Alkemy Reference Sheet Pretty-1
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Transcript of Alkemy Reference Sheet Pretty-1
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8/4/2019 Alkemy Reference Sheet Pretty-1
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D6 Health State
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Close Combat Summary
- Both players choose a Combat Card- Both players simultaneously reveal their Combat
Cards
- Perform a Reflexes Roll if no Inactive or ParryCombat Cards are played
- Perform any Combat Rolls :(2d6 + Attackers Combat >= Targets Defense)
Movement: Normal / Charge / RunDisengagement
- Make a Normal Move or Running action to disenga- Both sides perform a Reflexes Opposition roll- Disengaging miniature is unharmed if it wins- Opponent may make a free Quick Attack if
disengaging miniature loses this roll
- If in contact with multiple opponents, use highestReflexes attribute. If the disengaging miniature lo
this roll, all opponents make a free Quick Attack
Round Summary- Beginning of the Game Round- Initiative- Activation Phase- End of the Round
Beginning of the Game Round
- Replenish all miniatures Action Points- Resolve other specific game effects
Ranged Attack Summary
- Check Line of Sight (line to any part of base)- Estimate Range for Aiming Bonus- Measure Range- Perform Ranged Attack roll- Aiming: 1 Bonus die if estimation was correct- Point Blank Range: Damage read one column t
the right if target is within shooters Charge range
- Scenery Cover: roll 2d6, ranged attack is ignorevalue is equal to or greater than the following :
o Size 1 : 6o Size 2 : 8o Size 3 : 10
- Miniature Cover: same as above except coverinminiature takes damage if cover roll is successful
- Shoot into Close Combat: target of attack isconsidered under cover. Make cover roll as above
Initiative
Perform an opposition roll using the Mind value of any miniature
n play. Winner determines who goes first that round.
Activation Phase
Activation of a Card : the Active Player chooses one of their
profile cards and activates all miniatures linked with that card.
Actions : the player spends Action Points to perform actions
with each miniature.
Inactive : a miniature with no remaining Action Points
On Watch : a miniature with Action Points remaining
Passing a Turn : The Active Player can choose to pass their
turn. There is no limit to how many times this can be
performed. However, if both players consecutively pass their
turns then the current game round ends.
Actions Summary
Normal Move (1 AP) No Enemy Contact
Charging (1 AP) Line of Sight Required Free Attack Bonus Die
Running (2 AP) No Subsequent Movements No Enemy Contact
Ranged Attack (1 AP) Ranged Attack No Enemy Contact
Play Combat Card Costs 1 AP if not Inactive Enemy Contact
Re-Activate Miniature (1 AP) Cannot move if already Run or Charge
Prepare Formula (1 AP) Alchemists Only
ncrease Focus (1 AP) Alchemists Only
Harvest Components Alchemists Only Must be within 1 of TintedScenery at end of an action
Reaction Movement (1 AP)
Enter Close Combat No Charge Bonus After Ranged Attack Roll
Get Under Cover Move to Cover After Ranged Attack Roll
Ranged Attack Reaction (1 AP)
Charge Reaction Before Movement Weapons Range Irrelevant
Ranged Reaction Attacks Simultaneous Active Player Loses Aiming Bonus
Alchemy Summary
- Prepare Formula (2 Stones = 1 Component)- Designate the Target- Combustion of the Formula :
o Auto Threshold : formula is automatically caso Target Threshold : 2d6 >= Targets Mind
(Inner Circle receives bonus die on this roll)
- Enhancement :o Outer Circle: can spend up to 4 Stoneso Inner Circle: can spend up to 6 Stones
- Focus Level :o
Can progress during their activationo Focus is kept until damage is taken. One point
focus is lost for each point of damage taken.
- Component Harvesting :o Outer Circle and Elemental Affinity : 4 Componento Inner Circle and Elemental Affinity : 6 Componentso No Elemental Affinity : 2 Componentso Scenery is then drained and unable to be harveste
End of the Round
- Count Victory Points- Any remaining Action Points are lost