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.