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Building a Task Force in The Remnant Chronicles

One of the core pillars of The Remnant Chronicles is clarity of choice. While the setting spans fractured empires, outlaw fleets, and brutal frontier warfare, the way players build and command forces is intentionally structured to remain intuitive, flexible, and scalable.


Whether you are commanding a single fireteam or orchestrating a full task force, the foundations remain the same.


Units Are Stable. Doctrine Defines Intent.


In The Remnant Chronicles, infantry units do not change their core stat lines based on doctrine, faction flavor, or campaign choice.


A LIGHT CORE squad is always a LIGHT CORE squad.

A FIRE TEAM remains a FIRE TEAM.


This is deliberate.


Rather than forcing players to relearn unit profiles for every variation, we place the emphasis on how units are used, not how their numbers are rewritten. Tactical identity comes from doctrine cards, command decisions, and equipment, not from bloated stat blocks.


Doctrine defines intent, not capability.


This approach ensures that once you understand a unit, you understand it everywhere it appears—across factions, campaigns, and scenarios.


Command Points vs Resource Points


Force building in The Remnant Chronicles is divided into two distinct systems, each serving a different purpose.


Command Points (CP)


Command Points are used to construct your Task Force.


They determine:


  • How many units you bring

  • Which unit types are available

  • What command-level assets and doctrine cards you may access


Command Points represent strategic command authority—the scale of the engagement and the assets assigned to it.


Resource Points (RP)


Resource Points are assigned after the task force is built and are spent on individual units.


They are used for:


  • Gear kits (grenades, explosives, anti-armor weapons)

  • Personal loadout cards

  • Specialists and equipment upgrades


In short:


Command Points decide what you bring.

Resource Points decide how each unit fights.


This separation allows players to tailor squads without overwhelming the force-building step itself.


Gear, Loadouts, and Choice Discipline


Every infantry squad has access to a broad range of equipment and personal issue cards—but no squad is expected to take everything.


Most squads will realistically field:


  • 1–2 personal loadout cards

  • A single gear kit if the mission demands it


Options exist to support narrative play, campaign growth, and situational tactics—not to force exhaustive optimization.


You never need every option available to a unit to play an effective game.

The Scorpius Mercenaries Group shown here fighting against the Royal Kingdom of Erland on the world of Tanin during a Tier 2 Game. (Models painted by Charlie Roberson)
The Scorpius Mercenaries Group shown here fighting against the Royal Kingdom of Erland on the world of Tanin during a Tier 2 Game. (Models painted by Charlie Roberson)

Tiers of Play


Games of The Remnant Chronicles are built around structured levels of engagement known as Tiers.


Each Tier defines a range of Command Points, not a fixed value. When building a force, players must meet the minimum CP requirement and may not exceed the maximum allowed for that Tier.


This allows flexibility while preserving balance and intent.


Games grow in scope, not complexity.


Time Commitment by Tier


One of the design goals of The Remnant Chronicles is that players can choose a game that fits the time they actually have available.


Each Tier not only represents the scale of the engagement, but also the expected duration of play once setup is complete.


This ensures that whether you have a short evening window or a full game night, there is a Tier that fits.


As a general guideline:


  • Tier 1 games are fast, focused engagements


    – Typically completed in around 20 minutes once setup is finished

    – Ideal for learning the rules, narrative moments, or quick rematches


  • Mid-Tier games (Tier 2–4) gradually increase in complexity and unit count


    – Expect 40–75 minutes of play depending on force composition and experience


  • Tier 5 games represent full task force actions


    – Typically, last around 90 minutes once setup is complete


    – Designed for full command decision-making, coordinated maneuvers, and attrition over multiple turns



The higher the Tier, the broader the command challenge — not a longer learning curve.


This time structure allows players to scale their games intentionally, rather than discovering too late that a battle will exceed the time they have available.


What Tiers Represent


  • The scale of the engagement

  • The expected number of units on the field

  • The command decisions players will face


Lower tiers focus on movement, positioning, and small-unit actions.

Higher tiers emphasize coordination, attrition, and battlefield command.


Each Tier also includes a suggested board size to ensure the battlefield matches the scale of the conflict.



As a general guideline:


  • Lower Tiers often feature a single unit or small detachment

  • Mid Tiers introduce combined arms and command interactions

  • Higher Tiers represent full task force engagements, typically involving 6–7 units or more


What to Expect at the Table


Across all Tiers, players can expect:


  • Familiar unit profiles that remain consistent

  • Doctrines that meaningfully change playstyle without rewriting rules

  • Command cards that shape the battle at key moments

  • Resource-driven customization at the squad level


As The Remnant Chronicles expands, options will grow—but the foundation remains unchanged.


Stable units. Clear roles. Meaningful choices made at the right level.

The Scorpius Mercenaries Group shown here fighting against the Royal Kingdom of Erland on the world of Tanin. Important supplies were stolen from military caches. This Mercury MkII RIG held the line against Erland's counter offensive near the end of the battle. (Models painted by Charlie Roberson)
The Scorpius Mercenaries Group shown here fighting against the Royal Kingdom of Erland on the world of Tanin. Important supplies were stolen from military caches. This Mercury MkII RIG held the line against Erland's counter offensive near the end of the battle. (Models painted by Charlie Roberson)

 


 
 

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© Copyright Revolutionary Works Miniatures Limited 2025. , Revworksminis, RWM, Federal Coalition of Sol, Protectorate Defense League, Royal Kingdom of Erland, Zircon Confederation, United Commonwealth of Marytr, UCOM, The Independents of the Remnants, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or ™, and/or © Revolutionary Works Miniatures Limited, variably registered around the world. All Rights Reserved

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