Unlimit3d 8
Foreword
- This is a Squirmish papercraft game created by B&hammer40kun.
- Miniature templates have been created by James Bowen.
- Dark_Matter and Hats contributed to graphisms
- Dark_Matter, Indonesian Gentleman and SquashMonster contributed to fluff.
Fluff
Fluff is open for change, but there are a few rules that, as the control freak I am, I would like you to observe :
- Major corporations may recieve changes. Add stuff to existing coporations if you want, but I might edit your work. Discuss changes or deletions you'd like to be made on the discussion pages
- Minor corportaions and organisations can be added and edited with more freedom,
- Marginal organisations can be added as you want, and there are big chances what you'll do won't be edited, as long as it fits with the rest.
In addition, I'd like you to know that I'm French, so even though I've been learning english for 16 years now, it's still far from perfect, so if you spot any silly wording or poor tense choice, just let me know, or even correct my mistakes if you'd be so kind.
Thanks, B&Hammer40kun.
Setting
It is the fourth millennium, and the Earth is full. With humanity numbering over twenty billion, the planet can no longer sustain human civilization. For centuries man has been fleeing to space, hoping to find new life in asteroid mining colonies and solar farms . However, space travel was expensive, and no matter how much the world's governments dedicated themselves to offloading their surplus population, their efforts made no appreciable dent in Earth's massive overcrowding. That changed forty years ago with an event referred to as "The Encounter" - the discovery of a wrecked alien craft in the Oort cloud. One of the technologies reverse-engineered from the craft allowed for affordable, faster than light travel.
With this technology in hand, humanity's ability to take to the stars finally approached their desire to do so. Millions of Earth's citizens signed on to any contracts they could find that would get them into space. The promises of clean air, no matter how artificial, real food, and comparatively greater personal space were, for many, more than enough to accept spending the remainder of one's life performing dangerous, zero-gravity mining.
Now the Outer Frontier is being colonized rapidly by a group of corporations known as the Space Exploitation Assembly. These corporations compete with eachother, often using covert violence and a thin layer of plausible deniability, for the precious materials of the solar system. However, an increasing number of their colonies are rebelling and forming their own independent governments. Amongst these rebellions it is often hard to tell the difference, if there is one, between the liberator, the terrorist, the savior, the pirate, and the lunatic - out here, far from the Earth's governments and any authority beyond a corporation's hired military, there might not be such a difference.
Major Corporations
Space Exploitation Assembly
The space exploitation assembly is a group of corporation that rule over the solar system. As Earth governments have given up the idea of making law above their sky, this privilege was taken by the SEA, establishing the rules of trade, travel, security, unquestionned for almost two decades before the first syndicates emerged.
Nova Mind Trust
The history of the Nova Mind Trust begins with a different organization, the Church of the Exploding Sun. A powerful cult, the Church of the Exploding Sun built dozens of massive arks - slow-moving colony ships designed to last generations - and prepared them to other solar systems. The arks were to leave in waves, starting with scientists and engineers to create the infrastructure required to start new civilizations among the stars, then a wave of workers and colonists, and finally a wave housing the church's leadership. The Sunners (a derogatory but wildly popular nickname for the cult) believed that, once their exodus is completed, the sins of the nonbelievers will cause the sun to explode and cleanse the solar system.
The Church of the Exploding Sun's exodus never finished, for the commander of one of the first wave of arks, Uriah Hugel, decided to investigate an unexpected signal at the limits of the Oort Cloud and found the remains of an alien vessel. After analyzing the craft, Hugel decided to return to the Earth and present the church leaders with a gift: the ability to travel faster than light.
With this discovery, the Church of the Exploding Sun quickly became relevant to everyone, not just a large group of crazed cultists. To facilitate this, several higher-up officials founded a corporation separate from the church: the Nova Mind Trust.
The Nova Mind Trust is, officially, a non-religious entity. The fact that its upper management is predominantly comprised of members of the Church of the Exploding Sun is, according to the NMT, nothing more than a coincidence. Transparent that this lie may be, humanity is forced to depend on the NMT. Although Uriah Hagel eventually betrayed the organization and gave faster than light travel to everyone, the rest of the alien technology remains thoroughly in the Nova Mind Trust's hands, and anyone wishing to use it must deal with them.
Fondation for Outer Settlement
The Foundation for Outer Settlement styles itself as a non-profit organization with the goal of getting every individual that wants to live in space the opportunity to do so. However, this is just a marketing ploy, and as often as they like to imply a non-profit status, they never say it outright for fear of being barred from the Space Exploitation Assembly for false advertising.
The Foundation for Outer Settlement is, quite simply, a very unscrupulous corporation with a talented marketing department. When the FOS builds a colony, it is always highly-specialized, and never self-sufficient. Some colonies grow food, others mine water, others mass produce air. The FOS offers transport to their colonies for cheaper than any other corporation, and with no indentured servitude in their contracts. Once at their new home, however, colonists quickly discover that the FOS does not provide cheap transportation back to Earth, that the FOS is the only organization that ships food, water, and air to their colony, and that making the payments required by the FOS for these shipments requires constant, back-breaking labor. Those who refuse to work themselves to exhaustion are often killed by the other members of the colony to eliminate the dead weight. They are, in essence, slaves.
The Foundation for Outer Settlement is also a leader in human biological modification research: they can easily find volunteers for inhumane and dangerous procedures by offering the volunteers transport to colonies with less horrific conditions. Additionally, since the FOS is the only organization that the colonies can contact, it is extremely easy for the FOS to cover up any incident within the colony that leaves the outside of the colony unmarred. It is widely suspected, but never truly proven, that this has something to do with the FOS's wildly successful biological weapons research division.
Patrician Inestment Conglomerate
The Patrician Investment Conglomerate is, at its heart, a cartel of outstandingly wealthy investors who decided they needed a foothold in space. In addition to a moon-based palace-town that serves as a headquarters, the patricians have several colonies, massive freight ships, and small military organizations at their disposal. Each of these is fantastically well-equipped, and even more fantastically profitable. Patrician mining colonies inevitably end up mining the rarest minerals, Patrician freighters inevitably haul the most valuable cargoes, and Patrician militaries inevitably fight the most profitable wars.
The Patricians accomplish this partly through good business sense, more through an expensive ring of corporate spies amongst all their competitors, and even more importantly through the use of artificial intelligence. The Patricians are one of the most AI-tolerant organizations in the solar system, to the point that several patrician-owned companies have AI CEOs. Artificial intelligences are often considered to be too focused on the goals they are given to be trusted by a group whose goals involve subtlety and human factors, but the Patricians are openly motivated purely by their own profit.
Although those assets owned directly by the Patrician Investment Organization are the best-equipped in the solar system, they are few in number. The bulk of the Patricians' clout comes in the form of shares of other corporations and outstanding loans to corporations and governments.
Helion Peace Keeping Corporation
The Hellion Peace Keeping Corporation is a military agency financed by the Space Exploration Assembly as a whole. The Hellions exist to maintain peace and order, enforce the regulations created by the SEA, and to do the group's dirty work.
The Hellions have been forbidden to own colonies of their own since the treaty that allowed the Free Space Federation to join the SEA. Instead, their battleship-freighters constantly patrol areas deemed "sensitive" by the SEA, searching for outlaws and distributing supplies to other Hellions fighting one of the several SEA-sanctioned covert and guerrilla wars.
The Hellions, like many corporate-owned police forces throughout history, consider themselves legitimate officers more than hired thugs. The Hellion leadership encourages this viewpoint, and tries to avoid causing its members to think too much about who they're working for. Several Hellion divisions, especially those with covert and guerrilla roles, are comprised of those who view the job of the Hellions as a crusade rather than a corporate guard dog.
Free Space Federations
(HOW COMES I CAN LOSE SO MUCH MATERIAL DAMNIT !) (IG note: I remember them being the Sinn Fein to the SLF's IRA. Can we fill out stuff from there?)
Minor Corporations and Organisations
Space Liberation Front
An organization whose objective is to free the various colonies from the grasp of the SEA and the major corporations. Some time after its creation, a schist occured within its ranks. Some of SLA's members who are more diplomatically inclined decides to form the FSF, using diplomacy, politics and negotiations to free the colonies. Unfortunately this left the more radical and merciless members in control of SLA, which carried out vicious attacks against several major corporations. SLA was quickly branded as terrorists by most corporations.
They utilize various mechs, from construction mechs converted into fighting mechs to some battle-grade mech aquired from the black market. One of their most notorious attacks involve Arbeiter-type construction mechs strapped with heavy explosives, which devastated an entire fifty-story tower.
(IG note: this is what I remember from that post, although I added some flavor to it myself. Change what you will, B&hammerkun)
The Collective
The origins of the Collective is unclear, but what is known about it is that it is an advanced K-class combat AI. From the few encounters where there are survivors, it calls itself 'The Collective', and it uses remotely controlled mechs. We do not know why it keeps waging skirmishes in the Asteroid Belt, and always with a high human death count.
Marginal Corporations and Organisations
Banghuela's Corsairs
After the opening of the space as a ground of conquest, some Earth governments chose to indiscriminately send their prisoners, particulary the "political" kind, to pentitentiary colonies on Ceres, which has been fortified to prevent any assault aimed at freeing its particular residents. Problem was that the prisoners rebelled and took over the base, offering them a shelter the HPKC could not uproot. They count toward the most virulent members of the Space Liberation Front.
Meggido Brotherhood
A cult which believes the makers of the Xenotech as their gods. They devote themselves to keep the Xenotech 'pure' from human contamination, by seeking to 'liberate' the still-pure Xenotech. This made them at odds with Nova Mind Trust, and sometimes with other corporations too. Since they believed that in every mech there is some degree of Xenotech, they regard what mechs they have as shrines to their unknown gods. This is why a Meggido mech would be decorated with flashy, religious symbols or decorations. Since they operate in small cells, they are not considered to be a major threat.
Stellar Wanderers
Made of a small army of scientists, adventurers, and mercenaries, this faction is devoted to searching for other Xenotech relics. They are poorly funded volunteer organization. Most of their weapons, vehicles, and mechs are obsolete castoffs from other organization. Members are expected to buy their own gear. They are a favorite target for bandits. It is worth noting that so far, they have not been able to secure any instances of xenotech, with more powerful groups either beating them to the punch, or outright wiping them out.
Crunch
Once again, discussion, criticism, comments and advices are very welcome, so don't hesitate to quote and comment anything that seems to be wrong.
Beginning the game
There are two kinds of maps in Unlimit3d 8 : the meta-map and the territorial maps. The Meta-Map is a map where all the territories are noted. A Territorial Map is a map where the buildings of each territory is noted. At the beginning of a campaign, 1000 Stelar Credits (SC) and one territory of the meta-map is awarded to each player. It comes with a Station, Command center, Power plant, Radar, Landing pad and Living quarters. Once the players have noted on their territory map the place of each building, they can begin their first turn.
Strategic turn
Commercial phase
In the commercial phase you can ship ressources to the mining cooperatives to earn money, . This will allow you to gather Stellar Credits you will be able to spend later. In this phase you can also trade ressources or services with your different opponents.
You can also purchase Buildings, Equipment, Vehicles, Weapons, and hire Operatives. The Buildings may appear in any territory you own. The other elements may only appear in a territory with a landing pad.
Activity phase
In the activity phase, you have to chose which buildings are active and which aren't. Each active building consumes energy and you can't use more buildings than you can put power in.
If active :
- Your mineshaft will produce minerals
- Your foundries and refineries will be able to produce refined minerals
- Your factories will produce goods
- Your turrets will be able to fight invasion
- Your forcefields will be active
No Resource can be produced if there is no room in the Warehouses of the territory where the resources are being produced. This is also the phase when you can swap equipment on vehicles as long as both the vehicle and equipment are int the same territory. Empty vehicles must be parked on the according territory but any weapon not attached to a vehicle and any exo armor must be stored in a container and placed in a warehouse. A container can contain one armor, or five light weapons, or three medium weapons, or one heavy weapon.
Move phase
In the move phase, any of your units can move to any of your territories, or any territory adjascent to yours, the only restriction being that the unit has to travel through territories control, meaning that if for any reasons one of several of your territories were to be separated from the others, none of your units can travel from the first to the later freely, and reciprocally. The moves you decide are to be kept secret from your oponent, and only revealed at the beginning of the Tactical phase. This means you have to decide where each unit will be at the end of this turn, and list your moves in an approrpiate fashion.
A player can grant passage over his territories to another, in which case they must define which territories the opponent may consider theirs for deplacement purpose. Of course, betrayal is always an option, and the passing player can then attack. Any territory adjascent to the territories where they were granted the right of passage. You only have to tell on which territories you move if your units finish their move on a territory that isn't yours, and don't have to reveal which are the units you moved until they meet with ennemy units In this phase, any two pilots in the same group of territories can exchange equipment.
Tactical phase
If a unit or a group of units move to a territory where no ennemy unit is present, they take possession of said territory. If a unit or a group of units move to a territory where there are ennemy units, they engage into battle until all the units of one side are either destroyed or retreated to an adjascent territory. You can only retreat to a territory you control. If for any reason there could be no possibility of retreat for the either of the retreating units, the would disappear until next move phase, at which point they would reappear on any of the territories controled by the player than own them, but wouldn't be able to change equipment or pilot. When all the battle are resolved, the next Strategic Turn begins.
Territorial maps
The territorial map records what's being built on the territories each player owns. They are divided in 16 x 16 squares, each square representing 2 by 2 squares on the gaming board.
The unit card
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The unit card displays every useful information about the units you’ll play.
Pilot and vehicles have certain particularities that aren‘t directly handy in combat. The card sums it all up for you.
- A - Unit and Name : keeps track of who pilots what, and what is the pilot level.
- B - Unit logo : A recognizable symbol, or a number should be placed on every model to make an immediate link between
the card and the miniature.
- C - Size and Weight class depend on the vehicle
- D - Base Defense depend on Size, Weight class and pilot skill
- E - Move and Max move depend on the vehicle propulsion, weight, and driver’s piloting skill. They determine how fast a vehicle can move
- F - When noting the damages, tick half of them (rounded up) with a cross, the other half with a slash. The damages ticked with a cross can’t be repaired, and the damages with a slash can.
- G - Armor depends on the vehicle, it absorbs damages.
- H - Skills depend on the driver level. The seven columns are the skill scores multiplied by 0.5, 1, 1.5, 2, 2.5, 3 and 3.5 respectively. Halves are rounded down
- I : Weapons stats depend on the weapon base stat line. Cool-down is the weapon base minus the pilot initiative.
Making a roll
To roll, you need three eight-faced dice :
- A hot-coloured die, the active dice (most often used for damages)
- A cold-coloured die, the passive die (used to trigger special effects)
- A wierd-coloured die, the nemesis die (used for critical hit and miss)
- Add up the three dice and find the sum on the J row of the unit card.
- Read the result on the according collumn for the skill you rolled.
- Then compare this result to the difficulty your rolled against. If your score is equal or above the difficulty, it’s a success.
- Take the active die : it will determine the effectiveness of the action.
- Take the passive die : it will determine if a passive effect occurs.
- Take the nemesis die : it will determine if something special happens.
Buildings
You can build any structure on any territory you own, if you pay the price, and if you have already built the required buildings on the same territory.
Bunker
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
50 | none | 4 | 30 | Command center |
A bunker can shelther up to five of your operatives if they use an exo armor. They can get out of the building with a move action, and get in if a move action leads them in contact with the structure. You cannot make an assault action when entering a bunker.
Upgrade
- Turret (cost 100) : As the turret described further.
Command center
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
200 | 20 | 3 | 25 | Station |
When a territory is attacked, if a Command center has been built on it and is activated, it allows the player to move units from an adjascent territory to the attacked territory.
Upgrades
- Tactic Control (cost 50) : Grants the highest level character a +1 to their Will skill for the duration of the battle. If the bonus could apply to multiple character, pick the one who will receive this bonus.
- Turret (cost 100) : As the turret described further.
Concrete barricade
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
20 | none | 2 | 30 | Station |
A barricade can protect any vehicle or exo armor in contact with it. Any range attack aimed at a unit hidden behind a barricade will recieve two additional rang increments, but any missed shot will damage the barricade instead of the unit hidden behind it. On the other hand, a unit in contact with the barricade can « see » through it as it wasn't there.
Upgrade
Ablative armor (20) : Ablative armor gives the barricade an additional 10 Hit Points, with armor 5. Once these ten points are depleted, the barricade gets back to its original armor value.
Factory
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
500 | 30 | 2 | 30 | Station |
A factory produces supplies. With the right amount of refined ressources, it will assemble products. You have to chose what kind of product the factory assembles when building it. It can be re-fitted, but you need to spend a whole activity turn during which the factory will consume energy to do so.
One factory can produce elements for either one building, two vehicles, or five kinds of exo-armor, weapons or equipment.
For each 100 Credits needed to purchase what you need, you will have to bring the factory 1 unit of common gas, 2 units of minerals, 2 units of common metal and 1 unit of precious metal.
Finally, a factory can only build up to 500 Credits worth of material each strategic turn.
Upgrades
- Power efficiency (Cost : 100) : The energy needed to make the factory work drops from 30 to 15.
- Extension of production (Cost : 50) : The Factory become able to produce up to 800 Credits worth of material each strategic turn.
Force Field
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
100 | 10 | 1 | 15 | Power Plant |
A force field protects a 4" x 4" territory. No projectile (missile or grenade) can enter the force field, and any unit and building the force field is considered having an additional armor of 5.
To disable the force field, the opponent must destroy all 4 force field generators. Stat line is for one functional force field, and each force field generator has 15 Hit points.
Foundry
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
200 | 15 | 1 | 15 | Mine Shaft |
A foundry turns raw minerals into refined minerals. It can convert 20 units of mineral every activity turn. The ressources it converts don't have to be on the same territory, but the refined ressources have to be stored in a warehouse on the territory they are produces until next commercial turn.
Upgrades
- Power efficiency (Cost : 100) : The energy needed to make the factory work drops from 30 to 15.
Laboratory
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
300 | 60 | 0 | 10 | Station |
You cannot activate any more Laboratory than the number of Scientist you've hired. It produces a research point each turn, except when a scientist is on the same territory. It would then produce as many research point as the scientist's level.
Landing pad
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
100 | 10 | 1 | 15 | Radar |
You can ship five containers each commercial turn for each landing pad you own. Each container may contain up to ten units of one single ressource. This done, you earn the amount of credits your shipment is worth.
Mine Shaft
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
200 | 15 | 1 | 15 | Station |
A mine shaft produces ressources according to the exploration roll made on the trerritory they're built on. Every ressource produced by the mines of a territory must be stored in warehouses built on the same territory before being shipped to space or trasformed in a refinery or a foundry.
Missile silo
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
200 | 5 | 1 | 15 | Radar |
A missile silo houses up to five tactical missiles. They cost 100 SC each, and you need a whole activity phase to produce one. It needs a radar on the territory it's built on to operate.
To fire a missile, you need a unit using a missile pointer.
Power plant
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
100 | None | 1 | 15 | Station |
Each power plant produces 50 points of energy for the other buildings on the same territory to consume.
Upgrade
- Enhanced generators (cost : 200) :The power plant of a territory may receive an upgrade, allowing it all the power plants on the territory to produce twice as much power as normal. It can only be fitted on one power plant, and should the later be destroyed, the enhancement would be lost.
- Extended powergrid (cost : 100) : The power plant may produce energy to other territories with a Power Plant with extanded powergrid has been built.
Radar
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
50 | None | 5 | 10 | Station |
Radars allow the landing pads and missile silos on their territory to operate
Refinery
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
300 | 20 | 1 | 15 | Mine Shaft |
A refinery turns raw gases into refined gas. It can convert 20 units of mineral every activity turn. The ressources it converts don't have to be on the same territory, but the refined ressources have to be stored in a warehouse on the territory they are produces until next commercial turn.
Upgrades
- Power efficiency (Cost : 100) : The energy needed to make the factory work drops from 20 to 10.
Station
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
20 | None | 0 | 10 | None |
A station is a glorified beacon : it keeps the territory yours and allows your units to travel through it.
Turret
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
200 | 20 | 5 | 20 | Command Center |
Cost : 200 Energy needed : 20 Armor : 5 Hit Points : 20
Turrets are automated defense devices able to open fire against ennemies without human control. They attack when the player controlling them sees fit, and these attacks don't take the player a turn. The turrets get CDT as any other unit, and can fire as soon as the CDT are depleted, but can't take technical orders. The turret can be fitted with any one kind of weapons.
Warehouse
Cost | Energy / tun | Armor | Hit points | Requirement |
---|---|---|---|---|
10 | None | 1 | 20 | Station |
A warehouse can store up to eight containers, all of which can contain up to ten ressources.
Characters
Level and experience
After surviving a battle, a character is awarded one Experience Point (XP)
In addition, the characters may obtain more XP depending on what they've done during the turn. This way of gaining experience is unique to each character class.
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
---|---|---|---|---|---|---|---|---|
XP | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 |
Bandit
Hiring Cost : 10
Level | Pilot | Fight | Tech | Will | Init |
---|---|---|---|---|---|
1 | 10 | 8 | 8 | 8 | 1 |
2 | 11 | 9 | 8 | 8 | 1 |
3 | 12 | 10 | 9 | 9 | 1 |
4 | 13 | 10 | 9 | 9 | 3 |
5 | 14 | 11 | 10 | 10 | 3 |
6 | 15 | 12 | 10 | 10 | 4 |
7 | 16 | 12 | 11 | 11 | 4 |
8 | 17 | 13 | 1 | 1 | 5 |
A Bandit gains one extra XP if :
- They manage to steal a cargo of any kind.
- They manage to destroy one ennemy unit.
Scientist
Hiring Cost : 10
Level | Pilot | Fight | Tech | Will | Init |
---|---|---|---|---|---|
1 | 8 | 8 | 10 | 9 | 0 |
2 | 8 | 8 | 11 | 10 | 0 |
3 | 9 | 9 | 12 | 11 | 1 |
4 | 9 | 9 | 13 | 11 | 1 |
5 | 10 | 10 | 14 | 12 | 1 |
6 | 10 | 10 | 15 | 13 | 2 |
7 | 11 | 11 | 16 | 13 | 2 |
8 | 12 | 12 | 17 | 14 | 2 |
A scientist gains one extra XP if :
- They manage to succeed in a piracy attempt
- They are part of the exploration of a territory where xenotech material is discovered.
Soldier
Hiring Cost : 5
Level | Pilot | Fight | Tech | Will | Init |
---|---|---|---|---|---|
1 | 10 | 8 | 8 | 8 | 0 |
2 | 11 | 9 | 8 | 8 | 1 |
3 | 12 | 10 | 9 | 9 | 1 |
4 | 13 | 11 | 9 | 9 | 2 |
5 | 14 | 12 | 10 | 10 | 1 |
6 | 15 | 13 | 10 | 10 | 3 |
7 | 16 | 14 | 11 | 11 | 3 |
8 | 17 | 15 | 11 | 11 | 4 |
A soldier gains one extra XP if :
- They destroyed an ennemy unit during a battle (this XP can only be earned once by battle)
- They destroyed an ennemy building during a battle (this XP can only be earned once by battle)
Worker
Hiring Cost : 5
Level | Pilot | Fight | Tech | Will | Init |
---|---|---|---|---|---|
1 | 9 | 9 | 9 | 9 | 0 |
2 | 9 | 9 | 10 | 9 | 1 |
3 | 10 | 10 | 11 | 10 | 1 |
4 | 11 | 11 | 11 | 11 | 1 |
5 | 11 | 11 | 12 | 11 | 2 |
6 | 12 | 12 | 13 | 12 | 2 |
7 | 12 | 12 | 13 | 12 | 3 |
8 | 13 | 13 | 14 | 13 | 3 |
A Worker gains one extra XP if :
- They manage to repair another unit
- They are part of a team that discovers an exceptionally pure depot of mineral.
Weapons and Equipment
Weapon | Type | Base Dmg. | Misfire | Range Inc. | Base CDwn | Special | Cost |
---|---|---|---|---|---|---|---|
Cannon | Solid | A+10 | 1- | 3 | 8 | - | 16 |
Machine Gun | Solid | A+6 | 1- | 5 | 6 | - | 8 |
Shot Gun | Solid | A+8 | 1- | 5 | 5 | - | 8 |
Beamer | Energy | A+14 | - | 5 | 6 | - | 20 |
Buster | Energy | A+4 | - | 6 | 8 | - | 8 |
Buster | Energy | A+4 | - | 6 | 5 | Spread | 8 |
Grenade Lnchr | Projectile | A+8 | 2- | 3 | 6 | No line of sight, Blast radius 4" | 10 |
Missile Lnchr | Projectile | A+10 | 1- | 2 | 8 | No line of sight | 20 |
Missile Pod | Projectile | A+14 | 4- | 5 | 8 | No line of sight, Blast radius 4" | 24 |
Grappling arms | Contact | A+10 | - | - | 5 | Weight lifting | 8 |
Road header | Contact | A+16 | 1- | - | 7 | 12 | |
Warp Drive | Equipment | Special | - | 5 | 10 | Warping | 40 |
Thunder wire | Equipment | Special | - | - | 8 | Piracy | 20 |
Shield | Equipment | - | - | - | - | Shield | 10 |
Equipment
- Designater (cost : 20) (L) : This isn't a weapon as such, but is used by a unit to designate a target to a missile sent from a missile silo. A missile deals 40 damages in a 4" radius.
Special Rules
- Spread : A weapons with Spread deals 1 less point of damage for each 4 inches of distance. At pointblank range, on 7+ on hte Nemesus die, its base damage is doubled.
- No line of sight : The model firing such weapons doesn't have to "see" its target, but an ally must still have line of fight on it. These don't mishap like the others. Instead, they deviate 1/4 of the target distance on a random direction.
- Blast : Measure the according distance from the point of impact. Every unit and building in that distance sustains the same attack as the original target.
- Warp : The unit aims at a point it can see, where there is no building or other unit. Then it takes a Tech skill test with a difficulty of 8 x each 4" of distance (2" if the Warp drive is Light, 6" if the Warp drive is Heavy). If the pilot is successful, the unit crosses that distance instantly, and produces a blastwave that deals (5 x Unit Mass) damages to anything in a radius equal to the number of range increments taken.
- Piracy : this allows the unit to take control of an ennemy Unit or building :
- Used on an ennemy unit, it will give it Active die + 5 CDT
- Used on an ennemy turret, it will allow the pirate to use it as if it was their own, on a Tech skill roll of 20
- Used on a laboratory, it will allow the pirate to steal a technology on a tech skill roll equal to the number of Research Points necessary to get the technology.
- Shield : A shield grants some ablative armor : extra health points with extra armor value. They also add to difficulty to touch in close combat. Once the extra hit points are depleted, all the bonuses are lost.
Size | Extra HP | Armor | bonus to defense |
---|---|---|---|
Light | 5 | +1 | +4 |
Medium | 10 | +2 | +6 |
Heavy | 15 | +3 | +8 |
Templates
A weapon can have up to three different templates added to its stat line, only one of which can induce passive effects. When purchasing or building a weapon, it must have the different templates applied on it and paid for.
General Templates
Template | Effects | Cost |
---|---|---|
Heavy | Dmg +25% (rounded down), CD+1, passive effect threashold -1 | +50% |
Light | Dmg -25% (rounded up), CD-1, passive effect threashold +1 | -50% |
Accurate | Range increment -1 | +50% |
Passive effect Threashold : If a weapon is made "Heavy", and itsoriginal passive effect threashold was 7+, it becomes 6+
Solid / Explosive
Template | Effects | Cost |
---|---|---|
Concussion | Passive 7+ : double damages | +10 |
Corrosive | Passive 7+ : target's weapons increase their range increment by 1 and reduce their max movement by 2 | +5 |
Explosive warheads | Dmg +2, Mishap Threashold +2, count as energy | +20 |
Hardpoint | Ignor half armor | +5 |
Haywire | Dmg 0, target fires all weapon with Mishap +2, and all Command tests have +5 difficulty | +5 |
Energy Only
Template | Effects | Cost |
---|---|---|
Chain Reaction | Passive 7+ : closest Unit sustains the same attack as the original target | +10 |
Combustion | Passive 6+ : target loses one point of damage each turn until it takes a 2CDT action | +10 |
EMP | Damage-1, adds 3CDT to target | +10 |
High Frequency | Ignore armor, Mishap Threashold +2 | +5 |
Plasma | Passive 6+ : Damage +4, Target CDT +2. Mishap Threashold +2 | +10 |
Explosive Only
Template | Effects | Cost |
---|---|---|
Tactical Warheads | Adds 4" to blast radius | +10 |
Units
Vehicles
Vehicle | Weapon Slots | Size | Weight | Armor | Hit Points | Cost |
---|---|---|---|---|---|---|
Arakne | 1M, 1H | 3 | 3 | 2 | 10 | 50 |
Arbeiter | 1H | 6 | 7 | 1 | 25 | 50 |
Centaur | 1M, 1H | 5 | 4 | 2 | 20 | 120 |
Golem | 1H | 7 | 7 | 5 | 25 | 150 |
Heavy Charger | H | 4 | 8 | 4 | 15 | 120 |
Hellound | 2M | 4 | 4 | 3 | 15 | 100 |
Kanker | 1M | 4 | 7 | 4 | 20 | 100 |
Lycaon | 2M | 4 | 3 | 2 | 15 | 100 |
Minotaur | 1M, 1H | 3 | 4 | 3 | 20 | 130 |
Paladin | 2M | 5 | 5 | 4 | 20 | 150 |
Pillbug | 1H | 2 | 3 | 4 | 20 | 130 |
Exo Armor
Vehicle | Weapon Slots | Size | Weight | Armor | Hit Points | Cost |
---|---|---|---|---|---|---|
Epaulard | 2L | 0 | 1 | 1 | 10 | 30 |
Shark | 1L | 0 | 1 | 1 | 10 | 20 |
Spectre | 1L | 0 | 1 | 2 | 12 | 30 |
Stakanov | 1M | 1 | 2 | 1 | 15 | 20 |
Each weapon adds 1 to the weight for light weapons, 2 for normal wepaons and 3 for heavy weapons
Weapon slots : You can fit as many weapon system on a vehicle as it has weapon slots. A "H" Weapon slot means you can fit either a Heavy wepaon, a Medium weapon or a Light Weapon on it, a "M" slot a Medium or a Light weapon, an a "L" slot a Light weapon.
Pilot Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
---|---|---|---|---|---|---|---|---|---|
Total Weight | Move Increment / Max Move | ||||||||
1-2 | 2 / 3 | 2 / 3 | 2 / 4 | 2 / 4 | 1 / 4 | 1 / 5 | 1 / 5 | 1 / 5 | |
3-4 | 3 / 3 | 2 / 3 | 2 / 3 | 2 / 4 | 2 / 4 | 1 / 4 | 1 / 5 | 1 / 5 | |
5-6 | 3 / 2 | 3 / 3 | 2 / 3 | 2 / 3 | 2 / 4 | 2 / 4 | 1 / 4 | 1 / 5 | |
7-8 | 3 / 2 | 3 / 2 | 3 / 3 | 2 / 3 | 2 / 3 | 2 / 4 | 2 / 4 | 1 / 4 | |
9-10 | 3 / 2 | 3 / 2 | 3 / 2 | 3 / 3 | 2 / 3 | 2 / 3 | 2 / 4 | 2 / 4 | |
11-12 | 4 / 1 | 3 / 2 | 3 / 2 | 3 / 2 | 3 / 3 | 2 / 3 | 2 / 3 | 2 / 4 | |
13-14 | 4 / 1 | 4 / 1 | 3 / 2 | 3 / 2 | 3 / 2 | 3 / 3 | 2 / 3 | 2 / 3 | |
15-16 | 4 / 1 | 4 / 1 | 3 / 1 | 3 / 2 | 3 / 2 | 3 / 2 | 2 / 3 | 2 / 3 |
Base defense = 15 + Pilot skill - (Size + Weight)
Minimum Base defense is 1
To calculate the Move increment, Max move and Base defense of a character in exo armor, replace Pilot skill by Fight skill.
Exploration
When you take control of a territory noone owned before, you make an exploration roll to determine the resources present :
Score | Resource type | Raw value | Refined value | Can be refined with : |
---|---|---|---|---|
3-8 | Water | 20 | 10 | Refinery |
9-10 | Precious gas | 15 | 30 | Refinery |
11-12 | Common Gas | 10 | 20 | Refinery |
13-14 | Minerals | 10 | 15 | Foundry |
15-16 | Common metal | 10 | 20 | Foundry |
17-18 | Precious metal | 15 | 30 | Foundry |
19-24 | Unique Material | 20 | 50 | Foundry or Refinery |
Active die : The active die states how many resources units are extracted by each mineshaft each Strategic turn :
Result | Units / Turn |
---|---|
1 | 1 |
2-3 | 2 |
4-5 | 3 |
6-7 | 4 |
8 | 5 |
Passive die : on 7+, the resources are exceptionnaly pure. It means that you can sell said resources at 150% (rounded down) their raw price without refining them. This doesn't change, however, the refined price of the resouource doesn't change.
Nemesis die :
- 2- : the ground in unstable. Roll a d8 for each mineshaft each turn : on a 1, the shaft doesn't produce any resource.
- 8+ : you find something unespected, roll a d8 :
- 1-4 : A ship wreck, where you can salvage hardware worth 1d8x10 SC
- 5-6 : Xenotechnologic elements, worth d8x20 SC
- 7 : Xenotechnologic artifact. You can either sell it for 200 credits or house it in a laboratory, allowing it to produce twice as much research point / turn
- 8 : Xeno craft : all your laboratories produce twice as much research points. There can only be one craft in a campaign, if this result appears twice, it's turn into a simple artifact.
Battles
The tactical phase is when the battles are resolved. They are considered simultaneous, meaning that whatever happens, one character can only participate in one battle each strategic turn. When the tactical phase begins, the players chose randomly one of them, and this player will decide which battle will be played first. Then the next players choses the next battle and so on until all battles are resolved.
- All the defending units are placed within the limits of the space represented by the territorial map
- All the attacking units are placed within the relevant section of the retreat corridor and at a minimum distance of 4" of any ennemy unit
- Is considered "ennemy" any unit that is on the territory and doesn't belong to the player that own it, even though they might have come as allies.
Tactical Turn
Here is how a turn plays :
- The player removes one Cool Down Token (CDT) off all their unit cards.
- They then chose an unit, and an action to perform.
- The action is resolved
- Then they put as much CDT on the unit card as required
- Turns end, next player’s turn start
Actions
Assault (Fight)
- An assault is taken when a unit makes both a Move action and Ranged Attack action
- The range increment penalty adds up every 2 inches instead of 4
- The unit takes CDT for both actions
Close Combat (fight)
- Difficulty is Base defense
- Damages are weapon Base Damage + active die result
- Passive effect depend on the weapon caracteristics
- Nemesis effect depend on the weapon characteristics
- Unless stated otherwise, the target’s armour is deduced of the damages dealt
Designation
The designation of a target needs that the unit performing this action uses a designater. It muts be within 12" of its target. When designating a target, the unit takes 2CDT by territory that separates the silo from the target. No command order can reduce this amount. When the CDTs are depleted, the missile strikes.
Lifting
Any Unit equiped with Medium or Heavy Grappling Arms can lift a container and take it away. While the unit uses its arms to lift the container, it cannot use them to fight.
Moving
A vehicle can move up to its max move x 2 inches in a turn, an exo armor can move up to its max move inches. It takes as many CDT as its Move Increment for every 2 inches traveled. It does mean the first 2 inches are “free”.
Order (Will)
A character that doesn’t do anything else than moving can issue an order to those who have a lower character level. there are two kind of orders :
- The first one is the cohesion order. The player choses any number of units with no CDT and able to perform the same order (shoot at one particular target, move towar one particular spot, etc.). The difficulty of the test is 3 x (number of target units )
- The second is the technical order. The player choses a unit with CDT on it, and states how much they want to take off. The difficulty of the roll is 3 x ( number of tokens)
The players has to chose the target difficulty. If the roll is a failure the order doesn't have any effect
A character who issues an order takes two CDT, in addition of the CDT they take for moving, if they do.
Ramming (pilot)
Ramming is making a deplacement that would make a vehicle run into another
- Difficulty is Base defense
- damages are weight class of the attacker + every 2 inches crossed + active die result
- Passive : on 7+, the target takes 2 CDT
- Nemesis : on 1- the attacker takes as much damages as the target, on 3- they take half
- Unless stated otherwise, the target’s armour is deduced of the damages dealt
- If the attacker takes damages from the ram, he also deduces his armor
Ranged Attack (fight)
- Difficulty is Base defense + range increment x every complete 4 inches of distance. Less than 4 inches doesn’t give range increment penalty and is considered “point blank”
- The range increment distance is of 2" instead of 4" for infantry units.
- Firing against an opponent that took cover adds a range increment penalty
- Damages are weapon Base Damage + active die result
- Passive effect depend on the weapon caracteristics
- Nemesis effect depend on the weapon characteristics
- Unless stated otherwise, the target’s armour is deduced of the damages dealt
Repair (Tech)=
- A unit equiped with repair tools can attempt a repair on another mech.
- The roll difficulty is 2 x the target number of hitpoint to recover.
- Once the repair is made, all the remaining hit points ticked / become X
- If the repair is a failure, half of the hhit points ticked / become X (rounded up)