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• Terrain elements that will stand for buildings Dice and Rolls
and covers
• 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.
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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.
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.
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
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.
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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.
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.
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8. Features
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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.
3. Move
12. Rarity
Move (MOV) is a characteristic that defines
how many inches the model can go for 1 AP.
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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
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
Building a Squad
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When both players have no more models to Victory Conditions
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
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
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so to know for sure if one model can see
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another, feel free to replace them with height
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.
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
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
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:
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
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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.
Attacks").
Charge conditions:
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.
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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
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.
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You can choose a mission by rolling a d3 before
ADDITIONAL
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the game or agree on a certain scenario
MATERIALS beforehand.
Holding Positions
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.
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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
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
Invasion
You need your models to be 14″ from the central
models can't be placed farther than 14″ of the More information here:
was used).
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