Degenesis: Clan Wars
Degenesis: Clan Wars Rulebook
Table of Contents
Table of Contents
Game Components
- 1 Rule Book
- 1 Mission Booklet
- 13 Operative Sleeves, Dashboards
- 111 Potential Cards
- 160 Item Cards
- 20 Swarm Cards
- 13 In Memoriam Cards
- 14 Double-Sided Base Plates (featuring 28 individual Field Sectors)
- 13 Terrain Cards with Stands
- 4 Operative Action Lists
- 1 Hostile Action List
- 1 Apocalyptic Tarot deck, containing 22 Arcana
- 18 Dice (6 White, 6 Black, 6 Fatal)
- 1 Hostile Screen (Legion Board and Scheming Board)
- 13 Operative Models
- 57 Cockroach Models
- 9 Neutral Models
- 28 Cockroach Champion Cards
- 11 Neutral Unit Cards
- 67 Cockroach Threat Tokens
- 8 Neutral Threat Tokens
- 10 Edge Tokens
- 4 Spawn Tokens
- 6 Objective Tokens
- 10 Obscured Tokens
- 2 Exit Tokens
- 10 Stun Tokens
- 10 Item Tokens
The component page of the Rule Book illustrates the Timur Operative dashboard and his cards. Its callouts read: Timur, Focus, Defense 2; Patch Up – If Timur is UNOPPOSED, FLIP 1 of his FLESHWOUNDS or that of an ALLY on his TILE; Got You Covered – ALLIES leaving Timur's TILE don't trigger SUCKER PUNCHES by doing so; Bulwark – DEFENSE +1 for ALLIES on Timur's TILE; The Martyr. The illustration is otherwise labelled only with the component names listed above.
Basic Rules
Degenesis: Clan Wars is a story-based skirmish game, where a squad of Operatives – powerful and iconic heroes in service to the Protectorate – fight to ensure the survival of society itself. They will progress through a tense and brutal Campaign, facing off against a host of Clans who seek nothing less than their total annihilation. Throughout their journey, the Operatives will have to work together to survive and progress further into unknown territories, growing stronger and recruiting allies to their side, until they reach their final destination, or die trying.
The Fundamentals
The game is played by between 2 and 5 PLAYERS. One of these PLAYERS takes on the role of the HOSTILE, managing the progression of a CAMPAIGN and handling the CLANS arrayed against the OPERATIVES, who are CONTROLLED by the remaining PLAYERS.
Each CAMPAIGN is laid out in its own dedicated MISSION BOOKLET, which details the story and situations the OPERATIVES must progress through, along with the rewards and consequences of completing the MISSIONS along the path.
Each PLAYER CONTROLS a number of OPERATIVES on the FIELD, usually 1 but sometimes more; these are individual, iconic, heroic figures fighting on the side of the Protectorate, striving to win the overall war for their own personal reasons. Each OPERATIVE is aligned with a single CULT, one of 13 powerful factions who have collectively been forced to band together against the onslaught of the CLANS.
The HOSTILE instead CONTROLS a CLAN composed of CLANNERS, who are attempting to bring the Protectorate to its knees in revenge for past misdeeds. The term "CLANNERS" used in the context of game rules refers only to the HOSTILE'S forces, although some OPERATIVES also belong to a CULT of the same name.
Additionally, some units are NEUTRAL, fighting on their own terms; these units have their own specific rules described in the MISSION BOOKLET whenever they appear.
The OPERATIVES play collaboratively, and everything CONTROLLED by the OPERATIVES is considered ALLIED to each other. Similarly, everything CONTROLLED by the HOSTILE is also ALLIED, and they are both ENEMIES of each other. NEUTRAL elements may be ALLIES or ENEMIES to one side or the other, depending on the MISSION. Finally, no one is an ALLY to themselves.
If a rule in this booklet contradicts or conflicts with the text of a card or specific rule in the MISSION BOOKLET, those take precedence. Additionally, if rules would apply simultaneously or come into conflict, the HOSTILE decides how they should be resolved.
Unless stated otherwise, using terms such as "you may" or "this ROUND", all game effects are mandatory and permanent.
The Campaign
Presented in the Corebox of Degenesis: Clan Wars is a single CAMPAIGN, which takes a squadron of unlikely comrades on a dive into the depths of hell, venturing across the Protectorate in a series of key flashpoint skirmishes, which may ultimately secure their faction's ultimate victory – or demise.
The CAMPAIGN is laid out in a series of MISSIONS, which are themselves depicted in the MISSION BOOKLET. In each MISSION, a ROSTER of OPERATIVES will enter the FIELD in pursuit of a series of OBJECTIVES, facing off against the HOSTILE and their force of CLANNERS. The OPERATIVES must survive, complete their OBJECTIVES, and proceed to their next MISSION, growing stronger throughout the course of the CAMPAIGN until they either complete their final MISSION, or die trying.
Each MISSION also corresponds to a location on the SITUATION MAP – a top-down view of the entire warzone, allowing the PLAYERS to trace the path of the CAMPAIGN through the landscape by matching each MISSION to its position.
Dice Rolls
Three types of DICE are used when making ROLLS – WHITE, BLACK, and FATAL. Each DIE type has a combination of the faces below: BLANK, SUCCESS (a number, shown as 2 in the example), and BOTCH.
Each ROLL is made up of a combination of WHITE, BLACK, and FATAL DICE.
- WHITE DICE are low-risk, but low-reward, as they lack a BOTCH face.
- BLACK DICE are an intermediate step, with higher potential values, but 1 BOTCH face.
- FATAL DICE represent extreme reward and come with similar risks, reaching the highest possible results with 2 BOTCH faces.
Certain TRAITS, ITEMS, and other effects may grant SECURE effects to ROLLS. A SECURED ROLL ignores a set number of BOTCHES; instead of causing a ROLL to fail immediately, they are treated as BLANK faces. If the result of a ROLL contains more BOTCHES than the sum of SECURES affecting it, then the outcome is a BOTCH as normal.
Some effects may grant additional SUCCESSES to, or remove them as a penalty from, ROLLS. In these cases, the ROLL is carried out as normal, then the bonus or penalty is applied to the sum of the SUCCESSES on the DICE.
If an effect calls for a REROLL, then the result of the initial ROLL is ignored – the entire POOL is ROLLED again, with the same bonuses and penalties applied.
Most ROLLS are made against a set DIFFICULTY – either determined in the MISSION BOOKLET, or the DEFENSE of a TARGET. This is often noted by a number after the ROLL is specified, such as "PRIMAL 4".
A ROLL is successful if the sum of SUCCESSES from the DICE is equal to or greater than the DIFFICULTY, while it is a failure if the sum is less than the DIFFICULTY, or any DIE shows a BOTCH face. Additionally, if a ROLL results in a BOTCH, any ITEMS used in the ROLL are FLIPPED to their BOTCH face.
Some ROLLS may not have a set DIFFICULTY – in these cases, the result is determined based on the number of SUCCESSES alone; BOTCHES simply count as a BLANK face.
Overcommitting
Before any ROLL, any PLAYER may choose to OVERCOMMIT, pushing themselves beyond normal limits to gain additional benefits. The two options they may choose are:
- Add any 1 DIE to their ROLL, or
- Gain SECURE 1 on their ROLL.
However, doing so allows the opposing side to DRAW 1 ARCANA from the APOCALYPTIC TAROT, after the ROLL has been fully resolved.
Playing It Safe
The POOL used for a ROLL represents the maximum number of DICE it is possible to use – before any ROLL, any PLAYER may choose to use fewer DICE than the maximum, in any combination they wish.
The Tarot
The APOCALYPTIC TAROT is woven throughout the fabric of society, a series of 22 personality patterns that constantly appear and reappear, each incarnation twisted into a new perspective by each and every person. They are tied directly to the CONCEPTS, fundamental representations of each human's psyche, how they respond to stimuli on the most base, primal level.
They represent turns of fate, unexpected advantages and unpredictable movements in the heat of battle, and give their users the chance to shift the tide of a conflict in their favor in the blink of an eye.
The TAROT consists of 22 ARCANA, each with a unique and powerful gameplay effect. There is no limit to the number of ARCANA that a PLAYER may have in their hand, however each PLAYER'S hand is secret – they may each discuss and declare the cards they have, but cannot show them to anyone else directly.
ARCANA can be played at any time, and do not require any ACTIONS to play; however, unless stated otherwise, the effects of an ARCANA cannot affect a ROLL which has already been resolved. After an ARCANA is played and its effect is fully resolved, it is placed back into the APOCALYPTIC TAROT and the deck is shuffled.
At the beginning of each MISSION, every OPERATIVE that is part of the ROSTER is dealt the ARCANA which corresponds to their CONCEPT. If two OPERATIVES share the same CONCEPT, one instead DRAWS a card from the APOCALYPTIC TAROT while the other receives their specific CONCEPT as normal – the decision of who receives which is left to the PLAYERS of each OPERATIVE. If the APOCALYPTIC TAROT is ever completely emptied, then any indications to DRAW from the deck have no effect until ARCANA are played and returned to the deck.
Arcana Breakdown
1: The ARCANA'S position in the APOCALYPTIC TAROT, from 0 to XXI 2: The name of the ARCANA, along with its symbol 3: The game effect of playing each ARCANA
Operatives
Irregulars, mercenaries, criminals looking for forgiveness, or just lost souls helplessly out of their depth – the OPERATIVES may come from many walks of life, but their fate has found them all neck deep in havoc, struggling to stay afloat. One thing unites them; they're stuck in this mess together.
Each OPERATIVE is contained within a dedicated SLEEVE, holding everything needed to represent them on the board when combined with their corresponding MODEL. Inside each SLEEVE is an introduction to the OPERATIVE'S CULT – one of 13 powerful factions who have aligned themselves to fight for the survival of the Protectorate – along with the context for the OPERATIVE'S participation in the war, and a set of gameplay tips to provide a starting point for the OPERATIVE'S PLAYER.
The SLEEVES also serve as a place to store the ITEMS and POTENTIALS associated with an OPERATIVE in-between MISSIONS – during the MISSION END phase, all of the cards are placed back inside the SLEEVE, ready for the next game.
At the beginning of the Corebox CAMPAIGN, four OPERATIVES are UNLOCKED – Timur, Pluto, Echo, and Feuerbach. Throughout the course of their journey, these four will find more comrades to join their fight by taking on special RECRUITMENT MISSIONS, adding them to the list of UNLOCKED OPERATIVES who can then be sent on MISSIONS of their own.
Across the CAMPAIGN, the OPERATIVES will grow in strength by unlocking new POTENTIALS and finding new ITEMS to augment their abilities, progressing through harder and harder challenges until the CAMPAIGN reaches its climax. If they survive long enough to see it, that is.
Dashboards
Each OPERATIVE is represented by a MODEL and a DASHBOARD, which displays their game statistics and special TRAITS. Each DASHBOARD is double-sided; one side, red and black, is PRIMAL – pure, unconstrained emotion, fury, and instinct – while the other, black and gold, is FOCUS – logic, patience, and technical understanding. Each DASHBOARD side shows:
1: The OPERATIVE'S name 2: Their portrait 3: The CULT the OPERATIVE owes their allegiance to – this determines what POTENTIALS and ITEMS they have access to, along with MISSION-specific effects 4: Their FOCUS or PRIMAL POOL – how many DICE they may ROLL, and what types, when using ITEMS or activating MISSION-specific effects 5: Their DEFENSE value – the value that must be rolled to successfully ATTACK the OPERATIVE. The OPERATIVE'S DEFENSE may be different between FOCUS and PRIMAL 6: Their TRAITS – the first TRAIT is ACTIVE, and requires an ACTION to be used, while the second and third TRAITS are PASSIVE. The third TRAIT additionally is always shared between the FOCUS and PRIMAL sides 7: The OPERATIVE'S CONCEPT – a representation of their core personality archetype, and signifying which card of the APOCALYPTIC TAROT resonates most with them.
At the beginning of each MISSION, each OPERATIVE will always receive their corresponding ARCANA.
Potentials
OPERATIVES all begin with at least 2 POTENTIALS, which represent unique benefits and bonuses – specific situations in which they become stronger, special attacks, or one-off powers.
Each POTENTIAL is associated with a specific CULT; only OPERATIVES who share that CULT may acquire and use it. The exceptions to this rule are the CLANNER POTENTIALS, which may be acquired and used by any OPERATIVE.
POTENTIALS also represent the ability of an OPERATIVE to withstand DAMAGE, acting as a marker for how close they are to death. After a WOUND is taken, an OPERATIVE must FLIP a POTENTIAL over to reveal a FLESHWOUND. This disables the POTENTIAL until it is FLIPPED back.
If an OPERATIVE has no more POTENTIALS to FLIP, they instead must DISCARD the FLESHWOUND, losing access to the POTENTIAL entirely unless they find an opportunity to gain more – this is TRAUMA. POTENTIALS lost to TRAUMA return to the POTENTIALS RESERVE. Some game effects inflict TRAUMA directly, this also qualifies as a WOUND.
When an OPERATIVE has no POTENTIALS or FLESHWOUNDS remaining, they are DEAD. All POTENTIALS tied to a DEAD OPERATIVE return to the POTENTIALS RESERVE.
Potentials Breakdown
1: The symbol of the CULT associated with the POTENTIAL 2: The POTENTIAL'S name 3: The game effect of the POTENTIAL, which is active as long as the POTENTIAL remains face-up 4: Each POTENTIAL'S reverse face is a FLESHWOUND, which allows the OPERATIVE to withstand DAMAGE
Gameplay Example: Health and Wounds
- Healthy: Timur begins the CAMPAIGN with two POTENTIALS, Splaying and Caregiver, which each grant him bonuses while they are face-up.
- Wounded: Timur takes his first instance of DAMAGE, and must choose one of his POTENTIALS to FLIP. It becomes a FLESHWOUND, and he loses access to its effect.
- Trauma: With both of his POTENTIALS FLIPPED to being FLESHWOUNDS, Timur takes DAMAGE and now must DISCARD one of the FLESHWOUNDS; he has taken one point of TRAUMA.
- Death: Down to his last FLESHWOUND, Timur takes one more TRAUMA and no longer has any FLESHWOUNDS – he DIES. Unless he is somehow REVIVED, at the end of the MISSION he will be dealt an IN MEMORIAM card; his journey is over.
Items
ITEMS serve as tools for the OPERATIVES to use to ATTACK their enemies, or interact with the world around them – laying traps, increasing their DEFENSE, or unlocking new techniques and ACTIONS.
Each ITEM has two sides; an operational face, and a BOTCH face. ITEMS always begin a MISSION on the operational side, and can be FLIPPED through game effects such as special ATTACKS from ENEMIES. Additionally, whenever an OPERATIVE is using the ITEM as part of a ROLL and they suffer a BOTCH, the ITEM they were using is immediately FLIPPED.
Additionally, the color of the card indicates whether it must be used in FOCUS or PRIMAL. Some ITEMS are NEUTRAL, and may be used in both FOCUS and PRIMAL – these ITEMS are colored white and black. If an OPERATIVE is not on the corresponding side of their DASHBOARD, they cannot gain any benefit from the ITEM.
When an OPERATIVE DIES, all of their ITEMS are DROPPED on their TILE, unless stated otherwise.
OPERATIVES can CARRY up to 5 ITEMS, this is their ENCUMBRANCE LIMIT. OPERATIVES cannot PICK UP an ITEM that would take them over their ENCUMBRANCE LIMIT, and if they receive an ITEM above this maximum it is automatically DROPPED on their TILE. OPERATIVES can CARRY the bodies of DEAD comrades – this counts as 2 ITEMS for the purposes of ENCUMBRANCE, or 3 if the DEAD OPERATIVE was wearing an ARMOR ITEM.
ITEMS are divided into two DECKS; the MISSION DECK, and the SCAVENGING DECK. ITEMS in the MISSION DECK are DRAWN whenever a MISSION directly specifies an ITEM. If a TRAIT allows an OPERATIVE to DRAW an ITEM, it is taken from the SCAVENGING DECK. When an OPERATIVE DISCARDS an ITEM, it is placed in the SCAVENGING DECK.
Items Color Code
- PRIMAL: Red and Black Items can only be used in PRIMAL.
- FOCUS: Black and Gold Items can only be used in FOCUS.
- NEUTRAL: Grey and Black Items are available in both FOCUS and PRIMAL.
Keywords
The KEYWORDS present on ITEMS influence other rules in the game, such as TRAITS or POTENTIALS. Items with the MELEE or RANGED KEYWORD are WEAPONS; an ATTACK performed with a MELEE WEAPON or BARE HANDED is a MELEE ATTACK, an ATTACK performed with a RANGED WEAPON is a RANGED ATTACK.
ARMOR has some special mechanics due to the extra effort required to don protective clothing. An OPERATIVE can only benefit from an ITEM with the ARMOR KEYWORD if they were CARRYING it when the MISSION started – they are the ARMOR'S WEARER. Only one ARMOR may be CARRIED at a time, and WORN ARMOR cannot be DROPPED or TRADED during MISSIONS. When the WEARER DIES, the ARMOR does not DROP on their TILE.
Some ITEMS are PERMANENT. In this case, the ITEMS can never be DROPPED or TRADED; after they have been PICKED UP or otherwise acquired, they are an unremovable part of the CARRIER.
Items Breakdown
1: The ITEM'S name 2: The CULT that it belongs to – ITEMS may only be used by OPERATIVES who share its CULT. If an ITEM does not show a CULT symbol, it may be used by any OPERATIVE 3: The ATTACK value – only present on WEAPONS. This value is added to the user's FOCUS or PRIMAL POOL when used to carry out an ATTACK 4A: The RANGE value – only present on WEAPONS. The distance at which the user of the ITEM can carry out an ATTACK on a TARGET 4B: If the ITEM is an ARMOR, it will display a DEFENSE value, which adds directly to the WEARER'S DEFENSE 5: A TRAIT. If the TRAIT has a hollow background, it is PASSIVE, and always takes effect. If the TRAIT has a filled background, it is ACTIVE, and requires an ACTION to use 6: KEYWORDS, which may influence other game effects such as OPERATIVE TRAITS and other ITEMS 7: The BOTCH TRAIT, which, if present, states how the ITEM can be returned to the operational side 8: BOTCH KEYWORDS, which may influence other game effects such as OPERATIVE TRAITS and other ITEMS
The Hostile
The HOSTILE directs the CLANS in their relentless assault on the Protectorate. Where the OPERATIVES are each individually powerful, the HOSTILE instead overwhelms them with sheer numbers.
In the Corebox CAMPAIGN, the HOSTILE controls the COCKROACH CLAN, a feral swarm of cannibal warriors, fueled by worship of their ancestral Totems. What they lack in technological progress, they more than make up for in unmatched ferocity. For every Cockroach the OPERATIVES slaughter, another dozen are ready to take their place.
Two types of unit are available to the HOSTILE; LEGIONS and CHAMPIONS. LEGIONS are low-level units, who can be respawned repeatedly, while CHAMPIONS are powerful, unique units who only appear once. In each MISSION'S entry in the MISSION BOOKLET, the HOSTILE FORCES section lays out the total number of units the HOSTILE has access to; this represents the maximum number of MODELS the HOSTILE could spawn at any given time.
LEGIONS can only withstand a single WOUND before they are killed, and when they DIE they return to the LEGION RESERVE – the HOSTILE is then free to SPAWN the unit again. By contrast, CHAMPIONS have several STAGES requiring multiple WOUNDS before they DIE, at which point they may not be SPAWNED again.
Hostile Screen Breakdown
The HOSTILE SCREEN consists of two components; the LEGION BOARD, and the SCHEMING BOARD. The LEGION BOARD contains the gameplay stats of the various LEGIONS available to the HOSTILE along with certain CLAN-specific rules, while the SCHEMING BOARD contains a number spaces to track game effects, and space for CHAMPION CARDS. Each component is broken down further below.
Legion Board Breakdown
1: The RANK of LEGION 2: The name of a specific LEGION 3: The ATTACK POOL of a specific LEGION, used to make ATTACKS against ENEMIES, or in some situations, make FOCUS or PRIMAL ROLLS 4: The DEFENSE and RANGE statistics for the LEGION 5: The special TRAIT of each LEGION, which may be PASSIVE or ACTIVE 6: The special TRAIT of each LEGION RANK, which may be PASSIVE or ACTIVE 7: The special TRAIT of all of a certain CLAN'S LEGIONS, which applies to all units 8: Gameplay rules applied to certain Tools specific to the CLAN
Scheming Board Breakdown
1: The NEUTRAL CARD area 2: A ROUND counter, which may be used to track timers in MISSIONS, or other game effects 3: The SCHEMING AREA, which is used by the HOSTILE to hold any stored EDGES. The number of EDGES which can be stored is equal to the number of OPERATIVES in the ROSTER at the beginning of a MISSION 4: The EDGE RESERVE, used to hold any unused EDGES 5: The CHAMPION CARD area
Champions
CHAMPIONS are unique, powerful icons on the side of the CLANS, who only appear once in a MISSION and require more punishment than the average LEGION to bring down. Each CHAMPION is represented by a series of CHAMPION CARDS; one of which is the BASE card which does not change, and the rest being STAGES, which are cycled according to the rules on the card.
Base Card Breakdown
1: The name of the CHAMPION 2: Their BASE TRAIT, which is available no matter what STAGE the CHAMPION is in
Example base card: THE SPIDER, CHAMPION. The BASE TRAIT is HARROWING: "Before any ACTION by the Spider, FLIP an OPERATIVE WITHIN 2."
Stage Card Breakdown
1: The name of the CHAMPION 2: The game statistics of a given STAGE, including the ATTACK POOL, the DEFENSE, and the RANGE of the CHAMPION in that STAGE 3: The STAGE label, along with the STAGE TRAIT. The STAGE TRAIT includes rules declaring how the CHAMPION FLIPS to other STAGES
Example stage card: THE SPIDER, STAGE 1. The stage TRAIT is QUADRUPEDAL: "Speed +1. The Spider ignores the MOVE penalty for entering HARD TERRAIN." The stage card's wound rule reads: "WOUNDED: FLIP to STAGE II."
Swarm Cards
At various points throughout the CAMPAIGN, the HOSTILE will be able to acquire SWARM CARDS, unique and one-use bonuses that affect their forces. In addition to the ARCANA, the HOSTILE can use these cards to tip the balance in their favor, and destroy the carefully laid plans of the OPERATIVES.
Each SWARM CARD has two effects on it – when played, the HOSTILE must choose one of these effects, resolve the desired effect, and then DISCARD the SWARM CARD. SWARM CARDS may only be played during an OPERATIVE'S REACTION PHASE, but do not require EDGES to activate.
Example swarm card "Watchful Eyes", with two effects:
- Choose an OPERATIVE. SPAWN a Swarmer on their TILE and immediately ATTACK them.
- Choose an OPERATIVE. SPAWN 3 Swarmers WITHIN 2 of that OPERATIVE, on a TILE on which they would be UNOPPOSED.
Threats
When placed on the FIELD, unless stated otherwise, all units the HOSTILE controls begin as THREATS – anonymous tokens which hide their true nature. Each unit the HOSTILE has access to corresponds directly to a single THREAT, and a THREAT can only be SPAWNED if a corresponding MODEL is available.
Each THREAT can be REVEALED by various effects; when a THREAT is REVEALED, the token is FLIPPED, and then replaced with the relevant MODEL. THREATS may also REVEAL themselves during any REACTION PHASE, without spending an ACTION.
Until REVEALED, a THREAT cannot be chosen as the TARGET of an ATTACK, but otherwise behaves identically to the MODEL it stands for. Additionally, they have DEFENSE +2 if affected by AREA ATTACKS. THREATS are not REVEALED if they are killed; instead, they are simply removed from the FIELD.
Unless stated otherwise, if a THREAT makes an ATTACK, it is REVEALED.
Unless stated otherwise in the MISSION BOOKLET, NEUTRAL units which are hidden as THREATS are treated identically to HOSTILE THREATS – however, if the NEUTRAL units and CLANNER THREATS are not ALLIES, they may each TARGET each other without the other being REVEALED.
Gameplay Example: Area Attack
Timur is faced with 2 THREATS closing in fast – SCOUTING them individually could take too long, so instead he has chosen to fire on them with his Fungicide Rifle, which can TARGET their entire TILE. The HOSTILE knows that the THREATS are each a Cackler, a unit which has a DEFENSE of 3. Timur ROLLS, and achieves a 3, affecting both THREATS on the TILE. However, as the THREATS are UNREVEALED, they each gain +2 DEFENSE against AREA ATTACKS, and survive unscathed, for now.
Gameplay Example: Ambush
Timur has let a THREAT get a little too close. During a REACTION PHASE, the HOSTILE DISCARDS an EDGE to activate the THREAT, which MOVES into Timur's TILE. As the THREAT now shares a TILE with an OPERATIVE at the end of its ACTION, an AMBUSH is triggered. The HOSTILE REVEALS the THREAT, replacing the THREAT TOKEN with the associated MODEL, and takes a FREE ACTION – in this case, an ATTACK against Timur!
The Field
Each MISSION is played out on the FIELD, a top-down representation of the landscape of Borca. The FIELD is assembled according to the MISSION BOOKLET from a variety of modular SECTORS; square or rectangular plates which connect together to form a larger map. Each SECTOR is in turn divided into a number of TILES, small, irregular segments several meters across. There is no limit to the number of units which can share a TILE.
Movement
When a unit MOVES, it passes through a certain number of adjacent TILES, crossing a number of BORDERS determined by its MOVE score – most units MOVE 2. A TILE being WITHIN X of another TILE means that it could be reached by crossing X BORDERS – X is then the DISTANCE between the two TILES.
When taking a MOVE ACTION, a unit is always capable of MOVING at least 1, no matter how many penalties are placed upon it.
Elevation
Certain TILES are at different ELEVATIONS, representing areas of high ground or low terrain on the FIELD. The BORDERS between TILES are color-coded to represent the change in ELEVATION; when crossing the BORDER from a LOWER to an immediately HIGHER TILE, a unit's MOVE is reduced by 1. The colors between ELEVATIONS are shown in the rulebook's elevation key (-2, -1, +1, +2). MOVING from a HIGHER TILE to a LOWER TILE does not incur any penalty to movement.
Units may not MOVE across the BORDER between TILES with an ELEVATION difference greater than 1; this represents an impassable cliff, and is shown by a dashed red line along the BORDER.
Exit Points
An EXIT POINT is a location on the FIELD where it's possible to slip away, making a break for safety and leaving the MISSION behind. EXIT POINTS are often marked by an EXIT TOKEN, however some MISSIONS have specific conditions over when an EXIT POINT becomes available, or the token is placed. Unless stated otherwise, the OPERATIVE SPAWN POINT, displayed in the FIELD SETUP as MARKER OSP, can also be used as an EXIT POINT in order to RETREAT from a MISSION.
Any unit may use an EXIT POINT when they are on its TILE. By using a MOVE ACTION, they leave the FIELD, and may not return. OPERATIVES who leave the FIELD in this way are no longer dealt EDGES at the beginning of each ROUND, but may still use their ARCANA up until the MISSION ends. Units leaving the FIELD trigger SUCKER PUNCHES as normal.
Hard Terrain
The battlefield is studded with pockets of rough ground, impact craters, or dense patches of rubble from the Bygone age – these are represented as HARD TERRAIN, and shown using the icon below. TILES marked as HARD TERRAIN are more difficult to enter, reducing a unit's MOVE by 1, however while in HARD TERRAIN a unit is in cover, and receives HIDDEN +1.
Moving out of a HARD TERRAIN TILE does not incur any penalty to movement.
Movement Example
In this example, Timur is attempting 3 different MOVES.
1: Timur makes a standard MOVE ACTION across flat terrain – he crosses 2 BORDERS. 2: Timur attempts to MOVE to a higher ELEVATION, but as he attempts to cross the BORDER from the LOWER TILE to a HIGHER TILE, it reduces his MOVE by 1, and so he cannot enter the HIGHER ELEVATION TILE. 3: Timur attempts to MOVE into a TILE which is both at a HIGHER ELEVATION and HARD TERRAIN, each of which reduces his MOVE by 1 – however, because a unit must always be able to MOVE 1, he is still able to successfully climb into the TILE.
Terrain
Certain MISSIONS may require specific, stand-out pieces of TERRAIN to be placed on the FIELD. These are notable constructions or landscape features, which all have additional, specific gameplay effects. The use of each specific TERRAIN is laid out in the relevant MISSION, and they are represented by tokens placed on stands. Unless stated otherwise in the MISSION BOOKLET, TERRAIN does not obstruct LINE OF SIGHT, nor do they impede movement..
Sharing a Tile
Three special conditions can affect a unit, depending on whether they are sharing a TILE with others. If anyone has no ALLY on their TILE, then they are ISOLATED, while if instead there are no ENEMIES on their TILE, then they are UNOPPOSED. Finally, if someone is on a TILE which contains more ENEMIES than ALLIES, including themselves, then they are OUTNUMBERED.
Gameplay Example: Sharing a Tile
1: Here, Timur is ISOLATED but not OUTNUMBERED, because the number of ENEMIES on his TILE is equal to the number of ALLIES, including himself. 2: In this case, Timur is UNOPPOSED due to no ENEMIES being on his TILE, only his ALLY, Echo. 3: Finally, here Timur is OUTNUMBERED, but not ISOLATED or UNOPPOSED, due to sharing the TILE with his ALLY, Echo.
Line of Sight
When making ATTACKS, SCOUTING, or using EQUIPMENT or TRAITS which require LINE OF SIGHT, each unit must check that it can see its TARGET. This is done by drawing a straight line from any part of the origin TILE, to any part of the TILE the TARGET is in. If the line does not cross an OBSTACLE, then the unit can see its TARGET.
A TILE is an OBSTACLE between two other TILES if it is higher than both the origin and destination TILES. Additionally, the absence of TILES is an OBSTACLE.
Gameplay Example: Line of Sight
Here, Timur is faced with 3 Feeders, but only 2 are potential TARGETS:
1: This Feeder is a valid TARGET because it is in LINE OF SIGHT – Timur can draw a straight line from any point in his own TILE to any point in the Feeder's TILE. 2: This Feeder is not a valid TARGET because there is an OBSTACLE in the way – a TILE which is at a HIGHER ELEVATION than either the origin or destination TILE. 3: This Feeder is a valid TARGET because there are no OBSTACLES in the way – firing uphill additionally does not incur any penalties.
Missions
MISSIONS represent individual flashpoints in the overall CAMPAIGN, skirmishes throughout the greater war that have the potential to tip the balance one way or another. This is where the bulk of gameplay takes place, where the OPERATIVES struggle to survive while trying to complete their OBJECTIVES, and the HOSTILE fights to stop them and execute their own machinations.
MISSIONS proceed in 3 overall phases; SETUP, GAMEPLAY, and END, each of which is explored below.
Mission Setup
Step 1: Mission Selection
In the time between MISSIONS, the OPERATIVES are read all available MISSION BRIEFINGS from the MISSION BOOKLET by the HOSTILE, depending on the MISSIONS which lead on from their last completed MISSION, and what MISSIONS they have managed to unlock. If a choice is presented to them, they may select their path.
Step 2: Intel Phase
Ahead of each MISSION, the OPERATIVES are given the chance to receive advance information about the challenges ahead of them; this is represented by INTEL. Each piece of INTEL is typically paired to a gameplay benefit, such as bonuses to specific ROLLS, or chances to take ACTIONS without allowing the HOSTILE to respond.
Each INTEL is divided into two components; first, the CONTEXT, and then the BENEFIT. The HOSTILE begins by reading the OPERATIVES the CONTEXTS of all available pieces of INTEL. The OPERATIVES may then collectively choose to purchase INTEL; from each piece the OPERATIVES choose to buy, the HOSTILE will DRAW one ARCANA during FIELD SETUP. If an INTEL piece is not purchased, its BENEFIT is disabled.
At any time during this phase, the OPERATIVES may choose to proceed to ROSTER SELECTION; after this point, no further INTEL may be bought.
Step 3: Roster Selection
After the INTEL PHASE has resolved and the OPERATIVES have chosen to buy no further INTEL, they lock in their ROSTER. The ROSTER may be anywhere from 1 TO 4 OPERATIVES, and must be constructed from UNLOCKED OPERATIVES. Some OPERATIVES may have special conditions that prevent them from being chosen alongside other OPERATIVES, or may force them to stay on the sidelines for a MISSION; it is the duty of all PLAYERS to ensure that the ROSTER is fully valid before proceeding.
After the ROSTER is fully locked in, any OPERATIVE TRAITS, POTENTIALS, or ITEMS that grant free INTEL are resolved. The OPERATIVES also DRAW the ARCANA corresponding to their CONCEPTS.
All ITEMS and POTENTIALS begin each MISSION as new – BOTCHED ITEMS or FLESHWOUNDS are always reset at the beginning of a MISSION.
Step 4: Field Setup
Following ROSTER SELECTION, the HOSTILE proceeds to set the MISSION up according to the MISSION BOOKLET, which may include arranging their initial THREATS, directing the OPERATIVES to their SPAWN POINT, placing TERRAIN, and informing the OPERATIVES of OBJECTIVES, MISSION END conditions, and any SPECIAL FEATURES which are relevant to them. These aspects are explained in more detail in the MISSION BOOKLET. The HOSTILE DRAWS a number of ARCANA equal to the number of pieces of INTEL the OPERATIVES bought.
At the beginning of every MISSION, unless stated otherwise, all OPERATIVES may choose whether they are in FOCUS or PRIMAL.
Finally, after any remaining pre-MISSION effects stated in the MISSION BOOKLET take place, ROUND 1 begins.
Mission Gameplay
Rounds
At the beginning of each ROUND, the HOSTILE hands out a number of EDGE TOKENS to the OPERATIVES from the EDGE RESERVE. Each EDGE allows an OPERATIVE to take a TURN; the OPERATIVES may use their EDGES in any order they choose.
The number of EDGES handed out to each OPERATIVE is below. This value is determined only by the number of OPERATIVES in the ROSTER at the beginning of a MISSION; additional OPERATIVES not controlled by PLAYERS do not contribute.
- 4 OPERATIVES: 1 EDGE per OPERATIVE
- 3 OPERATIVES: 1 EDGE per OPERATIVE
- 2 OPERATIVES: 2 EDGES per OPERATIVE
- 1 OPERATIVE: 3 EDGES per OPERATIVE
After each TURN is concluded, if at least one OPERATIVE still has an EDGE, the ROUND continues. If all OPERATIVES have taken their TURNS, the next ROUND begins. Any effects that last a single ROUND end, any effects that take place at the beginning of a ROUND are carried out, and the OPERATIVES are handed out another set of EDGES.
MISSION GAMEPLAY takes place over a series of ROUNDS, in which each OPERATIVE takes one or several TURNS. In the ACTION PHASE, an OPERATIVE may take up to 2 ACTIONS of their choice, before the HOSTILE may activate their units in the REACTION PHASE.
Gameplay Example: Round
I. A new ROUND begins. The HOSTILE has 2 EDGES saved from the previous ROUND in their SCHEMING AREA, and deals out 3 EDGES; 1 each to Timur, Echo, and Feuerbach. The OPERATIVES may choose amongst themselves who takes their TURN, eventually settling on Timur. He takes his 2 ACTIONS, MOVING twice, which allows him to travel 4 TILES.
II. Afterwards, Timur's REACTION PHASE takes place – he passes his EDGE back to the HOSTILE, who places it in their SCHEMING AREA. The HOSTILE may store a number of EDGES equal to the number of OPERATIVES, in this case 3, therefore the HOSTILE could not store more EDGES. As such, they decide to activate one of their units, choosing the Trapper adjacent to Timur. They spend 2 EDGES to have it first MOVE into his TILE, and then ATTACK!
Turns: Action Phase
During their TURN'S ACTION PHASE, an OPERATIVE may normally take 2 ACTIONS. Some situations, including the use of ARCANA or ITEMS, may allow for additional ACTIONS.
Any combination of valid ACTIONS may be taken, including repeating ACTIONS, but each one must be fully resolved before beginning the next. The ACTIONS an OPERATIVE may take are explained more fully later, however in most cases an OPERATIVE may use an ACTION to:
- MOVE
- SCOUT
- FLIP their DASHBOARD
- PICK UP any number of ITEMS
- TRADE ITEMS
- ATTACK
- USE an ACTIVE TRAIT
- Activate MISSION-specific Effects
Additionally, some ACTIONS may be marked as FREE, such as DROPPING ITEMS, and so do not count towards the normal maximum number of ACTIONS which can be taken on a Turn.
On their ACTION PHASE, an OPERATIVE may also choose to skip taking any number of ACTIONS – however, they must still take their TURN, and pass their EDGE to the HOSTILE.
Turns: Reaction Phase
After completing their ACTION PHASE, the OPERATIVE hands their EDGE back to the HOSTILE, who stores it in the SCHEMING AREA of their DASHBOARD. The HOSTILE may only store a number of EDGES equal to the number of OPERATIVES – if there would be an excess, it is immediately DISCARDED.
The HOSTILE may then DISCARD an EDGE stored in the SCHEMING AREA to have a unit perform an ACTION. This may be repeated as long as they can continue DISCARDING EDGES, and units may perform ACTIONS multiple times sequentially. The HOSTILE may choose to not use all of the EDGES stored, and does not have to DISCARD an EDGE in any given REACTION PHASE.
Mission End
When the MISSION END conditions stated in the MISSION BOOKLET are met, the HOSTILE declares that the MISSION has ended. At this point, the CONSEQUENCES section of the MISSION is read and played out, accounting for any OBJECTIVES which have been completed. Any rewards, such as POTENTIALS for OPERATIVES, or SWARM CARDS for the HOSTILE, are given out at this point. Some CONSEQUENCES carry a bonus for future MISSIONS; unless stated otherwise these rewards must be used in the immediate next MISSION.
Finally, the OPERATIVES store their DASHBOARD, current ITEMS, and POTENTIALS in their corresponding SLEEVES until the beginning of the next MISSION. At the end of each MISSION, all FLESHWOUNDS and ITEMS are FLIPPED back to their POTENTIAL and operational sides, respectively.
Failure
OPERATIVES may fail a MISSION through their ROSTER being completely depleted, the HOSTILE completing an END CONDITION in their favor, or through completing a RETREAT. In these cases, the HOSTILE is automatically considered to have completed all of their OBJECTIVES, while the OPERATIVES complete none. If, due to the CONSEQUENCES of the current or previous MISSIONS, the OPERATIVES have further UNLOCKED MISSIONS, and they are still capable of creating a ROSTER, they may continue – otherwise, the CAMPAIGN ends in victory for the HOSTILE.
Retreat
When the tide turns against them, the OPERATIVES may decide that it's better to cut their losses and come back with a stronger force, although this is not without consequences. If the OPERATIVES leave the FIELD through the EXIT POINT placed at the OPERATIVE SPAWN POINT, they have initiated a RETREAT. After OPERATIVES leave the FIELD in this way, the MISSION ends in failure.
Death Is Certain
It's a simple fact of life; not everyone will be coming back from a CAMPAIGN in one piece. The IN MEMORIAM cards represent the epilogue to each OPERATIVE'S story, a way to bookend their time on this mortal coil and provide some small degree of closure.
At the end of a MISSION in which an OPERATIVE DIED and is unable to be REVIVED, the HOSTILE takes the corresponding IN MEMORIAM card and deals it to the respective PLAYER, marking an end to this particular story. The OPERATIVE'S POTENTIALS are returned to the POTENTIALS RESERVE, and their DASHBOARD can be returned to their SLEEVE, along with the IN MEMORIAM card to mark that they can no longer be used.
Actions
ACTIONS are typically performed by a unit during the relevant part of a TURN; the ACTION PHASE for OPERATIVES, and the REACTION PHASE for the HOSTILE. In some cases, a special TRAIT, POTENTIAL, or ITEM may allow an ACTION to be taken outside a TURN, these cases will be specifically described on the relevant effect. The same ACTION can be performed multiple times in a TURN, and there is no limit to the number of times it may be performed sequentially.
FREE ACTIONS do not count towards the number of ACTIONS an OPERATIVE can complete on their TURN, nor do they require the HOSTILE to spend an EDGE to carry them out. However, unless otherwise specified, FREE ACTIONS must still be taken during the correct timing for an ACTION.
Universal Actions
Move
- Unless stated otherwise, every unit MOVES 2. Additionally, no matter how many penalties are applied to a given unit, the MOVE rating cannot be reduced to below 1.
- When entering a TILE, MODELS in that TILE do not prevent entry – there is no limit to the number of MODELS that can occupy a TILE.
- When leaving a TILE which contains ENEMIES, all ENEMIES on the TILE are granted a SUCKER PUNCH against the unit attempting to leave.
Pick Up
- A unit using the PICK UP ACTION takes a certain number of UNCARRIED ITEMS from their TILE and begins to CARRY them. OPERATIVES may take any number of ITEMS, while CLANNERS instead PICK UP, DISCARD, or FLIP 1 UNCARRIED ITEM.
- A unit PICKING UP ITEMS grants all ENEMIES on their TILE a SUCKER PUNCH.
Trade
- When TRADING, a unit must have a willing partner on their TILE – they may switch any number of ITEMS with this partner, giving and receiving. ITEMS may be TRADED for FREE among OPERATIVES between MISSIONS.
- A unit TRADING ITEMS grants all ENEMIES on their TILE a SUCKER PUNCH.
Drop
- DROPPING is a FREE ACTION in which a unit stops CARRYING any number of ITEMS and places them down on their TILE. The ITEMS maintain their current face orientation even when PICKED UP by another unit, and are represented by ITEM TOKENS.
Active Traits
- ACTIVE TRAITS are present on OPERATIVE DASHBOARDS, ITEMS, the LEGION BOARD, and CHAMPION CARDS, and are represented by a filled TRAIT title. When a TRAIT is ACTIVE, it requires an ACTION to be used in order to activate the effect; the ACTION is consumed and performed for the purpose of the TRAIT alone.
Mission Actions
- Some MISSIONS may have special interactions with TERRAIN pieces or OBJECTIVES – these are each individually defined in the relevant MISSION'S description, and are communicated to the OPERATIVES as and when specified.
Sucker Punch
- When leaving a TILE which contains ENEMIES, or performing a RANGED ATTACK, all ENEMIES on the TILE are granted an immediate FREE ATTACK against the unit doing so. This is a SUCKER PUNCH; every unit can perform a single SUCKER PUNCH each ROUND unless they, or a POTENTIAL or ITEM in their possession, have a TRAIT which grants the DIRTY FIGHTING ABILITY.
Operative Actions
Scout
- SCOUTING must be performed by an OPERATIVE while they are in FOCUS and UNOPPOSED. The OPERATIVE chooses a TILE to which they have LINE OF SIGHT, and ROLLS FOCUS – the DIFFICULTY is equal to the DISTANCE to the chosen TILE. If the OPERATIVE SUCCEEDS, they can REVEAL a THREAT TOKEN on the chosen TILE. For every point of SUCCESS exceeding the DIFFICULTY, they can REVEAL 1 additional THREAT on the chosen TILE.
Flip
- An OPERATIVE FLIPS their DASHBOARD between FOCUS and PRIMAL.
Attack (Operative)
- First, any OPERATIVE chooses a WEAPON they are CARRYING to ATTACK with. If the WEAPON is a FOCUS ITEM, the OPERATIVE must be in FOCUS, and vice-versa for PRIMAL ITEMS.
- The OPERATIVE then chooses a TARGET, which must be both WITHIN the RANGE of the WEAPON used for the ATTACK, and in LINE OF SIGHT. The OPERATIVE is told the DEFENSE of the TARGET by the HOSTILE which becomes the DIFFICULTY of their ROLL, and then ROLLS their FOCUS or PRIMAL POOL accordingly, adding the HANDLING POOL of their WEAPON. If the ROLL succeeds, then the TARGET is WOUNDED.
- In PRIMAL, an OPERATIVE can MELEE ATTACK without a WEAPON; the RANGE is 0, and there is no HANDLING POOL. This ATTACK is BARE HANDED.
Hostile Actions
Attack (Hostile)
- First, the HOSTILE chooses a CLANNER to perform the ATTACK, before choosing a TARGET. The TARGET must be WITHIN the RANGE of the CLANNER performing the ATTACK, and in LINE OF SIGHT.
- The OPERATIVE then sums their DEFENSE value, along with any bonuses from TRAITS, POTENTIALS, and ITEMS, before telling it to the HOSTILE – this DEFENSE is the DIFFICULTY of the HOSTILE'S ROLL. The HOSTILE ROLLS the FIGHTING POOL of the CLANNER; if the ROLL succeeds, the TARGET is WOUNDED.
Ambush
- If, at the end of any ACTION or during any MOVE, an OPERATIVE and a THREAT share the same TILE, the THREAT AMBUSHES the OPERATIVE. The THREAT is REVEALED, and the CLANNER that has been REVEALED is granted an immediate FREE ACTION. If the ACTION is an ATTACK, the HOSTILE must choose one of the OPERATIVES who triggered the AMBUSH as the TARGET.
Spawn
- During any REACTION PHASE, the HOSTILE may use an ACTION to SPAWN an available THREAT at a valid SPAWN POINT.
Abilities
ABILITIES are notable features that appear on TRAITS, POTENTIALS, ITEMS, and other game effects. ABILITIES often have an associated numerical RATING, marked here as X. RATINGS are cumulative; if one effect adds SPEED +2 and another SPEED -1, the total is SPEED +1. The ABILITIES and their effects are listed below.
Area Attack
Instead of selecting a singular TARGET, when using an AREA ATTACK an entire TILE WITHIN RANGE is selected as the TARGET. The ATTACKER ROLLS only once, as usual, but the result counts towards all of the potential TARGETS on the TILE. THREATS can still be hit by AREA ATTACKS, but they have DEFENSE +2 against them. Additionally, TARGETS with the HIDDEN +/-X ABILITY add DEFENSE +/-X against AREA ATTACKS. MELEE AREA ATTACKS do not affect the source of the ATTACK, if they are in the TARGET TILE.
Carrying
The CARRYING +/-X ABILITY modifies the maximum number of ITEMS a unit can CARRY by X. By default, OPERATIVES may CARRY 5 ITEMS, CLANNERS may CARRY 1 ITEM.
Defense
The DEFENSE +/-X ABILITY modifies the DEFENSE value of a unit by X.
Dirty Fighting
The DIRTY FIGHTING +/-X ABILITY modifies the number of SUCKER PUNCHES a unit may perform per ROUND by X. By default, units may perform 1 SUCKER PUNCH per ROUND.
Displace
When using the DISPLACE X ABILITY, a unit is removed from the FIELD then placed on a TILE WITHIN X. When the ABILITY is used on a TARGET, it is phrased as "DISPLACE [THE TARGET] X".
Hidden
When TARGETING units with the HIDDEN +/-X ABILITY, the DISTANCE is modified by X. Furthermore, units with the HIDDEN ABILITY also add DEFENSE +/-X against AREA ATTACKS. A DISTANCE can never be less than 0.
Immune
When a TRAIT grants IMMUNITY to a specific KEYWORD, the unit affected cannot be impacted in any way by an element that bears that specific KEYWORD, such as ATTACKS or MISSION-specific effects.
Negate
If anything is NEGATED, it is treated as if it never happened – the consequences are ignored. For example, if a WOUND is NEGATED, it is treated as if the WOUND was never inflicted.
Secure
The SECURE X ABILITY allows a unit to ignore X BOTCHES during a ROLL.
Stealth
STEALTH is a special state some OPERATIVES may enter, representing them skulking through the shadows and carefully disguising their movements. An OPERATIVE in STEALTH must also be in FOCUS; until they FLIP to PRIMAL, FAIL a ROLL, or ATTACK, they cannot be TARGETED and have SPEED +1. In addition, if they move into a TILE which contains an unrevealed THREAT, it does not trigger an AMBUSH unless it is a Trap, while also REVEALING the THREAT and removing the OPERATIVE from STEALTH. However, OPERATIVES in STEALTH generate ACTIONS for the HOSTILE as normal.
Stun
When an ITEM has the ABILITY to STUN, it does not WOUND – instead, if an ATTACK is successful, the TARGET may not take any ACTIONS for the remainder of the ROUND, and receives DEFENSE -2.
Speed
The SPEED +/-X ABILITY modifies the number of TILES a unit MOVES during a MOVE ACTION by X. By default, units taking a MOVE ACTION can MOVE 2 TILES.
Success
The SUCCESS +/-X ABILITY modifies the result of a ROLL by X; adding or subtracting successes from the final count.
Obscuring
When a TRAIT is OBSCURING, it OBSCURES the TARGETED TILE until the end of the ROUND. OBSCURED TILES are always considered OBSTACLES when determining LINE OF SIGHT, and block LINE OF SIGHT between anyone inside the TILE and anyone outside of it.
Range
The RANGE +/-X ABILITY modifies the RANGE at which a unit may TARGET another by X. A RANGE can never be less than 0.
Revive
An effect which REVIVES an OPERATIVE returns them from being DEAD; they immediately DRAW one POTENTIAL from the POTENTIAL RESERVE. An OPERATIVE who has just been REVIVED cannot join the next MISSION.
Cults
Each OPERATIVE owes allegiance to one of the following CULTS. The CULT determines which POTENTIALS and ITEMS the OPERATIVE can use; the CLANNER POTENTIALS, and any ITEM without a CULT symbol, may be used by any OPERATIVE. The thirteen CULTS are:
- Spitalians
- Palers
- Judges
- Neolibyans
- Jehammedans
- Chroniclers
- Clanners
- Scourgers
- Apocalyptics
- Hellvetics
- Scrappers
- Anubians
- Anabaptists
Tarot Effects
The effect of each ARCANA, as printed in the rulebook:
- 0 – The Adventurer: You and your ALLIES ignore MOVE PENALTIES this ROUND.
- I – The Creator: After a ROLL, SUCCESS +3.
- II – The Mentor: After a ROLL, SECURE 3.
- III – The Martyr: After an ATTACK is ROLLED against you or an ALLY, change the TARGET; the TARGET must be valid and cannot be an ENEMY.
- IV – The Ruler: MOVE an ENEMY 3 TILES ignoring MOVE PENALTIES.
- V – The Seeker: Choose an ARCANA then DRAW it.
- VI – The Healer: Flip a FLESHWOUND, revert a CHAMPION to its previous STAGE, or NEGATE a WOUND.
- VII – The Traditionalist: After an ARCANA is played, NEGATE it.
- VIII – The Mediator: You and your ALLIES cannot be ATTACKED during AMBUSHES or SUCKER PUNCHES this ROUND.
- IX – The Hermit: You or an ALLY cannot be ATTACKED from outside their TILE this ROUND.
- X – The Heretic: FLIP an ITEM.
- XI – The Conqueror: You or an ALLY may ATTACK twice for each ATTACK this ROUND (this is not cumulative).
- XII – The Abomination: After a ROLL, add 3 BOTCHES.
Lexicon
- ACTION: The unit of activity in a MISSION. OPERATIVES perform 2 ACTIONS per TURN, the HOSTILE spends 1 EDGE to perform 1 ACTION.
- ACTION PHASE: The part of an OPERATIVE'S TURN where they perform ACTIONS. During their ACTION PHASE, an OPERATIVE may take 2 ACTIONS. Taking ACTIONS on one's TURN is optional, but taking a TURN is not.
- ACTIVE TRAIT: A TRAIT which requires the user to expend an ACTION to gain the benefits. Indicated by a filled background in the TRAIT'S name.
- ALLY: Everything CONTROLLED by the HOSTILE is ALLIED to each other, and everything CONTROLLED by the OPERATIVES is ALLIED to each other. NEUTRAL units are defined depending on the MISSION. Nobody is an ALLY to themselves.
- AMBUSH: Occurs when a THREAT and an OPERATIVE share a TILE; the THREAT is REVEALED and granted a FREE ACTION.
- ARCANA: A component of the APOCALYPTIC TAROT. Can be played at any time to activate its effect.
- ARMOR: Can only be used if CARRIED from the start of a MISSION. WORN ARMOR cannot be DROPPED or TRADED.
- ATTACK: Select a valid TARGET and ROLL the relevant DICE POOL; the DIFFICULTY is the DEFENSE of the TARGET. If the ROLL succeeds, the TARGET is WOUNDED.
- BARE HANDED: In PRIMAL, an OPERATIVE can MELEE ATTACK without a WEAPON; the RANGE is 0, and there is no HANDLING POOL.
- BORDER: The divider between TILES. MOVING X means moving through adjacent TILES, crossing X BORDERS. BORDERS with more than 1 difference in ELEVATION cannot be crossed.