Rapture
Rapture Rulebook
Table of Contents
Table of Contents
Foreword
Welcome to Rapture!
With Rapture our intent was to create a game that is different from other miniature wargames. In addition to the game itself, Rapture provides a vast universe as well as a vivid, ongoing story. In Rapture, fate can change anytime – the seemingly trailing player can still win. You are not only watching your opponent's turns, but can use your units to react and counter their moves and attacks. Rapture is easily accessible, fast, and exciting until the end.
What is a Miniature Wargame?
A miniature wargame is a strategic miniature game, playable without a classic game board. Creative minds love to paint their miniatures and build terrain pieces reflecting their own fantasies. Before the game starts, each one of you assembles your battlegroup that is going to face the opponent. There is a huge selection of individual units of different factions to choose from. With those chosen units you will try to complete individual missions on the battlefield while trying to take out the units of your opponent and keeping them from accomplishing their missions.
Rapture Starter Box
The starter box contains:
- Models with profile cards for a battlegroup worth 100 points. This provides you with a full battlegroup.
- Different mission cards and status markers.
There are different scenarios requiring different strategies and tactics.
You will also need:
- A 90 x 90 cm playing surface. For each game you create a battlefield by placing terrain pieces and buildings on that surface. If you do not possess any specific pieces you could use colored paper, books or shoe boxes. There is no limit to creativity.
- Some six-sided dice (D6).
- A metric measuring tape.
- Card sleeves and a water-soluble marker.
The playing cards are 6.3 x 8.9 cm (Standard Trading Card Size). Playing Card is the generic term for all cards in the game (Hero, Squad, Mission, etc.). We recommend card sleeves not only to protect your cards, but additionally to enable marking them with water-soluble markers. In this way you are always provided with a complete overview of all current stats.
We wish you a lot of fun and thrill during the game, as well as good luck with the dice!
1. Basics
Your game objective is to gain Victory Points (VP) over a period of 6 rounds to win the game. You gain victory points by completing missions and disabling opposing units.
Whenever cards in the rulebook and on the cards conflict, the card always takes precedence. This results in: Card > Rulebook.
Your Battlegroup
In Rapture there are different types of units. Some units are composed of more than one model. Each model is attached to one base. When two bases are in contact, it is called "Base to Base" (B2B). Two things are in contact if they touch each other (e.g. the base of a model and a terrain part).
A base is a small platform on which models are attached. The diameter of a regular size is 30 mm. But it can also have a 40 mm diameter or it can have a different form, depending on the model. The base size for each model is indicated on the back of the profile card.
Notice: There is a difference between a model and a unit. A model is always a figure on a base while a unit can be composed of multiple models. E.g. a band that consists of 1 leader and 2 apprentices is a unit comprising 3 models.
- Hero: A Hero is a single model on a base and is considered a unit, whose points and stats you can find on the respective profile card.
- Band: A Band consists of 1 leader model, and 1 or more apprentice models. The complete band represents a unit. The leader and apprentices have their respective profile cards and points. The profile card of each leader specifies which apprentices can be taken along. A leader is referred to as a hero when not taking any apprentices along. On the other hand, apprentices cannot be played without a leader commanding them. When a leader is removed from the battlefield as a casualty the entire band is removed (including apprentices).
- All models of a band are activated simultaneously. With exception to their movement action, all models may take actions with regards to their own round limit. Movement actions are initiated by the leader and correspond to the entire unit.
- Squad: A Squad is composed of multiple fixed models building a unit. Each squad has a profile card defining the exact composition, as well as the stats of each model. Points and Initiative (INI) apply for the entire squad as a whole. All other stats apply for each individual model of the squad.
- All models of a squad are activated simultaneously. A squad acts as a whole and models do not take individual actions. Each action is performed by all of the models.
- Each model of a squad may be assigned to an individual health bar on the profile card being visible to each player. Use the white boxes in front of each health bar to connect each health bar to a respective model by using numbers or hints. E.g. the number "3" in a box could refer to the base with the 3 stones, or a painted "3" on the base. Before starting the game make sure each player can see exactly which health bar belongs to which model.
- You can choose Squad Upgrades for your squad. Squad upgrades are additional models that can join a squad or replace a model in a squad. Squad upgrades have their own profile card containing points and additional abilities. You can also refer to the profile card to see which squad it can be added to. Once chosen, squad upgrades cannot be added to any other squads and remain part of the chosen squad.
- Vehicle: A Vehicle is composed of one model. Each vehicle is a unit. A vehicle has an individual profile card defining points and other stats.
Units or models with "Ø" points cannot be chosen for a battlegroup. They can only enter the game by effects or abilities. Players do not receive victory points for disabling those units.
Profile Cards
You can find all stats, abilities, and individual rules of your battlegroup on the respective profile cards. They serve as a foundation for your strategic decisions. In addition, you can note changes to keep an eye on current stats. While having a low number for close combat skill (CCS) and marksman skill (MMS) is very good, you are striving to have high values in all other stats. So, improving your close combat skill and your marksman skill leads to lower values, while improving all other stats results in higher values. No stat can drop below 0.
- Close Combat Skill (CCS) and Marksman Skill (MMS): see the profile card for the values.
- Defense (DEF) represents the number of dice you have available for a block roll.
- Initiative (INI) of a unit determines which player has the first activation in a round.
- Movement (MOV) is the distance in centimeter each unit can move per movement action.
- Combat Value: The Combat Value is the sum of the INI of all operational units. Operational units are all units of your own battlegroup that are on the battlefield and do not have an Escape Marker (see "Escape and Rescue", page 39).
- Rate of Fire (ROF) and Attacks (ATT) represent the number of dice you have available for an attack action.
- Technique (TEC) is used for interacting with terrain as well as for reacting in close combat.
The layout of a profile card is annotated in the source with numbered callouts (type, name and title, point costs, health points, morale points, visualisation, ranged weapon and abilities, action points, reaction points, profile stats, story background, factional affiliation, abilities with descriptions, version and base size, and the marking of squad models). The callout diagrams are graphics; the rules for each element are given in the sections on this page.
Health Points / Morale Points
Each unit has Health Points (HP, red bar) representing its health status. Abilities and actions can cause wounds and result in a loss of health points. When a unit receives wounds, mark the respective amount of health points on the health bar. Mark the small boxes top down or from left to right with squads, respectively.
Many units have Morale Points (MP, green bar) reflecting their discipline on the battlefield. Some abilities can cause loss of morale points. Mark the respective amount of morale points on the green morale bar top down or from left to right with squads, respectively.
Loss of morale points can cause bonuses/penalties. After a box triggering an effect is marked, the effect takes hold immediately. Effects add up.
Loss of health points can cause bonuses/penalties. After a box triggering an effect is marked, the effect takes hold immediately. Effects add up.
Values that improve are preceded by a "+" sign on the card; values that worsen are preceded by a "-" sign.
When the box triggering "Escape" is marked, the unit is escaping and receives an Escape Marker (see "Escape and Rescue", page 39). You may not increase morale points above the maximum shown on the profile card.
When the last box of a health bar is marked, the model is disabled and removed as a casualty from the battlefield. You may not increase health points above the maximum shown on the profile card.
Abilities
Each unit has individual abilities for which you can find specific rules on the back of the profile cards. The name and costs of each ability are additionally shown on the front of each profile card as a reminder.
Ranged Weapons
When a unit possesses a ranged weapon, it is noted on the front side of its profile card, right above the list of abilities. The actual range of the weapon is shown in brackets after the name. When the weapon has an additional ability, the brackets also contain "passive". The ability is explained on the back of the profile card.
Orange Profile Fields
Some units have stats that can be affected by abilities or certain events. These fields are highlighted in orange. They only apply when all requirements are fulfilled.
Missions
By completing your mission, you will gain victory points which is essential for winning a game of Rapture. There is a great variety in the countless ways missions can be composed. Some require completing a certain task, others winning a battle. Each one of you pursues their own mission on the battlefield.
On the mission card you will find the setup and the goal of the mission. At the beginning of the game, you place needed mission objectives on the battlefield (see "Choose your missions and mission setup", page 26). Each mission has its own rules for dealing with mission objectives and their characteristics on the battlefield. Mission objectives never block the Line of Sight and never grant cover. Each player can only interact with their own mission objectives.
Apprentices may not interact with mission objectives or receive mission abilities, but they may attack mission objectives with "Vulnerable" and target them for abilities.
Types of mission objective:
- Stationary: This mission objective cannot be moved and remains in its position for the entire game. Your models can move through stationary objectives, but cannot end their movement on top of them.
- Area: This mission objective refers to a piece of terrain, a section of the playing field, or a staked area. Areas of different players may be placed on top of each other, and other types of mission objectives may be placed on top of areas. If multiple mission objectives are placed in the same location, areas are always placed below other types of mission objectives. Your models may move across and remain on areas. A unit is in an area as soon as the base touches the area (even partially).
- Object: This mission objective may be picked up by units if the unit is in B2B to the object. When a unit carries an object, it is placed on or next to the unit's profile card. Some objects are generated by your units during the match. Once a unit carrying an object is removed from the battlefield as a casualty, all carried objects will be placed within and on top of the location where the unit's last disabled model was removed as a casualty. Allied units may pick up these objects during their activation if they are in contact with them. Picking up an object again does not cost any action points. Your models may move over objects, but may not end their movement on top of them. If a mission requires objects to be placed in an area, then the objects must always be placed within the Area.
- NPC (Non-Player Character): This mission objective is a character. Rules concerning this character are described on the mission card. Your models may move through NPCs, but cannot end their movement on top of them.
- Vulnerable: This mission objective has health points and can be targeted for close combat attacks, ranged attacks, and abilities by your units. It always counts as an opposing unit for this purpose. If all of a mission objective's HP are crossed-out, it is removed from the battlefield.
A mission objective always has "Vulnerable" in addition to another trait and acts according to that trait.
The section "Mission Abilities" may contain additional abilities which all of your units will have during the game (see "Action: Mission Ability", page 60).
The section "Victory Points" contains requirements for earning victory points (see "End of the Game and Counting Victory Points", page 62).
Some mission cards contain faction logos. You may only choose these if they contain the logo belonging to the battlegroup you command.
Size of mission objectives: Mission objectives can have different shapes and sizes – this is always indicated within brackets following the name of the mission objective. If the brackets only contain one number, this is the diameter for a round marker. If it says "upside-down playing card" in the brackets, simply take a Rapture playing card (size of 6.3 x 8.9 cm) and place it on the battlefield.
Examples given on the mission card layout: "Drive (30 mm, object)" is a round mission objective with a 30 mm diameter. "Laptop (14 mm, object)" is a round mission objective with a 14 mm diameter. "Escape Card (upside-down playing card, Area)" is an upside-down Rapture playing card.
Dice
In Rapture, many situations will be decided by rolling six-sided dice (D6). The number of needed dice is noted as XD6 where X = the number of dice. 1D6 is a single six-sided die, 2D6 are two six-sided dice, 3D6 are three six-sided dice, etc. The difficulty is indicated with X+ (X being a number between 1 and 6). A die roll indicated with 1D6 with 4+ means that a single six-sided die needs to be rolled and a result of 4 or higher is a successful roll, respectively a success.
In the case that a three-sided (D3) die roll is required, results of a D6 count as follows:
- 1 or 2 = 1
- 3 or 4 = 2
- 5 or 6 = 3
Attacks and actions will always be rolled by the attacker. Defense and reactions will always be rolled by the defender. All other rolls will be performed by the affected player.
2. Game Setup
Assemble Your Battlegroups
To start off, each of you assemble your individual battlegroup. Choose a balanced battlegroup, since most of the time you do not know beforehand what challenge awaits you. Be prepared for everything!
A battlegroup contains every unit you need for a game. For a standard game you may assemble a battlegroup worth 100 points. Your battlegroup may only contain units from a single faction.
Missions and game modes sometimes change rules on how to assemble a battlegroup. In this case rules described by missions and game modes have a higher priority than rules written in this rulebook. (Card > Rulebook.)
You may not use the same squad more than twice in a battlegroup. All other units/models may only be included once with their name in a battlegroup.
Some factions have faction cards that grant special rules and/or abilities. Those cards affect only the units of the determined faction in your battlegroup. Place the faction card face up next to the battlefield, so it will be visible to everyone for the entire game.
Units from other factions, having the ability "Mercenary", may be used in your battlegroup. Mercenaries from other factions may not make up more than 50% of the points in your battlegroup.
Measure the Battlefield and Mark Your Models
The size of the battlefield is equal to 90 x 90 cm. All distances will be specified in centimeters (cm).
Each of you chooses an edge of the battlefield. From the edge up to 10 cm into the battlefield will serve as your deployment zone. In a two-player game deployment zones have to be on opposite sides of the battlefield.
In case you have chosen the same units and they are unpainted, make sure you can tell one from the other. Health bars on profile cards of squads need to always be traceable from the respective models for everyone. Talk about it before starting the game.
Set Up the Terrain
Talk about which terrain pieces you and your opponent(s) want to use during the game. Decide together what category each piece belongs to and define levels. For a description of the different categories with their respective effects on movement, Line of Sight and cover see "Terrain", starting on page 66.
We recommend 3 to 4 buildings and 5 to 6 small obstacles for a standard game. However, feel free to experiment with different amounts of terrain pieces.
After choosing all terrain pieces that will come into play, each of you roll 1D6. The player with the highest roll takes a terrain piece and places it on the battlefield. In case of a tie, involved players roll again. Terrain pieces may not be placed in a deployment zone. Buildings may not be placed within 10 cm of each other. Continue clockwise until all terrain pieces are placed. To provide a fair game, we recommend placing terrain pieces equally spread throughout the battlefield.
Choose Your Missions and Mission Setup
For every game each player receives his own mission. To define who receives which mission, each player first chooses 3 mission cards. If a mission card contains faction logos, you may only choose it if it contains the faction logo of your battlegroup. Then, each of you shuffles your own mission cards face down and draws one of them. This way each of you will receive an individual mission valid until the end of the game.
If a mission consists of 2 or more cards, always choose the first card and shuffle it with the other two missions. The remaining cards of a mission are never used for shuffling.
Placing Mission Objectives: If you have to place mission objectives, the player with the lowest combat value starts, followed by the player with the second highest and so on until all of you have placed your mission objectives. In case of a tie roll 1D6. The player with the highest roll goes first.
Areas of different players may overlay or be placed on top of each other and other types of mission objectives may be placed on top of areas. If multiple mission objectives are placed in the same location, areas will always be placed below other mission objectives and other mission objectives will be placed next to each other.
Round mission objectives are always placed with their center at the specified distance. Mission objectives that use an upside-down playing card must always maintain the specified distance from the edge of the card.
If placing a mission objective at a certain spot is not possible, try to place it at the nearest possible location. (For the different types of Mission Objectives, see "Missions", page 18.)
Place the mission cards face-up next to the battlefield, so that everyone can see what mission you are playing.
Deploy Your Battlegroups on the Battlefield
Starting with the player possessing the most units, in turn each of you place 1 unit in your respective deployment zone. Proceed with the player possessing the second most units and so on. When all of you have placed 1 unit, proceed with the first player until all units were placed on the battlefield. In case of a tie roll 1D6. The player with the highest roll goes first.
If units, items, etc. need to be placed on the battlefield later during/between rounds, do it in the same manner.
If two or more players play together, they are considered as a team. A team consists of multiple battlegroups of different players that are playing together against one or more opponents.
Place all profile cards face up next to the battlefield visible to all players.
3. Gameplay
A game consists of 6 rounds. Every round consists of a preparation phase, an activation phase and a cleanup phase.
Your success in this game will strongly depend on your strategy and smart reactions to actions of other players. Range and Line of Sight will play an important role in your plans as well. Rapture aims to get your full attention while playing, so rely on your ability to observe and using your tactical skill. While carefully observing your opponent's moves, you will gain important information about range issues which you can use for your own moves.
For Rapture the Rule Is To …
… Measure Properly!
You always measure distances horizontally from the edge of the base of the activated model to the edge of the base of the target model, marker or another target point. This also applies if the starting point and target point are located on different levels.
Always measure from "base edge to base edge". During a movement action the size of the base of the activated model counts to the travelled distance.
You are allowed to measure only after you have decided for an action and called it. In case you are planning follow-up actions, you are not allowed to measure beforehand likewise. E.g. when you are planning on a movement action followed by a ranged attack, you will have to call the movement action first, measure the distance you can maximally move and then move your unit. After finishing your movement action you can then proceed calling your ranged attack, after which you measure, if your target is in range. Therefore, you may never measure both actions together. Since nobody is allowed to measure all actions in advance the game remains quick, exciting and tactically challenging.
Measuring ranges: If targets are chosen for actions and they are not within the range of your unit, you may choose a new action without having to pay costs for the initial action (see "Action: Ranged Attack", page 48 and "Abilities and Targets", page 60).
Measuring the movement range: (diagram in source).
… Determine Line of Sight!
A model's Line of Sight is abbreviated "LoS" in tabletop gaming. To decide the perspective LoS of a model get down to the model's eye level and determine what is visible. The LoS may also be measured from the level of the bases forming a sight corridor.
All models have a 360 panoramic view, which means they are always looking in all directions. The alignment of a model is not relevant when determining the LoS.
The LoS can be interrupted by buildings, shrubbery, other terrain pieces or units. In this case the LoS is limited or even completely blocked. Transparent terrain pieces, e.g. acrylic panes, do not impair the LoS.
A LoS cannot be drawn through close combats on the same level, as they block it. Mission objectives never block the LoS.
LoS at level edges: (diagram in source) The LoS is determined via 2 criteria: create a sight corridor, which is not blocked by the terrain. If the target is located on a different level of the battlefield, the LoS is determined from the eye level of the model or the base of the model to the target.
It is not always easy to determine whether a model is located in your LoS. In general, all body parts can be targeted. If a model has body parts or weapons sticking out beyond the edge of the base, imagine there was an imaginary cylinder extending up from the base to the top edge of the head. All parts of a model located in that cylinder can serve as a target for ranged attacks or abilities. Parts of models that stick out beyond the cylinder will not be considered when determining the LoS.
Notice: When there are obscurities concerning LoS, come to an agreement with the other players. Gaming should be fun and not cause quarrels. Talk to each other and try to resolve disagreements. E.g. you could agree upon movement of a unit if it is able to see a certain opposing unit.
… Round Down!
Sometimes you are asked to halve a value or dice roll. If the result is not a whole number, round down to the next lower whole number. Movement ranges are not rounded down.
Preparation Phase
The following order needs to be kept during the Preparation Phase:
- Determine victory points
- Maintaining formation
- Fill up action points (AP) and reaction points (RP)
- Perform escape movements
- Roll ascension
- Determine order of activation
1. Determine victory points: Victory points gained in the preparation phase will be determined and noted.
2. Maintaining formation: Check if your squads and bands are in the correct formation. If that is not the case, put models back in formation (see "Formation", page 38).
3. Fill up action points (AP) and reaction points (RP): At the beginning of each round all of your units start with their full amount of action points (AP) and reaction points (RP) as indicated on their profile cards.
4. Perform escape movements: If you have units with an Escape Marker on them, perform their escape movement now (see "Escape and Rescue", page 39).
5. Roll ascension: If you have to roll an Ascension, do it now (see "Ascension", page 81).
6. Determine order of activation: In the preparation phase your combat value will determine the activation order during the entire activation phase. The player with the highest combat value starts. The player with the second highest goes next.
If several of you have the same combat value, roll 1D6. The player with the higher roll gets to activate their units first. In case of further ties, roll again. The determined order does not change during the following phases of this round.
If more than one player has less than 100 points, roll 1D6. The player with the highest roll can decide.
If one of your battlegroups starts the game with less than 100 points, the player commanding that battlegroup gets to determine who gets to do the first activation. For all following activation phases, the order is determined by the combat value.
The combat value is the sum of all of your units' Initiatives (INI) that are on the battlefield, but not on escape.
Activation Phase
Follow the activation order determined during the preparation phase. Your individual units are activated in alternate order. On your turn, activate 1 unit of your choice that has not yet been activated during this phase. Each unit is only activated once per activation phase. Units containing an Escape Marker cannot be activated.
To perform actions, you can spend action points (AP) and reaction points (RP) for an active unit in any order. Performing an ability does also count as an action. You can also choose to perform fewer actions than action- or reaction-points available or to perform no action at all.
After activating all of your units you may not perform an activation until the end of the round. On the other hand, you have to perform an activation as long as there is at least one unit that has not been activated this round.
The activation phase ends when all units on the battlefield have been activated.
Other than when activating your units yourself, you can react to actions of opposing units by using reactions. Also, you may perform abilities with the feature "anytime" during an opponent's activation. In both cases your unit does not count as activated. Even already activated units may perform reactions and "anytime" abilities.
Actions and Reactions
During a unit's activation, it can perform actions. Every action has specific costs that a unit must spend in order to carry out. Actions may not be repeated indefinitely within a round. They have a specific round limit showing you how often you can use them per round. Once reaching the round limit this action may not be performed before the start of the next activation phase.
There are 3 types of actions (Movement Action in B2B, Close Combat Attack, Ranged Attack) that affected opposing units can react to. Each reaction generates costs, that the reacting unit has to pay. For each of your actions the affected opposing units may only choose 1 reaction. If multiple opponents are affected, they perform reactions in descending order of their combat value. You may not perform a reaction to a reaction.
You have to finish an action, including a possibly called reaction, before calling a new action. As an example, it is not possible to measure and perform 2 movement actions simultaneously.
Your action consists of the following steps:
- Call an action.
- Measure the range, if necessary. If your abilities or a ranged attack has a range constraint and the target is not in range, you can decide for a different action, without paying costs for the initial ability or ranged attack.
- Call of reactions of opponent players to certain actions of yours.
- Perform actions and reactions in the correct order. Once having called an action, you have to perform it, if possible (see step 2).
- Now your action is finished.
Special Characteristics of Bands and Round Limits
Each model in a band has its own round limits and can perform actions and reactions as it wishes, as long as it has the necessary action- or reaction-points.
There is a movement value (MOV) for all models of a unit showing how far in centimeter the respective models can move per movement action. One exception is the movement action, which only the leader can perform (see "Action: Movement Action", page 42).
Models can only move on surfaces that are at least as wide as their base. In addition, other units, terrain pieces or other items may sometimes limit their movement action.
Your model may… (movement through and ending movement):
| Your model may… | … move through | … end its movement |
|---|---|---|
| Model | No | No |
| Mission Objective: Stationary | Yes | No |
| Mission Objective: Area | Yes | Yes |
| Mission Objective: Object | Yes | No |
| Mission Objective: NPC | Yes | No |
| Edge of the battlefield | No (Yes, if the unit is escaping) | Stop at the edge. Casualty, if escape movement ends beyond. |
| Regular Terrain* | Yes | Yes |
| Bodies of Water* | Yes. A model may proceed its movement swimming, but the remainder of its movement is halved. In addition, roll 1D6. Rolling a "1" will result in the model receiving 1 wound. If your model is still in contact with a Body of Water upon its following action, you have to roll again. In addition, you need to use the halved MOV on further movement actions. |
*You can find details and additional information about specific terrain under "Terrain", starting on page 66.
Placing
Some units or items can be placed on the battlefield. Place a unit, template or similar within a given range without requiring a LoS or level restrictions.
Moving into Close Combat
As soon as the base of your model touches a base of an opposing model, your movement action ends. Both units are in close combat with each other. Units tied in close combat cannot perform movement actions, ranged attacks or interactions with terrain.
Formation
You have to keep all models of a band or squad in formation at all times, if possible. Both unit types move in different formations.
Bands: With bands you have to position all apprentices of that unit in B2B with their leader at all times, if possible. If the formation is broken up, e.g. by opponent activity, you will have to bring all apprentices back into formation in the following cleanup phase. During the activation of a band, you may align the apprentices on their leader as desired.
Characteristics when moving into close combat with a band: first, move your leader into close combat. Next position all apprentices of that unit in B2B with their leader. By doing this you may also position them in B2B with opposing models, as long as they are still B2B with their leader. If an opposing model comes in B2B contact with one of your apprentice models, immediately engage your leader to B2B, if not already tied in close combat. Other apprentices do not have to move, but stay in B2B with your leader.
Squads: With squads, you have to position all models of that unit at a maximum of 2 cm apart at all times, if possible. If the formation is broken up, e.g. by opponent activity, you will have to bring all squad members back into formation in the following cleanup phase.
Characteristics when moving into close combat with a squad: you must measure for each model separately, if the opposing unit is in range. If at least 1 model of your squad is in range with at least one model of the opposing unit, you have to engage all other squad models B2B with models of the opposing unit, if possible.
Engaging
Engaging describes the act of placing models B2B during a close combat that has been broken up due to removing casualties or not all models being able to connect B2B when moving into close combat (e.g. blocking terrain). A model will only engage if it is not in B2B with at least 1 model of the opposing unit.
Engaging can be done:
- at the beginning of activating a unit
- while moving into close combat with an opposing unit
- during the cleanup phase
Engaging is not an action, does not count to your round limit and has no costs.
Escape and Rescue
Escape: As soon as the penalty "Escape" is marked in the morale bar, your unit receives an Escape Marker. Units with an Escape Marker may not receive Shelter Markers. Potential Shelter Markers already belonging to that unit are removed, as soon as it receives an Escape Marker.
As soon as a unit receives an Escape Marker, it will immediately perform an escape movement. The escape movement is performed with the unit's unmodified movement value (MOV) and does not depend on the remaining AP. The unit will move directly towards their own edge of the battlefield. All carried objects of that unit are dropped on the spot where the escape movement was started. Even a unit tied into close combat will perform an escape movement upon receiving an Escape Marker.
If the escape movement is interrupted by a level edge, the Jump down action is executed for free (see "Action: Jump down", page 58). The remaining movement range of the escape movement is lost.
This movement does not count towards the round limit of movements, always costs 1 AP (if available) and will be repeated in every preparation phase as long as the unit still has an Escape Marker. A unit having an Escape Marker cannot be activated. When the escaping unit has passed the edge of the battlefield, it counts as a casualty and is removed. At the end of the game each unit that has an Escape Marker counts as a casualty as well. Victory points for the casualties are awarded to the player who erased the last MP.
The Escape Marker is removed as soon as the unit restores at least 1 MP. If you have not activated this unit this round, it still needs to be activated.
As soon as a leader receives an Escape Marker and performs his escape movement, all his apprentices escape with him. Place the apprentices in B2B with the leader following each escape movement of the leader.
Rescue: An allied unit may rescue an escaping unit, by ending a movement action B2B with the escaping unit. For the rescue itself no additional action is needed. The escaping unit immediately regains 1 MP and the Escape Marker is removed. If you have not activated the rescued unit this round, it still needs to be activated.
Battle and Handling Hits
Units count as "in Close Combat" as soon as they are B2B with an opposing unit. Units in close combat cannot perform a movement action, ranged attack or terrain action.
Conducting a Battle
In order to perform ranged attacks, ranged weapons are needed. Only units not being tied in close combat can be targeted during a ranged attack.
In general, battles are conducted with attacking actions referring to the scheme under "Actions and Reactions" on page 36. During an attack the scheme is extended by the following rules:
- A target unit is a unit that has been or must be selected as a target for an action or ability.
- You call an attack and a target.
- You measure necessary ranges. If the target is out of range (e.g. on a ranged attack), you may choose another action without incurring any cost to your unit for the original attack.
- Affected players have the option to call a reaction to the actions "Close Combat Attack" or "Ranged Attack". The reaction can be a "Counterblow", "Dodge" or "Seeking Shelter".
- You will conduct the attack. Once an attack is called, it has to be performed, if possible (as explained under 2).
- a. Perform your hit roll. Pay attention to potential modifications, e.g. through abilities or the reaction of the defending unit.
- b. Every successful roll represents a hit.
- c. Defending models try to block hits. The number of hits is reduced by the number of successful block rolls, determining the total damage a model receives. During a ranged attack cover can improve blocking.
- d. The defending player pays attention to potential modifications for receiving damage.
- e. The result is the number of wounds a model receives. The defending player marks the respective number of boxes in the health bar of the model.
- Now your action is finished.
During an attack, hits are successful rolls (hit roll) of XD6 on the own unit's CCS or MMS, where X corresponds to its ATT or ROF. The number of successful hits equals the number of hits the defending model receives.
Subtract the number of successful block rolls from the successful hit rolls, giving you the total damage received. Some abilities modify received damage, by increasing or reducing it. After regarding all modifications, you get the number of wounds that your model receives and that you have to mark on the health bar of your model.
Hits can be the result of an attack or a different source. The affected model has to try to block them with a block roll.
Hits
(Hits are the successful hit rolls described above.)
Blocking Hits
When one of your models receives hits, you have to try to reduce them with a block roll. In order to block, you roll XD6 with 5+, where X represents the value of DEF of the blocking model. Please pay attention to potential modifications to the DEF, i.e. through cover. Every successful roll reduces the amount of hits by 1.
Casualties
As soon as you mark the last health point of a model or it escaped, it is disabled and you have to remove it as a casualty from the battlefield. Casualties cannot participate for the remainder of the game. The player who erased the last health point or morale point (on successful escape / at the end of the game with escape marker) of an opposing unit receives victory points corresponding to the point costs of the disabled unit (see "End of the Game and Counting Victory Points", page 62).
If you have to remove a leader of a band as a casualty, remove all apprentices as well. However, apprentices can also be disabled independently of the leader.
Squad: Every member of a squad has its own health bar. When you mark the last health point in its health bar, remove the model as a casualty from the battlefield.
Action: Movement Action
Round limit: 2 · Costs: 1 AP
During a movement action you move models of an activated unit on the battlefield within their respective movement value (MOV) in cm. If you are planning on moving into close combat with an opposing unit with your movement, you have to call it beforehand, to give units the chance to possibly perform a reaction (see "Reaction: Countershot", page 43).
Movement does not have to be performed in a straight line. You may undershoot your movement value, but then your movement ends immediately and remaining MOV is lost.
Notice: As soon as the base of your model touches the base of an opposing model, the movement action ends immediately. Both units are now in close combat and the characteristics for moving into close combat mentioned above apply (see "Action: Close Combat Attack", page 44).
Depending on the unit type pay attention to the following characteristics:
| Unit type | Costs | Characteristics of movement |
|---|---|---|
| Hero | 1 AP | – |
| Band | 1 AP. Only the leader spends the costs. | You first move your leader. Afterwards you have to bring the apprentices in formation. Movement actions can only be chosen for the leader. In general apprentices can always be positioned anew within the formation (here: in B2B with the leader). |
| Squad | 1 AP | You measure for every model separately and move it separately. At the end of a movement action all models have to be in formation. |
Reaction: Countershot
Round limit: Unlimited · Costs: 2 RP
A countershot will be performed just like a regular ranged attack and blocked (see "Battle and Handling Hits", page 40, and "Action: Ranged Attack", page 48), while your MMS will be increased by 1 for a countershot.
If you disable an opposing unit with a countershot, it is removed as a casualty from the battlefield without being able to start its movement. It does not reach your unit.
When a unit moves B2B with more than one other unit, the opposing units may perform a countershot in any order. However, the reaction points of all called reactions lapse, even if the attacking unit is disabled through the reaction of a unit, before all reactions are dealt with. If units of different players are involved, they react in descending order of their combat value.
Passive abilities, potential markers or statuses on the counter-shooting model will be regarded as regular.
As soon as an opposing player calls a movement action for a unit that would move B2B with one of your units and your unit is in possession of a ranged weapon, it may perform a countershot. This reaction enables you to perform an attack against an upcoming threat outside of your own activation.
Example: Kyenar is planning to move B2B with Noelle. Noelle performs a countershot as a reaction. Noelle's MMS is 3+. Since the MMS is increased by 1 during a countershot, Noelle countershoots with a MMS of 4+.
When a countershot is performed on bands and squads:
- Band: You perform a countershot with the models of the band that possess RP for a countershot. For your countershot you choose 1 model of that band or squad as the target. Only models of your band that possess RP for a countershot may perform one. Each model of your band is allowed to target different models of the opposing unit.
- Squad: Your entire squad may perform a countershot. The individual squad models may shoot at different models of the opposing unit. During a countershot, each member of the squad receives the current ROF of the profile card and uses them to attack with. You roll all the squad's hit rolls that target the same opposing model as one roll.
Action: Close Combat Attack
Round limit: 2 · Costs: 1 AP
When units are B2B with an opposing unit, you may call and perform a close combat attack. A close combat attack of a model can only target a single opposing model. After calling the attack, the opposing unit can potentially react (see "Reaction: Dodge", page 47, and "Reaction: Counterblow", page 47).
After potential dodging of opposing units, perform your hit rolls. To perform a hit roll, you roll XD6 with the difficulty of your CCS of the attacking model. X represents the value of the ATT of the attacking model. Please keep any modifications through reactions of the defending unit in mind. Every successful roll is a hit. The number of hits are reduced by the blocking of the defender by rolling XD6 with 5+, X being the value of DEF of the defending unit (see "Battle and Handling Hits", page 40). Potential counterblows can occur after finishing the close combat attack.
Example: Raziel attacks Kyenar in close combat. Raziel has a CCS of 3+ and 6 ATT. The player controlling Raziel rolls 6 2 1 5 3 3 which corresponds to 4 hits. Kyenar has a DEF of 1 and the player controlling Kyenar rolls a 5. This results in 1 hit being blocked and Kyenar receives 3 damage. Now, Kyenar's passive ability "Scale Skin" reduces the damage by 1. The actual amount of wounds Kyenar receives is now 2 and the defending player has to mark 2 of Kyenar's HP.
Should one or more models of the attacking unit not be B2B with a model of the opposing player, those models cannot perform close combat attacks.
Special Characteristics of Bands and Squads in Close Combat
- Band: Your close combat attack has to be directed entirely against 1 model of a band or squad. Your leader and apprentices may attack different models of a target unit with which they are B2B. Each model of the band has to spend their own costs for their close combat attack and perform it separately.
- Squad: Models of your squad may attack different models of a target unit with which they are B2B. During a close combat attack each member of a squad attacks with the current ATT of that unit's profile card. Roll all hit rolls of models having the same target model as a single attack.
Examples A–E (band and squad target assignment diagrams) are on page 45 of the source; the target-assignment rules they illustrate are the bullet points above. In summary: a band counts as one unit but each band member attacks separately; each squad model may attack only models it is B2B with, and all attacks on a single target model are combined into one roll.
Reaction: Dodge
Round limit: Unlimited · Costs: 1 RP
As soon as an opposing player calls a close combat attack for a unit that is B2B with one of your units, your unit may dodge. This reaction enables you to weaken an upcoming attack.
Before the hit roll of the attacking unit, you roll XD6 with 4+ (Dodge Roll), X being the value of the TEC of your unit. Each successful roll reduces the ATT of the attacking unit for this attack by 1.
Reaction: Counterblow
Round limit: Unlimited · Costs: 2 RP
As soon as an opposing player calls a close combat attack for a unit that is B2B with one of your units, you may call a counterblow for your unit. This reaction enables you to perform an attack outside of your own activation. You need to pay the costs immediately, but you will not be able to perform the counterblow until the attack of the attacking unit is resolved.
A counterblow will be performed just like a regular close combat attack (and blocked), while your CCS will increase by 1. Models that you need to remove as a casualty after the original attack may not perform a counterblow. You will also not regain the spent costs.
In a band, only those models who are being attacked may perform a counterblow. In a squad, only those models B2B with an attacking model may perform a counterblow.
Example: Raziel's player calls a close combat attack with Raziel on Hilde and spends 1 AP. Hilde's player decides to react with a counterblow and spends 2 RP. After Hilde survived the close combat attack from Raziel, Hilde may perform her counterblow. Hilde has a CCS of 3+. Since the CCS is increased by 1 during a counterblow, Hilde temporarily has a CCS of 4+ for the counterblow. Hilde's player now rolls 4 dice for her 4 ATT. The dice show 4 4 2 1, which corresponds to 2 hits. Raziel has a DEF of 3 and his player rolls 5 2 1. Consequently, 1 hit is blocked and Raziel receives 1 damage. Raziel has no option to modify the damage and receives 1 wound. Raziel's player has to mark 1 HP on his health bar.
Passive abilities, potential markers or statuses on the counterblowing model will be regarded as regular.
Action: Retreat
Round limit: Unlimited · Costs: 1 RP, 3 MP
When your unit is tied in close combat, it may retreat. Units without a morale bar may not retreat.
Your unit may retreat, even if it has less than 3 MP. In this case it spends only the remaining MP. If the last box says "Escape", after the retreat, your unit receives an Escape Marker and is escaping. Immediately, all rules for units escaping apply for this unit (see "Escape and Rescue", page 39).
As soon as your unit retreats out of a close combat, move it with its halved MOV (rounded down) in a straight line into a direction of your choice.
If the retreat is interrupted by a level edge, the action Jump down is performed (see "Action: Jump Down", page 58). The remaining movement range of the retreat continues after jumping down.
After performing the retreat action the activation of your unit ends immediately. Your unit will keep all available AP and RP up to the next cleanup phase.
Action: Ranged Attack
Round limit: 2 · Costs: 1 AP
If your unit possesses a ranged weapon and is not tied in close combat, you may call a ranged attack on a unit in LoS. The target unit may not be tied in close combat. A ranged attack of a model can only have a single model as a target.
Afterwards, you measure from the edge of the base of your model to the edge of the base of the target opposing model that you want to shoot at, to see if they are in range. Always measure ranges in a horizontal line, even if the units are located on different levels. If no target model is in range, you may choose a different action, without having to pay costs for the initial ranged attack.
After that, the opposing unit has the chance to perform a reaction (see "Reaction: Seek Shelter", page 56).
After a potential reaction, you perform hit rolls for your models. While doing so, pay attention to the "Special characteristics of Bands and Squads in Ranged Combat", page 49. In addition, check if other models have gotten into the LoF of your attacking model and bear that in mind during hit rolls (see "Getting into the Line of Fire (LoF)", page 56).
You perform the hit rolls by rolling XD6 with the difficulty of the MMS of the attacking model, while X represents the value of the ROF of your attacking model. Each successful roll represents a hit. The amount of hits is reduced through blocking of the defender by rolling XD6 with 5+, while X represents the value of the DEF of the defending unit. While performing block rolls pay attention to potential modifications e.g. due to a reaction of the opposing unit or cover.
Example: Leyra performs a ranged attack against Lincoln. He is in range of Leyra's ranged weapon. Leyra has a MMS of 3+ and 4 ROF. Leyra's player rolls 5 4 1 3, which corresponds to 3 hits. Lincoln has a DEF of 2 and his player rolls a 5 and a 1. Consequently, 1 hit is blocked and Lincoln receives 2 damage. Lincoln has no option to modify the damage, so he receives 2 wounds and his player has to mark 2 HP on his health bar.
When calling a ranged attack against a target that is not in range, AP from the ranged attack are not lost; you can still perform a different action (see "Measuring ranges", page 31).
Depending on the unit type of all the units involved in ranged combats, pay attention to the following characteristics:
Special Characteristics of Bands and Squads in Ranged Combat
- Band: Your ranged attack has to be directed entirely against 1 model of a band or squad. Your leader and apprentices may attack different models of different target units with a ranged attack. The targets of leader and apprentices have to be located in their respective LoS and range. Each model of the band has to spend their own costs for their ranged attack and perform it separately.
- Squad: Models of your squad may attack different models of a target band or squad with a ranged attack. During a ranged attack each member of a squad attacks with the current ROF of that unit's profile card. The targets have to be located in their respective LoS and range. Roll all hit rolls of models having the same target model as a single attack.
Examples A–D (Railgun Squad, Phalanx and Danai's band ranged attacks; diagrams on pages 49–51): the rules above apply. For instance, when a squad attacks a squad, each squad may target any model within LoS and range, and all dice aimed at the same target model are rolled together; when a band attacks a squad, each band member may choose its own target and rolls its attack separately; when a squad attacks a hero, all attack dice are combined into one roll.
Cover
Many terrain pieces and even some effects grant cover to your units against ranged attacks, by improving the unit's block roll. There are 3 types of cover that protect your units differently. The different kinds of cover are not cumulative. The first applicable kind will take effect:
- Cover through Shelter Marker
- Cover through High Ground
- Cover through Obstacles
Cover through Shelter Marker > Cover through High Ground > Cover through Obstacles.
When your unit is located behind an obstacle and on an elevated position, only the cover through the elevated position counts. For a unit that possesses a Shelter Marker, the Shelter Marker counts and overwrites all other kinds of cover.
1. Cover through Shelter Marker
A unit possessing a Shelter Marker receives +1 to its DEF against ranged attacks and improves its block roll against ranged attacks to 4+. At the same time the DEF against close combat attacks is halved (rounded down).
2. Cover through High Ground
When targeting a model located on a higher level with a ranged attack, it counts as having high ground and receives +1 to its DEF.
Example A: If Steve (ST) wants to make a ranged attack on the units Leyra (L) or Noelle (N), L and N always have cover through high ground since they stand higher than ST. If N or ST want to make a ranged attack on Seeiah (SE), SE benefits from cover through obstacles. L benefits from cover through obstacles during a ranged attack by N, but not from cover through high ground, since L and N are on the same level. ST has no cover against a ranged attack.
Example B: The heroines Leyra (L) and Noelle (N) are on the same level. If unit N attacks unit L with a ranged attack, unit L does not receive a bonus to its DEF.
Example C: The heroines Leyra (L) and Noelle (N) are on the same level, but unit L is partially obscured by an obstacle. If unit N performs a ranged attack on unit L, unit L receives cover through obstacles and gets a bonus of +2 to its DEF.
3. Cover through Obstacles
When a model is partially covered by terrain pieces, but is still visible for the attacking unit, it gains cover through obstacles and receives +2 to its DEF (see "Determine Line of Sight!", page 32). It does not receive a bonus if the attacking model stands B2B with the obstacle within the LoS. When both models stand B2B with the same obstacle within the LoS both of them receive +2 to their DEF.
Example A: The heroine Noelle (N) wants to perform a ranged attack on the hero Raziel (R). The Line of Sight of unit N is blocked by an obstacle, but not completely interrupted. Therefore unit R gets a bonus of +2 DEF against this ranged attack.
Example B: Heroine Noelle (N) wants to perform a ranged attack on the heroine Leyra (L). Unit L gets a +2 bonus on its DEF because it is behind cover. If unit L makes a ranged attack on unit N in the next turn, unit N also gets a +2 bonus on its DEF.
Example C: The heroine Leyra (L) wants to perform a ranged attack on the heroine Noelle (N). Since unit L is B2B with the terrain piece and can see unit N, unit N does not get a bonus on its DEF. When unit N makes a ranged attack on unit L, unit L receives a +2 bonus to its DEF, as it gets cover from the terrain piece.
Example D: The heroine Noelle (N) wants to perform a Ranged Attack on the heroine Leyra (L). Unit L is standing B2B at an obstacle. Since the Line of Sight of unit N is not interrupted by the obstacle, it does not provide cover for unit L. Unit L therefore does not receive a bonus on its DEF.
Example E: Heroine Noelle (N) wants to perform a ranged attack on the heroine Leyra (L). Unit N is in B2B with the same cover as unit L. Since the cover is between the two models, unit L gets a bonus on its DEF. Same applies to unit N when unit L makes a ranged attack on unit N.
Allied models, partially standing in LoS of your attacking model, do not grant cover to the target model. Likewise, other models, partially standing in LoS of an attacking model, do not grant cover to the target model, but have gotten into the Line of Fire and can be hit (see "Getting into the Line of Fire (LoF)", page 56).
Getting into the Line of Fire (LoF)
Shooting from far away is not always accurate. When performing a ranged attack, your unit may inflict hits on another opposing model that it was not aiming at. This happens if that model is on the same level as the target unit and is between the target unit and the attacking unit. Allied models are never affected by this, and this does not apply to a countershot.
Of all successful hit rolls you count even hits for the original model and odd hits for the model located in the LoF, closest to the target unit. The model that has gotten into the LoF has no chance to perform a reaction, but block rolls will be performed as usual.
Only 1 model at a time not belonging to the target unit but closest to the target can get into the LoF. While the general procedure stays the same, successful hit rolls spread between the original target and the other model in the LoF.
Reaction: Seek Shelter
Round limit: Unlimited · Costs: 1 RP
As soon as an opposing unit calls a ranged attack against one of your units and your unit is located in range of the opposing unit's weapon, your unit may seek shelter. By doing so it will receive a Shelter Marker. This Shelter Marker grants your unit +1 DEF against ranged attacks and in addition, improves its block roll against ranged attacks to 4+. However, the DEF against close combat attacks is halved (rounded down) and could thereby decrease down to 0. The bonus of this kind of cover is not cumulative with other kinds of cover. A unit possessing a Shelter Marker is only affected by this kind of cover. All other cover effects are ignored.
A unit possessing a Shelter Marker may only perform the "Action: Get Up". Other kinds of actions or reactions are prohibited.
Action: Extinguish Fire
Round limit: Unlimited · Costs: 1 RP
Only a unit possessing a Fire Marker may perform this action. The unit loses 1 Fire Marker and receives a Shelter Marker.
A unit possessing a Shelter Marker may only perform the "Action: Get Up". Other kinds of actions or reactions are prohibited.
Action: Get Up
Round limit: Unlimited · Costs: 1 AP
Only a unit possessing a Shelter Marker may perform this action. The unit loses the Shelter Marker and is fully able to act.
Interactions with Terrain
Interactions with terrain include all actions that your unit may perform with regards to a piece of terrain or terrain part. Units tied in close combat cannot perform interactions with terrain.
Interactions with terrain include: Use a Ladder, Use a Door, Jump Down and Jump.
Action: Use a Ladder
Round limit: Unlimited · Costs: –
Units may use ladders to reach other levels of terrain. In order to do that, the unit has to be in contact with the ladder. If there is an opposing model in contact with this ladder, you may not use the ladder.
The height of the ladder does not matter. Should the ladder surpass multiple levels, you can choose where to place your model.
If there is an allied model in contact with the other end of the ladder, move it a little in a direction of your choice, while trying to choose the option with the shortest distance. If the two distances are the same, you can choose the direction. Then place the active unit B2B with the allied model and the ladder. If there is an opposing model in contact with the other end of the ladder, the opposing player moves it a little. Afterwards, place your active model B2B with the opposing model and the ladder. If, through this, opposing units become B2B (and herewith into close combat) with your model, no countershot as a reaction may be performed.
"Use a ladder" can be applied for elevators as well. However, stairs count as regular terrain.
Action: Use a Door
Round limit: Unlimited · Costs: 1 AP
Only use a door if the inside of a building is not playable. If it is playable, you may move your unit without spending an additional action to use the door. If the building is not accessible and has more than 1 door, units may use doors to go through the building and exit out of a different door of that building. In order to do that, the unit has to be in contact with a door. If an opposing unit is in contact with a door, you may not use this door.
When your unit uses a door, place it in contact with a different door of that building. If an allied model is in contact with that door, move it a little in the direction of your choice, while trying to choose the option with the shortest distance. If the two distances are the same, you can choose the direction. Then place the active unit B2B with the allied model and the door. If there is an opposing model in contact with the exit door, the opposing player moves it a little. Afterwards, place your active model B2B with the opposing model and the door. If, through this, opposing units become B2B (and herewith into close combat) with your model, no countershot as a reaction may be performed.
Action: Jump Down
Round limit: Unlimited · Costs: –
You may jump off a ledge with your unit. In order to do that, your unit needs to be located at the edge of that level. This applies to all terrain types with an edge. If there is a railing of some kind on the edge, you may ignore it.
If the drop height is less than the halved MOV (rounded down), your unit is safe. If the drop height is greater than the halved MOV (rounded down), every model receives 3 hits reduced by its TEC. Remember that you perform a block roll each time your models receive hits (see "Blocking Hits", page 41).
Example: Noelle stands on a 20 cm high building and jumps down off the edge. Since the drop height is greater than the halved MOV of Noelle (15 cm / 2 = 7.5 cm), she would receive 3 hits. Noelle has a TEC of 1, so she receives 2 hits. Noelle's player performs a block roll with 1D6, since she has a DEF of 1. The result of the roll is 5, so the damage is reduced by 1. Noelle has no additional modifications and receives 1 wound through jumping down. Noelle's player has to mark 1 HP on her profile card.
Action: Jump
Round limit: Unlimited · Costs: 1 AP
You may jump over an abyss or an alley with a unit. In order to do that, the unit needs to be located at the edge of that level, as well as a different edge being in range, located on the same level or a lower level. If there is a railing of some kind on the edge, you may ignore it.
The abyss may be as wide as 10 cm plus the TEC in cm of that unit. Roll 1D6 before jumping. On a result of 1 place the unit at the bottom of the edge you are aiming to jump on. If the drop height is less than the halved MOV (rounded down), the unit is safe. If the drop height is higher than the halved MOV (rounded down), each model of that unit receives 3 hits reduced by its TEC. Remember that you perform a block roll each time your models receive hits (see "Blocking Hits", page 41).
Action / Reaction: Ability
Round limit: See ability · Costs: See ability
Words in the ability text printed bold are always names of other abilities. "Allied unit" describes all units from your team's battlegroups, including the unit that uses that ability.
Example: The ability "Booby Trap" costs 1 AP, may be used 2x per round, but not more than 3x per match, unless the charges are refilled. As soon as an opposing unit is within 10 cm of the Booby Trap (30 mm), roll 1D6. Place 1 Booby Trap marker immediately. Re-move the Booby Trap from the battlefield when its effect is used. The effect: 1: No effect. 2–5: Each model of the unit receives 1D3 hits.
Each unit has individual abilities, strengthening their capability or skill to fight or bringing additional options to the battlefield. A lot of those abilities are performed like actions or reactions. On the contrary, passive abilities are always in effect and do not have to be called. On the back of the profile card you can see what individual abilities your unit has available. Right next to the name of the ability there are brackets, in which potential restrictions of use and requirements the unit has to fulfill, are described, like spending costs or passing tests. If it fails a required test, you still have to spend the costs because even trying counts towards the round limit.
Abilities that require a target represent an exception. If the target is out of range, you can decide for a different action without paying costs for the initial ability (see "Abilities and Targets", page 60).
Explanation of the costs of abilities:
| Phrase | Category | Description |
|---|---|---|
| Passive | This ability is active continuously and is always in effect. | |
| Anytime | This ability may be used at any time during the activation of any unit. | |
| X AP | Requirement / Costs | Costs of this ability in Action Points. |
| X RP | Requirement / Costs | Costs of this ability in Reaction Points. |
| X HP | Requirement / Costs | Costs of this ability in Health Points. |
| X MP | Requirement / Costs | Costs of this ability in Morale Points. |
| X "Resource" | Requirement / Costs | Costs of this ability in the stated resource (e.g. "Blood" of the Icnun faction). |
| MMS test |
Action: Mission Ability
Round limit: See mission ability · Costs: See mission ability
Depending on the mission, your units have to interact with different mission objectives. These mission abilities are only available for your units and are described on your mission card. Apprentices may not receive mission abilities.
Abilities and Ranges
Some abilities and mission abilities have a range indicator. This indicates how far the unit can perform its ability. In the ability cost, the range of an ability is always given as "X cm". The range of the ability is always measured in a horizontal line from the base edge of the performing model. This is true even if the unit and its target are on different levels.
If the ability moves or places the performing unit, all bases of the unit must remain within the specified range. For a squad, each model is measured separately, from its own base (see "Action: Movement Action", page 42).
Abilities and Targets
Some abilities and mission abilities require you to choose a target. This is often tied to a range specification in the ability cost. Different things can be chosen as targets, and this is always specified in the ability text with "target" and a suffix. For example, the following can be named as a target: target unit, target marker, target loot crate.
If the ability places a marker on the battlefield, the marker must be placed at least partially within the specified range.
If it is clear from the context of the ability text what the target is, the target can also be specified with just "target" next to its name, or completely without the target suffix.
If the ability places a template, the center of the template must be entirely within this range (see "Template effects", page 78).
Models, markers, etc. that are partially within range or just touched by it can also be chosen as the target for the ability.
If the ability chooses a target, the target must be at least partially within the specified range. If the target is not within range, you may choose to take another action without having to pay costs for the initial action.
Cleanup Phase
The cleanup phase starts when all units have finished their activation this round. During this phase follow this procedure:
- Counting victory points
- Treating status effects
- Unused action points (AP) and reaction points (RP) are lost
- Engaging
1. Counting victory points: Count all victory points that have been gained by a player in this round and write them down.
2. Treating status effects: Treat all status effects whose effect applies in this phase (see "Status Effects and Status Markers", page 77).
3. Unused action points (AP) and reaction points (RP) are lost: All unused action and reaction points of your units are now lost.
4. Engaging: Finally inspect all of your squads and bands tied in close combat. If there are models not standing B2B with models of the corresponding opposing models, move them up, so they do.
After completing all steps of the cleanup phase, start the preparation phase of the next round.
End of the Game and Counting Victory Points
The game ends after 6 rounds or as soon as a player has no operational units left on the battlefield. When the last unit of a player is removed as a casualty from the battlefield, immediately start the last cleanup phase. Afterwards the game ends, no matter how many rounds are left.
Each one of you counts their victory points that were gained during the course of the game. The player with the most victory points wins.
- Missions: Victory points are earned through missions (see the mission card).
- Disabled units: For each opposing unit and each single apprentice you disabled, you receive its point costs as victory points. For each escaped unit or unit with an Escape Marker, the player who caused the loss of the last MP receives its point costs as victory points.
- Bonus: If someone manages to disable opposing units worth at least 100 points, or all units of a single player, that player gains a one-time bonus of 30 victory points.
Example: Player A has gained 50 victory points through completing his missions. In addition he has disabled units worth 100 points. He gains 100 victory points for the disabled units and a 30 victory point bonus in addition. Player A has gained a total of 180 victory points. Player B has gained a total of 210 victory points. At the end of the game the player having gained the most victory points wins. In this case player B wins.
Overview of Actions and Reactions
| Action/Reaction | Type | Round Limit | Costs |
|---|---|---|---|
| Movement Action | Action | 2/Round | 1 AP |
| Countershot | Reaction | Unlimited | 2 RP |
| Close Combat Attack | Action | 2/Round | 1 AP |
| Dodge | Reaction | Unlimited | 1 RP |
| Counterblow | Reaction | Unlimited | 2 RP |
| Retreat | Action | Unlimited | 1 RP, 3 MP |
| Ranged Attack |
4. Terrain
During game setup let your imagination run free when designing the battlefield. Hills, buildings, bodies of water, groves, wreckage – the combinations are limitless! You decide whether you use paper, cardboard or hand-painted terrain pieces. What's most important is that all of you are in agreement when it comes to the characteristics of each terrain piece on the battlefield. To make sure you do, talk about, before setting up, into which category you classify each terrain piece that you want to use and how the different levels correspond to each other.
Levels and Height Differences
Different surfaces at the same height, for example floors of identically tall buildings, are also considered to be one level.
A playable consistent surface on the battlefield is considered a level, no matter how high above the ground it is. A surface counts as playable if it can be reached by at least 1 model (e.g. by using the ability "Flying") and at least 1 of these models can stand on this surface with its entire base. The roof of a building counts as a level, as well as hills or mountains with a steady incline. Also, models at different positions of a set of stairs are regarded as on the same level. Clutter, little garbage bins or car roofs do not count as a separate level. A level has to be big enough to perform actions on and has to be separated from other levels.
Different levels are e.g. different building floors, even roof tops and cliffs of different heights. When performing a ranged attack on a model located on a higher level, the target model receives cover through high ground (see "Cover through High Ground", page 52).
Examples A–C (terrain level diagrams, pages 67–68): the models in the examples are on different levels or on the same level as their diagrams show.
Example D (hillside levels, page 69): When your model is located at the foot of a hill or at the bottom of a set of stairs and an opposing model is on top of that hill or at the top of the stairs, both models are considered on the same level. Since both models are located on the same level, the target model does not receive cover through high ground during a ranged attack.
Types of Terrain
Terrain is divided into the following categories. Talk about the category of each piece before the game (see "Set Up the Terrain", page 25).
Regular Terrain
Without terrain pieces your battlefield consists of only regular terrain. Terrain parts over which units can move without difficulties in your opinion are regarded as regular terrain as well. Also hills with steady but slight incline and stairs belong to this category.
- Movement: No impact.
- Line of Sight: The Line of Sight of the model is not limited. If there is a hill or stairs between both of you, these terrain pieces would operate as sight blockers and interrupt your sight or block it entirely.
- Cover: Since both models are located on the same level, the target model would not receive cover through high ground during a ranged attack.
Example: Your model is located at the foot of a hill or at the bottom of a set of stairs. An opposing model is located on top of that hill or at the upper end of these stairs.
Bodies of Water
Bodies of water can be small or large lakes and rivers. Of course, even a game at the ocean side is imaginable. Your unit may swim through bodies of water.
- Movement: Your model may continue its movement swimming. However, the remaining movement value is halved (rounded down). In addition, roll 1D6 for that model. On a result of 1 it receives 1 wound. If on your next activation your model is still located in a body of water, you have to roll again. For all upcoming movement actions in that body of water the halved MOV continues to apply.
- Line of Sight: Bodies of water do not block the LoS.
- Cover: Bodies of water do not grant cover.
- Other: As soon as 50% or more of your base is located in a body of water you may not perform ranged attacks.
Example A: Eleanor has a movement range of 15 cm and performs a movement action. After 1 cm Eleanor reaches a body of water, the remaining movement range of Eleanor would still be 14 cm. However, since the movement action continues in a body of water, the remaining range of her movement is halved, so she can still move 7 cm. When the movement action is complete, 1D6 is rolled to determine if Eleanor receives 1 wound.
Example B: Eleanor is in a body of water and performs a movement action. The movement range of Eleanor is 15 cm. However, since the movement starts in a body of water, the total movement range is halved. Thus Eleanor can only move 7.5 cm. When the movement action is complete, 1D6 is rolled to determine if Eleanor receives 1 wound.
Difficult Terrain
Terrain parts that, in your opinion, would be hard to walk or drive on or that would complicate the movement of your units is regarded as difficult terrain. This could include gravel piles, ruins, thickets or vehicle wrecks. Again, here you have to make sure to talk about these terrain pieces beforehand to avoid misunderstandings.
- Movement: Roll 1D6 with 5+. The roll is improved by the TEC of the unit. If you fail the test, the distance through the difficult terrain is doubled and subtracted from the movement range. You must roll separately for each piece of terrain.
- Line of Sight: If the terrain piece or parts of it obstruct the LoS of a model, it impacts the LoS negatively.
- Cover: If the terrain piece or parts of it cover parts of your model, it will grant your model cover through obstacles.
Example A: Eleanor has a movement range of 15 cm and performs a movement action. After 4 cm Eleanor reaches difficult terrain, the remaining movement range of Eleanor would still be 11 cm. Now 1D6 is rolled to see if Eleanor can move over the difficult terrain without a penalty. The roll of 5+ is improved by Eleanor's TEC (2) to 3+. The result of the roll is a 2, so the distance covered through the difficult terrain is doubled and deducted from the movement range. Eleanor has 11 cm of movement range left and can therefore only cover 5.5 cm in difficult terrain.
Example B: Eleanor has a movement range of 15 cm and performs a movement action. Since the movement starts in difficult terrain, 1D6 is rolled to determine if Eleanor can move over the difficult terrain without penalty. The roll of 5+ is improved by Eleanor's TEC (2) to 3+. The result of the roll is a 2, so the distance covered to the end of the difficult terrain (3.5 cm) is doubled (7 cm) and deducted from Eleanor's movement range. Eleanor's remaining movement range would still be 8 cm. On the road (regular terrain) Eleanor can continue her movement without penalty and move the remaining 8 cm.
Small Obstacles
Terrain pieces that are easy to cross, in your opinion, and only have a small negative impact on your units are considered small obstacles. This could include waist-high walls, small barricades, barrels or trash bins. Again, here you have to make sure to talk about these terrain pieces beforehand to avoid misunderstandings.
- Movement: The unit can cross the obstacle, but the remainder of its movement is reduced by 5 cm for every small obstacle that is crossed.
- Line of Sight: If the small obstacle or parts of it obstruct the LoS of a model, it impacts the LoS negatively.
- Cover: If the small obstacle or parts of it cover parts of your model, it will grant your model cover through obstacles.
Buildings
In general buildings are high enough that the roof of the building can only be accessed by using ladders or flying. If there are railings on top of a building, you may ignore them while using the actions "Jump" or "Jump Down".
- Movement: In order to climb up on top of a building, in general, a model has to use a terrain interaction or an ability, because of the heights of most buildings. When interacting with non-playable buildings a unit may also use the action "Use a Door".
- Line of Sight: If the building or parts of it obstruct the LoS of a model, it impacts the LoS negatively.
- Cover: If the building or parts of it cover parts of your model, it will grant your model cover through obstacles. Alternatively, if the model is on top of the roof it may provide cover through high ground.
Transparent Terrain Pieces
Transparent terrain pieces (e.g. window panels, glass facades, etc.) do not interfere with the Line of Sight, but provide cover through obstacles.
Impassable Terrain
Terrain pieces that are not crossable, in your opinion, or prohibit your unit's movement are considered impassable terrain. This could include deep craters or quicksands. Again, here you have to make sure to talk about these terrain pieces beforehand to avoid misunderstandings.
- Movement: You cannot cross impassable terrain with a movement action nor end your movement on such terrain. It is not playable in any way.
- Line of Sight: If impassable terrain or parts of it obstruct the LoS of a model, it impacts the LoS negatively.
- Cover: If impassable terrain or parts of it cover parts of your model, it will grant your model cover through obstacles.
5. Effects, Test Rolls and Markers
During the game your units and also the battlefield itself can be impacted by different effects. Some are generated by your units' actions and abilities while others could e.g. be triggered by a mission. Many effects are represented by markers that you place on the battlefield, on one of your unit's profile cards or next to your models.
Status Effects and Status Markers
There are different kinds of effects as described below. Place all status markers next to your unit on the battlefield. Status markers on the battlefield never block the LoS or the movement of a unit.
In general, when your unit is affected by a status effect, it receives a status marker showing that effect. Most effects can affect you multiple times.
For units having multiple models the following applies:
- All status effects – bands: Only the leader can be affected by status effects. Apprentices cannot be affected by status effects. They also receive no status markers.
- All status effects – squads: The squad always receives as many markers as specified as a unit, not per model.
Shelter Marker: If your unit possesses a Shelter Marker it is considered as under cover through Shelter Marker (see "Cover through Shelter Marker", page 52). A unit may only have 1 Shelter Marker at a time.
Escape Marker: A unit that is escaping receives an Escape Marker. It escapes (see "Escape and Rescue", page 39). A unit may only have 1 Escape Marker at a time.
Poison Marker: As soon as you activate a unit possessing at least 1 Poison Marker, it loses 1 AP and you remove 1 Poison Marker.
Fire Marker: During the cleanup phase your unit receives damage equal to the number of its Fire Markers. Afterwards, you remove 1 Fire Marker. During your unit's activation it may perform the action "Extinguish Fire" to remove 1 Fire Marker (see "Action: Extinguish Fire", page 56).
Radiation Marker: As soon as one of your units receives a Radiation Marker, it permanently loses 1 INI and 5 MOV. Radiation Markers cannot be removed. A unit may only have 1 Radiation Marker at a time.
Despair Marker: As soon as one of your units receives a Despair Marker, it loses 2 MP. As soon as this unit is at least 20 cm away from all other opposing units or special markers/terrain/etc., immediately remove all Despair Markers from it. Restore all MP of that unit that were lost through Despair Markers.
Loading Marker: Some units have abilities with which they can generate Loading Markers. A Loading Marker signifies that this unit triggers an additional effect by performing the next close combat attack or ranged attack. Afterwards, the Loading Marker is removed. The actual effect is described in the respective ability that generates it. A unit may only have 1 Loading Marker at a time. If it generates a new Loading Marker, the prior one is replaced.
Ability Markers and Effect Markers
Some abilities or effects generate markers that affect the battlefield. They come in different shapes and sizes depending on the ability or effect. How exactly each marker affects you and which marker you place and how, is described in the respective marker's text. These markers do not restrict the movement of your units, and units may stand on them.
Ability and effect markers never obscure mission objectives and may be placed under units or on mission objectives.
Size of Markers
Markers can have different shapes and sizes; this is always indicated in brackets following the name of the marker.
- If there is only one number in the brackets, this is the diameter for a round marker.
- If there are two numbers separated by an "x" in brackets, the marker is rectangular and has the specified edge lengths.
- If it says "upside-down playing card" in brackets, simply take a Rapture playing card (size of 6.3 x 8.9 cm) and place it on the battlefield.
Examples: Booby Trap (30 mm): a round marker with a 30 mm diameter. Wall of Mist (100 mm x 10 mm): a rectangular marker with the dimensions 100 mm x 10 mm. Minefield (upside-down playing card, Area): an upside-down Rapture playing card.
Template Effects
Template effects use a template to determine hits. Depending on the weapon used, templates can have different sizes and shapes. Their effect only affects the level in which you place them.
If the weapon has a range, first determine where the center of the template should be. You may place it within the range and LoS of your model. Only then do you place the template with its center on that chosen spot.
Template effects are not interrupted by small obstacles and units. Models that are only located partially within the template are also hit.
Examples (pages 79–80): Example A – a round template centred on the floor in front of a house hits only the hero on that level, not the band on another level. Example B – a template centred on a rooftop hits only the band on that roof, not the hero on the lower level. Example C – a template centred in front of a wall also affects the area behind the wall, hitting the models that are partially within it. Example D – the centre of a round template can be placed directly behind obstacles, as long as the LoS can be drawn from the eye level of the model over the obstacle.
Radial Effects
Radial effects apply in a 360° radius around an initial point. The initial point can be a unit or a mission objective. You can recognize radial effects in the text by the phrase "within a X cm radius".
The radial effect applies as soon as a model touches at least the border of the area of effect. With radial effects the range is measured from the edge of the base of the model or the edge of the marker. They only apply on the level the initial point is located, but will not be interrupted by terrain or units on their level.
Example A: The radial effect of a marker is permanently active. The effect applies as soon as a unit touches the area of effect.
Example B: The unit moves into the effect area of a marker and triggers it. The effect of the marker says that the unit will receive a Shelter Marker. The unit receives the Shelter Marker immediately on the first contact with the effect area. The Shelter Marker ends the unit's movement.
Test Rolls
There are different situations in which your units have to pass tests, e.g. in order to be able to perform an ability or to reach a specific goal.
Ascension
An ascension is a roll that may be performed starting from round 2, at the earliest. As soon as an ascension is triggered, you roll 1D6 with the difficulty of the current round (see table). If you don't succeed, repeat the roll once in every following preparation phase, until you succeed. When successful, the effect applies and you do not roll for this ascension again.
Difficulty during each round:
| Round | Difficulty |
|---|---|
| 2 | 4+ |
| 3 | 3+ |
| 4 | 2+ |
| 5 | 1+ |
| 6+ | 1+ |
Morale Test
Roll 1D6. If the result is lower than the current number of morale points of your affected unit, it has passed the test.
Fate Test
Roll 1D6. Roll it a second time. If the result of the 2nd roll is higher than the result of the 1st roll, you have passed the test. On a result of 6 on your second roll, you have passed automatically.
6. Add-Ons
Add-ons allow you to add more depth and narrative character to a standard game of Rapture. Each add-on can be combined with any of the others to create its own challenge.
Choose Creatures to have fierce beasts or shady merchants on your board. Opt for the Climate add-on and find yourself in exotic locations braving storms or enjoying the sun. With Loot, you can find helpful and rare items that will improve and support your units.
If you play with add-ons, you are sure to have a fun and perhaps crazy time, and you will experience Rapture in a different way with each new game.
To play, the normal rules for Rapture are used alongside the respective add-on rules. With the add-ons, some battlegroups may function differently than before. Try them and combine your units in different ways.
Creatures
After most of humanity had vanished, long-forgotten creatures began to reappear and now roam the abandoned districts. For them, it is a new world in want of discovery. However, these territories have not only attracted a wide variety of creatures, enterprising merchants and crooks have also set out to see new lands and find their fortune!
Creatures offer a wonderful alternative to add some variety and random elements to a game of Rapture. Each creature has its own profile card and its own special rules. They are not just any monsters, but creatures in their own right with their own special abilities to influence the game.
Ferocity Value
Instead of points cost, creatures have a ferocity value. This represents the number of different creatures that are in the area of your units. Agree on a certain level of ferocity before the game begins and arrange creatures accordingly.
Types of Creatures
There are different types of creatures that behave differently on the battlefield.
- Yellow: Yellow creatures behave neutrally on the battlefield and never attack on their own. Yellow creatures count as allied or opposing units for abilities and attacks, respectively.
- Red: Red creatures are aggressive and attack as soon as a unit is within 10 cm of the creature or within weapon range. Red creatures count as opposing units for abilities and attacks.
- Green: Green creatures are friendly to players and never attack on their own. Players can interact or come into contact with them according to their abilities. Green creatures count as allied or opposing units for abilities and attacks, respectively.
Placement of Creatures
In the deployment phase, before deploying their own units, players take turns placing creatures randomly on the centerline of the battlefield. The person with the lowest combat value begins and places a creature. If there is a tie, roll 1D6. The person with the highest roll goes first. Then it is the turn of the person with the second lowest combat value. Once each of you has placed a creature, repeat this process until all creatures are placed.
Activating the Creatures
Creatures perform their actions in the following steps:
- Movement Phase
- Ranged Combat Phase
- Close Combat Phase
- Ability Phase
At the end of the activation phase, after all units have been activated, one player activates the creatures. The creature with the highest Initiative is activated first, followed by the others in descending order. If two creatures have the same Initiative, roll 1D6 for each of them. The creature with the highest roll is activated first.
The actions of creatures have their own round limits. Movement actions are an exception here; these are performed based on the movement value.
1. Movement Phase – Movement Action
Round limit: See creature's movement value · Costs: –
First, the movement actions are performed. For this, the chance die is used to determine the random movements of the creatures. The die is rolled as many times as the movement value of the creature indicates. Each roll is treated and completed separately. So, if the movement value is 2, a chance die is rolled first, the indicated movement is performed, and then another die is rolled. The process continues until the number indicated by the movement value is reached.
The direction indicated by the arrow on the die is used by the creature for its movement. The number of arrows indicates the movement range. These movements do not cost the creatures any AP. Each new roll of the chance die counts as a separate movement.
The chance die results are: no arrow – the creature does not perform a movement action; one arrow – the creature moves 10 cm in the rolled direction; two arrows – the creature moves 15 cm in the rolled direction; three arrows – the creature moves 20 cm in the rolled direction.
Terrain: If a green or yellow creature is in B2B with a unit, that creature continues to move as usual during its activation. Red creatures remain in B2B and do not make any movement actions. Units in B2B with a red creature count as being tied in close combat.
If a creature has to move through a unit, another creature, or a terrain piece during its movement action, the creature moves around it by taking the shortest path.
Creatures ignore all effects of difficult terrain, small obstacles, and bodies of water. Creatures do not use doors or ladders.
If a creature's movement action goes beyond the edge of the battlefield or through impassable terrain, the movement ends at the edge and the next movement is rolled, if necessary.
If a creature's movement action goes over a level edge, the creature automatically takes a free Jump Down action (see "Action: Jump Down", page 58) and then does not move any further for that movement action. Hits are calculated as usual, but wounds from jumping down do not make a green or yellow creature red.
2. Ranged Combat Phase – Ranged Attack
Round limit: 2 · Costs: 1 AP
If a red creature has a unit within attacking range of its weapon, but still has movement actions left, the remaining movement actions are forfeited and the ranged attack is performed.
If the unit is removed from the battlefield by the creature as a casualty, another unit must be targeted for a ranged attack, that is, as long as the round limit still allows it and there is a unit in LoS and range.
When a creature selects a squad as a target for a ranged attack, it always attacks the model of the squad closest to it with all of its available attacks. Only after the first model attacked is removed as a casualty, the creature then chooses the next closest model from the same squad.
At the beginning of its activation or at the end of a movement action, if a red creature has a ranged weapon and a unit is within range attacking distance, the creature will perform ranged attacks against this unit until its round limit is reached or no more AP are available. The red creature always chooses the closest unit to it in LoS as a target for ranged attacks.
When a creature selects a band as the target for its ranged attack, it always attacks the leader first. If only an apprentice is in LoS and/or range, the creature will target the apprentice closest to the creature.
3. Close Combat Phase
Charge: If at the beginning of its activation or after a movement action there is a unit in LoS and within 10 cm of a red creature, then the creature moves with it into B2B. The creature always moves into B2B with the closest unit to it in LoS.
If the creature has any remaining movement actions after a charge, those movement actions are forfeited. The charge does not count as one of the creature's movement actions and does not cost AP. A creature with a ranged weapon never performs a charge.
When a creature performs a charge against a squad, the creature is always placed in B2B with as many members of the squad as possible. When a creature performs a charge against a band, the creature is always placed in B2B with the leader. The creature cannot perform a charge against an apprentice. If only an apprentice is in LoS and/or range, the creature is still moved into B2B with the leader.
Close Combat Attack
Round limit: 2 · Costs: 1 AP
If a red creature is in B2B with a unit, it now attacks in close combat until its round limit is reached or it has no more AP available. If the unit is removed from the battlefield by the creature as a casualty and there is no other unit in B2B with the creature, the close combat phase ends.
If a creature targets a squad for a close combat attack and is in B2B with more than one model of the squad, it always attacks the model that is in the highest possible position on the squad card with all of its available attacks. Only when the original target is removed as a casualty, the creature chooses the next target from the same squad according to the order of position. The creature always engages automatically (see "Engaging", page 39).
When a creature targets a band for its close combat attack, it always attacks the leader.
If more than one unit is involved in close combat, the creature attacks the unit with the fewest health points first. If multiple units have the same number of health points, the creature attacks the unit with the lowest number of health points and initiative first until it runs out of AP or reaches its turn limit. It then chooses the next target according to this order.
Example: The Wendigo (W) is in close combat with the Phalanx (P1–P3), but is only in B2B with P2 and P3. The Wendigo attacks P2 first because it is the highest model on the profile card that can be reached. If the Wendigo takes out P2, it then attacks P3.
4. Ability Phase – Abilities
Costs: See ability
If a creature has abilities that are not passive, you now perform all of them. If the ability targets a unit or a creature, always target the unit or creature closest to the creature. Abilities are always performed according to the order on the creature's profile card.
Casualties Due to Creatures
If units are removed from the battlefield by creatures as casualties, no player receives the unit's point value as victory points, and no player is credited with disabling that unit.
Combat and Abilities Against Creatures
- Creatures can be treated by units just like other units, and can be chosen as targets for attacks and abilities.
- If you inflict wounds on a green or yellow creature through abilities or attacks, that creature becomes permanently red.
- Green and yellow creatures count as allied units for abilities.
- Green, yellow, and red creatures count as opposing units for abilities and attacks.
- Dice rolls for creatures in combat are always rolled by the next uninvolved player.
Close Combat and Ranged Combat Against Creatures
- If you move one of your units into B2B with a red creature, the creature reacts with a countershot, if possible.
- You can attack a creature as you would an opposing unit in ranged combat. If you attack a creature with a ranged attack, the creature performs the Seek Shelter reaction, if possible. Seek Shelter costs the creature 1 RP and is chosen by the creature as a reaction as long as it still has at least 1 RP.
- If a creature has a Shelter Marker at the start of its activation, it first performs the Get Up action for 1 AP. It then begins its movement phase. Other types of cover are taken into account normally.
- If you attack a creature in close combat, the creature reacts with a counterblow, if possible. Countershot and counterblow each cost the creature 2 RP and are chosen by the creature as a reaction until no more RP are available.
Disabled Creatures
As soon as you mark a creature's last health point, it is removed from the battlefield as a casualty.
Trophies
Some creatures carry a Trophy on the back of their profile card. When you disable a creature with a Trophy, you assume control of the creature's profile card, which is placed next to the battlefield with the Trophy facing up. The Trophy's effect is applied to you immediately, and comes into force as indicated in the Trophy's description.
Trophy examples printed in this rulebook:
- Wolpertinger (Precious Species): Each unit receives the following ability: Catch Nets (1 AP | 15 cm | 1/Round). The ability can only choose the Wolpertinger as a target. Roll 1D6: 1–5: the player receives a Snare Marker; 6: remove the Wolpertinger from the battlefield and receive 30 victory points. For each Snare Marker, the roll improves by 1. (The Wolpertinger's other abilities: Timid (1 AP | 1/Round) – it cannot be tied in close combat and always moves during its activation; Flying (passive) – during movement it may ignore terrain.)
- Trophy of the Wolpertinger: Lose 30 victory points. (Trophy text is in very small print on the card; this line is read from the card image and should be checked against the printed card.)
Chimaera (flavour on its card): "This peculiar offspring of various forest dwellers is native to the forests of Bavaria and may also be referred to as probably the most harmless Chimaera in existence."
Note: the creature profile cards are graphics in the rulebook; only the legible card text is reproduced above.
Loot
"Surely there must be something of value or use left in all these empty houses?" – "I'm sure we can find a few more items we can sell for a profit, but did you hear about Ted?" – "No, what?" – "He lost his left hand opening an old box!"
With the Loot add-on you can add two new game modes to your games.
Loot Crates give you the possibility to find various consumable items on the battlefield. These grant your units various buffs and bonuses.
In Rapture Adventures, you agree on a fixed number of matches and combine them into a small story. Loot crates and rummage through terrain pieces, finding equipment, consumables, and character improvements. These items will strengthen your units over the course of several matches. Equip your units and put your opponents in their place!
General Rules
Loot Cards are divided into 10 categories and you can recognize them by their respective symbols. The two game variants use a different selection of cards and have different guidelines as to which cards are shuffled together to form the Loot Pile. When a card is drawn from the Loot Pile, the top card of the Loot Pile is always drawn and revealed face up, visible to all players.
| Symbol | Name | Game Mode |
|---|---|---|
| Head (symbol) | Head | Rapture Adventures |
| Chest (symbol) | Chest | Rapture Adventures |
| Weapon (symbol) | Weapon | Rapture Adventures |
| Legs (symbol) | Legs | Rapture Adventures |
| Feet (symbol) | Feet | Rapture Adventures |
| Special (symbol) | Special | Rapture Adventures |
| Angels (symbol) | Angels | Rapture Adventures |
| Use (symbol) | Use | Loot Crates, Rapture Adventures |
Only heroes and leaders can open Loot Crates and receive Loot Cards. Each hero and leader may only equip a certain number of Loot Cards: 1x Head, 1x Chest, 1x Weapon, 1x Legs, 1x Feet, 1x Special, 3x Use (the Use symbol is the hand).
Heroes and leaders of Angels can only equip 2x Angels. In the "Loot Crates" game variant, heroes and leaders of Angels can instead equip 3x Use.
After using the ability of a Use Loot Card, it is shuffled back into the Loot Pile.
If a Loot Card is drawn with the Nothing symbol, no effect takes place and the card is discarded and shuffled back into the Loot Pile at the end of the match.
If a Loot Card is drawn with the Immediately symbol, the effect takes place immediately. The card is then discarded and shuffled back into the Loot Pile at the end of the match.
Allied leaders and heroes in B2B can trade or hand Loot Cards to one other for free during their activation.
Loot Cards on the battlefield do not affect the game in any way and are ignored until picked up by a hero or leader in contact.
If the hero or leader already holds the limit of Loot Cards with the corresponding symbol and receives a new card with the same symbol, you must decide which Loot Card the unit should keep. The remaining card is placed in the original position of the Loot Crate/Loot Card and may be picked up by another hero or leader in contact for 1 AP.
Some Loot Cards have a faction logo of a specific faction on them. Only leaders or heroes of that faction may equip these Loot Cards. If a leader or hero of another faction reveals such a Loot Card, it is placed in the original position of the Loot Crate and may be picked up by another hero or leader of the depicted faction in contact for 1 AP.
Loot Cards always address the model that looted the Loot Crate or equipped the Loot Card.
When a Loot Crate is opened by a hero or leader and no other card is equipped in the drawn card's equipment category, the card is automatically equipped. Once a hero or leader has equipped a Loot Card, they receive the ability indicated on the Loot Card.
If there are Loot Cards left on the battlefield at the end of a match, they are shuffled back into the Loot Pile.
Loot Cards with faction logos from factions that do not participate in the match may be removed from the Loot Pile before the match.
Placing Loot Crates on the Battlefield
During the game set-up, after the terrain is placed and before the missions are chosen, place 5 Loot Crates (30 mm) with their center on their positions on the battlefield. The printed layout places the crates along the battlefield's centerline at distances of 10 cm, 20 cm, 15 cm, 15 cm, 20 cm and 10 cm from one edge to the other.
Loot Crates (Game Mode)
Loot Crates are an add-on for a single match of Rapture. Your units can find utility items in the crates and trigger different effects. Get the game-changing bonus!
Preparations: Shuffle all Loot Cards with the Use, Immediately and Nothing symbols into a Loot Pile and place it, face down, next to the battlefield.
Game Setup: Place the Loot Crates (see "Placing Loot Crates on the Battlefield", page 91).
Unit Abilities: Each hero and leader receives the following ability:
- Loot (LoS | 10 cm | 1/Round): Remove the target Loot Crate from the battlefield and draw a card from the Loot Pile.
Placing Loot Crates (Detail)
Then any one player rolls a chance die for each Loot Crate. The Loot Crate is placed in the indicated direction and the rolled distance:
- No arrow: the Loot Crate remains in its current position.
- One arrow: the Loot Crate is placed 10 cm away from its current position and in the direction indicated on the die.
- Two arrows: the Loot Crate is placed 15 cm away from its current position and in the direction indicated on the die.
- Three arrows: the Loot Crate is placed 20 cm away from its current position and in the direction indicated on the die.
If you cannot place a Loot Crate in its intended location, place it as close as possible to its originally intended location.
Round Limits of Loot Cards
The round limits of abilities on Loot Cards apply only to the Loot Card in question. Abilities on different Loot Cards are considered different abilities, even if they have the same name. For example, if a model carries 2 identical Loot Cards and both have a 1/Match restriction, the model can still use both abilities.
Loot Card Example: Plaster Box
Example: A leader carries 2x Plaster Box. The player decides that the carrying model will apply 1 Plaster Box to himself and 1 to an allied model of a squad in B2B. Then both cards are shuffled back into the Loot Pile.
Plaster Box (1/Match): This or an allied model in B2B restores 1D3 HP.
(Plaster Box flavour text: "You would have preferred a pack of organic tissue pads, but in an emergency, plasters will do as well…")
Rapture Adventures (Game Mode)
Rapture Adventures is great for playing a cohesive adventure of multiple games with your friends. Discover various items on the battlefield to upgrade your units. As an Angel, make life difficult for the earthlings by destroying these valuable pieces of equipment and unlock upgrades. Defeat your opponents and lead your faction to eternal glory!
Preparations: Agree with your opponents on a certain number of matches that you want to play. Make sure that each of you plays the same number of matches so that no one receives a disadvantage. All the matches are interrelated, so as the matches progress, your battlegroup will become stronger and stronger.
Each Angel player creates an Upgrade Pile of cards with the Angels symbol. Each card may only be present once in the upgrade pile. Put the upgrades "Version α" separately on the side and receive a "Crate Overview" card.
Before the Matches: Shuffle all Loot Cards that are not equipped and not in your possession with the Use, Immediately, Nothing, Angels and the other category symbols into a Loot Pile and place it, face down, next to the battlefield.
Each Angel player shuffles his remaining Upgrade Pile and places it face down next to the battlefield.
Game Setup: Place the Loot Crates (see "Placing Loot Crates on the Battlefield", page 91).
Between Matches: Between matches, it is possible to change the battlegroup, but the faction may not be changed. In addition, carried Loot Cards can be unequipped and exchanged between your own heroes and leaders. Unequipped Loot Cards remain in the player's possession and can be equipped to other heroes and leaders as desired.
Winner: After all of the agreed upon matches have been played, all players add up their victory points earned in all of their matches. The player with the most victory points wins.
Unit Abilities in Rapture Adventures
Each hero and leader (except Angels) receives the following abilities:
-
Loot (LoS | 10 cm | 1/Round): Remove the target Loot Crate from the battlefield and draw a card from the Loot Pile.
-
Rummage (1 AP | 1/Round): If this unit is in B2B with a terrain piece without a Rummage Marker, place a Rummage Marker (14 mm) on the terrain piece. Roll 1D6:
- 1–4 (die-face icons 1 to 4): No effect.
- 5–6 (die-face icons 5 to 6): Draw a card from the Loot Pile.
(The result ranges are printed as die-face icons; the split above is read from those icons on page 93 of the source.)
Each hero and leader of the Angels receives the following abilities:
-
Destroy Crate (1 AP | 1/Round): If this unit is in B2B with a Loot Crate, remove the Loot Crate from the battlefield and receive 5 victory points. The Loot Crate counts as destroyed.
-
Pick Up Crate (1 AP): If this unit is in B2B with a Loot Crate, it picks it up. The Loot Crate counts as an object as long as it is carried.
-
Throw Crate (1 AP | LoS | 20 cm): Can only be used if the Angel is carrying at least one Loot Crate. Choose an opposing target unit and roll 1D6:
- 1: No effect.
- 2–3: The opposing target unit receives 1D3 hits.
- 4: The opposing target unit receives 1D3 hits and 1 Fire Marker.
- 5: The opposing target unit receives 1D3 hits and 1 Poison Marker.
- 6: The opposing target unit receives 1D3 hits and 1 Radiation Marker.
Then remove a carried Loot Crate from the game and receive 5 victory points. The Loot Crate counts as destroyed.
Angel Upgrades
Each Angel player can unlock upgrades for their leaders and heroes over the course of their games. To do this, a fixed number of Loot Crates must be destroyed in order to draw a card from the Upgrade Pile. The destroyed crates are counted separately and continuously for each player during the course of all matches:
| Crates destroyed | Effect |
|---|---|
| 2 | Draw a card from your Upgrade Pile. |
| 4 | Draw a card from your Upgrade Pile. |
| 6 | Draw a card from your Upgrade Pile. |
| 8 | Draw a card from your Upgrade Pile. |
| 10 | Draw a card from your Upgrade Pile. |
| 12 | Draw a card from your Upgrade Pile. |
| 14 | Draw a card from your Upgrade Pile. |
| 16 | Draw a card from your Upgrade Pile. |
| 18 | Draw a card from your Upgrade Pile. |
| 20 | Draw a card from your Upgrade Pile. |
| 22 | Draw a card from your Upgrade Pile. |
Once the required number of Loot Crates have been destroyed, draw the top card of your Upgrade Pile. You may apply this Upgrade directly to the Angel that destroyed the crate. If that Angel is already carrying 2 Upgrades, you may choose which Upgrades it will continue to carry. The other Upgrade remains in your possession. If you exchange an old Upgrade on an Angel for an Upgrade that has just been unlocked, you may not give the old Upgrade directly to another Angel.
Upgrades may only be carried by heroes or leaders of Angels. Each Angel may only carry 2 Upgrades.
Points to create the battlegroup are valid only until the start of the next match.
7. Climate
"This damn storm has been going on for days now, providing excellent cover for everything and everyone. It's not ideal. Hopefully, at least the scouts will come back with some good news."
With the Climate add-on, there are several categories that can be used independently or combined as desired. The different categories are Weather, Environment, Time of Day, Location, and Holiday. Each category has its own effects and individual rules.
Add global effects and events from different categories to your games or combine them as you please. Make every game unique with the Climate add-on and experience your very own adventures in exotic locations at special times of the year or day.
This allows you to play a game at a specific time of year. Choose the different categories you want to play, find the respective cards, and sort them according to their Season (Spring, Summer, Autumn, Winter).
Character-specific cards: Some units also bring Weather cards that they can use during the course of the game. These cards are never shuffled into the individual stacks of the different categories and can only be used by the unit in question.
Weather
All Weather cards, Environment cards, and Holiday cards carry a special Season symbol. Choose all Weather cards or only the Weather cards of one Season. Shuffle the selected Weather cards into one deck and place the deck face down next to the battlefield.
After all battlegroups have been deployed on the battlefield, one player draws the top card of the Weather deck. The card's Weather effect comes into force immediately and lasts until the end of the match.
Environment
Select all Environment cards or only the Environment cards for one Season. Shuffle the selected Environment cards into one deck and place the deck face down next to the battlefield.
At the end of each preparation phase, the player with the most units on the battlefield rolls 1D6. On a result of 3+, the player draws the top card of the Environment deck. The card's effect comes into force immediately. After that, the Environment card is removed from the game.
Location
Choosing a specific Location before the game setup will cause the effect of the selected Location to come into force immediately. It may not be changed during the game.
Holiday
Choosing a specific Holiday before the game setup will cause the effect of the Holiday to come into force immediately. It may not be changed during the game. Holidays can be chosen by calendar or arbitrarily.
If you play with Times of Day and the time changes from Night to Sunrise, the effect of the Holiday ends immediately.
Time of Day
Before the battlegroups are deployed, one player rolls 1D6. The Time of Day rolled takes place immediately. The effects apply only during the corresponding Time of Day.
The Time of Day changes according to its order at the beginning of the preparation phase of the third and fifth round. Night is followed by Sunrise.
| Die roll | Time of Day | Effect |
|---|---|---|
| 1 | Sunrise | During the preparation phase, each unit restores 1 MP. |
| 2 | Morning | If this is the first Time of Day in the game, the player with the highest combat value deploys all his units first. Then the second highest player deploys all his units. |
| 3 | Noon | Each unit gains the following ability: Pause (1 AP | 1 RP | 1/Match): The unit restores 1D3 HP and 1D3 MP. |
| 4 | Evening | Each unit increases its MOV by 5. |
| 5 | Sunset | Doors can no longer be used. |
| 6 | Night | Visibility of all units is restricted. Units may only be targeted for abilities and actions if they are standing no more than 15 cm from the activated unit. Doors can no longer be used. |
Chance Die
The chance die is used to determine random movement ranges and movement directions. The arrows indicate the corresponding direction; the number of arrows indicates the range of the movement. For a Swerve, both direction and range are needed; for a Wave, only the direction is needed.
- No arrow: the template remains at its current position.
- One arrow: the template is placed 10 cm away from its current position in the direction that was rolled.
- Two arrows: the template is placed 15 cm away from its current position in the direction that was rolled.
- Three arrows: the template is placed 20 cm away from its current position in the direction that was rolled.
Swerve
Some effects require a Swerve when implemented. A Swerve is indicated on select cards under the name of the effect. The indicator states "Swerve X | X cm Template", where X stands for any number.
To do so, place the corresponding template with its center aligned with the center of the battlefield. The number after "Swerve" indicates how many times the chance die must be rolled. After each die roll and repositioning of the template, the effect is applied. Then the chance die is rolled again until the specified number of Swerves is reached.
Whichever player has the most units on the battlefield starts with the first Swerve. Then, it is the turn of the player with the next highest number of units. In case of a tie, roll 1D6. The player with the highest roll goes first. Once each of you has rolled the chance die once, repeat this process until all of the indicated Swerves have been reached. If the center of the template lands outside the battlefield, the effect ends immediately. See also "Template effects", page 78.
Example – Flying Debris (Swerve 3 | 10 cm template): Each model under the template receives 1D3 hits. The template is placed on the center of the battlefield and the first player rolls the chance die. The die shows a direction and one arrow, so the center of the template is placed 15 cm in the indicated direction from the center of the battlefield. There, the effect takes place and each model under the template gets 1D3 hits. Now, the next player rolls the chance die. The chance die shows a new direction. The center of the template is placed 20 cm in the new direction from its last position and the effect takes place there, as well. Since the change of direction bore the number 3, the die is now rolled one last time by the next player.
Wave Movement
Some effects spread out in a Wave that travels in a straight line from battlefield edge to battlefield edge. A Wave is indicated on select cards under the name of the effect. The indicator states "Wave X", where X is the diameter in cm of a round template used for the Wave.
Roll the chance die anywhere on the battlefield and draw a line along the direction of the arrows, going from one edge of the battlefield to another. Place the template on this line and move it from edge to edge. Each unit under the template is impacted by the effect of the Wave. See also "Template effects", page 78.
Example: The template moves along this line from one edge of the battlefield to the other. Every model under the template is impacted by the effect.
Templates and Markers
(Pages 98–99 of the source contain the printed template and marker sheets as graphics only. No text rules are printed on them. Template and marker dimensions are given where they are used in the rules above.)