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Armageddon Empires

then the defender is given a special opportunity to accept the results right there. This is known as “Defender’s Prerogative.” If the defender decides to use his Fate pool to re-roll die or to play a tactic card to alter the dice to a point where no damage/wounds will be inflicted then he cedes his “Defender’s Prerogative”and the attacker is given a chance to respond. The attacker can then use his fate or tactic cards to change the outcome in his favor. If the defender cedes his “Defender’s Prerogative”then the challenge continues until both sides accept the results by clicking on the “Accept”button at the bottom of the dialogue. Once this occurs the damage assessment phase begins and any bonus damage if applicable is applied if a hit/wound has been scored. A dialogue then appears and displays the results of the challenge and any eliminated heroes, units or facilities are sent to the discard pile. Challenges need not only be destructive. Certain Heroes with the “Tactician”, “Technologist”or “Geneticist”special abilities can create cards by winning a challenge. These challenges are fought against a fixed number of dice known as a threshold. If the heroes’success total EQUALS or exceeds the threshold then the challenge is successful and the card is created and added to the player’s hand.

Special Operations Challenges

Heroes of your empire with certain special abilities can be sent on missions to assassinate other enemy heroes, destroy enemy facilities or conduct espionage. Some elite unit cards have these abilities as well. Each special ability has certain requirements that must be met before the “Challenge” associated with it can be initiated.

Assassination

Cards with the“Assassin”special ability can initiate challenges to wound or kill enemy heroes. A hero card conducting the assassination does not need to be stealthed but stealth status will make detection and possible capture or termination of the assassin more difficult. A non-stealthed army with a unit card acting as an assassin must be more careful, as it will initiate combat first with a non-stealthed enemy army if it enters the same hex. Therefore the army with the unit assassin card must often be stealthed. If detected the army with the unit assassin card faces combat rather than a“Capture Kill Challenge”that an army with only a hero (non combat capable) would face. In order to conduct an assassination the army with the assassin must be in the same hex as a target hero. Right clicking on the assassin card in the“Army Viewer Interface”will display a pop up menu that will offer the“Assassinate Hero”option

followed by the cost in Action Points. If sufficient Action Points are not available then the option will appear in red text and not be selectable. Selecting the option with a left mouse click will initiate the challenge. If the assassin card also has the“Master Assassin” special ability it will be given a choice of target. Otherwise a random target from among the heroes observed in that hex location will be chosen. After viewing the assassin and his target side by side the “Assassination Die Challenge Interface”will appear. The assassin’s dice pool strength is equal to his“Assassin”special ability level i.e. a“Assassin 7”would be assigned 7 dice for the challenge. The

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defender’s dice pool is equal to the defending hero’s fate plus any bonus modifiers like the“Bodyguard”special ability. Both players roll die or take actions until either the“Defender’s Prerogative”is taken or both players click on“Accept.”If the assassin’s total successes exceed those of the defending hero then the difference is applied as wounds. If the wounds are greater than or equal to the hero’s wound points then the hero is killed and permanently discarded.

Assassin vs. Assassin: Whenever an assassin initiates a challenge that targets another assassin a special duel ensues. The defender still maintains the right of “Defender’s Prerogative” but should the defender’s total successes exceed those of the attacker, the difference is applied as wounds to the attacker.

NOTE: The “Master Assassin” special ability allows the assassin to choose his target. Otherwise a random target is selected when an assassination challenge is attempted.

NOTE: The “Slayer” special ability provides the assassin with the power to kill a target hero if a single wound is inflicted. Few assassins’ have this ability naturally but some munitions provide this skill as a one shot use.

Sabotage

Cards with the “Saboteur” special ability can initiate challenges to damage or destroy enemy facility cards. A hero card conducting the sabotage does not need to be stealthed but stealth status will make detection and possible capture or termination of the saboteur more difficult. A non-stealthed army with a unit card acting as a saboteur must be more careful, as it will initiate combat first with a non-stealthed enemy army if it enters the same hex. Therefore the army with the unit saboteur card must often be stealthed. If detected the army with the unit saboteur card faces combat rather than a “Capture Kill Challenge” that an army with only a hero (non combat capable) would face. In order to conduct a sabotage operation the army with the saboteur must be in the same hex as a target facility. Right clicking on the saboteur card in the “Army Viewer Interface” will display a pop up menu that will offer the “Sabotage” option followed by the cost in Action Points. If sufficient Action Points are not available then the option will appear in red text and not be selectable. Selecting the option with a left mouse click will initiate the challenge. If the saboteur card also has the “Master Saboteur” special ability it will be given a choice of target. Otherwise a random target from among the facilities observed in that hex location will be chosen. After viewing the saboteur and his target side by side the “Sabotage Die Challenge Interface” will appear. The saboteur’s dice pool strength is equal to his “Saboteur” special ability level i.e. a “Saboteur 7” would be assigned 7 dice for the challenge. The defender’s dice pool is equal to the defending facility’s defense attribute plus any bonus modifiers. Both players roll die or take actions until either the “Defender’s Prerogative” is taken or both players click on “Accept.” If the saboteur’s total successes exceed those of the defending facility then the difference is applied as damage. If the damage is greater than or equal to the facility’s structure points then the facility is destroyed and permanently discarded.

Saboteur vs. Intel Center: Whenever a saboteur initiates a challenge that targets a facility with an intel center in the same hex, a special duel ensues. The defender still maintains the

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