Deadzone Reference v0.6beta

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Transcript of Deadzone Reference v0.6beta

  • 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)

  • 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)