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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    5

    6

    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