Terminus Frontier
Terminus Frontier Rulebook
Table of Contents
Table of Contents
How to Use This Book
This book is divided into 3 main sections:
- Core Scenario Rules: Teaches you the core rules and gets you ready to play Scenario 1: The Hunt.
- Appendices: Intended for quick rules lookup for combat keywords and mechanics. You will need to refer to the Appendices during play as you encounter the advanced rules.
- Solo Rules: If you are playing Solo mode, refer to Appendix A for rules on setting up your Squad.
Become a Drift Hunter!
So you want to be a soldier of fortune, eh? Well, pick your favorite Drift Hunter and get ready for your first contract! Your player board has three main uses:
- Character Attributes: Your Drift Hunter's starting Health, Max Hand-size, & Movement.
- Health Tracking: The Health of each Body Location of your Hunter is tracked using a Blue Cube for each location.
- The Chest Location is your character's main health. If your Chest Location is reduced to 0 Health, your character receives a Major Trauma (and may be eliminated from the battle).
- If your Head Location, Arms Location, or Leg Locations are reduced to 0 Health, then your character receives a matching Minor Trauma card and continues fighting.
- Equipment Slots: Weapons, Armor, and Gear cards are stored on this board in the corresponding slots. Armor can increase the corresponding Health, Movement, or Hand-size max values.
Player Board
- Character Name & Description
- Weapon Slots: Your Hunter can equip a total of 2 weapons, 1 per Weapon Slot.
- Resolve Track: During battle, any Resolve Tokens gained are stored here.
- Head Armor Slot: This displays your max Head Health and Max Hand Size conveyed by your Head Armor. Below it is your Head Health cube track for your Head Body Location.
- Arms Armor Slot: This displays your max Arm Health conveyed by your Arm Armor.
- Chest Armor Slot: This displays your max Chest Health, your main Health, conveyed by your Chest Armor.
- Legs Armor Slot: This displays your max Leg Health and Movement conveyed by your Leg Armor.
- Gear Slots: Here are 3 Gear slots that can hold small Gear items. You are limited to carrying 3 Gear Items max per scenario.
- Permanent Slots: Permanent cards played during battle are stored on these slots.
Skill Cards
Each Drift Hunter has a unique Skill Deck, which represents that Hunter's combat abilities. Each player draws a hand of Skill Cards at the start of each Scenario. Each Skill Card allows your Hunter to perform one or more Actions during your activation (see Types of Actions). Strategically combining Skill cards enables your Hunter to perform powerful feats on the battlefield!
As your Drift Hunter gains Experience, you can purchase Advanced Skill Cards to customize your Skill Deck! This represents your character growing in ability as they overcome new challenges on the battlefield. For your first game, use only your Starting Skill Deck, represented by the 12 cards without star icons at the bottom.
There are many types of Skill Cards, such as Tactics, Reactions, Defenses, and Permanents.
- Name & Card Type: This is the name of the Skill card and its card type.
- Action Point Cost: This is the number of Action Points (AP) required to play this card.
- Threat Value: This indicates the amount of Threat your Hunter will gain by performing this Skill Card.
- Actions: These are the actions and abilities you can perform when resolving this card. In the example, there are two actions. 1) You may Move up to 2 spaces. 2) Then, you may attack by either performing a Shoot action (using the Pulse Mode or Burst Mode), or you may perform a Melee action with Strike or Combo.
- Skill Category: This indicates the category of Skill Card this belongs to. Each character has 3 unique skill categories. The number of Stars also indicates the Skill Rank. This example has zero Star icons visible, indicating a starting skill.
Weapon Cards
Each Drift Hunter comes with 2 starting weapons. Each weapon has a corresponding Ammo Deck that is placed next to that weapon. Weapons have a number of characteristics that indicate the weapon's range, available Firing Modes, and Ammo Deck.
- Weapon Name & Class: This is the name of the weapon and its classification.
- Price: This is the price of the item in Credits if you wish to purchase it from a merchant during the campaign.
- Base Ammo Deck: These are the Ammo Cards that compose the base Ammo Deck for this weapon. In the example, the weapon uses the 7-card Pulse Rifle deck.
- Upgrade Ammo Cards: Advanced weapons have bonus cards that get added to the base weapon Ammo Deck. This increases the ammo capacity and adds new abilities and effects to the weapon!
- Selective Fire Modes: These are the Selective Fire Modes available for this weapon. The number of Ammo Cards to draw and the number to discard are listed below the Firing Mode. Utilizing Selective Fire during Combat is explained in detail under Combat Attacks.
- Range: This shows the min and max range of this weapon. Some weapons have a Critical Range indicated in green, which grants a damage bonus.
Each Drift Hunter is able to use any type of weapon, armor, or gear item unless there is a Trait requirement, indicated by a lock icon. However, not all Hunters are skilled at wielding every weapon type. A Drift Hunter's Skill Deck composition may favor certain weapons types. Experiment with different Weapon & Skill Card combinations to customize your Drift Hunter's unique play-style!
Ammo Decks
Each weapon has an Ammo Deck that simulates the combat result from firing the weapon in battle. The Ammo Deck also indicates the amount of remaining ammo in the weapon magazine. Players can control the number of Ammo Cards spent during an attack by choosing the Selective Fire Mode.
If a player's Ammo Deck is empty, they will need to perform a Reload Action before they can fire. Players will need to strategically manage their ammo, or they may find their weapon empty in the middle of an important firefight.
Special Ammo Cards
Some Ammo cards have additional effects when revealed. These effects do not trigger if the card is discarded due to Selective Fire.
- Direct Hit: This inflicts 2 damage. It also applies Precision and Ignore Armor to the entire attack action.
- Roundhouse: This is a conditional card. If the Selective Fire is Strike, it inflicts 2 damage and gains Precision. The attack now also targets all adjacent Enemies. Otherwise, it inflicts 1 damage to the original target.
- Inaccurate: This inflicts 0 damage. If your attack has an attack bonus, you can hit. If you have 1 or more Suppression Cards in hand, this causes the entire Attack Action to MISS.
- Vital Shot: This is a conditional card. If the Selective Fire is Pulse and you did not Move this round (the Move from the Flank Squad Role counts), it inflicts 4 damage and gains Precision (ignore cover). Otherwise, it inflicts 2 damage.
Solo Mode & Crew Members
If you are playing Solo, you will be controlling a squad of Drift Hunters instead of playing a single character. Choose one Drift Hunter to be the Captain (main character). Setup the Captain as normal.
Afterwards choose 2 other Drift Hunters to be Crew Members. Crew Members will operate in a simplified mode that will make it easier to play 3 characters simultaneously. Only the Captain has a Skill Deck. Each Crew Member will instead only bring their Signature Skills to battle (listed on their profile card). Before each scenario, you are allowed to decide which 2 Crew Members to bring into battle from your roster of available characters!
Solo Mode & Crew Member details are explained in Appendix A.
Core Scenario Rules
Scenario Setup
For your first game, begin by opening up the Scenario Book to Scenario 1: The Hunt. Then follow the steps below:
- Setup the Map Tiles & Terrain:
- Use the listed Map Tiles to lay out the map as depicted by the Scenario book.
- Place any depicted Barricades, Crates, Structures, and Doors.
- Place any Loot Tokens, Blip Tokens, and Scenario Tokens as indicated on the map.
- Squad Formation Board:
- Layout the Squad Formation board next to the map as indicated by the setup diagram.
- Place one of each player's Character Tokens on the 0 space of the Threat Track.
- Place each player's other Character Token next to the Squad Formation board.
- Place the Watcher cards next to the Squad Formation track.
- Enemy Units:
- Layout the Enemy Profile Cards for the Scenario onto the matching Squad Health Tracker boards.
- Place all Enemy Standees or Miniatures onto the board. Make sure each enemy has a Colored Base Ring matching its Squad Color.
- If playing with 3 players, also set up enemies indicated with a 3P icon. If playing with 4 players, set the extra enemies up for 3P and also set up enemies indicated with a 4P icon.
- For each enemy, add Red Cubes to the Squad Health Tracker of the enemy's color to track its Health. Enemies start at their maximum health value (listed on the Enemy Profile Card) unless otherwise instructed by the Scenario Book.
- Enemy Combat Decks:
Assemble Your Ammo Decks
If this is your first game, you will need to assemble your starting Ammo Decks as shown on the rulebook page. Each Drift Hunter will have 2 Ammo Decks, one for each weapon. The page shows the card faces (not reproduced here) for these starting decks:
- Pulse Rifle (7 Cards)
- Mono-Sword (7 Cards)
- Pistol (6 Cards)
- Sniper Rifle (5 Cards)
- Shotgun (5 Cards)
- Cybernetic Arm (7 Cards)
When making an attack, you can also use this page as reference for determining damage & card probabilities.
Game Phases
This game is played over multiple rounds. Each round has four phases:
- Squad Formation Phase During this phase, the players will plan out their activation order together. If it is not the first round, players may choose to discard any Skill Cards from their hand they wish. All players draw Skill Cards up to their Max Hand-size. Each player chooses a Squad Role by placing their character token onto a Squad Formation Track space. This determines when their Drift Hunter will activate this round (initiative). This also determines their available Action Points (AP) on their turn.
- Enemy AI Phase Next, reveal and read the top-most card from the Enemy AI Deck, which dictates the enemy actions this round. Perform any special abilities on the card, and place it face-up next to the Enemy AI Deck. Place the colored Enemy Squad tokens on the indicated spaces of the Squad Formation track.
- Action Phase
Players and enemies take their Activations in initiative order (top-to-bottom of the Squad Formation track).
- a. Player Activations - The player may spend their available AP to do any combination of the following: play Skill Cards from their hand, perform Standard Actions, or activate item-based special actions.
- b. Enemy Activations - All enemies of the matching squad token color activate, starting with the lowest numbered enemy in that squad. The enemy performs the actions indicated on the current Enemy AI card with the Priority Target indicated on the AI Card. Details on enemy activations are described under Enemy Activations & Combat.
- c. Cleanup & Upkeep - Remove any Cloaked tokens that were not gained during the unit's activation.
- End Phase
- If there is a Scenario Event on top of the Enemy AI Deck, read it and follow any instructions given.
- Pass the Squad Leader token clockwise.
The Star Keeper: Terminus Frontier is a fully cooperative board game, so no Game Master is needed to play. However, when playing with 2 or more players, we recommend one player act as the Star Keeper for your team. This will help keep the game flowing smoothly. Be sure to familiarize yourself with the enemy behavior rules in Enemy Activations & Combat.
The Star Keeper performs the following duties for the team:
- Read the mission intro from the Scenario Book out loud to all players.
- Read the Scenario Events and Enemy AI cards out loud to all players and complete any listed effects. Perform all enemy movement and actions as instructed by the Enemy AI cards.
- During a Campaign, read the story paragraphs from the Exploration Book to all players. Record any choices into the Campaign Save Sheet as instructed by the Scenario & Exploration Books.
1. Squad Formation Phase
At the start of each Round, players will need to choose their Squad Roles. Your Squad Role determines both your Initiative and the number of Action Points (AP) you have on your activation. Each Squad Role may only be chosen by one player each round. Players choose their Squad Roles cooperatively, so your team can converse and coordinate as a squad.
Starting with the player with the Squad Leader token, players should choose their Squad Roles by placing their character token on their chosen Squad Role. Once a Squad Role is chosen, the player should take all the listed bonuses immediately (bonus Actions, Threat gain, etc.).
- Initiative Value: This is the Initiative value of your Hunter. Characters with a lower initiative act before higher initiative characters.
- Action Points (AP): This is the number of Action Points granted to your Hunter. Action Points are spent to play Skill Cards, Standard Actions, and to activate Items.
- Threat and Bonus: Threat is gained immediately. Any bonus listed should also immediately be taken.
Role groups:
- Opener Roles: Most likely to act first before the enemies.
- Gunner Roles: Has the most Action Points (AP), which is ideal for heavy offense. These roles are slower on the initiative track, so they are more vulnerable.
- Support Roles: These roles provide defensive benefits for the team, but are the slowest acting roles.
Here is an example of choosing Squad Roles:
- The Zealot takes Point and prepares to charge in to draw enemy fire.
- The Maverick chooses Flank to maneuver into cover.
- The Operative chooses Watcher to provide covering fire for the team.
- Finally, the Vanguard chooses Primary Gunner and prepares do some heavy shooting!
Squad Role Summary
| Initiative | Name | AP | Threat | Bonus |
|---|---|---|---|---|
| 1 | Point | 2 | +3 | None |
| 3 | Flank | 2 | +2 | Move immediately |
| 5 | Primary Gunner | 3 | +2 | None |
| 7 | Fire Gunner | 3 | +1 | Gain a Boost Token (see Appendix C) |
| 9 | Watcher | 2 | +1 | Gain a Watcher Card (see Watcher Reaction Cards) |
Communication Rules
While discussion is encouraged when choosing Squad Roles, players should avoid mentioning specifics about their Skill Cards (numbers, names, etc.). Likewise, players are not allowed to show their Skill Cards to each other.
Gaining Threat & Resolve
When your character gains Threat, update the Threat Track by moving your character token accordingly. Enemies will often target the unit with the Highest Threat during their activations, so having a high Threat value can become a liability. It can also become strategic to have a high Threat if you are attempting to draw fire away for your team.
When you move into a Threat space occupied by another token, place your token to the left-most position on that space. When multiple characters are tied for Threat, the left-most token will win the tie.
When a player's Threat level advances to a Threat track space containing a Resolve symbol, they gain a Resolve Token. The number in the Resolve symbol corresponds to which Resolve token slot the token goes in. These represent the Hunter becoming more determined as the battle rages on.
However, gaining too much Threat can be a double-edged sword, as if you reach 10 (the maximum Threat), you gain a Boost Token (a positive condition), but also a Marked Token (a negative condition!). Ignore any Threat gained that would move you over 10. If your threat decreases and then increases to 10 again, you receive the Boost & Marked tokens again.
Balancing Threat is an important challenge for the players, as this will prevent one player from being singled out by the enemy squads. If a player wishes to reduce their Threat value, they can select the Rear Guard Squad Role.
Example: the Vanguard and the Maverick are the highest on the threat track. Since the Vanguard's token is further left, the Vanguard is considered the highest threat.
Note: A player cannot gain the same Resolve token more than once per battle on the Threat Track. You can refer to the numbering on the Resolve Token space and your Hunter Board to determine if you already gained it.
2. Enemy AI Phase
Each Scenario has a unique AI Deck that determines the behavior of the enemies. The AI Deck can also trigger story events and spawn enemy reinforcements. Lastly, the AI Deck can function as a timer for the Scenario. If the players reach the Crisis Event card at the bottom, the Scenario often ends in failure.
Follow the setup instructions of the Scenario to assemble the AI Deck. Enemy Squad AI cards detail the behavior of the enemy squads for the round:
- Card Name, Description, & Event: This is the name of the AI Card as well as a narrative description below it. Some cards have a special ability that is performed immediately.
- Targeting Behavior: This indicates how all the enemies will choose their Priority Targets during combat.
- Group Initiative: This shows when each enemy squad will activate this round. In the example, Yellow Squad is acting first at Initiative 2. Red Squad then activates at Initiative 4, followed by Black Squad activating at Initiative 10.
- Enemy Actions: This indicates the type of action taken by the Enemies this round. An Enemy Action matching the icon can be found on the Enemy Profile cards.
- Heat Level: This displays the danger-level of the AI Card.
- Heat 1: Low Combat Hostility
- Heat 2: Standard Combat Hostility
- Heat 3: Lethal Combat Hostility
- Card Number: The AI Card's unique number. The Scenario Book will list the card numbers to include when assembling the AI Deck.
Scenario Event Cards
Scenario Event cards are found in the AI Deck. These trigger unique scripted events based on the story. To complete the Scenario Event, read the appropriate passage in the Scenario Book. These events can be anything from enemy reinforcements to incoming sniper-fire.
Scenario Events cards are normally read during the End Phase.
Reveal the AI Card
During the Enemy AI Phase, reveal the next AI Card and read it. The Enemy AI Deck gives a cohesive order to the enemy squads and determines the enemy strategy for the round. Unless otherwise indicated, reveal an AI card even if no enemies are on the board.
If the AI Card has a special effect (listed on the top of the card), perform that first. Then place the colored Enemy Squad Tokens on the Squad Formation track. This determines the initiative order for the enemy squads this round. If no enemies exist for an Enemy Squad Color, then you do not need to place that token on the track. However, if this changes during the round, place their squad tokens on the Squad Formation track on the indicated spaces.
After this, all the unit initiatives are determined and ready for battle! Proceed to the Action Phase.
Example: The Defensive Shift AI Card is drawn. This card shows the following:
- Red Squad is activating at Initiative 4.
- Yellow Squad is activating at Initiative 6.
- Black Squad is activating at Initiative 8.
For each enemy squads present in your Scenario, place the matching colored token on the corresponding space as indicated.
Enemies always have even numbered initiative values, while players always have odd numbered initiative values. As a result, oftentimes there are alternating activations between player and enemy forces, depending on the Squad Roles chosen by the players and the AI Card result.
Enemy Reinforcements
Some AI cards will spawn Enemy Reinforcements. These cards will indicate where the reinforcements appear (numbered Blip Token or other spawn location). Use player count to spawn the correct number of enemies.
Starting with the first listed Enemy and location, place them on the numbered Blip Token space(s) as indicated. If the Blip Token is occupied, place them on the closest empty space (closest to the door or wall adjacent to the Blip Token, if there is one).
If there are insufficient Enemy miniatures or standees for the Enemy Type, then no further enemies of that type are spawned.
3. Action Phase
The Action Phase is where all the intense combat happens! Each unit will activate in Initiative Order according to the Squad Formation Track. Begin with the lowest Squad Role (closest to the Top), and move down the track to activate all the Player and Enemy Units for the round. For now, let's focus on Player Activations. Enemy Activations will be discussed under Enemy Activations & Combat.
Player Activations & Skill Cards
When it is a player's turn to activate, that player may play Skill Cards from their hand one at a time. Each Skill card has an Action Point (AP) Cost, so each player cannot exceed the Action Points (AP) granted by their chosen Squad Role. A player may play as many Skill cards as they wish as long as they do not exceed their AP limit.
When playing a Skill Card, place the card in front of you to help track your Action Points (AP) spent this activation. Next, be sure to gain any Threat listed on the card. Finally, perform each listed Action or effect on the Skill Card in Top to Bottom order.
Each Action listed must be completed before moving on to the next Action on the card. You may choose to skip any particular Action on a Skill Card, but this skips the entirety of the Action. For example, if you skip a Shoot action because you are out of ammo, the effects of the Shoot action are also skipped (such as inflicting a Condition token). If there are any requirements listed on a Skill Card to be played, these may not be skipped.
Example: The Squad Role: Primary Gunner provides 3 Action Points (AP). The Maverick decides to play a 2AP Skill Card and a 1AP Skill Card during her activation. The total cost is 3 AP. The Maverick will gain 2 Threat in addition to the 2 she already got during Squad Role selection for Primary Gunner.
Ending Activation
When your activation is complete, discard all your used Skill Cards into your discard pile. Discard any tokens that expire at the end of your activation. Finally, flip over your character token on the Squad Role track to the activated side. Then proceed to the next character token on the Squad Formation track.
Types of Actions
There are six basic types of actions found on your Skill Cards:
Movement Actions: When a unit performs a Move Action, that unit can move a number of spaces listed on that Move Action. The distance the unit can move will either be their Movement value (found on the player's Leg location or on the Enemy Card) or a fixed distance (for example, Move up to 2 spaces). When moving, diagonal movement is permitted and encouraged.
It is possible for players to perform multiple Move actions per turn. However, each Move action must be completed before the next Move action can begin.
Units may move through allied units, but they cannot move through spaces occupied by enemy units or through terrain obstacles, barricades, or structures (for details, see Appendix B: Terrain). Also, a unit can never end their movement on a space occupied by another unit.
Special Movement:
- Move: Straight - This unit may move up to x spaces in a straight line (diagonals are permitted). This unit may not change directions during this movement.
- Move: Bypass - This unit may move up to x spaces ignoring units and obstacles. They may travel up or down structures freely in this movement. However, they may not end a movement on another unit or any other obstacle.
Example: The Maverick (M) wants to get into Cover from the Scrappers but stay close to attack. She could use a Move 2 action to get behind the crate on the left (A) since she can Move through Allies. She can use Move 2: Bypass to move through obstacles or enemies to reach on top of the structure (B) or behind the scrappers (C). Move 2: Straight can only reach the cover (D) behind the structure going in a straight line but she won't have line of sight of the Scrappers.
Attack Actions: In order to attack, a player must use an Attack Action (either a Shoot Action or a Melee Action). It is possible for players to perform multiple Shoot or Melee actions based on their chosen Skill Cards. Refer to the Combat Attacks section for details on how to perform an attack.
Reload Action: When the Ammo Deck is out of cards, the weapon's ammunition has been depleted, and that weapon may not be used to attack. Players must perform a Reload action to continue attacking with that weapon.
To perform a Reload action, reshuffle the discard pile into the remaining Ammo Deck to form a new deck.
Reloading can be performed even when the weapon has not depleted all its ammo. This is especially useful if you realize that your high damage cards have been spent, and you wish to reshuffle them back into the deck.
Melee Weapon Stamina: Melee weapons can be Reloaded manually, but do not require it. When a Reload Action is performed with a Melee Weapon, it is considered Resting the arm to regain lost stamina.
If a melee weapon Ammo deck is empty during an attack, the weapon automatically reloads but with the penalty of adding an Arm Strain card prior to shuffling. An Arm Strain card acts as a MISS, which can cause the entire attack to fail. This represents a growing loss of accuracy as the Hunter's arm tires from non-stop melee fighting.
You can avoid gaining Arm Strain cards by "reloading" the melee weapon prior to attacking with a depleted Ammo Deck.
Aim Action: To perform an Aim X action, look at the top X cards of your Ammo Deck. You may put any of those cards on the bottom of the deck in any order. This helps you to forecast the outcome of your next attack, and prevent drawing an Inaccurate on a critical shot.
Aim actions may be performed even if you are not making an attack that turn. If you do make an attack after aiming, you do not need to use the same weapon you aimed with.
Heal Action: A Heal action allows the hunter to heal themself or an adjacent Ally. If the Heal action says Self, then that Heal Action may only be used to heal themself.
When healed, the target of the Heal action may restore that much lost Health to any Body Location(s). You may not heal a Body Location beyond its maximum Health limit. Broken Body Locations (any location reduced to zero health) cannot be healed during battle, as the damage is too severe for normal medical aid.
For example, a Heal 2 may add 1 Health to the Chest location and 1 Health to the Arm location, provided both have been damaged and are not broken.
Order Action: The Order action allows a player to move a Colonist by the indicated distance. To perform this action, the target of the Order must be within the indicated range. This may be the only way to move characters to safety during a Scenario.
A Colonist may be Ordered any number of times per round, but each Order Action must be completed before attempting to perform the next Order Action.
Standard Actions
Standard Actions are common actions that can always be performed regardless of the cards in your hand. Sometimes your Skill Cards will not contain the Actions you want to perform on your turn. Standard Actions are a great option in these situations.
To perform a Standard Action, you must pay 1 Action Point (AP) and discard a Skill Card from your hand. You will be unable to play the discarded Skill Card, so choose wisely! If the player is unable to discard a Skill Card as part of the cost, then the Standard Action cannot be performed.
Note: Hunters do not gain Threat by performing Standard Actions.
| Name | Effect |
|---|---|
| Move | Perform a Move action. |
| Shoot | Perform a Shoot Combat action. |
| Melee | Perform a Melee Combat action. |
| Aim | Perform an Aim 2 action on one weapon of your choice. |
| Reload | Perform a Reload action on one weapon of your choice. |
| Order | Order 1 Ally Colonist within range to perform a Move action immediately. You control their movement. |
| Revive | Revive an adjacent downed Ally to their maximum Chest Health. This only applies if they have the "Bleeding Out" Severe Trauma card. |
(The numeric values of the Move, Shoot, Melee and Order icons are shown only as icons in the draft.)
Empty Skill Deck
If a player needs to draw a Skill Card and their Skill Deck is empty, that player reshuffles their discard pile to form a new Skill Deck. However, that player immediately adds a Suppression Card to their hand as they begin to tire from the battle.
The gained Suppression Card will effectively reduce that player's hand-size. After gaining the Suppression Card, the player can then refill their hand with Skill Cards up to their hand-size limit.
Suppression is detailed in Appendix C: Conditions.
Combat Attacks
There are some requirements to be able to make a combat Attack:
1. Line of Sight
In order to make an attack or other targeted ability, the attacking unit requires Line of Sight to the target. To determine if the attacker has Line of Sight (LoS), trace a line from the center of the attacker's space to the center of the target's space. Line of Sight is determined in 2D, so ignore height differences from structure elevation.
If this line crosses a structure or goes through the edge of the map, it is considered blocked LoS. Enemy and Allied Units do not block LoS.
For large enemies, trace the line to the center of all the spaces they occupy to determine LoS.
Example: The Vanguard (V) has line of sight of Scrappers 1, 3, 4, and 5 as a line can be drawn from the center of the Vanguard's Grid Space to the center of the target's Grid Space without crossing any blocking obstructions. The Vanguard has no line of sight on Scrapper 2 because no line can be drawn to his Grid Space without passing through the structure.
2. Weapon Range
Once it is determined that the attacker has line of sight to the target, you must check to see if the target is within attack range. To measure the distance to a target, trace a path of spaces from the attacker to the target and count the number of spaces. Diagonals are allowed and should be counted first when tracing a path to the target.
Melee Weapons may only target adjacent targets unless noted otherwise on the card.
Example: To measure the distance from the Operative (O) to the Scrappers, we trace a path to the target and count the number of Grid Spaces along the path. First, we start with counting diagonals. Afterwards, we count horizontal/vertical cells. If possible, always begin counting using the diagonals, as that will give you the shortest range to the target. For instance, the path to both Scrappers crosses 3 Grid Spaces, putting each at a Range of 3. This is just at the minimum distance for the Operative's Sniper Rifle.
Critical Range: Certain weapons have a damage bonus at a Critical Range distance indicated in green. Be sure to add this to the attack if you are within the specified range.
3. Selective Fire Modes
Each weapon comes with one or more Selective Fire Modes. These Firing Modes allow you to select how many Ammo Cards you wish to spend in the attack. Spending more Ammo Cards will likely result in higher total damage, but it will also deplete your Ammo reserves.
Firing Modes that spend multiple Ammo Cards also discard Ammo Cards. This represents wasted ammo from the uncontrolled rapid-fire attack.
Some skill cards will only allow the player to attack using one Firing Mode, such as Pulse for ranged weapons or Strike for melee weapons. Other Skill Cards will allow you to choose between different Firing Modes, such as Pulse or Burst.
If a Skill card lists a Firing Mode option, but your weapon does not list it, then that Firing Mode option may not be chosen.
Example: The M42 Redeemer has 3 Firing Modes. To fire a Pulse shot, the player will draw only one ammo card. To fire a Burst shot, the player will draw three ammo cards, but the third ammo card is discarded. To fire a Full Auto shot, the player will draw five ammo cards, but the last two cards are discarded. However, the Rapidfire skill card only allows Pulse or Burst though. Using Rapidfire, you would not be able to select Full Auto.
4. Perform the Attack
Now it is time to make the attack! Draw the number of Ammo Cards corresponding to your chosen Firing Mode from your weapon's Ammo Deck. The total damage revealed from drawn cards indicates the damage dealt to the target along with any other special effects revealed. Next, discard the number of Ammo Cards required by the Firing Mode, if any. These cards are discarded without effect.
If there are not enough Ammo Cards to either draw or discard, you may still fire the weapon in that Firing Mode assuming there is at least one Ammo card left in the deck. Simply fire as normal and ignore any draw/discard Ammo icons on your Firing Mode when you run out of Ammo.
Example: We make an attack with the Talon Pistol using the Burst firing mode. We follow the Burst entry listed on the weapon card, and we reveal 2 Ammo Cards. In this case, we drew a 2 card and a 0-damage Inaccurate, resulting in 2 total damage! Next, we discard the 3rd card in the deck as indicated. The 1 card drawn is put into the discard pile without adding to the damage total.
Enemies do not use Ammo Decks or Firing Modes, but instead have their own Combat Cards that act similarly. These are covered later in the Enemy Activations & Combat section.
Conditional Effects
Some Skill Cards gain a bonus effect if the attack inflicts at least 1 damage. This is indicated on those cards by an icon.
For Enemy units, the conditional effect is written in the attack icon itself. For example, the Suppression is applied only if 1 or more damage is inflicted.
Area of Effect Attacks
Some attacks indicate an Area of Effect. These attacks can damage multiple targets with a single Attack Action. For Area of Effect Attacks, make a single attack and inflict the damage and attack effects on each target within the Area of Effect. Be careful as Area of Effect attacks can damage Allies, but not the attacker themself.
In the diagrams, the Red Squares indicate the spaces hit by the Area of Effect. A Blue Square indicates the space the Attacker is in. A Yellow Square indicates the space the Target is in.
Cover
When a unit is standing adjacent to a terrain object, they may benefit from Cover when attacked. If a line traced from the center of the attacker's space to the center of the target's space intersects the obstructing object, then the target benefits from Cover. Besides crates, barricades, and the sides of structures, the edges of map tiles provide Cover from connecting map tile segments around corners.
Cover halves the incoming attack damage, rounded down. For example, an attack doing 3 damage to a target in Cover reduces the damage to 1.
Note: The effects of Cover are applied first before adding the effects of Armor and other bonuses & conditions.
Example: The Operative (O) is behind the barricade and has Cover against Scrapper 1, but no Cover from Scrapper 2 and 3 since the center-to-center line doesn't cross the barricade. The Operative has clear shots at Scrappers 1 and 2. Scrapper 3 is in Cover from the Operative. Unfortunately, the Vanguard (V) is not directly adjacent to the barricade and has no Cover from any of the Scrappers. However, he has a clear shot at Scrapper 3 due to the angle.
Player Damage
When a player is hit by an attack, the damage will be allocated to a Body Location (Chest, Head, Arms, or Legs). When a Body Location is reduced to 0 Health, that location is considered Broken. If there is still damage remaining after reducing the Body Location's Health to 0, excess damage overflows to the Chest location. Note that is possible for the player to receive more than 1 Trauma cards in this way from a single attack.
- If the Head, Arms, or Legs Body Location becomes broken, the player will gain a Minor Trauma Card matching the depicted location.
- If the Chest Body Location becomes broken, the player will gain a Major Trauma card instead, which may eliminate the player from the scenario.
Broken Body Locations cannot normally be healed for the rest of the Scenario even if the Trauma associated with that location is cancelled.
Trauma Cards
When gaining a Trauma card, draw from the appropriate deck for Major or Minor Traumas. For Minor Traumas, if the drawn card does not indicate the correct Broken Body Location, discard that card and draw a new Minor Trauma card. Repeat this until you find a match for the Broken Body Location.
Traumas may be cancelled and removed from your deck without effect by paying the Resolve and AP Cost listed near the bottom. This must be done when the Trauma Card's effect triggers and the timing is different based on the type of Trauma. Cancelled Trauma cards are discarded to a matching Trauma discard pile.
Severe Traumas cannot be cancelled using Resolve. Severe Traumas require medical aid outside of battle to be removed from the deck.
Example: Arm Fracture only matches the Arm Body Location. Knockdown matches the Head and Leg Locations.
- Trauma Name: This is the name of the Trauma card.
- Trauma Type: This is the type of effect this card will have. This explains when the Trauma effects will be triggered and where to place the card.
- Card Trigger Effect: This describes the actual effect of the Trauma when it is triggered.
- Cancel Action: This shows how to can cancel the Trauma without effect and remove it from their deck during the Scenario. This may only be performed when the Trauma triggers and usually costs Resolve and/or AP.
- Matched Location(s): This indicates the body location(s) that could receive this Trauma. For Minor Traumas, more than one location possibility can be listed.
Types of Trauma Effects
Persistent Trauma: Persistent Traumas get added to the top of your Skill Deck. When you draw them, they must be played at the start of your activation and completed prior to doing any other action. Persistent Traumas in your deck remain even after the Scenario is completed, negatively affecting future battles until you receive medical treatment.
- Cancelling a Persistent Trauma can only be done on your Activation after it has been drawn into your hand. This removes the Trauma cards from your deck.
- Persistent Traumas may not be discarded to perform a Standard Action as they are not Skill Cards.
- If the Persistent Trauma is not cancelled, after its effects are fully completed, put it in your Skill Card discard pile.
Immediate Trauma: Immediate traumas are triggered immediately upon gaining the Trauma, even if it is not your activation. Then the Trauma is discarded to the Trauma discard pile instead of remaining in your deck after the Scenario.
- Cancelling an Immediate Trauma must be done immediately when the card is drawn.
Ongoing Trauma (Severe Trauma only): They are triggered immediately and then placed in front of you with an ongoing effect. These effects cannot be cancelled using Resolve.
Severe Traumas
A player reduced to 0 Chest Health immediately receives a Severe Trauma. Unless the card says otherwise, that player is Eliminated for the rest of the Scenario. Remove that Hunter from the board, and remove that character tokens from the Threat and Squad Formation Track. That Hunter can no longer participate in the Scenario, although they will still receive the Scenario Rewards if the players reach the Victory Resolution.
Downed Units & Revive
If a player is fortunate enough to be Downed instead of Eliminated, place their unit on their side instead of removing it. They can no longer fight or take actions. All Permanent cards they have in play are discarded, and their Threat is reduced to 0. Discard all Condition Tokens and Suppression cards in hand. Remove their Character Token from the Squad Role track until they are Revived. That player should then draw Skill Cards up to their hand-size, retaining their prior hand.
A player can Revive an adjacent Downed unit using the Revive action at the cost of a Standard Action. Once revived, that player is restored to their max Chest Health (reduced by the Severe Trauma). Revived Hunters will not be able to act the round they are Revived. The other Body Locations (Arms, Legs, & Head) are not healed by the Revive.
Enemy Activations & Combat
Enemy Profile Cards
Each enemy has a profile card that describes their combat capabilities. The enemy's attack behaviors are also listed here so you can plan how to defend against them.
- Name & Enemy Type: This is the name of the Enemy card and its classifications.
- Level: This is the enemy's level. This represents the difficulty level of the enemy.
- Characteristics:
- Health: This is the amount of damage the enemy can receive before being defeated.
- Movement: The enemy can move this distance when performing a Move action.
- Armor: When this unit receives damage, Subtract the Armor value from the total damage.
- Combat Abilities: These are the enemy's unique combat abilities. The AI card and their squad color determine which ability is performed each activation.
Enemy Combat Cards
Enemy attacks utilize three different combat decks, depending on the strength of the attack: Light Fire, Melee, or Heavy Fire. The deck to draw from is indicated on the Combat Ability being used on the Enemy Profile Card. Unlike Ammo Cards, Enemy Combat Cards indicate the Body Location to allocate the damage to.
When a player is attacked, sometimes the Enemy Combat card will cause that player to lose Threat. Over multiple attacks, this will eventually result in the enemy forces shifting their priority to the next highest Threat character. If you ever need to draw an Enemy Combat Card but the deck is empty, simply reshuffle the discard pile to form a new deck and continue play as normal.
Threat loss from Enemy Combat cards is only applied to Hunters (not other Allies such as Colonists).
Resolving Enemy Activations
When an Enemy Squad activates, all enemies of the matching colored-base will perform the listed Movement and Combat Ability one at a time in ascending numeric order. Continue activating units in the Enemy Squad until the entire squad has activated. When the Enemy Squad activation is completed, flip over its character token to the activated grey side.
When Activating an Enemy Unit, follow these steps:
- Refer to the AI Card for the Movement Behavior & Combat Ability.
- Determine the Priority Target according to the AI Card.
- Perform the Move Action (if any). The Move should use the Priority Target as the focus of the movement.
- Perform the Combat Ability (if any). The Combat Ability attack should target the Priority Target if possible.
Enemy Attack Actions
First make sure the enemy is within attack range and line of sight. If the enemy is unable to attack the Priority Target, they choose a new target within attack range and line of sight using the same Attack on the AI Card. Ties between multiple valid targets are broken using the Targeting Criteria on the AI Card (e.g., Highest Threat). If no targets are within range, then the attack fails and does not occur.
Next flip over the indicated number Combat Cards on the enemy weapon being used in the attack. This will indicate the combat damage and negative effects caused by the attack.
Priority Target Ties: If multiple targets are tied for Priority Target, use the following criteria to decide:
- Highest Threat
- Closest Target
- Players Decide
Example: an enemy moves to be within range to Shoot. Based on the weapon profile, we will draw 1 yellow Light Fire Card. To resolve the attack, we flip over one Light Fire Card. Based on the result, the target receives 2 Damage from the card + 1 damage from the Attack action line to the Chest Location. Additionally, they receive a Suppression Card unless all this damage is mitigated. If the Chest Location is reduced to 0 Health, then the target will gain a Severe Trauma card. Lastly, we reduce the target's Threat by -2 as indicated by the Light Fire Card.
AI Combat Abilities
Refer to the corresponding ability on the enemy's profile card:
- Weapon Attack: The enemy attacks with a basic shoot or melee weapon.
- Rush: The enemy uses a mobility related maneuver.
- Special: The enemy uses their signature ability.
- Deadly: The enemy utilizes their fiercest attack.
AI Movement Behaviors
The AI cards list enemy Movement Behaviors (Advance, Align X, Charge, Flank, Retreat, Take Cover; see Appendix D). On each Movement Behavior, enemies will attempt to satisfy all the conditions listed. If it is not possible, they will try to fulfill the top-most behaviors over behaviors listed towards the bottom.
- Acquire Target: The enemy will move to have Line of Sight and be within Weapon Range of the Priority Target.
- Find Cover: The enemy will move to gain Cover against the Priority Target.
- Full Move: The enemy must move its full movement distance during this movement if able. If the enemy is moving towards a target, it will stop when it is adjacent to the target, even if the full movement has not been used.
- Move Forward to Closest Cover: This is similar to Find Cover, except only Cover closer to the Priority Target than your current position will be considered. If no Cover can be reached in this way, the enemy will move directly towards the Priority Target instead.
- Move to Deny Cover: The enemy will move to the Grid Space where the target does not have Cover. If the target is already not in Cover, then no movement is necessary. If the target is on a rooftop, the enemy will attempt to climb onto the closest rooftop to deny cover to the target.
Hazard Avoidance
When moving, enemies will avoid walking over hazards (e.g., Proximity Mines) if an alternate path exists of the same or lesser distance to their destination. If no other shorter path exists, then the enemy will walk into the hazard.
Advance Example: The Zealot (Z) is the Priority Target (Highest Threat). Scrappers perform Advance action (Move 3) and Rifle attack (Range 6).
- Scrapper 1 will end up in space (A), getting LOS/Range of the Zealot. No Cover exists with LOS within Move distance.
- Scrapper 2 cannot obtain LOS of the Zealot, so will spend his full movement to get closer within Cover since it is available. This also means he will fire on the Vanguard (V) who is within LOS and Range of space (B).
- Scrapper 3 cannot find Cover within LOS/Range of the Zealot, so will move to (C) towards the Zealot.
- Scrapper 4 is already in the closest Cover with LOS/Range to the Zealot and so will not move.
Take Cover Example: The Enforcers try to get Cover from the Operative's (O) Sniper Fire. Enforcers perform Take Cover action (Move 3) and Pulse Rifle attack (Range 7).
- Enforcer 1 seeks to obtain Cover while keeping the Weapon Range and LOS he already has. He moves behind the crate to (A).
- Enforcer 2 attempts to Move to the closest Cover with LOS and Weapon Range to the top part of the barricade, but cannot make it. He will move as close as possible to attempt to get there, making it to (B).
- Enforcer 3 is already in Cover, Weapon Range, and LOS of the Operative so does not move.
Flank Cover Example: The Scrappers try to get around the Maverick's (M) Cover with a Flank action (Move 3) and Rifle attack (Range 6).
- Scrapper 1 seeks to deny Cover at the maximum range possible. He uses his full Movement to get into Cover at (A) while denying Cover for the Maverick at the maximum range available on the map.
- Scrapper 2 attempts to deny Cover, but cannot make it all the way. He will move as close as possible to attempt to deny Cover, making it to (B) and even skipping the Cover he could have behind the crate.
- Scrapper 3 is already in Cover, Weapon Range, and LOS and denying Cover to the Maverick. The Flank action allows him to stay in place since the target does not have cover against Scrapper 3.
Large Enemies and Terrain
When performing a Move action, large enemies (any enemy occupying 2x2 tiles or larger) will ignore Barricades and Crates for the purposes of determining their movement. If they pass through or end Movement on a space with a Barricade of Crate, the terrain is destroyed and removed from the board. Large enemies do not destroy Structures in this way, however.
4. End Phase
During the End Phase, players cleanup and get ready for the new Round. Make sure to complete the following:
- Trigger any Scenario Event Cards that are on top of the AI Deck. To trigger the Scenario Event, read the appropriate event in the Scenario Book.
- Each player may discard any unwanted Skill Cards from their hand. Afterwards, they draw back up to their Hand-size Limit.
- Pass the Squad Leader token to the next player clockwise.
After this, play continues until the players reach either the Victory Resolution or the Failure Resolution. Players also fail the mission if all Hunters are Downed or Eliminated.
Advanced Combat
Permanents
Permanents are special Skill Cards that convey a lasting benefit as long as the card remains in play. To use a Permanent, play it like any other Skill Card. Set it at the top of your Hunter board in a Permanent slot matching the type of the card to indicate that it is active.
You may only have one Permanent in each slot. If you play a Permanent on a slot that already has one, you must discard the previous Permanent. You may choose to discard any Permanent during your activation as a free action.
Defense & Reaction Cards
Defense & Reaction cards are powerful Skill Cards that can be played during an enemy attack to prevent incoming damage to you or your squad mates. These cards do not have an Action Point cost to play, although they may increase your Threat when used.
- Defenses: These cards can be played only when you are being attacked. These usually prevent incoming damage or allow you to move to avoid an attack.
- Reactions: These cards can be played when any player is being attacked. Reaction cards commonly allow a player to make an attack out of turn.
Before an Enemy's Combat Cards are revealed (but after the Enemy has finished their Movement action), the player being attacked may play 1 Defense or 1 Reaction card from their hand. In addition, any number of players may play 1 Reaction Card from their hand to aid the player being attacked.
Afterwards, perform the Attack and apply the effects of the Defense or Reaction card(s) before applying the damage and its effects.
If all the damage is prevented, Conditions inflicted by the attack are also prevented as well. Additionally, if the Defense or Reaction Card(s) defeats the attacking enemy, then the entire attack and its effects are cancelled completely!
No more than 1 Defense or Reaction card may be played by a player against a single attack. If an Enemy makes more than one attack during an activation, Defense and Reaction cards may be played separately during each attack.
Example: An Enemy Corsair attacks the Zealot using the Special attack: Disarming Strike. This is a stronger attack, and unfortunately the Zealot is not in Cover. Prior to revealing the Enemy combat card, the Operative responds with a Reaction (Intercept), scoring a hit and reducing the damage that would be inflicted on the Zealot by 1. The Zealot also plays a Defense card (Kinetic Shield), further reducing the damage that would be dealt by 2. The Enemy reveals a purple Melee card of 3 damage to the Chest. The attack action itself adds 1 damage for a total of 4. This is reduced by 3 by the Reaction and Defense. Finally, the Zealot spends a Shield token to prevent the remaining 1 damage and avoids gaining a JAM from the attack. The Zealot still loses 2 Threat from the Enemy Melee card drawn.
Evading Attacks
If the Defense or Reaction card allows the player to move, use the new player location for the incoming attack. This can change the outcome of the attack. For instance, if the player moves behind Cover, they would gain a cover bonus. Likewise, if the player moves out of attack range, out of line of sight, or outside of the area of effect of the attack, then the attack does not affect that player.
Watcher Reaction Cards
When you take Squad Role: Watcher, you gain a special Watcher Reaction card immediately (Overwatch). This card does not count towards your Hand-size Limit and is discarded at the end of the round if you do not use it.
Otherwise, this Reaction card is treated like any other Skill Card in your hand. It can be played as a Reaction or discarded to perform a Standard Action. Spent Watcher cards are returned to the Watcher deck.
Resolve and Mantra
As a player's Threat value increases, they will gain Resolve Tokens. Resolve Tokens can be spent to gain bonus actions or abilities listed on your Hunter's Mantra card. Mantra Abilities do not cost Action Points to use.
Each Hunter has a different Mantra card with unique abilities and a special Ultimate Ability costing 4 Resolve! Ultimate abilities are extremely powerful and can change the tide of battle, so make sure to save Resolve Tokens for it.
Resolve Tokens have two sides: Available Resolve and Spent Resolve. When you spend a Resolve Token, flip it over to the empty grey side.
You gain Resolve by reaching or passing a Threat Track space with a Resolve token that you have not earned yet this Scenario. See Gaining Threat & Resolve for more details.
Example: On the Vanguard Mantra, there are four options for how to spend Resolve. You can perform the following:
- Spend 1 Resolve to Redirect damage (described below).
- Spend 1 Resolve to discard a Suppression Card from yourself or an Ally.
- Spend 2 Resolve to prevent 1 damage as a Defense action.
- Spend 4 for the Ultimate ability, which allows the Vanguard to perform a bonus Reload and two strong attacks!
Redirect
Every Mantra card has a Redirect ability. When hit by an attack, that player may choose to spend 1 Resolve to Redirect the incoming damage to another Body Location of their choice. This ability may be performed after the damage is revealed during an Enemy Attack. Players can choose to do this to prevent a Body Location from being broken or to prevent excessive damage to their Chest Location.
Redirect may only be done for the entire attack's incoming damage and only once per attack. After the Redirect, excess damage to the Arm, Leg, or Head Body Locations will overflow to the Chest Location as normal.
Friendly Fire & Self Damage
Unless otherwise stated by the attack, players and enemies can inflict Friendly Fire on each other when they hit their own team with an attack. Also players can damage themselves with Area of Effect attacks, unless otherwise stated by the attack.
Friendly Fire and Self-Damage always damages the Chest Location unless stated otherwise in the attack.
Gaining Loot
When your Hunter moves over a Loot Container, they will gain a Gear Item Card matching the container color & rarity.
You may choose to equip the Loot Card immediately during the Scenario. If you do not have room for the new equipment, you may replace an equipped Item of the same classification with the new one (Gear, Armor, or Weapon Item). Newly equipped weapons come with a new Ammo Deck at full capacity.
If this changes your Health value for the armor location, increase or decrease your Health to account for the change. For example, if you have 6 Chest Health remaining, and you swap your +1 Chest Health armor for a +2 Chest Health armor, increase your Chest Health from 6 to 7.
Armor card:
- Armor Name & Class
- Characteristic Modifiers: Armor can increase or decrease your Hunter characteristics when equipped.
- Price: This is the price of the item in V-Cred.
Item Special Actions
Some Items enable a Special Action when it is equipped. This action can be performed for the AP cost listed on the card. Using a Special Action will also consume a Charge (if a Charge Limit is indicated on the card).
When this action is used, place a Yellow Cube "Spent Charge Token" on the equipment to show that a Charge has been consumed. If there are no Charges remaining, the Special Action may not be used.
All Spent Charge Tokens are removed from Items at the end of the Scenario.
Gear card:
- Gear Name & Class
- Special Ability: This is the special ability of the item.
- Price: This is the price of the item in V-Cred.
- Charge Limit: This is the number of times the special ability of this equipment can be used per Scenario. If this is not on the card, the Action has no Charge Limit.
Equipment Restrictions
Items with a Lock Icon in the Class Type cannot be equipped by your Hunter unless you match the requirement.
STOP! You are now ready to start your first Scenario: The Hunt! If this is your first game, begin by reading through the Story Introduction on page 3 of the Scenario book. Then read the scenario instructions to all players for your Scenario and begin. Good hunting!
Boss Battle Scenarios
Boss Battle Scenarios present a deadly challenge for the Drift Hunter squad. These typically feature a single powerful Boss Enemy with a unique set of abilities and multiple Body Locations that can be broken. While there is only one Boss on the battlefield, be warned that the Boss can activate multiple times each round!
Boss Facing
While unit facing does not need to be tracked for players and normal enemies, unit facing is important for a Boss. Based on the direction the Boss is facing relative to the attacking player, different Body Locations will be available as optional targets.
During a Boss's Activation, the Boss should face the direction it is moving and/or attacking in. This should occur before the Movement or Attack actions are performed. If the Boss needs to turn to attack a player, the Boss will make the least number of turns necessary to face the player. Boss facing should also be updated before Reactions/Defense cards are played. Afterwards, the Boss will remain facing the direction of its last action (movement or attack).
Only orthogonal directions are allowed for unit facing (diagonals are not permitted). If its target is on a diagonally adjacent tile, the boss will maximize the number of targets. If still ambiguous, the players choose the boss facing.
Boss AI Deck
Bosses do not use the standard Squad AI Deck. Instead, each Boss has its own unique Boss AI Deck, making each boss encounter unique! Bosses have multiple Heat Levels, so refer to your Scenario to determine which exact Boss AI Cards to use in the AI deck during setup.
Bosses often have multiple activations per round, although some activations only occur when playing with 3+ or 4+ players (indicated by a player-count icon in the activation token icon).
Boss Health Tracker
Instead of the normal Enemy Health Trackers, use the Boss Health Tracker board, which allows Boss Body Location tokens to be inserted into it. Refer to the Boss Scenario for details on how to setup the Boss Health Tracker.
- Tracker shows Chest Health on the left. This is the main health for the Boss. When this is depleted, the Boss is defeated. 2 Red Cubes are used to track the Boss health (supporting 0 to 109 Health).
- The top row is for tracking Charges. Charges are special resources used by some bosses to power unique abilities. The Scenario will mention if Charges are used in the battle or not.
- The other 5 rows are used for tracking Body Location Health. The Boss Battle Scenario will instruct you on how to setup the Body Locations. Each Row used will have a Red Cube to track Boss Health, a Body Location token, and may contain Boss Reaction Tokens. Unused Body Location rows are covered up using a blank token.
Attacking Body Locations
In order to damage a Boss Body Location, the player must be standing on the matching side of the Boss (indicated on the Boss card). They must also declare that they are targeting the Body Location prior to revealing the Ammo Card results. If no location is declared, the attack default targets the Chest location.
Players standing on the diagonal spaces in between two Body Locations may choose to target either Body Location.
Hitting a Body Location requires a precise attack. The attack must either have Precision or be a Direct Hit for the attack to hit the Body Location. Note that any attack may be declared to target a Body Location, since you may draw a Direct Hit or Precision on your Ammo cards.
The diagram indicates available Body Location targets based on where the attacker is standing. In the example, attacks on the Rear cannot target a location but can ignore 2 Armor.
Boss Body Locations do not benefit from the Boss's Armor value, which may make them desirable targets early in the fight to weaken the Boss. If an attack on a Body Location fails due to not having Precision or a Direct Hit, the attack instead hits the boss's Chest Location, which may be negated by Armor.
Example: the boss (Sump Thresher) is facing down. Its hit locations correspond to the diagram above. The Zealot (Z) attacking from direction (A) can target the Head. The Vanguard (V) from direction (B) can target the Right Arm. The Maverick (M) attacking from (C) can hit the Rear and get the bonus Armor Piercing bonus. Units attacking from (D) can target the Left Arm. The Operative (O) in the corner is standing in between (A) and (D) and can target either the Head or the Left Arm.
Damaging Body Locations
Reducing a Body Location to 0 Health will result in a Location Break. Immediately flip over the Body Location token to reveal a bonus effect that will apply to the Boss for the rest of the Scenario. Place the Body Location token on the revealed side on the Boss Profile card as a reminder that it is active. A Broken Body Location can no longer be targeted with further attacks.
When damaging a Body Location, if the damage exceeds the health of that Body Location, the excess damage is allocated to the Chest Location. The Boss Armor value will be deducted from this overflow damage as normal.
Boss Reactions
When a Body Location is damaged and the Health Cube would be moved onto a Reaction Token, a Boss Reaction occurs. Remove the Reaction Token and flip it over to trigger the reaction attack. This represents a deadly counter-attack by the Boss as it becomes enraged and seeks retribution.
The Boss immediately performs the attack indicated on the token, with the target of the attack being the player who caused the damage (unless the attack states otherwise). This Boss Reaction will interrupt the player's turn, even if the player is in the middle of completing a Skill Card. After the Boss Reaction is finished, the player may continue their turn as normal.
Heat Up Reactions
Heat Up Reactions are similar to Boss Reaction Tokens except that these are placed on the Chest Location, the Boss's main health.
When the Chest Location is damaged and the Health Cube would be moved onto a Heat Up Token, trigger it like a normal Boss Reaction. If the front of the Heat Up token says Heat X, then advance the Boss AI Deck to that value by discarding all AI Cards of lesser value from the Boss AI Deck.
Note: the current Boss AI Card is still active until the end of the round. Starting from the next round, the Boss is escalating to a more enraged and deadly mode!
Empty Boss AI Deck
If you are unable to reveal a new AI Card for the boss due to being out of cards, instead shuffle all the highest Heat AI Cards from the discard pile to form a new deck and continue playing.
STOP! You are now ready to start playing Scenario 2: The Thresher! Begin by reading page 7 of the Scenario book. Then read the scenario instructions to all players for your Scenario and begin. Good hunting!
Stealth Scenarios
During Stealth Scenarios, the hostile forces will be unaware of the Drift Hunter's presence as you infiltrate the enemy compound. Enemy squads will patrol along predefined security routes instead of moving and attacking normally on their turns. You can use this information to avoid detection and sneak past hostile sentries to eliminate key targets.
To simulate these behaviors, we will utilize a custom Stealth AI deck to control the enemy squads and security patrols. A Patrol Deck will be used to randomly determine the distance moved by each patrolling enemy unit on their activation. You will also have a standard Enemy AI Deck, which will be used by the enemy squads if you are detected and trigger the Red Alert!
The Alarm Track
The Alarm Track represents the hostile forces' progress towards sounding the Red Alert Event. During setup, place an Alert token on the "START" space of the Alarm Track. Being detected by an enemy can cause the Alarm Track to advance, leading to a crisis as the enemy compound goes on high alert!
Silent vs. Loud Attacks
During Stealth, whenever a player performs an attack targeting a non-adjacent target, it is a Loud Attack. Loud Attacks immediately advance the Alarm Track by 1 space.
However, if a player attacks an adjacent target, the attack is considered a Silent Takedown with their weapon. Silent Takedowns do not advance the Alarm Track. As a result, it is ideal to be adjacent to enemies when attacking during Stealth to perform silent takedowns.
Players can also purchase Suppressors (Standard Gear Items), which will allow them to silently attack from a distance without advancing the Alarm Track.
Sentry Routes
Enemy sentry routes are the lines of tiles defined between connecting Sentry Route tokens, following the direction of the arrow. When an enemy moves onto a Route token, immediately turn the enemy to face the direction of the arrow. This will cause the enemy to change facing to follow the arrow. If a Route token directs an enemy into a wall or obstacle, the enemy will turn 180 degrees around when attempting to move through the wall or obstacle. The sentry route is continued retracing the steps.
Sentry routes only affect sentry enemies during Stealth mode. After a Red Alert event, the Sentry Routes are ignored for the rest of the scenario.
Enemy Facing
Normally you do not need to track facing direction for enemies. However, during Stealth mode, you will need to track sentry unit facing. Patrolling enemies will always face the direction they are moving in. This should correspond with the Sentry Route arrows on their ground. Only orthogonal directions are allowed for unit facing (diagonals are not permitted).
The Detection Zone
Enemies will only detect players & allies within the front 180 degrees, within Line of Sight, and within 3 Grid Spaces (enemy's Detection Zone). As a result, maintaining the proper enemy facing is crucial for Stealth Scenarios.
Once an enemy becomes Alerted, it will move and attack the Drift Hunters. After being alerted, you no longer need to track the enemy's facing because no further player detection can be triggered.
Example: During Stealth, enemies have a 180 degree vision arc that they can see, and a detection range of 3 Grid Spaces. In the image, the Enforcer can see all the red spaces. The Enforcer has clear LOS to the Operative (O), but not the Maverick (M). The Zealot (Z) is too far to be seen, and the Vanguard (V) is behind the vision arc and so is not detected.
Stealth AI Deck & Patrol Action
Stealth AI Cards are Squad AI Cards with new sentry actions. When an enemy squad's action is Patrol, reveal 1 Patrol card and move the enemy forward the indicated number of Grid Spaces. If a Patrolling enemy would move off the edge of the board or walk into a wall or obstacle, they will instead immediately turn around and continue the rest of its movement normally.
Draw a separate Patrol card for each enemy in that unit until every enemy has activated.
If either the Stealth AI deck or Patrol deck is empty and you need to draw a new card, shuffle the discard pile and form a new deck to continue playing.
Patrol Example: Enforcers have a Move of 3 and a default Detection Range of 3.
- Enforcer 1 draws a Move + 1, getting him to round the corner to (A). He does not see anyone with his Detection Range of 3.
- Enforcer 2 draws a Move + 2, going down 1 Space, then turns around (without costing Movement). Then he moves up 4 spaces, but stops early at (B) because he has clear LOS of the Maverick (M). Enforcer 2 gains an Alert Token. Zealot (Z) and Operative (O) are in Cover and not detected.
- Unfortunately for the Maverick, Enforcer 3 draws Move with +1 Detection Range. This Moves the Enforcer to (C) with Detection Range of 4. The Maverick is spotted again, giving Enforcer 3 an Alert Token.
- Enforcer 4 had arrived as a reinforcement at his current location from the AI Card for the round. He draws a regular Move and goes toward the nearest Patrol path, following the arrows around to (D).
Enemy Detection
Enemies can detect Hunters a number of ways during the Stealth scenario. Enemies that detect a player gain an Alert Token. Enemies can only have a maximum of 1 Alert Token.
- Detection Zone: If a Hunter enters the detection zone of an enemy, that enemy will immediately end its Movement and gain an Alert Token. This detection is continual and happens even outside of enemy activations. When an enemy unit Patrols, check the detection zone after each space of movement.
- Hiding in Cover: Enemies cannot detect targets in Cover. If the target loses Cover during any point of the Enemy's movement, then detection will occur as normal.
- Being Attacked: Any Attack against an enemy will cause that enemy to gain an Alert token, even if no damage was dealt. This is also true if the attack was a Silent Attack. Also, if an enemy receives damage for any other reason, they immediately become Alerted as well.
- Witnessing an Attack: If an enemy is attacked while within the detection zone of another enemy, both enemies will become alerted. This happens because the second enemy witnessed the attack on the first enemy.
Advancing the Alarm
If an Alerted enemy remains alive until the End Phase, the Alarm Track will advance. During the End Phase, count the number of Alert Tokens on the board and advance the Alarm Track that number. If the Alarm Space is reached, immediately read the Red Alert Event in the Scenario Book.
Muffled Alerts are not counted towards the Alarm Track, as these have been temporarily silenced by a special ability. Muffled Alerts should be flipped back over to the regular Alert side after the End Phase is over.
The Alarm Icon is found on some Skill Cards and gear items (such as grenades). If anything with this icon is used, immediately advance the Alarm Track to the Alarm Space and trigger the Alarm.
Alerted Sentries
Enemies starting their activation with an Alert Token no longer Patrol. Instead, they will perform an Advance against the Closest Target. Enemy attacks are always Loud Attacks and advance the Alarm Track.
Alerted sentries never return to Patrol mode. To prevent the Alarm Track from increasing, eliminate the alerted sentries before the End Phase (discards their Alert Token).
Red Alert Event
When triggering a Red Alert Event, immediately read the corresponding passage in the Scenario Book. Afterwards, complete all the remaining Player & Enemy Activations for the round.
For the remainder of the round, all enemies will count as Alerted Sentries and will attack on their activations.
During the next Enemy AI Phase, draw a Squad AI Card instead of a Stealth AI Card. The Stealth AI deck will no longer be used during this scenario.
Enemy Reinforcements
Enemy reinforcements in Stealth Scenarios are placed as normal. The reinforcements should be placed facing the direction of their Patrol paths where possible.
Empty Stealth AI Deck
If you are unable to reveal a new Stealth AI Card due to being out of cards, immediately Advance the Alarm Track by one space. If this triggers the Alarm, proceed to the Red Alert Event. Otherwise, shuffle the discard pile to form a new deck and continue playing.
Stealth Detection Example: The Enforcers have finished their Movements. Enforcer 4 was previously alerted by the Zealot's (Z) attack. Instead of Patrol, he performs Advance and Attack. Since the Zealot is the Highest Threat, Enforcer 4 does not Move as he is in Cover and LOS/range of the Zealot. His attack Misses, but the Alarm Track still advances.
The Maverick (M) fires on Enforcer 3 with a silencer. Her attack does not advance the Alarm Track. However, her attack does not eliminate Enforcer 3, which means he gains an Alert Token. Enforcer 3 is within the Detection Range and Vision Arc of Enforcer 2, so Enforcer 2 saw the attack and gains an Alert Token.
STOP! You are now ready to start playing Scenario: The Heist! Begin by reading page 20 of the Scenario book. Then read the scenario instructions to all players for your Scenario and begin. Good hunting!
Variants
Crew Members in Multiplayer
A player who does not want to manage the complexity of a Skill Deck may choose to play in Crew Member mode for a simpler experience. Set their character up as a Crew Member (see Appendix A: Solo Mode).
Additionally, players are free to swap back and forth between Crew Member mode and the standard mode. For instance, if a member of your playgroup is absent, you can change their character to Crew Member and bring them along for the next Scenario. The following play session, that player can reclaim their character.
For the purposes of tracking XP, Crew Members in Multiplayer will gain 2XP per completed Scenario.
Easy Difficulty
If you want to lower the difficulty of a Scenario, you may make the following adjustments to make the game easier:
- Setup the Scenario for 1 less player (e.g., if you have 3 players, use the 2 player setup rules and the 2 player setting for spawning reinforcements). This will lower the number of enemies in the scenario, and reduce the total health for boss battles.
- If you win a Scenario in Easy Difficulty, your squad subtracts 1 Experience from the Experience Reward, if any.
Changes to game difficulty can be done at any point in your campaign except in the middle of a Scenario.
Nightmare Difficulty
If you want an even more challenging experience, you can play any Scenario or the entire campaign on Nightmare Difficulty. To enable Nightmare Difficulty, perform the following changes:
- Choose your Nightmare Levels 1-5. For each step of Nightmare difficulty, shuffle the labeled Enemy Combat Cards into their respective decks (Light Fire, Heavy Fire, Melee Attack, and Patrol Decks). There are 4 cards added per Nightmare Difficulty chosen.
- When playing Nightmare Difficulty on a Stealth Scenario, use the Hard Difficulty side of the Alarm Track.
- If you win a Scenario in Nightmare Difficulty, your squad gains +1 Experience per Nightmare Difficulty level (ie: gain +5 Experience at Nightmare Level 5).
Changes to game difficulty can be done at any point in your campaign except in the middle of a Scenario.
Only enemies may utilize Nightmare Combat Cards during an attack. If a player draws a Nightmare Combat Card as part of an attack (e.g., Gear Item attacks), they must discard that combat card without effect and draw another card.
Legendary Campaign Mode
Warning: We do not recommend starting Legendary Mode for your first campaign. It is designed for experienced players who want to put their skills to the ultimate test!
If you want an extreme challenge, you can attempt to start a Legendary Campaign. To enable Legendary Difficulty, perform the following changes:
- Choose your Nightmare Difficulty setting for the Legendary campaign. You may no longer change the Nightmare setting for the campaign once the campaign begins!
- Shuffle the Legendary Severe Trauma cards into the Severe Trauma deck. Legendary Severe Traumas may permanently kill the victim receiving it. Be mindful of your health!
- Failed missions during a Legendary Campaign may not be replayed. You must accept the Failure Resolution results.
If a Drift Hunter is killed in action, that player may start a new Drift Hunter from the remaining unlocked Drift Hunters and continue the campaign. If no Drift Hunters are available, the campaign ends in defeat.
Appendix A: Solo Mode
The Captain & Crew
For solo play, you will be controlling the crew of the ship instead of playing as a single Drift Hunter. Choose one Drift Hunter to be the Captain, and choose 2 other Drift Hunters to be in a simpler 'Crew Member' mode. Crew Members are simpler to control, allowing one player to control multiple Drift Hunters easily. Before each scenario, you are allowed to decide which 2 Drift Hunters to bring as Crew Members from your entire set of unlocked characters.
These 2 Crew Members will not have Skill Decks, as only the Captain has a Skill Deck. The Crew Members will instead bring a few preselected Skill Cards into battle as Signature Skills.
Captain Setup
Take the Skill deck for your Captain and set it up normally. Use the full character profile board, starting weapons, ammo decks, and the matching Record Sheet as well. The Captain can upgrade the Skill Deck and purchase new equipment cards during the campaign as normal.
Because of these rules, we recommend using the Vanguard as the Captain during your first Solo Campaign, since his Command skills can be used to benefit any Ally. However, all the Drift Hunters make great captains and offer a variety of different play styles.
Changing Captains
During Solo play, you are free to change the Captain to be any unlocked Drift Hunter. This must be done in-between scenarios.
Simply place your Captain's Skill Deck and Record Sheet in a Save Bag. Then, retrieve the Player Board, Skill Deck, and Record Sheet for the Hunter who will become the new Captain. Your old Captain can now act as a Crew Member if you wish.
Difficulty Setting
Each Crew Member counts as 1 player for determining Scenario Difficulty. As a result, when playing with 2 Crew Members, use the 3 Player difficulty setting. If you wish to play with more or fewer Crew Members, adjust the player settings accordingly.
Skill Tests
In Solo Mode, all Skill Tests are performed by the Captain only. During Team Skill Tests, the Captain's result will apply to the entire squad.
Crew Member Mode
Instead of having a Skill Deck and playing Skill Cards, a Crew Member will primarily spend their Action Points on the Standard Actions list. Crew Members do not need to pay the Skill Card cost to perform Standard Actions.
Here are some special rules for a Crew Members:
- Crew Members each have 1 or 2 Weapons listed on their Crew Member card. Each Weapon uses a standard Ammo Deck of that weapon type (with no upgraded Ammo Cards).
- Crew Members may carry and use 1 Gear Item each.
- Crew Members do not get a Skill Deck. Instead, Crew Members will have specially selected Skill Cards called Signature Skills to use during battle. Each Crew Member's Signature Skills are listed at the bottom of the card.
- Crew Members do not use Weapons or Armor Item cards.
- Crew Members do not suffer Locational damage. All damage hits their Chest location. If they run out of Chest Health, they gain a Severe Trauma card as normal, and will be Eliminated from the mission if they receive a Persistent Trauma. They do not gain any other types of Trauma cards.
- Do not track Experience gained for Crew Members.
- Do not track Credits gained for Crew Members.
Crew Members act like normal Drift Hunters for all other purposes (choosing Squad Formation, gaining Threat, etc).
Crew Member Paths
Crew Member cards are double-sided, allowing you to choose between 2 Paths for each character. Each version follows a different Skill Path and will have a unique set of Signature Skills. Some versions also have 2 weapons if you prefer to manage 2 Ammo Decks. You may choose to swap Paths in between Scenarios.
In the case that a Crew Member has multiple Ammo Decks, we recommend placing the Ammo Decks to match the listed weapon order to make it easier to track.
Signature Skills
Each Crew Member brings one or more Skill Cards into the battle as Signature Skills. Each Crew Member has access to all the Skill Cards listed at the bottom of the Crew Member card. These vary depending on the Path and also the level of the Crew Member.
These Skill Cards are placed on the table face-up next to the Character's card and can be used during that Hunter's activation. When using a Signature Skill, spend the Action Point (AP) cost and gain the listed Threat as normal. After use, flip the Skill Card over so it is face-down. It may not be used while face-down.
Cards in the Signature Skill Slots count as being in your hand for the purposes of special abilities.
Restoring Signature Skills
Once used, Signature Skills cannot be used again until you refresh them. A Crew Member may select the Rear Guard Squad Role to refresh all their Signature Skills, flipping them over to become usable again. This happens as soon as the Crew Member chooses the Rear Guard Squad Role.
Resolve & Mantra
Crew Members gain Resolve like normal. They also utilize the same Mantra Card as a standard player, and can unleash the Ultimate Ability as normal.
Suppression & Severe Trauma
When a Crew Members receives Suppression, the Suppression Card is placed on top of a Signature Skill card of your choice. That Signature Skill may not be used again this scenario until the Suppression is removed. Like players, Crew Members may not have more than 3 Suppression Cards at any time.
A Crew Member that gains a persistent Severe Trauma will need to place it on top of a Signature Skill of their choice at the start of each mission. That Signature Skill may not be used this battle or until the trauma is removed.
Permanents card that your Crew Members have already equipped are immune to Suppression while equipped.
Level Promotions
You may spend Experience to purchase a Promotion for a Crew Member. Return the Crew Member's profile card to the box and pull out the next Level version. Higher Level Crew Members will have increased combat characteristics and more powerful Signature Skills.
| Hunter Level | Experience Cost |
|---|---|
| 1 | Starting Rank |
| 2 | 10 Experience |
| 3 | 15 Experience |
| 4 | 20 Experience |
Crew Member Health Tracker
Each Crew Member should be given a Crew Member Health Tracker. Place 2 Blue Cubes on the Health Track to track the Crew Member's Health. Ammo Decks, Gear Card, and Signature Skills can be placed around the card.
Picking Up Loot
Crew Members can pick up Gear from Loot Chests. If the item is not usable for any reason, the Crew Member will carry it and automatically transfer it to the Captain at the end of the Scenario.
Crew Experience Bonus
At the end of a Scenario, the Captain will gain 1 bonus Experience for each surviving Crew Member (not Downed or Eliminated at the end of the Scenario).
Appendix B: Terrain
| Name | Cover | Blocks Line of Sight | Description |
|---|---|---|---|
| Crates | Yes | No | Obstacle - Cannot be moved over normally. |
| Barricade | Yes | No | Obstacle - Cannot be moved over normally. Barricades sit in-between spaces and do not occupy any space. |
| Structures | Yes | Yes | Cannot be moved over normally. Players can climb onto the roof by using the ladders on the side. The ladder connects the two spaces, so a regular Movement point will allow a unit to ascend or descend the ladder. Units on-top of a structure count as having Cover from attacks coming from the ground level. They also ignore Cover when attacking targets on the ground level. Units that are knocked off a structure will fall and immediately suffer 3 damage to their Leg Location, ignoring Armor and Cover. This damage cannot be prevented by any means. |
| Doors | Yes | Yes | Opening a door can often lead to new areas of the map. Hunters may open a door at any point during their activation if standing adjacent to it without spending any AP. Some doors are 'Sealed'. These types of doors may not be opened by a player. |
| Proximity Mines |
Appendix C: Conditions
Units can gain a Condition through the use of an ability or when attacked. These can be advantageous or crippling depending on the type of effect gained. Unless specified otherwise, a single unit may not gain more than 2 Status Effect tokens of the same type.
If a unit gains a Condition token on their turn that expires at end of turn, that token will instead last until the end of the unit's next activation.
Suppression (Player Only)
Suppression represents the stress and danger when fired upon or becoming tired in battle. Suppression is inflicted by some enemy attacks. Suppression cards are added to the player's hand and count towards a player's Hand-size Limit. As a result, the player will draw fewer Skill Cards at the end of the round due to Suppression cards taking up space in their hand. Furthermore, if a player or enemy has 1 or more Suppression Cards, when they make an attack, flipping the Inaccurate Ammo card will result in a Miss, causing the entire attack to fail.
Suppression can be discarded by spending 1AP to perform Rally (listed on the card). This allows you to discard the Suppression Card. Discarded Suppression Cards are returned to the Suppression Deck.
A player may not have more than 3 Suppression Cards at any time. If an effect would cause you to gain more than 3 Suppression, only gain up to the limit of 3.
Suppression Cards may not be spent to perform a Standard Action as they are not Skill Cards.
Boost
A player with a Boost token can spend it before making an attack to add +1 damage to the entire attack action. If they spend 2 Boost tokens, they add +3 damage to the entire attack action instead. Enemies with Boost tokens always spend all available Boost tokens on their next attack action. Boost Tokens are persistent and last until spent.
Shield
A player with a Shield token can spend it to prevent 1 damage from an incoming attack. Shield tokens are applied after deducting Cover, Armor, and any other defense/reactions. If damage is assigned to multiple body locations from this attack, the player may choose which damage is reduced by the Shield. Enemies with Shield tokens always spend all available Shield tokens on the next incoming attack.
Shield Tokens are persistent and last until spent. Note: If an attack has the Ignore Armor effect, Shield tokens may not be used.
Pinned
A unit with a Pinned token skips their next Move action and discards a Pinned token. Pinned tokens are not removed at the end of the unit's activation. If a unit has multiple Pinned tokens, each token will cancel a separate Move Action.
Blight
Units with Blight lose 1 Chest Health per Blight token at the end of the round. This damage cannot be prevented.
When a character with one or more Blight tokens is affected by a Heal action, that character must negate 1 Health of healing to discard each Blight token before healing health. All Blight Tokens must be removed before the target can be Healed normally.
For example, a player with 2 Blight tokens performs Heal 3. This removes both Blight tokens and restores 1 health. Blight Tokens are persistent and last until Healed.
Marked Target
When an attack is made on a unit with a Marked token, the attacker can choose to spend a Marked Target token on the target to give the attack either Precision (ignores cover) or +1 damage. The attack does not gain both. Note that the token spent must be on the target, not the attacker. If a player or Ally gains a Marked Target token, the next enemy attack on the player or Ally will spend the Marked Target token. If the player or Ally is in Cover, then the token will be spent to deny Cover. Otherwise, the token will be spent to give the attack +1 damage.
A unit that becomes a Marked Target immediately discards any Cloaking Tokens and may not gain Cloaking Tokens as long as they have a Marked Target token.
Cloaking
Enemies cannot draw line of sight to a unit with a Cloak Token unless they are adjacent to that unit. During Stealth Mode, enemies will also be unable to detect a unit with a Cloak Token unless they are adjacent to them.
If the unit has 2 Cloak Tokens, Line of Sight cannot be drawn to that unit even by adjacent units. Similarly, the unit is completely undetectable in Stealth mode by sentries.
If a Cloaked unit is the priority target, the enemies will still use that unit as the movement target and will still attempt to attack it if possible (which usually means trying to get adjacent to the target). The Cloaked unit is no longer visible, but the enemy has not forgotten that they exist!
Cloaked tokens will expire at the end of the unit's next activation.
Note: Units with the Detector ability ignore Cloaking.
Weapon Jam
A Hunter with a Jam Token must reload the affected weapon before they can perform further attacks with that weapon. When a Hunter gains a Jam Token, it is placed on one of their weapons of their choice. That player may not attack with that weapon until it is Reloaded. Each weapon may only have one Jam token. If a Hunter gains a second Jam Token, it must be placed on the other non-Jammed Weapon.
An Enemy with a Jam Token skips their next Attack action. When that Enemy attempts to make an Attack action, cancel the attack action and discard the Jam Token. Note: if an enemy is making multiple attacks in one activation, only a single attack is cancelled per Jam token.
Jam Tokens are not removed at the end of the unit's activation.
Appendix D: Keywords
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Advance (Enemy Movement Behavior) - The enemy moves closer towards the Priority Target, ending at the closest space to the Priority Target that provides Cover against the Priority Target. If there is no space providing Cover that is closer to the Priority Target, the enemy will instead move as close to the Priority Target as possible.
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Aim X - Players may perform an Aim Action as part of a Skill Card, Item, or as a Standard Action. Aiming allows the player to look at the top X cards of a single Ammo Deck. They may put any revealed cards on the bottom of that Ammo Deck in any order.
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Align X (Enemy Movement Behavior) - The enemy moves to be exactly X Range away from the Priority Target. The enemy will prioritize reaching this distance over other criteria. If the enemy cannot reach this range distance, it will attempt to move as close as possible to the X Range distance.
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Ally - Another player or non-hostile Character on the player's team. Colonists are considered Allies. An ability targeting an Ally may not target yourself. All enemies are considered allies of each other.
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Armor - A unit with Armor will reduce the incoming damage on all attacks by their Armor Value. Armor can be negated from Armor Piercing, Ignore Armor, and Direct Hits.
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Armor Piercing X - When making this attack, you may ignore up to X Armor on the target for calculating damage from the attack. Shield Tokens also may not be used to defend against this attack.
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Body Location - Players and Bosses have separate Body Locations that can be targeted and damaged. When a Body Location is reduced to 0 Health, it is considered Broken. Players that have a Body Location reduced to 0 Health will gain a Trauma Card matching that location type.