Picked up the book, but no figures. Haven't finished reading through yet, but briefly:
3 colours of D10 needed, for Power, Skill and Monster.
Deck of cards.
Officer and 1-7 soldiers, purchased by Recruitment Points.
Restrictions based on chosen nationality.
Check: based on rolling D10s, a Power die and a Skill die, added together - certain weapons and skills give modifiers to one type of dice or the other.
Clue markers, like Rangers.
Roll for initiative.
Player 1 moves half their models (rounded down)
Monster phase
Player 2 moves all their models
Player 1 moves remaining
Melee attack: add power dice, Skill dice and melee stat. If equal or greater than target's Defence stat, it hits.
Damage = power dice OR skill dice + modifiers.
Most models will need at least 2 hits to remove.
If target survives, it can either Melee Back (as above), or Back Off.
May gain Fatigue (-1 to Defence and Melee)
Making a Melee Attack ends models activation, even if it has a action remaining.
Shooting is the same, but with Shoot stay and modifiers (move cover, etc).
If target survives, may either Return Fire, Five For Cover or do nothing.
Optional crit hits and failures:
Double 10 = +1 Damage and target is limited in reply.
Double 1 = weapon lost for rest of game.
Still to look at Cavalry, Fate pool, Terror, campaign and some other stuff.