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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.
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.
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
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.
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
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
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.
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
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.
Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011.
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.
or
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.
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.
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
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
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
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
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.
COVERING FEATURES
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.
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.
Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011.
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
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.
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.
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.
19
Sedition Wars Battle for Alabaster | Alpha rules v1 | Studio McVey 2011.
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.
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.
BURNING
Models
with
this
status
effect
receive
1
hit
damage
at
the
end
of
their
manage
phase
while
the
effect
persists.
21