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The Hunters A.D. 2114

The Hunters A.D. 2114 Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Game Components
  • Campaign
    • Goal of the Game
    • Character Sheet Overview
    • Character Setup Before Starting the Campaign
    • Starting the Campaign
    • Save Sheets
    • 1-, 2- and 3-Player Games
  • Base
    • Base Overview
    • Expanding the Base
    • Recovery in the Base
    • Constructing Gear
    • The Construction Process
    • Passage of Time and Special Events
    • Changing Number of Players During Campaign
  • Event Cards
    • Event Card Types
    • Card Reading Rules
    • Event Tokens
    • Road and Town Cards
  • Location and Site Cards
  • Moving Between Locations
  • Characters
    • Character Development
    • Experience Levels
    • Acquiring Action Cards
    • Obtaining Gear and Modules
    • Unconscious Characters Between Missions
    • Recovery
    • Poisoning
    • Food
    • Gear
    • Implants
    • Additional Equipment
    • Traps
    • Armor
    • Apparel
    • Weapons
    • Accessories
    • Examples of Gear Effects
  • Missions
    • Mission Setup
    • Daytime and Nighttime Missions and Weather Conditions
    • Turn Overview
    • Basic Actions
    • Action Cards
    • Action Cards Allowing to Perform Many Activities
    • Enemy Cards
    • Enemy Icons
    • Example of Character's Turn
    • Example of Enemy's Turn
  • Detailed Action Overview
    • Terrain Features
    • Character Movement
    • Moving Off the Board
    • Enemy Movement
    • Parting Leap (Special Move Action)
    • Enemies and Parting Leaps
    • Character Ranged Attacks
    • Ranged Attacks Versus Targets in Melee
    • Weapon Range Diagram
    • Line of Sight Diagram
    • Miniature Zone Diagram
    • Unconscious Characters During Missions
    • Full-Auto Attacks
    • Enemy Ranged Attacks
    • Area Attacks
    • Character Melee Attack
    • Enemy Melee Attacks
  • Hiding
  • Interact
  • Mental Defence
  • Difficulty Levels
  • Credits

Game Overview

"The Hunters A. D. 2114" is a game for 1 to 4 players. It is a cooperative game, in which all participants fight together against common enemies during a campaign.

Each campaign is comprised of a series of missions. Between each mission players may expand their base, gain experience, trade, construct new Gear pieces, heal themselves or travel around desolate lands looking for jobs or clues necessary to solve the main mystery of the campaign.

The rulebook is divided into two main parts. In the first part, you can find all rules used when playing a campaign. The second part contains all rules needed when playing single missions that are resolved by your characters during any campaign.

Detailed rules for each mission that can be played in "The Hunters" can be found in a separate brochure called "Mission Book".

Game Components

  • 5 double-sided Character Sheets
  • 7 Character Miniatures — 2x Sniper, 2x Medic, 1x Huntsman, 1x Recon, 1x Soldier
  • 47 Enemy Miniatures — 8x Bandit version "A", 2x Bandit version "B", 8x Giant Rat, 6x Wild Dog, 4x Tiger, 2x Rhino, 1x Spider, 2x Defender, 2x Gorilla, 2x Dragonfly, 8x Bug, 1x Python, 1x Underground worm
  • 5 Attack Dice
  • 5 Defense Dice
  • 1 Base Board
  • 7 Map Tiles (big)
  • 3 Map Tiles (medium)
  • 3 Map Tiles (small)
  • 300 Action Cards
  • 71 Blueprint Cards
  • 14 Implant Cards
  • 15 Room Cards
  • 337 Event, Road and Town Cards
  • 22 Enemy Cards
  • 37 Location and Site Cards
  • 14 Gear Tokens (medium)
  • 106 Gear Tokens (small)
  • 4 Gear Tokens (big)
  • 10 Divider Cards
  • 90 Module Tokens
  • 31 Fuel Cell Tokens
  • 42 Experience Points Tokens
  • 8 Event Tokens
  • 22 Damage Tokens
  • 5 Turn Tokens
  • 5 Room Expansion Tokens
  • 5 Story Tokens
  • 5 Hidden Tokens
  • 1 Days Token
  • 5 Gear Construction Tokens
  • 4 Health Level Tokens
  • 4 Poisoning Tokens
  • 2 Reload Tokens
  • 16 Morale Tokens
  • 24 Food Tokens
  • 6 Findings Tokens
  • 2 Chemicals Tokens
  • 2 Flammables Tokens
  • 2 Explosives Tokens
  • 4 Experience Level Tokens
  • 2 Smoke Tokens
  • 2 Junk Tokens
  • 2 Wreck Tokens
  • 1 Hunters Marker
  • 2 Building Tokens
  • 1 Concrete Wall Token
  • 1 Tower Token
  • 1 Pole's Friends Marker

Campaign

Goal of the Game

The goal of the game (i.e. the campaign) is to resolve all missions from the main plot and winning the last of them before the 56th day passes.

Each mission resolved during a campaign features different victory conditions. Both victory and defeat affect all players.

In the game there are two types of missions.

The first one is related to the main story plot. Resolving such missions is necessary to win the game.

The second type is called a side plot mission. Such missions can be played as many times as players wish and in any order depending on the current campaign phase.

Character Sheet Overview

  1. Character Class.
  2. Characteristics:
    • Strength
    • Persuasion
    • starting Morale Tokens
    • maximum number of Implants
  3. Starting Gear and Food.
  4. Track for marking Experience Points, Health Level, as well as Unconsciousness and Poisoning status.
  5. Experience Level Token and Health Level Token.
  6. Space for Skill Cards.
  7. Space for Implant Cards.

Inventory:

  1. Additional Equipment Slots (2 to 4, depending on the character). Each blue slot allows a character to carry Module Tokens (up to 6 per slot) instead of Gear.
  2. Armor Slot (always 1).
  3. Apparel Piece Slots (1 to 3, depending on the character).
  4. Weapon Slots (2 to 4, depending on the character).
  5. Weapon Accessory Slots (1 to 4, depending on the character).
  6. Experience, Fuel Cell, Morale, and Food tokens kept in a pile next to a Character Sheet.
  7. Starting Action Cards Deck (separate for each character class).

Character Setup Before Starting the Campaign

  • Each player chooses 1 character, then places their Character Sheet and Miniature in front of themselves.
  • Each player chooses their Starting Gear based on the information from the character sheet. The Starting Gear is considered to be in the Inventory and can be traded later for other game components.
  • Take the Turn Token according to the Character Class.
  • Each player places a Health Token and Level Token on the "1" space of the Health Track.
  • Each player places next to their character sheet a proper number of Morale Tokens and Food Tokens.
  • Each player creates their own Starting Action Cards Deck comprised of all cards marked with "I" and with a given character's illustration on the back. This deck should contain 25 cards.

Starting the Campaign

Before starting a new campaign, you should choose and set up certain game components according to the diagram below:

  1. Each player chooses their character and resolves its game setup.
  2. Place the Base Board on the table. Leave enough space around the base board so that later you can set up game components necessary to resolve single missions.
  3. All players choose one starting Level 1 Room Card and place it on the base board. The room can be freely chosen from among 5 rooms available in the game.
  4. Place the Days Token on the first day of the Days Track.
  5. Next to the base place 2 boxes with Event Cards separated with dividers. In addition, place the following card piles: Town and Road Cards (separated according to zone I, II and III). Town and road cards are covered with a Cover Card so that during the game the next card to be drawn is never visible before drawing.
  6. Place starting Location and Site Cards next to the base board. All location cards are assigned to one of the three zones. Traveling through zone I is the safest for the characters, while traveling through zone III – the most dangerous.
  7. The setup of the starting event cards, location and site cards, as well as the position of the Hunters Marker is described in the introduction in the Mission Book.
  8. Choose one player to read aloud the text: "Starting the Campaign" that can be found on p. 2 of the Mission Book. That player sets up location, site and event cards according to the instructions found in that paragraph.

Save Sheets

After a mission ends, the game may be paused and saved using a Save Sheet. On this sheet, you can write down all information pertaining to the development of the base and the characters, as well as important details about the set up locations cards with any event cards attached to them. Each character sheet with all their action cards, Gear, Food, Modules and Fuel Cells should be inserted into a separate zip bag. All available event, road and town cards should also be inserted into separate zip bags.

1-, 2- and 3-Player Games

In 1-player games, you should choose 2 characters to play with. In games for 2-4 players, each player chooses their own character.

Base

Base Overview

On the base board, besides the days track (1) and the turn track (2), you can find 5 Rooms. Each room has 3 Expansion Levels (marked in the upper-right corner of its card) that can be modified during a campaign.

The rooms are used to produce different Gear pieces valuable during the game.

In the Forge (3) characters can manufacture Melee Weapons. In the Workshop (4) Ammo, Explosives, and Equipment can be produced. In the Armory (5) you can manufacture Armor. In the Gunsmith (6) you can produce Ranged Weapons, while in the Lab (7) – Implants, Drugs, and other technologically advanced Gear.

Besides rooms, the base is also used to store unneeded Gear pieces (the ones with no place among the equipped items), Modules and Fuel Cells. There is no limit to the number of the mentioned components that can be stored in the base.

In order to leave something in the Storeroom (8) located in the base or to take something from there the Hunters marker (9) must be placed in the base (i.e. the characters need to move to the base first). Each character has a separate storeroom, but the characters may freely pool their resources even if they are not present in a given place.

Expanding the Base

You may start expanding a chosen room at any time - characters are not required to be present in the base. In order to expand a chosen room, you must perform the following steps:

  1. Find the room card with the proper consecutive level (e.g. Forge Level 3).
  2. Discard as a cost all game components shown on the back of a given card (e.g. 3 Junk Modules).
  3. Place the Room Expansion Token corresponding with a given room on the time track on a space indicating the number of days based on what is shown on the back of the chosen card next to the expansion cost (e.g. 8 days).
  4. Once the required number of days has passed, place the higher-level room card on its space of the base board. From now on, you can start producing any Gear pieces available on the new level or keep producing those, which were available on the lower levels of the room.

Recovery in the Base

Each character entering the base immediately recovers 1 Health Level. If such a character is unconscious, they recover 1 Health Level and regain consciousness.

Constructing Gear

In order to construct new Gear, besides a proper room, it is necessary to have the Blueprint (i.e. the technical documentation) of the chosen Gear piece.

New blueprint cards can be bought at certain locations or gained during some missions. Once you have a blueprint card, it is not used up and you can construct any number of Gear pieces represented by the card.

Construction time of a Gear piece depends on its type and is featured at the top of its matching blueprint card. The most simple elements are constructed in 2 days, while the most advanced ones 4 days.

The Construction Process

  1. Bring a chosen blueprint card to the base and any Modules required by it (unless they were already left there).
  2. Discard the number of Modules specified on the blueprint card (i.e. the construction cost).
  3. Place a Construction Token on the chosen room.
  4. At the start of each day, advance the token by 1 space on the Construction Track.
  5. Once the required number of days passes, remove the token from the track and take the proper Gear piece.
  6. Place the Gear piece in the base in the storeroom of a chosen character.

IMPORTANT: The list of all Gear pieces can be found on the reference sheets, along with the division to levels and types of rooms necessary for construction.

Gear Production Example

  1. The player chooses a blueprint card they want to use (AXE).
  2. The type and level of the required room that needs to be built in the base beforehand (Forge Level 2).
  3. The player checks the construction cost (4 Junk Modules).
  4. The character needs to have proper Modules in their storeroom. They are discarded at the beginning of the construction process.
  5. The player places a construction token on the first space of the construction track of the proper room.
  6. The construction time of a given Gear piece is featured on its blueprint card (3 days).
  7. The construction token is advanced at the beginning of each day after the gear production started.
  8. Once the token reaches the space marked on the blueprint card (double dash for the AXE), it is removed from the room, and a proper Gear piece in placed in the character's storeroom.

Passage of Time and Special Events

  • As time passes, additional event cards are introduced into the game.
  • When the days token advances to day 15, read the event card 615.
  • When the days token advances to day 28, randomly draw one of the following event cards: 630, 631 or 632, reveal it and resolve its instructions.
  • When the days token pases day 30, flip it to its back (featuring "30"), then place it back on the track on space 1.
  • The whole campaign can last no more than 56 days. If players do not manage to solve the main story plot by then, the campaign ends with their defeat.

Changing Number of Players During Campaign

When playing a campaign, you may encounter a situation when one of the players resigns from continuing the game. In that case one of the remaining players takes control of their character.

The second solution to solve this problem is to completely remove the leaving character from the game - the remaining characters may share among themselves any Gear, Modules, Implants, and Fuel Cells belonging to such a character. However, this may affect the game balance negatively, making the campaign more difficult.

On the other hand, you may encounter a wholly different situation - one of your friends may wish to join a campaign in progress. In this situation the new character immediately advances to the same experience level as the least advanced character among the ones participating in the campaign, as well as the same number of XP to spend. Unfortunately, they do not receive any additional Gear except the starting Gear. However, a welcoming and supportive group will surely share some of their hard won spoils!

Event Cards

Event cards can be placed on top or underneath location and site cards. They may represent Tasks that the characters might undertake, Special Events or Story Events relating to the main plot of the campaign.

Event cards are placed on different ways:

If an event card is placed over another card, immediately after the characters have entered a given location/site they must reveal and resolve a given card.

If an event card is placed under another card, the characters may reveal it or perform any other activities they want and leave the card for later. If there are more event cards under a location/site card, they may be resolved in any order the players wish.

If a card is face-up, at any time any character who is in the same location or site as the card may read it without any further consequences.

If a given card is face-down, once the decision to reveal it is made, the characters have to resolve any instructions it features.

Once an event card has been chosen, resolve its instructions. If a card instructs you to resolve a mission from the Mission Book, set up all necessary game components according to detailed instructions described at the beginning of a given mission.

Event Card Types

  • Story Cards – cards representing the main narrative plot and expanding side plots. In case of a long narrative description it may be featured on a few separate cards marked in order: A, B, C. There are also cards that appear in a few different variants marked with the icon.
  • Road Cards – cards that may be drawn when character move between Locations. The following marking indicates a zone (from 1 to 3).
  • Town Cards – cards that may be drawn when characters move between Site Cards.

Event cards feature the following elements:

  1. Card Number.
  2. Card Name.
  3. Description that has to be read immediately after revealing the card.
  4. Possible triggering effects for the event.
  5. Choice of different options.
  6. Card handling rules (see below).

Card handling rules:

  • Keep this card - the card is placed face up next to character sheets.
  • Discard this card or leave it face-up - depending on the choice made when resolving the description from the card.
  • Card should be discarded after reading.
  • Continue reading the description on the next card (such cards have a letter „A"/"B"/"C" etc. next to their number).

Card Reading Rules

  • Resolve mission – arrow to a mission icon.
  • Go to the indicated event card – arrow to an event card number (e.g. 019).
  • Go to the chosen option on the indicated event card – arrow to an event card number with an option letter (e.g. 019 option A).
  • Flip the card and continue reading.
  • Flip the card and read the chosen option (e.g. option B).
  • Name of a specific Gear piece (e.g. RIFLE).
  • Listed value for a marker or characteristic.
  • Advance the days token by the listed number of days (e.g. +1 day).
  • Job difficulty (3 icons - the most difficult).
  • Story token (I, II, III, IV or V).
  • Event token (A, B, C or D).

How to read event, town and road cards:

  1. In the first part of the card there is a narrative description of a situation that all players should hear.
  2. It may be followed by an instruction that has to be observed, or - like in this case - some options enabling players to make a choice.
  3. In the lower-right corner there is a marking that after one of the options is chosen, the card should be flipped and read on its back the results of the choice.
  4. If the players choose option "A", they have to discard 1 Fuel Cell, then flip the card and check its effect. If the wording of the instruction indicates more than one character (e.g. "discard X, gain X" etc.), it means that all characters resolve such an instruction collectively (e.g. "Discard 1 Fuel Cell" means that your whole squad discards just 1 Fuel Cell, choosing which of the characters will actually lose it). On the other hand, if the instruction said: "This character discards X", it would mean that just one character resolving the effect is affected.
  5. If the players choose option "B", they simply flip the card and check its effect.
  6. Option "C" features a condition - the players need to have the Pole's Friends marker. There is also the word "Mandatory". Such an instruction means that if the characters have the Pole's Friends marker, they are forced to resolve this option. Then they flip the card and check its results.

Event Tokens

4 types of Event Tokens appear in the game. They are letter-coded: A, B, C, D.

If an instruction from an event card requires using them, always place 2 identical tokens featuring the same letter. The first one is placed on the listed card, thus temporarily blocking it from being flipped face-up, while the second one is placed on the days track. When the days token enters the same space as the event token place there earlier, remove both event tokens from the board. From now on, the previously blocked card becomes available again according to normal rules.

IMPORTANT: On the back of some event cards, in their upper-right corner, there is a range of days (e.g. 25-35), during which it is recommended to resolve a given card by the characters. If the players notice that they have already passed the upper limit of this range, they will probably not be able to finish the campaign before 56 days pass.

Road and Town Cards

Road Cards and Town Cards are drawn whenever the characters move between locations and sites. When you are instructed to draw a new card, take the top card from the proper pile without looking at any other cards. The pile should be covered again with its cover card. Road and town cards are usually double sided. One side features a narrative description of a situation and a few options to choose from. After one of them has been chosen, flip the card and read the text corresponding with the option chosen earlier.

Town card example

Front

  1. Card Name.
  2. Card side: front.
  3. Choice of different options.

Back 4. Card side: back. 5. Card division to option A, B and C.

Location and Site Cards

All Location Cards and Site Cards form the world map where your Hunters group travels. The place where the characters currently are is always marked with the Hunters Marker.

Outside the base, locations are placed in three rows – closest to the base is Zone I, then Zone II and finally the most distant and dangerous Zone III (see the diagram on p. 6).

Some location cards (distinguished by a zone marking) can encompass a few site cards the characters may move between once they reach a proper location.

Location and Site Description

  1. Location name and number.
  2. Zone marking (1, 2, or 3).
  3. Site name and number.
  4. Advanced site marking.
  5. Hunters Marker.
  6. List of available Gear, Modules, services etc.
  7. Price (in Fuel Cells):
    • Purchase cost of the blueprint
    • Purchase cost of a given Gear piece
    • Price of a given Gear piece if the characters want to sell it
    • Possibility to healing wounds
    • Possibility to attach or remove an Implant
    • Possibility to work (the wages listed are for each working day per 1 character)

Moving Between Locations

When players decide to start a journey, they have 3 options:

  • If their characters are placed on a location card, they may move to any other location card on the board.

  • If their characters are on a site card, they may move to any other site within the same location (or to the location card which the current site card belongs to).

  • If their characters are placed on a location card with sites inside, they may move to any other location card on the board or any site within the same location.

  • Whenever the Hunters marker is moved, roll 1 Defense Die to check if the characters have encountered something unusual.

  • If the Defense Die result is a shield, draw a road or town card.

  • Road cards are drawn when the characters move from one location card to another location card.

  • Town cards are drawn when the characters move from one site card to another location card or from a site card to a location card.

  • The type of road card drawn depends on the zone (1 to 3) containing the destination of the characters' movement.

  • Whenever the characters move between locations, advance the days token by 1 day on the time track. Moving between site cards does not affect the days token.

  • Base is treated exactly like a location in zone 1.

Characters

Character Development

After a mission ends, players gain Experience Points (XP) that may be spent to buy new Action Cards for their deck or Skill Cards that permanently affect Hunters' abilities and characteristics.

They may also collect any Gear or Modules found on the board as well as take rewards for jobs done and scavenge resources from any destroyed enemy models.

Experience Levels

Characters can spend XP gained during the game in order to advance to higher levels. XP are awarded at the end of each resolved mission according to its description. They may also be gained as a result of resolving instructions from event, town, and road cards. Any XP gained may be spent to advance character levels as described below:

A character who wants to change their character level discards a proper number of previously gained XP (e.g. 20 XP to advance to level 2).

After the character level changes, the Level Token should be advanced on the character sheet by 1 space to the right. If the character was wounded, their state does not change (e.g. if they had 3 wounds, after advancing to a new level they still have exactly 3 wounds).

Acquiring Action Cards

When a character levels up, they gain a new Health Level and new action cards as a reward. There are 7 new cards available at each character level, including 6 Action Cards and 1 Skill Card.

The character's controlling player chooses 4 cards out of 7 available ones. 3 cards not chosen by the player are removed from the game – the player will not have any opportunity to obtain them later.

From now on all chosen action cards are added to the character's Action Card Deck, while any skill cards are slid under the character sheet. For detailed description of action and skill cards, see p. 19.

Obtaining Gear and Modules

Besides gaining XP, characters may also obtain Gear Tokens, Modules and Fuel Cells as part of card or mission effects.

All Modules, Fuel Cells and Gear are shared by the players as they see fit (unless a given card/mission states otherwise). If the players cannot agree on how to share their spoils, the first to choose is the character with the highest Persuasion characteristic (in case of a tie, the one with the highest Strength). Then, you should proceed clockwise around the table, with each player choosing one remaining element. Repeat this process until all spoils have been awarded to the characters.

Besides obtaining Gear and Modules, it is possible to buy or sell them in certain locations/sites, or to construct them in the base.

Fuel Cells are considered a special type of Module as their high demand have turned them into a common currency. They are so important after the cataclysm that you can use them to pay for any goods in all towns and settlements around the badlands.

In the game, you can find the following Module types:

  • Lighting
  • Junk
  • Chemicals
  • Electronics
  • Optics
  • Batteries
  • Laser Devices
  • Firearms
  • High-tech
  • Comm Devices
  • Explosives
  • Advanced Materials

If, during the game, tokens of any Module type are depleted, you may use any kind of beads or coins to replace them as their number is unlimited.

Unconscious Characters Between Missions

If, at any point of the game, a character's Health Level drops to 0 (it reaches the skull icon), such a character falls unconscious.

If any character is unconscious, whenever the characters are instructed to advance the days token, they do it twice as quickly (e.g. 2 days forward instead of 1 day). Such a situation happens until the unconscious character recovers at least 1 Health Level.

If an already unconscious character has to lower their Health Level again (e.g. due to lack of Food or some random event), the characters have to advance the days token 1 more day for each Health Level a given character can no longer lose.

Recovery

Wounded or Unconscious characters may recover their Health Level between missions in a few ways:

Gear They may use a FIRST AID KIT or an INTRAMUSCULAR INJECTION according to the rules featured on these Gear tokens. The characters may use them at any time between missions.

Specialist They may use the help of a specialist offering their services on one of location cards.

Rest They may spend 2 days resting (the days token is moved by 2 days, during which the characters cannot perform any activities). Once 2 days pass, each character recovers 1 Health Level. Remember that during these 2 days the characters have to eat Food normally.

Base Each character entering the base immediately recovers 1 Health Level. If such a character is unconscious, they recover 1 Health Level and regain consciousness.

Poisoning

As a result of certain encounters or attacks of particularly powerful enemies, any character may obtain a Poisoning Token. If a given character has a poisoning token, at the start of each day they lower their Health Level by 1. The character whose Health Level reaches 0 becomes unconscious (and is still poisoned).

In order to recover from the poisoning, the character has to visit a specialist in one of locations or use the ANTIDOTE (one of Gear pieces).

Standard methods of healing and recovery are effective on poisoned characters, but they do not remove the poisoning tokens. They may only temporarily postpone the effects of losing consciousness.

Food

One of the most important activities necessary to survive in this bleak reality is finding Food. Food is as valuable as Fuel Cells and is used as an informal currency used in most settlements and town still inhabited after the fall of humanity.

Each character has to discard 1 Food at the start of each day.

If they cannot do this, they have to lower their Health Level by 1.

Therefore, remember to collect more food reserves if you are planning to embark upon a longer journey!

Gear

All Gear placed on a character sheet is considered to be in the Inventory and can be used during a mission. The characters may freely swap and exchange among themselves any Gear they have. They may also discard any Gear they deem unnecessary.

Below you can find the most important icons:

  • Attack type – an icon in a circle. There are 4 types of attack: Melee, Ranged, Area, and Mental.
  • Trait – an icon in a dashed circle. It is an additional trait a given component has, e.g. Full-auto capability or Armor Piercing weapon.
  • Condition – an icon shown against a dark background informs that a particular condition has to be met to activate a given item (e.g. the target has to be a Mechanical enemy).

Gear tokens are divided into the following types:

  • Armor
  • Weapons
  • Implants
  • Additional Equipment
  • Weapon Accessories
  • Apparel Pieces

Any Gear not needed at the moment can be stored in the base, but leaving or taking it can only be performed when the Hunters marker is moved on the base board.

Gear may be used at any moment of a character's turn and does not require using an Action. The exceptions are as follows: GRENADES, FIRST AID KIT, and INTRAMUSCULAR INJECTION. All of them require performing an Interact Action

  • Affected range - "0" is the space with the owning character, "1" is the space with the owning character and all adjacent spaces, etc.
  • Duration of effect (in turns) - if it states 12 turns, it means that once a given Gear piece is activated, it works until the end of the current mission (the longest mission lasts for 12 turns). In order to indicate the passage of time, rotate a given gear piece 90 degrees clockwise after each turn of continuous effect.
  • Limited use - a given Gear piece can be used twice or at the beginning of each turn 1 Fuel Cell has to be discarded to keep a given component active. Remember to flip any 2-use gear to its back when you use it for the first time.

Implants

Implants constitute the only type of Gear that cannot be freely exchanged, discarded, or equipped by characters. In order to install or remove a new implant, the character has to find a proper site card enabling them to do so.

  1. Implant name.
  2. Implant icon.
  3. Implant effect.
  4. Part of an implant card to slide under a character sheet.

Additional Equipment

All Additional Equipment pieces are placed on their matching blue slots. These slots may also be used to place all other types of Gear tokens (weapons, armor, apparel and accessories), but none of them are considered active during a mission (e.g. you could place a KNIFE there, but you could not use it in combat until a given character performed the Interact Action (exchange) and swap it with another Gear token placed on weapon slots).

  1. Gear name.
  2. Gear type - additional equipment.
  3. Two-use Gear.
  4. Additional equipment effect.
  5. Component trait (e. g. negates Nighttime effects, Effective range = 3 spaces)
  6. Condition (e. g. Gear effective only against Biological enemies).

Traps

Traps are considered a special additional equipment type. In order to activate a trap, a character must spend 1 Interact Action, during which they place the chosen token on their space. Any pressure plate detonated trap becomes active from the moment a character leaves the space where they set it.

  • Pressure plate detonated (A). If a trap is pressure plate detonated, it means that it is triggered after being stepped on and any effects described on it should be resolved the moment any figure (friendly or enemy) enters the space with the trap.
  • Remotely detonated (B). If a trap is remotely detonated, it means that it may be triggered at any point of the game when a character with the REMOTE DETONATOR wishes. Playing an action or reaction card is not required. A character may move with a remotely detonated trap.

IMPORTANT: Traps can never be deployed before the beginning of a mission on enemies' starting spaces.

Armor

Each character can only use 1 armor at the same time. Characters with no armor have no Defense Dice.

  1. Gear name.
  2. Gear type - armor.
  3. Number of Defense Dice.

Defence types:

  • Melee Attack
  • Area Attack
  • Mental Attack
  • Ranged Attack from the front
  • Ranged Attack from the flank
  • Ranged Attack from the back

You may find in the game Gear of a different type, which also features Defense Dice modifiers. It can be used independently from armor.

Apparel

Gear representing Apparel Pieces are placed in the row next to the armor.

  1. Gear name.
  2. Gear type - apparel.
  3. Two-use Gear.
  4. Apparel effect.
  5. Duration of effect in turns (e. g. works until the end of the current mission).

Weapons

Weapons are divided into the following types: Side (taking 1 slot), Basic (taking 2 slots) and Heavy (taking 3 slots).

  1. Weapon name.
  2. Gear type - weapon.
  3. Attack type and weapon traits.
  4. Weapon characteristics.
  5. Space for ranged weapon accessories.
  6. Space for melee weapon accessories.

Weapon range - the red-highlighted part features weapon statistics for Melee Attacks, the following columns contain weapon statistics for longer ranges (+1 represents the range of 1 space, +2 represents the range of 2 spaces etc.). "X" means it is impossible to attack at a given range.

  • Range
  • Attack Dice number
  • To Hit modifier

Attack types:

  • Melee Attack
  • Ranged Attack
  • Area Attack
  • Mental Attack

Weapon traits:

  • Full-auto capability
  • Incendiary weapon
  • Armor Piercing weapon

Reload - Interact Action (Reload) required before attacking.

Incendiary weapon - Defense Dice cannot be used against its attacks unless its target has the Fire Immunity (i.e. features an identical fire icon).

Accessories

Most of weapons can be upgraded with Accessories, such as sights, additional mags or special types of ammo. The accessories are divided into 3 groups: they have 1 to 2 Notches at the upper edge or feature a Piece of Duct Tape. Generally speaking, Accessories with 1 notch are used for side and basic weapons and accessories with 2 notches for basic and heavy weapons. Finally, accessories with the piece of duct tape affect melee weapons.

  1. Gear name.
  2. Gear type - weapon accessory.
  3. Two-use Gear.
  4. Accessory effect.
  5. Ranged weapon accessories.
  6. Melee weapon accessories.

Examples of Gear Effects

Flame thrower

  1. In order to perform a Ranged Attack, you have to discard 1 Fuel Cell at the beginning of the turn you want to perform a Ranged Attack.
  2. Area Attack.
  3. Incendiary Weapon.
  4. The character rolls no Attack Dice – they all hit automatically.

Telescopic sight

  1. Gear effective only during the Daytime.
  2. Accessory increases the range by 1 space.
  3. Accessory increases the To Hit chance by 1.

Armor projector All characters on this space increase the number of their Defense Dice.

Terror generator An enemy must resolve a successful defense before each Action. All Biological enemies who come within 1 space of the GENERATOR have to perform a successful Mental Defense before taking any other Action (or ending the current Move). Once out of range of the GENERATOR they resume their turn normally.

Sound generator This item becomes the next target for an enemy's Attack. The next enemy to perform any type of Attack Action targets the SOUND GENERATOR as if it was a character.

Disruptor Lowers range to 2 and Movement to 1 space. All enemies who are within 1 space of the DISRUPTOR lower the range of all their Attacks to 2 spaces and their Move to 1 space. Once a figure is outside of the range of the DISRUPTOR, it acts normally again. In order to keep the DISRUPTOR active, 1 Fuel Cell has to be discarded at the beginning of each turn. If the Disruptor is on a space without the character, the character has to place on it the chosen number of Fuel Cells.

S1582 ammo

  1. Weapon gains the Incendiary trait.
  2. Accessory lowers the number of Attack Dice by 1.

Tracer ammo Affects everyone if the target suffers a wound. If the attacker obtains at least 1 success using TRACER AMMO, until the end of the current round all characters gain +1 To Hit with all ranged attacks.

Stimulant CAT Character ignores night rules. When effects of STIMULANTS wear-off, they cause the affected character to lower their Health Level by 1.

Frag grenade In case of GRENADES the affected range means the range at which the attack can be made (1 space). However, all enemies and characters on the space targeted with a GRENADE attack are affected by it (similarly to Area Attacks). Everyone will be attacked with 5 Attack Dice.

Auto Med Kit

  1. Recovers 1 Health of a Character at the beginning of each turn.
  2. AUTO MED KIT can be activated during 2 missions before it is completely depleted.

Missions

Mission Setup

Each mission is divided into a series of consecutive turns. The maximum number of turns is always indicated in the description of the chosen mission. The mission ends after a certain goal is fulfilled or after a set number of turns passes.

Each game turn consists of Actions performed by each of the characters and Actions performed by each of the enemies. The characters perform their Actions first in the order of their choice. Then the enemies perform their Actions, beginning from the one with the highest starting Health Level (in case of a tie, the characters choose the activation order).

Before starting a new mission, players have to prepare their characters:

  1. Each character chooses exactly 25 cards to form their Action Card Deck from among any action cards available to a given character (the starting cards and any cards chosen at higher experience levels). Any excess cards are set aside for the moment - they will not be used during this mission.
  2. The character then chooses any 5 cards from their action card deck and TAKES them into their hand.
  3. The remaining action cards are shuffled by each player and placed within easy reach to form the Action Cards Pile. If the Action Cards Deck is depleted during a mission, shuffle all used cards and form a new Action Cards Pile.

Once the characters are ready, players prepare all mission components as described under "SETUP" in the Mission Book. The example above describes the setup of mission Q02 from the Mission Book.

  1. The players lay out Map Tiles. They feature a number in one corner (this mission requires WAS 02 and WAS 04).
  2. The players place Enemy Miniatures and Tokens on the map tiles as described in the Mission Book.
  3. If the "Setup" section contains any multipliers (e.g. 2x, 4x), it means that this is the total number of given components necessary during a given mission, not the number of components on each space.
  4. Mission Q02 instructs the players to deploy 8 Giant Rats on spaces 1A, 1B, 1C and 1D. Therefore, 2 Giant Rats are placed on each of the 4 listed spaces.
  5. The players place next to the board the Enemy Cards featuring the enemies that appear during the mission.
  6. The players place their character miniatures on the chosen spaces within the Characters' Deployment Zone.
  7. The players check whether the mission is resolved during the Daytime or Nighttime (a proper icon can be found next to the mission number in the heading).

Daytime and Nighttime Missions and Weather Conditions

Daytime Missions In the game there are 2 periods of day, during which you can play: Nighttime Missions and Daytime Missions. During the Daytime missions you use normal rules.

Nighttime missions During the Nighttime missions all characters and enemies making Ranged Attacks and Area Attacks suffer -1 to their To Hit value and all ranged weapons suffer -1 range. Mechanical enemies are immune to the negative effects of the Nighttime missions.

Heavy Rain If a Heavy Rain occurs, whenever the characters wish to use a morale token, they must discard 2 such tokens instead of 1. Additionally, all models making Ranged and Melee Attacks suffer -1 to their To Hit value.

Blizzard/Fog If a Blizzard or Fog occurs, all Ranged and Area Attacks have their range limited to 2.

Any Weather Conditions affecting the current mission are indicated in its description in the Mission Book. Usually, missions are resolved in good weather conditions, but sometimes a Heavy Rain, a Fog, or a Blizzard might occur.

Turn Overview

Any mission is comprised of a series of turns, during which each character and then each enemy perform 2 Actions. The characters start and they may perform their Actions in any order they choose. Any character may resign from performing their Action (thus losing their turn). During each turn resolve the following steps:

Setup Phase

  1. Check temporary effects and mission special rules. You should start by checking if any Temporary Effects affecting a given character or enemy have expired and remove any inactive tokens from the board. Additionally, if a given mission features any changes that are connected with the turn progress, introduce them into the game now.
  2. Choose first character. The players decide, which character will start performing their Actions in the current turn.
  3. Refresh action card hand. The character starting their turn draws action cards to have 5 of them in their hand.

Character Actions Phase

  1. Character's first action. 4.1 Choose Action Card. The character chooses one of the action cards in their hand or chooses one of the Basic Actions. During their turn, each character may play 2 action cards or perform 2 Basic Actions (alternatively, perform 1 Basic Action and play 1 action card). 4.2 Enhance Action Card. Some action cards feature in their lower part an additional text description on a blue background. Such cards may be used as Enhancements of the used action card. It is impossible to play the enhancement by itself - it is always just an addition to a different action card that has been just used. 4.3 Perform the first Action. Follow the instructions from the card, e.g. make a Melee Attack. At the beginning or end of an action resolution, the character's miniature may be freely rotated (i.e. have their facing changed).
  2. Character's second action. After fully resolving their first Action, the same player may immediately perform the second Action. This Action is resolved in exactly the same way as the first action (it may also be enhanced). It is permitted to perform 2 actions of the same type during the same turn. The character may choose to play only 1 action card or perform only 1 Basic Action, then end their turn.
  3. End of character's turn. After the character has resolved their Actions, they advance their turn token by 1 space of the turn track and the next character starts their turn. The next character performs steps 3 to 5 as described above.

Enemy Actions Phase

After all characters have resolved their Actions, the enemies start to act. Each of them, in order (beginning from the one with the highest starting Health Level), performs the following activities:

A. Enemy's first action. Each enemy card features a list of Actions it may perform. Each enemy - just like Characters - performs 2 Actions during its turn. Enemy Actions described on their cards are divided into groups depending on the distance between a given enemy and the closest character. In some situations, a few different enemy Actions may be described for the same distance. If this is the case, perform the first described Action, starting from the top. If such an Action cannot be performed, perform the next Action available for that distance. Enemy Actions, just as Characters' Actions, may involve a number of activities, e.g. Move + Ranged Attack (it is still considered 1 Action, though). Before an enemy Action is resolved, or during its resolution, the characters may use any available cards with the Reaction option (see p. 19). B. Enemy's second action. An enemy's second Action is performed.

IMPORTANT: A character may forfeit performing their Action to discard any action card from their hand and draw a new one in its place.

If more than one enemy has the same Health Level, the order of their Action resolution is determined by players. The player order is determined freely by the players themselves at the beginning of each new turn.

Basic Actions

Characters who do not want to use any action cards in their hands may choose to perform one of the 3 Basic Actions instead. If a character chooses to do so, they do not discard any action card from their hand.

Melee Attack A character who is In Melee with an enemy may perform a Melee Attack with a To Hit value = 1. (All details regarding Melee Attacks can be found on p. 29)

Interact A character may perform the Interact Action - revive their ally, reload their weapon, collect a finding, exchange an item with a different character, or perform a Special Action described in the rules of the current mission. (All details regarding the Interact Action can be found on p. 31)

Move A character may Move 1 space in any direction. (All details regarding Movement can be found on p. 22).

Action Cards

Effective use of Action Cards is crucial to win the game. Each character may play up to 2 action cards during their turn. Each action card features a detailed description of any activities possible thanks to a given card.

The lower half of the card also features one of the two additional activities available. In case of the blue background, it is an Enhancement, and in case of the red background, it is a Reaction. No card can be used at the same time as an action card and an enhancement - the character has to decide if whether they use it to perform an Action or enhance another played action card with it.

  1. Action card name.
  2. Action icon.
  3. Enhancement icon.
  4. Reaction icon.
  5. Skill icon.
  6. Card record number.
  7. Available Action description.
  8. Number of card copies in the deck.
  9. Experience level needed for a character to choose a given card for their deck.
  10. Alternative card effect - action card enhancement.
  11. Alternative card effect - reaction.

Enhancement In order to enhance effects of a card, a character may use a different card from their hand, if a given card features the blue Enhancement background in its lower part. Enhancements cannot affect Actions performed by other characters (unless a particular card states otherwise). Basic Actions cannot be enhanced. Only 1 enhancement can be played with 1 action card. If a character uses an action card allowing them to perform 2 activities and decides to enhance it, they must choose, which activity in the sequence they wish to enhance.

Reactions Besides 2 Actions performed during their turn, characters may sometimes perform a Reaction (thus interrupting an enemy's Action). Performing a reaction is possible at the beginning, during the resolution, or after resolving an enemy Action (i.e. a reaction may also be performed during an enemy's Move/Attack - in this case, it is interrupted, and then a given Action is resumed). Each character can only perform 1 reaction during 1 turn.

Skill Cards Unlike normal action cards, Skill Cards are not used to perform Action – they permanently enhance some characteristic or provide a character with a completely new special ability instead. A skill card should be slid under the character sheet.

IMPORTANT: There are reactions that enable characters to perform an additional Action. Such an action does not affect the number of Actions that each character can perform during their turn.

Action Cards Allowing to Perform Many Activities

Some action cards, especially ones available at higher character experience levels, enable them to perform more than 1 activity using just 1 card.

Playing a card of this type does not lower the number of Actions available during a given character's turn. After playing such a card, it is possible to play another action card or perform one of the Basic Actions. A character may decide to perform only some of the activities available on the card, but their order cannot be changed (starting from the top one), e.g. a card enabling a character to Move and perform a Melee Attack may be used to perform both of these activities, to perform only a Melee Attack or to perform only a Move.

Action card example of a card allowing to perform 2 activities: Move 2 spaces and a Melee Attack.

Enemy Cards

  1. Name.
  2. Mechanical/Biological.
  3. Armored.
  4. Starting Health Level.
  5. List of available Actions.
  6. Special ability.
  7. Enemy weapon's characteristics.
  8. Enemy armor's characteristics.

List of available Actions The central part of an enemy card contains a description of all Actions available to a given enemy. Actions performed when in melee with a character are shown first (5A). Then Actions performed when the closest character is 1 space away (5B). Finally, Actions performed by a given enemy when all characters are more than 1 space away from it (5C).

Enemy weapon's characteristics The upper row features the number of Attack Dice used by an enemy depending on the distance. Below you can see the To Hit characteristic.

Enemy armor's characteristics The first column features the number of Defense Dice rolled during Melee Attacks, the second column - the ones rolled during Area Attacks, the third column features the Mental Defense value. The last 3 columns describe the number of Defense Dice rolled during Ranged Attacks performed from the front, flank and back, respectively.

Enemy Icons

Biological and mechanical Each enemy belongs to one of the two categories: Biological or Mechanical. It is important when using certain Gear types or terrain tokens.

Lightning reflexes If an enemy has this trait, characters cannot use Reactions against it. This trait may appear as a special ability or pertain to a particular Action type of a given enemy.

Fire immunity Enemies marked this way can roll Defense Dice against Incendiary attacks as if they were normal attacks.

Flying Enemies may feature the Flying icon. When performing a Move, they ignore obstacles and characters and cannot be in melee with characters (hence it is impossible to perform a Melee Attack against such enemies). Characters may move through spaces with Flying enemies without any obstructions. Flying enemies can perform Ranged Attacks while on the same space as characters.

Armored Enemies may feature the Armored icon. If the target is Armored, the attacking character has to check if the weapon token used to attack bears the icon. If it does, the attack is resolved normally. On the other hand, if a given weapon is not designed to destroy such targets, the number of Defense Dice rolled by the Armored enemy is doubled.

Example of Character's Turn

During their turn a character decides to perform a Move toward the enemy, then perform as many Melee Attacks as possible.

The character could perform 2 Basic Actions: first Move 1 space, then perform a Melee Attack. However, among their 5 action cards in hand the character has "Forward Leap" (A), they conclude that it's a much better choice under current circumstances. The character plays "Forward Leap" and thanks to this 1 action card they may approach the enemy and perform a Melee Attack. The character additionally enhances this action card with the "Aimed Strike", which enables them to re-roll 1 Attack Die when performing a Melee Attack (B).

Once the attack is resolved, the character has to perform their second - and last - Action for the turn. As the character has no action card in hand that would be useful when in melee with the enemy, they choose to perform one of the Basic Actions: the Melee Attack.

Having played the action card "Forward Leap" (Move + Melee Attack), followed by a Basic Action (another Melee Attack), the character advances their turn token. Another character may now start to act.

Example of Enemy's Turn

E-14 Dragonfly (A) starts its turn more than 1 space away from the closest character. Therefore, you should check the list of available Actions featured in the last point on the enemy card (B). In this situation the machine may perform one of 3 different Actions: Ranged Attack, Move 1 space to target + Ranged Attack, or Move 2 spaces to target. This is exactly the order, in which the Actions should be check for resolution possibilities. The first featured Action is a Ranged Attack (C). The Dragonfly's maximum attack range is 4 spaces, which means that a Ranged Attack is impossible in the current situation. It's time to check the second potential Action: Move 1 space to target + Ranged Attack (D). If the machine Moves 1 space, it will be positioned at a distance enabling it to perform a Ranged Attack, so this Action should be performed. If the Dragonfly was still outside its maximum attack range after moving, you would have to perform the last Action from the list - Move 2 spaces to target.

As its first Action, the Dragonfly closes in by moving 1 space and performs a Ranged Attack.

Now the machine can start its second Action. It still stays more than 1 space from the closest character, so you use the same list of 3 available Actions (B). The first available Action is a Ranged Attack (C). This time it is possible, so the enemy machine performs it.

Detailed Action Overview

Terrain Features

Map tiles and some tokens feature additional icons that represent special characteristics of terrain elements. They can be found below:

  • Obstacle - no miniature can move through the line marking an obstacle, but it does not block Line of Sight.
  • Barrier - no character or enemy can move through the line marking a barrier. Additionally, it blocks Line of Sight.
  • Open ground - each character who enters a space with this icon has to immediately remove their Hidden token.
  • Vantage Point - characters and enemies occupying a vantage point increase the range of their Ranged and Area Attacks by 1 (the number of Attack Dice and To Hit value remain the same as for the maximum range of a weapon used). When entering a space marked as a vantage point, Move is lowered by 1 (e.g. an Action enabling to Move 2 spaces only allows to Move 1 space). If 2 adjacent spaces feature the vantage point icon, moving between them does not cost any additional Move. It is possible to enter a space with a vantage point if a character chooses to perform 2 Basic Actions: Move in a row.
  • Cover - each combatant trying to hit their opponent on a space with the cover icon lowers their To Hit value by 1.
  • Finding - after entering a space with a finding icon, the character may perform the Basic Action: Interact and collect the finding. Once the mission is over, the finding is replaced with a Module or some other game component based on the current mission rules.
  • Smoke - a token with the smoke icon blocks Line of Sight but does not block Move. Smoke floats until the end of the current mission.
  • Explosives - a token with this icon may be targeted with Ranged or Area Attacks. Resolve the attack as normal. If it is successful, the targeted explosives detonate, dealing 6 automatic Hits to each character and enemy on their space. Defense Rolls are made against these Hits as normal (as if the explosion was an Area Attack). Once an explosives token is destroyed, it should be replaced with a smoke token.
  • Combustibles - a token with this icon may be targeted with Ranged or Area Attacks. Resolve the attack as normal. If it is successful, the targeted combustibles detonate, dealing 3 automatic Hits to each character and enemy on their space. No Defense Roll is allowed against these Hits (unless a target has the Fire Immunity). Once a combustibles token is destroyed, it should be replaced with a smoke token.
  • Chemicals - a token with this icon may be targeted with Ranged or Area Attacks. Resolve the attack as normal. If it is successful, the targeted chemicals detonate, dealing 2 automatic Hits to each character and Biological enemy on their space. No Defense Roll is allowed against these Hits. Once a chemicals token is destroyed, it should be removed from the board.

IMPORTANT: If any map tile space features some icon and such a space gets covered with a building, wreck, junkyard, tower, or concrete wall token, the original icon from the board is ignored.

Character Movement

  • Many action cards enable characters to Move 1 or more spaces. The second option for performing a Move is to use one of the available Basic Actions (see p. 19).
  • A character can Move to any adjacent space (both straight ahead or diagonally). Rotations to change the facing are free and may be performed at any point of the character's Move.
  • A character may Move less spaces than described in the text of the action card used to Move.
  • Characters may end their Move on spaces occupied by other characters without any limitations.
  • If a character enters a space occupied by enemies, both the character and all of those enemies immediately become engaged in Melee and the Move cannot be continued.
  • There is no limit to the number of miniatures that can occupy the same space.
  • A character may increase their Move by 1 space by discarding 1 morale token. This increase lasts only for this one Move Action.
  • A character may move diagonally, passing the corner of a space marked as an obstacle / cover (but not between two corners).

Character Move example

The character (A) intends to enter the nearby vantage point (B) and prepare to perform a Ranged Attack during their next Action. In order to do this they use a chosen action card from their hand (C) allowing them to Move 3 spaces.

First, the character moves to the adjacent space (D). Then they enter the space with the vantage point icon (E), spending all its remaining Move (the cost to enter a vantage point space is 2 spaces). The chosen action card does not allow the character to Move any further. At the character has not reached their intended spot, they choose to spend their morale token (F) to increase their last Move by 1 additional space (B).

Moving Off the Board

During the game it may happen that a character will want to or will be forced to move off (from) the board. Assuming that no barrier or obstacle preclude this, Moving off the board is resolved according to normal rules.

It is assumed that all spaces off the board are normal spaces with no special features or rules. Once a character leaves the board, they cannot return to the game until the end of the current mission.

Enemy Movement

Enemies perform Move according to the same rules as characters. If their Action description assumes a Move to target, they should be moved along the shortest possible path toward the closest character. Similarly, if their Action assumes moving away from characters, they should be moved so that at the end of their Move they are at the largest possible distance from the closest character.

If a Move away would bring no profit to a given enemy (e.g. It would be at the same distance with the characters as before its Move), such a Move is not performed.

In case of a few alternative Move paths, the players choose how a given enemy performs their Move.

Enemy Move example

A Bandit with a Pistol (A) is within 1 space of the closest character. That is why according to the description from its card it should perform "Ranged Attack + Move 1 away" from its enemy. The Bandit first performs a Ranged Attack. Then it may choose from 6 adjacent spaces that are not occupied by any characters.

Spaces (B) and (C) are divided by an obstacle line, therefore the Bandit cannot enter them. Space (D) features the vantage point icon, so the Bandit cannot enter it with its Move of 1 space (it would need at least 2). If it chose space (E), it would be still 1 space away from the characters.

In this situation, there are only two spaces left: (H) and (I). They will enable the Bandit to distance itself from all characters.

The players decide that the Bandit will perform Move to space (H).

Parting Leap (Special Move Action)

The Parting Leap is a special Move Action used when both characters and enemies are in melee. The Parting Leap may be performed using an action card that allows to perform a normal Move or allows to perform the Parting Leap. It may also be done by performing a Basic Move Action (see p. 19 "Basic Actions"). The characters in melee cannot perform any Actions besides Melee Attacks and the Parting Leap. If a character chooses to perform the Parting Leap, one of the enemies in melee with them (the one with the largest number of Attack Dice in Melee Attacks) can perform one additional Melee Attack Action with the To Hit value = 3. This attack is called a Penalty Attack. After performing the Parting Leap a given character is no longer in melee with any enemies and can freely use any remaining Actions of their turn. They may also continue their Move as long as the action card used enables them to Move more than 1 space.

Enemies and Parting Leaps

Enemies perform the Parting Leap in exactly the same way as characters do. When choosing the direction of their Parting Leap, they move so as to position themselves as far away from the largest possible number of characters as possible.

If performing the Parting Leap would bring no profit to a given enemy (e.g. it would end up in melee with another character), then it performs the next Action from the ones available on its enemy card. Enemies always perform the Parting Leap to an adjacent space, even if it features the vantage point icon.

Parting Leap example

A Marauder with a Rifle (A) is in melee with 2 characters. During its turn, as shown on its enemy card (B), it should perform the Parting Leap first. If the Parting Leap brought it no profit, it would perform a Melee Attack. This enemy may choose from 5 adjacent spaces to perform the Parting Leap to. Space (C) is occupied by a different character. Performing the Parting Leap to space (D) or (E) would result in the enemy standing 1 space away from no less than 3 characters. On the other hand, performing the Parting Leap to space (F) or (G) would result in it ending up 1 space away from 2 characters and 2 spaces away from the last character (and the enemy wants to distance itself from as many of them as possible). Therefore, this is the best options for the enemy. As both space (F) and (G) are equally profitable, the players decide where the enemy will end its Parting Leap. They choose space (G). Before the Parting Leap is resolved, the character with the largest number of Attack Dice in Melee Attacks may perform 1 Penalty Attack against the enemy performing the Parting Leap.

Character Ranged Attacks

Any opposing miniature (a character or an enemy, depending on who is performing the attack) may become the target of a Ranged Attack, as long as they are in the Line of Sight and in Range of the weapon chosen for the current attack. Characters and enemies in melee cannot perform Ranged Attacks.

When resolving a Ranged Attack, perform the following steps:

  1. Rotate to change facing The character may rotate freely to change their facing (just like at the beginning of any other Action).
  2. Choose weapon The character may choose to attack with any weapon they have in their inventory. The chosen weapon has to feature the Ranged Attack icon.
  3. Choose target The attacking character chooses, which enemy or space on the board they attack. This may be any enemy or space within the character's Line of Sight. Each weapon has its maximum range indicated on its weapon token. The range of the weapon represents the number of spaces of the board that can be covered with a given weapon.
  4. Determine attack dice number Once the target of the attack is chosen, it is time to determine the number of Attack Dice. Check the number of dice on the weapon token depending on the range between the attacker and the target.

Example of determining To Hit value

The action card chosen by the attacking character provides them with the To Hit value of 2 (A).

The enemy is within 1 space, so the weapon used modified the To Hit value by -1 (B). The modified To Hit value is therefore 1.

The character chooses to use 1 Morale token, thanks to which the To Hit value increases to 2.

The character is using 3 Attack Dice (C) and in order to achieve success they need to roll "2" or lower.

The character rolls "1", "2" and "6". It means 2 successes.

  1. Roll attack dice After the number of Attack Dice used is set, the chances of hitting and all modifiers should be determined. The basic To Hit value is always shown on the action card used. This value may be changed depending on the type of weapon used, its range, additional equipment, terrain features, or special rules of the current mission. In order to increase the To Hit value by 1, the attacking character may use 1 Morale token (this decision has to be made before rolling any dice).

  2. Roll defense dice Once the number of successes rolled by the attacker is determined, the target may roll Defense Dice. First, check the direction, from which the target is being attacked. Then check the targeted enemy's card for the number of Defense Dice against Ranged Attacks performed from the matching direction. Finally, a Defense Dice roll should be made - each Shield icon rolled represents a successful defense and lowering the number of the attacker's successes. Blanks on Defense Dice indicate ineffective defense.

  3. Lower health level In order to determine the number of Health Levels lost the number of successes obtained on the Defense Dice should be subtracted from the number of successes obtained on the Attack Dice. Each success left on the attacker's side lowers the target's Health Level by one. Place proper Damage Tokens on the target (either on its enemy card or miniature base).

    If the enemy's Health is lowered to 0, it is immediately considered destroyed and its miniature is removed from the board.

IMPORTANT: No matter the To Hit value, a natural dice roll of "1" is always a successful attack during any kind of attack, no matter who is performing it.

Ranged Attacks Versus Targets in Melee

A character performing a Ranged Attack may target an enemy, which is in melee with another character, however each "6" rolled on the Attack Dice means hitting the ally. Whenever a character or enemy in melee is targeted with a Ranged Attack, they are considered to be attacked from the flank for the purposes of rolling Defense Dice.

Both of the rules described above pertain to enemy attacks, too.

Weapon Range Diagram

The diagram shown features the potential range of a weapon. A weapon with range 3 can be used to attack any enemies and spaces marked with "+1", "+2" and "+3".

Line of Sight Diagram

For a Ranged Attack to be possible, its target has to be in the Line of Sight of the attacker. In order to check this, an imaginary straight line should be determined from the center of the space with the attacker to the center of the space with the target. If this line is uninterrupted by any barriers, and the target is in the attacker's Front Zone, the attack can be performed. The line can cross through corners of spaces separated by barriers.

All yellow spaces shown on the diagram indicate that they are in the character's Line of Sight.

Miniature Zone Diagram

Often during the game it is important to determine for a given miniature where its Front, Flank, and Back Zones are located. In order to do this use the diagram.

Unconscious Characters During Missions

If, at any point of a mission, a character's Health Level drops to 0 (it reaches the skull icon), such a character is considered unconscious. Such a character cannot perform any Actions, but their Gear not requiring to use Action is still active.

If any other character enters the same space, they may perform the Interact Action - Revive. As a result of this Action the unconscious character is brought back to the game with their Health Level = 1.

Instead of reviving an unconscious character it is possible to perform an Interact Action to collect any Gear pieces or Modules from the inventory of the unconscious character.

Full-Auto Attacks

Some weapons feature the Full-auto icon. It means that their user may attack 2 enemies on the same, targeted space by performing just one Ranged Attack Action. However, choosing this mode of attack modifies the To Hit chance by -1.

If a given weapon features two Full-auto icons, it is possible to attack up to 4 enemies on the same, targeted space.

Using a single Morale token allows the attacker to modify rolls against all enemies at once.

Example of Full-auto attack

The character is using their SUBMACHINE GUN to attack a group of enemies. They decide to take advantage of the Full-auto option, which enables them to perform 1 Ranged Attack but hit 2 enemies, if successful. The To Hit value of the used action card is 2, the range has no modifiers, but shooting Full-auto modifies the To Hit value by -1. Finally, the character rolls 3 Attack Dice against each of the 2 enemies. They roll "1", "2", and "5" (1 success) for the first one and "2", "3", and "6" (0 successes) for the second one. If the character chose to use a Morale token, they would obtain 2 successes against the first enemy and 1 success against the second one.

Example of Ranged Attack

The character decides to perform a Ranged Attack using a SUBMACHINE GUN (A) and an action card "Shot" (B).

The maximum range of this weapon is 2 spaces, so all enemies (C and D) are within range.

The character targets the Bandit (D).

The chosen weapon allows the character to roll 3 Attack Dice at range 2 (E), additionally the character has a Gear piece attached to it - an MAGAZINE (F). The MAGAZINE increases the Attack Dice pool by 1 (G). It means a total of 4 Attack Dice to roll.

The basic To Hit value is shown on the action card used and it is 2 (B).

The weapon modifier for range 2 is "0", so the character has to finally roll "2" or less on each of their Attack Dice.

They roll and obtain "1", "2", "3", and "5". It means 2 successes (the results of "1" and "2").

Now it is time for the enemy's roll. First, the number of Defense Dice it uses should be checked on its enemy card. In case of attacks originating from its front, the enemy has 2 Defense Dice, while with attacks from its back - only 1 die (H). The character's target is the Bandit (D) with its back toward the character, therefore it will roll 1 die.

The Bandit rolls and gets blank meaning that its bulletproof vest turned out to be useless this time.

The player lowers the Bandit's Health Level by 2, from its starting 3 to 1.

Enemy Ranged Attacks

Ranged Attacks performed by enemies work very similarly to Ranged Attacks performed by characters. You can find the differences below:

  1. Choose weapon Enemies always use the weapon featured on their card.

  2. Choose target When an enemy chooses its target, it always chooses the closest character. If more than one character is at the same distance, the target becomes the character with the lowest number of Defense Dice in regard to the currently resolved attack. If it is still impossible to determine a character to be targeted, they should be chosen randomly.

  3. Roll defense dice Characters have no Defense Dice until they equip themselves with some kind of Armor. Its description features the number of dice against Ranged Attacks depending on the direction of the attack.

  4. Lower health level If the number of successes on the attacking enemy's Attack Dice is higher than the number of successes on the Defense Dice of the targeted character, move the Health Token on the character sheet by the proper number of spaces.

    If the targeted character's Health Level is lowered to 0, they are immediately considered Unconscious.

Example of enemy's Ranged Attack

An enemy machine performs a Ranged Attack. It has 3 characters in its Line of Sight. The character (A) is the furthest, while the characters (B) and (C) are closer and in the same distance from the machine. In order to choose the proper target, the number of Defense Dice of both characters has to be compared. The character (B) has no armor, the character (C) has a SCRAP ARMOR providing them with 1 Defense Die (D) under current circumstances. That is the reason why the character (B) is targeted with the attack. The machine uses 4 Attack Dice (E). In order to obtain a success, the result of "3" or less needs to be rolled. The enemy obtains "2", "4", and "5". It means 1 success. The attacked character has no armor, so they lower their Health Level by 1.

Area Attacks

An Area Attack is a special kind of a Ranged Attack. Whenever a card features information pertaining to Ranged Attacks, treat it as a reference to both Ranged Attacks and Area Attacks. Area Attacks are resolved very similarly to normal Ranged Attacks. The only 2 differences are described below:

  1. Choose target The target of an Area Attack is always a chosen space on the board. Each character and enemy on the targeted space automatically becomes the target of the attack. A properly formed Attack Dice pool is rolled separately for each target.
  2. Roll defense dice In order to determine the number of Defense Dice, check the targeted enemy's card or the targeted character's Gear for the number of Defense Dice against Area Attacks.

IMPORTANT: AKA-2L Spider and AKA-3H Spider can perform their Area Attack even if they are in melee and the Parting Leap brings them no profit. All characters (and, possibly, enemies) on the same space as the Spider become targets of this attack. Use the characteristics for range = 0 during this attack. The Spider never targets itself with its own attack despite being on the same space - it is immune to the weapon it uses.

Character Melee Attack

A Melee Attack can only be performed by a character In Melee (i.e. standing on the same space) with their enemy. Any enemy on the same space may be targeted, no matter their number or position. Characters and enemies in melee cannot perform any Actions besides Melee Attacks and the Parting Leap.

When resolving a Melee Attack, perform the following steps:

  1. Choose weapon The character may choose to attack with any weapon they have in their inventory as long as it features the Melee Attack icon. If a character has no such weapon, they fight using some improvised weapon and suffers negative modifiers as described below.
  2. Choose target The attacking character chooses, which enemy they attack. It may be any enemy on the same space as the attacking character.
  3. Determine attack dice number Once the target of the attack is chosen, it is time to determine the number of Attack Dice. The basic number of Attack Dice during a Melee Attack is equal to the attacking character's Strength. Additionally, check the modifier of the number of dice on the weapon token. If the attacking character has no weapon to use for a Melee Attack, they always use 1 Attack Die no matter their Strength. The number of Attack Dice may be increased by spending 1 Morale token (this decision has to be made before rolling any dice).
  4. Roll attack dice After the number of Attack Dice used is set, the chances of hitting and all modifiers should be determined. The basic To Hit value is always shown on the action card used. This value may be changed depending on the type of weapon used, additional equipment, or special rules of the current mission. In order to increase the To Hit value by 1, the attacking character may use 1 Morale token (this decision has to be made before rolling any dice). If the attacking character has no weapon with the Melee Attack icon, they suffer the modifier of -2 to their To Hit value. After determining the To Hit value, the attacking character rolls the number of Attack Dice as determined in the previous step. Each die with the result that is equal to or lower that the To Hit value (after taking into account all modifiers) is 1 success.
  5. Roll defense dice Once the number of successes rolled by the attacker is determined, the target may roll Defense Dice. Check the targeted enemy's card for the number of Defense Dice against Melee Attacks. Then, a Defense Dice roll should be made - each Shield icon rolled represents a successful defense and lowering the number of the attacker's successes. Blanks on Defense Dice indicate ineffective defense.
  6. Lower health level In order to determine the number of Health Levels lost the number of successes obtained on the Defense Dice should be subtracted from the number of successes obtained on the Attack Dice. Each success left on the attacker's side lowers the target's Health Level by one. Place proper Damage Tokens on the target (either on its enemy card or miniature base). If the enemy's Health is lowered to 0, it is immediately considered destroyed and its miniature is removed from the board.

IMPORTANT: No matter the To Hit value, a natural result of "1" is always a successful attack.

Example of Melee Attack

The character chooses from their hand a card with a Melee Attack (A).

Once the target of the attack is chosen, the character determines the number of Attack Dice. They use a KNIFE (B) to attack. The character's Strength = 2, so they use 3 Attack Dice (2 for Strength +1 for the weapon modifier (C)).

In order to hit the enemy the character needs to roll on their Attack Dice any result that is equal to or lower than the To Hit value shown on the Action Card used (A), after considering all modifiers. As the modifier for the KNIFE is 0 (D), the character has to roll "2" or less.

The character rolls "1", "2" and "4". It means 2 successes and 1 miss.

Now, the enemy has a chance to avoid the character's blows. It may use 1 Defense Die against a Melee Attack (E). The die shows a success (the shield icon).

The character's Melee Attack lowers the enemy's Health Level by 1 (F).

Enemy Melee Attacks

Melee Attacks performed by enemies work very similarly to Melee Attacks performed by characters.

You can find the differences below:

  1. Choose weapon Enemies always use the weapon featured on their card.

  2. Choose target When an enemy chooses its target, it always chooses the character in melee who has the lowest number of Defense Dice in regard to the currently resolved attack. If it is still impossible to determine a character to be targeted, they should be chosen randomly.

  3. Roll defense dice Characters have no Defense Dice until they equip themselves with some kind of Armor. Its description features the number of dice against Melee Attacks.

  4. Lower health level If the number of successes on the attacking enemy's Attack Dice is higher than the number of successes on the Defense Dice of the targeted character, move the Health Token on the character sheet by the proper number of spaces.

    If the targeted character's Health is lowered to 0, they are immediately considered Unconscious.

Hiding

A character may choose to perform the Hide Action. The character can only do this if no enemy has them in its Line of Sight and they have an action card allowing them to Hide.

Some missions allow characters to start the game with the Hidden status. In such a situation, having a special action card with Hide is not necessary.

After the Hide Action has been performed, the character's miniature on the board is replaced with the Hidden Token in the character's color. From now on, if the character enters any enemy's Line of Sight, they cannot perform any action except the Interact Action. If any other Action is performed in spite of that, the Hidden token is immediately discarded.

The same happens if the Hidden character performs any kind of attack, even if not within any enemy's Line of Sight. If any enemy enters the same space as a Hidden character, the Hidden token is immediately discarded.

Hidden characters cannot be targeted with Ranged Attacks and are not taken into consideration when determining enemy Moves.

Interact

The Interact Action covers the following number of activities that characters may perform:

Revive If any character enters a space with an unconscious character, they may perform the Interact Action - Revive. Immediately after this Action is resolved, the unconscious character is brought back to the game with their Health Level = 1. However, they cannot perform any Actions during the same turn they were revived.

The Revive Action is available as one of the Basic Actions.

Exchange A character on the same space with another character may give, take from or exchange with the chosen character any Gear piece in their inventory. Any number of items may be exchanged during one Interact Action.

The Exchange Action is available as one of the Basic Actions.

Collect Module, collect finding token or interact with surroundings A character who enters a space with a Module, Finding token or some Special Terrain Feature may perform the Interact Action to collect all elements from a given space (with 1 Action) or perform any other activity as described in the special rules for the current mission.

All activities described above are available as one of the Basic Actions.

Reload Some weapons require performing an Action to prepare them for making a Ranged/Area Attack. They are marked with the Reload icon. After the Reload Action has been performed, the proper token is placed on the weapon. From now on, the weapon may be used to perform a single attack and once it is resolved, the Reload token is removed from the weapon and the Reload Action has to be performed again in order to use the weapon. Each weapon that requires the Reload Action starts a mission with the Reload token already on it - i.e. it is ready to shoot from the beginning of the game.

The Reload Action is available as one of the Basic Actions.

Heal A character may perform the Heal Action if they have in their hand a card action allowing for such an activity. Both characters (the healing and the healed one) have to be on the same space. Immediately after this Action is resolved, the Health Level of the healed character is increased by the value shown on the action card used for this Action.

Use Gear A character who wants to use a FIRST AID KIT, INTRAMUSCULAR INJECTION, or GRENADE, or wishes to activate a trap has to perform an Interact Action. The only exception to this is the FRAG GRENADE, which requires performing the Area Attack Action.

The Use Gear Action is available as one of the Basic Actions.

Mental Defence

Some Gear types (e.g. a FEAR GENERATOR or EMP AMMO) require the target to make a defense roll marked with the icon of the Mental Defense. If this happens, the target of the attack rolls 1 Attack Die. If the result is equal to or lower that its Mental Defense value, the target defends successfully and bears no consequences of a given attack.

Example of using Mental Defense

The target is hit with EMP AMMO (A). No matter how many successes the attacker has obtained, the target performs only 1 roll for the Mental Defense. Its Mental Defense value = 5 (B). The target rolls 1 Attack Die and gets "6". It fails to defend itself, so it is effectively incapacitated during this and the next turn.

Difficulty Levels

If you like challenges or after playing a few missions you feel that the game seems too easy, you may increase its difficulty level by introducing a few changes of gameplay:

Level 2 - Professional On this level each encountered enemy rolls 1 additional Defense Die for each attack type from any direction. From now on, wounding your enemies becomes much harder!

Level 3 - Master If you feel that you are not only professionals, but also deserve to be called true masters, you may introduce another difficulty besides additional Defense Dice. On the master level each encountered enemy rolls 1 additional Attack Die for each attack type it performs.

Character Elimination Besides the two difficulty levels described above, you may also choose to play the campaign in the "Character Elimination" variant. In this variant a character that would fall unconscious according to normal rules is killed instead. The remaining characters may continue the campaign with less characters or return to the last game save they have.

The "Character Elimination" variant may be used on the normal professional or master difficulty level.

Credits

Game Design: Mateusz Albricht Publisher: Officina Monstrorum, ul. Lea 114/112-113, 30-133 Kraków, Poland Editing and Proofreading: Aleksandra Miszta, Dexter Frankenstein, Corey Hastings, Collin Spanberger, Tyler Williams, Randall Fischer, Richard Shuster, Richard Evans, Jamison Hirsch, Cyrille Schreurs Art Director: Rafał Klimczak UI/DTP/Graphics Design: Radvision Rafał Klimczak Miniatures: Andrzej Orzechowski, MaxMini.eu s.c. Cover Art: Filip Dudek Illustrations: Filip Dudek, Tomasz "Morano" Jędruszek Production: Media Gold Translation: Transdesign Marek Mydel

We wish to express our gratitude to all Backers who supported our game on Kickstarter and Wspieram.to!