COUNTERBLAST DLX - Beta v1.5 Rules Text Version 1.5 - December 2016 © 2016 Bombshell Miniatures - All Rights Reserved Learn more about Counterblast at www.bombshellminis.com
INTRODUCTION ....................................................................................................2 WHAT YOU NEED TO PLAY .................................................................................2 HEROES & CREWS ...............................................................................................3 SETTING UP ..........................................................................................................8 PLAYING THE GAME ............................................................................................9 ACTIONS..............................................................................................................14 CONDITIONS .......................................................................................................19 TERRAIN AND ENVIRONMENTS ....................................................................... 21 HERO BUILDER .................................................................................................. 24 EQUIPMENT ........................................................................................................34 PSIONICS and THE DEEP ..................................................................................46 VEHICLES ............................................................................................................51 MISSIONS ............................................................................................................61 CAMPAIGNS ........................................................................................................ 65 CREW ROSTER ...................................................................................................70 GAME TERMS .....................................................................................................78 GAMEPLAY SUMMARY ...................................................................................... 80
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INTRODUCTION Welcome to the Outer Reaches. Counterblast is a skirmish level miniatures battle game in which players control crews of pulp sci-fi heroes plying the spaceways in search of uncharted worlds, alien artifacts, new territory for colonization, resources, and essential deposits of ultonium. In this book you will find all of the information you need to play the game, including rules for how to create your crew, how to set up a table, and how to battle for control of the Outer Reaches. Games of Counterblast are designed to be fast and cinematic, and once you are familiar with the rules it will be easy to complete a game in a couple of hours or less. Single games may be fun but the heart of Counterblast lies in chaining games together into narrative campaign play. With campaigns your heroes and crews will increase in skill, they will earn abilities and equipment along with other benefits. Unlike other games, Counterblast uses a unique mission system where each crew selects their own objectives and will receive bonus victory points if their opponent chooses an opposing objective. Counterblast is designed to recreate streamlined action and adventure for two or more players with fastpaced mechanics to give you cinematic results. The intention is to be a fun recreation of your favorite type of pulp sci-fi setting or storyline. The rules provided are intended to cover most circumstances that may come up during a game, however there may be instances where a given rule is unclear. So it is intended that players use their best judgement to come to an agreement. If not each player may roll a die and go with the interpretation of the player with the highest score. After the game you can discuss the situation in more detail and decide which way is best for future games. The rules presented here are a starting point. We hope that you will use them as a jumping off point to make your games more exciting and craft stories about your own heroes of the Outer Reaches.
WHAT YOU NEED TO PLAY PLAYING SURFACE The ideal size for most games is 3’ or 4’ square, but can be larger or smaller, based on preference or what’s available. Terrain helps bring miniature games to life, and we suggest you use as much as possible to enhance your own experience. Because measurements in Counterblast are scaled in inches, games can also be played on commonly used gridded maps marked with one inch squares. Anything and everything that fits the pulp sci-fi genre can be used to add character to your Adventure Battles. MODELS Throughout this book heroes, vehicles, and alien creatures of all types are referred to as models. Counterblast games are intended for miniatures in which humans are in the 28-32mm range, but any models in the same approximate scale will work for your own crew. The base sizes for miniatures are Small (25mm or 30mm), Medium (40mm), and Large (50mm+). Of course everyone knows that painted miniatures perform much better than unpainted, so a selection of brushes and paints should at least be mentioned in this list! In addition to the suggestions for the models’ scale mentioned above, you may substitute 28-32mm sized models with those that are 15mm, or approximately 1:100th scale. Base sizes for 15mm models would be Small (20mm), Medium (30mm), and Large (40mm+) as they are listed on the Statcards. Models that are 15mm will also be based individually just as they would be in a larger scale game. All of the measured ranges and distances listed in the rules should remain the same. Bombshell Miniatures offers a selection of official Counterblast models, but as hobby enthusiasts, we encourage you use any miniatures you feel appropriate for your crews. You may already own models from a variety of manufacturers which would be suitable for Counterblast games, like many players who have existing collections of models, we are also among them.
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DICE Counterblast uses ten-sided dice (d10) for all skill and ability checks. Some actions taken during a game are automatic, but most require a dice roll to determine the outcome. The majority of rolls are skill or ability checks where the number of dice used depends on the rating of the relevant ability or skill. Dice rolled for these checks are evaluated on their own and never added to other dice to determine an outcome. Each die result that is equal to or higher than the target number is considered a success, and a die result less than the target number is a failure. The number of successes needed for any given check is usually at least one but may vary. In general the more successes rolled the better. OTHER RESOURCES In addition to dice, players may use the crew sheet, statcards, and counters to keep track of all the gear, abilities, and conditions that apply to their crew. Because Counterblast is a game of distances, a measuring device will be necessary for movement and ranges. You will find a selection of token counters in the Appendix section. They may be photocopied and cut out to help with tracking conditions of models during gameplay. A PDF for these counters and templates for Area-of-Effect weapons may also be downloaded for free at www.bombshellminis.com.
[SECTION 1]
HEROES & CREWS Games of Counterblast revolve around the deeds of heroes, whether they are a team of prospecting smugglers, units of government security forces, or a hive of alien invaders. These groups of heroes often employ henchman, bodyguards, soldiers, or other assistants to help them in their exploits. A player’s fighting force is called a crew, and each model is a crew member. Players select one crew member to serve as their crew’s leader. A leader model gains special abilities during encounters. Crews are recruited using a point system; the total number of points is usually agreed upon by all players before the game begins. Lackeys are the rank and file baseline crew mates who add muscle or firepower to any crew. Starting Lackeys selected from the crew list may not be modified with Upgrade points unless they earn them as part of a Campaign.
THE STATBLOCK This is a snapshot of a model’s capabilities and training. This collection of abilities has a requisition value reflecting how effective they are considered in an encounter.
Name [Type] Mv
STR
AGL
IN T
4
1D+0
1D+0
1D+0
De f
L if e
S iz e
Pt s
7
1
S
5
Features
TYPE This is the general species category to which a particular Hero or Lackey belongs. Next to the name on their statblock is the model type if it has one listed, like Robot, Beast, or Vehicle, which may provide it additional benefits or restrictions as defined below. ATTRIBUTES Mv - Movement - The Hero’s movement ability in inches. STR - Strength - Used for opposed checks in base-to-base combat in the section “Fight”. AGL - Agility - Used for Initiative and shooting actions listed in the section “Shoot”.
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INT - Intellect - Used to perform skill checks including Panic tests. See the “Skill Checks” section. Ability ratings have two parts shown as 1D+0. The first number shows how many 10-sided dice to roll when using the Ability for a check and the second is the modifier to apply to each die rolled, if any. Defense - The combination of stamina and agility that protects a model against physical attacks. This is the target number an attack must meet or exceed in order to cause physical damage to the model. Life - The measure of a model’s physical health and endurance. This is the amount of physical damage a model can withstand before it is removed from play. Size - The base size of the model. See the “Models” section in WHAT YOU NEED TO PLAY. S - Small base - human or humanoid sized creatures or smaller M - Medium base - one and a half times to up to twice the size of a human model, like Neiran L - Large base - twice the size of a human model or larger, like an Edo Undermind Pts - Points - The number of requisition points required to field this model calculated by the total of the options selected in the Hero Builder lists. Features - a list of special abilities the model may have. SHIELDING Shielding represents armor, force fields, psychic abilities, or any combination thereof that protect models from damage. After damage against a model is determined, the controlling player may roll a d10 equal to their shielding level. For each die result equal to or greater than the attack’s power rating, a wound is ignored. Critical successes are treated as normal and critical failures are ignored. Shielding stacks. If a model has the benefit of shielding from different sources, armor, cover, etc. the effects are cumulative.
ASSEMBLING YOUR CREW Each player assembles their crew using an agreed upon number of requisition points. Character Heroes and Lackey crew members come with a stock set of stats and equipment. There are several upgrade options that allow players to customize their crew and focus on specific strategies. Players should use the crew sheet with statblocks and an appropriate model for every selected crew member. Crews consist of one or more Heroes and may also include any number of Lackeys. Players agree upon a point total and spend those points on models from their selected faction. A good number of points for smaller games or when you’re just learning the game is 200 - 400. Average sized games range from 400 - 600 with larger games starting at 800 on up. PICK A CREW LEADER Players nominate one Hero to be their crew leader. This can be any crew Hero, but some may be a better choice than others. Crew leaders have special abilities that help with commanding a crew. Crews receive Order points equal to twice the Intellect value of their crew leader. So, a Hero leader whose INT is 2D+1 receives 4 Order points which can be used during encounters to help crews boost their performance. You may place a token on the stats or next to the model for Heroes nominated as the crew leader. Crew leaders have a Command Range of 12”, any crew members within 12” of a leader model may use its Intellect value (replacing their own) when making a Panic check. In the event a leader is removed from play, another as Order the leader. If athan crewthe loses all itsINT Hero models it noleader. longer Ifhas crew leader. model Crews may maybe notnominated have more points highest value of the thea command value of a remaining leader model is lower than the remaining command points, discard the excess points. CREW ALIGNMENT Crews who have Heroes with a majority of requisition points of affiliated species may be aligned with one of the four primary affiliations throughout the Outer Reaches. The crew will receive the benefits of that affiliation. So, if a crew has 6 heroes worth 536 points and at least 269 point of Heroes are of one affiliation, they may claim the benefits of that affiliation.
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Edofleini [Edofleini & Edokin] Edofleini are among the most ancient and sinister civilizations in the universe. Known commonly as just the Edo, they strip star systems of their resources, enslaving or consuming all inhabitants they come across. They resemble a vast array of cephalopods, some tiny, with brain-shaped heads atop a cluster of wiry tentacles, to vast behemoths trailing villus feelers and propelled by telekinesis. Edofleini have only recently arrived in the Milky Way galaxy, and fortunately for the other inhabitants of this part of space, do not yet exist here in great numbers. The few ships of their bizarre fleet encountered thus far appear more like gigantic floating colonies of coral. • During campaign when Edo crews win a battle and their crew leader is still on the table at the end of the game, they may add Braindrones equal to the INT value of the crew leader to their crew for free. No more of these free Braindrones may be kept than the current leader’s INT dice value, and they don’t count towards the point total for the game, i.e. 300 point force plus the Braindrones. Galactic Council of Worlds (GCW) [Alanti, Bots, Beasts, Cyberforms, Humans, Illyrians, Shrinaar] Founded by the now extinct Ainvar and the ill-fated Gallinians, the GCW is now comprised of various species throughout the galaxy, including Alanti, Illyrians, Shrinaar and humans. This governing body’s main objective is to protect the freedom and well being of its members and to recruit new planets to its cause of freedom and peace. The Galactic Defense Force maintains law and order throughout the GCW held regions of the Outer Reaches. It is now the largest cooperative group of free systems in the galaxy. As trade prospered, the Ainvar and Gallinians looked further and further outward from their home systems, encountering inhabitants of other planets and regions of space. Some of these species were amenable to trade and eventually formed alliances with the Ainvar and Gallinians to join the Galactic Council of Worlds themselves. One such species that chose to join the GCW during this early time was the Alanti. Commonly seen operating throughout the Outer Reaches and most other regions of space are bands of miscreants, fortune hunters, and those merely struggling to survive. Known as ‘Lancers’, many are privateers or mercenaries seeking honest employment. Hard times can drive some to unlawful activities like smuggling or piracy while others embrace crime freely, tempted by the profits to be made in spite of the risks of imprisonment or even physical harm. Lancers hail from all worlds of the galaxy. Many common species, and even a Neiran exile or Edo wanderer may be found in Lancers crews. • GCW crews may choose on extra Speciality due to their diverse nature
Mekkus [Robots & Cyberforms] During the First Galactic War the then-thriving world of Gallinia Prime decided to develop remote mechanized weaponry to utilize in battle in place of its citizenry. However, almost overnight the indigenous race of Gallinia was wiped from the surface of their own planet when their mechanical constructs achieved their own consciousness and turned on their makers. The constructs began to run the forges and factories, churning out more and more copies of themselves until their resources were completely exhausted. Soon Gallinia Prime became a wasteland, dotted with only megafactories and the ruined urban remains of Gallinian civilization, devoid of any organic life. With the forges and factories on the verge of shutting down, the Meknet considered its option of offworld expansion. With no resources left on Gallinia crafting spacefaring vehicles, Mekkus, the Galactic and parts Neiranofrefer to them,Prime have for taken to commandeering shipsthe across the as Outer ReachesCouncil and other the galaxy. Using these ships, they have started gathering and transporting resources back to their factories on Gallinia Prime. Mekkus function as a linked collective of sentient Artificial Intelligence powered machines. Unlike bots, each Mekkus is built on a predesignated modular chassis that denotes its size, locomotion, and armament. Some units possess uplink nodes, able to act as relay points for their Orbital Command Unit broadcast signal. Capable of activating various Mekkus besides themselves and operating like leaders do in other forces, units with the uplink nodes aid directing all mission operations for Mekkus
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forces. Without uplink node units, other Mekkus cannot receive directives and are rendered less effective or even dormant during combat. • Mekkus are insulated against EMP Bursts and are not affected by them. • Mekkus are classified as Vehicles for purposes of equipment slots and Robots or Cyberforms as noted for all other considerations. Neiran Empire [Neiran, Beasts] Intent on galactic domination, the Neiran Empire has posed a constant threat to the free peoples of the Galactic Council of Worlds for centuries. A matriarchal society, they are ruled by Messilina IV, a semi-divine empress descended from the Neiran Royal House, Aoth-Jiin. She is counseled by religious Oracles and huntress warlords, called Jamad, leaders of a powerful female warrior caste. Neiran society is highly ritualized and at times can seem quite brutal. Its citizens revere their supreme goddess, their empress, and strength above all else. Weakness is held by most in utter contempt and is rarely tolerated or condoned. Already an ancient civilization prior to the First Galactic War, the Neiran Empire now encompasses much of the known galaxy. The threat of their expansion into the remaining free territories and contested regions is ever present, their culture driven by conflict and conquest. • Non-Neiran models in a Neiran crew are considered Disposable for all Panic considerations. • Any Neiran model can assume the role of crew leader, but only if no Hero models remain. • When Neiran crews win a battle and their starting crew leader is still on the table at the end of the game, they may gain Gladiator and/or Arnt models for free equal to the crew leader’s INT value. For example, a Jamad with an INT value of 2D+1 could take a Gladiator and an Arnt, or two Arnts, etc. No more of these free models may be kept than the current leader's INT value, and they don't count towards the point total for the game, i.e. 300 point force plus a Gladiator and Arnt or three Arnts. CREW SPECIALTIES Players may select one or more of the Specialties listed below to lend a focus to their crew. These specialties augment theme. Any crew may select one Specialty. For a every 100 requisition pointscrew afterabilities the firstand 200,provide a crew amay select one additional Specialty. For example, 350 point crew could have 2 Specialties and a 420 point crew could have 3 Specialties. Emergency Medical Team Medic crews receive a +1 on all Medical skill checks. Each crew Hero may re-roll failed Medical skill checks once per encounter. In addition, when an EMT crew wins a battle and they have a Medical Officer or Healer still on the table at the end of the game, all models receive a +1 bonus on the Campaign Casualty Chart found in the Campaign section. Galactic Defenders Galactic Defenders receive an extra +1 modifier when performing Teamwork ranged attacks. This crew knows that they lay down their lives for a greater cause and as such their Panic Level is decreased by 1 to a maximum of 0 at the beginning of the Upkeep phase. In addition, Galactic Defenders have Dependable equipment. Hunting Party Some crews hunt for sport, some are sent to eliminate a specific threat, and others hunt for more personal reasons. All hunting parties receive 10% bonus victory points for taking down their intended targets. Big Game Hunters - This crew receives bonus victory points for each Beast model removed from play. Bounty Hunters - This crew receives bonus victory points per opponent Hero model removed from play as a casualty. Harbingers of Doom - This crew receives bonus victory points for each Living model removed from play as a casualty. Masters of Metal - This crew receives bonus victory points for each Cyberform or Robot model removed from play as a casualty.
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Witch Hunters - This crew receives bonus victory points for each model with a Psionic ability removed from play as a casualty. Intrepid Explorers All crew members have the Brave feature and crew Heroes have the Commanding Presence feature. Lancers Freelance mercenaries are common throughout the Outer Reaches. They are usually lightly armed and armored using hit & run tactics. Lancers crews receive two extra Initiative tokens. If a Lancers crew wins a battle and their starting crew leader is still on the table at the end of the game, the surviving crew members move from Seriously Wounded to Wounded on the Campaign Casualty Chart. Marauders This crew receives a +1 modifier to either their Strength or Agility skill checks. Engineering Team Crew members receive a +1 on all Mechanical skill checks. Each crew Hero may re-roll failed Mechanical skill checks once per encounter. In addition, when an Engineering crew wins a battle and they have a Fixer still on the table at the end of the game, all crew robot models receive a +1 bonus on the Campaign Casualty Chart. Pirates Pirate crew Heroes all have the Ferocious and Scary features. Pirates that outnumber opponents in melee receive a +1 modifier to Melee checks. If a Pirate crew wins a battle and their starting crew leader is still on the table at the end of the game, the surviving opponents move from Wounded to Seriously Wounded on the Campaign Casualty Chart. Psionic Experiment This crew receives a +1 modifier to their psionic skill rating. All members with the Psionic feature may choose one additional Psionic power. So if a crew member has a Psionic value of 2D+1 they may choose 3 total powers to use rather than the normal 2. Recovery Agents This crew consists of agents of the Galactic Recovery Agency or another such entity. All Recovery Agent crews receive a +1 modifier to Technology checks when searching for Salvage. In addition, Recovery Agents have Dependable equipment. Salvage Team When Salvage crews win a battle and their crew leader is still on the table at the end of the game, they may attempt one additional search for Salvage using their crew leader’s INT value. In addition, Salvage crews receive a +1 modifier to Engineering checks when trying to build models using the Salvage rules in the Campaign section. Science Team Crew members receive a +1 on all Technology skill checks. Each crew Hero may re-roll failed Technology skill checks once per encounter. Scouting Party These crew members receive the Infiltrator feature. In addition, the crew receives two extra Initiative tokens. Survey Team At the end of the game, each 12” x 12” square of the playing surface occupied by any crew member and no opponent models earns 1 bonus Victory point.
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[SECTION 2]
SETTING UP ENCOUNTER TYPE Games between two or more crews are referred to as encounters. Players decide up front whether they are playing a single encounter or a campaign encounter. Single encounters are just that, one off matches where the end results have no bearing on future games. Campaign results can have an impact on future encounters with regards to achieving objectives, and crew injuries or advancements. SELECT A MISSION Every crew selects a mission before an encounter. Missions specify objectives, victory point conditions, and any other relevant information needed for gameplay. Mission types vary quite a bit and are usually open to any crew at any time, but campaign encounters may limit which mission a crew can select. TABLE SETUP The size of each crew (in model count) and the amount of available terrain play an important factor in determining how much space is needed. Much of this comes down to player preferences, but in general, a sparse table takes away from the tactical nature of miniature skirmish games, and a crowded table can frustrate players by limiting movement and interaction with objectives or opponent models. Selecting Terrain Players have a couple options for selecting terrain although the first option is recommended. Players mutually agree upon the amount and type of terrain. Players roll a d10 for every two complete square feet of playing area. The sum of all rolls is the total number of terrain pieces. For example, a 3’ x 3’ table has 9 one foot squares, so 4d10 pieces of terrain. Alternately, players could simply go with the rounded average of 5 pieces for every two square feet. It’s important to note that not all terrain is created equal (in size that is). One way of dealing with this is to assign values to terrain based on footprint size. A large building might count as 3 pieces of terrain while a small ammo dump would count as 1. Again, it’s important to use good judgement when determining the number of terrain pieces for a game. If the number of terrain pieces randomly determined doesn’t make sense (too few or too many), players should roll again or come to an alternate agreement. Placing Terrain Once the number of terrain pieces is determined, all players roll a d10, re-rolling any ties. The player with the highest result selects a piece of terrain and places it on the playing area. The next highest roll does the same, and so on, until all terrain has been placed on the table. Players should consider distributing terrain as evenly as possible to prevent overcrowding in some areas and not enough in others. Placing Mission Objectives Some mission objectives are placed after terrain setup is complete, and some are placed after deployment is surface. complete. Each player should refer to their mission rules for when to place any objectives on the playing DEPLOYMENT Deployment Zones Deployment zones not specifically defined by mission rules default to a 12” half circle radiating out from the center of a table edge.
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Deploying Crews To begin deployment, each player rolls a d10 (re-roll any ties), and the player with the highest result selects the order of deployment. Going in order, players place all of their regular crew members within their deployment zone at one time. Deploying Infiltrators Crew members with the Infiltrator special rule may start the game outside their deployment zone, but not within 8” of an opponent’s deployment zone, opposing models, or any mission objectives. Once all regular crew members have been deployed, players again take turns deploying Infiltrator models in the same player order.
ORDERS Each crew starts the game with a number of Order points twice the Intellect value of the crew leader. So, a Hero leader whose INT is 2D+1 receives 4 Order points which can be used during encounters to help crews boost their performance. These may be represented by coins, beads, or printed tokens. During encounters players have the ability to spend these points to benefit certain effects. There is no limit to the number of Order points that may be spent in a single turn, but it’s important to note that Orders do not replenish automatically and should be managed wisely. Crews may not have more Order points than twice the Intellect value total of the Hero leader model in the crew. If the leader is removed from play and the Intellect value of a remaining Hero models is lower than the remaining command points, discard the excess points. When making a crew Initiative draw, players may spend 1 Order token to redraw. The Initiative token is returned to the container and redrawn. The second draw much be accepted. As a free action, players may spend 1 Order token to add a +1 modifier to any skill check being performed by any crew member(s). Only one Order point may be used to modify a skill check. As a free action, a player may spend 1 Order token to increase the total number of levels that model may activate by their own level for group activations. For example, a Level 2 Hero may spend 1 Order token to increase the total number of model levels it may activate by 2. As an action, a player may spend 1 Order token to remove Panic tokens from other crew members equal to their leader’s Intellect. For example, an INT 3D+1 Hero may spend 1 Order token to remove Panic tokens from 3 crew members.
[SECTION 3]
PLAYING THE GAME Games of Counterblast hinge on action. Actions are the key to successfully achieving your crew’s mission and surviving the encounter. The most fundamental rule is each model may perform two actions, one of which be an attack. Other details and exceptions of how these actions and attacks are accomplished are as may follows. DICE CHECKS Counterblast is played using ten-sided dice, also referred to as d10s. Players should have a handful of d10s in one or more colors. Typically when dice are rolled a skill or ability stat will show how many dice to roll and what modifier to add to each die. For example, an Attribute stat may read 2D+1 which means you will roll two d10s and add 1 to the result of each score. Each result will be compared to it’s difficulty to see if a success is scored.
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Advantage and Disadvantage Certain conditions, events, mission requirements, or equipment, may affect whether a dice roll has an advantage or disadvantage. An advantage on a dice roll affords the player a situational bonus to roll 1 additional d10 for whatever check is required while a disadvantage reduces the number of dice rolled for the check by 1. Disadvantage still affords at least one die even if the required ability or skill is only one die, however 2d10 is rolled and the lower result is used. Re-rolling Dice Some rules allow for players to re-roll dice, like the Hero rules indicate, however no single die may be rerolled more than once. When dice are re-rolled that result stands, whether it is better or worse than the srcinal. Ability Checks Ability checks can be made using the Strength, Agility, or Intellect values of a model. Models make a STR check when fighting in melee combat, an AGL check to shoot at an opponent, or an INT check to gain initiative. Skill Checks Skill checks are used to repair equipment, heal a crew mate, or hack a computer terminal. For example, a model with an INT value of 3D+2 would roll 3 dice and add 2 to each roll when attempting to make a repair. The primary goal of skill checks is to score as many successes as possible. The lack of a skill value prohibits a model from attempting a check with that particular skill. Some checks may have situational benefits or penalties listed as advantage or disadvantage. Opposed Skill Checks Some actions are directly opposed by other forces. Melee attacks are an example of an opposed check. Each model involved in the opposed check makes a STR ability check against the appropriate target Defense value, and the total number of successes for each side are compared. The side with the most successes wins the combat. CriticalaSuccess When player rolls an unmodified 10 on an ability or skill check, they score an automatic success regardless of the target and modifiers. Think of this as finding the most vulnerable part of an opponent during an attack, or brilliantly deciphering a secret code. As a bonus, an additional die is awarded for each natural 10 rolled. The target for a bonus die is the same as the srcinal roll, and any additional natural 10s trigger more successes and more bonus rolls. Some skills and equipment may provide additional effects for critical successes. Critical Successes are ignored for Rally checks. Critical Failure Whenever a natural 1 is rolled on an ability or skill check, it is always considered a failure regardless of any modifiers. In addition, there is a chance the failure is of a critical nature. If there are more natural 1s (not counting bonus dice) than successes, a critical failure has occurred. Each action has its own rules for what a critical failure means. The effects of melee Critical Failures award a success to the opponent for each ‘1’ rolled and is discussed in more detail under Melee Attack Critical Failures. Ranged Attack Critical failures are ignored unless the rules for a weapon specify otherwise. Critical Roll Examples A check with two dice is rolled and the numbers ‘1’ and ‘10’ come up. The ’10’ is an automatic success which the ‘1’ eliminates, but the bonus die is still awarded for the ’10'. If the bonus die comes up a success, the check would result in one success. [Critical Sidebar] Natural 10 = Success & Bonus die awarded Natural 1 = Failure & cancels a success Natural 1 > Total Successes = Critical Failure
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MEASURING DISTANCES Players may measure distances at any time, for any reason. Distances are measured between the closest points of two objects, taking into consideration objects that might interrupt the measurement. LINE OF SIGHT Line of Sight (LoS) is an unobstructed straight line between any part of the viewing model’s base to any part of the viewed object’s base, and within the viewing model’s field of vision. When the base is not visible (in the case of barriers, hills, another crew member, etc.), but other parts of the model are, the head or part of the body must be visible to establish LoS and target that model for an attack. Sometimes it may be necessary to get down at eye level to help determine if a model has LoS to another object. Players are encouraged to use good judgment and common sense when determining LoS. If one model has LoS to another, there is always LoS back from that model. If you can see to attack them, they can see to attack you. [diagram] FIELD OF VISION Unless specified otherwise, all models in Counterblast have a 360° degree field of vision, meaning they can try to establish Line of Sight from any point on their base. THE MOST IMPORTANT RULE No set of rules can cover all situations that may come up during gameplay. If players ever find a contradiction or situation not explicitly covered by the existing rules, they should try to agree on an appropriate resolution. If a decision cannot be agreed upon, each player should roll a d10, and the high score decides the matter. The important thing is to come to a resolution as quickly as possible and move on. Remember, the main reason for playing games is to have fun.
TURNS Once crews have been deployed, the game will start and last a predetermined number of game turns. Counterblast games last eight Game Turns unless specified otherwise by mission rules. During each game turn, players will have the opportunity to activate their crew members and perform actions that are geared toward achieving objectives and/or eliminating their opponent(s). On the first turn each player rolls a d10, the player with the highest score may choose to draw Initiative first or pass. At the beginning of each turn, players alternate drawing an Initiative token to determine which model is activated next. A game ends once the final turn has been completed. Some missions may have special additional rules for how those games may end. INITIATIVE Initiative determines which models may activate when in a turn. For each model in the crew, players should place an Initiative token into a common container. These Initiative tokens should be distinct to each player’s crew, such as different colored beads, counters, or dice. Alternatively, players may make an Initiative deck with ordinary playing cards. Each player chooses a different suit and places a card from that suit for each model of their crew in the deck. In any event whatever is used to draw, the pieces will be referred here to as Initiative tokens. The first player draws a token and for whichever crew belongs to that token, the player may activate one model of their choice. Once the first player has activated that model and performed all of its actions, the second player draws Initiative. ACTIVATION In this phase crew members move, shoot, and fight. All models must be activated once (and only once) during a turn; however, they are not required to perform any actions once activated. Models may perform two actions, only one of which may be an attack. See the section on Actions for a list of things a model may do during its activation. Players have the option of activating models individually or as part of a group. When an individual model is activated, it completes all of its actions, then Initiative is passed to the next player to draw. If a player
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has already activated all their models that turn, they must pass. Once each player has activated all of their models in a turn, the Activation phase ends. Activation - Individual The player who has Initiative chooses any one model and activates it. The model may make any two actions with that model, like a move or skill check and an attack in any order; or it may make an attack, such as taking a shot, and then move behind cover. Once a model has performed all of its actions, Initiative then passes to the next player. Activation - Group The player who has Initiative chooses any one Hero model and activates it. This model may then direct up to three other Lackey models to activate as a group. Heroes may not direct other Hero models to activate as a group. Lackeys may only direct other Lackey models to activate as a group who are the same model type. The models in the group activation make their actions just as when activating individually. When a group of models is activated, each model must complete all of its own actions before the next model in the group performs any of its actions. Once all models in the group have performed their actions, Initiative is passed to the next player. Note, there are no distance limitations when activating a group of models! This represents the technological devices or telepathic capabilities the different factions possess to communicate with one another. Teamwork Models that are activated as a group may perform some actions simultaneously, such as shooting at the same target, or trying to repair a damaged robot. Models working as a team have the benefit of pooling skill dice and (hopefully) scoring more successes. For every three models using Teamwork to perform a single skill, that group receives a +1 modifier to their rolls. Tracking Actions As crew sizes increase, it may become difficult to keep track of which models have activated during a turn. One way of doing this is to place activation tokens next to the statblock or the models that have completed their actions that turn. CREW CASUALTIES During an encounter, models are removed from play for different reasons, the most common of which is damage. If the total damage taken by a model exceeds the model’s Life value, that model is considered Incapacitated. See Conditions for details on models that are Incapacitated. Models are removed from play if they flee the battle due to panic. Crew casualties fall into one of three categories: fled, wounded, and severely wounded. In single encounters all casualties are treated the same, but during campaigns, casualties are evaluated after each encounter to determine which models actually survive, and which ones do not. Details on crew casualties can be found in the Campaign section. LOSING A LEADER When the crew leader is removed from play, a crew’s Panic Level is increased by one more level than normal. If the Panic Level is 2 and the Hero leader is removed from play, the Panic Level increases to 3. Another Hero may immediately take the place of the crew leader, and any unused Order tokens, up to the new leader’s INT value, are retained. If a crew loses all its Hero models it may no longer have a crew leader.
UPKEEP Players total up the model casualties by the level of each model removed from play that turn. Heroes have 2 Panic levels and Lackeys have 1 Panic Level. This total is the Panic Level for that crew. If a Hero and two Lackeys were removed from play, the crew’s Panic Level is 4. During the Upkeep phase this Panic Level target is used to determine if any crew members become panicked.
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Each model not already panicked, or that is not immune to Panic, compares the Panic Level value that turn against its Intellect value. Models whose Intellect value is lower than the current Panic Level makes a Intellect check using the current Panic Level as the target value. If the model scores at least one success of 7, it passes and is not panicked. Models that fail the Intellect check become panicked. Critical successes work as normal, critical failures cause that model’s subsequent Intellect check to be at a disadvantage. See the Conditions section for details on the panicked condition. Any other game events designated as being resolved during the Upkeep phase are resolved after all crew Panic checks have been resolved. After all other activities have been completed, the Panic Level for each crew resets to zero. The players then return all Initiative tokens to the container and the player who did not draw on the previous Initiative draws first to start the next turn.
ENDING THE GAME Unless specified by the selected mission, most encounters will run for eight turns. Once the final Game Turn is complete, players determine victory based on a mission’s Objective Score and the total Battle Score. For Campaign play, each encounter also awards a certain number of Campaign Points. BATTLE SCORE Each Hero model removed from play is worth 2 points and Lackeys are worth 1 point as a Battle Score. In multi-player games, the player that scores the killing blow to a model claims the Battle Score. Models that flee the encounter due to Panic, or any other reason, are worth half (rounded down) of their level total to all opposing players. OBJECTIVE SCORE Players refer to their selected mission for determining their total Objective Score. Some missions may have a primary objective and a secondary objective and players who achieve one or both will be awarded the appropriate Objective Score. VICTORY CONDITIONS Victory points are calculated by the total of all Objective and Battle Scores. Players compare totals to determine the outcome of the encounter. A player who scores 5 or more Victory points higher than an opponent achieves a Mighty Victory. Scoring 4 points more than your opponent achieves a decisive Victory. A difference of 3 points or less is considered a Draw. For encounters with more than two players the total score determines the ranked order. See the Campaign section for details on the benefits various types of victories have on Campaign games. Victory Points vs. Opponent 6+ point difference 4-5 point difference 3 or less point difference
Result Mighty Victory Victory Draw
Campaign Points Awarded 3 points 2 points 1 point
Example Victory totals: 1. Player A scores 9 Victory points and Player B scores 7. That’s a 2 point difference, so the match is a Draw. 2. Player A scores 15 Victory points and Player B scores 9. That’s a 6 point difference and is considered a Mighty Victory.
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[SECTION 4]
ACTIONS As models are activated during gameplay, they have the ability to perform different actions, like moving, opening a door, or shooting an enemy. These activities are categorized as Actions. Unless specified otherwise, each model is able to perform two actions during the Action phase, however only one may be an Attack action. AIM Required Actions: 2 Aiming requires two actions including a ranged attack, but grants advantage to a Marksmanship check. Both of these actions must be used during the same activation. CHARGE Required Actions: 2 Charging allows models to engage opponent models and requires two actions (a Move and a Melee Attack) that must both be completed during the same activation. Charging models are granted an additional amount of Movement equal to half their base value. When a model charges, all the normal Movement rules apply. Models not within range of a charge (taking all modifiers into consideration) are not eligible charge targets and may not be declared as such. Models receiving a charge are allowed reactions in certain circumstances: If a model declares a charge against an unengaged model at a distance equal to or greater than their base Movement, the model being charged may make a free ranged snap attack against the charging model. This ranged attack incurs a -2 modifier due to the rushed nature of such an action and is made at any point before the charging model engages the charged model. Once a charging model completes their movement, the defending player may make a free Movement action with unengaged models within one inch of the charging model. This Movement may only be used to engage the charging model and does not itself count as a charge. Once any Charge reactions have been resolved, the charging model(s) makes a melee attack. Ambush A model making a Charge from Hidden is considered an ambush attack. It is assumed that defending models are surprised and may not make a snap attack against the Charging model. Once movement is resolved, on the first melee attack action after the Charge, the attacking model has advantage to their attack roll. DISENGAGE - AGL Required Actions: 1 Models engaged with enemy models are free to move away, but face reprisal if not quick enough. When one model attempts this action, all engaged models take an AGL check at target 7. Enemy models that score more successes than the moving model may immediately make a free Melee Attack against that model. The disengaging model is granted half of their Melee skill dice (rounded down to a minimum of 1) for defense. After all Melee checks have been resolved, the model attempting to move away may do so if still able. FIGHT - STR Required Actions: 1 Melee attacks are opposed skill checks made between engaged models. To perform a melee attack, players first declare which currently activated model(s) are performing the Attack action, and which model(s) are the target of the attack by allocating STR dice to each target model. Once all attack dice have been allocated, the defending player(s) allocate the STR dice of each model being attacked among the attacking models. The target for success of attacking and defending models is their Defense stat. The weapons list in the Equipment section shows which items may be used in melee along with their power
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ratings and ranges. After all dice have been allocated and modifiers determined, players roll their skill checks and compare the successes of each individual engagement. The order of this does not matter, as all engagements are considered to happen simultaneously. If the attacking model scores more successes, the defending model takes wounds based on the net number of successes. If the defending model scores the same or more successes than the attacking model, they have managed to fend off their opponent and do not suffer any damage. Models engaged in melee may only perform Melee Attack or Movement actions, such as Disengage. Opposing models have +1 modifier to hit Panicked models in melee. Engaged models may activate other models. Critical successes are treated as normal. On a critical failure, opposing models are awarded a success for each net ‘1’ rolled Melee Support Models engaged with attacking models, that are not themselves attacked, may lend a Melee skill die to one (and only one) allied model. Melee Modifiers The following modifiers are applied to melee attacks: +1 - Charge: Models that charged as part of the current activation receive a +1 modifier to Melee checks. +1 - Versus Panicked: Models attacking a Panicked opponent receive a +1 modifier to Melee checks. +1 - Flying: Models who Fly receive a +1 modifier to their Melee checks against models who do not Fly. -1 - Rifle: Models using a rifle in melee suffer a -1 modifier to Melee checks. HIDE Required Actions: 1 Models that end their movement in base contact with terrain features that block LoS from all enemy models may be declared Hidden. Models may move and perform other Operational actions while hidden. See Conditions for details on hidden models. MOVE Required Actions: 1 For a single action, models may be moved up to their Movement (Mv) value in inches. A model may not voluntarily move off a table edge unless forced to do so by Panic. If a model that is not Panicked would be moved off the table for any reason, it stops at the table edge. Measure the distance moved from the leading base edge to the leading base edge. See the section on Terrain for how movement may be affected by ground features and special movements like climbing. [diagram] Climb Ramps and ladders are the most common ways to climb pieces of terrain, and unless specified otherwise, they are considered Open terrain. Ramps and ladders, especially rickety ones, may be considered Rugged and/or Dangerous. Ramps are accessible by any model whose base fits on the feature itself. Climbing up or down sheer cliffs, buildings, or other terrain features is possible, but not always safe. Any surface not made for climbing automatically has a Rugged [3] rating. At the beginning of any Movement action where a model is climbing one of these surfaces, they must score at least one success on an Agility check, target 3 + Rugged rating, or lose their grip and fall. Keeping track of height with dice or counters is advised when it takes more than one activation to reach the top (or bottom). Fall Some terrain such as cliffs, scaffolding, and buildings provide area for models to be placed above the table surface. Elevated terrain is usually safe to traverse, however there is still a chance for models to fall. Any model that sustains damage while within 1” of the edge of an elevated terrain piece must
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score one success on an Agility check, target 5, or fall from that height. Models being removed from play that are within 1” of an elevated edge automatically fall. Models that fall from height have the chance of damaging themselves and other models they hit. This damage is resolved as an attack against the Body Defense of falling and struck models. Falling ignores shielding. For every 3” fallen (round down), the damage roll gains a d10. Damage rolls against models stuck by other models on a larger base receive an extra d10 for every step in base size. Models always fall straight down, and if a falling model is on a base large enough to hit more than one model directly below, it hits all eligible models. For example a model that falls 8” would suffer a 2d10 attack versus Body Defense. Any models struck by the falling model would also suffer a 2d10 attack versus Defense. If the falling model was on a large base and the model struck was on a small base, an additional 2d10 would be added to the damage roll versus that smaller model, for a total of 4d10. In that same situation, but at a height of 9”, the falling model would suffer 3d10 and the model being hit would be subject to a 5d10 roll. If a smaller model falls on a larger model, both models take an attack versus Body Defense based on the distance fallen by the smaller model. Jump Models may attempt to jump across a level open space or from a higher position to a lower position. The linear distance of the jump is equal to half of the model’s base Movement value. Models may attempt to jump a greater distance by taking an AGL check at target 5. For each success an additional 1” may be jumped. Critical successes are treated as normal and a critical failure means the model falls (see Falling above). Prone Models opting to drop to the deck or that are knocked down by certain attacks are considered prone. Laying a model on its side is the best way of indicating the prone condition. A model not engaged in melee combat may drop to prone as 1 action. Standing up from prone takes 2 actions. Models that are prone have advantage on ranged attacks. Melee attacks against prone models are at advantage while ranged attacks against prone models are at disadvantage. A prone model may make a normal move at half speed. See DICE CHECKS for advantage or disadvantage on dice rolls. Models without legs, that are vehicles or mounts, may not voluntarily drop prone. Team Carry Two models in base to base contact during their entire movements may negate the -1 Move penalty for heavy weapons. They must activate together, and move together, to represent the aid in moving the weapon and its additional ammunition. They do not have to start their activations in base to base contact, but only negate the Move penalty while they are in base to base contact. OVERWATCH Required Actions: 2 Models taking this action prepare themselves to perform a ranged attack during the activation of their opponent’s models. Models going on Overwatch may not be in base to base contact with any enemy models, and once the action is declared, that model’s activation ends and it is considered to have the condition Overwatch. PSIONIC ACTION A model with a psionic rating can use certain psionic abilities to perform actions. See the “Psionics and The Deep” section for these powers. RALLY Required Actions: 0 As a free action, a crew member may attempt to overcome Panic by making a Intellect check at target 7. This may be attempted once per activation, and if at least one success is scored, the model loses the Panicked condition. Critical successes and failures are ignored for Rally actions. RUN AND GUN Required Actions: 2
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Run and Gun requires two actions and allows a model to perform a ranged attack at any point during a normal Movement action. Both of these actions must be used during the same activation. Because of the rushed nature, this ranged attack incurs a -1 modifier, and only one model may be targeted with this attack. Run and Gun actions may not be performed with Specialist Weapons. SHOOT - AGL Required Actions: 1 Attack Ranged attacks use the Agility ability, and unless specified otherwise, require LoS. In addition, each ranged weapon has range modifiers that need to be applied to the AGL check. Players roll the number of dice on the model’s AGL ability and add the appropriate modifier to each score. Each roll that is equal to or higher than the Defense value of the target model scores a hit and causes the indicated Damage amount for that weapon. Some checks may not require a gun, rifle, etc. since Beasts or other creatures may use the AGL ability for any ranged natural attack such as spitting or breath weapon, and so on. Damage is indicated by the individual weapon and most inflict at least 1 point of damage. Shielding represents armor, force fields, psychic abilities, cover, or any combination thereof that protect models from damage. After damage against a model is determined, if a model has a Shield value, the controlling player may roll a d10 equal to their Shielding level. For each die result equal to or greater than the attack’s power rating, a wound is ignored. Critical successes are treated as normal and critical failures are ignored. Ranged Attacks with Template Weapons follow the Template Weapon rules in the Weapons section. Target models must be in Line-of-Sight to make a Ranged Attack. That is, a straight viewing line between any parts of the two models' bases, or LoS established to the model when the base is obscured. Models partially obscured may benefit from Cover. Players may split Ranged dice among any eligible targets, but all dice should be allocated and the appropriate modifiers determined before any are rolled. Players should roll separately or all together using different colored dice for each target. A model may may split ability dice with two different pistols. For example, a model with AGL 3D+1 may allocate 2 dice to one pistol and 1 die to the other pistol. Note, rolls against different targets are evaluated separately which means a critical failure against one target does not negate the successes against another target. Hidden models may make an Attack Action, like Overwatch, with advantage to dice rolls but become detected for details.once the attack is completed. See DICE CHECKS for advantage rolls, and the condition Hidden Critical successes are treated as normal on Ranged checks unless the rules for a weapon specify otherwise. Critical failures are ignored unless the rules for a weapon specify otherwise. Firing into Melee Players may attempt to fire at engaged opponents, however if they miss their intended target, they may end up hitting another model instead. Each die that misses the srcinal target becomes an attack die against a single friendly model engaged with that target. This model is selected by the attacker. Roll the dice that missed from the previous shot and work out any hits as normal. Subsequent misses are ignored, but any damage done to the friendly target is worked out as normal. Aiming modifiers are not applied to the rolls against incidental targets. Indirect Fire Any weapon using a Round [R] template, including grenades, may use Indirect Fire if the target is not in line-of-sight. Line [L] or Spray [S] template weapons may not use Indirect Fire. As long as the attacking model’s crew has a model with the Spotter special rule in line-of-sight to the enemy target model, the attacking model makes a Marksmanship check against target 7 as normal. See the Weapons section to see how Template Weapons work. It is assumed that models with the Spotter special rule can communicate by radio, or other means, to the attacking model and pinpoint the position of the target for them. A model making an Indirect Fire attack without the aid of a Spotter may still shoot. All Indirect Fire target models are considered partially affected and may make their Initiative check to avoid damage as normal. If they score at least one success against the power of the weapon, no damage is taken. For round [R] Template Weapons the result is an “automatic failure” meaning no Marksmanship check is made by the attacking model and the shot automatically scatters. See the Scatter rules in the
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Weapons section. Critical successes and failures are treated as listed in the Template Weapon descriptions. SKILL CHECK Required Actions: 1 There are times when crew members need to perform specialized skill checks as detailed in their mission to achieve certain objectives. Unless specified otherwise, these skills require 1 action to perform and may be used more than once during an activation. Models must be equipped with the appropriate items to perform these skill checks. Engineering Engineering checks come into play as models interact with other models or features of the playing surface, such as repairing a Robot, handling demolitions, or operating a mining rig. Model(s) attempting these checks must be in base-to-base contact with the target model or feature, but must not be engaged with an enemy model at the time of the check. If the target result and total successes are not specified, the default target of 7 with 1 success is implied. When repairing Robots or other machinery, each success restores one point to the model’s Life value. If successful, recipient models may activate on that player’s next Initiative draw if it has not activated that turn. Critical successes are treated as normal. Critical failures cause 1 point of damage for every net ‘1’ rolled (after comparing successes). If the additional damage causes a model to drop their Life value to 0 that model is removed from play as normal. You broke it! When performing a function, the total number of successes required for completion may be accumulated over multiple activations and/or multiple models. Critical successes are treated as normal. For critical failures, each net 1 rolled (after comparing successes) eliminates a previous success. If all previous successes have been eliminated (or if there were none to begin with), the number of total successes required to complete the action is increased by 1 (and only 1) for everyone who tries from that point forward. Medical Medical checks are used to heal damage done to Living creatures or Cyberforms. Models attempting a Medicine check must be in base-to-base contact with the model, neither be engaged with an enemy model at the time of the check. Thewounded target for theseand checks is 7may unless otherwise specified, and for each success, one point of Life is restored to the model. If successful, recipient models may activate on that player’s next Initiative draw if it has not activated that turn. Critical successes are treated as normal. Critical failures cause 1 point of damage for every net ‘1’ rolled (after comparing successes). If the additional damage is more than the model’s srcinal Life value, that model is removed from play. Oh, no! Technology Like Engineering, Technology comes into play as models interact with other models or features of the playing surface. Operating a computer, bypassing a security system, or activating a communications array are examples of Technology checks. Model(s) attempting these checks must be in base-to-base contact with the target model or feature, and may not be engaged with an enemy model at the time of the check. If the target result and total successes are not specified, the default target of 7 with 1 success is implied. Critical successes are treated as normal. For Critical failures each net 1 rolled (after comparing successes) eliminates a previous success. If all previous successes have been eliminated (or if there were none to begin with), the number of total successes required to complete the Operational action is increased by 1 (and only 1) for everyone who tries from that point forward.
SLASH AND DASH Required Actions:2 Slash and Dash requires two actions and allows a model to perform a melee attack with a melee weapon with Reach at any point during a normal Movement action as long as the model does not come into baseto-base contact with the target model. Both of these actions must be used during the same activation. Because of the rushed nature, this melee attack incurs a -1 modifier, and only one model may be targeted with this attack. (Please note: If the models come into base-to-base contact, they are considered
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Engaged, and the defending model can counter strike. Further, the attacking model must now Disengage to exit the combat.) USE ITEM Required Actions: 1 Some items have specific uses that require time in order to complete. A healing device is an example of one of these types of items. Any specific item rules apply when performing a Use Item action.
[SECTION 5]
CONDITIONS
Results from attacks or reactions to environmental effects may cause one or more conditions to a model. Some effects are elective like Hiding or Overwatch, some may persist from turn to turn until the effect is eliminated. A model may receive multiple conditions that affect the same abilities. Players can manage a model’s conditions in many ways. Tokens representing the conditions described below can be placed next to a statblock or the actual models. It’s important that these conditions are easy to discern and visible to all players. Players may use any object as a counter, but they should be easy to differentiate by type. The Appendix of this rulebook has counters that may be photocopied, cut out, and used during game play. Active A model currently performing Operational or Attack actions. To activate a model, a player with initiative nominates the model to make designated actions. Unless specifically stated by a special rule, all models may perform two actions each turn, one of which may be an attack. Once a model is activated and completes its actions it is inactive until that player’s next turn. Blinded Any model deprived of its vision due to darkness, an area effect, or by damage from specific weapons is considered Blinded. Models that are Blinded may only make attack rolls and skill checks requiring LoS at disadvantage. Any attack made against a Blinded model is at advantage. This condition is persistent until the cause is removed or ends. Burning An area or model hit by a weapon using fire is considered to be burning. Follow the Template Weapon rules in the Weapon section to work out any models hit by fire-based weapons. In addition, if the area involved is flammable (tall grass, thick scrub, wooden structure) an [R3] flame template remains in play until extinguished or it expires. At the end of each turn after the fire started it may expand or expire. Roll a d10 for the area on fire even if it contains models. On the score of 1-3 expand its perimeter by 1” radius as long as no fire suppression is employed until it reaches a fire break such as concrete, or rocky terrain. On a score of 9 or 10 the fire expires and the template is removed. For each subsequent turn add +1 to the roll. So, two turns after the fire began, roll a d10 and add 2, on a score of 9 or 10 the fire template is removed. Burning models within the area remain burning and must check separately to extinguish the flames as listed below. Models inside fire must roll to suffer wounds for each turn they remain in the affected area (Pwr 5 1B). If this hazard is applied to Rugged terrain, a model suffers any applicable movement penalties as well. Burning models leaving an area affected by fire are still considered burning and must spend all their actions the following turn extinguishing flames or roll models to sufferfrom additional wounds. Envirosuits, personal force fields, or the psionic power Force the Field will protect burning. To extinguish an area or model on fire (including itself) with no special gear, models may make an Engineering check at target 7. For each success rolled, 1” radius of fire will be extinguished. This reduces an [R5] burning area to an [R3] sized area with two successes. So, a model on a small base will be extinguished by one success whereas a model on a medium or large base would need two successes to be extinguished.
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Engaged Enemy models that move into base-to-base contact are considered engaged in melee combat. In order to leave melee combat, a model must defeat its opponent or successfully perform the Disengage action. Hidden Models may spend an Operational Action to find a safe place outside LoS of all enemy models to become hidden. Hidden models may not be targeted by ranged or melee attacks but may be susceptible to Indirect Fire from template weapons. Once hidden, models may move and retain hidden status as a free action so long as they stay out of enemy LoS and do not spend more than one action per turn moving. Hidden models may be detected by enemy models spending an Operational Action to make a spotting roll, using their INT against target 7 (target 5 for Beasts and Cavalry), with a single success detecting the hidden model. The Psionic power Scan may be used to spot a hidden model even without LoS. Equipment may be used to help spot hidden models. A Scanner allows a free action to spot a hidden model within range without LoS being required. A Scope reduces a model's effective cover, making it harder for a model to remain hidden. Once a hidden model has been spotted, that model is revealed for their entire force and may be targeted as normal, although they still benefit from any cover. Hidden models make Attack actions with advantage to dice rolls (see Attack Actions - Ranged Attack), but become detected once the attack is completed. Hidden models may make an Ambush attack, see the Operational Action CHARGE. If a hidden model on Overwatch makes a Ranged attack, the modifiers from both will apply. Incapacitated Certain weapon effects or events may temporarily restrict a model causing it to lose a valuable action. If an attack successfully causes a model to become incapacitated it may not perform any action, skill or ability checks, nor may it be the target for further attacks until the effect dissipates or is removed. When an attack meets or exceeds a model’s Life value it is not removed from play, but rather it is considered Incapacitated. This model may be repaired or healed by ally models equipped or skilled to do so. If an ally model is unable to perform a successful heal or repair check by the end of the following Upkeep Phase, the damaged model is removed from play. Overwatch Models on Overwatch may interrupt an opposing model’s activation at any time to perform a normal ranged attack against that model provided it is within LoS. Overwatch ends after the interrupting attack is resolved. If the model on Overwatch is wounded for any reason, if the model becomes engaged with a melee attack by an enemy model, or if the model is activated on a subsequent turn its Overwatch ends. Overwatch may be combined with Hiding. Panicked Combat is a scary proposition for those involved and may test the nerve of even the most stalwart Hero. If a model fails its Intellect check, it is startled by a particularly scary beast, or hit by certain weapons, it is considered to have the Panicked condition. Any further effects which may cause additional Panic is ignored. Only one success is needed on a Rally check to remove the Panicked condition from a model. Panicked models may never be used to activate other crew members and may only perform a Rally action when activated. Any other skill check a Panicked model must take suffers a disadvantage. If a model is still Panicked after a failed Rally action, it must use all remaining actions to move towards the nearest table edge, traveling the full distance for each action. If a model reaches the table edge in this manner, it is removed from play for the remainder of the game. Models that overcome their Panic from a Rally check may act normally. Pinned Models trapped, grappled, or otherwise restrained are considered Pinned. A Pinned model may only make skill or ability checks that are a free action, or opposed checks in order to overcome the Pinned effect. If a model has two actions, it may perform a skill check that turn, and if it frees itself from the Pinned condition, may take its second action as normal. Models unable to free themselves using both of their actions on a turn remain Pinned until their next activation.
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Prone Models opting to drop to the deck or that are knocked down by certain attacks are considered prone. Laying a model on its side is the best way of indicating the prone condition. A model not engaged in melee combat may drop to prone as 1 action. Standing up from prone takes 2 actions. Models that are prone have advantage on ranged attacks. Melee attacks against prone models are at advantage while ranged attacks against prone models are at disadvantage. A prone model may make a normal move at half speed. See DICE CHECKS for advantage or disadvantage on dice rolls. Models without legs, that are vehicles or mounts, may not voluntarily drop prone.
[SECTION 6]
TERRAIN AND ENVIRONMENTS Since there is no way for these rules to account for every conceivable type of terrain pieces players may have at their disposal both players should agree what type of terrain is present before the game begins using the following guidelines. Several types of terrain features have ratings that affect gameplay. These ratings should be agreed upon in advance if they are not specified by a mission. If a particular terrain feature is unclear as to how it should be classified, players may nominate a die roll to determine the result. OPEN TERRAIN Most of the battle environments where encounters take place will be considered open terrain which does not restrict movement in any way. Models may move up to their full Movement value without any penalty and will experience no penalties for visibility, interaction, or other effect. BARRIERS Barriers are walls and other obstacles that restrict movement, provide Cover to models nearby, or even block LoS. Barriers may also be considered Rugged and/or Dangerous. The amount of movement needed to cross a barrier is the height of the feature, plus the depth of the feature, plus the Rugged terrain rating. This is left up to the players to determine before the game begins. Models on large bases that walk may step over barriers up to 1/4 the height of the model and 1/2 the base-size wide. Models that do not rely on the ground for movement ignore barriers. COVER [1-3] Cover offers Shielding ratings to a model’s Defense value against ranged attacks. Rated as 1, 2, or 3, cover adds to any Shielding bonus a model might benefit from already. In order to gain this advantage, models must be at least halfway blocked by or within the terrain piece offering the protection. This is often subjective and may require players to get a tables’s eye view to determine whether Cover is in play or not. When a model is partially obscured by terrain or intervening models they may be considered behind cover. See Line of Sight in the Playing the Game section for details. Players may wish to declare which terrain pieces provide what level of cover when terrain is placed prior to starting the game. Examples of Terrain that may provide Cover +1 Shield Cover [1] - Brush, Hedge, Tall Grass, Ravine or Crater, Scrub, Chain Link Fence, etc. +2 Shield Cover [2] - Barrels & Crates, Foliage & Woods, Pipes, Tents or Huts, etc. +3 Shield Cover [3] - Barriers, Buildings, Bunkers, Ink Cloud, Ruins, Solid Fence, Vehicle, etc. DANGEROUS [1-3] Dangerous terrain presents one or more hazards to models and is also rated 1, 2, or 3. A model whose base touches (or is touched by) Dangerous terrain in any way must score one success on an Initiative check, target 5, or risk taking damage from the effects of the terrain. If no successes are scored, a damage check is made against the Body Defense using the number of dice equal to the Dangerous
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rating. If the Initiative check results in a Critical Failure, one die is added to the damage check for each natural 1 rolled (after comparing successes). Critical successes on the damage roll are treated as normal while a critical failure means no damage is done. Good judgement should be used when determining whether a model is subject to the effects of Dangerous terrain. Models that do not rely on contact with the ground to move are not in jeopardy in jagged rocks, but would be subject to a poisonous gas cloud or radiation leak. See the following specific types of Dangers.
Dangers Acid: Power 3 (weak 1), Power 4 (standard 2), Power 5 (strong 3) Acid eats away gear not treated to withstand it by -1 Shielding per turn. Gear with Shielding reduced to 0 is rendered useless. Models exposed to acid suffer wounds until acid is neutralized or models exit the Dangerous area. Fire: An area or model on fire is considered to have the condition Burning. In addition, the area involved may expand its perimeter by 1" as long as no fire suppression is employed until it reaches a fire break such as rocky terrain. Models moving through fire must roll to suffer wounds for each turn they remain in the affected terrain (power 5). If this Danger is applied to Rugged terrain, a model suffers any applicable movement penalties as well. Models leaving an area affected by fire are still considered burning and must spend all their actions the following turn extinguishing the flames or roll to suffer additional wounds. Envirosuits, personal force fields, or the psionic power Force Field may be used to protect models from Burning. Severe heat/cold: Without adequate protection, models in this hazard: [1] Lose 1” to their movement [2] Lose 2” to their movement and one action [3] Lose half their movement, one action and take a Pwr 5, 1B hit per turn exposed Slick Surface: Due to water, ice, oil, etc. models moving through this hazard suffer any applicable movement Rugged terrain. In addition, modelsmust traversing slickfor terrain at an Initiativepenalty check,for target 7, or fall Prone. This check be made eachmust turn succeed the model remains in the area of the affected terrain. A model with Sure Footed equal to or greater than the terrain value suffers no movement penalty due to the Rugged rating, but must still make the Initiative check while traversing the terrain area or fall prone. Toxic [1-3]: Terrain with a Toxic Danger may represent a gas leak from building piping or storage containers, leaks from volcanic fissures, radiation, or even deadly poisonous plant life that models may come into contact with while traversing the affected area. Some toxins are both odorless and colorless, requiring a successful Scanner check to detect and are classified Highly Toxic. Models traversing an area with Toxic Dangers must roll to suffer wounds for each turn they remain in the affected terrain (Toxic 1 - power 3, Highly Toxic 2 - power 5, Severely Toxic 3 - power 7). If this hazard is applied to Rugged terrain, a model suffers any applicable movement penalties as well. Envirosuits, personal force fields, respirator, or the psionic power Force Field can be used to protect models from Toxic environments. Random Hazards Some missions may offer bonuses for experiencing Hazardous conditions. Some failed skill checks may trigger a random Hazard. You may roll on the Hazard Chart to randomly determine what sort of dangerous effects crews may experience as they face off in encounters. Once triggered, Hazard effects remain in play unless removed by certain gear or abilities.
22
RANDOM HAZARD CHART Roll
D anger
Hazardous a rea - 5” t emplate c entered o n a ctivating m odel
1-2
Acid
Roll d10: 1-5: Weak [1], 6-9: Standard [2], 10: Strong [3]
3-4
Fire
Fire lasts d10 turns: 1-5 is 1 Turn, 6-9 is 2 Turns, 10 is 3 Turns then dissipates
5-6
Heat/Cold
Roll d10: 1-5: [1], 6-9: [2], 10: [3]
7-8
Slick Surface
Immediately roll an Initiative check, target 7, or fall Prone
9-10
Toxic
Roll d10: 1-5: Toxic [1], 6-9: Toxic [2], 10: Toxic [3]
DARK Fighting in areas of limited visibility can have a significant impact on combat. Any attacks at long range suffer a -2 penalty on their rolls. Any attacks at short range, including melee attacks, suffer only a -1 penalty on their rolls. IMPASSABLE Impassable terrain is not accessible to models that rely on contact with the ground to move. Models that do not rely on contact with the ground for movement generally ignore the restrictions of Impassable terrain, but may never end their movement anywhere within, or on, Impassable terrain. LOW GRAV [1-3] Models operating in low gravity environments may experience unexpected accidents if they lose control of their movement. Models with equipment or the feature that allows flying ignores Low Grav environmental effects. Models moving more than half of their full Move value must make an Initiative check target 7 or Drift. Roll on the Low Grav Drift Chart and add +1 for each level of difficulty the terrain presents. Low Grav Score 1-4 5-7 contacts 8-10
Drift Chart Effect Model floats its full move distance in a straight line and lands safely Model floats twice its move distance in a straight line and collides with the first object it Model scatters (see Scatter) 2d10 inches and collides with the first object it contacts
Any model colliding with an object (model or terrain feature) follows the collision rules in the vehicle section. Models that drift and would land on impassible terrain stop short at the edge and collide with the terrain feature. RUGGED [1-3] Rugged terrain can be plants, rocks, shallow water 1/2 the height of a model, or other materials that make movement difficult. Rugged terrain has a rating of 1, 2, or 3. This rating defines the penalty in inches applied to Movement of any model touching the terrain in any way during it’s activation. For example, a model with a Move of 4 wants to use two Movement actions to cross a piece of Rugged [3] terrain. The model would lose 3 inches of the 8 available for the two Movement actions. Models that do not rely on contact with the ground for movement ignore the restrictions of Rugged terrain. SPACESHIPS AND BUILDINGS When using buildings, spaceships, or any other terrain that could hold models within, players should use the actual features of this terrain, such as entryways and windows, which can provide passages for models to enter and exit, as well as vantage points. Multi-level pieces that allow for models to be placed within make great scenery. Players should decide on the terrain characteristics of these pieces before a game begins.
23
If you need to determine the durability of certain structural materials see this list for suggestions. Structure Thin wall, Light door Light wall, Normal door Normal wall, Medium door Light (interior) bulkhead, Heavy door Normal bulkhead, Security door
Target / BD 4 5 7 9 10
Body Points 1 2 3 4 5
VACUUM Vacuum is a very hazardous environment for combat. Any model finding itself in a vacuum without environmental protection (ex: Envirosuit) will suffer an automatic hit with Power 8 causing 1B damage each turn when it activates, and shielding may not be used to offset the damage. The possibility of weapons fire breaching a suit increases the Power rating of any weapon that does Body damage by one. Once the damage from that attack has been resolved, it is assumed a protective suit will be able to reseal itself. WATER - DEEP Deep water counts as terrain where models are completely submerged. For shallow water up to 1/2 a model’s height see Rugged terrain. Underwater environments provide a unique challenge to crews. After one turn, any model finding itself completely under water without environmental protection (ex: Envirosuit) will suffer an automatic hit with Power 8 causing 1B damage each turn when it activates, and shielding may not be used to offset the damage. Water deeper than 3” counts as Rugged [3] and Low Grav [2]. Drifting models do not take collision damage. Models with the Aquatic feature ignore the environmental effects of deep water.
[SECTION 7]
HERO BUILDER HEROES Hero archetypes are exceptional models that can lead crews and accomplish even the toughest missions. This section will allow you to choose a Hero Template and modify it by spending points to upgrade and customize your Hero. This expands the Hero Upgrades section and also allows advancement during campaigns to improve abilities by spending Hero Upgrade points.
CHOOSING A HERO TYPE Each species has a baseline Hero type that you may select to begin building a customized Hero. Once you choose a Hero Template you may then spend Upgrade Points to apply various adjustments to Abilities and Features making your Hero unique. Finally you will select weapons and gear for the Hero to equip them for their encounters.
HERO TYPES Mv
STR
AGL
IN T
De f
L if e
1D+0
1D+0
8
4
2D+0
1D+0
7
3
S iz e
Pt s
Alanti Pysgrif- Aquatic 6
2D+0
MorS
18
Alanti Pyswan- Aquatic 6
1D+0
24
S
16
Mv
STR
AGL
IN T
1D+0
2D+0
De f
L if e
S iz e
Pt s
7
3
S
16
8
3
Any
24
3
Any
17
3
S
16
Alanti Pysci- Aquatic, Psionic 6
1D-1
Beast - Choose 1 from the Beast column of the Features list 6
2D+0
2D+0
2D+0
Cyberform- Choose 1 from the Cyberform column of the Features list 6
1D+0
1D+0
1D+0
9
Edofleini- Psionic 1D+0, Chameleon (or Enhanced Chameleon for 3 points) 6
1D+0
1D+0
2D+0
7
Edokin- Psionic 1D+0, Chameleon (or Enhanced Chameleon for 3 points) 6
2D+0
1D+0
3D+0
8
3
Any
24
1D+0
1D+0
7
3
S
13
1D+0
1D+0
1D+0
7
3
S
9
2D+0
2D+0
2D+0
8
4
M
26
1D+0
1D+0
1D+0
9
4
Any
19
Human - Resourceful 6
1D+0
Illyrian- Master Mechanic 4
Neiran- Brave 6
Robot - Fearless 6
25
Mv
STR
AGL
IN T
1D+1
1D+1
1D+0
De f
L if e
7
3
S iz e
Pt s
Shrinaar- Pounce 6
MorS
15
HERO TYPE Models that are listed as a species type such as Alanti, Beast, Edofleini, Edokin, Human, Illyrian, Neiran, or Shrinaar are considered living. Living models are just that, alive. They are organic creatures that breathe and have a pulse. Medicine checks are made to heal tiving beings or creatures. Living being are susceptible to all manner of environmental effects unless equipped to resist them. Alanti These water-bourne aliens are split into three distinct breeds. The Pysgrif are hulking shark-like creatures that suited to fighting, the Pyswan who are quick and agile, and the Pysci who are frail and emaciated but powerful psions. All starting Alanti have the Aquatic feature, and Alanti Pysci also have the Psionic feature, for free. Beast This category includes animals, aliens, or monsters, which which are living beings that may serve as mounts, guards, or combat companions. Beasts may only use equipment from the Apparel section of the gear list. Beasts may use hand weapons, but not ranged weapons unless they are natural weapons that are part of their biology, like the Edokin Trapper’s sticky goo attack. Beast’s weapon slots may carry weapons and gear for other models to use. Starting beasts may choose any selection from the Beast column of the Features list for free. Cyberform Beings that are both Living and Robots. They can regain life points by either Engineering or Medicine checks. Just like Living beings, the organic material of cyberforms are susceptible to all manner of environmental effects unless equipped to resist them. Starting cyberforms may choose any selection from the Beast column of the Features list for free. Edofleini and Edokin These cephalopoids may be realtively weak physically but make up for any physical deficiencies with enhanced psionic abilities. All Edo and Edokin may select one extra psionic power than they would normally receive for their INT value. Edo and Edokin can alter the colors of their skin in hallucinating patterns giving them the Chameleon feature for free. Edofleini Lackeys may activate any other Edofleini Lackeys or Edokin as a group activation. Please note this applies to Edofleini only. Edokin may only activate others of their same type as normal. Human These baseline primates srcinate far from the Outer Reaches and have come into the Galactic Council of Worlds only within the past decade. Humans receive the Resourceful feature for free. Illyrian Hardy creatures with stout bodies and natural mechanical aptitudes, starting Illyrian Heroes receive the Master Mechanic feature for free. Neiran Reavers, slavers, and fierce fighters, all Neiran are born into a harsh and violent culture. Starting Neiran Heroes receive the Brave feature for free. Mount A combined model consisting of a Beast and a rider of some Species, Robot, or Cyberform, with a single set of stats that represent both the mount and the rider. All of the benefits and restrictions of
26
these individual types apply to the combined model. When damage to the total model reaches the maximum allowed, the entire model is affected. Robot Robots are Fearless and may only have damage repaired by Mechanic skill checks. Although Robots do not have a brain like Living or Cyberform beings, their programming is still susceptible to Psionic attacks. Robots on treads or wheels are not very nimble and may not jump or climb any structure other than a ramp wide enough to support their base (no ladders, sheer surfaces, etc). Robots do not receive the bonus Movement when performing a charge. Since Robots are mechanical constructs they ignore all effects of environmental Dangers and Vacuum. In all-robot crews, that is - crews with no Cyberform or Living Heroes present, it must contain at least one Hero model with the Uplink Node feature. If no Uplink Node exists in the crew, or if the model with the Uplink Node is incapacitated, or it is removed from play, every turn each model must score at least one success on a INT check, target 5, when activating or it must do nothing that turn. In addition, if the model does activate it may only target the closest visible model when performing a ranged attack and may only make one basic move, not a charge, etc. Shrinaar Catlike and graceful, ferocious and cunning, the feline Shrinaar are excellent trackers, scouts, and snipers. Starting Shrinaar Heroes receive the Pounce feature for free. Vehicle A combined model with a single set of stats that represent both the machine and the operators, driver, pilot, or rider. Vehicles may only have damage repaired by Mechanic skill checks. Although vehicles do not have a brain like Living or Cyberform beings, their programming and electrical systems are still susceptible to attacks, as with Robots. When damage to the total model reaches the maximum allowed, the entire model is removed from play.
UPGRADE POINTS Starting Heroes have 10 Upgrade Points to spend on any of the attributes and features. Training increases a Hero’s attribute ratings and modifiers beyond the starting template. For 3 Upgrade Points you may increase the dice of an attribute by 1. For 1 Upgrade Point you may increase the modifier of an attribute by 1. Each Upgrade Point spent on Attributes raises a model’s point value by the same amount.
UPGRADE MAXIMUMS Heroes may only ever upgrade their Ability ratings and modifiers up to the amounts shown here. Once a starting Hero is upgraded, if the stats are less than the maximums shown, they may only be increased further by earning additional Upgrade Points by surviving encounters. See HEROES IN CAMPAIGNS for more details. Move maximums are dependent on Base Size: S - 8” | M - 10” | L - 12”. Abilities may only be increased up to 4 Dice and up to +3 for modifiers. Defense may only be increased up to 9. Life maximums are dependent on Base Size: S - 5 | M - 6 | L - 7
CHOOSING FEATURES Features represent talents, abilities, or special training inherent to the Hero. Starting Heroes are granted bonus Features based on their individual types and these are already listed on the Hero’s starting template. Features have type restrictions and you may only select the indicated Features for that type from the list. Some types may come by a particular Feature either rarely or by great effort, these are listed as x2 and cost twice the Upgrade Points listed for a model of that type to select that Feature. Once a Feature is assigned it is permanent and may not be changed from game to game.
27
Each Feature selected also increases the requisition points total of the Hero by the same amount just as Attribute upgrades. For example, if you spend 2 Upgrade Points for the Quick Feature their requisition points cost increases by 2. A Hero may be given each Feature only once unless it specifically indicates the ability “stacks”. For example, you may spend 2 upgrade points for your Hero to have Sure Footed [2] or 3 points for Sure Footed [3]. The following chart shows the cost for each Feature along with which model type may choose that Feature. Full descriptions of the following Features are included in the FEATURES section. A bi l i t i e s
Co s t
Add 1 inch to Movement - stacks
Al a n ti
2
B e a st
C ybe r f or m
x2•
E do f l e i n i
•
•
E d o ki n
•
H uman
•
Il l yr i an
x2
N ei r an
•
R obot
•
Sh r i n a a r
•
Add 1 to Defense
2
•
•
•
•
•
•
•
•
•
•
Add 1 to Life - stacks
2
•
•
•
•
•
•
•
•
•
•
F ea t u r e s
Co s t
Acid Spit
6
Armor Piercing
3
Al a n ti
•
•
2 1 1•
Brave
1
Burrow
2
Chameleon
3 6
Coldblooded
H uman
Il l yr i an
•
•
•
•
•
•
•
•
••
•
•
•
•
•
•
•
•
•
•
•
•
••
• •
•
1,2, 3 •
•
•
Sh r i n a a r
•
•
•
• •
• •
•
•
•
•
•
•
•
•
••
2 2
•
•
x2
R obot
• •
x2
N ei r an
•
• •
Brainiac
Combustible
•
E d o ki n
•
•
3
Bonded
Commanding Presence
E do f l e i n i
•
Barnstormer
Chameleon, Enhanced
C ybe r f or m
•
Aquatic
Born Killer
B e a st
x2
• •
•
•
•
•
x2 •
•
•
•
•
•
•
•
•
•
•
•
•
•
• •
Controlled
3
•
•
•
Dependable
1
Disciplined
2
•
•
•
•
•
•
•
•
•
•
Disposable
1
•
•
•
•
•
•
•
•
•
•
Doc
1
•
•
•
•
•
•
•
•
Deadeye
1•
•
•
•
•
•
•
•
EMPBurst
7,15 ,23
•
•
•
•
•
•
•
•
28
A bi l i t i e s
Co s t
Fearless
3•
Ferocious
3
Fixed Weapon
Al a n ti
•
-1 3 2
•
Infiltrator
•
Knack
2
•
Knockback
3
3
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
• *
•
•
1
•
•
•
••
Quick
2
•
•
Resourceful
2
•
Savant
2
•
Scary
3 2
•
•
•
•
•
•
•
•
•
•
•
•
*
*
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
• •
•
•
•
•
•
2
•
• •
•
•
2
•
•
•
•
•
•
Tactician
• •
•
•
Surgeon
•
•
•
•
•
• •
•
•
x2
•
•
•
2•
1•
• •
•
•
•
2
•
•
•
2
1
•
•
3
•
•
•
••
3
Strafing Fire
•
•
•
3,6, 9,12
Stinger
•
•
•
•
Psionic
Savvy Tech
•
•
1
Spotter
•
•
•
Prodigy
Surgical Strike
•
•
•
Pounce
Sh r i n a a r
•
9,17 ,25 1
R obot
•
9
NeuroPulse
N ei r an
•
•
Minder
Sticky Goo
Il l yr i an
•
*
1
Night Vision
H uman
•
•
3
Master Mechanic
Sure Footed stacks [1] -
E d o ki n
•
•
Knockdown
Shot Sure
E do f l e i n i
•
•
3
Cloud Ink
C ybe r f or m
•
Fly Focused
B e a st
•
• •
•
• •
• •
• •
• •
• •
• •
• •
• •
• •
• •
• •
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
29
•
•
•
•
A bi l i t i e s
Co s t
Tough Node Uplink
2
•
2
Weapon Specialist
Al a n ti
B e a st
C ybe r f or m
•
E do f l e i n i
•
•
E d o ki n
•
H uman
•
Il l yr i an
•
•
• 3
•
N ei r an
R obot
•
Sh r i n a a r
•
• •
•
•
•
•
•
•
FEATURES Acid Spit - Models with this ability may shoot a corrosive substance up to 6” against the Defense of either a single target model(s) or a nominated area using the rules for a Shooting attack. An area or model hit by an acid spit attack is considered to be burning. If an area is hit, follow the Template Weapon rules in the Weapon section to work out any models hit by fire-based weapons. In addition, if the model or area involved is flammable it does not ignite as with fire but an [R3] acid template remains in play until it expires. At the end of each turn after the acid spit causes damage it may expand or expire. Roll a d10 for the area corroded even if it contains models. On the score of 1-3 expand its perimeter by 1” radius. On a score of 9 or 10 the acid neutralizes and the template is removed. For each subsequent turn add +1 to the roll. So, two turns after the acid began, roll a d10 and add 2, on a score of 9 or 10 the acid template is removed. Models directly struck or are within the area remain burning. Models directly hit by acid or are within a corroded area suffer 1 wound for each turn they remain in the affected area (Pwr 5). If this hazard is applied to Rugged terrain, a model suffers any applicable movement penalties as well. Corroded models leaving an area affected by acid are still considered corroded and must spend all their actions the following turn cleansing the acid or suffer additional wounds. Envirosuits, personal force fields, or the psionic power Force Field will protect models from acid. Armor Piercing - Damage done by weapons with this rule reduces a target’s Defense value by 1 at long range for ranged attacks and by 2 at short range for ranged and melee attacks. Aquatic - Aquatic models may breathe underwater without the need of an Envirosuit or other equipment. In addition, this model swims through deep water at their normal Movement rate and does not drift. See TERRAIN for any other movement restrictions. Barnstormer - This ace is a highly skilled fighter and extremely adept at using flight in combat. Barnstormers may perform 1 additional Vehicle Maneuver during any movement. Barnstormers using rocket packs are also granted the bonus movement for Charging. Bonded - A Bonded pair is made up of a Bonded Hero model and a Bonded Beast. A model can only be part of one Bonded Pair. When a Bonded member is activated, the other model may also be activated for free. In addition, these paired models do not block LoS for each other and receive a +1 Teamwork bonus when performing the same shared action. For example, a Bonded pair that performs a Teamwork action on their own receives a +1 bonus to the skill check. A Bonded pair that performs a Teamwork action with a third model would receive a +2 bonus, and the third model would receive the +1 Teamwork bonus only. Born Killer - Models with this ability score critical successes on rolls of 9 or 10 when making Melee skill checks. Brainiac - Models with this ability score critical successes on rolls of 9 or 10 when making Psionic skill checks. Brave - Models with this special rule receive advantage to Intellect checks when trying to avoid or overcome Panic.
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Burrow - Models with this ability are able to burrow and perform Movement actions while underground, then resurface later. It takes 2” of movement to burrow, and while underground, the model is considered to be in Rugged (2) terrain. A Burrowed model may surface at any point during movement with no added Movement cost. A Burrowed model may move underneath other models, and all types of terrain, but may not surface from beneath Impassable terrain, other models, or inside a building. Burrow movement may be used as part of a Charge action. Chameleon - Some creatures have an innate camouflage while other creatures may have a trained skill to avoid detection or use their surroundings to best advantage. All Ranged and Melee attacks made against models with this special rule incur a -1 penalty to hit. Some creatures, such as the Edo Psider, possess Enhanced Chameleon abilities and are harder to detect, incurring a -2 penalty. Coldblooded - Models with this ability are immune to detection by infrared equipment. Combustible - As an attack action, models with this rule can force themselves to explode, creating an AoE attack against any model within range. Taking the last wound also causes this to happen, whether the player wants it to or not. For small bases the range is 2”, for medium bases the range is 4”, and for large bases the range is 6”. Each model within the AoE takes an attack against Body Defense with the check equal to 1+1 for small, 2+2 for medium, and 3+3 for large bases. Critical failures are ignored, but not critical successes. Commanding Presence- This model’s Command Range is increased by 6 inches. Controlled - These models may not activate on their own, but instead must be activated as a group by a Hero model. Controlled models are also Fearless. Deadeye - Models with this ability score critical successes on rolls of 9 or 10 when making Ranged attacks. Dependable Dependable equipment is made of disregard high quality parts that ‘1’ canrolled, always be reliedit upon. Any checks made- using Dependable equipment may one natural regarding as a noncritical failure. Disciplined - Models with this special rule roll Intellect checks at advantage. Disposable - These units do not count towards a crew’s Panic level when removed from play. Doc - Models with this ability score critical successes on rolls of 9 or 10 when making Medical skill checks. EMP Burst - As an attack action once per encounter, models with this rule can emit a pulse, creating an AoE attack against any model within range. For small bases the range is 2”, for medium bases the range is 4”, and for large bases the range is 6”. Each model within the AoE takes an attack against Defense with the check equal to 1D+1 for small, 2D+2 for medium, and 3D+3 for large bases. Critical failures are ignored, but not critical successes. The resulting blast does no damage, but all energy weapons miss their next turn, and all Robot and Cyberform models may not perform any actions on their next turn. Fearless - Fearless models are immune to Panic. Ferocious - After defending against a melee attack, Ferocious models may perform a free melee attack against any or all of the models in base to base contact it just defended against. A Ferocious model that attacks another Ferocious model does not get this free attack after any subsequent counter attacks. Fixed Weapon - Fixed weapons do not possess a 360º field of vision. The firing arc for these weapons is a 90º arc on one side of the model. An example would be a forward fixed Pulsar rifle.
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Fleet (#) - A Fleet model moves faster than normal. Increase base Movement by 1” for each level taken. Fly - Models with this ability may move over other models, barriers, and ignore rugged and impassable terrain. However, they may not end their movement on top of other models or impassable terrain. When not moving, Flying models hover along close to the ground, and so, are within reach of other models. Models that Fly on their own (ie, not a Rocket Bike or similar upgrade), may carry another model of the same base size or smaller, but the distance that may be flown is reduced by half. A Flying model may perform a Charge action, but without the bonus Movement distance. Focused - Models with this special rule roll Psionic skill checks at advantage. Infiltrator - Infiltrators may be deployed anywhere on the table except within 8” of an objective or opposing model(s). Infiltrators may begin the game on Overwatch. Alternately, Infiltrators may be held in reserve and enter the field of play from any table edge starting on the second turn. Only the crew leader can activate these models, and they must score at least one success on a Intellect check, target 5, in order to do so. If the Intellect check fails these model(s) may not enter the table that turn, but may try again on the next turn. Any failed activation still counts against the total levels allowed for the crew leader that turn. If these models have not been brought on the table by the end of the game, they are considered as Fled when scoring victory points. Ink Cloud - As an Operational action, models with this ability may produce a gaseous cloud of ink vapor the same size as an [R3] Template. The Ink Cloud dissipates at the end of the following turn. The Ink Cloud is so thick models in base-to-base contact or within it are considered obscured and receive Cover [3]. The Ink Cloud blocks LoS for any models outside the template area not in base-to-base contact with it. Knack - Knack allows a model to reduce the target value of a single selected skill check (Melee, Marksmanship, Psionics, Engineering, Technology, or Medicine) by one. Knack may be chosen for the same model a number of times equal to its level. Knack does not stack. Each time Knack is selected for the same model, it must apply to a different skill check. For example, if a model with Knack: Tech attempts 6 instead.to access a computer system with a difficulty of 7, the target value to score a success becomes Knockback - Beings, robots, weapons, or creatures with this ability are capable of pushing models away from them. How far away a model is moved is determined by the base size of the model in question. A small base is moved 6”, a medium base 4”, and a large base 2”. The model is considered to be pushed back directly away from the source of the Knockback in a straight line. If a model suffering Knockback would srike other models or terrain during this movement, it and any model(s) it strikes, take damage as from falling. Knockdown - Beings, robots, weapons, or creatures with this ability are capable of knocking models Prone. A successful attack causing knockdown inflicts damage and allows shield checks normally, and then the model is considered Prone. Master Mechanic - Models with this feature roll Engineering checks at advantage. Minder -These models may be parasites, able to attach themselves to Living beings or creatures of the same base size (or smaller) and take control of their bodies. In order to do so, a minder must perform a STR attack against the target model in an attempt to grapple its victim. This attack ignores Shielding as the minder is only attempting to grasp its target, not wound it. If the Minder scores more successes than the target model it does no damage, but instead manages to attach itself to the model and attempts to take control. To do so, the minder performs a Psionic check against the target’s Defense. This check does NOT ignore the target’s Shield value. If it is successful, the Minder ceases to exist, and the model it is attached to becomes part of the Minder’s crew, gaining the Controlled special rule. There is no way to reverse the effects of the Minder once it assumes control of a model; however, if the Minder’s Psionic check is unsuccessful, the defending model has warded off the attack and is only considered engaged by the Minder model. The Minder must make another melee attack on its next activation to grapple its target before performing its Psionic check again.
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Night Vision - Certain Living models may have the ability to see normally in low light conditions. Night Vision ignores the effects of fighting in the environment condition Dark. Living models, Robots, or Cyberforms, not innately developed with night vision may purchase gear to enhance their vision, see Gear. Pounce - Models may add 4" to its normal movement during a Charge. Also, if this model is an Infiltrator or has the Hidden condition, it may make a single Move action of 6" from its hidden or infiltrated position to engage an enemy model. Prodigy - Models with this ability score critical successes on rolls of 9 or 10 when making Intellect skill checks. Psionic - For every 3 Upgrade points allocated, 1D+0 is added to the INT value of the model for Psionic skill checks. For example, a model with and INT value of 2D+0 spends 6 upgrade points to give the model a total Psionic skill value of 4D+0. This also automatically grants the Hero +1 Defense rating for no additional cost. Heroes will be able to choose a number of Psionic Powers based on the dice number of their Psionic skill rating. See the PSIONICS AND THE DEEP section for details on choosing Psionic Powers. Heroes with the Robot or Vehicle Types may not have skills in Psionics. Quick - Models with this special rule roll Agility checks at advantage. In addition, Quick models may stand up from being knocked Prone as a free action. Resourceful - A Resourceful model may choose one additional item of the same type when selecting additional gear (normally only one item of each type may be selected); however, the total items selected must not exceed that model's equipment restriction as normal. Savant - This allows a Hero to increase the ability or skill beyond the restrictions under the Upgrade Points section. Models with the Savant ability may apply one of three possible effects: • Choose one skill, Engineering, Medicine, or Technology, and increase the dice by 1D or Technology may each receive a +1 modifier each Deep SavantMedicine, model’s Psionic Power selections are not limited by its INT level and may choose from all •• Engineering, the powers to activate as an action. Scary - Models with this ability can cause Panic in other models when engaging them in Melee. Non Scary models charged by a Scary model must score at least one success on an Intellect check, target 7 or become Panicked. The check is performed once base to base contact is made. Spotter - This model can provide LoS to other models that can fire indirect shots from weapons such as rocket launchers. Sticky Goo - Models with this ability may fire a super sticky substance up to 12” against the Defense of target model(s) using the rules for a ranged attack. This viscous goo does not do any damage, but instead binds limbs and mucks up gears and levers. Models impaired by Sticky Goo are considered pinned until their next activation. As an action, models pinned by Sticky Goo may attempt an Strength check, target 5, and if at least one success is scored, the impairment is removed. Stinger - Models with stingers possess barbed spines retracted in an appendage or tail and are able to poison targets on a successful melee attack, causing an additional point of damage. If the initial attack was unsuccessful, no secondary damage is caused. Strafing Fire - Models with this rule may perform a Run and Gun action without incurring the -1 Agility check penalty. Sure Footed (#) - Sure Footed reduces rugged terrain penalties by 1 rating for each level taken. Surgical Strike - Models with this special rule roll Melee checks at advantage.
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Surgeon - Models with this feature roll Medical checks at advantage. Sure Shot - Models with this special rule roll Shooting attack checks at advantage. Tactician - (Crew leader only) A model nominated as the crew’s leader provides 2 extra Order tokens at the beginning of the game. Tech Savvy - Models with this feature roll Technology checks at advantage. Tough - When a model with this special rule is wounded roll a d10, target 7 for each wound. For every success, a wound is ignored. This happens after any Shielding checks are made. Critical successes are treated as normal, but excess successes cannot be used to remove previously received wounds. Critical failures are ignored. Uplink Node - In all-robot crews, that is - crews with no Cyberform or Living Heroes present, it must contain at least one Hero model with the Uplink Node feature. If no Uplink Node exists in the crew, or if the model with the Uplink Node is incapacitated, or it is removed from play, every turn each model must score at least one success on a INT check, target 5, when activating or it must do nothing that turn. In addition, if the model does activate it may only target the closest visible model when performing a ranged attack and may only make one basic move, not a charge, etc. Weapon Specialist - This ability grants the model upgrade choices from the Rapid Fire and Template weapons categories for the additional points costs indicated on the weapons chart. With the exception of grenades, and unless otherwise noted, only models with Weapon Specialist may choose Rapid Fire or Template weapons.
CHOOSING EQUIPMENT Equipment allows or enhances a model’s interaction with other models or with the environment represented by the playing surface. Weapons enhance a model’s Attacks and gear enhances Skills. Some gear may enhance attacks as noted in their individual descriptions. A model’s AGL value determines how much equipment it may carry. A Hero gains both weapon and gear “slots” equal to these dice values. For example, a Hero with an AGL value of 2D+1 is permitted two weapons AND two pieces of gear for the appropriate requisition points cost as listed in the EQUIPMENT section. If a Hero spends 3 Upgrade Points to increase its AGL by 1, the Hero also gains an additional weapon and gear slot.
HEROES IN CAMPAIGNS As Heroes survive encounters they will earn Upgrade Points as detailed in Crew Advancement in the CAMPAIGNS section. Heroes earn one upgrade point for every encounter that model participates in and survives while some Missions may award bonus Upgrade Points. These Upgrade Points may be used to increase Attribute dice and modifiers or from among the Features above. These enhancements may not be modified beyond the limits listed in the Upgrade Maximums section. Once an upgrade is made, it is permanent.
[SECTION 8]
EQUIPMENT Equipment is divided into two main categories, Weapons and Gear. Any equipment can be added to Heroes when they are initially created, or as an add-on during campaigns. It is assumed equipment supplied is sufficient to last the duration of the encounter, unless otherwise noted. Most equipment is available to any model, however some is restricted to particular species, or model type. Equipment may be traded between allied models in base-to-base contact as long as the receiving model has open “slots’ to carry the items. The model possessing the equipment must perform a Use Item
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action in order to pass the equipment to another model. Once a model becomes a casualty for any reason, all extra equipment they possess is removed from play along with the model. Having additional equipment choices on the battlefield makes models more versatile. Selecting a different weapon during activation does not incur an additional action, but models still only get one attack action regardless of how many weapons they carry. If a player wishes to replace a Hero’s weapons or gear with other items, they receive requisition points for those items that are dropped and may spend them on the new equipment. Natural weapons (fangs, claws, tentacles, fists, etc.) do not count towards equipment slots, and therefore may not be swapped. Lackeys come pre-equipped and may not swap their gear. Specialist Weapons take up two weapon slots due to their greater size, weight, or encumbrance, and still may only be equipped on models with the Weapon Specialist feature. Models with the Robot, Cyberform or Vehicle type ARE permitted to use any of their equipment slots for either weapons or gear as they wish due to their mechanized capacity to carry greater loads or armament. Most Equipment requires some form of energy to operate and is considered to be “Energized” which makes it subject to attacks from EMP Bursts and Energy Drain attacks unless otherwise noted on the GEAR and WEAPONS tables.
GEAR CHART G EAR
R e s t r ic t io n
Sp e ciaRl u les
En e r g iz e d
Cost
APPAREL ChameleonSuit
GCW&Neiran
EdoMantle
Edo
Envirosuit
All
LazSteelArmor
All
LazSteel Armor, Heavy (powered) LeadHelmet
All All
Respirator XenonMesh
GrantsEnhancedChameleon
All
Grants+1Shield:Leader,Spawnguard&Guardlingsonly
N
6
N
2
Grants +1 Shield,Immune to effects of Burning,Dangerous terrain and Vacuum. (stacks with LazSteel and Xenon Mesh)
N
Grants+1Shield(stackswithEnvirosuitorXenonMesh)
N
3
Grants +2 Shield (stacks with Envirosuit or Xenon Mesh) Grants+1Shield,+2vsanyPsychicattack
2
Y N
4
1
IgnoresToxicenvironmentaleffectsand/orWater
N
2
All
Grants+1Shield(stackswithLazSteelorEnvirosuit)
N
1
BodyBoost
Living
GrantsoneadditionalAttackorActionthatactivation
N
5
InfraredOptics
All
Reducestarget’sCoverratingby1
N
1
MeleeSpurs
All
Inflicts+1pointofdamageonaFightcriticalsuccess
N
5
COMBAT AIDS
ForceField, Personal ForceField,Heavy Scope SmokeGrenade
All
Grants +1 Shield stacks -
All All All
Y
Grants+2Shield,HeavyLazSteel/Botsonly-stacks
1 Y
+1modifieronShootingchecks;pistolsandriflesonly
2
N
[R5]Template,providesCover[2],blocksLoS
1
N
3
ENGINEERING AND TECHNICAL AIDS Breaching Charge
All
Creates holein a wall or door
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N
1
G EAR
R e s t r ic t io n
Breaching Charge, Heavy
All
ElectronicLockpick
All
Sp e ciaRl u les
En e r g iz e d
Cost
N
2
Creates hole in a wall or door Grants+2tocheckstoopenlockeddoors
Y
1
Extraction Tool
Mekkus
May reroll one failure on either Engineering, Medicine, or Technology checks; melee attack success drains energy weapons
Y
15
Fire Extinguisher
All
[S] template, extinguishes 1 burning model or 1” radius area per success - target 7
N
5
NightVision
All
NegatesenvironnementpenaltiesforDark
Y
1
Scanner
All
+1modifiertoTechnologychecksforMissionObjectives; ignores Chameleon penalty and is only -1 to Enhanced Chameleon
Y
5
Techpad
All
+1 modifier to Technology checks
Y
1
Toolkit
All
+1 modifier to Engineering checks
Y
1
MEDICAL AIDS BrainBoost Med Gel Medkit
Living All
GrantsoneadditionalPsionicAttackorActionthatactivation Heals point 1damage of
N
N
5 1
All
+1 modifier to Medicine checks
N
1
Deepstone
All
BonusPsionicpower;additional +1 modifier to Psionic checks, psionics only
N
7
EdoOrb
Edo
Additional+1modifiertoPsionicchecks;Leaders& Spawnguard only
N
1
FahzJiin
Neiran
Mayrerollonefailure/levelonPsionicchecks
RocketPack
GCW
Fly 10”; may carry model same base size or less;may Charge no bonus
Y
10
SecretPlans
All
May use Salvage to build model usually only available to another afiliation
N
15
Watchdog
All
Ananimalorcreaturecompanion-seedescription
SPECIAL
N
N
5/Lvl
Var
GEAR Players may add items not already listed on a model’s statblock by spending the requisition cost shown on the equipment list if the item is available to their crew. Equipment is bulky and models may only be given gear up to their AGL dice value. Each item may be equipped only once per model. Suits - Certain suits or suit enhancements, like LazSteel Armor, may be combined. Models may only be equipped with one suit and one helmet. Body Boost - (Living) Body boost is a one-use adrenaline laced pill that grants the user an additional action that activation. This action may be either an Attack or Action. The capsule is held between the cheek and gum until ready to use, then bitten as a free action. Bomb Kit - (All) Requires an Engineering check to activate. On a successful check, the explosive is activated and a bomb token placed at the location. The explosive detonates at the end of that model’s following activation turn. Failed checks do not detonate. Critical failures explode immediately.
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Brain Boost - (Living or Cyberform) Brain boost is a one-use ultonium laced pill that grants the user an additional Psionic action that activation. This action may be either an Attack or Action. The capsule is held between the cheek and gum until ready to use, then bitten as a free action. Breaching Charges - Breaching Charges are used to create holes in bulkheads, walls, or doors to allow models to pass through the opening created. The difficulty in creating an opening is based on the solidity of the target structure. The hole created by a breaching charge is large enough for up to a medium based model to pass through the created opening. Players will need to establish before play begins how heavy different structures are. Note that structures can be declared too massive for battlefield breaching charges to be able to create an opening. An Engineering test must be made to successfully create a breach. A model must spend one operational action to place the breaching charge, which any model in that force may then detonate with a separate operational action. If a model is within 1” of the breaching charge when it is detonated, on the opposite side only if the test successfully creates a breach, will be hit with a Power 4 attack (6 for the Heavy Breaching Charge) that causes 1B damage. Structure Thin wall, Light door Light wall, Normal door Normal wall, Medium door Light (interior) bulkhead, Heavy door Normal bulkhead, Security door
Target 4 5 7 9 10
Heavy Breaching Charges give a +2 modifier to the Engineering test. Subsequent tests on the same spot will gain a +1modifier to their Engineering test. Chameleon Suit - (GCW, Neiran) Grants the wearer the Enhanced Chameleon feature. These suits do not work with LazSteel Armor but may be reinforced with Xenon Mesh (+1 Body Shield) and/or combined with an Envirosuit (+1 Body Shield). Deepstone - (All) While Ultonium is most commonly processed from ore, pure Ultonium crystals occasionally occur.powers. While highly assuch, a fuelthese source, these talismans crystals can attuned as focia for those with psionic When prized used as powerful not also only be grant the bearer +1 modifier to their Psionic checks, but enable them to select one additional Psionic ability than they would normally be allowed. Usable by Psifers only. Edo Mantle - (Edo)Fashioned from exotic metals embedded with Ultonium spheres, Edo mantles grant the wearer a shield rating of 1 against both Body and attacks. Usable by Prime Leaders, Guardlings, and Spawnguard only. Edo Orb - (Edo) Perfectly round spheres of pure Ultonium, an Edo orbs grants a model a +1 modifier to its Psionic rolls. Usable by Prime Leaders and Spawnguard only. Electronic Lockpick- (All) These devices are used to override the security software used to lock most modern doors. A Technology test is required to open such doors. Most doors will simply require a standard test to open, but high security doors may apply a negative modifier to any rolls to open them (ex: a security door to access a ship's bridge may have a -2 modifier for any rolls to open it). Before play begins, players must agree on any such ratings. Some doors may be locked with manual locking mechanisms (ex: vaults or ancient ruins) that will require some other way to bypass them (ex: breaching charge up to ship mounted weapons). Envirosuit - (All) Microxenon offers a lightweight and durable protection against many different environmental dangers. These suits are completely sealed against the terrain effects of dangerous environments and vacuum, while providing limited life support functions for a short time. Envorosuits may be reinforced with Xenon Mesh and/or worn inside of LazSteel armor. Microxenon is very easy to form and many alien species have fashioned suits specific to their physical forms. Cyberforms may use Envirosuits as protection for their organic components. Envirosuits may be combined with a Chameleon suit as one piece of gear.
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Extraction Tool - (Mekkus) - An Extraction Tool allows a model to re-roll one failure when making an Engineering, Medical, or Technology check. Operational action (Engineering, Medicine, Technology) Allows a model to re-roll one failed attempt at either Engineering, Medicine, or Technology Skill checks. ••• Melee attack action (Target’s Body Defense); Power 3, Reach: 0-2 Successful attack causes Damage 1 Body Normal fail: action is wasted, but no effect Critical successes and failures: as normal. ••• Energy drain attack action (Target Body Defense); Power 3, Reach: 0-2 Successful melee attack does no damage, but drains energy from one item of the target model’s powered equipment (weapons, techpads, personal force fields, etc.) making it ineffective during the target model’s next activation as it recharges. The equipment is otherwise undamaged and may be used on subsequent activation phases. Only one equipment item (weapon or gear) may be nominated as a target for energy drain per attack. Models with an extraction tool can gain back either one Body or damage (as declared before attacking) per successful use of its energy drain attack. Equipment that is not Energized or immune to EMP attacks is immune to this energy drain. Normal fail: action is wasted, but no effect Critical successes and Critical failures are as normal. Fahz Jiin - (Neiran) Neiran holy dust. Allows a model to re-roll one failure per Psionic dice value when performing Psionic checks. Cost 5 points per dice level. For example, an Acolyte’s Psionc skill is 3D+1, so a dose of fahz jiin costs 15 points and allows her to re-roll 3 failures during one activation in an encounter. Fire Extinguisher - These unitswhose operate as aare Spray [S] template weapon. the template over Models a burning model or area. Models bases completely covered by thePlace template are affected. only partially covered by the template may be affected if they score at least one success on an Initiative check with a target 7. Roll a D10 for each burning model and/or 1” radius terrain under the template. For each success scored, that model or area is extinguished. For example, an [R5] fire is sprayed with a fire extinguisher and 5D10 are rolled scoring 3 successes. That extinguishes 3” of the fire template leaving 2” radius still burning. Force Field - (All) This small generator unit can be attached to a belt, gear, or clothing and generates a protective force field immediately around the wearer. The field grants a shield rating of 1 against attacks. Heavy Force Fields grant a shield rating of 2 which require a larger generator and may only be installed in Heavy LazSteel Armor suits or Bots. Infrared Optics - (All) This gear reduces a target’s Cover rating by 1, including models that are Hidden. Heat signatures from both Living and Robots can be detected. LazSteel Armor - (GCW) Made of durable and lightweight laser treated steel, this armor is resistant to even energy attacks. It grants its wearer an additional shield rating of 1 against Body attacks. LazSteel is often used to reinforce Robot or Cyeberform chassis for added protection. Heavy Powered LazSteel Armor is designed to afford higher protection while reducing encumbrance or fatigue for the wearer. Lead Helmet - (All) Lead helmets protect the wearer against receive 1 point of Shielding.
attacks. Models wearing a lead helmet
Med Gel - (All) This ointment is a one-use item that heals Living models. By performing a Use Item action, Med Gel heals 1 point of Body damage. Models with Med Gel may perform a Use Item action to heal a model with at least one wound remaining in base to base contact, or themselves, if they still have at least one wound remaining.
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Medkit - (All) Gives a +1 bonus to a model’s Medicine checks. Melee Spurs - (All) Melee Spurs are lethal pieces of equipment attached to a being’s limbs or appendages that enhance melee damage. Models with Melee Spurs do an additional point of damage on a melee skill check critical success. Night Vision - (All) Living models may be quipped with goggles or Robots and Cyberforms may be equipped with built-in optics. Night Vision ignores the effects of fighting in the environment condition Dark. Respirator - (All) Allows Living models to operate in Toxic or Deep Water environments without suffering damaging effects. Rocket Pack - (GCW) Rocket Packs allow models to Fly 10” per Movement action. These models may carry another model of the same base size or smaller, but the distance that may be flown is reduced by half. A rocket pack may be used to perform a Charge action, but without the bonus Movement distance. Scanner - (All) Scanners allow a model to detect other nearby beings, objects, or creatures. A scanner grants a +1 modifier to a model’s Technology roll for Mission Objective checks. A model with this gear also ignores the Chameleon -1 modifier and suffers only a -1 against creatures with Enhanced Chameleon ability. Scanners may detect hidden models within 8” on a successful Technology roll target 7. Scope - (All) Gives a +1 bonus to a model’s Ranged attack checks. Scopes may only be equipped on pistols or rifles. Secret Plans - (All) Secret Plans allow players to use Salvage to build a specific type of model usually available only to another affiliation, such as a GDF Combot, Lancer Rocket Bike, Mekkus Aggressor, etc. Smoke Grenade - As a free action, models with this item may produce a gaseous cloud of smoke the same size as an [R5] Template. The smoke cloud dissipates at the end of the following turn. The smoke is so thickcan models base-to-base contact within it are considered obscured and receive Cover [2]. The smoke blockinLoS for any models not or in base-to-base contact with it. Techpad - (All) Gives a +1 modifier to a model’s Technology checks. Toolkit - (All) Gives a +1 modifier to a model’s Engineering checks. Watchdog - (Heroes) The Hero gains an animal or creature companion for the points value determined from the Beast template in the Hero Builder section plus any upgrades. This animal companion must be no larger than Small Base size. The Watchdog operates as any other model in the crew but must remain in close proximity to its owner and may not move further away than 6” or become Panicked. The Watchdog model activates at the same time as its owner, and may take any of its actions in any sequence with its owner model. The owner and its companion receive a +1 Teamwork bonus when performing the same shared action without requiring a third model. Provisions to appease the Watchdog, handling apparatus, treats, etc. take up one gear slot for the owner model. If the owner is removed from play for any reason, the Watchdog model flees to the nearest table edge. Xenon Mesh - Xenon mesh is often fashioned into lightweight body suits or clothing such as vests, jackets, cloaks, etc. A Xenon body suit may be worn under a LazSteel or Envirosuits for additional protection. Xenon Mesh is also fashioned into insulating panels which may be installed in Robots or mechanical parts or Cyberforms. Xenon Mesh can be used to reinforce Chameleon suits giving it +1 to Shield.
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WEAPON CHART WE A PO N
Re s t r
P wr
Melee
R e ac h
R ange Max Type Rng
Dmg
S pe c i aRl u l e s
Co s t
HAND WEAPON Arc Halberd
Edo
5
Y
0-2”
-
-
1
Bonus Arc attack
7
Club
All
2
Y
0
-
-
1
Immune Energy to Drain/EMP
free
Jek
Neiran
3
Y
0
-
-
1
Immune Energy to Drain/EMP
2
Jekara
Neiran
4
Y
0-1”
-
-
1
2dmgoncritsuccess,Immuneto Energy Drain/EMP
Knife
All
2
Y
0
LoS
8”
1
Immune to Energy Drain/EMP
1
Lazblade
GCW
5
Y
0-1”
-
-
1
+1 damage vs. Living
6
Lazknife
GCW
4
Y
0
-
-
1
+1 damage vs. Living
6
4
NeiranGlaive
Neiran
5
Y
0-2”
-
-
1
+1dietoSTRcheck,Immuneto Energy Drain/EMP
9
NeiranScepter
Neiran
4
Y
0
-
-
1
Heroonly.+1modINTcheck/lvl, Immune to Energy Drain/EMP
5
NeiranStave
Neiran
4
Y
0-1”
-
-
1
Knockdownoncritsuccess,ImmunetoEnergy Drain/EMP
8
NeuralizerBaton
All
3
Y
0
-
-
-
-targetmodelisnotdamagedbutbecomes incapacitated
1
Praetoris Double Glaive
Neiran
5
Y
0-2”
-
-
1
2dmg&Knockdownoncritsuccess,Immuneto Energy Drain/EMP
12
Shashar
Neiran
5
Y
0
-
-
1
+1Meleemodoncharge,ImmunetoEnergy Drain/EMP
7
Shre’quo’ro - Shrinaar Battleclaws
GCW
4
Y
0
-
-
1
+1STR,2dmgoncritsuccess,ImmunetoEnergy Drain/EMP
6
Arc
Edo
4
Y
0
LoS
8”
1
Bonus Arc attack
Gamma Disruptor
GCW, Mekkus
4
Y
0
LoS
8”
1
-1totarget’sShieldrating(min0)
NeiranPistol
Neiran
4[5] Sho rt
Y
0
LoS
10”
1/L 2/S
Neuralizer
All
4
Y
0
LoS
8”
Particle Beam
GCW, Mekkus
4
Y
0
LoS
Pulsar
GCW,
4
Y
0
Slugger
Mekkus GCW, Lancers
3
Y
0
PISTOLS
SonicBlaster
GCW
4
Y
0
5 5
Armor Piercing, Immune to Energy Drain/EMP
12
-
-targetmodelisnotdamagedbutbecomes incapacitated
4
8”
1
+1 damage vs. Living
5
LoS
8”
1
+1 damage vs. Robots
5
LoS
8”
1
Immune to Energy Drain/EMP
3
Knockback,knockdownoncrit
10
LoS
8”
1
RIFLES Arc Rifle
Edo
5
Y (-1)
0
LoS
16”
40
1
Bonus Arc attack
7
WE A PO N
Re s t r
P wr
Melee
R e ac h
Gamma Disruptor
GCW, Mekkus
5
Y(-1)
0
Gamma Disruptor, Heavy
GCW, Mekkus
6
N
LongRifle
Neiran
5[6]
Y(-1)
R ange Max Type Rng LoS
0 0
16”
LoS LoS
Dmg 1
20” 16”
S pe c i aRl u l e s -1totarget’sShieldrating(min0)
1 1/L 2/S
NeuRifle NeuRifle, Heavy
All All
5 6
Y(-1)
0
LoS
16”
-
Co s t 7
-2totarget’sShieldrating(min0),FiresTwice,-1” Move
15
Armor Piercing, Immune to Energy Drain/EMP
14
-targetmodelisnotdamagedbutbecomes incapacitated
6
N
0
LoS
20”
2
Fires Twice, -1” Move
12
0
LoS
16”
1
+1 damage vs. Living
7
Particle Beam Rifle
GCW, Mekkus
5
(-1) Y
Particle Blaster, Heavy
GCW, Mekkus
6
N
PulsarRifle
GCW, Mekkus
6
(-1) Y
Pulsar, Heavy
GCW, Mekkus
7
N
Slugger
GCW
4
Y (-1)
0
LoS
16”
1
Immune to Energy Drain/EMP
0
LoS
24”
2
ImmunetoED/EMP,-1”Move
0 0
LoS LoS
0
LoS
24” 16”
GCW
5
N
SonicBlaster
GCW
5
Y(-1)
0
LoS
16”
SniperRifle
GCW
6
Y(-1)
0
LoS
16”
VoidRifle
All
*
N
LoS
+1dmgvs.Living,FiresTwice,-1”Move
1
24”
Slugger,Heavy
0
2
+1 damage vs. Robots 2
1
+1damagevs.Robots,Firestwice,-1”Move
Knockback,knockdownoncrit
1/L 2/S
16”
Void
14 9 15 5 11 12
Armor Piercing Affects1targetmodel,seeVoidweaponeffects
14 16
RAPID FIRE - Specialist Weapons Autopulsar
GCW
7
N
-
LoS
20”
1
+1B damage vs. Robots, can double rate of fire
15
Autoslugger
GCW
5
N
-
LoS
20”
1
Can double rate of fire, Immune to Energy Drain/EMP
11
Particle Multiblaster
GCW, Mekkus
6
N
-
LoS
20”
1
+1Bdamagevs.Living,can double rate of fire
14
Can double rate of fire, Immune to Energy Drain/EMP, Armor piercing
17
PraetorisCarbine
Neiran
6
Y(-1)
0
LoS
18”
1/L 2/S
UNIQUE WEAPONS Arc Rod
Edo
6
Y
0
LoS
12”
1
EMPBurst
GCW, Mekkus
*
Y
varies
AoE
varies
Spec
NeuroPulse
Edo,
*
Y
varies
AoE
varies
-
GCW, Mekkus
Bonus Arc attack R4”Pwr31D+1 R8” Pwr 4 2D+2 R12” Pwr 5 3D+3 drains power from bots & weapons, lose turn
9 7 15 23
R4” Pwr41D+1-incapacitatestarget model
9
R8” Pwr 5 2D+2 R12” Pwr 6 3D+3
17 25
Bonus Arc attack
17
TEMPLATE WEAPONS - Specialist Weapons Arc Ray Cannon DeepGrenade
Edo All
7 *
N N
-
S R3
8” 8”
41
1D+3 Void
Initiativechecktarget7,successcauses knockdown, failure removed from play
21
WE A PO N
Re s t r
P wr
Dmg
S pe c i aRl u l e s
Flamethrower
All
7 (5)
N
-
S
8”
2D+2
Models in sealed suits (including all robots and cyberforms) reduce damage to 1(+1) with Pwr 5 Causes Burning [R5] area
16
Gamma Disruptor Cannon
GCW, Mekkus
7
N
-
R3
24”
2D+1
-3 to target’s Shield rating (min 0)
21
Grenade
All
7
N
-
R3
8”
1D+1
Non-specialist equipment
Particle Beam Cannon
GCW, Mekkus
7
N
-
L
24”
2D+1
+1B vs. Living, continues to next target in line if successful
Rocket Launcher: Arc Burst
GCW, Mekkus
Rocket Launcher: Neuralizer
GCW, Mekkus
7
N
-
R5
24”
1D+3
Bonus Arc attack
7
N
-
R3
24”
-
Rocket Launcher: Particle Burst
GCW, Mekkus
7
N
-
R3
24”
1D+2
Rocket Launcher: Void Burst
GCW, Mekkus
*
N
-
R3
24”
Void
Sonic Blaster Cannon
GCW
7
N
-
S
8”
2
Void Cannon
All
*
Melee
N
R e ac h
-
R ange Max Type Rng
R5
24”
Void
Co s t
14 21
20
1D+2-targetmodelisnotdamagedbutbecomes incapacitated
16
+3B damage vs. Living
19
See Void weapon effects
22
Knockback, knockdown on crit
20
See Void weapon effects
26
BOMB KIT Detonium
All
5
N
-
R3
0”
2D+3
Body Damage and EMP Burst
Explosite
All
6
N
-
R5
0”
3D+3
Body Damage and Knockback
UltoniumCharge
All
7
N
-
R5
0”
4D+3
BodyDamageandBonusArc
21 27 31
attack
WEAPONS Weapons allow models to attack other models. The weapons are grouped by effect. It is not the intent of the weapons in Counterblast to replicate any realistic, real-world simulation but rather provide quick, dramatic, and cinematic resolution to narrative conflict. Weapon Types There are three basic types of weapons used in Counterblast: Melee weapons indicated by [M], Line-of-Sight [LoS] are ranged weapons which include pistols, rifles and rapid fire weapons; and Template [S],[L],[R] weapons shown on the weapons chart. A weapon’s range, power, and ability to be used in melee is provided for convenience on the weapons chart. Melee Weapons [M] Basic or exotic hand weapons, appendages, and pistols can all be used in base-to-base melee combat. Some melee weapons, such as a Neiran glaive have reach and can affect models not in base-to-base contact. The special benefit of energy weapons also applies to melee attacks, such as the Arc pistol where an arc bonus attack is possible. Hand Weapon - Utilitarian and easily carried or concealed, basic hand weapons include knives, the Neiran ceremonial dagger called a jek, clubs, etc. Appendage - Natural weapons used by creatures, and sentient beings alike, including fists, claws, fangs, tentacles, pincers, etc. Appendages equipped on Robots or Cyberforms may be swapped as other weapons, but appendages on Living models may not. Natural Weapon Power 2 Free Natural Weapon Power 3 1 point Natural Weapon Power 4 2 points
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Natural Weapon Power 5 Natural Weapon Power 6 Natural Weapon Power 7
3 points 4 points 5 points
Exotic Hand Weapons - Uncommon and/or unique, Neiran glaives and jekara, Edo halberds, Shrinaar Shre’ro’quo, Lazblades, etc. fall under this category. Pistols - Pistols may be used in melee combat and any special energy type bonus effects apply. Reach - A melee weapon with Reach allows you to engage an enemy not in base-to-base contact up to the weapon’s Reach range away. Weapons capable of use in melee, but without Reach (ex: Pistols) do not count for engagement outside the standard rules for engaging models. Enemy models behind Cover may be attacked by models with Reach, and as a melee attack, that attack would not be subject to cover modifiers. When charging, an attacking model with a melee weapon with Reach must move into base-tobase contact to receive the charging bonus. Due to the ferocious nature of charging, the attacking model is rushing forward to clash with the enemy, which will allow the defending model to counter. Note that this allows other defending models within 1” to close the distance as a free action to engage the model as well. See the section regarding Charging under Operational Action - Move. An attacking model CAN make a Charge move within melee weapon range and attack, but that attack does NOT receive the charging bonus. This would represent a more controlled and cautious approach to an enemy. While it is true the attacking model won’t receive the charging bonus to their attack roll, a defending model not equipped with a melee weapon with Reach will definitely be at a disadvantage, unable to counter until they can first move into base to base contact with their attacker. Disengage is not necessary when fighting in melee from range unless the model being moved away from counts as engaged due to their weapon’s Reach. Melee weapons with Reach may not be used with Run and Gun, however they may be used with the attack action Slash and Dash.
Energized Weapons [LoS] form of energy from the list below. Each weapon uses a different Arc - (Edo) Arc weapons produce bolts of electricity that do Body damage to targets. When a model takes damage from an Arc weapon, one other model within two inches of the srcinal target also takes a single d10 attack with the same modifier as the srcinal attack. The attacking player chooses this secondary target if there is more than one eligible target. Only one bonus Arc die is allowed for each srcinal model targeted by an Arc attack. However, Arc template weapons may affect any secondary target within range of its AoE. Note: only those attuned to The Deep can even hope to activate an Arc weapon. Any non-Edo model attempting to use Edo technology must make a Psionic check, target 8, as an Operational action each time they attempt to use the weapon in combat. Critical successes are treated as normal. On a critical failure, the non-Edo, unable to control the alien energy, becomes the target of the Arc attack. Flame Weapons - (All) Flamethrowers expend a concentrated and highly flammable substance which is ignited by a small ultonium-powered coil. Models or areas hit with a flamethrower are considered burning. See Burning under Conditions for more details about fire. Flame weapons are ineffective in vacuum and under water. Gamma Disruptor - (GCW, Mekkus) Gamma Disruptors produce a beam of radiation that disintegrates whatever it hits from the inside out. These weapons do Body damage and reduce shielding as follows: Pistols -1, Rifles -1, Specialist Weapons -3. Particle Beam - (GCW, Mekkus) A high energy beam of subatomic particles that cause the surface of anything that comes into contact with it to become super heated. These weapons do Body damage and receive a bonus modifier against Living targets: Pistols +1, Rifles +1, Specialist Weapons +3.
43
Pulsar - (GCW, Mekkus) Pulsars produce a concentrated electromagnetic pulse that wreaks havoc on the internal “wiring” of targets. These weapons do Body damage and receive a bonus modifier against Mechanical and Robot models: Pistols +1, Rifles +1, Specialist Weapons +3. Neuralizer - (All) Neuralizers produce high intensity Delta waves that overwhelm the mind of targets, rendering them stunned. Neuralizers cause no damage when they score a successful wound, instead the target model becomes incapacitated and misses its next activation until the Upkeep phase when it recovers. Sonic - (GCW) These Alanti weapons are unique in that they were initially developed to work underwater. Just as effective on dry land, the concussive sonic blast does Body damage. In addition, sonic pistols and rifles cause Knockback to target models and even Knockdown on a critical success. Sonic blaster cannons are capable of not only causing body damage, but immediately cause Knockdown as well, with no critical required. Void - (All) Void weapons open a temporary, almost instantaneous, spatial rift singularity. This tear in timespace creates a sudden vortex, sucking hapless victims into the Deep and hurling all others in proximity to the ground. Void weapons use a round [R] template for the purposes of targeting. All models partially under the void template are immediately moved to the edge of the template and are knocked down. Any model fully caught under the void template must make a successful Initiative check at target 7. Models with successful checks are moved to the edge of the template and are knocked down. Models with failed checks are immediately considered sucked into the Deep and removed from play. Due to the recharging rate of void generators, rifles may not be used in melee. Slugger Weapons [LoS] (GCW, Neiran) Physical projectile weapons that fire a variety of shots called slugs that do Body damage fall into this category. All Neiran ranged weapons, sniper rifles, and many weapons from Earth are classified as sluggers. Considering the period of the Counterblast setting, slugger pistols would be revolvers, M1911A1s, Lugers, Mausers, and so on. Slugger rifles are the M1 Garand or Karabiner 98k and Autosluggers are any SMG like the M1A1, M3A1, MP40 or even Browning HMGs. Slugger weapons are immune to Energy Drain and EMP attacks. Slugger weapons are ineffective in vacuum and under water. Weapon Ranges Every weapon fired from a distance has an effective maximum range. Up to half the maximum distance is considered short range. Over half and up to the maximum distance is long range. Long range shots incur a -1 modifier to Marksmanship checks. For example, a weapon with a maximum range of 16” has a short range of 0-8” and a long range of 8+” to 16”. Any shots taken over 8” up to 16” would incur the -1 modifier. Weapon Damage Hand weapons, pistols, rifles, and rapid fire are direct damage weapons. For each success scored on a skill check (Marksmanship or Melee), a single point of damage is done to the target. Template weapons have a damage rating similar to a skill rating. For example, a Disruptor cannon has a damage rating of 2+3 against Body of targets. Any model affected by the template would receive a 2+3 attack against their Body defense. For each success, a single point of damage is done to the target. Critical successes are treated as normal. Critical failures are ignored. SPECIALIST WEAPONS Models using Specialist Weapons must have the Weapon Specialist feature. This includes weapons from the Rapid Fire or Template Weapon categories. Please note that although considered template weapons, grenades may be purchased as an equipment upgrade by any model, even if they do not have the Weapon Specialist ability. Rapid Fire [LoS] Rapid fire weapons produce a very high rate of fire in two different modes. Normal mode requires 1 attack action and adds 4 Marksmanship skill dice to the model firing them. These extra dice are treated like the base dice when it comes to selecting targets. Critical successes and failures on these rolls are treated as normal.
44
Optionally, a player may fire using Full Auto mode which requires 2 actions. When doing so, the number of dice added to the Marksmanship skill dice doubles to 8, however the weapon may overload and cause damage to the shooting model. For each net ‘1‘ (after comparing successes), roll a die against the Defense of the shooting model as if it were one of the targets of the weapon. Critical successes on these rolls are treated as normal, and critical failures are ignored. If the shooting model is damaged and its Life drops to 0, it is removed from play as normal. Template Weapons - [S], [L], [R] Successful strikes produce area of effect (AoE) damage. Models whose bases are completely covered by a template are affected. Models only partially covered by a template can avoid taking damage if they score at least one success on an Initiative check, with the target being the power of the template weapon. Wounding models under a template is not automatic. Each weapon will have a damage rating similar to a skill rating. For example, a rocket launcher has a rating of 3+2 which means for every model subject to the AoE, roll 3d10 with a +2 to each roll. Each success causes one point of damage to the targeted area, Body or . Critical successes are treated as normal. Critical failures are ignored. Spray [S] Spray templates measure 8” long and are 2.5” wide at the widest end, extending outward from any point of the srcinating base. Spray templates do not require a roll to hit . For each model affected, roll the damage dice against the appropriate defense (Body/). Critical successes are treated as normal for damage. Critical failures are ignored. Straight Line [L] Straight Line templates are a thin line that do not require a roll to hit and extend a certain distance from the shooter measured outward from any point on the srcinating base. Starting with the nearest target, roll the damage dice and as long as one wound is done, go on to the next closest target under the template. The shot ends when no damage is done to one of the targets, or the full distance is reached. Critical successes are treated as normal for damage. Critical failures are ignored. Roundround [R3], templates [R5] Small [R3] measure 3” across. Large round templates [R5] measure 5” across. These weapons target a spot on the table, and the distance is measured from any point on the model to that spot. A roll to hit is made using the Marksmanship skill at target 7. Within short range, one success is required. At long range, two successes are required. On a critical failure when rolling to hit (no matter how many net 1’s are rolled), center the template over the attacking model and resolve damage as normal. Critical failures on all damage rolls are ignored. Scatter If a roll to hit with a round template weapon misses, the AoE scatters a random distance. To determine this, players roll a single d10. The result determines how far the template will scatter and also the direction. To scatter the template, place it over the target spot, and roll a d10. When laying flat, each d10 has a natural point that will indicate the direction of scatter. If the result of the roll is 1-3, flip the template once in the direction the die is pointing. If the result is 4-6, flip the template twice in the direction the die is pointing. And if the result is 7-10, flip the template three times in the direction the die is pointing. Once the template has been scattered, resolve damage to any models determined to be underneath. Grenades [R3] Grenades use small round templates measuring 3” across. These weapons are thrown by models to a target spot on the table within 8” of the throwing model. A roll to hit is made using the Marksmanship skill at target 5. Only one success is required to score a hit. If no successes are scored, the template will scatter (see above). On a critical failure when rolling to hit (no matter how many net 1’s are rolled), center the template over the attacking model and resolve damage as normal. Critical failures on all damage rolls are ignored.
45
[SECTION 9]
PSIONICS and THE DEEP The energies of the universe and potential might of the untapped are both mystical and vast. Many sentient species of the Outer Reaches have, either through naturally evolved abilities or training, developed their s and attuned their senses to draw on the cosmic powers known as The Deep. Within the strange realm of this space-between-space many hazards lurk. It takes a well-disciplined to tap into the raw energy that is The Deep and keep one’s sanity in tact. The ability to access the sheer magnitude of infinite consciousness often drives those seeking to harness its power into a downward spiral of confusion and gibbering madness. Some species, like the Edofleini, have been able to carefully bioengineer theirs, attuning them to the sensitive patterns of The Deep. These strange beings manipulate this power into physical manifestation with impressive skill. Other species, like the Neiran, have developed customs and practices to express their interactions with The Deep. Through meditation, performing rituals, and even by ingesting highly refined forms of Ultonium, the Neiran enhance their connection to, and manipulation of, its power. PSIONIC ACTIONS Only models with the Psionic feature are able to perform Psionic checks. When adding models with this ability to their crew, players select a number of Psionic powers equal to the INT dice value for that model. For example, a model with an INT value of 3D+2 could select three Psionic powers from those listed in the Psionic Powers section. A crew mate’s Psionic power selections last for the entire game and/or campaign. Unless specified otherwise, these Psionic skills require 1 action to perform and may be used more than once during an activation unless they are an attack. Psionic powers may be used more than once per activation, but if such a power is used as an Attack action, it may be used only once per activation. Psionic Power Ratings Unlike weapons, a Psionic ability’s power is determined by the skill of the Psionic user, regardless of whether they are a Lackey or a Hero, see below. In addition, Psi Power Ratings reduce the amount of shielding by the psionic skill level of the attacking model. So, if an Edo Prime Leader with a Psionic Skill of 3D+1 attacks a target model that has 3 shield points they would only roll 1d10 since the target’s shield rating dice pool is reduced by 2. See the following table. PSIONIC POWER TABLE Psionic Skill Level Psi Power Rating Target’s Shield Reduction 1D 3 0 2D 5 -1 3D 7 -2 4D 9 -3 Psionic powers DO NOT ignore shielding. A target’s shield ratings are reduced by the psionic skill level of the attacking model as shown. PSIONIC FOCUS A psionicPsifers focus can many forms, such an Edofleini sphere, holy ormodel attuned Ultonium crystals refertake to as Deepstones. Noasmatter the form, theseNeiran objects candust, aid a capable of Psionic skill checks in various ways. To learn more about various Psionic foci, see the following Gear and appropriate faction sections.
46
PSIONIC POWERS Calm Range: 8”, LoS not required Calming powers may be used to alleviate Panic among crew members or as an attack against models with the Ferocious special rule. In an effort to reassure other crew members, a Psionic check may be made against target 7. For every success, a Panic token may be removed from any model within 8” of the model performing this action. This action does not require line of sight. When performed using Teamwork, one model is selected as the source, and all participating models must be within the leader’s Command Range of the source model to add their skill dice to the pool. Critical successes are treated as normal. On a critical failure, a Panic token is added to the source model. Used as an attack, models with the Ferocious special rule may be Calmed, causing them to temporarily lose their special melee attack ability. Targets of this attack must be within LoS and 8” of the source model. Teamwork may be used as normal with one model serving as the source for all other contributing models within Command Range. The target of the Psionic check is the Defense, and a total number of successes equal to the of the target must be scored in order for that model to become Calmed. This is an all or nothing attack as successes do not accumulate across multiple attacks. Place a Calm token next to any model that has been Calmed, and once during each activation, that model attempts a Rally check treating the Calm token as if it were Panic. Note: the model is not considered Panicked and does not flee because of the Calm condition. If a single success is scored on the Rally check the Calm token is removed. A model may never have more than one Calm token. May be used on allies with Panic or as an Attack action against enemy models with the Ferocious feature. ••• Action 1 (Target 7) Each success removes a Panic token from allied models within range. For example, if a Psifer made two successes on her check, she would be able to remove a Panic token from two allied models within range. Excess successes are lost. Normal fail: action is wasted, but no other effect. Critical fail: ignored, action is wasted, but no other effect. ••• Attack 1 (Target’s Defense) A success does no damage, but instead removes the Ferocious Special Rule from an enemy model until the end of its next activation. Only one success is needed. Normal fail: action is wasted, but no other effect Critical fail: action is wasted, and the target model is allowed to make an immediate melee or direct fire ranged attack against the Psifer, if possible with their current positioning.
Deep Portal Range: Self Action 1 (Target 7) This ability allows a model to instantly teleport itself any direction up to double its movement value as long as it does not end on Impassable terrain, other models, or inside a building. This power may not be used to voluntarily move off the table edge. This movement can be used to move into base-to-base contact and engage an enemy model, but does not count as a charge. If the psionic check nets at least one success, the power activates normally. Critical successes are treated as normal. On a critical failure, the model deviates from its intended course. A scatter check is made, with the model deviating from its destination in the direction of the d10 2” on a roll of 1-3, 4” on a roll of 4-6, and 6” on a roll of 7-10. If the model emerges in a building, on other models, Impassable terrain, or off the table edge, it is considered lost in The Deep and is removed from play. On a successful check, the model moves appropriately as above. Normal fail: action is wasted, but no effect
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Critical fail: caster moves, but deviates and could be possibly lost as stated.
Frighten Range: 8”, LoS not required This ability allows models to cause Panic in other models within 8”. This action does not require line of sight. A Psionic check is made against the Defense of a target model, and if the total number of successes is equal to or greater than the INT of that model, a Panic token is added to the model. When used as Teamwork, one model is selected as the source for determining range, and all other models contributing to the dice pool must be within the Command Range of the source model. When targeting multiple models, all skill dicea should be allocated are model. rolled. Critical successes are treated as normal. On a critical failure, Panic token is addedbefore to theany source ••• Attack 1 (Target’s Defense) Frighten has no effect on Fearless, Ferocious, or Scary models. A success does no damage, but instead target models within range become Panicked. Multiple models may be targeted, but dice must be allocated against each before rolling. Normal fail: action is wasted, but no other effect. Critical fail: source model becomes Panicked.
Force Field Range 8”, LoS not required. Action 1 (Target 7) Force fields are temporary protection to the Defense of target models within 8”. This action does not require line of sight. For each success on a Psionic check at target 7, the Shield value for the target model is increased by 1. When used with Teamwork, one model is nominated as the source for determining range, and all other models contributing to the dice pool must be within the range of the source model. When targeting multiple models, all Psi skill dice should be allocated before any are rolled. Critical successes are treated as normal but critical failures are ignored. The Force Field dissipates at the end of the current Upkeep phase. A successful check grants the target allied model(s) a temporary Shield value per success. This shielding may stack. The Force Field may be allocated to multiple models within range as the player chooses, but dice must be allocated before rolling. Normal fail: action is wasted, but no other effect. Critical fail: ignored, action is wasted, but no other effect.
Heal Range: Base-to-base Action 1 (Target 7) This ability allows a player to heal damage of a target model. All models participating in this check must be in base-to-base contact with the target model, and none of the models involved may be engaged with an enemy model. For each success on a Psionic check, target 7, one point of damage is restored, up to the starting Life value. Critical successes are treated as normal. On a critical failure, one point of damage is caused to the target model for every net 1 rolled (after comparing successes). If the additional damage caused bring the target model’s Life value to 0, the model is removed as a casualty. A successful check heals the target model’s Life one point per success, not to exceed the target’s normal maximum value. Normal fail: action is wasted, but no other effect. Critical fail: causes 1 damage per failure rolled.
Identify Range - 12" LoS required Actions 2 (Target 7)
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A successful check gives the psion a better understanding of a situation, granting a plus one modifier for an Engineering, Medical, or Technical skill check performed immediately after the psionic check. The bonus stacks with any other equipment or skill bonuses that apply. Critical success: psion receives a +2 modifier on the skill check Normal failure: psion receives a -1 modifier on the check Critical failure: nominated skill check automatically fails, with any resulting penalties applying
Stun Range: 8”, LoS required Attack 1 (Target's Defense) A successful check temporarily immobilizes the target, counting them as activated for the current turn. Target’s Shield check as normal. Critical success: targetapplies model also suffers knockdown. Normal fail: action is wasted, but no effect. Critical fail: psion suffers knockdown and loses any further actions for that turn.
Blast Range 12”, LoS not required. Attack 1 (Target’s Defense) This ability creates a surge of psychic energy that targets the Defense of opposing models within 12”. This action does not require line of sight, but all targets should be declared and dice allocated before any are rolled. A Psionic attack is made against the Defense of the target(s), and for every success, one point of damage is done. The target’s Shield check applies. When used with Teamwork, one model is nominated as the source for determining range, and all other models contributing to the dice pool must be within the range of the source model. Critical successes are treated as normal. On a critical failure, a d10 is rolled against the Defense of the source model for each net 1 rolled (after comparing successes). A critical success on this roll is treated as normal, but critical failures are ignored. A successful check causes one damage per success to the target model. Normal fail: action is wasted, but no other effect Critical fail: roll a d10 per each net failure against the source’s Defense for damage.
Probe Range: 16”, LoS not required. Action 1 (Target’s Defense) This ability allows players to read the mind of an opposing crew leader within 16”. This action does not require line of sight. A Psionic check is made against the Defense of the target crew leader, and for every success greater than the leader’s INT value, an Order token is stolen from him/her and given to the attacking player’s leader. When used as Teamwork, one model is selected as the source for determining range, and all other models contributing to the dice pool must be within the range of the source model. Critical successes are treated as normal. On a critical failure, a d10 is rolled against the Defense of the source model for each net 1 rolled (after comparing successes). A critical success on this roll is treated as normal, but critical failures are ignored. On a successful check, no damage is done to the target model. Instead the attacking player may choose one of the following three results: • Steal one enemy Order Token (Target model must be opponent crew leader) • Gain one of the target enemy’s Psionic Powers to use before the end of the attacker’s next activation. • Temporarily a Feature ability of their choice from the target model that lasts until the end of the attacker’s nextlearn activation. Normal fail: action is wasted, but no effect Critical fail: Player of the target model may choose one of the three above results as applicable.
Power Blast Range: 12”, LoS required. Attack 1 (Target’s Defense) This ability creates a surge of energy that targets the Defense of all opponent models within 12” of the srcinating model. This attack requires line of sight between the attacker and target model(s). All targets
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should be declared and dice allocated before any are rolled. A Psionic check is made against the Defense of the target(s), and for every success, one point of damage is done. Shield checks apply. When used as Teamwork, one model is selected as the source for determining range, and all other models contributing to the dice pool must be within the Command Range of the source model. Critical successes are treated as normal. In addition, a critical success causes Knockdown to all models in range, regardless of whether they are wounded by the Power Blast or not. Only one critical success is required to activate Knockdown. More than one critical success does not cause additional Knockdown. On a critical failure, a d10 is rolled against the Defense of the source model for each net 1 rolled (after comparing successes). A critical success on this roll is treated as normal, but critical failures are ignored. A successful check causes one Body damage per success to the target model. Critical success: target model suffers Knockdown, even if they are not damaged. Normal fail: action is wasted, but no effect Critical fail: roll a d10 per each net failure against the source’s Body Defense for damage. Source also suffers Knockdown whether damaged or not.
Scan Range - 16” Action 1 (Target's Defense) A successful check identifies the target's position and its weaknesses, reducing the target's effective Defense and Shield value by one. Critical success: target suffers a Defense and Shield reduction of two. Normal fail: action is wasted, but no effect. Critical failure: temporary mental backlash causes any attacks or skill checks the psion’s attempts that activation to suffer a minus one modifier.
Telekinesis Range 8”, LoS required Action 1 (Target 4 - Self; Target 6 - Ally or Terrain) This ability allows models to move themselves, or other objects within 8”, around the table surface. This action requires line of sight with the model/object being moved, and may only be used once per activation. This movement is considered Flying when taking terrain into account; however, it may not be used to engage other models. Activated models moved in this manner may use the Run and Gun rule to perform a ranged attack. The target number for this action varies based on what is being moved. Attempting to move one’s self has a target of 4, moving an ally or piece of terrain has a target of 6, and moving an enemy has a target of 8. The distance an object moves varies based on relative base size. Objects of the same base size or smaller than the source may be moved up to 3” per success. Objects on larger bases may be moved up to 2” per success, but any object with a footprint larger than a 50mm base may be moved only 1” per success. When used as Teamwork, one model is selected as the source for determining range, and all other models contributing to the dice pool must be within the Command Range of the source model. Critical successes are treated as normal. On a critical failure, a d10 is rolled against the Defense of the source model for each net 1 rolled (after comparing successes). A critical success on this roll is treated as normal, but critical failures are ignored. Objects and models may not be moved off the table in this way and stop instead at the table edge. On a successful check, objects on Small bases may be moved up to 3” per success. Objects on Medium bases may be moved 2” per success, but any object on a Large base or larger may only be moved 1” per success. Normal fail: fail: ignored, action is action wasted, no effect. Critical is but wasted, but no other effect. ••• Attack 1 (Target’s Defense) On a successful check, objects on Small bases may be moved up to 3” per success. Objects on Medium bases may be moved 2” per success, but any object on a Large base or larger may only be moved 1” per success. This action does not cause damage unless the movement causes the target to suffer damage from Falling or the target would strike an object. Models striking terrain or other models in this manner incur damage as from Falling.
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You may not use Telekineses to move models off the table. They only move to the appropriate table edge and stop. Normal fail: action is wasted, but no effect Critical fail: source model takes no damage, but suffers Knockdown.
[SECTION 10]
VEHICLES For the sake of gameplay, vehicles and their controlling pilots, riders, gunners, or other operators, are considered all one model. These vehicle operators may not disembark from the vehicles during an encounter and are considered lost if the vehicle is removed from play. The one exception to this would be passengers. Vehicle Types indicate the chassis or mobility of a particular vehicle. All of the benefits and restrictions of the chosen type apply to the vehicle as listed in the Features section. All vehicle types except for Flyers are considered ground-based and are susceptible to terrain restrictions as any other model. VEHICLE TYPES Cavalry - beast mounted riders Flyer - vehicles equipped with antigrav, airfoils, or are otherwise airborne Mech - vehicles moving on legs or other pseudopod appendages Tracked - vehicles with treads or other caterpiller-like mobility Wheeled - bikes, trucks, or other ground based mobility VEHICLE SIZES Vehicles may be mounted on medium sized bases or larger. Larger vehicles need not be mounted on a base but are still considered “large”. M - Medium base - one and a half times to up to twice the size of a human model, like Neiran L - Large base - twice the size of a human model or larger, like an Edo Undermind CAVALRY MODELS Riding animals and beasts of burden are popular on many planets which are used to travel in regions that may be too rough for ground vehicles, or where their natural abilities to detect resources or danger are more useful than a vehicle's speed or armor. Riders and their mounts are a special vehicle type and are considered Living making them susceptible to terrain and environmental effects. Cavalry models may perform Vehicle Movement as any other vehicle, including maneuvers, as detailed below. Mounts may carry up to one passenger if the creature is at least one base size smaller than the mount’s base size without requiring the Transport feature. Cavalry models may not collide with other models, but may receive a collision from other damaged vehicles. VEHICLE PASSENGERS Some vehicles have the Transport feature and may load and off-load passengers at any point during it’s turn. A vehicle must come to a complete stop in order for passengers to embark or disembark safely. Passengers may disembark from a moving vehicle but will take damage as Falling or Collision from the distance traveled by the vehicle. All passengers traveling in a vehicle that is removed from play for any reason are considered lost for the purpose of victory considerations. VEHICLEperform ACTIONS Vehicles actions as any other model but some actions may be restricted by a vehicle’s type or armament. For example a mech vehicle with legs may perform a Jump action, but vehicles with treads or wheels may not. Depending on the configuration of the vehicle, most pintle mounted weapons have a 45º arc of fire on the facing where they are mounted and turret weapons may fire in any direction like other models. VEHICLE MOVEMENT For a single action, vehicles may be moved in a straight line up to their Movement distance in inches. A vehicle may not voluntarily move off a table edge unless forced to do so by Panic. If a vehicle that is not
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Panicked would be moved off the table for any reason, it stops at the table edge. See the section on Terrain for how movement may be affected by ground features. Acceleration Vehicles that moved their full movement distance or more the preceding turn are considered to be “In Motion” and must travel at least their full movement again the current turn. Vehicles In Motion may not make a turn but must travel in a straight line, unless making a successful Maneuver check, until they can decelerate on their next turn. See Maneuvers for additional details. Turning Vehicles that travel at least their full movement distance may make one turn up to 45º anywhere along the movement distance. Vehicles may move, turn up to 45º, and move their remaining distance. Optionally, the vehicle may begin or end its move with up to a 45º turn. Maneuvers Using the pilot, rider, or controller’s Technical skill during its movement action the vehicle may make one Maneuver check at target 7 as an additional move action. To make a maneuver check, the vehicle must be able to travel at least its full movement distance. For each success scored, the vehicle may make one Maneuver anywhere along the total distance of the movement. For example, a Rocket Bike with a Mv of 10” travels 16” using two actions it’s previous turn. Since it is considered In Motion, it must travel at least 10” this turn but may also make a Maneuver check as its second action during the movement. The player rolls three successes and may make three Maneuvers. See the Maneuvers list for results.
• • • •
Counts as one Maneuver One turn up to 45º at any point along the movement path Accelerate - moves additionally up to 1/2 its Movement distance Decelerate - reduces up to 1/2 its Movement distance if In Motion Jink/Roll/Skid - slips the Base-width of the model either left or right along the movement path
asup two One turn to Maneuvers 90º at any point along the movement path • Counts • Accelerate - moves additionally up to 3/4 its Movement distance • Decelerate - reduces up to 3/4 its Movement distance if In Motion • U-Turn - makes its full move and then skids 180º to a full stop, may move normally next turn COLLISIONS Cavalry models may not collide with other models, but may receive a collision from other vehicles. Vehicles that make contact with other models when traveling at least half their movement rate or more have the chance of damaging themselves and other models they hit. This damage is resolved as an attack against the Body Defense value of the colliding models. For every 3” moved (round down), the damage roll gains a d10 and does 1B damage. Damage rolls against models stuck by other models on a larger base receive an extra d10 for every step in base size. If a colliding model is on a base large enough to hit more than one model, it hits all eligible models. For example a model that moves 8” would suffer a 2d10 attack versus its Body Defense. Any models struck by the colliding model would also suffer a 2d10 attack versus Body Defense. If the colliding model was on a large base and the model struck was on a small base, an additional 2d10 would be added to the damage roll versus that smaller model, for a total of 4d10. In that same situation, but at a distance of 9”, the colliding model would suffer 3d10 and the model being hit would be subject to a 5d10 roll. If a smaller model collides with a larger model, both models take an attack versus Body Defense based only on the distance moved by the smaller model. Larger vehicles, with a base or “footprint” twice the size or larger, that collide with smaller based models push through them. The models struck take any necessary collision damage first. Surviving models are then moved to the edge of the path of the larger moving vehicle and are considered knocked down. The larger vehicle makes whatever full move is required and works out any additional collision results as necessary. Once damage is determined, if the collision damage exceeds the Life value of the vehicle, roll on the Vehicle Critical Damage Table below.
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VEHICLE COMBAT Combat between vehicles or vehicles and other models is worked out normally as described in ACTIONS. The following special cases are taken into account when models perform actions in special circumstances. Shooting At Passengers An attacking model may target any passengers inside a vehicle for ranged attacks if any are visible and in LoS to the attacking model. The attacking model makes their attack roll at disadvantage. Passenger models in vehicles benefit from Cover as with terrain. Passenger models with their own shielding value from Envirosuits, personal force fields, or the psionic power Force Field can be used to protect themselves from damage. This shielding does not stack with any shielding for the vehicle itself. Shooting At Vehicles If a non-vehicle model fires a weapon at a moving vehicle makes attack rolls at disadvantage if that vehicle traveled its full movement rate or more during the current or previous turn. This penalty does not apply if the vehicle is moving directly toward or directly away from the firing model. CRITICAL DAMAGE TO VEHICLES If a vehicle is struck by gunfire, another model of equal or larger base size, an exploding grenade, a Specialist Weapon, etc., and takes enough Body damage by the single attack to disable the vehicle, the attacking player rolls on the Vehicle Critical Damage Table. For each point of damage done beyond the Body threshold add +1 to the roll. For example, a tank that has a Body rating of 2 takes 4 points of damage from a salvo of Sonic Blaster Cannon fire, the attacking player rolls 1d10 and adds 2 to the result. Vehicle Critical Damage Table 1-2 No additional effect 3-4 Accelerates out of Control - immediately takes its full movement in a straight line, work out any collisions that occur if the vehicle contacts any other models 5-7 Wild Careening - makes a double move and three random Maneuvers, work out any intervening collisions as normal 8-9 Vehicle Burning - vehicle catches fire, comes to a stop, and remains in play until extinguished 10 Explodes - All models within 3” of the vehicle take a Pwr 7 hit doing 1B damage and is burning Vehicles Burning If a vehicle is hit by weapons causing the burning condition they remain on fire until it is extinguished. Each passenger in open-topped or exposed vehicles will suffer one Pwr 5 attack for 1 Body damage at the start of every turn they are in the vehicle while it is burning. Envirosuits, personal force fields, or the psionic power Force Field can be used to protect passenger models from burning. See the condition Burning for more details. FLYING MOVEMENT Vehicles with the flying ability may move over other models, barriers, and ignore rugged and impassable terrain. However, they may not end their movement on top of other models or impassable terrain, they must stop at the nearest edge. When not moving, Flying models hover along close to the ground, and so, are within reach of other models. A Flying model may perform a Charge action, but without the bonus Movement distance. Any Flying model that is disabled will crash. Crashing Flying models that are disabled will immediately take an uncontrolled movement 1d10” forward in a straight line and collide with any intervening models and the ground. Work out collision damage as normal. Models on the ground struck by crashing flying vehicles will also take collision damage as detailed in the Collision section.
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VEHICLE BUILDER Vehicle models provide mobility to riders or crews as transports, fighting platforms, or as mounted cavalry. This section will allow you to choose a Vehicle Template and modify it by spending points to upgrade and customize your vehicle. Vehicles may make advancement during campaigns to improve Abilities by spending Upgrade points just as other models do.
CHOOSING A VEHICLE TYPE Each vehicle has a baseline Template that you may select to begin building a customized model. Once you choose a Template you may then spend Upgrade Points to apply various adjustments to Aabilities and Features making your vehicle unique. Finally you will select weapons and gear for the vehicle to equip it for its encounters.
Name - Vehicle Type Mv
STR
AGL
IN T
6
2D+0
2D+0
2D+0
De f
L if e
7
5
S iz e
Pt s
M/L
Features
UPGRADE POINTS Starting Vehicles have 10 Upgrade Points to spend on any of the attributes and features. Maintenance increases a Vehicle’s attribute ratings and modifiers beyond the starting template. For 3 Upgrade Points you may increase the dice of an attribute by 1. For 1 Upgrade Point you may increase the modifier of an attribute by 1. Each Upgrade Point spent on Attributes raises a model’s point value by the same amount.
UPGRADE MAXIMUMS Vehicles may only ever upgrade their Ability ratings and modifiers up to the amounts shown here. Once a starting Vehicles is upgraded, if the stats are less than the maximums shown, they may only be increased further by earning additional Upgrade Points by surviving encounters. See HEROES IN CAMPAIGNS for more details. Vehicle Move maximums are dependent on Base Size: M - 8” | L - 10”. Vehicle Abilities may only be increased up to 4 Dice and up to +3 for modifiers. Vehicle Defense may only be increased up to 9. Vehicle Life maximums are dependent on Base Size: M - 8 | L - 9
CHOOSING FEATURES Features represent talents, abilities, or special training inherent to the crew of the Vehicle. Starting Vehicles are granted a bonus Feature from the list for free. Features have type restrictions and you may only select the indicated Features for that type from the list. Some types may come by a particular Feature either rarely or by great effort, these are listed as x2 and cost twice the Upgrade Points listed for a model of that type to select that Feature. Once a Feature is assigned it is permanent and may not be changed from game to game. Each Feature selected also increases the requisition points total of the Vehicle by the same amount just as Attribute upgrades. For example, if you spend 2 Upgrade Points for the Quick Feature their requisition points cost increases by 2. A Vehicle may be given each Feature only once unless it specifically indicates the ability “stacks”. For example, you may spend 2 upgrade points for your Vehicle to have Sure Footed [2] or 3 points for Sure Footed [3]. The following chart shows the cost for each Feature along with which model type may choose that Feature. Full descriptions of the following Features are included in the FEATURES section.
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Abi l i ti e s
Co s t
C av
Fl y e r
M e ch
Tr a cke d
Wh ee l e d
Add 1 inch to Movement - stacks
2
•
•
•
•
•
Add 1 to Defense - stacks
2
•
•
•
•
•
Add 1 to Life - stacks
2
Fe a tu r e s
•
Co s t
Armor Piercing
3
Bonded(Neiranonly)
•
Fl y e r
•
2
Killer Born
•
C av
•
M e ch
•
•
Tr a cke d
•
Wh ee l e d
•
•
•
1
•
•
•
•
•
Brainiac
1
•
•
•
•
•
Brave
1
•
•
•
•
•
Burrow
2
Chameleon
3
Chameleon, Enhanced
• •
6
•
Coldblooded
2
Commanding Presence
•
•
•
•
•
•
•
•
•
•
•
•
2
Combustible
•
•
•
•
•
•
Controlled
3
•
•
•
•
•
Dependable
1
•
•
•
•
•
Disciplined
2
•
•
•
•
•
Doc
1
•
•
•
•
•
Deadeye
1
•
•
•
•
•
EMP Burst
1,2,3
7,15,23
Fearless Ferocious Fixed Weapon
3
•
3
•
-1 3
Focused
•
3
•
•
• •
•
• •
•
•
•
• •
•
•
• •
• •
• 3
• •
•
•
2
Infiltrator
•
•
Fly
Cloud Ink
•
•
• •
•
• •
•
• •
Knack
2
•
•
•
•
•
Knockback
3
•
•
•
•
•
Leader
3
•
•
•
•
•
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Abi l i ti e s
Co s t
Master Mechanic
C av
1
•
Minder
•
•
• •
•
•
Wh ee l e d
• •
•
9,17,25
Tr a cke d
•
•
1
Neuro Pulse
M e ch
•
3
Natural Leader
Fl y e r
•
•
•
•
•
•
Quick
2
•
•
•
•
•
Scary
3
•
•
•
•
•
Spotter
2
Goo Sticky
3
Stinger
Shot Sure
2
Weapon Specialist
•
2 2
•
•
•
•
3
• •
•
•
• •
•
• •
• •
•
•
•
• •
•
•
• •
•
•
•
•
Tough Uplink Node
• •
1
•
•
2
Tactician
• •
•
•
Surgical Strike
Savvy Tech
•
• •
•
• 2
• •
•
3 1
• •
2
Strafing Fire Sure Footed stacks [1] -
• •
• •
•
•
CHOOSING VEHICLE EQUIPMENT Equipment allows or enhances a vehicle’s interaction with other models or with the playing surface. Weapons enhance a vehicle’s Attack Actions and gear enhances Operation Actions. Some gear may enhance attacks as noted in their individual descriptions. A vehicle’s equipment allocation is a bit different from other models. The vehicle’s AGL value still determines how much equipment it can carry. A vehicle gains two equipment “slots” for each die of its AGL value. Vehicles are permitted to use their equipment slots for either weapons or gear as they wish due to their mechanized capacity to carry greater loads or armament. So a vehicle with an AGL of 4 effectively has 8 total slots to spend on either weapons or gear interchangeably. Most vehicles as well as equipment require some form of energy to operate and is considered to be “Energized” which makes it subject to attacks from EMP Bursts and Energy Drain attacks unless otherwise noted on the GEAR and WEAPONS tables.
VEHICLE EQUIPMENT Vehicles may be equipped with any Gear or Weapons, from the following tables for the points values listed.
56
VEHICLE GEAR TABLE G EAR
F a cti o n
Sp e ciaRlu les
En e r g iz edC
ost
DEFENSES ChameleonScreen
Force Field LazSteel Plating Lead Shielding
GCW,Neiran
All All All
GrantsEnhancedChameleon
Grants Shield 2 for Body
N
Y
2
Grants +2 Body Shield (stacks with Force Field or Xenon Insulation) Grants +1 Shield
6
N N
MantleArmor
Edo
Grants1ShieldforBody&
XenonInsulation
All
Grants+1BodyShield(stackswithLazSteelPlating)
2 1
N
2
N
1
COMBAT AIDS InfraredOptics
All
Reducestarget’sCoverratingby1
TargetingArray
All
+1modifieronMarksmanshipchecks
Smoke Screen Launcher
All
N
1 Y
1
[R5] Template, provides Cover [2], blocks LoS
N
3
May reroll one failure on either Engineering, Medicine, or Technology checks; melee attack success drains energy weapons
Y
15
ENGINEERING AND TECHNICAL AIDS Extraction Tool
NightVision Scanner
Mekkus
All All
NegatesenvironnementpenaltiesforDark
Y
+1modifiertoTechnologychecksforSearch&Rescue; ignores Chameleon penalty and is only -1 to Enhanced Chameleon
1 Y
5
OnboardComputer
All
+1modifiertoTechnologychecks
Y
1
MaintenanceSystem
All
+1modifiertoEngineeringchecks
Y
1
Computer Backup
All
Repairs point 1 ofdamage
N
1
EngineerOperator
All
Repairs1pointofBodydamage
N
1
SPECIAL Deepstone Core DeepOrbNode
All Edo
Bonus Psionic power; additional +1 modifier to Psionic checks, psionics only Additional+1modifiertoPsionicchecks
N N
7 1
VEHICLE GEAR Players itemsto not already spending the requisition list if themay itemchoose is available their crew.equipped Each itemby may be equipped only oncecost pershown model.on the equipment Computer Backup - This is a one-use item that restores damage to vehicle computer systems. By performing a Use Item action the data heals 1 point of damage to the computer systems. Chameleon Screen - (GCW, Neiran) Grants the vehicle the Enhanced Chameleon feature. Deepstone Core - (All) While Ultonium is most commonly processed from ore, pure Ultonium crystals occasionally occur. While highly prized as a fuel source, these crystals can also be attuned as foci for
57
vehicle operators with psionic powers. These powerful crystal cores installed in vehicles not only grant the bearer a +1 modifier to their Psionic checks, but enable them to select one additional Psionic ability than they would normally be allowed. Deep Orb Node - (Edo) Perfectly round spheres of pure Ultonium installed in vehicle power cores provides a +1 modifier to its Psionic skill check rolls. Engineer Operator - (All) This cluster of microbots is a one-use item that expends itself to seal hull breaches or patch vital systems. By performing a Use Item action, Engineer Operators repair 1 point of Body damage to vehicles. Extraction Tool - (Mekkus) - An Extraction Tool allows a model to re-roll one failure when making an Engineering, Medical, or Technology check. Operational action (Engineering, Medicine, Technology) Allows a model to re-roll one failed attempt at either Engineering, Medicine, or Technology Skill checks. ••• Melee attack action (Target’s Body Defense); Power 3, Reach: 0-2 Successful attack causes 1 damage Normal fail: action is wasted, but no effect Critical successes and failures: as normal. ••• Energy drain attack action (Target Body Defense); Power 3, Reach: 0-2 Successful melee attack does no damage, but drains energy from one item of the target model’s powered equipment (weapons, techpads, personal force fields, etc.) making it ineffective during the target model’s next activation as it recharges. The equipment is otherwise undamaged and may be used on subsequent activation phases. Only one equipment item (weapon or gear) may be nominated a target for energy drain attack. Modelsas with an extraction tool canper gain back either one Body or damage (as declared before attacking) per successful use of its energy drain attack. Equipment that is not Energized or immune to EMP attacks is immune to this energy drain. Normal fail: action is wasted, but no effect Critical successes and Critical failures are as normal. Force Field - (All) This large generator unit creates a protective power field immediately around the vehicle. The field grants an additional shield rating of 2 against Body attacks. Infrared Optics - (All) This gear reduces a target’s Cover rating by 1, including models that are Hidden. Heat signatures from both Living and Robots can be detected. LazSteel Plating - (All) Made of durable and lightweight laser treated steel, this plating is resistant to even energy attacks. It grants the vehicle an additional shield rating of 2 against Body attacks. Lead Shielding - (All) Lead shielding protect the vehicle against attacks. Models with Lead Shielding receive 1 point of Shielding. Maintenance System - (All) Gives a +1 bonus to a model’s Engineering checks. Mantle Armor - (Edo) This plating is fashioned from exotic metals embedded with Ultonium spheres, Edo mantle armor grant the vehicle a shield rating of 1 against both Body and attacks. Night Vision - (All) Vehicles may be quipped with sensors or built-in optics which ignores the effects of fighting in the environment condition Dark. Onboard Computer - (All) Gives a +1 to a model’s Technology checks.
58
Scanner - (All) Scanners allow a vehicle to detect other nearby beings, objects, or creatures. A scanner grants a +1 modifier to a model’s Technology roll when using it for Search and Rescue. A model with this gear also ignores the Chameleon -1 modifier and suffers only a -1 against creatures with Enhanced Chameleon ability. Scanners may detect hidden models within 8” on a successful Technology roll target 7. Smoke Screen Launcher - As a free action, vehicles with this item may produce a gaseous cloud of smoke the same size as an [R5] Template. The smoke cloud dissipates at the end of the following turn. The smoke is so thick models in base-to-base contact or within it are considered obscured and receive Cover [2]. The smoke can block LoS for any models not in base-to-base contact with it. Targeting Array - (All) Gives a +1 bonus to a vehicle’s Marksmanship checks. Xenon Insulation - (All) Xenon Insulation is often fashioned into lightweight panels or laminated plating. Xenon Insulation may be combined with LazSteel for additional protection.
VEHICLE WEAPON TABLE WE A PO N
Fa c t i o n
P wr
Melee
R e ac h
R ange Max Type Rng
Lazblade
GDF, Lancers
5
Y
0-1”
-
Pincers
All
6
Y
0-1”
-
Dmg
S pe c i aRl u l e s
-
1B
+1B damage vs. Living
-
1B
-
Co s t
MELEE WEAPON
PowerRam
All
5
Y
0
-
-
LoS
16”
1B
+1Meleemodoncharge,-1DtoCollisioneffects
6 4 7
RIFLES Arc Rifle
Edo
5
Y (-1)
Gamma Disruptor
GDF, Lancers, Mekkus
5
Y(-1)
Gamma Disruptor, Heavy
GDF, Lancers, Mekkus
6
N
NeuRifle
All
5
NeuRifle, Heavy
All
6
(-1) Y
0 0
0
0
LoS
16”
LoS
LoS
1B 1B
20”
16”
-1totarget’sShieldrating(min0)
2B
1M
Bonus Arc attack
7 7
-2totarget’sShieldrating(min0),FiresTwice,-1” Move
15
-
6
N
0
LoS
20”
2M
Fires Twice, -1” Move
12
0
LoS
16”
1B
+1B damage vs. Living
7
Particle Beam Rifle
GDF, Lancers, Mekkus
5
(-1) Y
Particle Blaster, Heavy
GDF, Lancers, Mekkus
6
N
PulsarRifle
GDF,
6
Y (-1)
0
0
LoS
LoS
24”
16”
2B
1B
+1Bvs.Living,FiresTwice,-1”Move
+1B damage vs. Robots
14
9
Mekkus Pulsar, Heavy
GDF, Mekkus
7
N
Slugger
GDF, Lancers
4
Y(-1)
Slugger, Heavy
GDF, Lancers
5
N
Sonic Blaster
GDF, Lancers
5
Y(-1)
0 0
LoS 0
0
LoS
LoS LoS
24” 16” 24” 16”
59
2B 1B 2B 1B
+1Bdamagevs.Robots,Firestwice,-1”Move ImmunetoEnergyDrain/EMP Immune to ED/EMP, -1” Move Knockback,knockdownoncrit
15 5 11 12
WE A PO N
Fa c t i o n
Sniper Rifle
GDF, Lancers
VoidRifle
All
P wr
Melee
R e ac h
R ange Max Type Rng
6
Y (-1)
0
LoS
*
N
0
LoS
16” 16”
Dmg
S pe c i aRl u l e s
1B/L 2B/S
Armor Piercing
Void
Affects1targetmodel,seeVoidweaponeffects
Co s t 14 16
RAPID FIRE - Specialist Weapons Autopulsar
GDF
7
N
-
LoS
20”
1B
+1B damage vs. Robots, can double rate of fire
15
Autoslugger
GDF, Lancers
5
N
-
LoS
20”
1B
Candoublerateoffire,Immuneto Energy Drain/EMP
11
Particle Multiblaster
GDF, Lancers, Mekkus
6
N
-
LoS
20”
1B
+1Bdamagevs.Living,can double rate of fire
14
6
Y
0
LoS
12”
1B
Bonus Arc attack
UNIQUE WEAPONS Arc Rod
Edo
EMPBurst
GDF, Lancers, Mekkus
*
Y
varies
AoE
varies
Spec
Neuro Pulse
GDF, Lancers, Mekkus
*
Y
varies
AoE
varies
1M
S
8”
1(+3) B
9
R4”Pwr31+1 R8” Pwr 4 2+2 R12” Pwr 5 3+3 drains power from bots & weapons, lose turn
7 15 23
R4”Pwr41+1 R8” Pwr 5 2+2 R12” Pwr 6 3+3
9 17 25
TEMPLATE WEAPONS - Specialist Weapons Arc Ray Cannon DeepGrenade
Edo
7
All
*
N
-
N
-
R3
8”
Void
Bonus Arc attack
17
Initiativechecktarget7,successcauses
21
knockdown, failure removed from play Flamethrower
All
7 (5)
N
-
S
8”
2(+2) B
Models in sealed suits (including all robots and cyberforms) reduce damage to 1(+1) with Pwr 5 Causes Burning [R5] area
16
Gamma Disruptor Cannon
Neiran
7
N
-
R3
24”
2(+1) B
-3 to target’s Shield rating (min 0)
21
Grenade
All
7
N
-
R3
8”
1(+1) B
Non-specialistequipment
Particle Beam Cannon
GDF, Lancers, Mekkus
7
N
-
L
24”
2(+1) B
+1B vs. Living, continues to next target in line if successful
Rocket Launcher: Arc Burst
GDF, Lancers, Mekkus
7
N
-
R5
24”
1(+3) B
Bonus Arc attack
Rocket Launcher: Neuralizer
GDF, Lancers, Mekkus
7
N
-
R3
24”
1(+2) M
-
16
Rocket Launcher: Particle Burst
GDF, Lancers, Mekkus
7
N
-
R3
24”
1(+2) B
+3B damage vs. Living
19
Rocket Launcher: Void Burst
GDF, Lancers, Mekkus
*
N
-
R3
24”
Void
See Void weapon effects
22
Sonic Blaster Cannon
GDF, Lancers
7
N
-
S
8”
2B
Knockback, knockdown on crit
20
Void Cannon
All
*
N
-
R5
24”
VEHICLE WEAPONS
60
Void
See Void weapon effects
14 21
20
26
LazBlade - This energized blade is mounted on a mechanical support and may make Melee attacks at models in proximity to the reach of the support. Pincers - Mechanical claws may make melee attacks or perform operational actions to manipulate objects in the environment. Power Ram - This energized punch is reinforced to facilitate collisions during ramming. The ram absorbs 1D of collision damage when making contact with enemy models or terrain in a melee attack. This does not apply if the model is crashing or out of control.
[SECTION 11]
MISSIONS Before each encounter, players choose a Crew Mission. All available missions are detailed on the following pages. OBJECTIVES Some missions call for players to secretly select a location or crew member (opposing or their own) as part of their mission objective. The selecting player should write down the name or clear description of the selected target and place the paper in a convenient location. When it comes time to reveal a selected target, the information written on the paper should be made known to all players. OBJECTIVE TOKENS Some missions have objectives represented by tokens. Objective Tokens for locations may not be moved once placed. Unless specified otherwise, all other objectives may be possessed by any player’s crew. If a crew member possessing an Objective Token is removed from play as a casualty or becomes Panicked, the Objective is placed on board where thebypossessing crew last with located. Crew members mayToken take possession of the an Objective Token moving into basemember to base was contact the token. MISSION DETAILS Guidelines for completing the objectives are listed in each mission with special rules for making necessary skill checks and taking other actions to achieve success. OBJECTIVE POINTS Most missions reward Objective Points as a bonus to normally awarded Battle Points detailed in the Ending the Game section. This is represented as a percentage of opponent crew size, rounded to the nearest whole number. Crew size is the total number of Requisition Points for all crew members and upgrades. Some Objective Points are awarded to opponent crews representing their attempt to either thwart the opposing mission, or to have successfully avoided its effect. If there is more than one opponent, and unless stated otherwise, the largest crew size is used to determine Objective Points. MISSION ALTERNATIVES Some missions have alternate Objectives or additional elements that make individual encounters unique. Some mission alternatives award additional bonus points or special rewards for successfully accomplishing them. CAMPAIGN BONUS AWARDS Some missions award Campaign Points as a bonus to crews who select one of the listed missions for their next encounter in a campaign series. Requirements are detailed for achieving these bonus Campaign Points. They are earned upon the completion of the next encounter if the listed mission is selected in the Campaign. ______________________________
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ABDUCTION The Outer Reaches is filled with valuable personalities, dignitaries, rival corporate agents, and outlaws of all kinds. Bounties, warrants, and depositions are a fraction of the reasons citizens may find themselves bound. Neiran raiding parties seek gladitators and arnts to fill their ranks, where Edo and Mekkus may target choice specimens for dark biological experiments. OBJECTIVE The crew is to select and subdue an opposing crew member and have control of that model in their own deployment zone at the end of the game. DETAILS Crew subdues a secretly selected target model by removing the final point of Body or using a melee attack. The model then becomes an Objective Token in possession of one of the attacking models. An abducted model is considered alive and uninjured at the end of the game, but is no longer part of their srcinal crew. OBJECTIVE POINTS Abducting crews in possession of the objective token at the end of the game receive: 3 Objective Point for the abducted model 2 Objective Point bonus if the target model is declared to the opponent at the beginning of game 1 Objective Point to the target player if for any reason the objective token of the target model is not in possession of the abducting player at the end of the game. SECRET PLANS ALTERNATIVE If the abducted crew member has the Secret Plans equipment item. 1 Objective Point of the opponent’s crew size is awarded if the target model is controlled at the end of game. In addition, the abducting player receives the Secret Plans upgrade and chooses which robot or equipment upgrade the plans detail. Once chosen, the Secret Plans upgrade may not be changed. CAMPAIGN BONUS AWARDS Abducting Crew: Escort:+1 Campaign Point whether the Escort Mission is accomplished successfully or not. Target Crew: Search and Rescue:+1 Campaign Point. In addition, the abducted model is returned to it’s srcinating crew if successfully rescued. ______________________________
ESCORT OBJECTIVE Dignitaries, envoys, or government officials, many times have excursions onto dangerous territory. Couriers may be delivering dispatches. Scientists may be performing research. Experimental robots may need special deployment. Even alien leaders may have officials in need of protection en route to critical rendezvous. The crew’s mission is to escort a crew member to a selected point on the table by the end of the game. DETAILS The Escort detail must deploy within a 12” arc at one corner of the table. After all crews have been deployed, the Escort player secretly selects one crew member to be escorted, then places an objective marker within 12” from the opposite corner. If the selected model was abducted in the previous encounter, it may not use any attack abilities during the game, but is otherwise handled as normal by the controlling player. OBJECTIVE POINTS If the selected crew member is within 2” of declared the objective marker at theof end the game, crew receives Objective Points. If the selected crew member was at the beginning theofgame to thethe opposing player,3the Escort player will receive 2 bonus Objective Points. If the escorted model is not within 2” of the objective marker at the end of the game, all opponents receive 3 Objective Points. CAMPAIGN BONUS AWARDS Players receive a +1 Campaign Point bonus if they successfully complete Colonize or Sabotage as their next mission. ______________________________
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INVASION OBJECTIVE Settlements, mining camps, and survey stations, are easy pickings for shrewd raiders looking to make an easy mark. Colonies of settlers are often raided for supplies, taken as slaves, or harvested for vile and nefarious biological experiments. Many settlers flee when facing raiders, however some enlist mercenaries to mount a defense, or employ fodder as a diversion while they make a hasty retreat. In this mission, crews attempt to take control of an opposing crew’s territory. DETAILS After all crews have been deployed, the player with this mission selects a location within an opponent’s deployment area. Once a location is identified, a location marker is placed on the table where it will remain for the rest of the game. This location may be an open area of ground or a special terrain piece. The goal of the Invading crew is to have control of the objective marker at the end of the game. OBJECTIVE POINTS Control of the claimed location is determined by adding the total non-Panicked models within 6” of that point. If the Invading crew has more models than all opponents combined at the end of each Upkeep phase, they receive 1 Objective Points per turn. If at the end of the game, the invading crew does not have any non-Panicked models within 6” of the claimed location, they lose all previously earned Objective points. CAMPAIGN BONUS AWARDS If the invading player wins the game, they may spend 2 Campaign points to eliminate a base previously established by the current opponent with the Colonize mission. The invading player receives a +1 Campaign point bonus if they successfully complete Colonize as their next mission. Invaded players receive a +1 Campaign Point bonus if they successfully complete Sabotage as their next mission. Invaded crews that are defeated in this encounter choose one of the following conditions that apply to their next mission. -1 casualty chart rolls -1 to Crew Initiative on next game Reinforcements cost 1 additional requisition point Equipment upgrades cost 1 additional point ______________________________
RECOVERY OBJECTIVE Peril. It is the hallmark of the Outer Reaches where personnel and equipment may fall into the most dire circumstances. Artifacts and relics await discovery. Exploration team members may be trapped. Weapons or ultonium shipments may be abandoned. Combot or Mekkus heuristic cores containing valuable data may be stranded. Vast private paramilitary organizations like the Galactic Recover Agency subsist on salvage and rescue operations for a variety of mining, survey, and exploration, operations. In this mission, crews are attempting to recover a lost object or crew member. DETAILS Crews with this mission select one equipment upgrade or crew member normally available to them by requisition. This choice becomes the target of their search. The total requisition value of the object may not be more than 25% of their crew size in requisition points. If the crew is searching for a crew member abducted in a previous mission, the points restriction does not apply. After all crews have been deployed, the player with this mission places location markers on the table equal to the total number of players plus one. The location markers may be Objective tokens placed on open ground or a special piece of terrain. These locations may not be within 12” of the Searching player’s deployment area or within 6” of one another. Once placed, these location markers will remain for the entire encounter. After all search location markers have been placed, each opposing player secretly selects one of these locations to be booby-trapped with a one-time, small round template attack of 3+2 Pwr 5. Opposing players may not confer with one another when selecting a location. If the same location is selected more than once, it still only results in a single
63
attack. This attack happens when a model comes within 1” of the trapped location. Opposing players must declare a trapped location before any search attempts are made. If they fail to do so, the attack opportunity is lost. When the Searching player has a crew member(s) within 1” of a location marker, they may search by performing a Skill Check action, using the Technology skill at target 7. Only one check per location, per turn, may be made. Teamwork and critical successes are treated as normal, but if a critical failure ever results from one of these checks, that location may no longer be searched. The crew finds what they are looking for once they accumulate ten total successes. The location where the 10th success occurs is where the object is found. If the object being searched for is an equipment upgrade, it is immediately assigned to one of the searching crew members and follows the normal rules for equipment upgrades from that point forward. If the object is a crew member, it immediately becomes part of the crew and may be activated on the following turn. OBJECTIVE POINTS If the searching player finds what they are looking for, they receive 4 Objective points. If that object ends the game back in the crew’s deployment area, the Objective point award increases to 6. CAMPAIGN BONUS AWARDS If the recovery object is a crew member and the next mission selected is Escort or Colonize the crew is awarded +1 bonus Campaign point at the beginning of that mission. If the object is an equipment upgrade and the next mission selected is Invasion or Sabotage the crew is awarded a bonus roll on the Relics Table. ______________________________
SABOTAGE OBJECTIVE Equipment is critical to operating in the Outer Reaches. Gear, bots, and vehicles of all kinds are critical for survival in such a hostile environment. Transmitter arrays are crucial to relaying communication and important for news all across the Outer Reaches, and disabling them may be the edge a crew needs to achieve their goals. The crew must sabotage a set of objectives before the end of the game. DETAILS After all crews have been deployed, the player with this mission selects a location at least 12” from their opponent’s deployment area and their own. Once a location is identified, a location marker is placed on the table where it will remain for the rest of the game. This location may be an open area of ground or a special terrain piece. The goal of the crew is to sabotage the location marker by the end of the game. A crew member in base-to-base contact with the target location may spend Skill check actions to perform a Mechanics check to complete the sabotage. The target value for success is 8 and Teamwork may be used as long as all crew members are in base-to-base contact with the location marker. The crew may continue to make Skill checks at this location to continue the sabotage until the end of the game. VARIANT The Sabotage crew may deploy more than one location marker for the mission. All of these markers must be at least 12” away from every deployment area and at least 6” away from each other. Once one of these locations is successfully sabotaged, no more attempts to destroy that one may be made. OBJECTIVE POINTS Each location is worth 1 Objective point per success rolled. CAMPAIGN BONUS AWARDS For every 3 successes rolled for sabotage the crew earns 1 roll on the Relics table. ______________________________
SCOUTING OBJECTIVE The vast frontier of the Outer Reaches contains a wealth of resources ripe for the harvest. Stalwart crews acting as survey teams, prospectors, and operatives of the Galactic Recovery Agency, are constantly scanning for habitable
64
worlds, asteroid fields, or mineral-rich moons for any resources that can be exploited. In this mission, crews attempt to scout out important information regarding the setting, terrain, and ecology, for future missions. DETAILS After all crews have been deployed, a player with this mission marks three spots on the tabletop with Location markers. The location markers may be Objective tokens placed on open ground or a special piece of terrain. These locations may not be within 12” of the Scouting player’s deployment zone or within 12” of each other. Once placed, these location markers will remain for the entire encounter. When the Scouting player has crew member(s) within 1” of a scouting location marker, they may perform a Skill action, using the Technology skill at target 7. Only one check per location per turn may be made. Teamwork and critical successes are treated as normal, but if a critical failure ever results from one of these checks, that location has been mined for all it’s usable information and may no longer be used to scout. OBJECTIVE POINTS At the end of the encounter, the Scouting player sums up the total successes scored at all Scouting locations. That total equals the percentage of the Scouting crew size awarded as Objective Points. For example, a crew that scores 12 total successes would earn 12% of their crew size as Objective Points. CAMPAIGN BONUS AWARDS Scouting crews may trade in their successes for items from the list below to receive benefits for future encounters. Items may be taken more than once. Gain 10 requisition points for future encounters. (3 Successes) Gain a +1 Initiative toekn during next encounter. (3 Successes) Gain Infiltrator rule for one model for next encounter only. This may be stacked, so selecting it twice would cover a two models. (3 Successes) Rugged terrain ratings are reduced by 1 for this crew in the next encounter. (4 Successes) Receive one extra Order token at the beginning of the next encounter. (5 Successes) Crew receives a 1 Objective Point bonus next encounter. (7 Successes)
[SECTION 12]
CAMPAIGNS Counterblast campaigns are a series of linked encounters, from three games up to even eight or ten games played by two or more people. This rulebook provides a basic campaign system where players write their own narrative by the missions they select for each encounter. During each encounter, players have the opportunity to earn Campaign Points, and the player with the most points at the end of the campaign is the winner. Future releases will expand on these base rules and offer themed narrative campaigns for players to enjoy with their crews. STARTING A CAMPAIGN To begin a campaign, all players should agree upon the number of encounters, a beginning number of Requisition Points for each participating crew, the maximum crew size for encounters, and how to match players against one another. One method is to play round robin, where everyone plays every other player at least once. Another option is a Swiss system where the first set of matches are randomized, and after each encounter, the next matches are determined by the outcome of the previous battles--winners play other winners and losers play other losers. The latter option tends to level the field a bit more. Because the number to ofuse players and encounters is tosuch variable, encouraged the method that appeals themathe most. there is no optimal choice. Players are BETWEEN ENCOUNTERS Between encounters, players will have to resolve what happens to their wounded and fled crew members as well as make decisions about how to handle their resources for future encounters. When any dice are to be rolled to determine an outcome, it should be done in front of other Campaign players. This prevents the questioning of the validity of a result.
65
CAMPAIGN POINTS Players earn Campaign Points based on the outcome of encounters and any mission sequence bonuses. At the end of the campaign, the player with the most Campaign Points is the winner. The first tie breaker goes to the player who scored the most Objective Points during the campaign. The second tie breaker goes to the player who scored the most Battle Points during the campaign. If there is still a tie then all tied players win. Victory Points vs. Opponent 6+ point difference 4-5 point difference 3 or less point difference
Result Mighty Victory Victory Draw
Campaign Points Awarded 3 points 2 points 1 point
REINFORCEMENTS At the end of an encounter, players receive requisition points equal to 10x of the Victory Points earned during an encounter. For example, if a player scores 8 Victory Points in an encounter, they would receive 80 requisition points to spend on reinforcements and equipment to prepare for the next encounter. Between encounters, players may spend these requisition points to add crew members or acquire equipment. Crews do not need to use all their requisition points earned during an encounter and may save them for future use. However, once requisition points are spent to add a crew member or equipment, they are gone, and that crew member is part of that crew until it is lost permanently, or the player decides to remove it from the campaign. CREW ADVANCEMENT As models survive encounters, they become the grizzled veterans of the crew. Crew Heroes earn two upgrade points for every encounter that model participates in and survives. Crew Lackeys earn one upgrade point for every encounter they participate in and survive. These Upgrade points may be used to select options from the Hero Upgrades in the Assembling Your Crew section. Note that in campaign play even Lackeys may use these Hero Upgrades, however, they may not be converted to actual Heroes. CREW CASUALTIES For campaign games, crew casualties fall into one of three categories: Fled, Wounded, or Severely Wounded. Models that have Fled the battle are much more likely to survive and be available for future encounters. These models receive a +1 to their roll on the Casualty Chart. Wounded Models Models that receive damage that meets or exceeds their Body or values are removed from play and are considered Wounded or Severely Wounded at the end of an encounter. For example, a GDF Sentry is a Level one model with a one for both Body and . If that model takes one wound to either Body or and does not receive healing or repair during the encounter it is removed from play as Wounded. If that model takes two or more wounds to Body or it is considered Severely Wounded. Any model that receives a total number of wounds to either Body or equal to their threshold plus their level are considered Severely Wounded. A Level three GDF Commander with five Body would need to take eight points of damage in order to be considered Severely Wounded. During encounters, it may be necessary to keep casualties in separate piles in order to keep track of their different conditions. Casualty Chart For each model removed from play during a game, whether it is considered Fled, Wounded, or Severely Wounded, roll on the following chart to determine their eventual fate.
66
Casualty Chart d10 Result 1 (or less) 2-3 4-5 6+
Effect - Roll 1d10 - 1-5: Injury 6-10: Out of Action Dead. All equipment and upgrades possessed by this model are lost Major Injury or Out of Action for next 2 encounters * Minor Injury or Out of Action for next encounter * Okay. No injury or was healed/repaired
*Players choose either an injury from the list below or miss the required encounter(s) while they recover Modifiers +1 Model Fled the encounter. -1 Model Severely Wounded during encounter. Dead When a crew member dies, all their base equipment is also lost, as well as any upgrade equipment they possessed at the time they were removed from the game as a casualty. If a crew’s leader is killed, the player may choose another member to take their place. If there are no eligible crew members, the player must purchase a Hero crew member to serve as crew leader or disband their crew. Major Injury The model suffers a permanent -1 modifier to either Marksmanship or Melee skill. The model must have a rating in a skill in order to apply the -1 modifier. Injured models may not spend any upgrade points to modify any of their stats and lose any Upgrade Points normally earned during this encounter. Minor Injury The model suffers a permanent -1 modifier to Engineering, Medicine, or Technology skill. The model for must a rating in ignore a skill in order to apply themodels -1 modifier. If the model not have a rating anyhave of these skills, this option. Injured may not spend anydoes upgrade points to modify any of their stats and lose any Upgrade Points normally earned during this encounter. Out of Action A model that is Out of Action misses a specified number of encounters while they heal or are repaired. Models Out of Action may not spend any upgrade points to modify any of their stats but Upgrade Points normally earned during this encounter may be saved for use later. SALVAGE The Outer Reaches is littered with valuable parts and other equipment left behind in a hurry. This material, referred to as Salvage, are the gears, wiring, scrap metal, and unspent Ultonium cartridges that a crafty crew can make use of. In game terms, Salvage serves two roles. First, it may be converted into requisition points at the end of an encounter, or used to build mechanical models between encounters. Either way, Salvage can play an important part in Counterblast Campaigns. • When mechanical models, Robots or other machinery, such as Rocket Bikes or Scutters, are removed from play as a casualty (not from fleeing), a Salvage token should be placed at the last location of that model. • As a skill check action, crew members with a Technology skill rating may search for Salvage anywhere on the board. The table Salvage Search Targetsdetails skill check targets based on search locations.
67
SALVAGE SEARCH TARGETS SalvageSearchLocations
TechnologySkillCheck
Crew Casualty*
4
Building, Spaceship, Wreckage, or other nonnatural features
6
Open Ground, Foliage, or Rock Formations
8
* - collecting Salvage from the remnants of a Crew Member does not affect any subsequent Casualty rolls.
Each success on a Technology check when searching for Salvage results in the discovery of one Salvage Token. During the encounter, these tokens are treated like Objective Tokens as described in the Crew Missions section. Models in possession of Salvage Tokens at the end of the encounter add those tokens to the crew’s haul. Between encounters, players may spend Salvage Tokens to do the following. • Each Salvage token may be traded in for 5 requisition points which may be used as normal. • Salvage Tokens may be used to build models normally available to them via crew requisition. • Spend 2 Salvage Tokens to roll once on the Relics Table. Building Models Crews that have acquired Secret Plans for a specific type of model may attempt to build those models between encounters. Only one non-faction model may be built between encounters. Salvage does not need to be used immediately after the encounter it was acquired and may be stored for future use. The Salvage Use Table specifies the number of Salvage Tokens needed to build those models. To build a model, players may select up to three crew members with an Engineering skill rating to perform the task. The normal Teamwork bonus applies in this case, however only one attempt may be made to build a model. This is an all or nothing process, with a target number depending on the level of the model being created, and whether it is normally available to the faction or not. If the total number of successes needed to build a model is not met, the task fails, and all Salvage tokens used are lost. Players may attempt to build a model as many times as they wish, as long as they have the Salvage tokens required to attempt the task. SALVAGE USE TABLE Number indicates the value needed for Your Own Faction (Value needed for Other Faction) Model Level
Salvage Tokens Required
Engineering Check Target Value
Number of Successes Needed
1
(4) 3
(5) 4
(3) 2
2
(6) 4
(7) 5
(5) 3
3
(8) 5
(8) 5
(6) 5
Relics Across the Outer Reaches there are many lost artifacts, ancient technologies, and religious heirlooms scattered on alien worlds, buried in forgotten tombs, and sequestered in secured vaults. Crews may uncover these lost artifacts in their exploits but may not realize what they have recovered until the dust settles from their various encounters. At the end of an encounter, players may spend any Salvage Tokens to roll on the Relics Table. For each 2 Salvage Tokens spent allows 1 roll on the table.
68
RELICS TABLE - Cost: 2 Salvage Tokens per roll d10
Relic Uncovered
Effect
1
Alien Artifact
+1 to Shield value
2
Ancient Text/Data
+1 Order point, recover 1 spent Order point once per encounter
3
Boon
Re-roll any failed check once per encounter
4
Relic Weapon
Apply to 1 carried weapon, +1 modifier to appropriate skill
5
Trinket
Ignore 1 critical failure once per encounter
6
Lost Tech
Automatic success on any one Engineering check once per encounter
7
Valuable Bauble
Earn 2d10 requisition points between any encounter, 1 use
8
Timebomb
-1 modifier to your opponent’s next Casualty roll, 1 use
9
Beacon
Ignore any 1 failed Rally check, 1 use
Crystalized Ultonium
Ignore 1 Psionic Attack, 1 use
10
Relics may be carried or applied to individual models and may be implemented as any other piece of equipment or item enhancement. These bonuses may extend dice pools or modifiers beyond their normal limits. Models may carry more than one of the same type of Relic. Relics do not occupy any equipment slots. Some Relics may only be used once, the effect is applied immediately, and then the Relic is expended. UNDERDOGS Over the course of a campaign players may end up fielding crews of different point sizes than their opponent(s). Some players may not be able to field a crew with an equal amount of requisition points. Players unable to field a crew with as many requisition points as their opponents may receive Underdog benefits. However, for example, if a player has enough requisition points to spend on their crew so they would be within 25 points of their opponents, but chooses not to, and instead fields a smaller crew size than their opponent(s), they do not receive an Underdog benefit. Difference in
Underdog Benefit
Crew Size 25 - 50 Points +10 51-100 Points +10 101-150 Points +10 151-200 Points +10 200+ Points +10
Battle Points Battle Points Battle Points, +1 Campaign Point Battle Points, +2 Campaign Points Battle Points, +3 Campaign Points
DISBANDING A CREW Players may disband their crew between any encounters and start over using the same point totals in play at the beginning of the campaign. Players also have the option of keeping their campaign points when starting a new crew.
69
[SECTION 13]
CREW ROSTER This is a section featuring sample model statblocks
BEASTS Mv
STR
AGL
IN T
De f
L if e
S iz e
Pt s
7
1
S
13
7
2
S
35
De f
L if e
S iz e
Eye Slug- Acid Spit, Burrow | Bite Pwr3 4
1D+0
1D+0
1D+0
Thulle- Psionic 2D+0, Focused | Bite Pwr3 | Tentacle Pwr3 | Stinger | 6
1D+2
1D+2
2D+0
STR
AGL
IN T
GCW BOTS Mv
Pt s
GDF Combot [Robot] Fearless, Weapon Specialist | Pincer Pw4 |Pulsar rifle | Xenon Mesh | Shield 1D 6
2D+0
2D+1
1D+0
9
1
S
35
9
3
L
46
GDF Heavy Combot [Robot] - Fearless, Weapon Specialist | Pincer Pw6 | Autopulsar | Hvy Lazsteel plating | Shield 2D 6
2D+0
2D+1
1D+0
GhNT Security Bot [Robot] - Fearless, Fly | Neuro Pulse R4 | Pulsar Rifle | Xenon Mesh | Shield 1D 8
1D+2
3D+2
1D+0
9
1
S
49
GhNT Fire Bot [Robot] - Fearless, Fly | Neuro Pulse R4 | Fire Extinguisher | Xenon Mesh | Shield 1D 8
1D+2
3D+2
1D+2
9
1
S
45
GhNT EMT Bot [Robot] - Fearless, Doc, Fly, Surgeon | Neuro Pulse R4 | Xenon Mesh | Shield 1D 8
1D+2
1D+2
3D+2
9
70
1
S
43
Mv
STR
AGL
IN T
De f
L if e
S iz e
Pt s
GhNT Spy Bot [Robot] - Fearless, Fly, Infiltrator, Spotter | Neuropulse R4 | Xenon Mesh | Shield 1D 8
1D+0
1D+0
1D+0
9
1
S
35
HLpR Bot [Robot]- Fearless, Master Mechanic | Particle Pistol | Neuropulse R4 | Xenon Mesh | Shield 1D 6
1D+2
1D+2
2D+1
9
1
S
31
HOpR Bot [Robot]- Fearless, Strafing Fire | Particle Pistol | Neuropulse R4 | Jetpack | Xenon Mesh | Shield 1D 6
1D+2
1D+2
2D+1
9
1
S
49
Crew Bot [Robot] - Fearless, Master Mechanic, Surgeon, Tech Savvy | Particle Pistol | Xenon Mesh | Shield 1D 6
1D+2
1D+2
1D+2
AGL
IN T
9
1
S
29
De f
L if e
S iz e
9
4
S
42
S
22
3
S
31
2
S
58
CHARACTERS Mv
STR
Pt s
Dr. Zardov [Cyberform] - Doc, Resourceful, Surgeon, Scary | Particle pistol | Pincer Pwr3 | Medkit | Lead Helmet |Shield 1D 6
1D+3
2D+0
3D+0
1ST1 [Cyberform]- Master Mechanic | Particle pistol | Lead Helmet | Toolkit | Shield 1D 6
1D+2
1D+2
2D+0
9
2
2ND1 [Cyberform]- Tech Savvy | Particle pistol | Lead Helmet | Toolkit | Shield 1D 6
2D+0
2D+0
2D+3
9
Sally Starfield- Fearless, Resourceful, Weapon Specialist | Particle pistol | Rocket Pack | Envirosuit | Xenon Mesh | Shield 2D 6
2D+3
2D+3
2D+0
8
71
Mv
STR
AGL
IN T
De f
L if e
S iz e
Pt s
Dr. Helen Salinger - Resourceful, Tech Savvy, Knack: Tech, | Particle pistol | Techpad | Xenon Mesh | Shield 1D 6
2D+0
2D+0
2D+0
8
2
S
35
Skip Westmoreland- Knack: Shoot, Resourceful, Sure Shot, Quick | Pulsar Rifle | Xenon Mesh | Shield 1D 6
3D+0
3D+0
2D+1
7
3
S
39
Smap [Illyrian]- Master Mechanic, Quick, Knack: Eng, Weapon Specialist | Pulsar Rifle | Xenon Mesh | Shield 1D 6
2D+0
3D+0
2D+2
7
2
S
31
Wanda Whitestar- Deadeye, Tech Savvy, Resourceful, Quick, Fearless | Pulsar Rifle | Xenon Mesh | Shield 1D 6
2D+2
2D+3
2D+0
7
3
S
48
Neema [Illyrian]- Master Mechanic, Quick, Knack: Tech, Tech Savvy | Particle pistol | Xenon Mesh | Shield 1D 6
2D+0
2D+1
1D+2
AGL
IN T
7
2
S
De f
L if e
S iz e
34
EDO LACKEYS Mv
STR
Pt s
Edo Spawnling - Psionic 2D+0, Chameleon | Arc pistol | Tentacle Pwr3 | Shield 1D 6
1D+0
1D+0
1D+0
8
1
S
16
S
22
S
26
Edo Underling- Psionic 3D+0, Chameleon | Arc Rifle | Tentacle Pwr3 | Shield 1D 6
1D+0
1D+0
2D+0
8
2
Edo Guardling - Psionic 2D+0, Chameleon | Arc pistol | Arc Halberd | Shield 1D 6
2D+0
1D+0
1D+0
8
2
Trapper [Edokin] - Psionic 2D+0, Chameleon, Disposable, Sticky Goo, Sure footed [2] | Claw Pwr4 6
2D+1
2D+1
1D+0
8
72
1
S
20
Mv
STR
AGL
IN T
De f
L if e
S iz e
Pt s
Eyespy [Edokin]- Psionic 2D+0, Enhanced Chameleon, Disposable, Fly, Infiltrator, Ink Cloud, Night Vision, Spotter | Neuro Pulse r4”, Pw4 1+1 | 6
1D+0
1D+0
1D+0
8
2
S
29
Mindstealer [Edokin] - Psionic 2D+1, Chameleon, Disposable, Fly, Minder, Night Vision, Savant: Deep 6
2D+0
1D+0
1D+0
8
1
S
28
Cuttleswarm [Edokin] - Psionic 2D+1, Chameleon, Disposable, Fly, Ink Cloud | Bite Pwr3 | Shield 1D 6
2D+2
1D+0
3D+0
8
4
L
33
Psider [Edokin]- Psionic 2D+3, Enhanced Chameleon, Fearless, Ferocious, Infiltrator, Scary, Surefooted [3], Stinger | Tentacle Pwr6, 0-1 6
3D+3
1D+0
1D+0
8
4
M
41
Kraken [Edokin]- Psionic 3D+3, Chameleon, Combustible [3], Fearless, Ferocious, Fly, Scary | Tentacle Pwr6, 0-1 | Neuro Pulse R4 Pwr4 | 6
4D+3
1D+0
1D+0
AGL
IN T
9
6
L
De f
L if e
S iz e
61
GCW LACKEYS Mv
STR
Pt s
GDF Sentry -Disciplined, Weapon Specialist | Pulsar pistol | Pulsar rifle | Envirosuit | Shield 1D 6
1D+2
1D+2
1D+0
8
1
S
32
S
31
GDF Ranger- Disciplined, Infiltrator, Spotter, Sure Footed [1], Weapon Specialist | Pulsar pistol | Pulsar rifle | Environsuit | Shield 1D 6
1D+2
1D+2
1D+0
8
2
GDF Enforcer- Disciplined, Ferocious, Scary | Lazblade | Pulsar pistol | Envirosuit | Lasteel Armor | Shield 2D 6
3D+2
1D+1
1D+0
8
73
3
S
45
Mv
STR
AGL
IN T
De f
L if e
S iz e
Pt s
Sharpshooter- Deadeye, Disciplined, Infiltrator | Pulsar pistol | Sniper rifle | Xenon mesh | Shield 1D 6
2D+0
3D+2
1D+0
8
2
S
46
Security Officer - Disciplined | Pulsar pistol | Neuralizer baton | Xenon Mesh | Shield 1D 6
1D+2
1D+2
1D+0
8
1
S
31
7
1
S
30
Plugger- Quick | Knife | Particle rifle | Xenon mesh | Shield 1D 6
1D+2
2D+2
1D+2
Brute - Ferocious, Quick, Surgical Strike, Tough | Lazblade | Particle rifle | Xenon mesh | Shield 1D 6
3D+3
1D+2
1D+0
8
3
S
47
2
S
41
Scout - Infiltrator, Quick, Spotter, Sure Footed [1], Weapon Specialist | Knife | Particle rifle | Xenon mesh | Shield 1D 6
1D+3
2D+1
1D+1
8
Clipper- Deadeye, Infiltrator, Quick, Spotter, Sure Shot | Particle pistol | Sniper rifle | Xenon mesh | Shield 1D 6
2D+2
3D+2
1D+0
STR
AGL
IN T
8
2
S
De f
L if e
S iz e
8
5
S
51
HEROES Mv
Pt s
Prime Leader [Edofleini] - Psionic 3D+1, Brainiac, Chameleon | Arc rod | Tentacle Pwr4 0-1 | Edo Mantle | Shield 1D 6
2D+0
2D+2
1D+1
44
Undermind [Edofleini]- Psionic 3D+3, Chameleon, Fly, Scary | Tentacle Pwr6 0-2 | Shield 3D 6
3D+3
1D+0
2D+0
9
6
L
55
Spawnguard [Edofleini]- Psionic 2D+2, Chameleon | Arc pistol | Arc Halberd | Edo Mantle | Shield 1D 6
3D+3
2D+1
1D+1
8
74
4
S
50
Mv
STR
AGL
IN T
De f
L if e
S iz e
Pt s
GDF Commander- Brave, Disciplined, Commanding Presence, Weapon Specialist | Pulsar Pistol | Pulsar Rifle | Envirosuit | Shield 1D 6
3D+2
3D+2
1D+1
8
5
MorS
58
GDF Lieutenant- Disciplined, Weapon Specialist | Pulsar Pistol | Pulsar Rifle | Environ Suit | Shield 1D 6
2D+2
2D+2
1D+1
8
4
MorS
47
GDF Chief Engineer - Disciplined, Master Mechanic, Spotter, Weapon Specialist | Pulsar Pistol | Toolkit 6
1D+0
2D+1
2D+3
7
3
MorS
32
3
MorS
30
7
3
MorS
31
7
3
MorS
20
De f
L if e
GDF Medical Officer - Disciplined, Doc, Surgeon | Pulsar Pistol | Med Kit | Med Gel 6
1D+0
1D+1
2D+3
7
GDF Tech Officer - Disciplined, Tech Savvy | Pulsar Pistol | Techpad 6
1D+0
2D+1
2D+3
GDF Envoy- Disciplined, Resourceful | Pulsar Pistol | Techpad 6
1D+0
1D+1
2D+0
STR
AGL
IN T
MEKKUS Mv
S iz e
Pt s
Aggressor [Robot] Fearless, Fly, Strafing Fire | Particle Rifle | Neuropulse R4 | Forcefield | Shield 1D 8
1D+0
2D+1
1D+0
8
2
S
35
Harvestor [Robot] - Fearless, Fly | Extraction Tool | Pincer Pw4 | Particle Rifle | Neuropulse R4 | Forcefield | Shield 1D 8
1D+0
2D+1
1D+0
8
75
2
S
65
Mv
STR
AGL
IN T
De f
L if e
S iz e
Pt s
Reaper [Robot]- Fearless, Scary, Sure Footed [1], Surgical Strike | Pincer Pw5 0-2| Neuropulse R4 | Pulsar Rifle | Extraction Tool | Forcefield | Shield 1D 8
1D+0
2D+1
1D+0
8
2
M
69
Cybot [Cyberform] - Fearless, Sure Footed [1], Weapon Specialist | Pincer Pw4 | Particle Rifle | Forcefield | Shield 1D 6
2D+0
2D+1
1D+0
8
2
L
39
3
S
57
3
S
58
3
L
63
1
S
24
7
1
S
41
De f
L if e
S iz e
Seeker [Robot]- Fearless, Chameleon, Fly, Spotter, Infiltrator, Uplink Node | EMP Burst R4 | Neuropulse R4 | Forcefield | Shield 1D 8
1D+0
1D+0
1D+0
8
Defender [Robot] - Fearless, Deadeye, Sure Footed [1], Weapon Specialist | Neuropulse R4 | Particle Cannon | Forcefield | Shield 1D 6
1D+0
2D+2
1D+0
9
Strafer [Robot]- Fearless, Deadeye, Fixed Weapon, Fly, Strafing Fire | Neuropulse R4 | Particle Cannon | Forcefield | Shield 1D 8
1D+2
1D+2
2D+1
9
Picker [Cyberform] - Fearless, Fly | Pincer Pw4 | Neuropulse R4 | Forcefield | Shield 1D 8
1D+0
1D+0
1D+0
7
Artificer [Cyberform] - Fearless, Fly, Master Mechanic, Tech Savvy | Extraction Tool | Pincer Pw4 | Neuropulse R4 | Forcefield | Shield 1D 8
1D+0
1D+0
1D+0
AGL
IN T
NEIRAN LACKEYS Mv
STR
Pt s
Clansister- Brave, Sure Footed [1], Weapon Specialist | Jekara | Long Rifle | Xenon mesh |Shield 1D 6
2D+1
2D+2
1D+0
8
76
2
M
42
Mv
STR
AGL
IN T
De f
L if e
S iz e
Pt s
Scythesister- Brave, Fearless, Ferocious, Sure Footed [1], | Shashar | Xenon mesh | Shield 1D 6
2D+2
2D+0
1D+0
8
2
M
34
2
M
44
3
M
60
3
S
57
Acolyte -Psionic 2D+2, Brave, Disciplined, Focused | Neiran pistol | Glaive 6
1D+0
1D+0
1D+0
8
Praetoris- Brave, Disciplined, Sure Footed [1], Weapon Specialist | Shashar| Praetor carbine | Xenon mesh | Shield 1D 6
3D+2
2D+3
1D+0
8
Shadowsister- Brave, Infiltrator, Sure Footed [2], Weapon Specialist | Jekara | Long Rifle | Chameleon Suit 7
2D+2
2D+2
2D+1
8
Gladiator- Brave, Disciplined, Disposable, Fearless, Ferocious, Tough | Neiran Glaive | Xenon Mesh | Shield 1D 6
1D+0
1D+0
2D+0
7
3
1D+0
7
1
S
37
Arnt - Controlled, Disposable, Fearless | Club 6
1D+0
1D+0
MorS
13
Ascensor- Brave, Strafing Fire, Sure Footed [2] | Razorbeak Pwr4 | Jekara | Long Rifle | Xenon mesh | Shield 1D 9
3D+1
2D+2
1D+0
STR
AGL
IN T
8
4
L
De f
L if e
S iz e
58
VEHICLES Mv
Pt s
Rocket Bike- Fixed Weapon, Fly, Quick, Strafing Fire | Particle Rifle | Force Field | Shield 1D 10
2D+1
2D+2
1D+0
9
77
3
M
51
Scutter [Mech]- Psionic 1D+2, Chameleon, Sure Footed [2], Weapon Specialist | Pincers Pwr6 0-1 | Arc Rifle | Hvy Force Field | Shield 2D 6
2D+3
3D+0
1D+1
8
3
L
46
L
89
Strider [Mech] Psionic 1D+2, Chameleon, Sure Footed [3], Weapon Specialist | Pincers Pwr6 0-1 | Arc Cannon | Arc Burst Rockets | Hvy Force Field | Shield 2D 8
4D+3
3D+2
1D+1
9
5
[SECTION 14]
GAME TERMS Actions - Actions are the activities a model may perform within the encounter environment. Moving, attacks, and making skill checks are all considered actions. Area of Effect (AoE) - An area affected by some action or event during game play. The size of the area varies and is usually measured using a template. Attack - Models are permitted two actions, one of which may be an attack. An attack action is a skill check intended to render damage or incapacitate an opponent model. Base-to-base - Two objects whose bases are in contact with one another. Base Sizes - There are three base sizes in Counterblast; small (25mm or 30mm), medium (40mm), and large (50mm+). Note: if using a 1” grid for game play, it’s recommended that 25mm bases are used for models in the small category. Battle Points - These points, along with Objective Points, are used to determine the outcome of encounters. Battle Points awarded are 2 for Heroes and 1 for Lackeys that were removed from play as casualties or by fleeing (or being Panicked at the end of the game). Casualty - A model removed from play due to suffering damage equal to or greater than their Life value. Cavalry - A combined model with a single set of stats that represent both the mount and the rider. When damage to the model reaches the maximum allowed, the entire model is removed from play. Lackey - The rank and file members of a crew. These are hirelings intended to add muscle or backup for Heroes in an encounter. Lackeys do not advance and may not be upgraded. Command Range - Each model has a Command Range equal to double their Command value in inches. For example, a model with Command of 5 has a Command Range of 10”. Crew - A player’s fighting force made up of models that all have their own stats and special rules. Crew Size - The total number of requisition points, including any equipment or upgrades, used to field a crew. Cyberform - A model made up of both living and robotic components. Damage - The physical and mental trauma caused by attacks during a mission.
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Encounter - A game between two or more crews is referred to as an encounter. Engaged - When two opposing models are in base-to-base contact they are said to be engaged. Field of Vision - Unless specified otherwise, all models have a 360 degree field of vision, meaning they can try to establish Line of Sight from any point on their base. Flying - Flying is an ability that allows models to move above the tabletop surface, avoiding the effects of some terrain. Hero - Heroes are the leaders and most skilled crew members. Leader - Crew members nominated to take charge of a crew. Models within Command Range of a leader model may use its Intellect skill (replacing their own) when making an Intellect check for Panic. Line of Sight (LoS) - Line of sight is an unobstructed, straight line between any part of the viewing model’s base to any part of the viewed object’s base and within the viewing model’s field of vision. When the base is not visible (in the case of barriers, hills or models on smaller bases), but other parts of the model are, at least half of the model must be visible to establish LoS. Living - Living models are just that, alive. They are organic creatures that breathe and have a pulse. Medicine checks are made to heal Living beings or creatures. Mission - A set of objectives and victory conditions that can be achieved by a crew during an encounter. Model - An individual playing piece representing a hero, Lackey, or vehicle, used during game play. Object - Any piece of terrain, model, tokens, or other interactive elements of the game, but not things like dice or counters. Objective - Objectives are terrain pieces oran locations onrequires the tablebase-to-base top that serve some strategic purpose. Unless specified otherwise, interacting with objective contact. Objective Points - These points, along with Battle Points, are used to determine the outcome of encounters. Objective Points are usually indicated in specific missions. Panic Level - This is a total value determined from crew members lost during a single turn, 2 for Heroes and 1 for Lackeys. This number may become the target value of a Rally check a crew makes to avoid Panic. Panicked - Models that have succumb to the overwhelming effects of warfare are considered Panicked. Panicked models have limited actions and risk fleeing the battlefield. Robot - Robots are automated constructs with complex decision making algorithms built into logic circuits. An Engineering check is made to repair them if they are damaged. Requisition Points - A point system used to purchase crew members and equipment upgrades. Each crew member, gear, and equipment upgrade has a point value used when being requisitioned to a crew. Salvage - Salvage is the remains of Robots or mechanical equipment removed from play as a wounded or damaged casualty during encounters. In campaigns, Salvage may be traded for requisition points or used to build replacement models. Vehicle - A combined model with a single set of stats that represent both the machine and the operators, driver, pilot, or rider. When damage to the model reaches the maximum allowed, the entire model is removed from play.
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[SECTION 15]
GAMEPLAY SUMMARY PRE-GAME Determine crew size and select crew Choose your Crew Mission and number of game turns Set up terrain *mission objective markers (if any) are placed at this time Deploy crews - roll d10, highest roll deploys first GAME SEQUENCE: Roll for Initiative On - the first turn roll 1d10, high score draws first TURN Initiative Phase- First player draws initiative token - the owner nominates one model for activation Activation Phase Model Activation - 2 Actions are permitted, but only 1 attack Actions - Move, Jump, Charge, Disengage, Rally, Skill check, Use Item, Psionic Attacks - Melee, Overwatch, Ranged, Aim, Run & Gun, Slice & Dice, Psionic Initiative Phase- Second player draws initiative token - the owner nominates one model for activation Players continue drawing initiative tokens alternately until all models have have been activated Upkeep Phase Crew Casualties - Remove models reduced to 0 Life Panic Level - Determined by total models removed, 2 for Heroes & 1 Lackeys. Crew Leader increases Panic Level by +1 if removed. Make Intellect checks for panic - Models with a INT value lower than the current Panic Level may need to make Intellect checks. Target value is the current Panic Level. Place Panic tokens if needed. Panic level resets to zero. Initiative tokens are returned to the draw container Initiative Phase- Second player draws initiative token - the second turn begins ENDING THE GAME Calculate Objective Points based on chosen Mission Calculate Battle Points based on opponent’s crew casualties Victory Points are the total Objective and Battle Points If running a narrative campaign, see the Campaign Section for additional details for bonuses and selecting further missions.
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TEMPLATES
[R3]
[R5]
[S]
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