Game Rules
1. Starting a Game
Required equipment:
* the figurines,
* the figurine cards,
* a D20,
* a measuring tape,
* a table,
* the sets.
The D20 is used to simulate every action or shot in the game.
The players choose their scenario before forming their squads. Once the scenario is chosen, the players assemble the sets on a table or playing board. The scenarios give important details on the layout of the elements to be placed in the set. The dimension of the playing board can also vary according to the scenario.
The players throw the D20 to determine who is playing the role of Attacker, and who is playing Defender.
Who starts ?
Each player throws the D20. Players gets a + 1 bonus over their D20 result for each character with an infiltration or precognition ability. The player who gets the highest result can choose whether he wants to start or not.
In case of a draw, the D20 is thrown again.
2. Deployment
The deployment distance is equal to twice the Movement of the squad's fastest figurine - unless the scenario specifies otherwise.
The scenario also specifies whether the Deployment starts from a border or an angle of the table. If it is an angle, the Deployment zone is a square with two sides coinciding with the table's borders.
3. The Game's Turns and Phases
There are two phases in each Turn:
* a movement phase,
* an action/shooting phase (hand to hand combat, or HtH, is included in this phase).
All characters in a squad move at the same time, after which they go into the action/shooting phase.
3.1 Movements
The Movement of each figurine is indicated in centimeters on its card.
The players can measure the distance they intend to move before declaring which type of move they want to make (for the SUs).
A move can be made in any direction.
The tape measure can be curved to make it easier to take measurement during moves. Characters can go around, or climb over, elements of the set. These then become " difficult terrain ".
- Difficult terrain
Difficult terrain is a zone in which the characters cannot move naturally, either walking or running, so movement is divided by two. If the distance to be crossed is too great to cover in one turn, the figurine stops its movement in the difficult terrain.
To climb up or down a set element, the height must be less than one half the movement value of the figurine doing the climbing. If the distance is too great to cover in one turn, the figurine stops its movement at the bottom of the obstacle, and climbs it at its next turn.
To move through water, or to swim, a figurine moves in a straight line between two points but its movement is divided by two.
- Automatic movements
All automatic movements are performed first (for example, impulsiveness).
- Take cover
If the Genetic SU performs a normal movement, he will end his turn in the Chronos SU's line of fire.
He can then choose to take cover.
This possibility can be only be used IF a potential shelter (cover) improves objectively his chances of survival, and if that cover is located 5 cm at most from his normal arrival point.
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A figurine can run for cover only if there is an immediate and obvious threat.
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This is a survival tactic for the figurine. A movement with the intent of taking cover is a normal movement + 5 cm. Running for cover ends the figurine's turn.
- Types of movement for the SUs .
A SU can move in three different modes:
. Normal: a UC's standard movement
. Watchful movement: the SU advances half his usual distance and gains + 1 in evasion (+ 1 in Physical Defense).
. Ready to shoot position: the SU makes no move and performs no action during his turn. He is then able to shoot during the opponent's movement phase if an enemy figurine passes within range.
He also shoots a decoy, for instance a crate, if it is thrown into his field of vision. He can only shoot at the first target coming into his sights.
3.2 Shots
Shooting actions combine Skill, Dexterity, and the Power of the weapon used, as compared with the target's Physical Defense.
Shot + Weapon's power + 1 D20/ Physical Defense (Dφ).
If the Shot's result is higher than the PD, the target is hit and the difference is equal to the number of Constitution Points lost by the victim. If the Shot's result is lower than or equal to the PD, the shot is considered to have missed.
When the target is hit and wounded, the player notes the lost Constitution Points (CP) on his playing card. When the last CP square is blacked out, the figurine is considered to be killed and taken out of the game.
Field of vision
A figurine sees in a 180° arc to the front.
To determine the front arc of a figurine, the character's eyes must face one of the flat sides of its stand.
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To be able to shoot a figurine (or an element of the set), an uncluttered sightline must exist between the shooter and the target.
Any enemy located in the prolongation of the front arc is considered as a possible target.
Trace a perfect axis from the edge of the stand of the character doing the shooting to the edge of the opponent's stand.
If no obstacle (friendly figurine, object larger than the target) interrupts this axis, there is a sightline and an opportunity to shoot.
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Measures
A player is allowed to measure the distance between the shooter and his target before shooting. The player whose shooting phase this is is not required to name his targets before making a decision or taking his measurements.
Weapons
Each weapon is described in the charts according to its name, Reach and Power. Weapons may be subject to specific rules.
Name of the weapon |
Reach |
Power |
Special rules |
Nyx-type automatic rifle |
60 cm |
7 |
Automatic fire |
Psy soul |
HtH |
6 |
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The Reach is the maximum distance to which a weapon
can shoot.
The Power is the value to be added to that of the Shot or HtH to calculate the strike's power, added to the D20 and to possible bonuses.
A figurine with two weapons cannot shoot at more than one target during the same Phase.
Figurines involved in hand to hand combat (HtH) may shoot at each other. It is however impossible to throw a grenade in HtH.
Figurines witnessing HtH cannot shoot « into » the HtH. However, if a figurine involved in HtH has a bigger stand than the other protagonists, it can be targeted because of its size and visibility.
The MaïnomaI and the Avatara Hallucination are in HtH. They can use their guns AND their hand to hand combat weapons. The Genetic SU can shoot into the HtH since his target is an « outsize creature » (with a large-sized stand). Unlike the Chronos SU, who cannot shoot without objectively risking wounding the Maïnomaï.) |
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In the same way, in a game with three players, the third protagonist can shoot into a HtH in which only his enemies are involved.
If figurines involved in HtH are freed from combat through the death or retreat of their opponent(s), and if they were not actively involved in this HtH, either by shooting or fighting, they can use their guns against another figurine located within a 180° angle of their front axis.
Two figurines placed stand to stand interrupt the sightline on a figurine with the same size stand located behind them.
Shooting in the back
Unless otherwise specified on the figurine cards, attacks from the rear must necessarily begin within the rear arc of the targeted figurine. The attacker then gains a + 1 bonus for his attack.
Gen SU 1 begins his turn to the rear of the Maïnomaï, and gets a + 1 bonus on his shots. Unlike the Gen SU 2, who does not begin his turn to the rear of the Maïnomaï and gets no bonus.
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*NOTA BENE* |
The nature of the cover always counts for more than its size or apparent composition. Small wooden crates filled with metallic parts provide better protection than large aluminum boxes filled with biscuits!!
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Cover
Cover increases the protection of the figurines who place themselves
behind it.
There are three types of cover:
- Slight: + 1 on Physical Defense (Dφ). Crates, hedges, jerry cans, barrels (200-liter drums), shrubs, fences, bridge handrails, cupboards, electrical cupboards...
Although an identical proportion of the Chronos SU is visible, his cover (the hedge) is a lot less likely to stop the Genetic SU's shots than the low wall behind which the Telekinesist is sheltering.
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- Intermediate: + 2 on Dφ. Brick walls, vehicles or wrecks, metal palisades, rocks or landslides...
- Heavy: + 3 on D?. Bunkers, steel palisades, embassy protections, fortified structures, equipped trenches, ...
A large figurine placed behind some cover can still be targeted if part of its stand or body remains visible.
A small figurine can also be targeted if its head and shoulders show above its cover. When the cover reaches higher than the figurine, a cylinder is considered to extend up from the stand. If more than one half of the cylinder is visible, the figurine can be shot at, but it does benefit from a cover bonus, according to the cover's nature (slight, intermediate or heavy).
3.3 Hand to Hand combat

Hand to Hand combat : Skill + Force + Weapon's Power + 1D20 / Physiqual Defense ,
In other words: HtH + 1D20 + Weapon's Power/ Dφ.
*NOTA BENE* |
It is not mandatory to own a HtH weapon. However, a fighter using a shooting weapon at close quarters cannot hope to inflict much damage. His weapon's Power (striking with the butt, using the gun as a club) is equivalent to a Power of 1.
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The movement phase may bring characters into a hand to hand combat situation.
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Every fight within a HtH must be resolved before launching a new HtH.
A HtH is a « bubble » in which the figurines involved can shoot each other. They cannot shoot outside the HtH or be shot at from outside. However, if a figurine involved in HtH has a larger stand than any other protagonist, this figurine can be targeted by a figurine outside the HtH and uninvolved in it, because its size gives it visibility.
- Synergy in Hand to Hand combat
In HtH, each fighter can be backed up by his partners. For any friendly stand in contact with both his own and that of his opponent, he gains a + 1 bonus per additional fighter, up to a maximum bonus of + 3.
- Leaving a HtH
This is a retreat. Retreating is an exceptional Movement since it is performed during the Action/Shooting Phase. It is performed before all other Actions/Shots. A player wishing to Retreat must succeed in a retreat test: HtH + D20 of the retreating party compared to the HtH + D20 of one of the figurines in the HtH (when there is a choice of enemy figurines still involved in the HtH, the player who owns these figurines chooses which figurine will be used for the retreat test). If the test succeeds (the result is higher), the first player can back away.
Retreating offers two possibilities. The first is normal Movement in a straight line + 5 cm; the character flees without shooting. In the second, the Retreat Movement is divided in two and the figurines are allowed to shoot while backing away in a straight line – but only at figurines involved in the HtH they have just left. (This is difficult terrain because the characters have to walk backward to shoot). Skill is also divided by two (rounded off at the higher figure). If several opponents are involved in the HtH, the player chooses which he fires at.
Retrating is not considered as a rout, but rather as a strategic movement to « previously prepared positions ».
Attacks in the back
Unless specified otherwise on the figurine's card, attacks in the back must necessarily start in the rear arc of the targeted figurine.
As in a shooting action, the attacker then gains a + 1 bonus.
After an attack in the back has taken place, the opponents face each other. If several attackers are involved, the player defending himself chooses which enemy he will face. In HtH, the attacker can close in, « stand-to-stand » with several enemy figurines, and deal out his attacks as he wishes among his opponents.
3.4 Free actions
Opening a door to which you have a code or key, transferring data to a computer belonging to your faction, or altering the self-destruct activation key of a base belonging to the Defender (if the protagonist is also a defender), these are Free Actions because they need no required additional specific knowledge to interact with the Object.
Free Actions are therefore performed in one turn, without interruptions, during the Movement Phase.
3.5 Effective Actions
An Effective Action is an operation undertaken to reach a goal. For example, the Attacker comes up against a locked door (he wants to or must reach the other side), or has to insert a virus into a computer program.
These actions may have no direct link with the mission's Objective.
They may trigger the opponent's actions, or be part of the scenario's constraints.
- Effective Action Procedure
-- Inserting a virus
The Movement phase brings the figurine in front of the computer to be infected. Then comes the Action/Shot phase during which this figurine will implement the virus. During this phase, the computer's Difficulty Level (or DL) must be compared to the required skill for this type of task, in this case, Intelligence. The difference between DL and skill (Intelligence) determines the number of turns required to insert the virus.
*NOTA BENE* |
An Action can be performed through Dexterity, Power, Intelligence, or Skill according to the Action to be achieved. An Effective Action on objects is performed during the Shooting Phase, which it replaces.
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3.6 Acting on objects
« Multi-purpose, adjustable, transportable » objects or any type of « Object » have a Difficulty Level (or DL) the figurine is required to overcome or
outclass to perform a required action.
An Action is defined by the player's decision to alter the « original » state of « Objects » in the set. This can take the form of moving a cupboard to barricade a passageway, opening a sealed door, breaking a code, inserting a virus in a computer, etc.
When a squad member moves an object, his Movement is divided by two (rounded off to the higher figure). If several figurines are moving the same « Object », the slowest figurine's movement is taken into account and divided by two.
- The Difficulty Levels of Objects
There are several Difficulty Levels for objects:
- Objects with a Difficulty Level of 5 (or DL 5): table, chair, ordinary furniture... requiring from the character a minimum Power of 5
- Objects with a Difficulty Level of 10 (or DL 10): crate, munitions crate, industrial crate, cupboard, console, table (marble or heavy wood)... requiring a minimum Power of 10.
- Objects with a Difficulty Level of 15 (or DL 15): tree trunk, small transport vehicle, steel girder... requiring a minimum Power of 15.
Examples of Actions within the game :
-- Opening doors (sealed by mechanical, electronic, other means)
-- Using a computer console
-- Handling a satellite antenna
-- Handling test tubes, radioactive, chemical or other products in a laboratory.
-- Sabotaging equipment in a laboratory
-- Moving furniture
- Action Synergy on objects
As in hand to hand combat, it is possible to join one's efforts to those of another figurine to help it to achieve an Action.
Any figurine joining the first in achieving a given Action adds a + 1 bonus in Dexterity, Power, Intelligence, ..., for a maximum of + 3. The team must however be able to achieve the Action.
A P9 Telepath (Power 9) wants to move aside a large computer console to reach the power network behind it. The console has a DL10. In spite of all his efforts, he will never manage to move it. A Chronos SU joins his efforts to the Telepath's, adding a + 1 bonus to his Power which now reaches 10. Together, they manage to move the console over a maximum distance of half the slowest figurine's movement, in this case the Telepath (10 cm/2 = 5 cm. This closes the Movement and Shooting phase.
Handling an object replaces a Shot. The Movement will be halved as long as the figurine is carrying the object.
Outdoors, rocks are DL5, 10 or 15, like trees and other elements in natural settings. Their characteristics will be specified as needed in the scenarios.
- Throwing Objects.
This action is considered as a Shot. The maximum throwing distance is equal to the difference between the figurine's Power and the DL of the object being thrown.
*NOTA BENE* |
Damage is calculated as follows : Object's DL + Figurine's Power + 1 D20 vs. the opponent(s)'s Physical Defense.
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