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QUICK

REFERENCE

SEQUENCE OF PLAY
Each round is broken into four phases:

1. Take the Lead: Draw a counter from the
bag. The owner of the counter chooses who
goes first.

2. Raise the Plan: First player distributes his
Action Counters, then the second player and
so on. # of counters* per character =
characters Willpower

* -1 Action Counter per 2 Damage markers

3. Execute the Plan: Players take turns


activating models, beginning with the player
who Raised the Plan first.

Pass: the player with fewest models can Pass


as many times as the difference between crew
size; but only 2 times in a row.

4. Victory Points and Casualty Recount:


a) Effects are resolved
b) VP count
c) Characters try to Recover

SKILL ROLLS

Agility Roll: roll 1D6, if result is equal to or


less than that characters Movement value.
Willpower Roll: roll 2D6, if total sum is
equal to or less than that characters
Willpower value the roll is successful.
Endurance Roll: roll 2D6 if total sum is
equal to or less than that characters
Endurance value the roll is successful.

MOVEMENT ACTIONS

Models movement action: = Basic


Movement Distance (10cm) + 1D6cm per MC
spent.
Run (costs 1MC + 1SC): Double that
characters basic Movement distance in
straight line of at least 10cm. May not cross
Obstacles or Difficult Ground, Climb or Jump
during this move.

.
If the difference is 11 to 15cm the character

takes equal to half its Endurance value.


If the difference is greater than 15cm the
character removed as a Casualty.
- All falling models must also pass an Agility roll or
be Knocked Down.
- If the model survives and isnt Knocked Down and
also has movement left he may continue to move.
Stand Up: (costs 1 Action Counter) After standing
the character may move and act as normal.
Crouching: (costs 1 SC) Declare when in base
contact with a piece of terrain. Will remain in cover
until he moves or says otherwise. +1 to Ping! rolls if
in between character and shooter.
Manipulate: (costs 1 MC) if in base contact with
appropriate feature or carrying it; gain benefits. Only
once per object per round.
Difficult Ground: (costs 1 MC to enter)the model
suffers from Impaired Movement until it clears the
terrain.


** Impaired Movement: Movement is halved (each
1cm costs 2cm)

-

Climb: (costs 1 MC) Vertical obstacle that is taller


than model. Measure both vertical/horizontal
distance needed**
Jump a Gap: (costs 1 MC) maximum possible
distance is equal to Jump Capacity. (Actual distance
jumped is Impaired Movement)
Jump Capacity = Half total movement allowance.
Spring into the Air: (costs 1 MC) If unable to finish
a Climb the models remaining distance is equal to or
less than the Jump Capacity the climb is successful;
otherwise it Falls.
Leap Down: (costs 1 MC) If the distance
(unimpaired) is equal to or less than the Jump
Capacity the model is placed on the lower level; if
greater then it falls the rest.
Falling: Calculate the height of the Fall minus the
Jump Capacity. (if Pushed JC= 0)
- If the difference is up to 5cm the character takes
.
- If the difference is 6 to 10cm the character takes

ATTACK ACTIONS (Once Per Turn)


Strike: (1 AC per Strike) 1 Strike = 1 to Hit Roll.


Hit Rolls: roll 1D6. For each result is equal to or
higher than targets Defense, make a Damage roll.
- Outnumbered models suffer -1 to their
Defense (close combat only).
- Defensive Position: models gain +1 to their
Defense (close combat only).
Collateral Damage: Roll an extra D6 of different
colour/size every time you make a Damage roll.
If D6 result is the same as any Damage dice
(except 1s), the target is Knocked Down.
If a 6 is matched, and any damage is caused then a
Critical Hit is achieved.
Critical Damage (CRT): The target receives 1
extra . If the weapon has a CRT rule, then the
CRT effect may substitute it.

The target will be pushed a number of cm equal to


the Collateral die. If it cant move the full distance
it will suffer a Hit with a Strength 4+ and Damage
.
BLOCK (CLOSE COMBAT ONLY): (1 DC per D6 )
For each D6 result that is equal or greater than the
enemies current Attack value, a Hit is cancelled.

RANGED COMBAT:

Shoot: (2 AC) Must be more than 5cm away


from any enemy models. A D6 to Hit for each
ROF value the weapon has (if the attacker has
moved this round ROF= 1). Each Damage roll
fails vs target still receives one .
Ping!: Target rolls 1D6 per obstacle in the path
of the Hit. If the roll is greater than the Ping!
value of the obstacle the Hit is discarded.
- 4+ for walls, solid object or other model
(friend or foe).
- 5+ for wooden fences, trees, cars, edge of
buildings roof or urban furniture.
- 6+ for hedges, wire fences, boxes or domestic
furniture.

SPECIAL CLOSE COMBAT:


Grab: (costs +1 SC) must use unarmed. If target


is damaged he also receives the Pinned Down
effect.
If a model is Pinned Down, he will receive a -1
penalty to his Attack value and will not be able to
move or spend MC. If Pinned Down by several
enemies at once, it will receive -1 Defense for each
additional enemy to a minimum of Defense 1.
Push: (costs +1 SC) If target is damaged he also
receives the Pushed effect. And may result in the
target Falling.

RECOVERY:

Recover from Stun: Roll 1D6 (+1D6 per SC


spent). For each 4+ result, remove 1 .
Recover from K.O.: Make and Endurance Roll.
If successful, remove the K.O. effect but
remains Knocked Down and remove 1 .

Victory Points

OBJECTIVE MARKERS

To control and objective, you must have at least 1


model in base contact, and no enemy models in
contact with the objective or with your model.
Control is calculated at the end of Casualty Recount
phase.
Characters that are K.O. can never control
objectives.

Riddles
D6
Results
1
Fail: The player loses 1 VP
2-3 Fail: 0 VP
4-5 Solved: The player gains 1 VP
6
Solved: The player gains 3 VP
-1 to roll if attempting to Solve another players
Riddle
Remove the Riddle objective with any result.

Loot: 1VP to the player who controls it.


Titan Container: 2VP to the owner is they
control it.
Ammo Crate: 3VP to the owner is they
control it.

Casualties and First K.O. VPs


Rank
Casualty
K.O.
Leader or Boss
6
4
Sidekick
4
2
Free Agent
4
3
Henchman
2
1
VPs are for first time a model is K.O.ed and are not
cumulative with causing a Casualty.

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