ROCKETS & RAYGUNS
OPERATIONAL
INTRODUCTION
Rebel troops are attacking Ming’s Palace.
Who will carry the day?
UNIT LIST STATS
Type: Number of such units in the basic scenario and
Whether they are (T)roops or (L)eaders.
Move: Number of movement points the unit gets per turn.
Range: Distance in hexes the unit can attack into.
Damage: Change to kill target on a roll of 1D6.
Save: Chance to avoid destruction on a roll of 1D6.
IMPERIAL UNITS LIST Type Move Range Dam Save
War Rockets 4T 7F 5 4 4
Elite Imperial Guards 6T 4 2 3 3
DRACs 4T 6 3 3 3
Beastmen soldiers 4T 5 1 4 3
Mud Men 4T 3 1 1 2
Palace Guards 10T 2 2 1 1
Savages 5T 4 1 2 1
Ray Cannons 6T - 8 4 1
Evil Emperor Ming L 4F 1 5 5
Princess Aura L 5F 1 2 4
Commodore Morgo L 2 1 3 3
Swordmaster Koros L 3 1 3 2
Notes: War Rockets can carry 2 Troops and any Leaders.
Flying Leaders are using personal vehicles.
DRACs = Death Ray armored cars.
DRACs can carry 2 Troops and any Leaders.
DRACs, War Rockets, and Ray cannons cannot be carried.
Troops and Leaders may ‘carry’ other Leaders.
Ray Cannons cannot target Leaders.
REBEL UNITS LIST Type Move Range Dam Save
Human Hero Flash L 8F 1 5 5
Human Heroine Dale L 3 1 1 4
Human Scientist Zarkov L 5F 1 2 2
Rebel Troops 16T 3 2 1 1
Rebel Rocket Scooters 2T 5F 2 1 2
Forest Archers on Gliders 2T 4F 2 3 1
Forest Archers 4T 4 3 3 2
Missile Ballistas 4T 2 6 4 1
Forest Chieftan Baron L 6 3 4 3
Hawkmen 10T 6F 2 2 2
Hawkman Chieftan Voltan L 6F 1 3 3
Hawkmen with Bombs 2T 5F 1 4 1
Ferries 4T 2 - - 3
Notes: Ferries can carry 2 Troops and any Leaders.
Ferries move only in water hexes.
Missile Ballistas cannot target Leaders.
Missile Ballistas cannot move and attack in the same turn.
Flying Leaders are using personal vehicles.
Troops and Leaders may ‘carry’ other Leaders.
TERRAIN TYPES CHART
Type MPCost Save
Clear 1 -
Forest 2 +1
Swamp 3 +1
Desert 2 -
Ravine 3 -
Mountain 3 +1
Structure 2 +1
Water X -
MPCost: Move points expended by unit to enter the space.
Notes: Flying units pay 1 MP to enter any space.
D.R.A.C.s cannot enter MP cost = 3 Terrains.
Save: Increase in units Save Stat.
Flying units do not get Terrain Save bonuses.
THE MAP
Use a hex map.
Use the terrain types listed in the above chart.
The center of the map contains a set of structure
hexes that represent Ming’s Palace.
SETUP
All Imperial troops are positioned within 2 hexes of the palace.
Rebel troops are setup all along the edges of the map.
STACKING
Up to 6 units may be in one hex.
Enemy units cannot occupy the same hex.
VICTORY
The Rebels win if Ming is Killed.
The Imperials win if all Rebel Leaders are killed.
TURN SEQUENCE
Players take turns.
The Rebels go first.
Each turn has 2 Phases:
1. Move
2. Attack
Each unit gets one move and attack per turn.
LEADER BONUS
Units in the same hex as a leader get +1 to their Damage Stat.