Resistance: Each facility has a resistance which indicates how much damage is negated by unconventional attacks such as nuclear, concussion, or nanite damage. Depending on the type of attack, the resistance can either be subtracted directly from the special attack damage or generate a random number between 1 and the resistance.
Structure Points: This number represents the amount of damage that a facility can sustain before being removed from the game. Facilities receive damage during challenges when the opponent’s attack die roll exceeds a facility’s defense die roll. The difference in the rolls is applied as damage. Facilities can be “repaired” by expending action points and resources.
Special Abilities: Many facilities have some special abilities that set them apart from others. Some abilities allow resource collection or generation while others grant Action Point bonuses. See the appendix at the end of the manual for a full description of all the facility special abilities.
Number of Upgrades: Indicates the number of upgrades if any that can be made to a facility.
Cards in Armory: Some facilities may have an “armory special ability” that allows cards to be withdrawn from the facility in exchange for paying action points. The number of cards remaining is indicated here.
Exert Control: Facilities exert control in a hex even if there are no armies of the faction located in the hex. Facilities without any armies to guard them are extremely vulnerable and can be captured or destroyed as appropriate if an enemy army enters the hex.
Resource Cost: To deploy a facility to the game board you must pay its resource cost indicated by the colored icons on the side of the facility’s card. In addition to paying the resource cost you must pay Action Points (AP) equal to half the total number of resource points.
NOTE: One special type of facility know as a “collector” can be constructed by any hero card and any unit card with the “engineer” special ability. Collector facilities have special abilities that allow for the harvesting of resources at the beginning of each turn. Like facilities played to the board from the player’s hand, only one of the same collector card can exist at any base.
Attack Cards: Attack cards represent aircraft, hoverships, helos and missiles that can attack enemy armies and facilities directly. Attack cards are played straight to the board from a player’s hand and after the attack “challenge” is resolved return to the player’s hand. The exception to this rule is missiles which are discarded after an attack. Missiles can be created by heroes with the “technologist” special ability so they can be replenished in that manner. Multiple copies of an attack card can be added to a deck and once eliminated an attack card is sent to the discard pile. Attack cards are limited to a certain number of copies per deck indicated on the attack card’s menu entry in the “Create/Edit Deck Menu.” Attack cards all have the following key attributes:
Attack Type: An attack card can be one of three types: aircraft, helo or missile. The attack type determines how the attack card functions. Aircraft and helos return to a players hand after an attack. Aircraft have longer ranges than helos but must use strongholds and outposts to determine range to a target while helos may attack from hexes controlled by friendly non-stealthed combat capable armies that are in supply. Missiles can only attack enemy facilities and are discarded after an attack but can be built by your heroes.
Attack Die Strength: Each attack card has an attack die strength that ranges from 1 to 10. When an aircraft, helo or missile card attacks during a combat challenge the card usually uses its attack die strength modified by attachment bonuses. Each attack