NOTE: Facilities with the “Hardened” special ability are exempt from the automatic destruction rule but damage from “Challenge” damage is NOT cut in half.
NOTE: Outpost or Stronghold facilities with the “Hardened” special ability provide all units in their garrison with additional benefits against WMD attacks. All radiation damage is negated and all “Challenge” damage is cut in half.
Minefield Attack Challenges Basics
Minefields are facilities that are controlled by a player faction or independent. When an army enters a hex containing a minefield not controlled by the owner of the army then the army must stop immediately and undergo a “Minefield Attack Challenge.” Minefields are usually camouflaged so they are not always readily visible. A “Minefield Attack Challenge” proceeds just like any normal challenge except the player controlling the minefield never has access to fate points. If a unit card is damage beyond its hit points it is discarded. Armies may exit the minefield on the following turn without undergoing another minefield attack.
Minefield Hit Points: Whenever a minefield damages a hero or unit in a“Minefield Attack Challenge”it loses hit points equivalent to the base amount of damaged inflicted (Attack Die – Defense Die) without any special bonus damage being taken into account. If the minefield’s hit points are less than or equal to 0 hit after a“Minefield Attack Challenge”then the minefield is removed from play.
Engineers: Units with the “Engineer” special ability can remove an amount of minefield hit points equal to the level of their engineer ability once per turn. Engineer units are immune to minefield attacks and help negate the strength of a “Minefield Attack Challenge” (-2 attack die) against units in the same hex. Engineers can also deploy friendly minefields by positioning themselves in an in supply, controlled hex without any facility cards already present and then dragging a minefield facility card onto that hex.
Stacking: Minefields can never exist in the same hex as a base that contains any type of facility cards (including other minefields and resource collector facilities).
Research (Card Creation) Challenges
Heroes with the“Tactician”,“Technologist”or“Geneticist”special abilities can create attachment, enhancement, munition and even attack (missile) cards by completing a“Card Creation Challenge.” The hero attempting the challenge must be in the same hex as an academy to create tactics cards or a laboratory to create technology cards. The hex must also be uncontested. To start a challenge you must right click on the hero’s card in the“Army Viewer Interface”and select the appropriate special ability by left clicking on the option in the pop up menu. This will bring up a menu of the types of cards that can be created and the costs (Action Points and/or resources) and thresholds required for success. After selecting (left clicking on) the card you wish to attempt to create you click the“Create Card”button and proceed
to the challenge. You must roll your die and use fate or tactics cards to equal the success die showing in the bottom row (the threshold level). The amount of die you have in your pool to complete the challenge is equal to the level of your hero’s special ability plus the facility level of the academy or laboratory plus any bonus modifiers provided by other cards in play. The threshold for card creation can also be lowered by the presence of other cards in play. Once you are finished you click on“Accept.”If your successes equal or exceed the threshold then the card is created and you are offered an opportunity to add it to your hand. You will not be allowed to add it to your hand if the number of cards in the appropriate hand is already at its maximum limit. You will need to discard a card first or discard the newly created card to continue.
These cards are created by tacticians to give a player an advantage during challenges. See the appendix for details on the tactics cards available to each empire
NOTE: Tactics cards can be used to create higher level tactics cards or hard to create technology cards. Each empire has access to six unique tactics cards.
Technologists and Geneticists
Technologists create weapons and devices to provide the units of your empire with improved fire power, defenses, and special abilities. Geneticists focus on biologic applications to improve troops or counter organic creatures with powerful weaponized biological systems.
NOTE: Each empire has access to six unique technologist and six unique geneticist created cards ranging from hydrogen bombs to weaponized neuro agents.
Army Battle Mechanics Overview
Battle can be commenced between armies by one of these seven methods:
✘ A non-stealthed combat capable army moves into a hex containing another non-stealthed combat capable army
✘ A non-stealthed combat capable army moves into a hex containing a stealthed combat capable army that has been detected and elects to attack that army
✘ A non-stealthed combat capable army moves into a hex containing stealthed combat capable army (detected/not detected) and elects to stay in the hex or continue moving. The stealthed army elects to attack
✘ A stealthed combat capable army moves into a hex containing a non-stealthed combat capable army or a stealthed combat capable army that has been detected and elects to attack that army
✘ A stealthed combat capable army moves into a hex containing a non-stealthed combat capable army or a stealthed combat capable army (detected/not detected) and elects to stay in the hex or continue moving. The army (not moving) elects to attack