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Quick Play Sheet In-Game Combat Modifiers

Combat Modifiers are limited by the maximum age


Combat Resolution bonus you are playing in. No more than two combat
Combat Skill- Melee M(c) Ranged R(c) to Hit modifiers can be applied to a single die roll.
Ranged Combat
1 2 3 4 5 6 7 8 9 Ranged Modifiers- these add to the Ranged
D6=1 2 3 4 5 6 7 8 9 10 Characteristic of the shooter

=2 3 4 5 6 7 8 9 10 11 1. Coordinated Attacks
2. Weapon Enhancements
=3 4 5 6 7 8 9 10 11 12 3. Abilities
=4 5 6 7 8 9 10 11 12 13
=5 6 7 8 9 10 11 12 13 14 R(tn) Modifiers- these add to the R(tn) of the Target
=6 7 8 9 10 11 12 13 14 15 1. Range Modifiers
2. Evasion
3. Cover
Steps for Combat Resolution
1. Combat skill +d6 vs Target Number Melee Combat
2. Strength Adjustment M(c) Modifiers- These add to the M(c) of the
Attacker
3. Target Save
1. Coordinated Attacks
2. Weapon Enhancements
1. How this works: Roll a d6 and add the result 3. Abilities
to the combat skill of the attacker.
Ranged for Ranged combat M(tn) Modifiers- These add to the M(tn) of the
Martial for Melee Combat Attacker
2. Compare to the Target number of the 1. Cover
opponent. If the result equals or is greater 2. Abilities
than the target number, the opponent is hit
by the attack.
R(tn) for Ranged combat
Strength Adjustment: Compare the
Strength of the hit, with the targets toughness.
M(tn) for Melee Combat
-For Melee Combat and thrown weapons this is the
3. Strength Adjustment: Strength of the Attack Strength of the attacker
is higher or lower than the toughness of the
target. Raise or lower the result by this -For Ranged Combat this is the Strength of the
much. Weapon
4. Target Saves against the attack by rolling a
d6 and adding his toughness to the die Add the Strength Adjustment to the Combat
result. If this equals or beats the combat Resolution result from above. This can raise or lower
resolution number generated above, no the result. There is no number cap to this
wound occurs. Otherwise suffer 1 wound. adjustment.
.
For example, A 7 is rolled for combat resolution. Its a
Strength 3 hit against a Toughness 4 opponent and
gives the combat resolution number a -1. This lowers
the combat resolution number to a 6. Having a
toughness of 4, the target now needs a 2+ on a d6 to
save against the attack
The Genesys Project: Gameplay

Pre-Game Play Gameplay


A Game Round consists of the following stages done
1. Board Set Up
in order.
1. Terrain Density
2. Possible Objective Markers 1. Events: Includes Reserves, Changes between
3. Time of Day/Environmental Effects day and night, Command Values are Restored, etc

2. Missions 2. Challenges to Initiative: In any Game Round


you wish, you may challenge the Initiative in order to
1. Both Players roll to Determine their Primary attempt to gain an advantage. Challenging and
Mission. Secondary missions are rolled for failing reduces your Command Value for this Game
after the end of the second Game Round Round.

3. Preparing Your Forces 3. Alternating Player Turns


1. Share Faction Sheets with your Opponent 1. Player with Initiative goes first, and
2. Each player then creates an army list to activates a number of squads equal to the
accomplish their mission facing their armies Command Value. Game Play
opponent. alternates back and forth until all squads
have been activated.
4. Deployment 2. An activation consists of both a Movement
1. Place Your models into your choice of 3 and an Action, both of which may be held
deployment zones. Squads can be off board for reactionary actions later in the game
in readiness, or even placed in reserve. round.
Placing a model using a deployment zone 3. Movement includes up to x3 a models
selects that zone. Movement characteristic.
2. Place two squads at a time alternating with 4. Actions include Melee and Ranged Combat,
your opponent until all models are additional movement, activating objects or
deployed. objectives, etc.
3. Add up the total value of your deployment
4. Effects: These include such things as Poison,
zones. The lowest value has initiative during
Fire, or other game effects that need to take place.
the first Game Round.
5. Determine Initiative for next round
The Player that activated all their squads first,
automatically starts the next Game Round with
Initiative

6. The game ends after 6 Game Rounds,


unless players attempt to push the further into the
End Game (rounds 7-10). Roll a d6 + Your Command
Value to equal or beat the Game Round you wish to
enter.

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