mantic
Rulebook 1 Introduction Welcome to Star Saga, a game of high adventure in a futuristic world of space travel, advanced technology, and myriad alien races. The competitive game allows for up to five players, pitting the scheming Nexus player against a group of intrepid Mercenaries on an important mission. Alternatively, the game can be played co- operatively or even solo, with the Nexus’ actions taken over by the game itself. This book will take you through an introductory mission to learn the basics. Once you’re an experienced spacefarer, you can use the accompanying mission book or any of the expansions available from Mantic to explore further. This book will assume that there is a Nexus player controlling the minions. If you are playing co-operatively, look out for the green ‘Artificial Nexus’ boxes in the rules – these will highlight the differences when playing the game without a Nexus player. Contents
Game Components 2 End Phase 19 Setting Up 4 Mercenary Damage 19 Sequence of Play 6 Missions 20 Mercenary Phase 6 Additional Rules 22 Feats 6 Breaking Away 22 Moving 7 Equipment 23 Actions 8 Shields 23 Action - Shooting 9 Zones 24 Scenery and Cover 10 Destroying Scenery 24 Resolving Attacks 11 Darkness 25 Action - Close Assault 13 Nexus Interrupt Cards 25 Action - Opening and Closing Doors 13 Stealth 26 Action - Accessing Terminals 13 Bosses 27 Action - Interacting with Scenery 14 Large Models 27 Nexus Phase 14 Campaigns 28 Artificial Nexus 16 Experience 30 Game Components Mind Storm Compel 110 Captain Erika Dulinsky 110 Wrath Getting Sleepy Choose a Mercenary. 125 C.U.R. BO7153 - ‘Curby’ Human, Shooting, Tactics Enemies Incoming! Judwan, Assault, Speed Choose a Mercenary. Ogan Helkkare Robot, Tech They are targeted with Remains in Play Move them up to two 125 Dwarf, Shooting, Tech Remains in Play a 2 dice Ranged Attack spaces, following all The desire to sleep, to simply lie with no modifi ers. The Mercenariesdown are and sink into oblivion, is normal movement becoming irresistible. Every step taking too long, and it’s no rules. They can be secret that they’reis a labour here. as you feel yourself falling, your vision dimming. It forced to Break Away if Add 1 to Activationwon’t be values long now until you can rest, perhaps forever. With ragged necessary. and 2 to Reinforcebreaths, values you force yourself to fi ght for the rest ofon. the game. At the beginning of each Mercenary activation, they must roll a die. On a blank, the Mercenary must give up either Laser Assault Rifl e: Ranged Weapon, Long. their Action or their movement for Pistol: Ranged Weapon, Short. EE E- E91291- - 91291-91291 91291DD - 20513- 20513 Laser: Ranged Weapon, Long. this activation. Roll any other card E - 91291DDD - -20513 -20513 20513 Jian Blade: Wrath may force an opponent to re- effects separately. Burst Pistol: RangedElectrical Weapon, Discharge: Short. Action - make a close assault attack against all adjacent modelsroll one with defence no outnumbering die in each close assault. Deployable Equipment:penalty. Ogan starts the game with Psychic Power 2 Sentry Guns andNight 2 ForceVision: Fields. Curby As is anunaffected Action he by darkness. Event Psychic Power may place a SentryAnti-Grav: Gun or CanForce move Field over in anobstacles adjacent and friendly empty square, models,or retrieve but ancannot adjacent end itsSentry move Gun on them.or Event Force Field, removing any damage tokens on it. Dance of Death. WrathPew may Pew move Pew! up toShoot two upspaces to 3 times.and then Resolve the shots one after EMP. Disarm all alarms. Place up tomake four Darkness a close countersassault Action.within long If rangeWrath kills an enemy with this (no LoS required). Curby may not be activated, all shields are inactive,another. no Action, he may move up to two spaces and attack again. He may Shield Burst. ‘laser’Ogan weaponsoverloads may his be powerused, and pack. no terminals No friendly may be used. These effects and continue to do this until he fails to reach or kill an enemy. model within DarknessShort Range counters of lastOgan until may Curby be rebootstargeted or isby crippled. shooting To reboot, at the start 5 Psychic of each turn Curby must roll its Tech dice and achieve at least oneECM001 . attacks, and no enemy model within Short Range of Ogan may be activated. These effects dissipate in the EndECM002 Phase. 14 Event ECM004 ECM005 Cards Power Cards 6 Mercenary Cards
2 Enforcer ES435, 3 Plague Victim Security Guard Codename ‘Monarch’ Dr Lukas Koyner Guard Commander Graves Corporation 4 Ranger OrganicUnit Data X-02-A Storage Lab Technician 1 Rulebook 1 Laser Carbine: Ranged Weapon, Long. The Eiras Contract Laser Rifl e: Ranged Weapon, Long. May Genling Bullpup: Ranged Weapon, Long. re-roll one die per shooting attack. Advanced HUD: Once per activation,Laser Pistol: before Ranged Monarch Weapon, makes a ranged Short. Laser-cutter: Ranged Weapon,attack Short. to she can per choose Assault to roll.upgrade her Shooting attack with a special 1 Increase one Night Vision: Unaffected by darkness. Mission Book Precision Strike: bonus. in an AssaultHead roll, if of Security: • Hobbling Shot: If at least 1 damage is dealt, the target must forfeit Anaesthetics: When you roll at leasteither one their move or theirthe Action following: during their next Graves activation. may use an Action to do one of the targeted model takes any damage• Motion from Tracking: the attack, The they target cannot• Makegains noa Bonusbonus from Activation cover. with a Security Guard. Large Modelactivate in the next Mercenary •phase. Precision Shot: For each, remove rolled, a take another attack die and add it to the roll. • Place, a Security Guard as a Reinforcement. First Aid: As an Action, roll a Defence die. On a Endless Tentacles: Night Vision: Monarch is Battleunaffected Plans: by Darkness. damage counter X-02-A from yourself has 360 or any Vision. adjacent model. On a While Graves is alive, at the start of the Flexibility: Monarch mayNexus make an phase, Action the before Nexus moving player if she may wishes, look at the top card of In addition,remove when 2 counters.it attacks in closeinstead assault,of the other it way around. the Nexus deck. If the player wishes, they may discard a attacks allAdrenaline adjacent Shot: models, Action friend –Overwatch: grant anor adjacent foe, As anat minion Action,the an Monarch extra die may go on Overwatch. While on in their next attack roll in thisOverwatch, phase. she may interruptcard thefrom Mercenary their hand phase to todraw make the a singlerevealed card. same time. Roll separately forShoot each. Action or two-square move, before, during or after a Mercenary’s Fast-acting Serum: Actionmove – replace but before an adjacent it takes minion Bionicits Action, with Arm: breakinga Graves away may if necessary. re-roll one die per defence roll. Rulebook and Mind Blast:Plague Victim. Ranged Weapon, Long. No LoS required. Cannot target scenery. ECB004 ECB001 Mission Book ECB003 7 Minion ECB002 Cards Sentry Gun Double Interrupt 5 Boss Cards Bribery Force Field Booby Trap Make two Activations in Choose a Mercenary.between two Mercenary They may not move or Field DressingsThis may be played when turns. 5 12 Security a Mercenary istake about any to Actions in their Defi brillatorConsole20 next turn. 6 6 Laser Assault Remove one damagedraw a Loot card. They Nimble10 Rifl e suffer a 3 dice close Flexibility counter from any minion Critical Hit! Medi-Pack that is not in the assaultfront arc attack, and draw rolled If the Mercenary suffers 5 This Mercenaryany damage in a close Deployable. of a Mercenary. one fewer Loot card than Expert Shot Deployable. Obstacle. Ranged Weapon, assault, roll 1 defence die. This force fi eld projects a shield with a radius For each may make an Long. 360° Vision. their roll would allow. On a of 2 squares. Any shooting attack passing Play as two Bonus Activations. when makingAction an before Once per game, Theuse Mercenary an Action requires 1 fewer No minion gains a cover not hurt. Insteadthe Mercenary it makes is into or through Thethis areasentry from gun outside may willtake hit a free turn in on a casualty countersuccess in toyour achieve a Lockdown bonus when shotAssault at by roll,moving take if itan wishes, immediate one-square the Force Field.each It can Mercenary be attacked phase directly. after the one front arc to reviveresult the on crippled a terminal. Mercenary. Replace the this Mercenary within move, breaking away If all spaces areit iscovered deployed the force-fiin. In addition, eld is after each In addition, if a minion is placed This card is played on the another insteadattack of the other counter with the Mercenary short range. with no free strikes. If removed. Theenemy Force Field Action itself or does square not of movement at a Reinforcement Point within way around. and roll a Defence die for each Mercenary that drew a Loot die and add it tothere is nowhere for the block movementthat orends line ofwithin sight. a Sentry Gun’s LoS, the Ranged Weapon, Long.short range of this Mercenary, damage counterroll an on attack their die.card. On a card most recently. The most model to break away to or a it is removed; your roll. gun will make an immediate shoot Action On a you may move it to a different recently drawn Loot card is then the Mercenary is against that enemy. All normal shooting otherwise itReinforcement remains in place. Point, if possible. If the Mercenary is now alive, damaged as normal. , discarded. restrictions apply. Sentry guns cannot Discard this card duringturn their counterDiscard faceat the down. end of the Eiras 5 take pot-shots. your turn to restore oneThey mayContract act as normal Campaign. in the health point to this followingor any round. 7 adjacent Mercenary. Level 1 Level 2 3 ShootingAssaultTactics 1 Level 3 Speed Level 3 4 Deployable 34 Equipment 36 Nexus 22 Skill Cards 2 Equipment Cards Cards Cards Range Rulers 22 Damage Counters 4 Darkness 10 Dice Counters
10 Experience 8 Reinforcement Flame Counters Counters Template
2 Casualty Counters
Mercenary Start Point Counter 8 Locked Door 6 Mercenary Counters Counters
6 Mercenaries 4 Lab 4 Corporation 2 Force Fields Technicians Rangers Explosives 2 Sentry Guns
6 Security 4 Plague Guards Victims
5 Bosses
6 Corporation 4 Cabinets Marines 6 Terminals 2 Containment Tanks
6 Tables 6 Crates
4 Double 6 Doors 2 Weapons 33 Board Doors Lockers Tiles
3 Setting Up 4. Mercenary Start For your first game, take the components listed on the Point next page and set them up as shown. This marks the position on the board where the Mercenary models start. If there 1. Miniatures is only a single Mercenary, it is placed in this space. In larger games, any additional Miniatures are used to represent the Mercenaries Mercenaries must be placed adjacent to this space, or and Minions in the game, and are moved around the as close as possible if the adjacent squares are full. board using the squares marked onto the tiles. Each miniature is assumed to take up the entirety of the square it occupies, no more, no less, regardless of the shape of its base or any protruding arms or weapons. 2. Mercenary Counters At the start of each game, each Mercenary should be assigned a Mercenary counter at random. This is placed next to their character card, and is flipped over once the Mercenary has taken their turn. No Mercenary may act while their counter is face-down. Once the last counter has been flipped over, they are all placed face-up again. 3. Nexus Deck 5. Reinforcement This deck of cards controls the Nexus’ minions Points throughout the game, and will also introduce events that trigger new parts of the story. For this mission, These counters should be placed with make up the deck using only the 12 cards with the the active side facing up. These symbol. Shuffle them and place them to the side of the squares represent areas off the map board. that are under the Nexus’ control, and the Nexus player may use these to bring Once you are ready to play, the Nexus player should more minions onto the board. draw the top 3 cards from this deck to form their starting hand. This is kept secret from the other Mercenaries may not stand or place any sort of counter player(s). on these squares.
In future games, each mission will tell you which Sometimes Reinforcement Points may straddle cards are required to construct the deck. multiple squares. Any of the squares covered may be used to bring on minions, and Mercenaries may Artificial Nexus not stand or place any sort of counter on any of these squares.
When playing without a Nexus player, one of If a Reinforcement Point is ever deactivated, flip the the Mercenary players is considered to be the counter over to show the other side. ‘acting’ Nexus. This is always the player to the left of the Mercenary player that most recently acted unless the players agree otherwise. This 6. Locked Doors player must draw cards, move models and Some doors will start the game locked. roll dice on the Nexus’ behalf. In addition, no Locked doors are denoted by a counter, starting hand is drawn from the Nexus deck with a number representing how difficult it when playing without a Nexus. will be to disable the lock. The Mercenaries must find a way to unlock or destroy these doors before they can pass through them.
4 Set Up
6
5 5
1 Lab Technician
110 Captain Erika Dulinsky Human, Shooting, Tactics
Laser Assault Rifl e: Ranged Weapon, Long. 2 Security Guard
Pew Pew Pew! Shoot up to 3 times. Resolve the shots one after another. 2 ECM001 Laser Carbine: Ranged Weapon, Long. 1 Planning 3 Look at the top fi ve cards of the Nexus deck, and place them back in an order of your choice.
Lab Technician Play as a Bonus Activation.
0 Security Guard Level 1
Terminal
Door
Crate 4
Tutorial
When you are ready to play, the Nexus should read the following out loud to the Mercenary players:
You drop down from the ventilation system into a brightly-lit corridor, and take a moment to catch your breath and get your bearings. A stencil on the wall indicates that security checkpoint B, where your team are waiting, is straight ahead, but the door only opens from your side. You will need to hack into the terminal up ahead to disable the lock before opening the door itself. The door is just a short walk away - easy, if it weren’t for the surprised and very hostile looking guards that have just noticed you…
Now read through the rules step-by-step. Each time you get to a red box like this one, turn back to the board and try out what you have just learnt.
5 Sequence of Play The game is played in a series of rounds, each consisting of three phases:
Mercenary Phase Nexus Phase End Phase
We’ll start with the Mercenary Phase. Mercenary Phase In this phase, the players move and take Actions with their Mercenary models. Each Mercenary has a turn, which must be completed before moving onto the next.
The Mercenary players may decide between them the order in which they will act in each round.
In its turn, a Mercenary may move and/or then perform one Action, in that order. A Mercenary may do nothing if the player wishes. Feats In this mission there is only a single Mercenary, Captain Erika Dulinsky, and so she will take 1 Feats are heroic special abilities that can be used by complete turn in each Mercenary phase, before the each Mercenary once per mission. Instead of taking a Nexus player acts. normal turn, a Mercenary may instead decide to use any Feat detailed on their Mercenary Card. If a Hero has multiple Feats, each can be used once per mission.
Note that you cannot move or perform an Action when using your Feat unless specified otherwise – the Feat replaces the Mercenary’s entire turn. Any Actions taken as part of the Feat (if the Feat allowed a Mercenary to shoot for example) follow all normal rules for that Action. Otherwise, Feats can be used even when in an enemy’s front arc.
Important
How Many Turns? Unless stated otherwise in the mission briefing, as above, the Mercenaries take 4 complete turns during the Mercenary Phase. Most games are played with 4 Mercenaries, and so each will act once.
However, it is possible to play the game with different numbers of Mercenary models, meaning that some may take multiple turns, or some may not take a turn at all within a round.
6 The model can move up to this number of spaces in its Moving turn, using the following rules. Positioning A model may change its facing freely during movement, and must decide on its final facing During the game, models are placed into various when it stops. squares on the board to show their location. A model cannot enter a square containing any The model must face one side of the square – this is its other model. facing, shown by the arrow in the diagram below. Models may move diagonally as long as movement into one of the squares either side of The 8 squares surrounding the model are adjacent the diagonal would be permitted, as shown in the to it – this will be referenced in certain rules, and are diagram. shown by the red and blue squares. Example The 5 squares to the front and side of the model, shown in red, are called the model’s front arc. The 3 remaining blue squares behind the model are its rear arc.
Models have a 180° arc of sight, shown by the white A X dotted line. Anything on the red side of the line is considered to be in front of it, and anything on the blue side of the line is behind it. Example X B
The model in square A wants to move to square B. This is possible as long as the model could move into either of the squares marked X. If both squares marked X are blocked, then square B is also blocked.
If a model moves into the front arc of an enemy model its movement ends. If a model starts its turn in the front arc of an enemy model it cannot move freely. It has two options: Generally, a model can only attack enemies in its front arc in close assault, and can only see and shoot at It may remain in the same square and enemies in front of it. change its facing.
Some models have 360° Vision. These models It may move out of the front arc of that consider all adjacent squares to be their front arc, and enemy, exposing itself to an attack. This is can see and shoot in all directions. called breaking away (see page 22). If the rules require a model to move onto the Moving Models board for any reason, they move as normal, with the specified entry square (usually a Each2 model hasSecurity a Movement value Guard on its card: Reinforcement Point) as their first square of movement. If the entry square has a model already standing on it, the model may not move onto the board. Models can only move off of the board when specified by the mission. To do so, they must reach the edge of the board and still have movement remaining.
7
Laser Carbine: Ranged Weapon, Long. Tutorial Actions Captain Erika Dulinsky has a Movement value of After a model has completed any movement, it may 5, so she can move anywhere in the green area. perform a single Action. The most common Actions are:
Shoot Close Assault Open/Close Door Access Terminal X Interact with Scenery 125 C.U.R. BO7153 - ‘Curby’ No Action may be performed Robot, Tech while in an enemy Y model’s front arc except close assault. These Actions are explained over the next few pages. In addition, there are other Actions that do not have a standard set of rules – these will be granted by a character’s abilities or equipment, and will be detailed on the cards.
Laser: Ranged Weapon, Long. Electrical Discharge: Action - make a close assault attack against all adjacent models with no outnumbering If Dulinsky moves into square X she must penalty. immediately stop as she will be in the Lab Night Vision: Curby is unaffected by darkness. Anti-Grav: Can move over obstacles and friendly Technician’s front arc. However, as an expert models, but cannot end its move on them. marksman, Dulinsky is usually better off keeping
her distance and taking out her enemies from EMP. Disarm all alarms. Place up to four Darkness counters within long range (no LoS required). Curby may not be activated, all shields are inactive, no afar. ‘laser’ weapons may be used, and no terminals may be used. These effects and Darkness counters last until Curby reboots or is crippled. To reboot, at the start Move Dulinsky to square Y, and turn her to face of each turn Curby must roll its Tech dice and achieve at least one .
into the corridor. Taking cover in the alcove will ECM004 protect her from enemy fire but still allow her to fire back. Note that there are multiple routes she Tutorial could have taken to her target square – some are shown in the diagram, but there are many more options. Remember this – it will be important to Dulinsky’s only option here is to shoot – she is know where you can move if there is something not close enough to a door, terminal or enemy to blocking your way later. do anything else.
Now her movement is complete, Dulinsky can Read the following sections on Shooting and perform an Action. Resolving Attacks, and then have a go yourself.
8 110 Captain Erika Dulinsky Human, Shooting, Tactics
Shooting Line of Sight (LoS) To make a shoot Action, a model must have a Ranged Models may also only shoot at models they can see. Weapon listed on its card. If it has multiple Ranged A model can only see targets in front of it (see Weapons, it may only fire one for each Action. Positioning on page 7).
Use the straight edge of the range ruler to mark a line Laser Assault Rifl e: Ranged Weapon, Long. between the centre of the shooting model’s square and any part of the target square, just as you did for the range. If you can draw any line that does not pass It cannot make a shoot Action if it is in the front arc over another model or any blocking scenery such as of an enemy model, or if its target is adjacent to a a wall (see Scenery on page 10), the target is visible. friendly model. Otherwise, it cannot be targeted. Before firing, the shooting player must check if the Some attacks do not require line of sight – they target targetPew is Pew within Pew! Shoot range up to and 3 times. line Resolve of thesight shots. one after another. enemies psychically or via other means. These attacks always ignore all scenery, do not suffer darkness or RangeECM001 cover modifiers, and may target enemies that are adjacent to a friendly model. They are still required to Range will usually be either Long or Short, and is be in range. measured using the two range rulers in the box. Resolving the Attack Once you’ve established whether you can see your target, follow the rules for Resolving Attacks on page 11 to see if you damage it.
Hold the ruler over the board. As long as it can reach Template Weapons from the centre of the shooting model’s square to any Some weapons have their range listed as ‘Template’. part of the target model’s square, the target is in range This means they use the flame template included in and can be shot at. the box. The pointed end of this must be placed over Example the centre of the shooting model’s square. It can be pointed in any direction, and will hit all models whose squares are even partially covered by the template.
Cover does not apply against template weapons, but if the entire width of the template crosses any blocking scenery any further targets are not affected.
Roll to attack each model separately.
Example
This Security Guard is within range of Dulinsky’s Laser Assault Rifle.
Some weapons will have Unlimited range. There is no need to check the distance to the target for these weapons – they are always in range.
The Devil’s flamethrower will hit both the Lab Technician and the Security Guard. The Security Guard will not get a cover bonus from the table.
9 A shooting model may ‘lean’ into any adjacent empty Scenery square to take their shot, drawing range and line of When faced with heavy fire, models will do everything sight and determining cover from the adjacent square they can to find a place to hide. The game includes rather than their own. The model is not moved during a selection of scenery pieces, such as the computer this shot. terminals used by the models, as well as crates, tables Example and other inanimate objects. Some of these, such as the terminals and others detailed in the mission book, will have their own rules. Determining Cover All of these can be used to dodge enemy fire. B Scenery shorter than a model such as crates, terminals and tables are called obstacles, and can be seen and A C fired over, but with a cover penalty for doing so – see below.
Scenery taller than a model such as a weapons locker is called blocking scenery, and cannot be seen or fired over, but can be fired past if line of sight can be drawn. Other models and the walls (the blank spaces between X D the tiles) are also blocking. E Cover Unless a shooting model can draw line of sight to every part of a target model’s square without crossing an obstacle, a wall, or another model’s square, the Dulinsky has entered a room, and has five defending model is in cover and will gain a bonus to possible targets. their defence roll (see Resolving Attacks on page 11). Minion A is in the open, with every part Obstacles adjacent to the shooting model are ignored of its base visible, and can be shot at as for the purposes of cover. normal. Dulinsky is adjacent to the crate and can therefore see over it without Pot-shots penalty. Models in cover can pop out to take pot-shots at Minion B is behind a weapons locker, enemies that would be blocked or partially obscured which is blocking scenery, and therefore from their current position. In effect, they lean around the minion cannot be shot. the corner to take the shot from a better vantage point. Minion C can be seen, but is in cover due to the blocking wall marked in red. Minion D is behind an obstacle, and is therefore visible but in cover. Minion E is behind Dulinsky, and therefore cannot be shot. Dulinsky herself will be in cover when fired at by Minions A and C due to the obstacle in front of her. Minion B cannot see her. Minion D can see over the adjacent crate to fire at her without a cover bonus.
Minion E cannot see Captain Dulinsky from its current position and could not normally shoot her. However, because square X is empty, it can lean around the corner to take a pot-shot with no cover bonus applying.
10 Resolving Attacks 2. Block Attacks All attacks in Star Saga, both shooting and close The defending model compares their dice roll to the assault, are resolved using the combat dice included attacker’s to see how many hits they can avoid. in the box. The attacking model always Each blast icon ( ) represents a successful rolls the red attack dice, and the attack, and each shield icon ( ) represents a defending model always rolls the successful block or dodge. blue defence dice. Each blank die ( ) has no effect, and is 1. Roll the Dice discarded immediately. Captain Erika Dulinsky 110 The attacking model takes a number of dice equal to The defending model may use each shield icon rolled Human, Shooting, Tactics their Shooting or Assault value, depending on the type to block any single blast icon of the same strength or of attack they are making. weaker. Die Result Effect
Block 1 110 Wrath Judwan, Assault, Speed Block 1
Block 1 The defending model takes a number of dice equal to their Defence value. Discard all defence dice, and all blocked attack dice. If there are no attack dice left, the attack has been unsuccessful. Otherwise, damage has been caused – move on to step 3.
Laser Assault Rifl e: Ranged Weapon, Long. 3. Deal Damage Each remaining attack die will cause a single point of damage to the defender.
There are some standard modifiers that may change If the defender is a minion, for each point the number of dice that you roll, to a minimum of one: of damage place a damage counter on or next to the model’s base. Once the number Pistol: Ranged Weapon, Short. -1 attack or defence die if the model is injured of damage counters is equal to the model’s health, the Jian Blade:(see page Wrath 19) may force an opponent to re- model has been crippled – remove it and its counters roll one defence die in each close assault. Pew Pew -1Pew! defence Shoot up die to if3 times.the attacking Resolve the model shots one is behindafter the from the board. another. defender If the defender is a Mercenary, for each point of +1 defence die when shooting if the defending damage place a counter on the first empty space on ECM001 model is in cover their health track. For more on Mercenary damage, see page 19. Dance of -1Death. attack Wrath or maydefence move dieup to in two close spaces assault and then if the make a closemodel assault is Action.outnumbered If Wrath kills(it is an in enemy the frontwith this arc of Important Action, hemore may move than up 1 toenemy two spaces model) and attack again. He may continue to do this until he fails to reach or kill an enemy. In addition, sometimes models will have equipment Re-Rolling Dice ECM002or special rules that give them bonus dice – check this Some special abilities or equipment may allow before you roll. you to re-roll certain attack or defence dice. This Once both players have determined the number of dice is always decided after all dice on both sides to roll, they roll them simultaneously. have been rolled, but before any attacks have been blocked. If a die is re-rolled, the second result stands, even if it is worse than the first.
11 Tutorial
Captain Dulinsky has multiple targets to choose from (1). As he is in cover as described above, he takes an here. The Lab Technician (A) is closest, and will be additional blue die. Both players roll their dice. more likely to hold her up in the corridor, and the alcove he is hiding in will provide a cover bonus. The Dulinsky Security Guard (B) on the other hand is in the open and could be more dangerous later on, so may be a better option. Technician The blank is discarded. Then, each blue die can block a single red die. As shown above, both of the Technician’s dice have successfully blocked B Dulinsky’s attacks, but one of the attack dice cannot be blocked. This causes a point of damage and a counter is placed next to the Lab Technician.
B. From her current position, Dulinsky cannot see the Security Guard, even though it is in range. As shown, her line of sight crosses the wall. However, she can take a pot-shot. By ‘leaning’ around the corner and taking the shot from the empty square in front of her, she has a clear view of every part of her target. The Security Guard has a Defence of 2, so the dice are rolled as follows:
Dulinsky
A Guard Although the Guard has successfully blocked one of Dulinsky’s attacks, two points of damage still make it through. As the Guard only has a Health value of 2, this is enough to kill it and it is removed from the board.
Now try each of these options for yourself and see what results you get.
Let see how each attack would work. Later in the game you will need to use the other Actions, so read them through, but remember this A. Holding one end of the range ruler over the centre process – it’s the same whether you are grappling of her base and pointing it towards the Technician, with an enemy in close Dulinsky can see that he is well within range. assault or hacking into a computer terminal. The line in the diagram above shows that she also has line of sight to the Technician – a line between her Now you know and any part of her target that does not cross a wall or how to move and another model. fight, it’s time to move Although she can see him, she cannot see every part onto the of his square – to see the back corner her line of sight first Nexus Phase. (the dotted line) would cross the wall. This means that Lab Technician is in cover.
Now she must resolve the attack. She takes a number of red dice equal to her Shooting value (4), and the Technician takes blue dice equal to his Defence value
12 There are no standard dice modifiers when accessing Other Actions a terminal. Close Assault Once all blocked attacks have been discarded, any remaining attack dice represent a successful hack. A model may make a close assault Action against any enemy model in its front arc. When disabling a door lock, each remaining attack die will reduce the strength of the lock by 1 – flip the Follow the rules for Resolving Attacks on page 11 to counter or swap it for another to show a lower number. see if you damage your opponent. If this number ever reaches zero, remove the counter entirely – the door is unlocked. Opening and Closing Reinforcements*Other options on the list will have a complexity – the Doors amount of ‘damage’ required to bypass the Nexus’ Mission 9 - Revenge Plagueand Victims Resolution only system. These options are usually time-critical, so the To open or close a door, it must first be unlocked. threshold must be reached in a single attack roll rather You haveSome overcome doors will every start challenge the mission the unlocked; Delta Complex other thanTerminals reduced by multiple attacks. could throwmust be at unlocked you and via defeated terminals. its master.An unlocked And dooryet this placemay becould opened still or become closed yourby any tomb. model Monarch with the door Firewall Strength: 2 has activatedin its front a arc.virus she planted within the facility’s Complexity 2 - deactivate a Lockdown: electrical system, wreaking havoc on its security Slide the door sideways off of Reinforcement Point until the End Phase measuresthe board and to threatening show that it tohas seal been you in forever. You Complexity 3 - the Nexus player willopened. have to If catch a model her closes before the she can reach a distant Fight Malware: shuttledoor, bay slide and it back escape into aboard the space the last way out of the may not use the Malware ability in this round complexin the corridor. - her own A door Enforcer may not starship. Early on in the story it may only take a single success be closed if a model is standing to hack the system, but as you work through the in the doorway. Victory missions the Nexus player will increase their security protocols, and having a specialised Technician in the TheAccessing Mercenaries win if theyTerminals defeat Monarch. If they group will be vital. complete the mission, each Mercenary gains 3VPs. Around the board the Mercenaries will find computer Access Denied terminalsThe Nexus that playergive them wins access if they to thecripple mainframe. at least 3 Hacking into these terminals to destroy the Nexus Mercenaries or if they move Monarch off the board Some doors in a mission might have a player’s defences will be vital to their mission’s counter displayingLoot this symbol. This via one of the escape tiles (marked in red) after the success. means that the Thedoor tables cannot contain be unlocked nothing of value. Escape! Event card has been played. via regular means, and the Mercenaries A model can access any terminal in their front arc. will have to find All another other sceneryway to get contains the Loot. TerminalsMercenaries are most commonly used to decode the door open. When the Mercenaries access a level’s door locks, but most missions will have terminal, oftenSpecial the Nexus player Rules will provide a hint as additional600 Pointsoptions of available Mercenaries to a prospective and Equipment. hacker. to how this could be done – the Nexus player should The Nexus player should read out these options to Flexibility,read out the AccessDoors Denied section from the terminal the MercenaryRecommended player when they attempt Team to access a menu along with any other options. terminal, and the Mercenary must declare whether) All doors marked A start the mission closed, and Captain Erika Dulinsky: (Skills: they want to unlock one of the visible doors on the all doors marked B start the mission open. Because Expert Shot, Movement Bonus board, or choose one of the other options. Unless of this, the entire map is revealed at the beginning otherwise specified by the mission, a terminal can be Assault Bonus, Short Circuit, of the mission. Doors in this mission are ‘secured’, used to unlock Curby any door (Skills: that is )currently on the map. Speed Hacking and cannot be opened or closed except by the Nexus Accessing a terminal is done in the same way as Player’s Malware ability, or the Override Controller Ogan Helkkare: (Skills: Aimed Shot, Hot Wire, resolving an attack, with the model as the attacker. card, if it was picked up by the Mercenaries in a Shooting Bonus) However, instead of using the model’sOverwatch Shooting - Dash,or Mighty Blow, previous mission. Assault value, the Wrath attack (Skills: uses their Tech value. The missionReinforcements* will state Nimblea Firewall) Strength for the terminal - Malware this is how many defence dice the Nexus player rolls. Mission 9 - Revenge Plagueand Victims Equipment: Resolution only Security Console, Override Once per round, at the start or end of each Nexus Controller, Defi brillator, Holo-Sight, Night Visor, Phase, the Nexus Player may choose to either swap You have overcome every challenge the Delta Complex Neural Interface, Armour-Piercing Ammunition, doors, or cause a blackout. TerminalsAdrenaline Shot, Medi-Pack close all currently open doors and open could throw at you and defeated its master. And yet Swap Doors: this place could still become your tomb. Monarch Firewall Strength: 2 all currently closed doors on the map. If a model is in has activated a virus she planted within the facility’s Nexus a doorway when it closes, the Nexus Player rolls a die. Lockdown: Complexity 2 - deactivate a 13 electrical system, wreaking havoc on its security On any success, a Mercenary Player moves the model ReinforcementCard Deck Point until the End Phase measures and threatening to seal you in forever. You into an adjacent tile that does not block the door. On 1. Shuffl e the Level 2 and 3 cards face down. will have to catch her before she can reach a distant Fight Malware: Complexity 3 - the Nexus player a blank, the Nexus Player moves the model into an Discard 4 of them.Escape! Draw 5 Eventand shuffl card. Thise them forms adjacent tile that does not block the door. shuttle bay and escape aboard the last way out of the may not togetheruse the withMalware the ability in this round complex - her own Enforcer starship. the bottom of the draw deck. Blackout: Highlighted in yellow on the map there Escaped are four blackout locations. If there are no Darkness 2. Shuffl e the Level 1 cards face down, draw 6, and discard the rest. Shuffl e these together with the counters on the board, the Nexus player may place a Victory Darkness counter into one of these squares. If there is remaining Level Event 2 and cards. 3 cards Place and them two face down The Mercenaries win if they defeat Monarch. If they Experiments already a counter on the board, the Nexus player may move it to a different location. complete the mission, each Mercenary gains 3VPs. on top of the draw deck. 3. Draw your starting hand. The Nexus player wins if they cripple at least 3 Mercenaries or if they move Monarch off the board Loot via one of the escape tiles (marked in red) after the 38 The tables contain nothing of value. Escape! Event card has been played. All other scenery contains Loot. Mercenaries Special Rules 600 Points of Mercenaries and Equipment. Doors Recommended Team Flexibility, ) All doors marked A start the mission closed, and Captain Erika Dulinsky: (Skills: all doors marked B start the mission open. Because Expert Shot, Movement Bonus of this, the entire map is revealed at the beginning Curby (Skills: Assault) Bonus, Short Circuit, of the mission. Doors in this mission are ‘secured’, Speed Hacking and cannot be opened or closed except by the Nexus Player’s Malware ability, or the Override Controller Ogan Helkkare: (Skills: Aimed Shot, Hot Wire, card, if it was picked up by the Mercenaries in a Shooting Bonus) Overwatch - Dash, Mighty Blow, previous mission. Wrath (Skills: Nimble) Malware Equipment: Security Console, Override Once per round, at the start or end of each Nexus Controller, Defi brillator, Holo-Sight, Night Visor, Phase, the Nexus Player may choose to either swap Neural Interface, Armour-Piercing Ammunition, doors, or cause a blackout. Adrenaline Shot, Medi-Pack close all currently open doors and open Swap Doors: all currently closed doors on the map. If a model is in Nexus a doorway when it closes, the Nexus Player rolls a die. Card Deck On any success, a Mercenary Player moves the model into an adjacent tile that does not block the door. On 1. Shuffl e the Level 2 and 3 cards face down. a blank, the Nexus Player moves the model into an Discard 4 of them.Escape! Draw 5 Eventand shuffl card. Thise them forms adjacent tile that does not block the door. together with the the bottom of the draw deck. Blackout: Highlighted in yellow on the map there Escaped are four blackout locations. If there are no Darkness 2. Shuffl e the Level 1 cards face down, draw 6, and discard the rest. Shuffl e these together with the counters on the board, the Nexus player may place a Darkness counter into one of these squares. If there is remaining Level Event 2 and cards. 3 cards Place and them two face down Experiments already a counter on the board, the Nexus player may on top of the draw deck. move it to a different location.
3. Draw your starting hand.
38 Interacting with Finding Loot Scenery Although some scenery pieces will have a specific effect, most just contain valuable items that the As the Mercenaries explore, they may find intriguing Mercenaries can ‘re-appropriate’ to their cause. scenery pieces that could be critical to their mission. The players can use an Action to try and interact with At the start of each Mission (see page 20), the Nexus any item in their front arc – the Nexus player should player will set aside a deck of cards containing the check the mission book to see if there is any effect. items that can be found. The Nexus player does not have to tell the Mercenary players in advance if there is anything exciting to find If the Mission book advises that a scenery piece – it’s up to the Mercenaries to explore! contains Loot, the searching Mercenary player should roll a single attack die: For example, the Mercenaries may come across a crate Die Result Effect or a weapons locker in a room. One of them could
try using their Action to search it – they may find Draw 2 Loot cards something inside.
Sometimes a Mercenary will only be able to interact Draw 1 Loot card with scenery if they have the right piece of equipment The Mercenary has – they may require a key-card to open a locked cabinet found nothing for example.
Each piece of scenery can only be used once unless the Mission states otherwise.
Nexus Phase Reactive Abilities Some cards will have a symbol following the In this phase, the Nexus player will act, moving and heading. This means that they are used as a reaction attacking with their minions and using special abilities to the Mercenaries, and can be used in the Mercenary to hinder the Mercenaries’ progress. The phase has phase. The exact time that they can be used will be five parts: stated on the card. 1. Use Special Abilities 2. Make Activations 2. Make Activations Each Mission lists a number of 3. Reinforce Troops minions that may be activated 4. Make Bonus Activations in each turn. They are activated one at a time, taking turns one 5. Draw Nexus Cards 3 at a time in the same way as the Mercenaries – moving and then 1. Use Special Abilities taking a single Action.
Each of the Nexus player’s cards details a special Minions may Shoot, Assault ability, which may be used by discarding the card. The or Open and Close Doors. They will only access Nexus player may use as many abilities as they like terminals or interact with scenery where specified from their hand, resolving them one at a time before by the mission. Minions will never open a door if moving on to the next. the zone on the other side has not yet been revealed, Remains in Play unless a special rule instructs otherwise. Some cards have lasting effects that continue to apply No minion may be activated more than once in this until they are discarded. Cards that ‘Remain in Play’ part of the turn. If there are not enough minions to should be placed at the side of the board, visible to all activate, any further activations are wasted. players.
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