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QUICK RULES

These models are the fighters who will clash in


PREPARING FOR
1 BATTLE
battles and bring you the joy of victory

Each model is mounted on a base the size of


which plays an essential role in the game's
Hydrophilia sends you to the planet's mechanics. Height of a miniature itself is no
alternative past that can be briefly described as less important. All heights are measured in
"what if history took a different turn in the standard units, where 1 stands for an average
80s?" Discovery of the unique resource — a human height. On the game table it is 1.4'' or
sort of superordinary water, enabled an roughly 35 mm. In terms of the game's
incredible technological leap, but its scarcity mechanics all models are treated as simple
and value provoked the most devastating war in cylinders, formed by the height of the model
the history of mankind. The war is now over, and the edge of its base. All combat
but the world has changed beyond recognition. calculations and checks are based on the
World government squabbling over power with volume of this cylinder.

insatiable megacorporations, artful hackers


Getting acquainted with the game you will see
operating in virtual space, street gangs being
that the rules as well as character cards often
at each other’s throats for territory, religious
refer to models' affiliation. All models in your
cults preaching new commandments,
squad are considered friendly. Models
smugglers flooding the black market with
weapons and stimulators, and of course controlled by the opposing player are
fighters, stuffed with all sorts of cybernetic considered enemies (hostile models). When
implants. you take control over an enemy model, it
becomes friendly for as long as you control it.
REQUIRED COMPONENTS Neutral models are neither friendly nor hostile,
To play Hydrophilia you will need:
but note that in terms of any attack-related
actions neutral models are regarded as
• A table or another playing surface of at least
enemies.

36" x 36" (or roughly 92 x 92 cm) in size

• Terrain elements that will stand for buildings Dice and Rolls

and covers

The game uses six-sided dice, or d6. An


• Character miniatures — assembled, painted instruction saying: "roll a d6" means than you
and mounted on their respective bases
should roll one six-sided die; if it says: "roll
• Character cards (you can laminate them or 2d6", roll 2 six-sided dice and add together the
put into protective sleeves to mark damage results, etc. A notation like "2d6+1" means that
using special erasable markers)
you should make a 2d6 roll and add 1 to it.

• 6-sided dice
Sometimes rules may call for a d3 roll, which
Measuring rulers or tape measures marked in means rolling a d6 and halving the result
inches
(fractions should be rounded up). Simply put,
• Tokens. Various marks to visually indicate rolling 1 or 2 = 1, 3 or 4 = 2, 5 or 6 = 3.

statuses and effects.

While playing, you may occasionally have to


perform a division operation, but the number of
BASIC DEFINITIONS
dice you roll and the result you get can't be a
Models fractional number. In Hydrophilia all results
are rounded up (e.g. 5 / 2 = 2.5, which is
Miniatures representing your characters on the
rounded up to 3).

battlefield are the key element of Hydrophilia


gameplay.

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Table and Terrain
You'll need a square playing field with sides
ranging from 36'' to 48'' (roughly 90 to 120
cm). It's fine to use a table or another surface
smaller or bigger than that, but you'll have to
make proportional corrections to the models'
deployment zones and terrain setup. Models
can't be placed beyond the table edge.

Before starting a battle, fill the table with


various immobile features such as buildings,
constructions and other structures that will
help achieve deeper immersion in the game and
enhance tactical diversity. Battles take place in
the urban area. Typically, this implies industrial Patrol Officers marked with ✓ are considered

parks, apartment districts and slums growing to be within 2″ from captain Davis, while

on the ruins of former cities. Terrain features Hunter is outside of this range.

should occupy around 20–30 percent of the


playing surface. Congested battlefield will Unlike dice rolls, distances are never rounded
leave no space to maneuver, and a bare table out, even if the number you get after applying
will turn the game into a chaotic shootout. modifiers is a fraction.

Terrain layout must not give any distinct Turn, Activation, Action
advantage to either side, but it isn't supposed
to be perfectly symmetrical. Players should In the course of the game models can perform
agree in advance on the properties of terrain various actions, the “cost” of which is measured
features on the table — such as their nominal in action points (AP)

height or whether a given feature can be By default, each model has 2 AP to spend on
passed or shot through. some action (see "Combat Interaction"). An
Measurements and Modifiers

action starts when a player declares it to the


opponent, and ends once all of its conditions are
You can (and should) regularly measure met.

distances on the table in order to estimate Before performing any actions with a model, a
shooting range, movement distance or just player has to declare its activation. A model's
assess the situation for yourself. All distances activation ends when there are no available
are given in inches (") and are measured to actions left.

and from the edges of models' bases

A turn starts when the first model


Results of dice rolls and measurements can be ends once the last model on the table has activates and
altered by various factors such as move finished its activation (see "Turn").

penalties, evasion bonuses, etc. Those factors


are called modifiers. Modifiers of different If a character's action is specified as "active until
types apply in the following order:
the next action", but the character dies, all of
1) modifiers described in the rulebook;
that character's ability markers are removed
from the table along with the model. But if an
2) lingering effects;
action is specified as "active until the next
3) modifiers from the character cards (features activation", in case of the character's death,
before abilities);
their ability markers are removed from the table
4) equipment effects.
at the end of the turn.

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CHARACTERS CARDS 6. Cybergrade
For players’ convenience, all additional rules Cybergrade (CYB) is a characteristic that defines
for models are presented on character cards. the degree to which a character is comprised of
Along with a name, a card contains all the non-living matter, and is used to determine
necessary information about a model's electromagnetic damage (see "Calculating
characteristics and abilities. Rules given on Damage"). The smaller the number, the more
character cards always have priority, even if robotized the model is.

they contradict the rulebook.

7. Psyche
You can find detailed description of all the
Psyche (PSY) is a characteristic that defines the
available actions on the reverse side of a
character's ability to resist mental attacks (see
character card.

"Calculating Damage") and avoid psychic


14 12 13 effects.

1
8. Features

2
Here is the list of abilities considered to be
3 4 5
innate perks of a model. These features do not
8 6 7 require AP to work and stay active all the time
9 throughout the game as long as necessary
conditions are met.

10 11 9. Attacks
All actions in the list below are qualified as
attacks and are subject to respective rules (see
"Attack").

10. Abilities
1. Squad Points
The list of abilities available to the character.
Some of those work automatically upon being
This characteristic shows how many points you
declared, some require actions to be performed,
need to spend on the model to include it in your
much like attacks do (see "Attack"). Abilities
squad.

that have reference to the "Skill" characteristic


2. Health Points
in the description require a hit roll (see
Any successful attack by the enemy inflicts
Calculating Hits).

wounds on a model. When the number of


11. Factions
wounds received reaches the number of the
Faction symbols on character cards indicate the
model's HP, that model is considered killed and
factions the models belong to. Your squad can
has to be removed from the table.
only include models from the same faction.

3. Move
12. Rarity
Move (MOV) is a characteristic that defines
how many inches the model can go for 1 AP.

Rarity defines how many identical models can be


used in battle within the given number of squad
4. Evasion points (see Building Your Squad). It is denoted
Evasion (EVA) is a characteristic that defines on character cards either as a fractional or an
how hard it is to hit the model (see "Calculating
integral number. E.g., a fraction 1/12 means
Hits").

that you can add one model of this kind to your


5. Armor squad per every 12 squad points you spend. An
Armor (ARM) is a characteristic that defines integer rarity value means that the number of
how hard it is to deal physical damage to the such models can't exceed this value, regardless
model (see "Calculating Damage").

of the squad size.

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13. Size Players deploy models in turns, one at a time,

The size of a model on the table is denoted by starting with models of the highest value in

two parameters: its height and its base. Height Squad Points, and going in a descending order

is measured in standard units equal to the of value. In case there are models with the

average human height (see "Visibility").


same value, it is up to the player to decide

14. Keywords which one to set up first. The bases of the


models can't go beyond the deployment zones
Keywords characterise the model one way or
(see "Deployment").

another (e.g. "Heavy Vehicle"). Usually such


A model that will be the leader is deployed first
words help determine the application scope of
regardless of its cost. If a player wants to apply
actions and equipment. If an ability or an
a Tactic Card (see "Tactic Cards") to their
equipment has a keyword in description, it can
leader, they have to do so immediately after
only be applied to models with the same
deploying the leader on the table.

keyword.

Leaders have a special status. You can only have While deploying models keep in mind that
one model marked “Leader” in your squad. before the first turn begins no model base
Leaders can use tactical cards (see "Tactics"). should overstep the deployment zones
boundaries.
GAMEPLAY
While building a squad you have to take the
Defining a Scenario

models' affiliation and rarity into account.

After the players decide on the table setup,


Before the battle players don't have to declare
they specify the deployment zones and the
what models they are going to use but it's not a
game's mission using special cards. A mission
bad idea to consider several build variations for
determines the objectives that players will
different missions and situations beforehand.

need to accomplish in order to win the game. If


a mission objective is inaccessible due to After putting all models on the table, a player

terrain features, move them.


chooses and distributes equipment (provided
there are unused points left) starting from the
Then the players determine the battle length,
most expensive items (see "Equipment"). If one
which is done by rolling a d3 and adding 5 to
of the players has already spent all available
the result (you'll get from 6 to 8 turns). The
squad points but the other still has spare
number of turns is final and can't be changed
points, the latter puts the remaining models on
during the game.

the table and distributes the equipment until


After that, players roll off for initiative.
there are no points left.

Whoever rolls higher gets to decide who will


get to choose a side and who will get the right Turn
to start the first two turns.

Once both players have finished the


deployment, the first turn begins.

Building a Squad

The first player chooses a model from their


Prior to starting a battle you need to build a
squad and declares its activation. The model
squad. First, the players choose factions to
performs any available actions and then ends its
play for and agree about the squad size, which
activation. It won't take active part in the game
is the Squad Points limit for their armies. If
until the next turn. Then the second player
agreed SP limit is 30, then total SP value of all
chooses a model to activate, and so forth. If one
models and equipment (see "Equipment") in
of the players has run out of unactivated
either squad can't exceed this number.

models, while another one still has units eligible


The player, who won the right to take the first for activation, the latter continues to activate
turn, starts deploying models. characters, one at a time.

5
When both players have no more models to Victory Conditions

activate, the turn ends.

Players need to accomplish mission objectives


No model can be activated twice in a row as long
in order to gain Victory Points (see
as there's any other model that can be activated
"Missions").

instead. For instance, the player who starts a


new turn may not activate the character that It is important to note the number of turns

was activated last during the previous turn, taken and the total score on missions where

except if it's the only remaining model or when Victory Points are scored at the end of each

other models can't be activated at the moment.


turn.

From the third turn onwards, at the start of each The winner (the player who scored the most

turn, players roll for initiative. The player who Victory Points) is determined at the end of the

acted second during the previous turn gets a +1 last turn. If both players see that the game's

to their roll. If a player acts second two times in outcome is obvious and no one objects to the

a row, they get +2 to the roll result, and so on, result, it can make sense to end the battle

until the maximum of +5.


earlier.

The player who won the roll-off for initiative


decides who will start the new turn.

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so to know for sure if one model can see

2
another, feel free to replace them with height

COMBAT INTERACTION rulers for precise measurement.

If any of a model's skills or attacks says:


"ignores visibility" it means that the absence of
VISIBILITY visual contact does not prevent it from
The vast majority of interactions on the table attacking.
require visual contact check between the
opposing models. All models are considered to
have a 360° view and a limitless view distance
but terrain features may block the line of sight.
You can check for visibility between two
models by visualising straight lines connecting
their volumes.

If you can draw a straight line between some (at


least one) point of an attacking model's volume
and all points of a target model's volume, then
the target is in full visibility.

It's quite easy to do a visibility check for


If you can draw a straight line from at least one
models of the same height standing on the
point of attacking model's volume to the top
same altitude.

area of a target model's volume but the


A) Low visibility. Replicant takes cover from
conditions of plain sight are not met, then the
an obstacle that has height equal to or
target is in low visibility.

greater than his own and the attacker can see


A model in low visibility gets +3 EVA bonus.

a part of his base.

If no lines can be drawn between two


B) Full visibility. Hacker stands behind an
models—these models have no visual contact.

obstacle which is lower than himself and the


attacker can see a part of his base.

Put simply, from a top view perspective, you


may draw a triangle from any point of your C) Cover. Patrol stands behind an obstacle
model's base to a target. If no high terrain (and within 1″ of it) the height of which is
intersects with this triangle—we have plain equal to or greater than half of his own
sight. If some kind of wall or a column intersects height and the attacker can't see his base.
with some part of this triangle—we have low
visibility. If you can't draw a single line to the
target—there is no visibility. COVERS
Models receive cover when standing behind a
If a model is located behind an object (e.g. terrain feature or a friendly model of at least
terrain feature or another model) of equal or half their own height (models and terrain
greater height located within 1″ of this model, features of height equal or greater than the
the object is considered to be obstructing the model's own can't be covers because they would
line of sight even if the attacking model's height block the line of sight completely). A model has
allows to draw a straight line to the top area of to be within 1″ of the object to use it as cover.
the target's volume. When making a top view check, the model's base
Please note that models of the same nominal has to be completely obscured by a terrain
height may look different on the table, so to feature or another model used as cover.

know for sure if one model can see another, When in cover, models gain a +4 EVA bonus.

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Example A: from Patrol Officer's perspective Hacker is covered, because the model is standing
within 1″ of an obstacle with no part of it extending outside the cover.

Example B: Thanks to its size, Themis can see Replicant, but Patrol Officer acts as a covering
model for Replicant since the model is located within 1″ from Replicant and it's volume provides
him low visibility.

Benefits provided by covers cannot be summed


up with benefits provided by low visibility. If a
ACTIONS
model is under cover and in low visibility at the Models can perform four types of actions:

same time, the player controlling it has to • move

chose and declare which bonus is applied to • perform available attacks

the model before the opponent declares


attack. • use available abilities

• Accomplish a mission objective (see


COVERING MODELS "Missions")

Performing a visual contact check, you may find Players are free to choose the order of actions
that some model (or several models) creates low for themselves.

visibility or a cover for a target model. It is called Each action has a number in brackets, showing
a covering model. All shooting attacks and how many AP a model has to spend in order to
abilities that require a hit roll first hit the perform this action. Square brackets mean that
covering models, in order of how far they are this action can be performed only once per
from the attacker. All covering models gain a +2 activation. Round brackets mean that this
EVA bonus, since they are not the primary target action can be performed many times.
of the attack. If none of the covering models
were hit, the attack reaches the target model
that has all the Evasion bonuses required by
basic rules.

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Models can't move through other models or
MOVE
any obstacles higher than half of their own

Movement (MOV) takes 1 AP. To perform this height.

action, just move your model to a distance


specified on its card. It doesn't have to be a
straight line—you can divide the path into parts,
but the total distance cannot exceed the
model's MOV characteristic. You can move it to a
smaller distance, but the action will be over
anyway.

When a model moves more than once during the


same turn, the distance of each subsequent
move is halved. Thus, if a model has 3 AP and its
basic MOV characteristic is 6, the first move it
makes would be 6″, the second would be 3″, the
ATTACKS
third — 1,5″ and so on.

The movement distance also halves if the One of the most important character abilities is

model performed any attack earlier in this attacking other models. All attacks in the game

activation. fall into three types: shooting, close combat


and area of effect.

Reading from left to right the attack


nomenclature on character cards is next:

1) Number of AP required to perform the attack

2) Name of the attack

3) Effective range in inches and/or attack type

If in the way of a moving model there is an


obstacle with a width of less than model's base
size and a height less than half of its own height 4) Skill characteristic

(fences, window openings, etc.), the model just


passes through, getting a -1″ penalty to Move. If
an obstacle is larger than the model's base, the 5) Damage that a given attack deals (an icon
model just climbs it, getting the same -1″ Move denotes the attack type).

penalty. If a model can't climb of fully get past If a model performs several attacks during the
such an obstacle in one move action, it has to same activation (different attacks as well) all
stop right before the obstacle (in other words, attacks subsequent to the first one are
you can't leave it with a part of its base hanging performed with a -2 Skill penalty.
in the air).

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Shooting Attacks If there is a Skill characteristic in the
description, the epicenter is determined in two
To perform a ranged attack follow this
steps:

sequence:

1) place the marker within the given range


1) choose a target model, check for visibility;

(ignore obstacles lower than three times the


2) declare an attack that you want to use from height of the attacking model but not the
the model's attacks list;
horizontal building slabs).

3) check if the target is within the effective 2) Roll 2d6. If the sum of the roll result and the
attack range. If this condition is not met, select model's Skill is equal to or greater than 12, the
another target or another attack;
marker stays where you placed it. If the sum is

4) make a hit roll (see "Calculating Hits");


less than 12, the marker shifts in a straight line
towards the attacker to a number of inches
5) if your model hit the target, make a damage
missing from 12. If an attacking model can't see
roll (see "Calculating Damage").

where the marker is placed, it gains a -2


If several models are engaged in close combat
penalty to it's Skill.
(see "Contact and Close Combat"), an attacker
can only target the closest model (even if it's
For example, Good-Time Charlie throws a
friendly). If the attack fails, the attacking player
grenade to a given spot. His Skill is 6 and the
must attack the next model in the row even if
player rolls a total of 4 on 2 dice. Consequently,
initially it was out of sight or out of shooting
6 + 4 = 10, which is 2 short from 12, meaning
distance. The attacker makes hit rolls until the
that the marker shifts 2″ towards Charlie.
first success or until missing every engaged
model.

If the marker shifts onto an obstacle where it


When shooting at models engaged in close cannot be placed, move it towards the attacker
combat, evasion bonuses caused by terrain until it reaches a spot where the rules allow it
(covers and low visibility) are ignored while to be placed.

personal modifiers still apply. All shooting


A blast radius of an explosion is 3″ from the
attacks targeting models in close combat are
epicentre unless stated otherwise on the card.
performed with a -2 Skill penalty.

All models within the blast radius suffer a


This rule doesn’t apply to area attacks. shooting attack coming from the explosion's

Area Attacks epicenter (bear in mind that an explosion


marker's height is 1) with Skill 7. Such attacks
Area attacks are different from shooting attacks
comply to all rules for determining visibility and
in that they affect every model within the range,
covers but ignore covering models and disguise
no exceptions. Such attacks comply to all the
bonuses.

rules for determining visibility and covers but


ignore covering models and disguise bonuses.
Damage dealt by explosions is denoted as a
fraction. The first number is damage inflicted to
First you need to determine the epicenter of the
models within 0,5″ range of the epicenter. The
explosion. A point on the table as well as the
second number is damage inflicted to models
attacking model itself can act as an epicenter.

being outside the 0,5″ range but still within the


If the attack's description says "Place", the
blast radius.

attacker places the epicenter marker at will. A


If an area attack has no epicenter, then impact
marker's center can't be placed on obstacles,
area is determined according to instructions on
model bases or outside of the range indicated on
a card.
the card. When checking for visibility, markers'
height is considered to be 1.

10
Close combat A model that had fled from combat can't use
abilities, attack, accomplish a mission objective
Close combat happens in case of base contact
or capture points until the end of current
of hostile models. If there is a line of
activation. If the enemy models can't make
combatants touching each others bases, they
melee attacks, the retreating model can leave
are all considered to be engaged in the same
the combat unhindered.
combat even though the ends of the line might
be separated by a considerable distance.
Abilities
When friendly models are touching bases, there Generally, there is a detailed description of
is no close combat between them.
abilities on the back of a card. Some of abilities
Note that models engaged in close combat are have reference to the "Skill" characteristic in the
subject to a number of limitations:
description. As well as attacks, they require a
hit roll (see Calculating Hits) but get no Skill`s
• Models can't use abilities that require
penalty for repeated use.

spending more than 1 AP.

• Models can't hold positions, can't place or Charge


remove objective markers.
Most models have "Charge" ability on their
Models in close combat are considered cards. It enables a model to move within a
"Engaged".
given range and then perform two attacks in a
row without any penalty for attacking twice
Engaged models can only use attacks marked as
during the same activation. It is impossible to
melee and can't use Move action.

declare Charge if moving the attacking model


Melee attacks are resolved in the very same within a given range doesn't bring it into base
order as shooting attacks (see "Shooting contact with the target.

Attacks").
Charge conditions:

Retreat • A model that declares Charge has to see its


If a model is engaged but not willing to fight, target before an attack is declared.

player can declare a special "Retreat" action. • Charge can't be declared if a way to a target
It has to be done in the beginning of the lies through dangerous or difficult terrain,
activation, before attempting to perform any through covers or requires climbing onto
other actions (including equipment ledges of any height or climbing down ledges
application). When Retreat is declared all bigger than the attacking model's height.

hostile models in base contact with a


• Charge can't be declared against models
retreating model may perform a melee attack
already engaged in close combat.

on it (the order has to be chosen by the


• You can't divide the attack between two
attacking player). If a retreating model
separate targets or refuse to make second
survived the damage, it can move covering
attack or exchange it for another action even if
the distance shown on a card + modifiers.
your first attack has killed the opponent.
Then it’s activation ends. Obviously, if a
model is just physically unable to escape Charge distance is subject to penalties for
(e.g. it’s base is squeezed between other making Move after another Move action.
models’ bases or terrain features), Retreat Therefore if a model has already moved during
cannot be declared. this turn, its charge distance limit is halved.

11
When making a damage roll, each die with a
CALCULATING HITS
result equal to or greater than the target's
To know if an attack or a skill hit the target you
corresponding defence characteristic deals one
have to make a hit roll. Player that controls the
wound to the target.
attacking model rolls 2d6 and adds its weapon
Skill characteristic to the result of the roll. The Just as in case of hit rolls, keep in mind that

final result is compared to the target's Evasion you need to apply all modifiers before making

characteristic. The attack is considered the roll.

successful if the result of the roll is equal to or


greater than the target's Evasion. If less—the EQUIPMENT
attack failed. AP are spent anyway.

Equipment changes the models' parameters


While playing, you'll notice that it's quite easy to and adds diversity to their tactical abilities.
hit a fully visible target, which is why the game Just as models, equipment has its own cost so
has many Evasion modifiers such as cover and be careful not to exceed the Squad Points limit.

low visibility bonuses, bonuses described in a


You can give equipment to any model that
target's features, penalties applied to an
matches conditions described on the
attacker and so on. Modifiers may also affect
equipment card. Cards are laid face down after
weapon Skill characteristic and results of a hit
all figures are put on the table but before the
roll. In any case keep in mind that you should
start of the first turn, so the opponent can see
apply all modifiers before comparing the final
what models got an equipment but doesn't
results.
know what exactly they got. Models can't carry
CALCULATING DAMAGE more than one piece of equipment. It is

attached to the character for the rest of the


After any successful attack you have to
game and expires when used or with the death
calculate the damage. Depending on its nature
of the character carrying it. You can't pick up
there can be three types of damage:

equipment from dead bodies.

Physical: inflicted by various firearms,


melee weapons, explosions, flamethrower Different equipment works at different speeds.

attacks and so on.


Some items will require you to spend AP in

order to have the effect, while others can be


Mental: psionic attacks that affect
used even out of the model's activation
consciousness and willpower.

(marked as "!" in parentheses before the AP


Electromagnetic: EM-attacks aimed at
cost).

destroying electronics.
Equipment cards defined as "single-use" are
Damage is calculated as follows: the player who
taken from the model right after use. They can't
controls the attacking model makes a damage
be used again. If a card is defined as
roll. The number of dice rolled is equal to the
"multi-use", it remains with the model after
Damage characteristic of the attack used.

use, placed face-up next to the model's card.


"Then you need to compare the results rolled on
Such equipment may be used again.

each die with one of the target's characteristics:

All equipment effects are subject to the game's


• For physical damage compare the result on
each die to the target's Armor characteristic.
core rules (meaning that, for example, if an

equipment grants model a move action, all


• For mental damage compare the results of the
penalties apply to it as if it was just another
damage roll to the target's Willpower
regular action). Equipment bonuses and
characteristic.

penalties modifying various characteristics


• For electromagnetic damage compare the
such as shooting range, attack or move are
results rolled on each die to the target's
applied after all other modifiers.
Cybergrade characteristic.

12
You can choose a mission by rolling a d3 before
ADDITIONAL
3
the game or agree on a certain scenario

MATERIALS beforehand.

Holding Positions

TACTIC CARDS There are five objective points. To hold a point


you need to have your models within a 3″ radius
When deploying, squad leaders may apply one
of it, have a visual contact (at least partial) with
Tactic Card to their squad. Each leader has
the point and have no enemy models around
their own Tactics that no other model can use.
matching the same conditions. No markers
A Tactic you chose will be active until the end
needed. Victory Points are scored at the end of
of the game, it cannot be changed or cancelled.
each turn. Each point brings 1 Victory Point to
the player holding it.

DEPLOY
If a player has no models left on the table, the
For your first games it would probably be better
opponent instantly captures as many points as
to use "wide deployment" instead of deploy
they have models capable of capturing points on
cards.
the table and scores Victory Points for them
until the end of the game.

MISSIONS
Before the game, players choose a mission that
Downloading
will determine objectives they'll need to
accomplish in order to earn Victory Points.
There are 3 terminals along the central line. You
need to put a token (marker) of your color on a
Some missions require placing markers (tokens)
point. Putting your marker on it automatically
of your faction color. Any model being in base
removes the opponent's marker. Points can be
contact with an objective point can put a marker
recaptured unlimited number of times. Victory
unless said otherwise on its card. Placing a
Points are scored at the end of each turn. Each
marker costs 1 AP.

terminal marked with a player's color brings 1


For your first games it would probably be better
Victory Point to that player at the end of turn. At
to use one of these missions instead of mission
the end of the game add up all the points each
cards.
player earned.

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In case a player has no models left on the table, Each of your models staying within your zone

all objective points are instantly switched to the brings your opponent 3 Victory Points at the

opponent's color and bring them Victory Points end of turn.

until the end of the game. If a player has no models left on the table, the
opponent instantly puts all of their models into

the scoring zone and scores points for them

until the end of the game.

Invasion
You need your models to be 14″ from the central

line on the opponent's side of the table. Your

models can't be placed farther than 14″ of the More information here:

central line on your half of the table. Victory


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Points are scored at the end of each turn. Your

models touching the opponent's zone at the end

of turn bring you 1 Victory Point for each Squad

Point they cost (including equipment even if it

was used).

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