Neuroshima Hex! Doomsday Machine 1.0
Neuroshima Hex! Doomsday Machine 1.0 Rulebook
Table of Contents
Table of Contents
HQ
Special ability: on every player's turn one his unit can make a free turn in any direction.
Instant Action Tiles
- Battle (x3)
- Push Back (x1)
- Grabbing (x1)
- Repositioning (x1)
Board Tiles - Units
- Alfa Shooter (x2)
- Beta Shooter (x2)
- Gamma Shooter (x1)
- Delta Shooter (x1)
- Omega Shooter (x2)
- Doom Net Fighter (x2) - he also can change trajectory of ally shooters. If any ally shooter shoots at Doom Net Fighter where "inside arrow" is positioned, shoot is redirected in "outside arrow" direction. He has ability of Grabbing.
- Pusher (x2) - he can change trajectory of ally shooter in the same way as Doom Net Fighter. He has Push Back ability.
- Tripler (x1) - he can change trajectory of ally shooter in the same way as Doom Net Fighter. Any shoot which is redirected in this way is fired in all three directions indicated on Tripler.
Board Tiles - Modules
- Officer (x7)
- Scout (x2)
- Medic (x4)
- Main War Processor (x2) - every friendly adjacent unit can perform an additional action in the initiative phase that follows its default phase. This ability works in the same way as ability of The Outpost HQ.
New Rules
Long Distance Module
This module works one space further than normal modules. He affect with his ability adjacent unit and next one (in direction indicated by the icon). In the case of Medic, player has to choose on which one of units he works.
Turn Over
Unit can turn in any direction.
Grabbing
After playing this tile one of your units can grabb one of enemy units which is outlying one space from your unit and move it adjacent to your unit. Enemy is choosing where will he be moved if there are few position adjacent to grabbing unit. Grabbed unit can turn in any direction after being grabbed.
Repositioning
You can change position of two of your units eachother. During that they can not turn in new direction.