Beruflich Dokumente
Kultur Dokumente
GENERAL PRINCIPLES
UNIT
STATS
All
models
have
a
name,
type
and
a
series
of
statistics
which
define
their
abilities.
These
are:
Training:
The
score
the
enemy
needs
to
hit
the
model.
Attacks:
The
number
of
dice
the
model
rolls
when
attacking
in
melee.
Strength:
The
score
that
targets
need
to
block
attacks
in
melee.
Defense:
The
die
type
the
model
rolls
to
block
hits.
Equipment:
Any
weapons
or
other
equipment
the
unit
carrying.
Special:
Any
special
rules
that
the
unit
has.
Example:
Trooper
[Infantry]
Training
Attacks
Strength
Defense
3+
2
5
D6
Weapons:
Carbine
Special:
-
WEAPON
STATS
All
weapons
have
a
name
and
a
series
of
statistics
which
define
their
effectiveness.
These
are:
Range:
How
far
enemies
can
be
targeted
with
it.
Attacks:
The
number
of
dice
the
model
rolls
when
attacking
with
it.
Strength:
The
score
that
targets
need
to
block
attacks
from
this
weapon.
Special:
Any
special
rules
that
the
weapon
has.
Example:
Heavy
Machinegun
Range
Attacks
Strength
Special
24
3
5
Suppressing
Fire
LINE
OF
SIGHT
All
models
occupy
a
volume
of
space
above
the
bottom
of
their
base.
In
this
alpha
all
models
count
as
occupying
a
volume
of
1,5
in
height.
To
determine
LOS
draw
a
straight
line
from
any
point
of
the
attackers
volume
to
any
part
of
the
targets
volume.
If
the
line
reaches
the
target
without
passing
through
any
terrain
or
the
volume
of
another
model,
then
it
has
LOS.
SEIZING
OBJECTIVE
MARKERS
If
a
unit
is
within
3
of
an
objective
marker
whilst
there
are
no
enemy
units
within
3
of
the
same
PREPARATION
PLAYING THE GAME
VICTORY
For
this
alpha
we
are
going
to
use
a
very
simple
capture
&
hold
mission.
At
the
end
of
each
round
if
a
player
has
seized
the
Objective
marker,
then
he
scores
1VP.
At
the
end
of
5
rounds
the
game
ends,
and
both
player
sum
up
their
VPs.
The
player
with
most
VPs
wins
the
game.
SEQUENCE
OF
PLAY
The
game
is
broken
down
into
rounds,
each
consisting
of
four
phases
during
which
units
are
activated.
After
four
phases
have
been
played
the
round
ends
and
a
new
one
begins.
The
game
sequence
goes
like
this:
1. Round
1
a. Beginning
of
the
round
b. Phase
1
i. Beginning
of
the
Phase
ii. Unit
Activation
iii. End
of
the
Phase
c. Phase
2
d. Phase
3
e. Phase
4
f. End
of
the
Round
2. Round
2
UNITS & SPECIAL RULES
In
the
final
game
all
units
will
come
with
their
own
card
so
that
you
can
quickly
reference
their
special
rules.
For
this
alpha
we
are
putting
all
information
that
would
be
on
the
cards
here
for
reference.
HARDENED
(X)
This
unit
may
accumulate
up
to
X
wounds
before
being
removed
as
a
casualty.
If
a
unit
with
this
special
rule
is
part
of
a
unit
without
it,
then
you
must
either
accumulate
wounds
until
all
models
with
this
special
rule
have
been
removed
as
casualties,
or
remove
regular
models
as
casualties
before
you
start
accumulating
wounds.
Note
that
you
must
first
accumulate
wounds
on
a
single
model
with
this
special
rule
until
it
is
killed
before
you
start
accumulating
them
on
another
model.
SLOW
This
unit
moves
up
to
4
when
using
Move
or
Assault
actions.
SUPPRESSING
FIRE
Whenever
this
unit
inflicts
hits
with
this
weapon
the
target
must
take
a
Morale
Test,
regardless
of
casualties.
RIFF UNITS
Trooper
[Infantry]
Training
Attacks
Strength
3+
2
5
Weapons:
Carbine
Special:
-
Assault
Trooper
[Infantry]
Training
Attacks
Strength
4+
2
5
Weapons:
Carbine
Special:
-
Heavy
Machinegunner
[Specialist]
Training
Attacks
Strength
3+
2
5
Weapons:
Heavy
Machinegun
Special:
-
Defense
D6
Defense
D6
Defense
D6
Officer
[Leader]
Training
Attacks
Strength
Defense
3+
2
5
D6
Weapons:
Carbine
Special:
-
Sihlas
Fenn
[Hero]
Training
Attacks
Strength
Defense
4+
3
6
D6
Weapons:
-
Special:
Hardened(3)
Hero
Boost:
The
hero
and
his
unit
move
+D3
when
using
Move
and
Assault
actions.
RIFF WEAPONS
Carbine
Range
Attacks
18
1
Heavy
Machinegun
Range
Attacks
24
3
Strength
5
Strength
5
Special
-
Special
Suppressing
Fire
In
the
final
game
all
units
will
come
with
their
own
card
so
that
you
can
quickly
reference
their
special
rules.
For
this
alpha
we
are
putting
all
information
that
would
be
on
the
cards
here
for
reference.
FAST
This
unit
moves
up
to
8
when
using
Move
or
Assault
actions.
HARDENED
(X)
This
unit
may
accumulate
up
to
X
wounds
before
being
removed
as
a
casualty.
If
a
unit
with
this
special
rule
is
part
of
a
unit
without
it,
then
you
must
either
accumulate
wounds
until
all
models
with
this
special
rule
have
been
removed
as
casualties,
or
remove
regular
models
as
casualties
before
you
start
accumulating
wounds.
Note
that
you
must
first
accumulate
wounds
on
a
single
model
with
this
special
rule
until
it
is
killed
before
you
start
accumulating
them
on
another
model.
ARES UNITS
Soldier
[Infantry]
Training
Attacks
Strength
Defense
5+
1
5
D6+1
Weapons:
Assault
Rifle
Special:
-
Gauss
Gunner
[Specialist]
Training
Attacks
Strength
Defense
5+
1
5
D6+1
Weapons:
Gauss
Cannon
Special:
-
Sergeant
[Leader]
Training
Attacks
Strength
Defense
5+
1
5
D6+1
Weapons:
Assault
Rifle
Special:
-
Bitsie
[Hero]
Training
Attacks
Strength
Defense
5+
2
5
D6+1
Weapons:
2x
Pistol
Special:
Fast,
Hardened(2)
Hero
Boost:
Add
+1
to
all
your
Initiative
rolls
as
long
as
the
Hero
is
alive.
ARES WEAPONS
Pistol
Range
Attacks
12
1
Assault
Rifle
Range
Attacks
24
1
Gauss
Cannon
Range
Attacks
36
3
Strength
6
Special
-
Strength
6
Special
-
Strength
7
Special
-
Take cover!
Tactics
Requirements: You cannot play any other
cards until the end of the round.
Effect 1: All enemy units get -1 to their shooting rolls.
Suppression fire
Logistics
Tactic
Effect 1: At the end of the round get +2
Command points and draw +1 card from
your Main deck.
Cyber Hack
Action/Reaction
Action/Reaction
Aimed shot
Action
Effect 1: Target friendly unit gets +1 to its die
rolls when shooting.
Effect 2: Spend 3 Command. Target enemy
unit gets -1 to its Defense when defending
against shooting attacks.
Sprint
Holo sight
Equipment
Effect 1: The equipped unit may re-roll one failed
hit roll when shooting.
Effect 2: Spend 1 Krithium. The equipped unit
may re-roll all failed hits when shooting.
Active camo
Equipment/Camo
Effect 1: The equipped units may only be
targeted by units within 6.
Superposed weapons
Action
Equipment/Action