✘ For aircraft range to the hex is calculated from the nearest friendly non besieged stronghold or outpost.
✘ For helos range to the hex is calculated from the nearest friendly non besieged stronghold or outpost, or the nearest in supply combat capable army.
✘ For helos if the range to the hex can only be met by an in supply combat capable army, then 1 point of damage is inflicted on the helo card before the challenge is completed. This may destroy the attack card.
✘ For missiles the range to hex can be calculated from the nearest friendly non besieged stronghold or outpost, or an army containing a unit with the “Mobile Launcher” special ability .
✘ You must be able to pay the Action Point and Resource costs of the card.
Attachments, Enhancements and Munitions
These cards are played during your turn by dragging them directly to the appropriate “Card Viewer Interface” and releasing them with the cursor over the host card with which you wish to connect the card. The following rules govern the deployment of these types of cards:
✘ A unit can only have a single attachment unless it has a special ability that permits more.
✘ A unit can never remove an attachment once it is placed. ✘ A unit can only have a single munition attached.
✘ Munitions are removed once they are played during a combat challenge.
✘ Munitions can be fired during battle in the “Tactical Combat Module” by right clicking on a unit card and selecting the munition from the pop up menu.
✘ A unit can only have one enhancement of the same name.
✘ There is no limit to the number of enhancements a unit may have as long as the names are different.
✘ A hero can only have two attachments . ✘ A hero can only have a single munition attached.
✘ Munitions are removed automatically when the hero is involved in a challenge that matches the munition’s purpose. For example a hero with a “Neuro Toxin” munition would expend that munition during an “Assassination Challenge”.
✘ A hero can only have one enhancement of the same name.
✘ There is no limit to the number of enhancements a hero may have as long as the names are different.
✘ A facility can only have a single attachment. ✘ Attack Cards can only be assigned a single “Munition” card.
✘ Munitions are removed from attack cards once they are played during an “Air to Ground” combat challenge.
✘ You must be able to pay the Action Point and Resource costs of the card you are trying to play as an attachment, enhancement, or munition.
NOTE: Attack cards can be assigned a single munition by right clicking on the appropriate munition and selecting the “Attach Munition” option. A dialogue box will appear that allows the selection of a particular attack card.
Armies and Bases are said to exert control over the hex in which they are located. Control of a hex determines who can deploy heroes, units and facilities to that hex and blocks supply (described later) through that hex for the armies of the other players. Control also determines who is considered the defender when a combat eligible army from another faction moves into the hex. If combat is initiated the controller of the hex is considered to be the defender, with the sole exception of a player sallying forth from an outpost to break a siege. The following rules govern control of a hex:
✘ An non-stealthed army that is combat capable (has a least one unit card in it) exerts control over the hex in which it is in and has the highest precedence.
✘ A stealthed army that is combat capable (has a least one unit card in it) is considered to be hiding and does NOT exert control over the hex in which it is located.
✘ A non-combat capable army (contains only a hero) exerts weak control (supply is NOT blocked) over a hex if there is no combat capable enemy army in the hex. An empty enemy garrison qualifies as a combat capable army for purposes of control. Thus a lone hero cannot capture an enemy base with an outpost and an empty garrison, but he could capture an independent base with an outpost because it has no garrison.
✘ A hex with two opposing non-combat capable armies is said to be “contested.” Any bases in the hex remain under the control of the original owner.
✘ A base containing an outpost or stronghold but without a combat capable army exerts control (can block supply) in a hex but is captured if a combat capable enemy army moves into the hex.
✘ If a base is captured by an enemy all collectors are destroyed. The remaining buildings are then transfered to the control of the player who captured the hex.
✘ A base containing just resource collectors but without a combat capable army exerts weak control (CANNOT block supply) in a hex.
When an non-stealthed combat capable army (the“Attacker”) moves into a hex with an enemy base possessing a stronghold or outpost that also contains a non-stealthed, combat capable army or garrison (the“Defender”) then the“Attacker”is given the option to lay siege to the base. Laying siege means that the enemy is completely surrounded and if an assault is made on a FOLLOWING TURN the base defenders are destroyed if they elect to retreat during battle. Additionally, on the FOLLOWING TURN the supply status of any besieged defenders is out of supply and the -3 Attack and -2 penalties are applied to any unit cards present in the hex. Besieged bases cannot deploy heroes or units to their locations or be used as sources for supply or for determining range for air attacks. They are in effect completely cut off from the empire and must either break the siege themselves or be relieved. If the“Attacker”elects to lay siege then the“Defender”is given an immediate opportunity to attack and prevent the siege. The“Attacker”however gains any defensive bonuses for the terrain in combat against the“Defender” trying to prevent the siege. The“Defender”can also elect to remain behind his walls and accept the siege.