GKR: Heavy Hitters – Stretch Goals
GKR: Heavy Hitters – Stretch Goals Rulebook
Table of Contents
Table of Contents
Hapsi Corp Buildings
Fact! Everyone is happier drinking Hapsi.
Mix things up by adding these 2 new Buildings onto the Battlefield. Bonus sponsorship is waiting for anyone bold enough to tear them down.
Setup
Replace 2 of the standard Buildings with the new Hapsi Corp Buildings, or include them alongside the standard ones for a more sponsor-driven battle. We recommend having the Hapsi Corp Buildings towards the center of the Battlefield, to give all players a fair chance at Tagging them.
Gameplay
All regular rules remain unchanged. However, when a player demolishes a Hapsi Corp Building they immediately gain 1 additional Sponsor Card.
Orbital Shock
Each Faction has 1 Orbital Shock card. When building their Faction Decks, players may include their Orbital Shock as 1 of their chosen 25 cards.
Each Orbital Shock has a different Weapon speed from the Orbital Strikes. This means a player can use both Weapons in a single Combat Phase. However, as with an Orbital Strike, the Orbital Shock is sent to the Damage Pile once used.
Orbital Shocks hit without the need for an attack roll. The attacking player can target 1 or 2 adjacent units of a single Faction. The attacking player decides how the targeted Faction will disperse the Damage between the units before rolling Armor Saves.
Mercs
Thanks to our not-so-friendly friends at Bliss Corp, Mercs are flooding onto the Battlefield! Cry 'Havoc!' and let slip the dogs of commerce!
Overview
Mercs are a new breed of Support Units, with no particular allegiance to any 1 Faction. Throughout the game, players will have the opportunity to deploy Mercs onto the Battlefield. This will require some sponsorship, but the benefits should far outweigh the costs!
Setup
After setting up all other game components, place all Merc Unit Cards and Merc Unit Figures to the side of the game board.
Gameplay
On their turn in the Deploy Phase, players may deploy a Merc, rather than 1 of their own Support Units. When deploying Mercs, the following rules apply:
- Players must still spend the required Energy for deployment.
- To deploy a Merc, players MUST discard a chosen Sponsor card from their hand.
- Players can only ever control 1 Merc. If they want to deploy a new Merc, they must first remove their current Merc from the Battlefield and back into the supply.
- Once deployed, players should place their Faction's colored peg into the Merc to show they control it.
Using Mercs
Once deployed, Mercs follow all the same movement, combat and tagging rules as regular Support Units. When a Merc is destroyed, it is returned to the supply. Once returned, a Merc becomes available to all players for redeployment in the next Deploy Phase.
Terrain Tiles
Components
- 3 x Rubble
- 3 x Nuke Craters
- 3 x Unexploded Missiles
- 3 x Sinkholes
Function
Rubble: Requires 2 points of movement to enter. Units on top of Rubble may re-roll 1 Armor Save die each attack.
Nuke Craters: Requires 2 points of movement to exit. Units on top of Nuke Craters gain Partial Cover.
Unexploded Missiles: When on top of, a Heavy Hitter may harvest the radioactive Unexploded Missile to immediately gain 2 Energy. Remove the Tile after use from the game.
Sinkholes: Cannot be moved through or stopped on. Recons may still fly over Sinkholes.
Setup
After setting up the Battlefield with Buildings and Heavy Hitters, shuffle all 12 Terrain Tiles together (or remove some if desired) and deal an equal amount face down to each player. Without looking at the tiles, players take turns (Glory Hound goes first) placing a Terrain Tile face down onto the Battlefield. Once all Terrain Tiles have been placed, flip them over to reveal the new Battlefield.
When placing Terrain Tiles, players cannot place them:
- Next to a previously placed Terrain Tile.
- In a hex adjacent to more than 1 Building.
- Adjacent to a Heavy Hitter's starting hex.