Deadzone Reference v0.6beta
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Transcript of Deadzone Reference v0.6beta
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7/28/2019 Deadzone Reference v0.6beta
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SETUP
Shuffle Battle Cards, deal 4 to each player.Enforcer player: 1 Sergeant, 2 Tac, 1 Missile, 1 Assault.Plague Player: 2 Stage 2, 1 Stage 3 Leader, 4 Stage 3.Set up board: define cover cubes. No more than 3x3 area w/o building.Counters: Place 4 face down item counters in middle 2 rows evenly.Randomly place (d8xd8) 4 more counters face down on board.
Deploy figures on back row of board, opposite sides. Enforcer first.Leader is Captain > Sergeant > Trooper. Stage 1 > 3 Leader > 2 > 3
Starting Player: person with highest roll.
ROUND SEQUENCE
Round - All models on both sides act once during each round.Initiative - Starts w/ player who did not move last model in previous round.Turn - Player with initiative gets to activate 1+ models or pass.Turn Sequence - May pass if less models to activate than opponent.Choose 1 model to activate, may take 1 long or 2 short actions and have1 card played on it. May not do same short action twice, except Move.
Mark model as activated, may not activate again this round.May activate # of models up to command total before passing.
End of Round - After all models from both sides have activated.Card Play - Must play at least 1 card per Round, or discard 1.Draw # cards = left command value, keep # = right value. Return extras
to bottom of draw deck (not discard).Game ends if player has no cards in hand and drawn pile.Remove all activation markers and start new Round.
Game Ends - one side wiped out, other wins. Or one side out of cards andend of round, then total VPs for killed models. (All worth 2 VP, exceptStage 3A is 1 VP)
AGGRESSION
Moved up and down between 4 states.
Suppressed - Lie model down & mark. Must do Get Mean as only action.Pinned - Lie model down. Must do Get Mean as first action.Alert - normal state for model
Enraged - mark with counter
LINE OF SIGHT &SCATTER
Range - count shortest path in cubes.Point Fire - must see any part of target model (including base) from
models eye view. If model 100% visible, Clear Shot. Otherwise, normal.Area Fire - must see any part of target cube, or model in target cube.
Affects all models in cube.Scatter- roll D8, adjacent cube in that direction is destination. Stay in
original cube if direction blocked by wall.
DAMAGE
States - Undamaged, Injured (some penalties), or DeadDamage - Reduce potential damage (difference in successes) by armor
value. 1 damage=>injured or dead i f already injured. 2+ damage=>dead.
FACTION STATS
Shooting, Fighting, Survival, Armor, Command x/yCommand Total=x+y. Only use Command from current leader.Round End: draw x cards, keep y, return others to bottom of draw deck.Sz=number of models this model counts as towards cube limit.VP=number of VPs model is worth if killed.
Sz VPNotesEnforcers - aptain > erg an > roops. All: Jump Packs & Discipline
Sergeant 4+ 5+ 4+ 2 2/2 1 2Pistol, WristbladeInterrupt: Shoot
Assault 5+ 5+ 4+ 2 1/1 1 2Pistol, Wristblade
Interrupt: ShootTactical 4+ 6+ 4+ 2 1/1 1 2
Heavy RifleInterrupt: Shoot or Blaze Away
Missile 4+ 6+ 4+ 2 1/1 1 2Pistol, Missile LauncherInterrupt: Shoot
Plague - Sta e 1 > tg 3 Le
ad r > Stage 2 > Stage 3
Stage 2A - 4+ 4+ 2 1/1 2 2Fight AP1, Brawler, RampageMay not pick up items.Interrupt: Move
Stage 3ALeader
6+ 5+ 5+ 1 1/1 1 1RifleInterrupt: Blaze Away or Move
Stage 3A 6+ 5 + 5+ 1 1/1 1 1RifleInterrupt: Blaze Away or Move
EQUIPMENTAmmo - Allows one-use +2 bonus for Blaze Away action.AP Ammo - Allows one-use AP1 bonus for Shoot action.Frag Grenade - Grants one Throw Grenade Action. Range 3Heavy Rifle - Shoot/Blaze Away. Range: UIntel - 1VP to faction that picks it up.Jump Packs - move up/down levels without wallsMissile Launcher- Shoot Only as Long Action. AP2. -1 Fight. Range: UPistol - Shoot Only. Range: 3Rifle - Shoot/Blaze Away. Range: USmoke Grenade - Grants one Throw Grenade Action. Range 3. NoDamage or effect on move. Blocks LOS in/out/through cube, but mayBlaze Away into at -2. Adjacent cube on same/higher level -1 Shoot/Blaze
Away in/out/through. Roll die at end of each round, on 5+ remove smoke.
Wristblade - Fight AP1.
ABILITIES
AP# - reduce target armor by #, cumulative.Brawler- +1 FightDiscipline - Get Mean! action can lower or raise aggression level.Rampage - While injured:+1 Fight. At start of models activation: +1
Aggression & if no enemy in cube, move towards closest enemy in PointFire LOS. Random scatter move if none in LOS.
Deadzone Reference v0.6beta by RangerRob (from BGG) / RangerRobAZ (Mantic)
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7/28/2019 Deadzone Reference v0.6beta
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Movement A tions
MOVE
Move 1 cube and/or repMay pick up items (maxMust Fight (for free) if m
Cube limit - 4 models pModels may not be mov
osition within cube. Mus1) and drop, keep, or dove into cube with enem
er cube per side. (Size 2ed except during their m
have wall to go up level (max +/- 1)stroy.y.
models count as 2). In cube under center of base.ove action or when pinned/suppressed.
BREAKOFF
(Long)
Survival (x) vs-2 suppressed-1 pinned+2 friends in cube
Fighting-2 suppressed-1 injured-1 pinned+1 friends in cube+1 Enraged
Fight W - hit AP1, see damage. Breaking offmodel may move if alive.
Fight D - hit AP1, see damage. Fighting model +1AggressionDraw/Survival W - free MoveSurvival D - Also may Blaze Away at cube left, i fable
If pinned/suppressed at start, Alert after.If model injures/kills target, +1 Aggression
Other Acti
ons
OVERWATCH
(Long)
Place overwatch counteRemove counter if injur
During opponents turn,enemy begins/ends acti
6+ (1)
r for this action.d, pinned/suppressed.
may attempt interrupt ifon in Area Fire LOS.
0,1,2 - remove overwatch counter1 - take interrupt action after targets action.2 - take interrupt action before/after targets action.3 - take interrupt action before/after targets action.
GET MEAN Raise models Aggression by 1 level.
SWAPITEMS
Swap item(s) with friendly model in same cube.
Combat Actions
FIGHT(Long)
Fighting (x) vs-2 suppressed-1 injured
-1 pinned+1 moved in this action+1 friends in cube+1 Enraged
Fighting or
Survival-2 suppressed-1 pinned+1 friends in cube
Fight W - hit, see damage.Fight D - Also free Fight action (max 1/turn)Draw/Survival W - attack misses
Survival D - attack misses. free Move or Fight
If pinned/suppressed at start, Alert after.If model injures/kills target, +1 Aggression
BLAZEAWAY
(Area FireLOS)
Shooting (x) vs+1 per supporting
model*+2 Use Ammo counter
Survival-1 in cover+1 Enraged
Blaze W - target -1 AggressionBlaze D - target -2 AggressionDraw/Survival W - no effectSurvival D -target +1 Aggression
*Supporting model has Area Fire LOS to target &has not acted. Mark as acted. May then playcards on any models activated as part of action.
AIM Grants shoot bonus to subsequent Shoot action during same activation.
SHOOT(Point Fire
LOS)
Shooting (x) vs-1 Enraged-2 Friendlies in target+1 previous action Aim+2 Clear Shot+1 Higher than target
Survival+1 in cover+1 pinned/Sup
Draw/Survival W - attack missesShoot W - hit, see damage.Shoot D - Also target -1 Aggression
THROWGRENADE
(Area FireLOS)
First Throw
Shooting (1)
then hit target & adj cubes
4+ (x) vs+1 throw succeeded
Roll once for grenade,then each target rollssurvival
Survival+1 in cover+2 in adj. cube
Throw 0 - scatters one cubeThrow 1 - Lands in Cube
Draw/Grenade W - hit, see damage. Targetpinned. If in same cube, blasts 1 cube randomly.
Grenade D - Also if in adj cube, blasts 1 cubedirectly away.
Survival W - target pinnedSurvival D - no effect
INTO WALLOR
FALL
5+ (x) vs+1 per level after 1st
Survival+2 in adj. cube
Damage W - hit, see damage. Target pinned.Survival W - target pinned
ACTIONS
ACTION
May do 1 Long or 2 different short actions.(except may do 2 Moves)
If enemy in cube, may only Break Off or Fight,even if pinned/suppressed.
Battle Card played befplayer de
Roll 3 dice, +/->=stat: succes
re any dice rolls, activecides first.
dice for modifiers, 8: roll extra die
(1) test - need 1 success.(x) test - versus opponent roll (W)in if > opponent roll)(D)ouble - 2x needed successes/opp. roll. Triple - 3xOpponent rolls 0 - need 1+ to Double/Triple
Deadzone Reference v0.6beta by RangerRob (from BGG) / RangerRobAZ (Mantic)