Friday, October 4, 2019

Grun on the Run Finale

The Grun gained the initiative again and lead off with the warrior in melee. He attacked with a draw of 1+ 10 + fight 6 and a push 7 (24) versus the Runner's 1+ 8 + def 6 and buff 3 (18). The Grun attack succeeded with 2 Edges (Abuse and Cleave) and a +2 Force bonus (17L) against a armor check of draw 6 + 4; resulting in 2 damage to the archer that also reduced his hits total into penalty card range.

The second Runner struck but with a draw 7 + fight 5 and no buff or push his score was beaten soundly by the Grun's 22 score with both a buff and a push. The resulting counter-attack took the Runner down by 2 more hits from 9.

The second warrior rushed forward and leapt into the attack, catching the second Runner from behind and beating his defense score of 14 with an attack of 21. He choose Abuse and Cleave for his Edges inflicting 4 hits on the hapless Runner.

The Runner originally engaged struck last but missed by a single point. This turn went very badly for the tribal fighters since they needed to take out one warrior to have a chance.


Turn six Priority went to the Runners. With a fresh Buff Hand it looked like they were in a better position to do some damage.  The first Runner's attack scored 2 damage on the most seriously injured warrior in an attempt to take him out.

The first Grun to attack finished off his opponent with a single Cleaving strike. The two bleeding and weakened fighters continued their battle but the Runner could not score a damaging hit on the other. The Grun's return strike sliced another damage point off of the archer however.


The final turn saw the defiant Runner cut down by the combined assault of the two warriors.

The victorious Grun fighters claimed their prize dinner before continuing their escape through the forest.

Wednesday, October 2, 2019

Grun on the Run Part 2

The first turn after being detected began with the forward Grun warrior shooting at the Runner look-out. The Runner drew a 5 + 6 def versus the Grun's draw 6 +5 shoot (on a tie, the defender is assumed to be losing the challenge). The Runner replaced his 5 with a 10 buff bringing his defense up to 16. The Grun buffed with his 6 bringing his total up to 17. Neither figure pushed so the Runner was hit. 

The rifle's 8M was reduced to 8L by the Runner's leather and basketwork armor and the piercing effect was cancelled as well. The Runner's draw 6 + 3 armor was enhanced by a 4 push versus 10 + 8L. The 5 point Margin of Failure in column Low equaled 2 damage. The Runner's Push total is reduced to 5 tokens.

The injured figure activated next and ran to hard cover to his right but throughout the move the Grun target was just beyond bow-shot, so the Runner couldn't use his "Running Shot" ability.



The second Grun activated and ran behind his crew mate, slapping his ear in passing, "We said no shoot!" His run ended in a leap that carried him behind hard cover.

The last two activation's were tribal figures. Both moved out of the ravine into hard cover facing the direction the shooting had come from.


During the Closing Phase, the tribal crew discarded the 8-card from their Buff Hand and added a 2 and a 3-card. The Grun kept their remaining Buff cards and added a 10-card.

Turn two Started with the first two Runners using their "Running Shot" abilities on the nearest Grun while they moved into new positions. The Grun warriors shot back.

The first attack had a draw 10 + shoot 6 versus a draw 7 + def 5 + buff 7. The Runner had no usable buff cards so the shot missed. The Grun targeted that Runner and he drew a "Void" card ending that exchange.

A second running shot had a draw 7 + shoot 6 and a buff 7 versus a draw 8 + def 5 and then a "Void" buff. Upon release the arrow lost a fletching vane and went wildly off course.

That attack drew Grun fire as well; a draw 8 + shoot 5 but no buff versus a 1+9 link and a def 6. The shooting missed.

The final Runner activation was used to move behind the hill to set up a flank run into the forested area on the right. Shooting exchanges had been ineffective so maybe it was time to engage axe to choppa.



During the Closing Phase, the tribal crew discarded the 2-card from their Buff Hand and added a 9 and a 10-card. The Grun kept their remaining Buff cards and added a 1+ and a 7-card.

Tuesday, October 1, 2019

Grun on the Run Part 1

The last few weeks of battle reports using the solo play system has resulted in some changes to the original draft document based on my observations. I've expanded the file up to two pages and added some more details to the choices that the AI can make for the forces it controls.These choices are ranked from priority 1 to 3; if a higher level priority fits the situation, I use that; otherwise working down the ranks to a priority 3 final default.

Grun on the Run picks up where the last scenario left off. The two escaping warriors outrun the Feudal pursuit and move deeper into a forested area. Unexpectedly they smell cooking meat and hunger takes over as they creep closer to the scent. Cresting a small hill, the warriors are able to look down a ravine and see the flames of a Tribal hunting party's meat-spit.

Two of the three Runners (tribal hunter-warriors) are talking across their camp-fire, but a third slightly above their location is on watch and scanning the surrounding area. The Grun warriors freeze in place briefly before edging cautiously forward and drawing their choppas. The rifles they carry would make too much noise and probably draw any nearby Feudal pursuit.


As the Grun warriors creep within range of the nearest Runner's "Alertness" ability, a stealth versus alertness challenge is resolved. The Grun have no stealth skill so they draw a single card: a 3. The Runners draw as a group, gaining Aid +2, and drawing one bonus card [+] for Alertness skill and scoring a high card 7. Three sets of tribal eyes turn toward the now revealed Grun position.



Turn 1

The Grun get a break and gain Priority. They get the first activation. The Grun cost total is 62 points for the two warriors versus 90 points for the three Runners. This gives the warriors a bonus of 6 Push to add to their starting 2 Push. The Runners have a total of 6 Push between them.

I drew the Buff Hands for both sides before being pulled away by the real world so I'll pick this up tomorrow when I'll have time for at least one full turn. When playing with small crews I use a variation of the usual Buff Hand size rules. Both crews get 1 + 1 card per crew member, based on the largest crew. Since the Runners have 3 members that equals a Buff Hand of 4 cards for each crew.



The two cards next to the Grun Crew Card is their A.D.I.M. solo play priorities for the first turn; the diamond indicates a "defend" priority and the clubs indicates "attack" priority. The updated A.D.I.M. Solo Gaming document can be accessed through the rules link at the top of the page.

Friday, September 27, 2019

Behind Allied Lines Part 3

The Feudal soldiers had the momentum in the latter half of the second turn, hoping to use their avantage in remaining Push points to sweep the Grun ahead of them.


The final soldier in the tree-line group joined the fight against the outnumbered Grun warrior.
Having two allies already engaged boosted his Fight from 6 to 8 due to the "Pile On" special ability of his crew mates. A draw 9 / buff 3 and push 8 overcame the warrior's draw 9 +5 defense / buff 3 and no push by 28 to 17. Using his three Edges, he struck twice, the first blow with "Abuse" doing 8 damage and the second just for good measure.


Taking advantage of the stunned warrior on the ground ahead of him, a soldier rushed forward stabbing twice into the stricken Grun for 1 damage followed by 3 more. Not quite enough to finish him. The soldier's non-engaged teammate drew fire from the nearest warrior behind the wall but the shots missed as he also rushed forward. Striking twice more he delivered the final hits to finish off the downed warrior.

The second Grun warrior behind the wall added his shooting but his total of 17 (6 +5 shoot / buff 6) could not defeat a defense total of 21 (5 +6 def / buff 3 / push 7) and his attack missed.

The third turn began with the Feudals again gaining Priority. The soldier most exposed to fire from the Grun battle-line moved ahead to block the line-of-fire opposite the Grun leader while firing at that warrior. The soldier's attack total of 16 (draw 10 +6 shoot) matched the Grun leader's total of 16 (draw 9 + 5 def +2 buff). A partial hit winged the warrior losing him two damage points.

The Grun leader returned fire while back-trotting toward the far corner of the house as he could see other soldiers rushing up the road to bring him under fire. His shooting total of 22 (draw 7 + 5 shoot / + buff 4 / + 6 push) beat the soldier's defense of 21 (draw 8 + 6 def / no buff / + 7 push). The soldier's lucky 10 + 7 ballistic protection allowed him to escape with only one damage point loss.



The Grun furthest along the wall activated next but went on "Wait" to observe the action involving his leader.

A second Feudal Soldier moved up and laid down fire on the Grun leader as he backed toward the shelter of the house. He scored one hit that did four more damage as the Grun ducked around the corner. The remaining three soldiers continued up the road with their rifles trained on the spot where the Grun leader had disappeared.

The last remaining warrior activated along with his waiting team mate and the pair rushed across the field keeping the house between them and the advancing soldiers.

On turn four the Grun finally gained Priority so the leader activated and followed after his fleeing command. As he ran, the three soldiers further down the road opened fire. Two scored hits that brought down the leader. The remaining two warriors ran faster and escaped into the woods.

Thursday, September 26, 2019

Behind Allied Lines Part 2

Turn two started with the Feudal soldiers gaining Priority, so I led off with another attack on the seriously wounded Grun from the closest Feudal in the tree-line. After a buff and a push the attacker's score of 28 beat the Grun buff alone of 19 by a Margin of Success worth 3 Edges. The attack inflicted a second hit with an "Abuse" shift. The Grun armor failed against both hits and the warrior was taken Out of Action before he even had the chance to activate.

The fallen warrior's teammate still in the road activated first and charged the shooter closing to choppa reach. The attack was fumbled and the defender scored a 6-point Margin of Success to beat the attacker's defense of 5 and counter-attack with a 3-point Force bonus. The bayonet was blunted by the Grun's buff-coat drawing a 1-point wound.

The Feudal leader activates and joins in the ongoing melee. Gaining a +1 Fight modifier from the soldier's "Pile On" special ability, the leader's Fight 7 becomes a 8 to add to a draw 6 / buff 7 / push 8. The Grun draw was a 1+10 and a buff 5. The final 29 to 16 result gave the leader 4 Edges while the Grun gained an additional Push point.He used the Edges to score a second hit with a Lunge on the first and an "Abuse" shift on the second; 4 hit points followed by 3 more. The Grun was down a total of 8 hit points.

The Grun nearest the hedge bounded over the barrier and charged the tree-line. The charge was backed by a draw 9 plus Fight 6 versus a draw 6 and a Fight 6 that was buffed with a "Void" card. The charge ended to no effect.

The third soldier stepped forward to meet the charger as he faltered. Gaining from the "Pile On" ability of a teammate next to him, the soldier's Fight 6 became a 7 with a draw 3 / buff 2 / push 1+ 6 (gaining 1 Push token) versus a draw 7 plus Fight 6 / buff 4 / No push. A single thrust was scored but the Grun Protection Check drew a "Void" card worth "0" in a check plus his armor of 4 left the Grun with a 6-point wound and stunned. The soldier's thrust slammed the warrior backward and dropped him to the ground.



The Grun leader stood his ground, aimed and fired. Without a buff or push, the intended target easily defended and the shots missed.

Had to break this off halfway through due to a real-life commitment, but I will try to finish it up tomorrow. It's looking good for the Feudals at this point. Having twice the advantage in Push tokens is allowing them to put pressure on the Grun warriors who started this turn with only one Push token and gained one more during play. At this point the Feudals still have half-a-dozen Push remaining.



Wednesday, September 25, 2019

Behind Allied Lines Part 1

 The opposing "allies" of this scenario.


The Feudals total one Veteran and five Experienced Soldiers: cost 179 and a Push Pool of 12.
The Grun total one Veteran and five Grizzled Warriors: cost 197 and a Push Pool of 7. The extra 18 points cost gaives the Feudals +4 to their Push, for a pool of 16.

Although  Feudal soldiers are usually allied with the alien man-apes, the Grun, bloody "misunderstandings" do occur. This scenario involves a Feudal patrol on a routine mission to check on the surrounding countryside and keep on eye out for signs of any creature activity. As they round a curve in the roadway, they spot a pair of Grun look-outs in the road ahead and see another pair moving around behind the house on their left. As they continue forward, two more Grun emerge from inside the house wiping their combat choppas on what appears to be blood-stained clothing.


 
"Heads up, guys. Fix bayonets and be ready" Rocky, the squad leader rumbled.


The Grun facing the Feudals and the two who just emerged from the house exchanged quick words in their guttural tongue. Then the one who must have been their leader barked a single command. Rocky recognized that command; it was an order to attack.

 
The two warriors behind the house heard their leader's command and turned toward the Feudal patrol and starting running toward the wall in front of their position. The four in front of the house spread out into a firing line bringing their heavy rifles into ready position.

 "Front line, into those trees, "Rocky barked at the men around him, "You three behind, unload on those apes when we'll out of the way."

Shots rand out from both sides as men and Grun ducked down and opened fire. The initial exchange saw each side score one casualty on the other.


The following description is due to a request for some card play explanation; this only details the actual cards played by the individual figures but not their full draw or buff hands.

The Feudal soldiers gained Priority for the first turn so I led of with Rocky moving into the tree line and firing at the kneeling Grun warrior in the road by the hedgerow; draw 8 +5 shoot / buff 3 / push 5
versus Grun draws 5 +5 def (-1 for size, Grun are large) / buff 7 / push 6 Miss -2 (21 to 23)

The targeted Grun returns fire; draws 1+10 (gain one Push) + shoot 5 / No buff /push 4 versus Rocky draws 5 +6 def / buff 6 / push 4 Miss -1 (20 to 21)

The next Feudal fires from the tree-line at the Grun in the road that has not been activated yet; draws 5 +5 shoot / No buff / push 4 versus Grun draws 5 +5 def/ No buff / push 8 Miss -4 (14 to 18) The Grun missed a counter-attack hit by 1 point (Feudal def 5)

The targeted Grun returns fire; draws 5 +5 shoot versus draws "Void"; attack cancelled

The last Feudal in the tree-line fires at the kneeling Grun in the road; draws 10 + 5 shoot / No buff / push 1+9 (gain one Push) versus draw 5 + def 5 / buff 7 / push 10 Miss -2 (25 to 27)

The Grun boss at the corner of the building fires at the back line middle soldier; draws 1+9 (gain one Push) + 5 shoot / No buff / push 5 versus target draws 10 + 6 def/ No buff / push 5 Miss -1 (20 to 21)

The soldier in the road near the tree-line fires at the kneeling Feudal; draws 7 + 5 shoot / buff 7 / push 7 versus the warrior's draw 2 + def 5 / buff 2 / push 8 Hit +9 (26 to 17) 3 Edges: first hit basic then a second hit with "Abuse"  also 2 Force point bonus split evenly +1 and +1/ 2 Protection draws 4 + 4 armor versus 17L (M becomes L due to armor shift) - 4 hit points. Second hit draw 6 +4 armor versus 1 H (from Abuse but H becomes M due to armor shift) - 5 hit points.

The Grun at the wall nearest the road moves up and shoots the nearest soldier behind the hedgerow; draws 12 + 5 shoot / No buff / push 6 (then gains two Buff cards) versus 6 +6 def / No buff / push 6 Hit +5 (23 to 18) 1 Edge (Abuse) Protection draw 5 +7 ballistic armor versus Force 22H (8 +4 the Flood; reduced to M by armor) -8 hit points

The soldier in the middle returns fire at the Grun leader; draws 8 +5 / No buff / push 6 versus target draws 6 + 5 def / buff 8 replaces 2 / "Void"; attack cancelled

The second Grun at the wall fires at the middle soldier; draws 7 + 5 shoot / No buff / push 1+6 versus target draws 3 + 6 def/ buff 1+6 replaces 3/ push 7 Miss -4 (19 to 23)

Note: took longer to describe than play.





Monday, September 23, 2019

Quick Start Rules 3


Edges
After the Challenge winner is determined, that player may narrate the outcome. The first success will be the primary outcome declared or the standard default (e.g. strike or shoot a target). Extra successes, called Edges, may be selected from those in the following table or those listed on the figure’s Crew Card.

Edges are advantages created by extra successes beyond a figure’s primary success. For every three points in a figure’s Margin of Success (MoS) score they may add an Edge (¢E) to their results (i.e. at +3, 6, 9, etc.). 

Common Edges are available to all figures that meet the prerequisites for their use. Individual Crew Cards may also contain other Edges available to that figure. The number of Edges needed for each effect will be listed as either one (¢E) or two (¢EE).

The primary success for an attack is a hit on the main opponent unless the attacker has declared a different effect. A single Edge effect may be swapped for a primary success. A two Edge (¢EE) effect requires the cost of the primary success combined with the first Edge.

·       Abuse: This effect shifts one Severity column. This may be applied only once per hit.

·       Extra Abuse: This effect shifts ►► two Severity columns if the figure’s Crew Card lists this Edge as available. This may be applied only once per hit.
 
·       Extra Hit: Your primary opponent is hit again by a follow-up attack. This Edge may be selected multiple times if available to the specified attack type.
Alternating attackers using this Edge through Teamwork expend one Edge only. The primary attack hits first thereafter other hits may be alternated among team members.

·       Extra Target: A second opponent is hit if within 3” of a primary shooting target or within a fighter’s weapon reach. This Edge may be selected multiple times if available to the specified attack type.

·       Move ≤ 2": A figure may move once up to 2” left, right, back or forward into any unoccupied space relative to their main opponent


·       Slam~p: A physical or kinetic attack may Slam an opponent forcing the Target to take a Resistance Check on the Slam Effects Table. This may also be a push-back or trip effort that allows either figure to swap their Acts for their Body attribute.

·       Break Hold↔Grab or Grapple: a Grab is a one hand restraint (h) and a Grapple is a two-handed restraint (hh). A restrained figure can’t Disengage (page 32) or Move until they Break-Hold. Breaking a Grapple takes a Draw card loss [].
A Break-Hold from an opposing restraint is an AoN Maneuver Challenge or Physical Challenge  of your choice. The outcome determines if the Grab or Grapple continues or the Break-Hold succeeds in freeing the figure.

Counterattack: The attacker may be subjected to a return attack if their Defense value is equaled or exceeded by a defender
The defender may inflict a Partial Hit Effect on an attacker if their Challenge score equals the attacker’s Defense.
The defender may inflict a full hit on an attacker if their Challenge score exceeds the attacker’s Defense by a 1- or 2-point Margin of Success (MoS). A full hit allows the defender to score combat Edges, as if they had been the original attacker, by counting their Margin of Success from the attacker’s Defense (i.e. attacker’s Def +3, 6, 9, etc.) 

Edge Results
After the winner has selected and declared their Edges then the defeated figure must take Attribute, Protection or Resistance Challenges or Checks, as needed, for each Effect declared. If the winner has unusable or excess Edges they may not be applied.
 
Protection and Resistance

A figure that receives one or more attack effects must make a Protection or Resistance Check to determine the effect level for each one. The Check procedure is used for resolution. 

For an “All or Nothing” (AoN) effect the Effects Levels table is not needed. AoN Checks treat partial success as a “nothing” result so only full success results will apply.

A Recovery Check is a Resistance Check that allows the target to pick their resistant attribute from among those listed on the attack effect’s description. Recovery Checks are taken when a figure is first activated, even if they are placed on Wait status. Take one Recovery Check per ongoing Condition.

Damage Capacity that is lost must be healed; it cannot be recovered by checks. Whenever taking a Recovery Check, use the Moderate effect column to determine results.

An entry for Protection and Resistance values lists the affected trait followed by the numerical value for a specific class (such as physical or energy for Protection or Acts-Body or Mind-Soul for Resistance). Any protection sub-types are preceded by the “greater than” symbol (>) then the subtype symbols and numeric value. Sub-types are usually improved classes of the main protection; such as physical armor with extra ballistic (b) protection or energy armor with extra laser (ls) protection.

The figure with the listed protection or resistance is free to use the “best of” rating against the effect targeting them (this is where the sub-types and combinations become useful).

Example: Ballistic armor is common in the Gothorian setting, such as dp3>b5[+ +]~e3 Translation: physical-3 protection with improved ballistic-5 protection plus two bonus Draw cards and a separate (~) energy-3 protection.
Example: A meta with stony flesh d [+]◄▲ p6~e6  Translation: overall one bonus Draw card, plus one left column shift and one up row shift with physical-6~energy-6 protection.

Protection and Resistance Modifiers
Protection Checks apply against hits that inflict direct physical or energy damage. Their Armor Value (d) physical~p or energy~e rating adds to their selected Draw card. All figures with or without armor receive the Neutral [Ø] Draw card at minimum.

Resistance Checks are taken against hits that bypass protection and directly attack the figure’s Attributes (Acts, Body, Mind or Soul). A figure’s Attribute value adds to their selected Draw card. All figures receive the Neutral [Ø] Draw card at minimum.

The attacker’s Target Number (TN) is 10 plus the attack Force (F°).
Force: the base Force value for each attack a figure has is listed on the Crew Card. If you gain extra Force from active (face up) Force icons, they can be allocated among extra hits or targets as you desire but no single effect may exceed base Force x2.

Extra Cast F° draws from Aligned Suits usually same color but some Hybrid Casters may use other combinations (a Caster’s alignment appears on the Crew Card in front of their name). Extra Fight F° draws from red Suits (♦ ♥). Extra Shoot draws from black Suits (♣ ♠).

Partial Success: a hit where the two Challenge results are equal shifts the outcome one column left ().

Abuse or Extra Abuse Edges: These will shift the outcome one or two columns right (or ►►) and cannot be combined with one another. Extra Abuse Edges are only available through specific Special Abilities or Power Effects.

The defender’s draw hand is equal to one Neutral card [Ø] plus all bonus [+] draw cards minus all penalty [−] draw cards.

Behind Hard Cover: A figure behind hard cover but visible adds one bonus Draw card. If completely covered but detected, the cover can be attacked. Resistance Checks do not benefit from Hard Cover since the attack bypasses armor and cover.

Results
  • If the defender’s score is greater than the Target Number, there is no effect.
  • If the defender’s score equals the Target Number, a contact effect will apply if the effect has Touch in its’ profile. The primary attack takes a column shift .
  • If the defender’s score is less than the Target Number, the difference is the defender’s Margin of Failure (MoF). This is cross-referenced with the Effects Table (the lower chart).

Effects Tables

The attack’s Severity letter (VL=Very Low, L=Low, M=Moderate, H=High, VH=Very High) determines the starting column for an effect. The Protection or Resistance Check’s Margin of Failure (MoF) determines the row within that column (Scratch, Light, Minor, Serious, Grievous or Overkill); the higher the Margin of Failure the worse the result.

Column and row shifts (▲▼◄ ►) change the starting position by one shift per symbol. Opposed symbols cancel one another. Left or right shifts end when they reach either the Very Low or Very High columns where they become row shifts instead.

If the effect shifts off the left or right numbered column, those column shifts become row shifts instead.

An All or Nothing (AoN) attack does not use the Effect Table; it is either full effect or no effect.
The Scratch Effect row will trigger a Contact Effect (i.e. a touch causes the effect). In addition, all attacks are treated as a partial success (shift effect column ). 

The next four rows (Light, Minor, Serious and Grievous) are matched to the Damage or Conditions listed as the Effect Levels on the second table. 

The Overkill column is a Level 4 effect with an additional Stunned effect; Physical, Mental and Combat Traits are [– –] until the figure makes a successful Recovery Check when they activate. A figure that is already Stunned that receives a second Stunned effect is taken Out of Action.

Attacks that do physical or energy damage and require a Protection Check to determine the Effect Level take the number of damage points following the symbol. This is the same amount of damage taken by non-living targets (tools symbol).

Effects that target Attributes and require a Resistance Check to determine the Effect Level take penalty cards of impairment from [] to []x4. Condition effects persist until the target succeeds in lowering or cancelling them by a Recovery Check
 .
Whenever taking a Recovery Check, use the Moderate effect column for results.

A Crew Card’s descriptive text for Condition effects reads C[─] Affects (specified Attributes and Combat Traits) Recovery (specified Attributes or Combat Traits). The specified Attributes and Combat Traits are reduced by impairment penalty cards until the figure can recover. 

Alternate Effect Tables
The following effects (Panic and Fear / Shock / Slam) use the same Effects Table but have the outcomes listed here instead of the usual ones for Damage and Condition.

PANIC and FEAR
Level 1 Stand: This figure will stand their ground but may not move closer to the threat they reacted to. Remove this effect at the end of the Closing Phase.
Level 2 Duck Back: This figure will seek the nearest cover ≤ ½Move away from or parallel to the threat they reacted to or they will hide if already in cover. Remove this effect at the end of the Closing Phase.
Level 3 Fall Back: This figure must Run away from the threat they reacted to toward your own field edge but may use Quick Shots or Wild Swings at [‒] while doing so.
Level 4 Retreat: This figure must Rush away from the threat they reacted to until they Recover or leave the field by the nearest edge. If cornered by terrain or in combat, they will surrender.
L4 (Fear) Petrified: This figure becomes Inactive and unable to take any moves or other actions until they Recover. An Inactive Defense drops to a “0”.
All effects occur immediately but Level 3 and 4 Move effects are reduced for figures that have already activated the current turn. The L3 effect is a ½Move fall back and the L4 is their full Move in retreat.

Rally
Leader figures may initiate a Recovery Check when activated on all allies within their Command Zone using an Interaction (Cp). Based on their leadership skill they may also be able to give the checking figure a Recovery Aid bonus listed on their Crew Card. 

This Recovery Check is in addition to the panicked figure’s own Recovery Check that they may take when they activate.

SHOCK
Level 1 Dazed: This figure suffers a penalty card [] to all Combat Traits until the end of the Closing Phase (Ω).
Level 2 Shaken: This figure suffers two penalty cards [─ ─] to all Combat Traits until the end of the Closing Phase (Ω).
Level 3 Stunned: This figure may only take Reactive Actions at [─ ─] until Recovery↔Body or Soul
Level 4 Unconscious: This figure is Out of Action (OoA) but may be activated for Recovery Checks↔Body or Soul

An attack that inflicts Blunt Shock has its’ result shifted one column left from the primary attack effect. A Shock secondary effect that is linked to a primary attack usually has the same Effect Severity (i.e. column) as the primary effect.

A figure recovers from a Level 1 or 2 effect at the end of the Closing Phase. A Level 3 or 4 effect requires a Recovery Check versus Body or Soul when the figure first activates, even if they assume a Wait status.

SLAM
Level 1 Staggered: This figure may be shifted up to two inches back away from the attacker by the attacker. The attacker may follow up the move to maintain contact.
Level 2 Knock Down: This figure is Staggered (as the above effect) and then placed prone. The attacker may follow up the knock down to maintain contact.

Level 3 Knock Back: The Staggered effect is improved to a distance equal to the Resistance Check’s Margin of Failure +2” and then the figure is placed prone. The attacker may follow up the knock back by ≤ a 2” Move.
Level 4 Extra Knock Back: The Staggered effect is improved to a distance equal to the Resistance Check’s Margin of Failure x2” +2” and then the figure is placed prone. The attacker may follow up the knock back by ≤ a 2” Move.

If the figure collides with an object when forced back treat that as if they had fallen the full Slam distance.

A figure collision occurs if the target fails an All or Nothing Maneuver Check. Use Falling Effect damage values. A flying figure that takes a Slam effect has its’ result shifted one column right .

This is the final installment to the Quick Start rules. These may be downloaded at the rules link at the top of this page.