Alpha Rules

Fallen  Frontiers  Alpha  v0.3   INTRO Hello,  and  welcome  to  the  Fallen  Frontiers  Alpha!     The  rules  provide

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Fallen  Frontiers  Alpha  v0.3   INTRO

Hello,  and  welcome  to  the  Fallen  Frontiers  Alpha!     The  rules  provided  here  are  an  early  look  at  what   the  gameplay  in  Fallen  Frontiers  will  be  like,  and   they  cover  all  of  the  core  elements  of  the  game.     This  alpha  is  going  to  provide  you  with  a  set  of   rules,  units  and  cards  for  you  to  print  &  play,  which   should  be  enough  to  get  you  started.     The  final  game  will  contain  additional  rules,  units   and  a  full  background  of  the  Final  Frontiers  world,   some  of  which  you  might  get  a  glimpse  of  during   our  Kickstarter.  For  now  we  just  wanted  to  give   you  a  chance  to  try  out  the  core  mechanics  of  the   game  and  gather  some  feedback.     Note  that  these  rules  are  still  in  development  and   some  things  may  change  in  the  final  version  of  the   game.  Please  send  us  all  feedback  and  comments   at  [email protected].    

WHAT YOU NEED

If  you  want  to  give  these  rules  a  try  you  are  going   to  need  the  following:     Playing  Area  –  A  flat  4’x4’  surface.   Terrain  –  At  least  4  large  pieces  of  terrain  such  as   buildings  and  shipping  containers,  and  a  few   groups  of  smaller  pieces  of  terrain  such  as  crates   and  barrels.  You  may  place  these  on  the  table   however  you  prefer.   Dice  –  Around  half  a  dozen  six-­‐sided  dice  or  more   per  player.   Objective  Markers  –  A  set  of  5  round  25mm  bases,   of  which  4  should  be  marked  with  a  K  (Krithium)   and  1  should  be  marked  with  an  O  (Objective).   Other  Markers  –  A  variety  of  different  markers   which  you  can  find  at  the  end  of  this  document  for   you  to  cut  out.   Cards  –  A  (reduced)  set  of  18  cards  per  player,   which  you  can  find  at  the  end  of  this  document  for   you  to  print  twice  and  cut  out.   Models  –  A  set  of  31  models.  Any  models  can  be   used,  as  long  as  they  are  on  round  25mm  bases   and  you  know  who  they  represent.  You  will  need:   • Riff:  10x  Trooper,  5x  Assault  Trooper,  1x   Heavy  Machinegunner,  1x  Officer,  1x   Sihlas  Fenn  (Hero)   • Ares:  10x  Soldier,  1x  Gauss  Gunner,  1x   Sergeant,  1x  Bitsie  (Hero)          

GENERAL PRINCIPLES

There  are  some  things  that  you  have  to  take  into   account  when  playing,  which  are  listed  here.     MEASURING  DISTANCES   The  distance  between  two  models  is  measured   from  the  closest  point  of  their  bases,  and  the   distance  between  two  units  is  measured  from  the   two  closest  models  in  the  units.     DICE  ROLLS   D6  –  The  six-­‐sided  dice  you  are  going  to  be  using   will  be  referred  to  as  D6.   X+  –  Whenever  a  rule  tells  you  to  roll  an  X+,  you   must  roll  equal  to  or  higher  than  X.  For  example   when  asked  to  roll  a  4+  you  must  roll  a  4,  5  or  6  to   succeed.   Re-­‐rolls  –  Whenever  a  rule  tells  you  to  re-­‐roll,   simple  pick  up  the  dice  you  are  allowed  to  re-­‐roll   and  roll  them  again.  The  second  result  is  the  final   one,  even  if  worse  than  the  first.   Roll-­‐off  –  Whenever  a  rule  tells  you  to  roll-­‐off,   both  players  roll  a  D6  and  compare  results.  The   player  with  the  highest  result  wins,  and  the  players   must  re-­‐roll  if  tied.     UNITS  &  COHERENCY   Infantry  units  are  groups  of  models  that  act  as  a   single  entity.  In  this  alpha  you  are  going  to  use   units  of  5  models  each.  The  models  in  a  unit  must   form  an  uninterrupted  chain  where  each  model  is   within  1”  of  another  model  from  the  same  unit.   Models  may  not  move  within  2”  of  other  units   unless  joining  or  assaulting  the  target.  If  a  model   breaks  coherency  for  any  reason  then  the  unit   must  spend  its  next  activation  to  move  back  into   coherency.     SUPPORT  UNITS   Heroes,  Leaders  and  Specialists  all  count  as   Support  Units  and  may  be  deployed  as  part  of   Infantry  units  at  the  start  of  the  game  by  being   placed  in  coherency.  Support  Units  may  also  join   Infantry  units  by  moving  into  coherency  with  them   and  declaring  that  they  are  being  joined,  after   which  neither  unit  may  move  for  the  rest  of  the   Phase.  Support  Units  may  also  leave  Infantry  units   by  moving  out  of  coherency  and  declaring  that   they  are  leaving,  but  only  if  the  unit  had  not   already  moved  or  is  pinned.              

UNIT  STATS   All  models  have  a  name,  type  and  a  series  of   statistics  which  define  their  abilities.  These  are:   • Training:  The  score  the  enemy  needs  to   hit  the  model.   • Attacks:  The  number  of  dice  the  model   rolls  when  attacking  in  melee.   • Strength:  The  score  that  targets  need  to   block  attacks  in  melee.   • Defense:  The  die  type  the  model  rolls  to   block  hits.   • Equipment:  Any  weapons  or  other   equipment  the  unit  carrying.   • Special:  Any  special  rules  that  the  unit   has.     Example:     Trooper  [Infantry]   Training   Attacks   Strength   Defense   3+   2   5   D6   Weapons:  Carbine   Special:  -­‐     WEAPON  STATS   All  weapons  have  a  name  and  a  series  of  statistics   which  define  their  effectiveness.  These  are:   • Range:  How  far  enemies  can  be  targeted   with  it.   • Attacks:  The  number  of  dice  the  model   rolls  when  attacking  with  it.   • Strength:  The  score  that  targets  need  to   block  attacks  from  this  weapon.   • Special:  Any  special  rules  that  the  weapon   has.     Example:     Heavy  Machinegun   Range   Attacks   Strength   Special   24”   3   5   Suppressing   Fire     LINE  OF  SIGHT   All  models  occupy  a  volume  of  space  above  the   bottom  of  their  base.  In  this  alpha  all  models  count   as  occupying  a  volume  of  1,5”  in  height.  To   determine  LOS  draw  a  straight  line  from  any  point   of  the  attacker’s  volume  to  any  part  of  the  target’s   volume.  If  the  line  reaches  the  target  without   passing  through  any  terrain  or  the  volume  of   another  model,  then  it  has  LOS.     SEIZING  OBJECTIVE  MARKERS   If  a  unit  is  within  3”  of  an  objective  marker  whilst   there  are  no  enemy  units  within  3”  of  the  same  

marker,  then  the  unit  and  its  controlling  player   counts  having  seized  it.     DECKS   Each  player  has  two  decks  that  he  uses  during   play,  your  Main  deck  and  your  Armory  deck.  For   this  alpha  the  Main  deck  is  made  of  12  cards,   whilst  the  Armory  deck  is  made  of  6  cards.  The   Main  deck  is  made  of  all  types  of  cards  except  for   Equipment  cards,  whilst  the  Armory  deck  is  only   made  of  Equipment  cards.  Note  that  you  may  only   have  up  to  2  copies  of  the  same  card  in  a  deck.     CARDS   All  cards  have  a  name,  a  cost,  a  type  and  one  or   more  effects.  Here  is  an  example  of  a  card:       0 Take cover!                   Tactics     Requirements: You cannot play any other cards until the end of the round.   Effect 1: All enemy units get -1 to their shoo   ting rolls.         CARD  TYPES   Cards  have  different  types  that  dictate  when  and   how  they  are  played:   Action:  Can  be  played  during  your  phase  and  is   immediately  resolved,  then  it  is  placed  in  your   discard  pile.   Reaction:  Can  be  played  during  the  opponent’s   phase  and  is  immediately  resolved,  then  it  is   placed  in  your  discard  pile.   Action/Reaction:  Can  be  played  as  either  an   Action  or  a  Reaction  card,  but  not  both.   Tactic:  Can  be  played  during  your  phase  and   remains  in  play  until  the  end  of  the  round,  after   which  it  is  placed  in  your  discard  pile.   Equipment:  Can  be  played  during  your  phase  and   is  attached  to  a  Support  Unit.  If  the  unit  is  killed   place  the  card  in  your  discard  pile.     PLAYING  CARDS   To  play  an  Equipment  card  search  your  Armory  for   the  card  you  want  and  pay  its  cost.  Other  type  of   cards  can  only  be  played  from  your  hand  after  

paying  their  cost.  Players  may  only  play  1  card  of   any  type  per  phase.     RECYCLING   You  may  discard  1  card  from  your  hand  during   your  phase  and  place  it  in  your  discard  pile  to  gain   as  many  Command  points  as  its  Cost.    

PREPARATION

In  this  section  we  are  going  to  go  over  and  how  to   set  up  your  table  for  the  alpha  game.     KRITHIUM  &  OBJECTIVES   Place  the  25mm  base  marked  with  O  as  close  to   the  table  center  as  possible,  and  then  place  one   25mm  base  marked  with  K  as  close  to  the  center   of  each  table  quarter  as  possible.     DEPLOYMENT   The  players  roll-­‐off  and  the  winner  may  decide  if   he  wants  to  deploy  first  or  second.  The  player  that   deploys  first  may  choose  on  which  table  edge  to   deploy.  The  players  then  alternate  in  placing  one   unit  each  within  6”  of  opposing  table  edges.     DECK  &  CARDS   Before  the  game  begins  the  players  shuffle  their   decks  and  draw  5  cards  from  their  Main  deck.  

  PLAYING THE GAME

  VICTORY   For  this  alpha  we  are  going  to  use  a  very  simple   capture  &  hold  mission.  At  the  end  of  each  round  if   a  player  has  seized  the  Objective  marker,  then  he   scores  1VP.    At  the  end  of  5  rounds  the  game  ends,   and  both  player  sum  up  their  VPs.  The  player  with   most  VPs  wins  the  game.     SEQUENCE  OF  PLAY   The  game  is  broken  down  into  rounds,  each   consisting  of  four  phases  during  which  units  are   activated.  After  four  phases  have  been  played  the   round  ends  and  a  new  one  begins.  The  game   sequence  goes  like  this:   1. Round  1   a. Beginning  of  the  round   b. Phase  1   i. Beginning  of  the  Phase   ii. Unit  Activation   iii. End  of  the  Phase   c. Phase  2   d. Phase  3   e. Phase  4   f. End  of  the  Round   2. Round  2  

BEGINNING  OF  THE  ROUND   At  the  beginning  of  the  round  resolve  all  cards  and   special  rules  that  have  “at  the  beginning  of  the   round”.     BEGINNING  OF  THE  PHASE   At  the  beginning  of  the  phase  resolve  all  cards  and   special  rules  that  have  “at  the  beginning  of  the   phase”.     INITIATIVE   At  the  beginning  of  the  phase  the  players  roll-­‐off,   and  the  winner  may  decide  who  has  the  Initiative   for  that  phase.  The  player  that  has  Initiative  may   activate  all  of  his  units  once,  however  each  player   may  only  have  Initiative  up  to  2  times  per  round,   regardless  of  the  roll-­‐off  result.     FATIGUE   There  are  some  situations  in  which  a  player  may   end  up  having  the  Initiative  more  than  two  times   in  a  row,  in  which  case  his  units  will  suffer   penalties.  If  a  player  has  the  Initiative  for  the  third   time  in  a  row  his  units  will  suffer  a  -­‐1  penalty  to  all   melee  and  shooting  rolls,  and  they  reduce  their   movement  by  1”.  If  a  player  has  the  Initiative  for   the  fourth  time  in  a  row  his  units  will  suffer  a   -­‐2   penalty  to  all  melee  and  shooting  rolls,  and  they   reduce  their  movement  by  2”.     ACTIONS   Each  activation  allows  units  to  use  one  of  the   following  actions:   • Move   • Shoot   • Assault     MOVE   The  unit  may  move  by  up  to  6”  whilst  maintaining   unit  coherency.  Note  that  models  may  not  move   within  2”  of  other  units  unless  assaulting.     SHOOT     To  Hit  –  Pick  a  target  unit  that  is  within  LOS  and   weapon  Range  of  at  least  one  of  your  models.  For   every  model  that  is  within  LOS  and  weapon  range   roll  as  many  dice  as  their  weapon’s  Attacks.  Every   die  that  scores  the  target’s  Training  value  or  higher   counts  as  a  hit.     Modifiers  –  There  are  several  modifiers  that  affect   a  unit’s  shooting  roll,  which  are  listed  here:   • +1  [Optimal  Range]:  The  target  is  within   half  range  of  the  majority  of  shooters.  

-­‐1  [Cover]:  The  majority  of  models  in  the   target  unit  are  in  cover  (see  below).   Note  that  any  attack  result  of  1  always  count  as   failed,  regardless  of  modifiers.     Cover  –  If  the  majority  of  models  in  the  target  unit   that  are  in  LOS  are  within  1”  of  a  piece  of  terrain   that  obscures  part  of  their  volumes  from  the   attacker,  then  the  unit  counts  as  being  in  cover.     Mixed  Weapons  –  All  attacks  are  rolled  together,   even  when  attacking  with  a  unit  that  has  several   types  of  weapons.  Simply  use  different  colored   dice  or  roll  on  different  areas  of  the  table  to  know   which  weapon  hit.     To  Block  –  After  rolling  to  hit  the  defender  rolls  as   many  dice  of  the  Defense  type  of  most  models   within  LOS  of  the  attackers  as  hits,  trying  to  score   the  weapon’s  Strength  value.  For  each   unsuccessful  defense  roll  the  unit  takes  1  wound,   and  for  each  wound  you  must  remove  1  model  in   the  target  unit  that  is  in  LOS  of  the  attacker,  with   the  defender  freely  picking  which  one.  If  all  models   in  LOS  are  removed  and  there  are  still  wounds  left,   those  wounds  are  lost  and  are  not  applied  to   models  that  are  not  in  LOS.     Morale  Tests–  If  a  unit  kills  at  least  half  as  many   models  as  the  unit  had  before  the  attack  (rounding   down),  then  it  must  test  the  target’s  morale.  Roll   one  die,  trying  to  score  the  highest  Training  value   of  any  models  in  the  unit.  If  you  succeed  the  target   unit  counts  as  Pinned.     Pinned  Units  –  Units  that  are  Pinned  get  -­‐1  to  their   melee  rolls.  When  activating  Pinned  units  they   must  take  another  Morale  Test,  if  failed  the  unit   stops  being  Pinned.  If  passed  the  unit  flees  the   battle,  and  you  must  remove  all  models  from  the   table  as  casualties.     ASSAULT     Assault  Move  –  The  unit  may  move  by  up  to  6”   whilst  maintaining  unit  coherency,  ending  its   movement  with  at  least  one  model  in  base  contact   with  an  enemy  model,  and  all  other  models  as   close  as  possible  to  enemy  models.  Then  enemy   models  that  are  not  in  base  contact  with  any   attacker  must  move  by  up  to  3”  in  order  to  get  into   base  contact  with  an  attacker,  or  else  to  move  as   close  as  possible  to  any  attacker.     Combat  –  For  every  assaulting  model  that  is  in   base  contact  with  at  least  on  enemy  roll  as  many   dice  as  their  Attack  stat.  Every  die  that  scores  the   •

target’s  Training  value  or  higher  counts  as  a  hit.   Resolve  hits  from  melee  just  like  you  would  with   shooting,  and  once  all  wounds  have  been  resolved   the  target  unit  gets  to  strike  back.   Combat  Resolution  –  After  both  units  have  had  a   chance  to  attack,  compare  the  amount  of  wounds   each  unit  caused.  If  one  unit  caused  more  wounds   than  the  other  it  wins  the  combat.  The  loser  must   then  take  a  morale  test.  Note  that  in  close  combat   only  the  loser  takes  the  test,  regardless  of   casualties.     Pushed  Back  –  If  neither  unit  is  destroyed  or  flees   then  the  attacking  models  are  moved  back  by  1”,   separating  the  units.  Both  units  then  count  as   Disordered  until  the  end  of  their  next  activation,   and  they  may  not  use  Shoot  actions  when   Disordered.     Follow-­‐Up  Move  –  If  one  of  the  units  is  destroyed   and  the  other  one  survives,  then  the  surviving  unit   may  immediately  move  up  to  3”  in  any  direction.   Note  that  models  may  not  move  within  2”  of  other   units  during  this  move.     END  OF  THE  PHASE   At  the  end  of  the  phase  resolve  all  cards  and   special  rules  that  have  “at  the  end  of  the  phase”.   Then  a  new  phase  starts,  and  this  continues  until  4   full  phases  have  been  played,  after  which  the   round  ends.     END  OF  THE  ROUND   At  the  end  of  the  round  resolve  all  cards  and   special  rules  that  have  “at  the  end  of  the  round”.   The  players  then  both:   • Receive  2  Command  points  +  2  more  for   each  Hero  or  Leader  model  in  their  force.   • Receive  1  Krithium  point  +  2  more  for   each  Krithium  point  they  seized.   • Receive  1  VP  if  they  have  seized  the   objective.     • Draw  1  card  from  their  Main  deck.     Unused  Command  and  Krithium  carries  on   between  rounds,  however  the  players  may  only   have  up  to  6  of  each  at  a  time  (you  can  use  a  D6  to   track  this  value).  The  players  may  also  only  have   up  to  6  cards  in  their  hand  at  a  time,  and  if  they   exceed  this  number  at  any  point  they  must   immediately  discard  a  card  until  they  only  have  6   cards  in  their  hand.       COMMAND   Command  may  be  spent  in  one  of  these  ways:  





1  Command  =  Modify  a  single  die  you   rolled  by  +1/-­‐1  or  re-­‐roll  a  single  die  you   rolled.   3  Command  =  Draw  a  card  from  your   Main  deck.  

  UNITS & SPECIAL RULES

In  the  final  game  all  units  will  come  with  their  own   card  so  that  you  can  quickly  reference  their  special   rules.  For  this  alpha  we  are  putting  all  information   that  would  be  on  the  cards  here  for  reference.  

 

HARDENED  (X)   This  unit  may  accumulate  up  to  X  wounds  before   being  removed  as  a  casualty.  If  a  unit  with  this   special  rule  is  part  of  a  unit  without  it,  then  you   must  either  accumulate  wounds  until  all  models   with  this  special  rule  have  been  removed  as   casualties,  or  remove  regular  models  as  casualties   before  you  start  accumulating  wounds.  Note  that   you  must  first  accumulate  wounds  on  a  single   model  with  this  special  rule  until  it  is  killed  before   you  start  accumulating  them  on  another  model.     SLOW   This  unit  moves  up  to  4”  when  using  Move  or   Assault  actions.     SUPPRESSING  FIRE   Whenever  this  unit  inflicts  hits  with  this  weapon   the  target  must  take  a  Morale  Test,  regardless  of   casualties.    

RIFF UNITS

  Trooper  [Infantry]   Training   Attacks   Strength   3+   2   5   Weapons:  Carbine   Special:  -­‐       Assault  Trooper  [Infantry]   Training   Attacks   Strength   4+   2   5   Weapons:  Carbine   Special:  -­‐       Heavy  Machinegunner  [Specialist]   Training   Attacks   Strength   3+   2   5   Weapons:  Heavy  Machinegun   Special:  -­‐    

Defense   D6  

Defense   D6  

Defense   D6  

  Officer  [Leader]   Training   Attacks   Strength   Defense   3+   2   5   D6   Weapons:  Carbine   Special:  -­‐   Sihlas  Fenn  [Hero]   Training   Attacks   Strength   Defense   4+   3   6   D6   Weapons:  -­‐   Special:  Hardened(3)   Hero  Boost:  The  hero  and  his  unit  move  +D3”   when  using  Move  and  Assault  actions.      

RIFF WEAPONS   Carbine   Range   Attacks   18”   1       Heavy  Machinegun   Range   Attacks   24”   3      

Strength   5  

Strength   5  

Special   -­‐  

Special   Suppressing   Fire  

UNITS  &  SPECIAL  RULES  

In  the  final  game  all  units  will  come  with  their  own   card  so  that  you  can  quickly  reference  their  special   rules.  For  this  alpha  we  are  putting  all  information   that  would  be  on  the  cards  here  for  reference.  

 

FAST   This  unit  moves  up  to  8”  when  using  Move  or   Assault  actions.     HARDENED  (X)   This  unit  may  accumulate  up  to  X  wounds  before   being  removed  as  a  casualty.  If  a  unit  with  this   special  rule  is  part  of  a  unit  without  it,  then  you   must  either  accumulate  wounds  until  all  models   with  this  special  rule  have  been  removed  as   casualties,  or  remove  regular  models  as  casualties   before  you  start  accumulating  wounds.  Note  that   you  must  first  accumulate  wounds  on  a  single   model  with  this  special  rule  until  it  is  killed  before   you  start  accumulating  them  on  another  model.      

ARES UNITS

  Soldier  [Infantry]   Training   Attacks   Strength   Defense   5+   1   5   D6+1   Weapons:  Assault  Rifle   Special:  -­‐       Gauss  Gunner  [Specialist]   Training   Attacks   Strength   Defense   5+   1   5   D6+1   Weapons:  Gauss  Cannon   Special:  -­‐       Sergeant  [Leader]   Training   Attacks   Strength   Defense   5+   1   5   D6+1   Weapons:  Assault  Rifle   Special:  -­‐         Bitsie  [Hero]   Training   Attacks   Strength   Defense   5+   2   5   D6+1   Weapons:  2x  Pistol   Special:  Fast,  Hardened(2)   Hero  Boost:  Add  +1  to  all  your  Initiative  rolls  as   long  as  the  Hero  is  alive.      

ARES WEAPONS   Pistol   Range   Attacks   12”   1       Assault  Rifle   Range   Attacks   24”   1       Gauss  Cannon   Range   Attacks   36”   3              

Strength   6  

Special   -­‐  

Strength   6  

Special   -­‐  

Strength   7  

Special   -­‐  

                                                         

0

Take cover!

Tactics Requirements: You cannot play any other cards until the end of the round. Effect 1: All enemy units get -1 to their shooting rolls.

2

Suppression fire

2

Logistics

Tactic Effect 1: At the end of the round get +2 Command points and draw +1 card from your Main deck.

0

Cyber Hack

Action/Reaction

Action/Reaction

Effect 1: Action: Target enemy unit that has taken at least one hit is immediately Pinned.

Effect 1: Action/Reaction: Ignore all effects of target Action or Reaction card.

Effect 2: Spend 2 Command. Target friendly unit may shoot ignoring Cover modifiers

Effect 2: Action: Spend 2 Command. Discard target Tactics card.

1

Aimed shot

Action Effect 1: Target friendly unit gets +1 to its die rolls when shooting. Effect 2: Spend 3 Command. Target enemy unit gets -1 to its Defense when defending against shooting attacks.

1

Sprint

2

Holo sight

Equipment Effect 1: The equipped unit may re-roll one failed hit roll when shooting. Effect 2: Spend 1 Krithium. The equipped unit may re-roll all failed hits when shooting.

3

Active camo

Equipment/Camo Effect 1: The equipped units may only be targeted by units within 6”.

2

Superposed weapons

Action

Equipment/Action

Effect 1: Target friendly unit moves +4” when using Move or Assault actions

Effect 1: The equipped unit always counts as being in Optimal Range when shooting.

Effect 2: Spend 1 Command. All friendly move +1” when using Move or Assault actions.

Effect 2: Spend 1 Krithium. The equipped unit gets +1 Strength when shooting.