X hits on this document

PDF document

A Post-Apocalyptic Turn Based Strategy Game - page 19 / 58

220 views

0 shares

0 downloads

0 comments

19 / 58

die has a 50% chance of rolling positive or negative as described later in the challenge/combat section.

Defense Die Strength: Each attack card has a defense die strength that ranges from 1 to 10.

Fate: The attack card’s fate functions in a manner similar to that of the hero’s. During various“challenges”, an attack card may spend fate points to re-roll die that failed (did not land symbol side up). This represents a pilot’s, artificial intelligence’s or guidance system’s ability to maneuver and react in combat. Thus a higher fate means a greater chance to avoid harm or inflict damage.

Hit Points: This number represents the number of damage points that an attack can sustain before being removed from the game. Attack cards receive damage during challenges when the opponent’s attack die roll exceeds the card’s defense die roll. The difference in the rolls is applied as damage. Attack cards other than missiles can be “repaired” while in the player’s hand by expending action points and resources.

Attack Range: This number describes the attack cards ability to strike at a distance. For aircraft range is calculated from a stronghold or outpost that is not besieged. Helos have a range of 1 hex but can determine range from a non-stealthed in supply combat capable army in addition to a non-besieged stronghold or outpost. Missiles can determine range from both armies with mobile missile launchers and hexes with a friendly non besieged stronghold or outpost.

Resource Cost: To conduct an attack with an attack card the player must pay both the Action Point cost and resource cost displayed on the card.

In addition to the four types of cards that each player can add to their decks there are four other types that can be encountered or created during the game: attachments, munitions, enhancements, and tactics.

Attachments : Attachment cards are either discovered by your armies exploring the wasteland or created in your laboratories. They represent advanced weapons and equipment that can be “attached” to your heroes, units, and facilities (host cards) to improve their operational capabilities. Some attachments increase basic attributes while others provide new special abilities. Generally a unit or facility can have only a single attachment. Heroes are allowed two attachments. Once placed an attachment card can never be removed so choose wisely. Attachment cards all have the following key attributes:

Armageddon Empires

Host Types: This attribute determines what types of cards the attachment can modify.

Special Abilities: Special abilities determine exactly how the attachment modifies the host card. For example, a special ability like +2 Atk grants a 2 dice bonus to the host unit’s attack die strength.

Munitions : Munition cards are either discovered by your units exploring the wasteland or created in your laboratories. They represent one shot abilities used in combat by your units, heroes or attack cards. A unit, hero or attack card can have only a single munition attached at any given time. Once used in a challenge the munition is “expended” and sent to the discard pile. Munition cards all have the following key attributes:

Host Types: This attribute determines the types of cards to which the munition can be attached.

Special Abilities: Special abilities determine exactly how the munition modifies the host card. For example, a special ability like “Tactical Nuke 8” grants a one shot 8 dice nuclear attack ability in which the target card is destroyed if a single hit is scored.

Enhancements: Enhancement cards are either discovered by your armies exploring the wasteland or created in your laboratories. They represent advanced capabilities that can permanently upgrade your heroes and units (host cards) to improve their operational capabilities. Some enhancements increase basic attributes while others provide new special abilities. A hero or unit can have only a single enhancement of a particular type. Multiple enhancements are permitted as long as the enhancements do not share the same name. Enhancements DO NOT count towards the card’s attachment limit. Once placed on a hero or unit, an enhancement card can never be removed. Enhancement cards all have the following key attributes:

Host Types: This attribute determines what types of cards the enhancement can modify.

Special Abilities: Special abilities determine exactly how the enhancement modifies the host card. For example, a special ability like +2 Atk grants a permanent 2 die bonus to the host unit’s attack die strength.

Tactic Cards: Tactic cards are created by heroes possessing the “Tactician” special ability located in the same hex as a friendly academy. Tactic cards are stored in a separate “hand” and are played during “challenges” to modify the outcomes of die rolls. Players may have up to 4 challenge cards in their tactics hand and gain an additional slot for each academy that they have in play.



Document info
Document views220
Page views220
Page last viewedTue Jan 24 16:04:05 UTC 2017
Pages58
Paragraphs1449
Words32297

Comments