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A Post-Apocalyptic Turn Based Strategy Game - page 31 / 58

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of its “Air To Air” special ability. The challenge then starts and both players roll die or take actions until either the “Defender’s Prerogative” is taken or both players click on “Accept.” If the interceptor’s total successes exceed those of the defending attack card then the difference is applied as damage. If the damage is greater than or equal to the defender’s hit points then the defender is destroyed and discarded.

Air to Air Duel: Whenever an interceptor initiates a challenge that targets another“Air To Air”capable attack card 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 damage to the attacker.

Ground To Air Challenge

Cards with the “Ground To Air” special ability (“Anti-Air”) can initiate challenges against aircraft or helos (NOT missile) attack cards attempting to engage ground targets in the same hex. The card with the “Anti-Air” special ability is the attacker for the challenge and has a dice pool strength equal to the level of its “Ground To Air” special ability i.e. the special ability “Anti-Air 5” would grant the attacker 5 dice for its pool. The defending attack card has a dice pool equal to its defense strength unless the attack card has the “HARM” special ability (Homing Anti Radiation Missile) which denotes an attack card that can counter Anti-Air attacks. If the attack card has “HARM” capabilities then its defense strength is equal to the level of its special ability i.e. a card with “Harm 5” will have a 5 dice defense pool. The challenge then starts and both players roll die or take actions until either the “Defender’s Prerogative” is taken or both players click on “Accept.” If the attacker’s total successes exceed those of the defending attack card then the difference is applied as damage. If the damage is greater than or equal to the defender’s hit points then the defender is destroyed and discarded.

Ground to Air Duel: Whenever a ground unit initiates a challenge that targets a“HARM”capable attack card 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 damage to the attacker.

Cards with the“Ground To Air”special ability (“Anti-Missile”) can initiate challenges against missiles (NOT aircraft or helos) attack cards attempting to engage ground targets in the same hex. The resolution procedure is that same as that for the“Anti-Air”special ability.

NOTE: There is no HARM equivalent for anti missile challenges.

Air To Ground Challenge

Attack cards that survive all applicable “Air To Air Challenges” and “Ground To Air Challenges” can then complete an “Air To Ground Challenge.” Attack cards without the “Precision Targeting” special ability are randomly assigned a target in the hex, although aircraft and helos may choose between a random unit in an army and a random facility in a base. Missile attack cards must choose a random facility in a base. Precision targeting allows the attack card to choose the exact target it wishes to challenge. The dice pool for the attacker equals the attack strength of the attack card and the dice pool of the defender is equal to the defending cards defense strength modified by any terrain or defensive

Armageddon Empires

bonuses. Both players then roll die or take actions until either the “Defender’s Prerogative” is taken or both players click on “Accept.” If the attacker’s total successes exceed those of the defending attack card then the difference is applied as damage. If the damage is greater than or equal to the defender’s hit points then the defender is destroyed and discarded.

NOTE: Unit cards defending against an “Air To Ground Challenge” do NOT get to use their hero’s fate pool. They are on their own for the challenge.

NOTE: Aircraft may have munitions attached to them that are expended whether or not a hit is scored. If a hit is scored many munitions provide extra damage.

NOTE: Missiles can only be played against hexes that have a base of some sort in them. Missile attacks targeted against armies in a hex are not permitted. However many missiles have a“Collateral Damage”special ability which may result in damage to unit cards that are in the same hex as the targeted facility.

Collateral Damage: Whenever a missile with a “Collateral Damage” special ability attacks a hex which in addition to a facility also contains one or more armies then there is a chance that the heroes and unit cards in those armies will be damaged or destroyed regardless of whether or not the missile was able to strike its target. The chance for collateral damage and the strength of the attack is determined by the missile’s special ability. A special ability like “ Collateral 60% 4 Atk” indicates that there is a 60% chance that an army will be hit and each card is subjected to a 4 attack die challenge versus the card’s defense strength or fate (hero). After a missile attack hidden challenges are performed for the units in any army that rolls a ten sided die equal to or below the percentage defined by the collateral damage special ability. From the example above, if the collateral percentage is 60% then an army that rolls less than or equal to 6 on a 10 sided die is subject to “4 dice Collateral Damage Challenges” for every card both hero and unit in it.

WMD Challenge

If an attack card makes an “Air To Ground Challenge” and it has itself or a munition with the “Hydrogen Bomb” or “Grav Warhead” special abilities then a special devastating attack occurs on all armies and facilities in the target hex. All facilities are automatically destroyed unless they have the “Hardened” special ability. Hidden “WMD Challenges” are then conducted against every remaining facility, unit and hero card in the hex regardless of who owns the card. The strength of the “Challenge” depends on the special ability of the attack card or munitions. For example, a munition with the special ability “Hydrogen Bomb 10, 15” would unleash a 10 dice attack challenge and 15 points of radiation damage against all targets in the hex. Each target would face the 10 die challenge with its defense attribute and any bonuses for terrain or defense. If the target card survived the 10 dice “Challenge” then it would be exposed to the 15 strength radiation damage. 15 points of damage minus a random number between 1 and the card’s resistance would be applied to the card. If it has any wound/hit/structure points remaining then it survives the attack, otherwise it is discarded. The process is repeated for every card in the hex.

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