by air drop.The controlling player places an airdroptarget marker on the battlefield. Thismarker may not be within double timespeed of an objective. On the movementphase of the second turn, you may chooseto place one or more of the formationswithin march template distance of one ofthe target markers. Once a target markeris used, remove it from the table. If youchoose to withhold placement of any of theairdropping squads, they may be placed onany subsequent turn using the samemethod.

HEAT RAY 4FP RAGE=6”10 points each for basic infantry. Free for Science!team members.

If at least two successful hits arescored, you may choose to remove one hit to lowerthe armor value of the target by 1.

Burnination:

Unstable Weapon: Each attack with a heat ray must be

rolled seperately. If any doubles are rolled, theweapon explodes. The weapon and the infantryusing it are immediately removed from the game.

24

Minimum Squad Size=2Maximum Squad Size=4

Page 26: Fipc Rulebook

Peregrine Fighter Jet50 Points (includes driver)

Evasive maneuvers:

Speed = Fast VehicleHealth = 2 ACCURACY=3Cannons = 12” Range 3FPMissiles (4) = 20” Range 3 FP anti-vehicle

Once per game, you maydodge a single hit without rolling an armor save.

Osprey Transport Vehicle35 Points (includes driver)Transport Capacity = 3 + driverSpeed = Fast VehicleHealth = 2

Motor Pool

25

Night Owl Microtank (ANTI AIRCRAFT)35 Points (includes driver)Speed = Fast VehicleHealth = 2 ACCURACY = 4Range = 15” Firepower = 4FP

45 Points (includes driver)Speed = Fast VehicleHealth =3Firepower = 4FPRange = 20”

ACCURACY = 4

Page 27: Fipc Rulebook

Heroes RANGE= 8" 1FP

Once per turn, you may make a friendly aircraft attack with it's cannons, evenif it has already attacked. Bleaciel may not make an attack this turn if this is used.

Bleaciel may use one of his command tokens to cancel an enemycommand ability.

-You may spend one command token to reflip an attack made by an aircraft(friendly or enemy)-You may spend one command token to move an airdrop target token anywhere on thebattlefield. This must be done during the resolution phase.-You may spend one command token to activate any enemy command ability as if itwere your own.

Common Pistol:Air Strike:

Tactical Genius:

COMMAND ABILITIES

Air Marshall Roce Bleauciel

50 POINTSACCURACY=2HEALTH=2Command Tokens=3

Acel Desparrow

35 POINTSACCURACY=3HEALTH=2Command Tokens=1

Lightning Ray:

Jetpack:

Protector:

COMMAND ABILITIES

RANGE=8” 3FP If there are more than 3 figures in an infantry squadtargeted with the lighting ray, you may increase the FP to equal the number if infantry.

DeSparrow uses the fast vehicle movement template and is treated as anaircraft in terms of both movement and air cover. He may enter buildings as anormal infantry, but may not occupy a transport.

If an infantry within 6" of DeSparrow is attacked, you may move him in frontof the figure and have the attack target him instead.

-You may spend one command token to have all infantry score at least 1 hit on theirattacks for 1 turn. (if an attack has at least 1 hit, this does nothing, if an attackcompletely misses then treat the result as 1 hit)-You may spend one command token to reduce the number of hits on an infantry orinfantry formation by 2.

Serge Cargoe

50 POINTSARMOR=1HEALTH=3Command Tokens=2

RANGE=10” 2FP Place a stun marker on the target for every hit scored.Units with stun markers may not move or shoot. A unit must forgo either a movementor shooting turn to remove each stun token.

3FP melee wrecker attack.An army using Cargoe may use Science! Team commandos. Cargoe uses the Slow Vehicle movement template. While he moves, he

ignores all other units and terrain features. Ignore this ablility while he is in a squad.

-you may spend one command token (before teleporting with the science team) toguarantee a success on a teleport flip.-you may spend one command token before shooting to ignore all self-inflicted damageby the science Team (including blowing themselves up with heat rays) for one turn.-you may spend one command token before the start of the first turn to equipany infantry figures in your army with a stun blaster (5 points)or heat ray (10 points).

Stun Blaster:

Fist of Science: For Science!: Arachni-pack:

COMMAND ABILITIES

26

Page 28: Fipc Rulebook

Superheavy VehiclesSuperheavy vehicles are massive machinesof war brought out by a faction only in thedirest of battles. Each one is a testament toit’s nation’s technological and militaryprowess. Stats for each superheavy vehiclemay be found on the last page of thetemplate they are built from along with adamage chart.

Not all games of Flipit are large enough towarrant a nation bringing out one of it’smost prized weapons. Superheavy vehiclesmay only be used if the followingcondidtions are met:

-The game is at least 350 points or larger

-Your opponent is notified of the intent to use a superheavy and agrees to it.

-The mission type is either a base defense, convoy, custom mission or a campaign mission that specifically allows the use of a superheavy vehicle.

Since they can soak up far more damagethan traditional vehicles, most of thesuperheavy vehicles rely on a damage chartto keep track of how many damage tokensthey have received and what effect it has onthe vehicle’s performance. When placingdamage tokens on the track, you will starton the first position and place anyconsecutive tokens in the appropriatespace. If a damage marker is placed on aspace with an effect, that effect is appliedimmediately.

Superheavy vehicles may not be repaired bycombat mechanics or hero abilities.

The Damage Track

Green Star Orca Hovercraft

Black X LandKreuzer

Red Hammer War Walker

Blue Falcon Heavy Bomber

The Orca is a transport with a primary use as alanding craft. Being a hovercraft, it cantraverse a wide variety of flat terrain in additionto it’s maritime role. Possessing a largetransport hold, it can either be a trooptransport or a vehicle transport. It’s armamentconsists of two rocket pods and two heavymachine gun turrets.

The Landkreuzer is a tank, troop transport andmobile headquarters all in one. Being thelargest tank ever designed by Echsvarianengineers, it is a monument to the notion of“bigger is better”. It’s armaments include twosponson mounted heavy machine guns and aturret with two massive blitzkannons.

Though not initially designed by theHammermen, the War Walker that has come tobe known as “The People’s Hammer” hasbecome a symbol of the Hammerland’s might.It’s origin lay in the labs of Blue FalconScientists, specifically from the Falconian AirCorps Science Team. Red Hammer spiesmanaged to extract the location of the testingfacility from a member of Cargoe’s team andKrynski himself led the raid that captured thenearly completed prototype. Wielding anenormous hammer and an equally impressivechaingun, The People’s Hammer is truly a fearsome sight to behold on the battlefield.

The Aigle II is the most renown aircraft in theBlue Falcon Air Corps. Having completed moremissions than any other two Falconian bomberscombined, it has a reputation for always hittingit’s mark and returning home safely. BlueFalcon bombers carry a staggering array ofgun turrets that can be used in a groundsupport role as a gunship as well as protectingthemselves against enemy fighter craft. Theirreal power, however, comes from the manywrecker bombs they carry that can reduce anytarget to smoking craters.

27

Page 29: Fipc Rulebook

Campaign MissionsSometimes a quick battle just isn’t enough. In thiscase, you may choose to use rules for campaigns.Campaigns are made up of a series of missions. Everymission in a campaign will have a lasting effect on thefollowing missions. Campaign missions will use a400 - 500 point army build, though not all of it will beused for each mission. After each mission, take note ofwhich side won and which units were destroyed,consulting the chart below to see what effect it willhave on the campaign. After each mission, the winnerwill receive victory tokens determined by the missionchart. At the end of mission 5, the player with themost victory tokens is the winner of the campaign.

-If a player’s entire army is eliminated from a mission,on the next mission, they may use an additional50 points.

-If a hero figure is eliminated in a mission, that figuremay not be used in any other missions in thecampaign until the final mission.

-Every time a non-tranport vehicle is eliminated in amission, it will come back in later missions in thecampaign as starting with 1 additional damage (to amaximum of 1 under it’s health). If you have multiplecopies of that vehicle in your campaign force, you mayexchange them instead of using the damaged vehicle.

-If one army is able to win 2 missions in a row in acampaign, on the next mission after, they must use 50points less. This will even apply to the final mission,which would otherwise allow you to use every unit inthe army.

-If all infantry in an army were eliminated in apreceding mission, they must all begin the game intransports (with the exception of mortar teams).Blue Falcon paratroopers ignore this. This rule hasno effect in the last mission.

Missions in a campaign will follow the order of thechart to the right.

Mass Retaliation

Our Hero Has Fallen

Makeshift Repairs

Over Exerted

Mechanize

Campaign chart

28

Mission 1: Border incursion

Mission 2: Intelligence Gathering

Mission 3: Kidnap the Scientist

Mission 4: Superweapon

Mission 5: Assault the Enemy Base

200 pointsThis mission is worth 1 victory tokenPlace a building in the center of the battlefield. After 8turns, the player with the most points in infantry (notincluding weapon upgrades) in adjacency to (or inside)the building is declared the winner.

200 pointsThis mission is worth 2 victory tokensThis is a standard Capture Enemy Intel mission.

200 pointsThis mission is worth 1 victory tokenThe player who lost the last game must protect a V.I.P.model and attempt to escort it from their deploymentzone to the opposite side of the battlefield and off thetable. The winner of the last mission will set up in thesame manner as a convoy mission. Their goal is tointercept the V.I.P. (done similar to acquiring an intelbriefcase) and escort it off their starting table edge inthe custody of their army.

300 pointsThis mission is worth 2 victory tokensThe winner of the last mission must designate a vehiclein his army as a super-weapon. It has an additionalhealth and +2FP and costs an additional 25 points inaddition to it’s normal rules. The player who lost thelast mission is tasked with destroying this vehicle byturn 10. If the superweapon is not destroyed by then,then the player using it has won.(if both players agree, instead of using a superweapon,you may instead choose to pay the points for and useyour faction’s superheavy vehicle.)

400+ points per playerThis mission is worth 3 victory tokens.Mission 5 follows all the rules of a standard basedefense game. If the superweapon was not destroyed inthe last mission, the player using it may pay theadditional points to use it again. Players must useevery unit in their campaign army for this mission. (aplayer benefitting from mass retaliation may insteadignore the Makeshift Repairs rule on their vehicles).

Page 30: Fipc Rulebook

Flipit: Paper Combat, characters and models and all associated logos are all copyright 2012by James Bowen

www.flipitpapercombat.comwww.flipitpapercombat.com

Welcome to Flipit: Paper Combat,a fast paced tabletop miniaturesgame set in a papercraft world

of battle.

Print and build your followersand lead them in the fight

to free Jurop.... or conquer it!