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Combat

In order to win, you will have to defeat the opposition in each scenario. Sometimes it means killing every enemy in your way, sometimes the objective is different, like rescuing a prisoner, destroying an item, etc.
Your round is decided by your action cards, and you select the cards on your hand that best fit your current strategy, both personally and as a team. When it is your turn, you perform the actions on your card or cards in the order they are written, resolving any attacks or other actions on them.
Combat is separated into ranged and melee combat, where if the card has a symbol on it, the attack action is only applicable to figures next to you, where if the card has a symbol on it, it is a ranged attack and the distance is decided by the dice and other effects provided by augmentations and items.

Calculating damage

If the card action is merely or then the figure rolls a dice to determine the damage produced by the attack. Rolling a 1 is always a miss in these circumstances, and rolling a 6 pierces the targets defence (i.e. the target may not roll defence even if it has a ). Rolling 2-6 also determines how much damage the attacker produced. The attackers stats value for either type of attack is the base. For instance, let's assume we are resolving a attack the attackers stats is 4. The dice is rolled and the amount of damage produces is calculated as follows:
  1. Miss
  2. -2 (2 damage)
  3. -1 (3 damage)
  4. 4 damage
  5. +1 (5 damage)
  6. +2 (6 damage, plus pierce)
There are card actions, item cards and ability cards that can alter this for a figure. Some more powerful attacks have notes that says that the attacker misses on 1-2 or even 1-3. Soma augmentation and effects also change these values, like changing a 2 to a "-1" always, for instance.
When the action of the card says something like 3 or 3, the attack is always 3 damage points, but a dice is rolled to see if the attack misses or pierces the defence.
If the action says +2 or +2 then the attack is resolved the same way as with a normal attack but after the roll, two additional damage points is added, unless the attacker rolled a 1 in which case the entire attack fails and no damage can be added.
The last type is the or which produces as much damage as a roll shows, it can not miss nor can it pierce the targets defence.

Ranged combat

When resolving a action, the attacker rolls two and then selects which applies to range and which applies to damage. For instance, if the attacker rolls a 4 and a 3 and the target is within a distance of 3, then the attacker can choose that the 4 is the damage. This means that there can be instances where in order to reach the target, the attacker needs to choose a lesser amount of damage, or worse, a miss for the damage roll.
Many ranged actions have the distance already in the action, like 3 which means the attacker does not need to roll the range and only rolls the damage. Any items or augmentations the attacker has that change the Distance of a Ranged attack only applies to dice rolls, not actions with predetermined distance.

Targets

Any or action can only target one other figure. There are items that can be used to add targets to an attack, or action cards may have a 2 to denote that the attack is performed on several targets.
When resolving an attack with several targets, they all need to be in line of sight and in range for the attack (unless otherwise noted on the action or item card). Each target is attacked and resolved separately unless otherwise stated.

Defence

If the receiving figure has a , that figure rolls to see if it can defend from the attack. Rolling a 1 is a miss, and the figure was unable to defend any of the damage points, rolling 2-5 removes the same number of damage points from the attack, and rolling a 6 always defends against the entire attack.
If, however, the figure has X it automatically defends against X number of damage points, described by X (i.e. 2 will always reduce the amount of damage by two)

Effects

When resolving an attack, both from Heroes and from Enemies, other circumstances may come into play, such as if the character is wounded, stunned, poisoned and other conditions that alter the outcome, both from conditions on the card, but also from conditions on the figure.

Wound

If the target figure has a wound, then add one damage point to the attack, unless it is a miss.

Stunned and Confused

If the target is stunned or confused, the attacker may reroll each dice roll and select the better option. For a action, the attacker maybe rolls a 1 and a 3 and have to use the 3 for the range, but if the target is stunned or confused, the attacker may reroll the 1 which would otherwise be a miss.

Strengthened and Confused

If the target is strengthened, then the attacker automatically misses on 1-2, and the same applies if the attacker is Confused.

Misses

When the attacker rolls a miss, there are a number of conditions that decide whether the attacker may reroll the dice. For instance, once per round, a Hero may use one Stamina to reroll a dice roll. There also exists item cards that may grant rerolls on misses at the cost of Stamina. Enemies of the type "Boss" and "Captain" may also reroll a miss once per round at the cost of two damage points in the attack.