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A Post-Apocalyptic Turn Based Strategy Game - page 30 / 58





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Armageddon Empires

of the results by clicking the “Events”button at the bottom of the “Game Interface”and selecting the tab for the appropriate empire. The duration for all events is measured in turns and the result message is removed from the event log when the result expires.

Capture Kill Challenges

Heroes venturing out onto the game board alone in an “Army” are NOT subject to supply rules that cut movement to 1 hex per turn if the army starts its turn out of supply. However, such hero only armies are vulnerable to being captured or killed by enemy combat capable units. A hero only unit must first be spotted by the enemy by failing a hidden observation challenge conducted by the enemy in its hex. Once spotted the hero can be hunted by moving a combat capable army into the same hex and right click on the army counter. A pop up menu will offer the “Hunt Enemy Hero” option followed by a specific cost in action points. Left clicking on the option initiates a “Capture Kill Challenge.” The player pursuing the hero is designated the “Hunter” and the pursued hero is the “Target.” If there is more than one valid target enemy hero in the hex, then a target hero is selected at random. The exception to this rule is when the player commencing the challenge has a card in the hex with the “Bounty Hunter” special ability. Then the target hero can be selected from the dialogue that will appear after initiating the challenge. Once the target hero has been determined the “Capture Kill Challenge Display” appears. The number of die in the hunter’s pool is determined by the following formula:

Hunter’ Die =  + (player total unit cards in hex / 2) + highest observation strength in hex

The target hero receives a dice pool equal to his fate plus any modifiers from special abilities or attachments. Both players roll die or take actions until either the “Defender’s Prerogative” is taken or both players click on “Accept.” If the hunter’s total successes exceed those of the target hero then hero is killed while attempting to escape and the hero is permanently discarded. There is a special case where the hero can be captured. If the hunter’s total successes exceed that of the target hero’s total dice pool number then the target hero is captured and transported to the nearest base of the empire that captured the hero. This threshold for capture can be lowered by the presence of a unit with the “Bounty Hunter” special ability. The threshold is reduced by the single largest bounty hunter skill available in the hex. Only one bounty hunter skill ever modifies the capture threshold.

EXAMPLE: An enemy hero, alone in an army, is detected in a hex with a friendly army that consists of 3 unit cards. One of the unit cards has the special ability “Bounty Hunter 2” while another has the special ability “Recce S5, R1”The hex terrain is badlands so the terrain defense modifier is 1. Assuming no other nearby units project a higher observation check into the hex, then the highest observation strength is 5 – 0 (range) – 1 (terrain modifier) = 4.

The hunter’s dice pool then equals:

  • + (  / 2) +  =  dice

The target hero’s fate is 4 giving him 4 dice in his pool. The dice are rolled and the final results are 4 successes for the hunter and 3 successes for the target hero. Since the hunter’s total exceeds the target hero’s total the target is either killed or captured. Because the capture threshold is 4 – 2 = 2 (target hero’s dice pool total


  • highest bounty hunter ability) and the total successes for the

hunter exceed 2 the target hero is captured and transported to the hunter’s nearest outpost or stronghold where the hunter will receive a +3 Action Point bonus every turn.

NOTE: Conducting a capture kill challenge in a hex destealths all friendly stealthed armies since all armies are assumed to participate in the challenge

Air Combat (Attack Card) Challenges


When you drag an attack card from your hand and drop it on a hex to attack an enemy base or armies, your opponents may have the opportunity to respond before you can complete the “Air To Ground Challenge.”The same opportunities will be offered to you if an enemy launches an air attack against a target hex in which you have qualifying units available. When an attack card is played against a hex it uses its attack strength attribute in an “Air To Ground Challenge” against any targets that are eventually selected. Before this can happen though, all players who have observation checks in the hex for the current round of turns and have an attack card in their hand with the “Air To Air” special ability are checked to see if an intercept is possible. Each attack card must be able to trace a path of hexes less than or equal to their range attribute and be able to pay the Action Point and resource costs for the attack card. If both those conditions are met then a dialogue box is displayed offering the player the opportunity to intercept. After all “Air to Air Challenges” are resolved or declined then the hex is searched for unit cards with the “Anti-Air” (anti aircraft artillery) or “Anti-Missile” special abilities depending on the type of attack card dropped on the hex. “Anti- Air” units respond to aircraft and helos while “Anti-Missile” units respond to missiles. If such a unit exists then the owner is given the chance to initiate a “Ground To Air Challenge.”“Ground To Air Challenges” do NOT require any Action Points or resources to be spent to initiate. Once all possible “Ground To Air Challenges” have been resolved or declined then the “Air To Ground Challenge” is initiated.

NOTE: Attack cards do not regain any spent fate between challenges. If an attack card is intercepted by an “Air To Air Challenge” and spends 2 fate points during the challenge it will start the next challenge down 2 fate points.

Air To Air Challenge

Cards with the “Air To Air” special ability can initiate challenges against aircraft or helos (NOT missile) attack cards attempting to engage ground targets in a hex. The hex must be observed by the player attempting to intercept and within the intercepting card’s range as measured from an unbesieged friendly outpost or stronghold. If multiple cards are eligible for intercept then a dialogue box will offer a choice to the player. The intercepting card is the attacker for the challenge and has a dice pool strength equal to the level of its “Air To Air” special ability i.e. the special ability “Air to Air 5” would grant the attacker 5 dice for its pool. If the defending attack card is NOT “Air To Air” capable then its dice pool is equal to its defense strength. Otherwise if the defending card is “Air To Air” capable then its dice pool is equal to the level

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