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Table d'hôte
Sequence
Movement
Combat
Mode
Conscious
Vogue
Catalogue
Chanel
Bazaar
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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
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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.
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If the target is not in any row behind the model except the
square immediately behind.
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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.
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If the Reach is 1 or 2 and the weapon does not have melee it
cannot be used in the attack.
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3
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2
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2
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2
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C3
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A3
Obstructed
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2
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B1
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2
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3
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X
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2
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3
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1
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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
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Darkness. If a model cannot see in the dark
or the target is not illuminated, the Reach to the target is doubled.
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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.
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Brightness: The reverse of darkness. If a
model is blinded by Light the reach is doubled. Models that are Sightless are not
affected.
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Extreme Brightness. Models with out Sightless
can only attack at Reach 1 without any Accuracy.
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Poor Visibility: Rain, smoke or some kind
of interference. The Reach to the target is increased by 50% rounded up.
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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:
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Particle Accelerator Cannon |
10
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6
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4
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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.
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An attack can always roll less power than it has to a minimum
of 1.
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A weapon low on power attacks with only half its Power rounded
up.
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Model abilities can increase or decrease Power. Refer to the
model’s explanation.
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Artifact abilities can increase or decrease Power. Refer to
the Artifact’s explanation.
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An environment with Gravity X increases or decreases the Power
of an attack according to the direction and size of X.
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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.
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Model abilities can increase or decrease Accuracy. Refer to
the model’s explanation.
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Artifact abilities can increase or decrease Accuracy. Refer
to the Artifact’s explanation.
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A target with a size of 1 decreases Accuracy by 1.
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A target with a size of 0 decreases Accuracy by 3.
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A target with a size of 3 increases Accuracy by 1.
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A target with a size of 4 increases Accuracy by 3.
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If the target is partially obstructed (one line passes through),
or lying down but still in Line Of Sight decreases Accuracy by 2.
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If the target is hidden by an obstruction (two lines pass through)
decreases Accuracy by 4.
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A prone target (crawling, lying down) decreases Accuracy by
2.
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A stationary target or attacker (has not moved for 5 consecutive
phases) increases Accuracy by 2.
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A moving target (has moved at least 5 squares in consecutive
actions without pause) decreases the Accuracy by 1.
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A fast moving target (has moved over 10 squares in consecutive
actions without pause) decreases the Accuracy by 3.
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A model that is injured decreases Accuracy by –1 for every 2
hits it has suffered to Mind and Health.
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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:
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1
Mind
x
v
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^
2
Health
x
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4
Shield
>
x
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^
3
Body
x
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5
< Arsenal
x
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^
6
Speed
x
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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.
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If a model is attacked from any of the nine
adjacent squares its Shield cannot be used to deflect the attack.
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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.
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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.
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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.
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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.
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Additional models can aid in a Grapple each
increasing the Power of the grapple by 1.
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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.
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.
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If the Body of the cover is greater than the
Power of the attack the difference is added to the Body of the target.
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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.
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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.
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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.
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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
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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.
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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.
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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
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Star Burst X. X is the radius in reach
of the Blast from the targeted square.
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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.
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
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
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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.
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