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A Post-Apocalyptic Turn Based Strategy Game - page 16 / 58





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Armageddon Empires

NOTE: Unit cards with the “Wave Attack” special ability do not count towards determining whether an army has exceeded its hero’s CR or the faction’s base CR if the army is without a hero. “Wave Attack” units never receive a negative CR modifier to attack and defense if the army exceeds its CR rating.

Fate: The hero’s fate serves several purposes. In battle or during various“challenges”, a hero may spend fate points to re-roll die that failed (did not land symbol side up). This ability allows a hero led army to have a significant advantage over an opponent without a hero. Fate is also used as a hero’s defense attribute when attacked during various“challenges”such as assassination, sniper attacks, or attempts to capture or kill the hero. Thus a higher fate means a greater chance to avoid harm or inflict extra damage.

Resistance: Resistance is an indicator of general toughness in resisting unconventional attacks such as nuclear, biologic, chemical or psychic attacks. Instead of fate a hero’s resistance will be used to determine whether a hero survives an attack. The higher the fate the more damage is negated. For example, a hero with a resistance of 3 is the target of an assassination challenge where the assassin has a“neuro toxin 4”special ability. If the assassin should wound the hero in the challenge then an additional 4 damage minus a random roll of the hero’s 3 resistance number would be applied in addition to normal damage. Sometimes the damage is simply modified by just subtracting the resistance.

Movement Rate: This number represents the number of movement points a hero can move per turn. The number of movement points that an army can move during any turn is limited by the lowest movement rate of the cards comprising that army. If a hero has a movement rate of 2 and all the units in the army have a movement rate of 3 then the movement rate for that army is limited to 2 points per turn. Movement points are spent

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by an army to enter hexes on the game board and determine how far an army can move in any turn.

Wound Points: This number represents the number of wounds that a hero can sustain before being removed from the game. Heroes receive wounds during challenges when the opponent’s attack die roll exceeds the hero’s defense die roll. The difference in the rolls is applied as wounds. Heroes can be“healed”at a stronghold or outpost by expending action points (described later).

Special Abilities: Most heroes have some special abilities that set them apart from other heroes. Some abilities allow the hero to create new cards while others allow the hero to conduct special operations or provide bonuses to the armies that they lead. See the appendix at the end of the manual for a full description of all the heroic special abilities.

Collector Construction: All heroes can construct special collector facilities (described later) that permit the collection of resources from the game board. The resources are used among other things to play cards from the player’s hand to the game board.

No Supply Required: Heroes operating in an army by themselves do not require supply (described later.) This allows heroes to move rapidly across the playing board but also exposes them to the risk of being captured or killed by an enemy. Lone heroes are subject to capture / kill attempts by enemy armies while heroes commanding armies with units in them must be defeated in combat before they can be captured or killed.

Not Combat Capable: Heroes operating in an army by themselves are described as not combat capable and exert only a tenuous control over a hex. Hero only armies must yield control to combat capable armies.

Resource Cost: To deploy a hero to the game board you must pay its resource cost indicated by the colored icons on the side of the hero’s card. In addition to paying the resource cost you must pay Action Points (AP) equal to half the total number of resource points.

Units: Units represent groups of infantry, armor, mecha, support units, etc. that can usually project combat power. Units are added to a player’s armies to provide the army’s muscle allowing an army to exert control over a hex and engage in combat operations. Multiple copies of a unit can be added to a deck and once eliminated a unit is sent to the discard pile. Units are limited to a certain number of copies per deck indicated on the unit’s menu entry in the “Create/Edit Deck Menu.” Units all have the following key attributes:

Unit Type: Each unit has a type designator that describes the unit’s basic function. This designator is used for limiting attachments to the unit and determining eligibility for special damage types.

Attack Die Strength: Each unit has an attack die strength that ranges from 1 to 10. In some rare cases a support unit might have a * as a combat strength denoting that it cannot directly attack another unit but can defend. When a unit attacks during a combat challenge the unit uses its attack die strength modified by any leader or attachment bonuses. Each attack die has a 50% chance of rolling positive or negative as described later in the challenge/combat section.

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