C o m b a t 

Table d'hôte 

Sequence

Movement

Combat

Mode

Conscious

Vogue

Catalogue

Chanel

Bazaar

A model can attack another model, Artifact or square if it has one or more Combat Points left. Making an attack, whether it hits or damages or not, costs 1 Combat point. Some special attacks cost more Combat points. A model can force more Combat Points at a cumulative cost of -2 Accuracy to their attack.

There are two kinds of attack, melee and ranged, but both are conducted in the same manner.

Line Of Sight and Visibility

The first step is to determine whether the target the model wants to attack is in range and Line Of Sight (LOS).

A model needs a weapon to attack another model or Artifact. A model can only make an attack with one weapon each Action unless explained otherwise. A model can attack its target

  • If the target is in reach. Every weapon has a Reach attribute. If the target is within the Reach of the weapon that weapon can attack it.
  • If the target is not in any row behind the model except the square immediately behind.
  • If the target is not behind or obscured by an obstruction. Any line from the model's back 3 corners connecting to the target's back 3 corners that passes through then the target is obstructed. If all 3 lines pass through then there is no LOS.

    A square's corners are:

f b
b b

Where the front corner is the one closest to the target and the others are back corners. If the target is in the same row or column as the model then the model can pick which is the f corner of the two available.

  • If the Reach is 1 or 2 and the weapon does not have melee it cannot be used in the attack.

 

 

3

 

 

2

 

 

 

 

2

 

 

 

2

 

 

C3

 

 

A3

Obstructed  

 

 

2

 

 

 

B1

 

 

2

 

 

 

 

3

 

 

-- 

 

 

-- 

 

 

X

 

 

2

 

 

 

 

3

 

 

 --

 

 

 

 

-- 

 

 

1

 

 

-- 

 

 

--

Meena is facing three opponents, A, B and C. She has two weapons, a Gravity Saber with Reach 2 and a Pulse Laser Ring with Reach 4. Only B is within the reach of the Gravity Saber, both A and C are at a range of 3 from Meena. A, B and C are within the range of the Pulse Laser Ring.

B is directly in front of Meena. C is also in the open and can be seen easily. A however is obstructed as two corner to corner lines either pass through the wall from her to the target. The obstruction blocks Line Of Sight as no corner lines touch one of B’s corners without touching the obstruction.  

The diagram only shows a limited reach. Increase the reach by 1 for every square beyond 3. So the next ‘circle’ of squares would require Reach 4 weapons to target. The Reach of weapons can be modified by environmental factors or affects in play. Environmental factors can be

  • Darkness. If a model cannot see in the dark or the target is not illuminated, the Reach to the target is doubled.
  • Total Darkness. If a model cannot see in the dark or the target is not illuminated the model can only attack at Reach 1 and without any Accuracy. Models that can see in the dark or if the model is illuminated double the Reach instead.
  • Brightness: The reverse of darkness. If a model is blinded by Light the reach is doubled. Models that are Sightless are not affected.
  • Extreme Brightness. Models with out Sightless can only attack at Reach 1 without any Accuracy.
  • Poor Visibility: Rain, smoke or some kind of interference. The Reach to the target is increased by 50% rounded up.
  • Abysmal Visibility: Thicker and more prevalent than above. The Reach to the target is doubled.

Factors are cumulative. However a model can always attack at Reach 1, even if they do not have any weapons using the current Health attribute of the model as its Power.

Making an Attack

If the target is in Reach and Line Of Sight the model can attack it. Each weapon has three basic attributes: Reach, Power and Accuracy, which are displayed as:

Particle Accelerator Cannon

10

6

4

name reach power accuracy

With the weapon selected the model rolls as many D6 as the Power of the weapon. The power of the attack can be modified by environmental circumstances or other factors.

  • An attack can always roll less power than it has to a minimum of 1.
  • A weapon low on power attacks with only half its Power rounded up.
  • Model abilities can increase or decrease Power. Refer to the model’s explanation.
  • Artifact abilities can increase or decrease Power. Refer to the Artifact’s explanation.
  • An environment with Gravity X increases or decreases the Power of an attack according to the direction and size of X.
  • An attack from any square behind the target benefits +1 Power.

Group all the like faces together. Each face on a D6 corresponds to a hit location on the target. The model may then perform as many face flips with the total Accuracy of its attack.

A flip is changing the face of the die to any one of the 4 connected faces. A flip cannot turn to the opposite face. To flip to the opposite side would cost 2 flips, one for each face change.

Meena attacks Hera in front of her with the Gravity Saber. The Saber has a power of 4 and Accuracy of 2. Meena rolls 4D6 and gets 3, 3, 5 and 4. She is allowed 2 flips and uses one to flip 5 to a 3. The end result is 3, 3, 3 and 4.

Accuracy represents how well the attacker can group faces together to cause more damaging attacks and overcome protection on one or more target locations. Accuracy is modified also by model or Artifact abilities and environmental factors.

  • Model abilities can increase or decrease Accuracy. Refer to the model’s explanation.
  • Artifact abilities can increase or decrease Accuracy. Refer to the Artifact’s explanation.
  • A target with a size of 1 decreases Accuracy by 1.
  • A target with a size of 0 decreases Accuracy by 3.
  • A target with a size of 3 increases Accuracy by 1.
  • A target with a size of 4 increases Accuracy by 3.
  • If the target is partially obstructed (one line passes through), or lying down but still in Line Of Sight decreases Accuracy by 2.
  • If the target is hidden by an obstruction (two lines pass through) decreases Accuracy by 4.
  • A prone target (crawling, lying down) decreases Accuracy by 2.
  • A stationary target or attacker (has not moved for 5 consecutive phases) increases Accuracy by 2.
  • A moving target (has moved at least 5 squares in consecutive actions without pause) decreases the Accuracy by 1.
  • A fast moving target (has moved over 10 squares in consecutive actions without pause) decreases the Accuracy by 3.
  • A model that is injured decreases Accuracy by –1 for every 2 hits it has suffered to Mind and Health.
  • Each forced Combat Point decreases Accuracy by a further 2.

A negative Accuracy allows the target to flip that many faces.

Melee

Weapons with the melee attribute are used when both the attacker and defender have melee weapons that are in Reach of each other, regardless who is Actioning this phase (one or both). Weapons without melee cannot be used in this situation.

Impacts and Effects

Each target has a damage grid. Each square in the grid has one or more numbers that correspond to a face on a die. Group together all the attack faces to their location on the damage grid. This is the result of the attack on the target. A humanoid had six squares in its grid:

 

 

 

-

1

Mind

x

v

 

 

 

 

^

2

Health

x

 

 

 

Shield >

x

^

3

Body

x

 

 

< Arsenal

x

 

^

Speed

x

 

 

The top number is the die face that hits this location. The description of the location is second. The bottom number is the number of hits the location can take before it is ruined. The direction arrows <, >, v, ^ are used to transfer hits to another location if that location is ruined (value is 0)or ignored.

Some models, Artifacts or objects will have different damage grids or contain just one square. Regardless of the number of squares and shape or the grid each square will have at least one D6 face location that strikes it and a transference arrow.

The Arsenal location is slightly different. A model can carry more than one weapon or Artifact. When this location is hit the attacker targets one Weapon or Equipment the model is carrying. Each weapon has its own Health value and takes damage like anything else.

When Mind reaches 0 the model can no longer perform Actions and becomes inert or falls over. When Health reaches 0 the model is killed or destroyed.

Body and Shield are both forms of protection that stop the model from being harmed. Body is armour or tough skin/carapace and Shield refers to energy fields. Both work in the same way and work together in layers.

When a model is hit and all the faces are grouped by the target’s damage grid, remove as many faces from all grid squares as the value of the target’s Shield, if Shield can be used.

  • If a model is attacked from any of the nine adjacent squares its Shield cannot be used to deflect the attack.

  • If a weapon with Blast attacks a model its Shield cannot be used to defect the attack.

Then remove as many faces from all grid squares the value of the target’s Body. Effectively the damage will be = faces - (Shield + Body). Shields and Body will always stop damage to other grid squares until they are reduced to 0 themselves or cannot be used to block an attack.

Meena uses her Gravity Saber to attack a target and gets 1, 3, 4, 4. The target has no Shields because Meena is in one on the adjacent nine squares around the target. The target has a Body of 2 and Mind 2. Meena’s total Accuracy is 3. She decides to concentrate on the Mind of the target and flips 3, 4 and 4 all to 1, for a total of 4 hits against Mind. The target’s Body prevents 2 of the hits leaving two to get through which reduce the target’s Mind to 0, rendering it unconscious and unable to Action.

If the target suffers a Mind or Health injury it may be knocked down. The model must make a Mode test with the difficultly based on the factor of damage taken to Health remaining.

  • ¼ or less: Thoughtless 0

  • ½ or less: Simple 1

  • ¾ or less: Moderate 2

  • Less than dead: Difficult 3

Meena has a starting Health of 3. An attack reduced her Health to 1. A 66% reduction fits under the ¾ or less category and Meena must get 2 or more facings on a Mind test or will fall over.

Special Attacks

Generally a model cannot move and then use a combat point to attack, requiring two activations instead. A model can make a Lunge activation that combines movement and combat into one.

  • A Lunge costs 1 Combat Point and this is the only CP that can be spent during the activation. The model must be able to move to an adjacent square from the target. If the model fails to damage the target they have fallen to the ground.

A model can attempt to Grapple its target to stop it from moving and performing any other activation that to break the grapple.

  • The model must be in an adjacent square to the target. Both model and target roll an attack using their Health as the Power. The side with the greater number of same facings is the winner. If the target is grappled it must break the grapple spending 1 Combat Point. The test is the same.
  • Additional models can aid in a Grapple each increasing the Power of the grapple by 1.
  • Melee attacks against a grappled target benefit Accuracy +2.

Cover and Obstructions

Cover can increase the Body of a target it enough of it obstructs the target from the attack and is resilient enough against the Power of the attack. A target benefits from cover if any one line from the model’s corner touches the obstruction and is still in Line Of Sight.

A

   

B

 

 

 

 

 

 

 

 

Wall

Body 6

 

 

 

X

 

 

Meena cannot see target A but can see B and attack her. However B will gain the benefits of cover as on corner-to-corner line passes through the Wall.

  • If the Body of the cover is greater than the Power of the attack the difference is added to the Body of the target.

  • If the Power of the attack is equal to or greater than the Body of the cover the attack penetrates and will strike the target unaffected.

Cover is categorized into three groups.

  • Soft. The Body of the cover is 4 to 6 and corresponds to partitions, boxes, and cover with sizable gaps in it. Some small arms will be blocked.

  • Hard. The Body of the cover is 7 to 12 and corresponds to solid walls, barricades, or earth. Only high-powered small arms or portable heavy weapons will be able to penetrate easily.

  • Impenetrable. The Body of the cover is 13 or more and corresponds to reinforced walls, hull or powerful energy fields. Only heavy weapons on platforms, tanks, or ships will be able to penetrate the cover.

Other models can be in the way of a model’s target just like an obstructing providing cover. The model can fire around the obstructing model and creates a cover of Body the sum of the models size and Body attributes.

Xul is standing between Meena and her target. Xul is a humanoid of size 2 and has a Body of 3. Adding 2 and 3 give a cover Body total of 5. The Power of Meena’s weapon was less than five it would be decreased by Xul’s obstruction.

The cover itself can be target by an attack. Treat the Body of the cover as the Body damage square with a Health of the same value. When the Health of the cover is reduced to 0 it is destroyed or reduced to debris that will not provide cover anymore but may increase the cost of speed points entering the square.

A model that is also obstructing as cover cannot be targeted this way. A model must always be attacked to the rules above.

Area Effects

Some weapons produce explosions or effects that cover more than one square. These weapons or effects are all labeled as having Area Affect.

The rules and squares hit in the Area Affect are explained in the rules of the weapon or artifact. The general rules are explained below.

Any model in the Area Affect is affected by the weapon or artifact and is affected with separate die rolls. This includes models friendly to the model that initiated the Area Affect. Obstructions that the Area.

Affect cannot penetrate mean obstructed squares are not affected by it. The kinds of Area Affects are

  • Burst X. X is the reach of the Area Affect. From the top right corner the number is the reach of the Area Affect. The radius of the Area Affect is centered on the coloured square. Burst 1 Area Affects only affect the targeted square.

3

2

 

2

 

 

3

 

 

3

 

2

 

3

 

3

 

3

 

  • Corridor X. X is the number of columns wide the Area Affect is. The center line is always the most direct route from the initiating model to the target square. Odd corridors taken the next left column and evens the right.

 

 

 

 

 

 

 

 

 

2

 

2

2

 

X

 

1

 

1

1

 

 

 

3

 

3

3

 

 

 

 

 

 

  • Fan X. X is the final width of the maximum reach of the Area Affect in columns. At half reach the Fan’s with is half X rounding down to a whole square if odd, up if even.
    Fan 2 Reach 3

 

 

 

 

 

2

3

 

I

 

1

 

2

3

Fan 3 Reach 6

 

 

 

 

 

4

5

6

 

 

1

2

3

4

5

6

 

 

 

 

 

4

5

6

  •  Star Burst X. X is the radius in reach of the Blast from the targeted square.

 

 

 

 

3

 

 

 

 

 

1

 

 

 

3

 

1

 

X

 

1

3

 

 

 

1

 

 

 

 

 

 

 

3

 

 

  • Pulse X. The Area Affect is the reach circle in phases after the Area Affect is triggered. X is the last circle. Only the phasing circle is part of the Area Affect. Previous phases are not affected again.

2

1

 

2

 

 

1

 

 

0

 

1

 

2

 

1

 

2

 

Most Area Affects expire immediately at the end of the phase they were placed. However some can stay in effect for multiple phases as Clouds. A Cloud can any one of the Area Affects and is followed by a number, which is the number of phases the Cloud remains on the grid before disappearing.

Xul tosses a Smoke grenade into a room. The Smoke grenade is Burst 2 Cloud 4; it will occupy 4 concentrated squares and last for 4 phases.

Each phase roll a D10. On a 0 the Cloud disappears prematurely. Any other result the cloud is moved, if not obstructed, in the direction of the result

8

1

 

2

 

 

7

 

 

9

 

3

 

6

 

5

 

4

 

Optional Combat Rules

The profile of weapons have short Reach values that can be unrealistic and frustrating when a target is out of Reach by 1! If all players agree

  • A model can attack a target with a non-melee weapon at any Reach. The attack suffers -1 Accuracy for each partial multiple of Reach that the target exceeds the basic Reach of the weapon.

    Meena's Focus Ring has Reach 4. Her target Xul is at Reach 9. Ordinarily Meena could not target him but using the optional rule she can suffering -2 Accuracy to her attack. Reach 1-4 suffers no penalty, 5-8 suffers -1 because it is one multiple of 4, and the band 9-12 a further -1 as it is the second multiple of 4 after the base Reach 4 of the weapon.

    Melee weapons can still only attack to their base Reach.
(c) 2006-2007 sol'una