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Aristeia!: Soldiers of Fortune

Expansion for Aristeia!

Aristeia!: Soldiers of Fortune Rulebook

Table of Contents

Table of Contents

  • Expansions' Rules
    • Dazzled
    • Poisoned
    • Immobilized
    • Taunted
    • Stunned
    • Focused
    • Smoke
    • Burning
    • Marked
    • Hidden
    • Silenced
    • Controller
    • Minion
  • Señor Massacre
    • Actions
    • Automatic Skills
  • Valkyrie
    • Actions
    • Automatic Skills
  • Hannibal
    • Actions
    • Automatic Skills
  • LaxMee
    • Actions
    • Automatic Skills
  • Soldiers of Fortune Tactics
    • Señor Massacre Tactics
    • Valkyrie Tactics
    • LaxMee Tactics
    • Hannibal Tactics

Expansions' Rules

Official rules sheet titled "Expansions' Rules", reproduced in full as printed. Where it differs from the base rulebook, this sheet applies. Its entries are States, with the Controller and Minion rules at the end.

Dazzled

Targets affected by this State cannot draw Line of Sight beyond the 0-1 Range.

Poisoned

WARNING! This rule replaces the one in the Reference Guide.

Targets affected by this State suffer 1 Damage when the blue side of the State token is revealed.

  • Remove the Poisoned State token immediately after showing its blue side.
  • Unlike other States, Characters can suffer more than one instance of Poisoned at the same time, gaining one Poisoned token for each such instance.

Immobilized

Targets affected by this State cannot spend Movement Points.

Taunted

Characters affected by this State can only choose the Character that provoked it as the target for their Attacks.

Stunned

Targets affected by this State must Nullify a Success before the Switches step of each of their Rolls.

Remember: The Critical Success symbol is not affected by this State, as it's not a Success.

Focused

Targets affected by this State may remove this State before making a Roll to add a Yellow die to that Roll.

Smoke

Smoke tokens affect the visibility in the HexaDome, blocking the Line of Sight but not movement.

  • All spaces, even Free Spaces, with a Smoke token block Line of Sight.
  • Targets inside a space with a Smoke token cannot draw Line of Sight beyond Range 0-1, or use their Defense Rolls' Successes to inflict Damage to Attackers outside Range 1-1.
  • Every Line of Sight to a space with a Smoke token is blocked.
  • Free Spaces with a Smoke token don't provide Cover.
  • Characters always have a Clear Line of Sight to an Adjacent Target, ignoring Smoke rules.
  • Remove Smoke tokens at the beginning of the deploying Character's next Activation. If the Character is in the Infirmary, remove the Smoke tokens when that Activation would have taken place.
  • The maximum quantity of Smoke tokens provided with the Character determine the maximum quantity of Smoke tokens they can deploy at the same time. Once a Character has deployed all their Smoke tokens, they cannot deploy more Smoke tokens until some of their Smoke tokens have been removed from the Hexadome.

Burning

Targets affected by this State suffer a random quantity of Damage when the blue side of this State token is revealed.

When one or more Burning State tokens are flipped blue-side up, roll one die for each flipped token:

  • For each Success: The Character suffers 1 Damage.
  • For each Special: Impose a new Burning State token to the Character.
  • Remove the Burning State token immediately after showing its blue side.
  • Unlike other States, Characters can suffer more than one instance of Burning at the same time, gaining one Burning token for each such instance.
  • No Character makes this roll and, because of that, players cannot modify it by playing Tactics, or activating Switches. Also, as it's not a Roll, the limitation of three dice per color doesn't apply.

Marked

Targets affected by this State may be targeted even with no Line of Sight.

  • Targets affected by this State cannot Benefit from Cover.

Remember: Defenders with no Line of Sight to the Attacker cannot use their Defense Roll's Successes to cause Damage.

Hidden

You cannot have a Line of Sight to Targets affected by this State, except within Range 1-1.

  • Targets affected by this State cannot benefit from Cover.
  • Remove this State token immediately after performing an Attack, after the end of the Action.
  • Neither Enemies nor Allies can have Line of Sight to this Target.
  • Targets affected by this State still block Line of Sight.

Remember: Defenders with no Line of Sight to the Attacker cannot use their Defense Successes to cause Damage.

Silenced

The Player who imposes this State must choose one Action (except Move or any Attack) or one Automatic Skill of the Target. While affected by this State, the Target cannot perform or apply the Effects of the chosen Action or Automatic Skill.

  • This State does not affect Attacks or the Move Action.

Controller

Controllers are the Characters who may deploy their Minions in the HexaDome.

  • The Controller can only deploy their Minions on Free Spaces.
  • The Controller cannot deploy their Minions Adjacent to any Allied Minions.
  • The Controller can remove one of their Minions from the HexaDome at any time during their Actions Step for no Action Points cost, and within any Range.
  • If the Controller is placed in the Infirmary, all their Minions must be removed from the HexaDome immediately.
  • The Controller may activate their Minions to perform one of the Actions on the Minion's Card.
  • The Controller cannot have more Minions deployed than are listed on their Card.

Minion

Minions are a special type of Obstacle controlled by the Character who deployed them, called a Controller.

  • Minions may perform Actions when activated by their Controller. When performing any of these Actions, the active Player may play Tactics, and activate the Switches on the Minion card. A Controller cannot activate one of their own Switches from an Action Roll of their Minion, or vice-versa.
  • Minions can be affected by States and can suffer Damage, and are removed from the HexaDome when they have suffered as much Damage as their Hit Points.
  • Minions cannot benefit from Cover.
  • During the Controller's States Step, all blue-side up State tokens on their Minions cards are removed, and then all red-side up State tokens are flipped.
  • Minions may have Attributes -like a Character- that let them make Face to Face Rolls if their Controller wants. In example, if the Minion has the Brawn Attribute it can force a Disengage Roll; if the Minion has the Defense Attribute it may Roll for Defense when it is the Target of an Attack.
  • Minions are part of the team of the Controller and so they are considered Allies, though they are not Characters.
  • Enemy Characters' Minions are considered Enemies for all purposes, though they are not Characters.
  • Minions that have been removed from the HexaDome are placed to the side, ready to be deployed again.

Señor Massacre

Character card 851. Hit Points 4. Energy 5. Speed 4. Initiative 5.

Defense: 1 Green die, 1 Black die. Brawn: 1 Blue die, 1 Yellow die. Agility: 1 Orange die.

Switch (cost: 1 Special): Impose the Taunted State to the Target.

Actions

2 - "¡Te voy a cascar!" Range 1-1. Roll: 1 Red die, 1 Orange die, 1 Yellow die.

  • Switch (cost: 2 Specials): Nullify a Block of your opponent's Roll.
  • Add an Orange die to your Roll if the Target is Taunted by any Character.

1 - "¡Hey, malparío!" Range 1-3. Roll: 1 Orange die.

  • Impose the Taunted State to the Target.

2 - "¡Tangana!" Range 1-4. No Roll.

  • Place yourself Adjacent to the Target, only if they're Taunted.

Automatic Skills

Regeneration: Heal yourself of 1 Damage at the beginning of your Activation.

Valkyrie

Character card 852. Hit Points 4. Energy 5. Speed 4. Initiative 5.

Defense: 1 Green die, 1 Blue die. Brawn: 1 Blue die. Agility: 1 Orange die, 1 Blue die.

Switch (cost: 2 Blocks): Add a Special to your Roll.

Actions

3 - Charge of the Valkyrie Range 1-2. Roll: 1 Red die.

  • Add an Orange die to your Attack Roll for each Movement Point you have spent during this Activation, up to 3.
  • Before the Switches step, Nullify a Block of your opponent's Roll.
  • After resolving this Attack, you may Displace yourself once to a space Adjacent to the Target.

2 - Frostbite Range 1-1. Roll: 1 Blue die, 1 Yellow die.

  • Impose the Immobilized State to every Enemy within Range.

Automatic Skills

Benediction of Freyja: Add a Blue die to your Rolls for each Adjacent Immobilized Enemy.

Benediction of Thor: Enemy Effects cannot move, Place or Displace you.

Hannibal

Character card 854. Hit Points 3. Energy 5. Speed 4. Initiative 5.

Defense: 1 Green die, 1 Blue die. Brawn: 1 Blue die. Agility: 1 Orange die.

Actions

2 - Coordinated Assault Range 1-4. Roll: 1 Red die.

  • Add an Orange die to your Attack Roll for each of your Allies that has Line of Sight towards your Target.

Errata (v1.6): reads "Add an Orange die to your Attack Roll for each Ally other than you…". See the Errata companion.

3 - Programmed Strategy No Roll.

  • One of your Allies may perform an Action with a cost of 2 or less, except for Move, without spending any Action Points. This does not make them the active Character.

Automatic Skills

Pointman: Your Allies may add an Orange die to their Attack Rolls against Enemies in your Line of Sight.

Errata (v1.6): reads "Any Ally other than you may add…". See the Errata companion.

LaxMee

Character card 853. Hit Points 2. Energy 5. Speed 4. Initiative 5.

Defense: 2 Yellow dice, 1 Black die. Brawn: 1 Blue die. Agility: 1 Orange die, 1 Special.

Switch (cost: 2 Specials): If you are the active Character, gain 1 Movement Point.

Actions

1 - D/BUff3r Range 0-5. Roll: 3 Yellow dice.

  • Switch (cost: 1 Block and 3 Specials): Impose the Stunned State to a Target within Range 1-4.
  • Switch (cost: 3 Specials): Impose the Focused State to a Target within Range 0-4.
  • Impose the Stunned State or the Focused State to the Target.

1 - Purge '92 Range 0-5. Roll: 1 Orange die, 1 Yellow die.

  • Remove 1 State token from the Target.

Automatic Skills

Fairy Dust: At the beginning of the Actions Step of an Ally, any of your Allies may remove a Focused token on them to remove one other State token on themselves.

Soldiers of Fortune Tactics

Sixteen Tactics cards, four per Character. Each card's timing and printed text is given below, grouped by the Character whose card number it carries.

Señor Massacre Tactics

¡Es hora de armar el bonche! (card 855) Timing: During the Actions Step of Señor Massacre's Activation. Until the end of your Activation, ¡Tangana! may target Enemies that have any State token.

Kiss My Sexy Ass (card 856) Timing: During the Actions Step of Señor Massacre's Activation. All Enemies in the HexaDome have the Taunted State imposed on them by Señor Massacre.

Epic Regeneration (card 857) Timing: After Señor Massacre receives Damage, but before sending him to the Infirmary. Heal all Damage from Señor Massacre.

Errata (v1.6): the Timing should read "Immediately after Señor Massacre receives enough Damage to be moved to the Infirmary." The printed timing above is the card's original wording.

Say It to My Face! (card 858) Timing: During the Actions Step of Señor Massacre's Activation. Target any Taunted Character within Range 1-5. Place the Target in any Free Space Adjacent to you.

Valkyrie Tactics

Ice Wall (card 859) Timing: Before making a Roll. Add 2 Blue dice to the Roll.

Odin's Breath (card 860) Timing: During the Actions Step of Valkyrie's Activation. Gain 3 Movement Points.

Valkyrie's Cry (card 861) Timing: During the Actions Step of Valkyrie's Activation. Inflict 2 Damage to a Target within Range 1-5 that already has any Damage tokens.

Frostburn (card 862) Timing: During the Actions Step of Valkyrie's Activation. Impose the Immobilized State to a Target within Range 1-5.

LaxMee Tactics

4-Kaleidoscope (card 863) Timing: During the Actions Step of Laxmee's Activation. Impose the Stunned State to all Enemies within Range 1-7.

Team Upgrade (card 864) Timing: During the Actions Step of Laxmee's Activation. Impose the Focused State to all your Allies in the HexaDome.

Atom (card 865) Timing: Before you opponent makes a Roll. (The timing is printed this way, with "you opponent" as written on the card.) Choose an Orange, Blue, or Yellow die from your opponent's Roll. Your opponent's Roll is reduced to that die only. Your opponent cannot add any more dice to their Roll.

Team Reset (card 866) Timing: During the Actions Step of one of your Characters' Activations. Remove all States from your Allies in the HexaDome.

Hannibal Tactics

Code: (card 867) Timing: During the Actions Step of Hannibal's Activation. One of your Allies may perform an Action, except for Move, without spending any Action Points. This does not make them the Active Character.

Code: (card 868) Timing: During the Actions Step of one of your Characters' Activations. Choose two Allies that are not the Active Character. Swap their Initiative Cards in the Running Order.

Code: (card 869) Timing: During the Actions Step of one of your Characters' Activations. Shuffle your discard pile into your deck. Then, Remove this card from the game instead of Discarding it.

Code: (card 870) Timing: Before the Critical Block and Switches of your Roll. Re-roll any quantity of dice from your Roll. After the resolution of this Effect, shuffle this card into your deck.