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Sedition

Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011.

INTRODUCTION
Sedition Wars is a tactical science fiction board-game set in the far future. The playtest alpha is intended for two players. Each player chooses a faction of the sedition war universe and then engages each other in a one on one battle to control a tactical board that is part of a combat scenario.

FACTIONS THE VANGUARD


The frontline warriors of humanities efforts to secure a peaceful and orderly galactic expanse the Vanguard serve as the frontier troops of the Core Worlds. Vanguard patrol the Edge in massive ships called Bastions, mobile interstellar fortresses that can travel at faster than light speeds. Elite, independent, and expected to range across the vast darkness of the Edge, the Vanguard have access to cutting edge state of the art technology and training. Many see them as Humanities last hope.

THE STRAIN
The Strain is a weaponized nano-technological menace. Originally designed as a lifesaving nano-system, the strain was created when the system was merged with alien bio-organic technology. Now it is a terrible life-form without mercy. A force of un-nature bent on mankinds eradication. Relying on a distributed self-governing network of independent exo-forms, the strain preys on organic and technological systems. The sentient hive mind of the strain has become one of humanities greatest enemies. Using exo-form soldiers and nano-infection as its vectors, the Strain is intent on destroying all of human civilization and absorbing it into the Strain Construct.

THE FIREBRAND
Using pirated technology to circumvent systematic control, the Firebrand is now a full blown army of slave rebels in an uprising against the oppression of the Solar Conglomerate and its enforcers the Vanguard. These freedom fighters are devoted to disrupting the state sanctioned trade of corporate conscription and clone slavery. The Firebrand seeks to liberate all workers and clones pressed into servitude by the laws of the Core Worlds.

PREALPHA RULES
Studio McVey wants the public have access to these rules because we believe that the player is the ultimate stress tester. If anyone can break a rule or raise a question, its you.

STUDIO MCVEY DESIGN GROUP

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011. We want you to directly contribute to the making the coolest new game in miniatures combat. Its our belief that you need to have a voice in the game you want to play. This pre-alpha preview of the rules gives you an idea of what we want to do, and how we want to do it. This edition of the rules is a sketch. Intended to work out the kinks and wording so that we can provide you with the best possible final product. The final rules, forged in the fire of play at your table, may be vastly different from those you see here. Were keeping what works and changing what doesnt so that you get the best possible game we can provide. To give feedback or input, ask questions, or simply talk about the games youve had please visit the Sedition War forums at www.studiomcvey.com/forums

WHAT YOU NEED TO PLAY


Sedition Wars requires some basic materials to play the game DICE each player will need at least four or more six sided dice for playing the game. MINIATURES each player will need Sedition Wars miniatures to represent the characters they are using in the game GAME C ARDS each sedition wars miniature comes with a stat card. This card lists the models abilities and features. You will need a card to help keep track of each miniature that you are using in the game. TOKENS in sedition wars you may need to use tokens to track a variety of expendable resources. Glass beads, paper chits, pennies, and six sided dice can be used as tokens. GAME B OARD you can use an official Sedition Wars promo poster as your game board, or you can download a copy of the poster layout from studiomcvey.com/forums to print out your own.

GENERAL RULES DEFINITIONS


There are some important terms to remember when playing sedition wars ACTIVATE when you select a model in your force during your turn, move it, and use its special abilities, you have activated it. FORCE the models you begin the game with MODEL refers to a single model that can be placed on the board. SQUARE The basic unit of measurement is a square (25mm, about 1 inch). Most models occupy a single square. Some larger models may occupy multiple squares. BASE SQUARE A square that a model occupies or that an effect originates from is called a base square.

STUDIO MCVEY DESIGN GROUP

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011. ATTACK VECTOR the line drawn from an attacking model to its target. This is from the center of the attack models base square to the center of the targets base square. If this line is blocked, then the attacking model cannot attack that target. EFFECT VECTOR the line drawn from the source of an effect to its target. This is from the center of the effects base square to the center of the targets base square. If this line is blocked, then the effect cannot be used on that target.

MEASUREMENT
Sedition Wars takes place on a battle grid as laid on the preview poster. The final iteration of the game will use interlocking tiles to define the battle grid. All movement and distances on the battle grid are measured in squares.

MEASURING DISTANCE
Distance can be measured by counting out from the center of one square to another. A player can count out distances and ranges whenever they wish.

ROLLING DICE
Sedition Wars uses six sided dice. This is the kind of die that come with most board games. When referring to a single six sided die, we use the term d6. When referring to more than one six sided die that d6 is preceded by a number, for example 2d6 means two six sided dice.

THE BASICS
Most dice rolling and resolution in Sedition Wars: Battle for Alabaster relies on the following game mechanic Roll 2d6 + any applicable modifiers The total roll is compared to a target number. If the result meets or exceeds the target number, the roll is a success.

SIX IS GOOD
Most rolls of 6 on a d6 are open. This means that for most rolls a result of 6 on a d6 allows that die to be rolled again, and the result added to the die roll.

STUDIO MCVEY DESIGN GROUP

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011. For example a player making a training check rolls 2d6 and rolls a 6 and a 1. 6s are open so The player can roll the 6 again, and does so, rolling a 4. The total of the die roll is the result of all dice rolled (6+4+1) for a total of 11.

ONE IS BAD
Any roll of 2d6 where both dice roll a 1 is an automatic failure

MODS
[Mods] are conditional modifiers that add to a target number or a roll based on the nature of the [Mods] Models may receive [Mods] for a variety of reasons. Special equipment Special abilities Cover Stealth Etc

If there is more than one [Mods] that can apply to a roll or target number, all of them must be applied.

TRUE, STAGED, AND STATUS ROLLS


There are a few types of dice rolls in sedition wars. The most important for determining rules effects are true, staged, and status rolls.

TRUE ROLLS
True rolls are made when all you need to do is meet or exceed a target number. If a roll result is equal to or greater than the target number, you have rolled true and the roll is considered a success.

STAGED ROLLS
This type of roll is made when the magnitude of a rolls success is important. This is especially important in combat where staged rolls are used to determine damage. Staged rolls always have a Stage number associated with them o For example in combat, a weapon always has a Damage Stage A roll gains an additional success for each full multiple of the stage value that it exceeds the target number by

STUDIO MCVEY DESIGN GROUP

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011. For example if the Damage Stage for a weapon is 3, the weapon gains an additional success for every 3 that the attack roll beats the target number by (See example damage below). Only full multiples count.

STAGING ROLL EXAMPLES


Combat Action o o o o o o o Akosha is firing her sniper rifle at a Firebrand clone. Her sniper rifle has an [Attack Value] of 8 and the clone has [Defense] 10. Akosha rolls 2d6 and rolls a 4 and a 5, which equals 9. Adding her [Attack Value] this results in an outcome of 17. She exceeds the targets Defense by 7 Akoshas sniper rifle has a base damage value of 4, and a Damage Stage of 2. She exceeds the defense of the target by 7, so she has exceeded the target number with the staging of the rifle 3 times. Only full multiples of the staging count. Adding the base damage of the sniper rifle (4) and the stage result of the attack roll (3), we end up with a final result of 7 points of damage to deal to the clone.

STATUS ROLLS
These rolls are made to check if a status effect ends. For status rolls a single d6 is rolled If the roll is 4 or higher, then the status effect ends If the roll is 3 or lower the condition or effect persists

MODEL ATTRIBUTES AND STATISTICS Model A ttributes


A models attributes determine what capabilities it has in the game. FACTION ICON - Determines the models specific faction [FIREBRAND ICON] Firebrand [VANGUARD ICON] Vanguard [STRAIN ICON] Strain NAME name of the model TYPE The type of model

STUDIO MCVEY DESIGN GROUP

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011. [TROOPER] Trooper [LEAD TROOPER] Troop Officer [ELITE] Elite [HERO] Hero [COMMANDER] Commander

Hero and Commander Models are considered unique. For example a force with Captain Kara Black, can only have one Captain Kara Black in it.

MODEL STATISTICS
A models statistics are the rules, values, and variables that affect play. [HITS] Amount of damage the model can take. When a model has 0 hits, it is removed from the board. [DEFENSE] The base target number to hit and damage the model. TRAINING A models training modifier is applied to any true or staged rolls that require that training. Training qualifies a model to use specific types of equipment cards not detailed in these rules or to use specific types of strategic points. Models without specific training cannot use gear that requires it, nor can they use strategic points that require that training. Vanguard Training [COMMAND] Command the model is able to use specific tech and training to issue orders and commands to troops. [CYBERWAR] Cyber-warfare the model is able to hack computers and tech-panels. The model may also be able to use special cyber-war equipment to hack or impede heavily augmented cyborgs or strain exo-forms. [DEMO] Demolitions The model knows how to use explosives for effect, this means breaching walls, mining corridors, or disarming devices. [SYSTEMS] Systems The model understands the technical details and operation of industrial and star-ship systems. [MEDIC] Medic the model is able to diagnose and treat wounds and injuries in the battle field. [BLACKOPS] Black-Ops The model has specific stealth or combat training that allows them to use special equipment, or to improvise tactics. WEAPONS On every models card there is a list of the models weaponry STUDIO MCVEY DESIGN GROUP 6

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011. Weapons statistics vary based on the type of weapon Here is a list of the types of attributes a weapon can have WEAPON T YPE [FIREARM] firearms are point and shoot weapons. A firearm can be used to target at any opponent within its range. [GRENADE] are thrown, and have a range of 6 unless otherwise specified. A grenade can be thrown at any target within range. [LAUNCHER] a launcher can be used to fire at any target or square within range and vector. [SPRAY WEAPON] are used to affect a large area with a single effect. FLAMEthrowers, flechette launchers, and other weapons can do this. [BEAM WEAPON] intense energy weapons that damage anything their beam touches. [MELEE WEAPON] these are weapons that can only be used against targets in squares adjacent to the attacker WEAPON S TATISTICS A weapon will have a combination of the following attributes. [RANGE BAND] The range that the weapon is most accurate at. For more details on how range affect combat see Attacking Weapon Ranges below. [NONE] can only be used against targets adjacent to the attacking model [SHORT] 1 to 4 squares [MEDIUM] 5 to 8 squares [LONG] 9 to 12 squares

[ATTACK VALUE] The number added to attack rolls made by the model with this weapon. [BASE DAMAGE] Base damage the weapon deals if it meets or exceeds the targets [Defense]. [DAMAGE STAGE] The staging number for the weapons damage. All attack rolls are staged based off the Damage Stage of the weapon. For each stage increment that the roll exceeds the targets defense by, the attack does an additional point of damage. (see dealing damage below) [DIAGRAM NEEDED] [EXPLOSION] An [Explosion] damages anyone in or adjacent to its targets base square or the base square of the explosions effect. [/DIAGRAM NEEDED] STUDIO MCVEY DESIGN GROUP 7

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011. [DIAGRAM NEEDED] [SPRAY] # When attacking with a [Spray] the attacking model can target multiple models in an area. The attacker selects a primary target, and may attack a number of additional valid targets equal to the [Spray] # as long as they are within 2 squares of the targets base square. The target of each additional attack gains a cumulative [Mod] [Defense] 2 modifier. [/DIAGRAM NEEDED] [DIAGRAM NEEDED] [FLAME] The attacker can draw a vector through blocking models. Models with base squares adjacent to or touching the [FLAME] attack vector take the weapons base damage. Models that take damage from a [FLAME] weapon are BURNING see status effects below. Any nano counters touched by a [FLAME] weapons attack vector while resolving an attack are removed from the board. [/ DIAGRAM NEEDED] [Heavy Weapon] These weapons deal massive damage. A [Heavy Weapon] deals 2 points of damage for each stage increment that the roll exceeds the targets defense by. RESOURCE POOL Some models have a resource pool. These are points the player can spend to use the models special abilities, gear or training cards. Using a special ability costs a number of points as described in the powers description. Some gear and training cards also require that the player spends points from the models resource pool. There are two types of resource pools in Sedition Wars TACTICS [TACTICS] Vanguard & Firebrand [Tactics] represents the training and control of a soldier in battle. When a Vanguard or Firebrand model uses [Tactics] they are relying on their training and expertise. Once a point is spent, it is gone until the Vanguard model rests or recovers. NANO [ NANO] Strain [Nano] represents the force evolved instincts and nano-count of a strain exoform. When a strain model uses [Nano] it is accessing subroutines or biomechanical systems and pushing them beyond nominal operational capacity. Strain models cannot rest or recover to regain resource pool points. STUDIO MCVEY DESIGN GROUP 8

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011. The Strain generate Nano counters under certain conditions see the Strain Activation rules and strategic points below. SPECIAL A BILITIES This is a list of special rules that make up the models abilities. Some abilities might have a maintenance cost as well, this is the number of points a player must spend during a models upkeep phase to keep the ability active.

SPECIAL RULES
Some models may have special rules or abilities that alter the way they play the game. Special rules always supersede the basic rules of the game, unless otherwise specified.

STUDIO MCVEY DESIGN GROUP

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011.

PLAYING THE GAME SETTING UP BUILD A FORCE


VANGUARD & F IREBRAND STRAIN In the ALPHA rules, Strain forces spawn based on the Breach the Facility Scenario rules as described below. You will need the following models 4 or more phase 1 strain Necro-forms 2 or more phase 2 strain Proto-forms 1 or more phase 3 strain Exo-form 1 Phase 4 strain Heavy Exo-form In the ALPHA rules you may create a Vanguard Force of 4-8 models At least one model must be a commander or hero You cannot have more than one of each unique model on the same force

All Strain forces have a spawning limit, for more details on the Spawn limit for a strain force see the Strain Infection Phase rules below.

BREACH THE FACILITY


The Breach the Facility combat scenario is the first test of the Sedition Wars rules.

OBJECTIVES AND WINNING CONDITIONS


VANGUARD PLAYER Your mission is to: Secure 3 Strategic points. o The Vanguard player secures a strategic point when A Vanguard model enters and uses a Vanguard strategic point. A Vanguard model spends a focused action to destroy a Strain strategic point. o If at the end of the Strain players turn, all strategic points have been secured, the Vanguard player wins.

or

STUDIO MCVEY DESIGN GROUP

10

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011. Kill the Phase 4 o If the Phase 4 is killed, the Vanguard player wins.

STRAIN PLAYER Your nano-technological imperative is to Infect or kill the Vanguard team. o If at the end of the Strain players turn all Vanguard are dead or infected the Strain player wins.

Or Prevent the Vanguard from securing strategic points. o If at the end of the Strain players 3rd turn the Vanguard player has not yet secured at least one strategic point on the map, Strain player wins.

SET-UP THE BOARD


Players set up the board by Placing strategic point markers Placing models in spawn zones

PLACING STRATEGIC POINTS


The Vanguard player selects 3 Vanguard Strategic Points from a pool of 10 strategic point markers (2 of each type in the pool) The Strain Player selects 3 Strain Strategic Points from a pool of 6 (2 of each type in the pool) The Vanguard player randomly chooses 1 of the Strain players selected Strategic Points and places it on the map The Strain player randomly chooses 1 of the Vanguard players selected Strategic Points and places it on the map The Strain player places his 2 remaining strategic points on the map The Vanguard player places his 2 remaining strategic points on the map Strategic points can be placed at any point where there is a strategic point marker on the map these are circles with an S in them.

VANGUARD STRATEGIC POINTS


There are 5 Vanguard strategic points that can be used in this scenario.

AUTO-DOC
STUDIO MCVEY DESIGN GROUP 11

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011. Any Vanguard model that can manage to secure an Auto-Doc can use it to repair wounds or cleanse their system. CELLULAR RECOVERY Use Secure Point Action Vanguard models Hits are restored to full. If the model is infected, remove the infection counter.

HAVOK DEFENSE GUN EMPLACEMENT


If the Gun emplacement is secured by a Vanguard model, that model gains Cover [Mod] 3 against ranged attacks. The model occupying the strategic point can use the HAVOK Defense Gun to attack instead of one of the models equipped weapons. Use the models lowest ranged weapon attack value +1. Weapon Name HAVOK Defense Gun Type Range Attack Value Special Base Damage 4 DMG Stage 2

[HEAVY][SPRAY] [Medium] 2 [FIREARM]

LIFE-SUPPORT TERMINAL
When a life support terminal is secured by a Vanguard model with [SYSTEMS] training, that model can use the life support to remove toxins and nano-vectors from the atmosphere. ENVIRONMENTAL PURGE Spend 1 Tactic Select a 4x4 square area on the map. If there are strain Nano counters in that area, you may remove them from the board.

SECURITY TERMINAL
While the Security terminal is secured by a Vanguard model with [CYBERWAR] training, that model gains the following ability. TACTICAL ASSESSMENT Spend 1 Tactic Tactical Sequence Make a Cyber-Warfare Staged roll Target Number 10 Success: Restore 1 tactic to a Vanguard model on the board for every Stage 3 rolled Fail: Restore 1 tactic to a Vanguard model on the board

TELEPORTATION CONTROL
A Vanguard model with [SYSTEMS] training can secure and use the Teleportation control to spawn a new Vanguard model on the board in the Vanguard Deployment zone marked on map. COMBAT APPORTATION Spend 1 Tactic STUDIO MCVEY DESIGN GROUP 12

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011. Place a new Vanguard model from the following list in the Vanguard deployment zone. [TROOPER] Trooper [LEAD TROOPER] Troop Officer [ELITE] Elite

STRAIN STRATEGIC POINTS


There are 4 Strain strategic points that can be used in this scenario.

BIOMECH-CONDUIT
When a Phase 2 or 3 Strain Exoform occupies a Bio-mech conduit it can flush its nano-tech payload for rapid deployment. SIPHON Occupying Strain model spends [x] Nano Tactical Sequence Place [x] nano counters adjacent to Bio-Mech conduit Immediately move each nano counter 3+1d6 squares

GESTATION VENT
When the Gestation Vent is secured by a Phase 2 Strain Exoform, that model can be force evolved into a Phase 3 Exoform for a massive Nano cost. FORCE EVOLUTION Spend 6 adjacent nano counters Remove securing Phase 2 Strain Exoform Replace with a Phase 3 Strain Exoform Exoform may Activate on Strain Players next turn

MACROPHAGE
While the Macrophage is secured by a Phase 1 Strain Exoform, that model can be removed from the map in exchange for nano counters UTILITY CONVERSION Remove securing Phase 1 Strain Exoform Place 4 nano counters in squares adjacent to the Macrophage

SPORE ENGINE
This strategic point converts course matter into strain nanites. VENT An activated strain model within 6 squares of the Spore engine spends 1 nano STUDIO MCVEY DESIGN GROUP 13

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011. roll 1d6 (open) Place half that many nano counters adjacent to the spore engine

STARTING PLAY - PLACING MODELS


The Vanguard player must place his models in any square in the Vanguard Spawning zone. The Strain player must place his Phase 4 model in the strain spawn zone, as well as 4 nano counters

STARTING PLAY
The Vanguard player takes the first turn. Players take turns one after the other.

TURNS
During a players turn, he may activate the models in his Force. A players turn ends when all of the models in his Force have been activated, or if he chooses to end his turn.

ACTIVATING MODELS
Models are activated one at a time. Each model has an A CTION P HASE and M ANAGE P HASE. Once a models activation ends, the player may activate another model until all his models have activated. A model can only be activated once per turn.

STRAIN ACTIVATION
The Strain activation is made up of three phases. Strain Models have an INFECTION P HASE, A CTION P HASE, and M ANAGE P HASE The INFECTION P HASE (see below) this must be used at the beginning of the Strain players turn, before he has activated any models in his force.

INFECTION PHASE
During the Strain infection phase the strain player can Move Nano counters Spawn Exoforms Evolve Exoforms Override infected models Convert Infected Models 14

STUDIO MCVEY DESIGN GROUP

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011.

ACTION PHASE
During the action phase an activated model can: Perform two Standard Actions in any combination o o o o o Move (move 5 squares) Attack Use/maintain a special ability Enter or use a strategic point Rest - Replenish resource pool by 1 point

Perform one Focused Action o o o Run (move 10 squares) Perform a Focused Action Recover - Completely replenish resource pool

MANAGE PHASE
In the manage phase, the model can Maintain/end a special ability Makes status rolls o Apply Status effects End activation

ACTION PHASE RULES MOVING


When you move a model you can move it up to 5 squares. Models can only move through squares that are not occupied by another model or blocking terrain feature. Some squares are difficult to cross, because there is sludge, rubble, or other terrain impeding progress through the squares. Movement through these squares costs an extra square of movement. Some squares are occupied by covering features. These are low obstacles that can provide protection to models. Moving over a covering feature costs an extra square of movement. Opening doors costs an extra square of movement. If a model does not have enough squares of movement to cross into a new square, it must stop in the square it currently occupies. STUDIO MCVEY DESIGN GROUP 15

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011.

ATTACKING
When a model attacks, determine the range to the target, the attack vector, and what weapon the model is attacking the target with. Once youve drawn an attack vector to your target, check the range.

WEAPON RANGES
Count out squares from the edge of the attacking models base square to the target including the base square that the target occupies. If this is equal to or less than the weapons range, it is a valid target.

CLOSE RANGE
Adjacent targets can be attacked with ranged weapons, but receive a [MOD] [DEFENSE] 3. The targets of Vanguard models with Black-Ops training do not receive this benefit.

TARGETING- ATTACK VECTORS


When selecting a target, you must be able to draw an Attack Vector (an imaginary straight line) from the center of the attacking models base square to the center of the target models base square. If you can determine an Attack Vector without touching a wall, corner, or covering feature then the target receives no benefits other than its [DEFENSE] and any applicable special abilities, training, or gear. If you can draw a vector, but touch a corner or a covering feature, then the target has Cover and receives a [MOD] [DEFENSE] 3. An Attack Vector cannot be drawn Through (or along) a wall or floor Through a model of the same size or larger that is between the target and the attacker.

TARGETING LARGE MODELS


A model that occupies more than one square is considered a large model. When targeting a large model, draw a vector to the center of any square its base occupies. Treat this as the models base square for determining the effects of that attack. Large models can draw a vector from any square they occupy. Treat the chosen square as the base square for determining the range of their attack or power.

COVERING FEATURES

STUDIO MCVEY DESIGN GROUP

16

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011. All covering features on the sedition wars alpha map have a slight red outline on the squares they occupy. Covering features can be low walls, partitions, or pieces of machinery that afford some but not total protection from weapons fire. A model behind a covering feature gains Cover Cover provides a [MOD] [DEFENSE] 3.

THE ATTACK ROLL


Roll 2d6 and add the attack value of that models weapon as well as any [MODS]. Compare the total attack roll against the targets [Defense] + [MODS]. If the attack is at least equal to the targets [Defense] + [MODS] it hits.

DEALING DAMAGE
On a successful attack, subtract the weapons base damage from the targets Hit total. Check the weapons damage stage. For each stage increment that the roll exceeds the targets defense by, the attack does an additional point of damage. When a model has 0 [HITS] remove it from the board.

SPECIAL ABILITIES
To use a special ability the model must pay the appropriate resource cost or use the appropriate action.

AUTOMATIC SPECIAL ABILITIES


Some special abilities are automatic, the model must pay the cost of using the special ability and it takes effect.

TESTED SPECIAL ABILITIES


Tested special abilities require the model to make a roll. Once the cost is paid, the model must make the roll associated with the ability.

MAINTAINING SPECIAL ABILITIES


Some abilities can be maintained over time. If there is a cost for maintaining a special ability, it is listed with the power as the maintenance cost. While a special ability is active, the maintenance cost must be paid during the models manage phase. If the cost is not paid the ability ends. Most special abilities can be used again unless the ability specifies otherwise. STUDIO MCVEY DESIGN GROUP 17

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011.

USING STRATEGIC POINTS


Strategic points are special locations on the map. Some can be used automatically during models activation. Others give an occupying model a special ability, or allow that model to affect or alter the conditions of the game in some way. Some strategic points must be occupied by a model in order for them to be used. It costs one square of movement to enter a strategic point. This can be done as part of normal movement. Strategic points on a map are circled in red. A strategic point is considered the occupying models base square. Large models can only use strategic points that are large enough to accommodate their base.

FOCUSED ACTIONS
Focused actions require all of a models skill and concentration, once a model takes a Focused Action, they can perform no other actions during their activation. Any special action, test, or attack requiring a die roll can be performed as a focused action. When a model uses a focused action requiring a die roll, the player rolls 4d6 instead of 2d6, and takes the 2 highest dice rolled as a result.

MANAGE PHASE
In the manage phase, the model can Maintain/end a special ability Makes status rolls o Apply Status effects End activation

MAINTAIN/END A SPECIAL ABILITY


See maintaining special abilities above.

MAKE STATUS ROLLS


If the model is currently affected by a status effect, the model must make a status check. For status rolls a single d6 is rolled

STUDIO MCVEY DESIGN GROUP

18

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011. If the roll is 4 or higher, then the status effect ends If the roll is 3 or lower the condition or effect persists

Make a separate roll for each effect if there are multiple effects on a model.

APPLYING STATUS EFFECTS


If the status roll fails to remove any status effects. The model is still affected by a status effect, apply the effects now.

END ACTIVATION
The models activation is finished. The player may activate another model that has not been activated. If all of the players models have been activated, or if the player chooses to, the players turn ends.

STRAIN INFECTION PHASE


The strain nano-phage moves with a directed consciousness. At the beginning of the Strain players turn the Strain Infection Phase takes place During the Strain infection phase the strain player can Move Nano counters Spawn Exoforms Evolve Exoforms Override infected models Convert Infected Models

NANO COUNTERS
Nano counters represent the invisible nano-spores that spread the strain infection. A model can move through or stand in a square where a nano counter is. A nano counter can move through or stop in a square occupied by a model or strategic point. If a non-Strain model ends its activation on a square occupied by a nano counter, that Model is [INFECTED]. Only one nano counter can occupy a square.

MOVE NANO COUNTERS


The player can move nano counters on the board up to 6 squares each.

STUDIO MCVEY DESIGN GROUP

19

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011.

OVER-RIDE INFECTED MODELS


The strain nano-phage taps into the nervous system of those who are infected by it. Any creature with the infected status effect can suffer a Strain Over-ride. Once during the Spawn infection phase the Strain player may move any infected model 1 square in any direction.

SPAWN EXOFORMS
If there are nano counters on or adjacent to a Type 1 Strain Spawn Point Type 2 Strain Spawn point

The player can spend those nano counters to place a Strain exoform model on the board adjacent to the spawn point. Phase 1 Strain Exoforms can spawn at Type 1 strain spawn points Phase 1 and 2 Strain Exoforms can spawn at Type 2 Strain spawn points

SPAWNING COSTS
To spawn a strain exoform at a spawn point Phase 1 Strain remove 1 nano counter in or adjacent to the spawn point o The cost increases by + 1 counter for every 2 phase 1 strain exoforms on the board Phase 2 strain remove 2 nano counters in or adjacent to the spawn point o The cost increases by + 1 counter for every phase 2 strain exoform on the board Each spawn point can only be used once during the Strain Infection phase.

Spawned models can only perform one action on their first activation.

SPAWNING LIMIT
The spawn limit is the maximum number of strain models that can be on the board at any given time. The spawn limit for a Strain force is equal to the maximum nano of the highest ranked Strain Model on the board. In this case, we assume the Strain spawn limit is 12, the maximum limit of the Phase 4 Grendlrs Nano count.

FORCE EVOLVE EXOFORMS


If there are phase 2 Exoforms on the map with their nano resource pool at maximum, they can be force evolved to the next stage in their strain development. Phase 2 Stalker Exoforms can become Scythe Witches Phase 2 Quasimodo Exoforms can become Brimstones 20

STUDIO MCVEY DESIGN GROUP

Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011. The player spends all of the nano in the Strain exoform resource pool, and replaces that model with a new one corresponding to its force evolution on the board. Force evolved models are placed on the map with 1 Nano in their resource pool. They must be placed so that they occupy the same base square as the original model. Force evolved Infected models can only perform one action in their first activation.

CONVERT INFECTED MODELS


Infected models can be turned into strain exoforms during the Strain Infection Phase. This conversion is based on the strain infection level of the model. 2-3 infection counters place a phase 1 exoform in the models base square and remove the model from play. 4 Infection counters place a phase 2 exoform in the models base square and remove the model from play. Newly converted Infected models can only perform one action in their first activation.

STATUS EFFECTS INFECTED


When a model becomes infected, the Strain nano-phage has begun to attack and convert the hosts biological systems. If the model fails a status roll against infection during its manage phase, place an infection counter on it. If the model succeeds a status roll against infection, do not place an infection counter on it. Infection is not removed when a successful status check is made. Infected models can be treated as enemy models by their Force.

BURNING
Models with this status effect receive 1 hit damage at the end of their manage phase while the effect persists.

STUDIO MCVEY DESIGN GROUP

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