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Attack

Survival and supremacy are the ultimate goals of every combatant. The only chance to achieve victory lies in fighting fiercely, executing swift attacks, and employing well-planned strategies to outmaneuver and defeat the opponent.

While direct attacks are delivered through weapons and abilities, indirect damage can be inflicted by utilizing traps, crates, and the environment, turning every element of the battlefield into a potential weapon.

Weapons used in combat are defined during the crafting phase and detailed within these sections. Each weapon offers common usage patterns but also unlocks unique abilities, providing strategic advantages to the wielder.

Ammunition & Reload

Not only does physical prowess or strategic acumen determine the outcome, but victory is also decided by logistics and preparation. Ensuring sufficient ammo and essential items, the hero must enter the battle fully equipped ready to face any challenge.

Most ranged weapons require ammunition to operate. Each firing action reduces the ammo count by one from the weapon’s magazine. When the ammunition is depleted, the weapon can’t fire anymore and needs to be reloaded.

Reloading costs 1 action point if the ammo item is stored in the item slot and 2 action points if it needs to be retrieved from the inventory. The amount of ammo in one magazine is defined for each weapon, and the action points are paid for a complete reload of the magazine, limited by the amount of ammo the item card provides.

The type of ammunition is defined per weapon type. Each weapon type and form factor has its own specific ammunition, which cannot be used interchangeably. For instance, energy rifles and energy cannons cannot use the same ammo type. The type of ammunition and its symbol are defined along with the weapon types under the weapons section.

Each time a weapon is fired, one ammo tag depletes and is turned to its backside. When the magazine is reloaded, the ammo item card depletes, and refilled ammo tags on the weapon are turned to their front side. Dual-wielded weapons with the same ammunition type can be reloaded simultaneously, spending 1 , as long as the ammo item card provides enough ammunition.

Self-Powered Weapons

Special weapons, such as Drone or Critter weapons, provide their own power source or ammo generation facilities, eliminating the need for external ammunition. However, this self-sufficiency comes at the cost of reduced effectiveness and power.

Targeting

In the heat of battle, combatants are constantly driven to find the best weapons and items. Each one belongs to a specific group, which enables various strategies and opportunities. While damage is a crucial factor, the targeting mode is equally important as it determines how enemies can be hit, shaping the flow and tactics of combat.

Each weapon, item, or ability has its own targeting mode, defining how enemies can be reached and engaged in combat.

Targeting Method

Direct: Only directly adjacent tiles of the attacking unit can be targeted.

Clear Line: A clear line of sight between the actor and the target is necessary. All intervening tiles must be free of other units, obstacles, and crates. However, concealed ground tiles do not obstruct this line of sight, allowing actions to proceed if only these tiles are in between.

Ballistics: A direct line of sight is not required and is ideal for actions that follow a ballistic trajectory. The actor can bypass any units and crates between them and the target. Only obstacles, such as columns and walls, are capable of blocking actions in this mode, as they are considered substantial physical barriers.

Limitless: No obstacles—neither walls nor other barriers—can impede targeting. The attacker can target any entity within range, making it a powerful and unobstructed way to engage with targets.

Targeting Types

The targeting type defines how a weapon targets its foes and is directly depicted on the weapon card. It combines the targeting method with the weapon’s behavior. Note that the damage type is independent of the targeting type.

Ranged

Used for all ranged weapons that need a clear line of sight to fire and use some kind of projectiles or rays to cause damage.

Melee

Used for all ranged weapons that need a clear line of sight to fire and use some kind of projectiles or rays to cause damage.

Thrown

Grenades and explosives can be thrown with a ballistic trajectory.

Generic Modifier

Bonuses and penalties can be specifically defined for each targeting type. The generic targeting type applies to the active targeting type and is added to or removed from it.

Damage Intensity

In the heat of combat, it is crucial to strike the enemy with precision; even the slightest slip or miscalculation can lead to inefficiencies and missed opportunities, potentially altering the course of the battle.

When a weapon is targeted and ready to be used against an enemy unit, the damage inflicted is determined by a dice roll, defining the damage intensity:

A roll of 5 or 6 results in Critical Damage
A roll of 3 or 4 results in High Damage
A roll of 1 or 2 results in Low Damage

The damage on the card is specified in the following form: Critical | High | Low

If a weapon specifies only a single damage value, no dice roll is required, and the specified damage is applied directly.

Flanking

Combatants should stay on the move to avoid traps and evade direct fire, but a small mistake or misplacement can have devastating consequences when the enemy seizes the opportunity to launch a sudden attack from behind.

When a unit is flanked and an attack is performed from behind, it results in the highest damage intensity: critical damage, without requiring a dice roll.

However, abilities are not affected by the orientation of the target and function normally regardless of the direction from which they are used. This mechanic encourages strategic positioning and maneuvering to take advantage of critical hits.

Dual Wielding

Weapons are essential for survival. The more a combatant can carry and effectively use them, the higher their chances of emerging victorious from battle.

Specialized units can wield a weapon in each hand and use them simultaneously. In this case, both action point costs are combined. Two dice are rolled, and the higher die determines the outcome for both weapons, maximizing their effectiveness in combat.

Defense

To survive, combatants need to be strong, fast and well-protected. While the race for superior weapons provides an edge in active combat, the quality of armor ultimately determines their chance of surviving the encounter. Better armor can mean the difference between life and death on the battlefield.

Different defense layers affect how damage is dealt with and recovered:

Health

Organic units have a health attribute and heal with healing stimulants.

Armor

Robotic or armored units feature an armor attribute, which is repaired using nano repair droids.

Shield

Shields serve as a special defense type that can absorb damage and automatically regenerate over subsequent rounds.
Units can combine elements of all defense layers, for instance, possessing both health and armor. Each defense layer requires specific recovery items for maintenance and repair.

Weapons are also tailored to be more or less effective against specific defense layers, featuring bonuses or penalties that influence their effectiveness in combat. This diversity in armor and weapon interactions adds a strategic layer to choosing the right equipment for different opponents.

Damage

When the inevitable happens and the combatant is severely hit, the damage is distributed across armor, flesh, and bone, determining their final fate.

Damage is applied to units by moving the defense types counter on the character sheet or by adding damage tags for units without a sheet. For cardless units, such as NPCs, damage tags are placed directly on the board.

Target Type (p.18)

Melee
Ranged
Explosive
Range
Area of effect
Damage is absorbed in the particular defense layer:
Equipment: Equipment and items such as energy shields or armor upgrades absorb damage first.

Energy Shields: Provide a dedicated protection layer and can recover over rounds. The shield’s level is indicated by the shield tags on the card, which are removed when they absorb damage and added when it recovers. Some weapons can bypass energy shields, dealing damage only to the layers under the shields.

Armor Upgrade: Extends available armor but is destroyed when its armor value drops below a certain threshold and cannot be repaired. Damage tags are placed on top of the item when shields are bypassed or depleted.

Armor: If the unit has an armor attribute, damage is applied to it after shields and armor upgrades have been bypassed or depleted.

Health: For units with a health attribute, any remaining damage is applied to health after armor is depleted.

If multiple enemies are located within one tile, the damage will be subtracted from the weakest enemy first and distributed until the complete damage has been applied. If any of the enemies have no health or armor remaining, they die and are removed from the game.

Melee & Parry

In brutal fights for pure survival, when melee weapons clash with bone-crushing force, only skilled agility, primal instincts, and raw, brutal power determine the survivor. Every move counts as combatants rely on their honed skills and sheer strength to outlast their opponents in the deadly dance of combat.

Melee combat has different dynamics compared to ranged combat. While melee attacks are heavy and devastating, targets can protect themselves by using their own melee weapons. To parry attacks, each melee weapon’s action points need to be reserved for each parry during the player’s turn.

The parry tags are placed on the weapon card and returned when used or the next update phase has been reached.
Each time a single melee attack is performed, the dice determine the damage intensity. The amount of parried damage is based on the target melee weapon’s lowest damage value. The difference between the attack and parried damage is then inflicted on the respective party, meaning that the defender can also inflict damage if the difference is in their favor.

Each single melee attack can be parried as long as the melee weapon is active and the action points have been reserved for the parry.

Dual Wielding

Dual Wielding If two melee weapons are equipped, the attacker rolls two dice, and the higher one determines the damage intensity, with the total action points and damage summed together. The defender uses the combined lowest damage values of their weapons to determine the parried damage if the parry action has been reserved for both weapons.

Due to their fully physical nature, all melee weapons penetrate energy shields.

Multiple enemies on one tile share the same behavior as described in the damage section.

Explosives

Destroyed surroundings, columns crumbling, and limbs flying through the air are the likely aftermath of devastating explosions.

Explosives cause area damage that affects a radius of tiles and can trigger secondary explosions from nearby traps hidden in crates, concealed on tiles, and other explosives.

Each crate and concealed tile within the blast radius is revealed, and if it contains a trap, a card is drawn from the trap deck to determine its type. Explosive traps are directly triggered. Any obstacles, crates, or items within the blast radius are destroyed and removed from the map.

The area of effect for an explosion is defined by its radius, measured in tiles from the explosion’s epicenter. This radius determines how far the impact of the explosion reaches, affecting everything within that specified distance on the game board.

Throwing & Pulling

When combatants wrestle for their lives, everything becomes a weapon. The sheer power of some combatants allows them to lift and throw not only barrels but even their opponents, turning the battlefield into a chaotic display of brute strength and survival instincts.

Abilities, items, or traps can cause the target to be catapulted onto other tiles. The number of tiles moved and the direction is defined by each specific case. While a unit is thrown or pulled across the tiles, it will pass over traps, chasms, or holes until it reaches the maximum movement distance. If it hits another unit, crate, or obstacle, such as a column or wall, the movement stops, and the target will not continue moving. Hit crates will be destroyed and their tile will be flipped; if they contain a trap, a trap card will be drawn and its effects will be applied.

If the landing tile contains a concealed tile, it will be revealed. A trap card will be drawn and its trap triggered, potentially compounding the damage or effects on the target and environment.

If a unit lands on a killing tile, such as a hole or lava, it immediately dies.

Killing Enemies

When enemies are killed, their Rad reward is placed on the tile where they died, with the number showing up. During each update phase, the Rad tags are turned. When the tags reach the original number again, they are removed from the map.
Enemies killed in unreachable locations (such as holes or lava) result in the Rad being lost. The rules for killing heroes are described in the Game Mode/Downed section.

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