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Picture 27 Hill
MOVEMENT: Moving up a hill incurs a +1AP movement
penalty per level to the moving character. There
are no additional costs for moving downhill.
SHOOTING: There are 3 different situations:
SHOOTING INTO A HILL SQUARE: Shooting into a
Hill square from any level is performed
without restrictions.
SHOOTING FROM A HILL SQUARE: Squares at a
lower level adjacent and behind a LOS
blocking cover or character, are blind spots
to characters at higher elevations. They have
no LOS to those blind spots, but to squares
behind these spots.
SHOOTING THROUGH A HILL SQUARE: The LOS
through a Hill square from a lower level is
blocked. Shooting from the same level is
performed without restrictions, but all
squares with lower levels behind that hill
are blind spots. Shooting from a higher level Picture 29 - Multiple Covers
is performed without restrictions and blind
For example, the blue Commander in Picture 29 has
spots are only behind LOS blocking covers.
to pay 2APs to cross the two Metal Walls, because
If the LOS is drawn from a higher level to a
they are counting as one wall with no Embrasure.
lower level (or vice versa) and there is a cover
The red Commander instead has to pay 3APs to move
in LOS which cause a Hitnumber bonus, this bonus
is ignored, except the target is adjacent to that in the adjacent square. He has to pay 1AP for the
movement, 1AP to cross the Metal Wall and 1AP to
cover.
move out of the Mud Pit.
4.2.1 COMMANDER
With the special ability Command, a player cannot
use more Action Points on a character than his
maximum APs. For example, a healthy Gunner can
only use 3 APs from the Commander. The remaining
AP has to be used by another character or the
Commander himself.
4.2.2 MEDIC
The Medic cannot heal himself with the special
ability Healing.
4.2.3 PITBULLS
The Pitbulls can only respawn, if both dogs are
dead.
Picture 34 - Adjacent squares
4.2.4 ENGINEER
If the Engineer dies, his assembled Sentry Gun For example, characters in the green squares (see
remains in the arena. If a dead Engineer respawns Picture 34) are considered adjacent to the blue
in phase 3, then the player has the choice to Commander. The blue Commander is not adjacent to
remove his assembled Sentry Gun from the arena the red square on the top and bottom, because of
and equip the Engineer with it or he let it the Metal Walls in between. And the Commander is
remain in the arena and the Engineer starts also not adjacent to characters in the Hill
without a Sentry Gun. square, because of the different height level.
The left and the lower left squares are also not
4.2.5 SENTRY GUN adjacent, because of the smoke from the Smoke 2
If the Sentry Gun is assembled, it counts as a marker. The small and high Metal Walls are
character for checking LOS and stacking purposes. considered adjacent to the blue Commander,
Therefore, no other character can end their turn because they share one side of his square.
in the same square or shoot through a square
occupied by a Sentry Gun. 4.4.2 FRIENDLY
Friendly characters are all characters of the
4.3 SPECIAL RULES same color or in the same team.
This chapter deals with special rules, which are For example, in a 2-vs-2-player Capture The Flag
used in the scenarios. scenario, all characters of both players in the
4.3.1 RESPAWN RULE same team are declared as friendly.
In scenarios with an active Respawn Rule, all
players fight with a specific amount of their 5 5 DECKBUILDING
characters in the arena. This amount is given by For the first few games, it is recommended to
the Respawn Number, which stands in brackets play with the STARTER DECK (see Chapter 5.1). The
behind the keyword Respawn Rule. In phase 3 of a CHOOSE YOUR TEAM method (see Chapter 5.2) is a
players turn, if all his characters are dead, he quick way to create custom decks. This method
can respawn as many characters as the Respawn connects Equipment Cards and Terrain Cards to the
Number indicates. It doesnt matter which of the different Character Cards. The DECKBUILDING
method (see Chapter 5.3) allows players to
5.3 DECKBUILDING
The following rules must be strictly adhered to
build the custom card decks.
CHARACTER DECK: The Character Deck has to
include 5 of the available characters. There
are no further restrictions.
TERRAIN DECK: The Terrain Deck has to include
one Start Card (ST001 or ST002) and 10 other
Terrain Cards. A minimum of 1 and a maximum
of 3 Terrain Cards can show a Supply Box.
EQUIPMENT DECK: Creating an Equipment Deck
has some further restrictions. The amount of
cards in the deck is 30-50. The number of
cards multiplied by 3 is the amount of Fate
Number points (see Chapter 1.1.3) to create
an Equipment Deck. That means a player with a
40 cards deck has a maximum of 120 Fate
Number points (3 * 40 cards = 120 points).
Each Equipment Card is worth the Fate Number
printed on it, except the green Fate Number 5
cards. These cards are worth 7 points when a
player creates his Equipment Deck. Each
Equipment Deck must include at least 3 cards
with a red Fate Number of 0. And for every
card with a Fate Number of 0 a player can
include a card with a green Fate Number of 5.