When
taking an unopposed action based on a Skill or Attribute use the Check procedure against a Target
Number 10. If the Check is an “All or Nothing” type, you’ll need an 11 or
better result since a 10 is a Partial Success (not an All).
Challenge Procedure
·
Draw
and Select Step: Both challengers draw one to four cards
from the top of their Draw Deck, forming their Draw Hand. Do not mix these
cards with your Buff Hand. Select one of your draw cards as your opening play. Place
your full draw hand face-down in view of your opponent with your select card on
top. When both players are ready, flip the selected top card face-up to
activate.
Example:
During a Fight Challenge, your figure scores a Draw total of five cards, one
Neutral card and four bonus cards. However, you draw only the maximum four cards and add +2
to the figure’s Fight Combat Trait for the card that was not drawn.
·
Buff
Step: Both players declare their starting totals by adding their
card value to the figure’s appropriate Combat Trait. The player losing the Challenge
(or the Reactive figure in a tied score situation) may declare and place a Buff
Hand card face down atop his revealed draw card or may pass. The opposing
player may do the same or pass. If either player buffs, then their opponent has
a chance to do the same even if they previously passed. Afterwards Buff cards
are revealed, and the updated scores declared.
·
Push
Step: The player now losing the Challenge (or the Reactive
figure in a tied score situation) may declare one Push token expenditure and
take the top card from their Draw Deck placed face-down. The opposing player
may do the same or pass. If either player pushes, then their opponent has a
chance to do the same even if they previously passed. Push cards are revealed,
and the final scores declared.
·
Discard
Step: After a Challenge is resolved, a Caster may Morph (page 14)
a single unused (face down) draw card, revealing both cards when they do so. Both
players discard all their remaining draw cards, active and inactive, and any
used buff cards, to end the challenge.
Check Procedure
·
Draw
and Select Step: The checking player draws one to
four cards from the top of their Draw Deck and selects one to compare against the
Target Number. Add the card value to the relevant Combat Trait to determine
your total.
A draw hand card total in excess of four cards replaces the
extra cards with a +2 modifier for a bonus hand or ─2 for a
penalty hand. Add this total to or subtract it from the relevant Combat Trait
for each card that you will not be drawing.
If the Check is an “All or Nothing” type, you must exceed
the Target Number; a Partial Success (equal to the TN) does not meet the “All”
requirement.
·
Push
Step: The player may expend one Push token and take the top card
from their Draw Deck to add to their final score.
·
Discard
Step: The player discards
all their remaining draw cards, active and inactive, to end the check.
During Challenges and Checks, all Draw, Buff or Push Step
effects are resolved within their own step and in the order described before
moving on to the next step.
Challenge Outcomes
If the scores of the active and reactive figures are equal;
both achieve a Partial Success. A
defender will be affected by an attack, but the attack Severity shifts left ◄
one column. Partial Success is considered a failure in an “All or Nothing”
(AoN) situation.
If the Active Margin
of Success (MoS) is 1 or 2 points higher than the reactive score the active
figure achieves a primary Success for the action being taken.
If the Active Margin
of Success (MoS) is 3 or higher than the reactive score the active figure
achieves a primary Success and one or more Edges (one for every 3 MoS).
If the Reactive
Margin of Success (MoS) is 1 or 2 points higher than the active score the reactive
figure achieves a primary Success for the action being taken (e.g. defending).
If the Reactive Margin
of Success (MoS) is 3 or higher than the active score the reactive figure
achieves a primary Success and one or more Edges (one for every 3 MoS).
The
following general modifiers apply to
Skill or Attribute-based Checks or Challenges.
·
Skill: Specialist [+], Expert [+ +] or
Master [+ + +]; as listed on the Crew Card
·
Attribute Modifier: the notation that follows
the skill rank symbol on the figure’s Crew Card or basic Cast, Def, Fight, Manv
or Shoot modifiers
·
Special
Abilities: any
Special Abilities that modify the skill or Attribute
·
Injury: Draw penalty [‒] for a
figure with less than ½ ╬ or @
·
Condition
Effects C[─]: Draw card penalties and/or trait
reductions that are currently on a figure
A figure
may not directly charge or target a hidden figure until that figure is
successfully detected through a detection Challenge or a power effect. If the
hidden figure attacks in the Line of Sight of opponents, they are revealed by
the attack action to those opponents.
If an observer can trace a Line of Sight (LoS)
to a hidden figure without crossing any Blocking
terrain, you may take an “All-or-Nothing” Notice or Alertness detection Check.
Notice is a compatible action (Cp). Alertness is a Free Action (‒).
Other senses than vision may be used under conditions described on a figure’s
Crew Card for that ability.
A figure
with the Stealth ability is skilled at remaining hidden on the field. This
skill requires cover and concealment that a figure may move through or behind. Figures
without the Stealth skill may hide but are automatically seen when they move.
Apply the general modifiers (above) plus
specific Skill modifiers for Notice,
Alertness or Stealth and the following special modifiers
- ± Size modifier: Larger subject subtracts and smaller adds relative size
- Opposition Difficulty: An opponent’s skill at hiding an item or arming a trap increases the TN by +1 per Success or Edge achieved. A random difficulty may be assigned for pre-existing items by drawing a card and adding the F° value of the card.
- Concealment or Cover: [+] for a subject that is within or behind concealing terrain or behind hard cover but at least partially detectable
Note:
Concealment (soft) and Cover (hard) will provide a [+] to a
figure’s Defense. Hard Cover also adds a [+] to their
Protection Check as well.
Hidden
A “Hide”
token is a marker used to designate a hidden figure on the field. Until
detected, that figure may not be targeted for attacks or other effects of any
kind requiring a Line of Sight (LoS). An Area of Effect attack will require
another legitimate unhidden target within the Area of Effect (AoE) before it
may be used indirectly against a hidden figure.
If players
wish to add additional uncertainty to a figure’s hidden status, use decoy
tokens to conceal the figure’s actual location. A sample set of tokens is
included that has HIDE on one side and neither a blank face or ʘ on the reverse
(two blanks and one ʘ makes a set). A token is subject to all the LoS and detection
rules that apply to figures. When detected, flip the marker over to reveal the
blank (then remove that token from the field) or ʘ side (then replace the token
with the detected figure at the token’s location).
Once
detected the figure loses the hidden designation against the detecting opponent
but may remain hidden to other figures. This does not apply to attack
actions that will reveal a figure to other figures that have Line of Sight
to the attacker. Also note that LoS may be gained by a figure using power
effects or senses other than vision.
Maneuver Challenge or Check
Use the
Challenge procedure for two opposed Attribute or Maneuver traits; such as
avoiding contact or dodging past an opponent. Success means the figure is free
to move past the restraining figure.
Use the Check
procedure against a fixed Target Number when trying to avoid a trap or an Area
of Effect (AoE) attack.
If the Maneuver succeeds take a ≥ 2” Move away from the
Area of Effect center; gain +1” Move for each Edge (¢E) up to your
basic Move rate or use an Edge to duck behind cover for a [+]
Protection modifier.
Combat
Challenge
Figures
have the following actions to choose from in combat; Fight in
hand-to-hand combat and Shoot at a target from a distance (right and far
right columns). The target of an attack may use a Defense or Maneuver
reaction to Challenge the attack (far left column). Challenge Draw Modifiers
are integrated into one reference table since many of these are used
repeatedly.
These
modifiers apply to all figures on the field that can meet their prerequisites.
These modifiers are not limited by the Stacking rule that
applies to Crew Card effects.
The card
limit for all figures is one neutral card plus up to 3 bonus or
penalty cards. Any bonus or penalty over 3 cards converts to a plus or minus 2
modifier to the relevant Combat Trait for each card above the 3-card maximum. Not every modifier applies to every Defense, Maneuver, Fight or Shoot action; only use the ones that affect a figure's declared action.
- Size Comparison: The difference in figure sizes adds a bonus to smaller defenders and penalizes larger defenders but cannot be reduced below “0”.
- Defender is Concealed: If the defender is within or behind concealing terrain gain a Draw card [+]. Hard Cover also grants a Protection [+]
- Focused attack: If you swap your Move action for this action you gain a Draw card [+] and Effect shift ▼ but must remain stationary during the attack.
- Quick attack: If you use a Quick action or any attack while moving you lose a Draw card [‒]. Whenever Quick Shooting your maximum range is 12” or less if your effective range is less than 12”.
- Damage loss exceeds ½ ╬ or total: An across the board condition impairment for a [‒] Draw card
- Condition Effect: A directly affected Combat Trait loses the specified Draw cards for that condition level on the Effects Table.
- Maintaining a Sustained (∞) Effect: A caster that must sustain an ongoing power effect loses one Draw card [‒] per ongoing effect being maintained.
- Target is Beyond 4” and a Shooter’s Mid-Range: When a target is at a distance beyond 4” and beyond ½ the shooter’s effective range, lose a Draw card [‒].
- Defender is an Easy Target: A defender is at a Fight disadvantage if
- the attacker has Reach but the defender doesn’t
- the attacker is in an opponent’s “blind side” behind them
- the attacker has a Touch effect weapon or power
- the attacker is afoot above a prone defender
- {±} Teamwork: gain a Draw card [+] for each active ally ≤ [+ + +] or
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