Neuroshima Hex! 3.0: Uranopolis
Neuroshima Hex! 3.0: Uranopolis Rulebook
Table of Contents
Table of Contents
Special Rules
More on Transport
A single Transport Module cannot move the same unit twice by any means.
More on Electro Net fighter
During the game it is possible that a Net Fighter of an opponent [A] disables a Generator [B] which provides Power Supply to Electro Net Fighter [C] while the Electro Net Fighter disables the opponent's Net Fighter [A]. In such a case the opponent's Net Fighter [A] disables a Generator [B] therefore the Electro Net Fighter [C] is also disabled.
Uranopolis vs Vegas
Agitators and the Vegas HQ automatically provide a Power Supply to taken over units.
More on Power Supply
The Outpost's Skoper rids connected Uranopolis Modules of the Power Source ability.
If a unit requires a Power Supply and it becomes connected to it during a Battle then it operates normally for the following Initiative phases of the current Battle. If a unit receives the required Power Supply in an Initiative phase lower than the Initiative phase in which the unit normally attacks, it doesn't attack..
More on Ravager
Ravager's attack is not carried out from any direction but it comes from above, so neither Armor nor Steel Police's Reflection protects from the attack.
The printed example of the Ravager's attack is a diagram with no further text.
Army Description
The main advantage of the army is the large number of units with powerful attack strength as well as their Toughness. Thanks to their Toughness, more Uranopolis units remain on the board after each battle compared to an opponent's forces.
The disadvantage of the army is a unique feature of most of the units, which makes the units require a Power Supply to operate in the regular way.
Tactical Advice
Fighting units should be placed on the board in such a manner so as to be able to provide them with as many opportunities to connect to the Power Supply as possible. The best source of the Power Supply is the HQ and it's best to place it in the center area of the board (except for games against Borgo). Specifically protect the HQ from the opponent's Net Fighters, so they can't deprive Uranopolis of the main source of Power Supply.
Advice for the opponent: Most of the Uranopolis fighting units requires connection to a Power Supply to operate and therefore, they require a minimum of two fields for two adjacent tokens. It's a good tactic against Uranopolis to leave gaps on the board in the form of single unoccupied fields. It should also be noted that it is often easier to annihilate a Module with the Power Supply ability than destroying a tough Warrior.
Components
- 35 Uranopolis army tiles
- 2 Uranopolis HQ markers
- 12 No Power markers
- 4 Net markers
- 1 replacement tile
- Rulebook
New Rules
Power Supply
Most units of Uranopolis require a Power Supply to operate in the regular way. Such units are marked with a plug symbol.
When you place such a unit on the board you should put a No Power marker on it.
As long as the No Power marker is placed on the unit it is treated the same way as a netted unit (thus it cannot move, attack, push back, add bonus abilities, etc.).
As soon as a unit is connected to a Power Supply it can fully operate and the No Power marker should be discarded. A Power Supply is marked with a socket symbol.
When a unit looses connection to the required Power Supply, you should immediately put the No Power marker back on the unit and treat it the same way as a netted unit.
A unit is connected to a Power Supply when it is adjacent to the Uranopolis HQ, adjacent to a particular side of the Mechanic token, or connected to a Module providing Power Supply. The following units of the Uranopolis army provide a Power Supply: HQ, Mechanic, particular Modules (Combat Generator, Acceleration Generator and Transport).
Example: the Hammerhead receives Power Supply from a connected Acceleration Generator (both tiles are outlined in blue). The Drill, on the other hand, has no connection to a Power Supply, so it is marked with a No Power marker.
Uranopolis Units
The number in brackets is the number of tiles of that type in the army (see the "X - tile count" key on the printed sheet).
HQ (1)
Special feature – provides Power Supply to all adjacent friendly units.
Guard (2)
Requires Power Supply. Ranged attack.
Acceleration Generator (1)
Provides Power Supply to all connected friendly units. Connected units +1 Initiative.
Electro Net Fighter (2)
Requires Power Supply. Net in two directions operates only if the Electro Net Fighter is connected to a Power Supply.
Drill (1)
Requires Power Supply. Armor. Ranged attacks on Initiative phases 3, 2 and 1.
Combat Generator (2)
Toughness. Provides Power Supply to all connected friendly units. Connected units +1 Strength in Ranged combat.
Mechanic (3)
Melee attack, Mobility. Provides Power Supply in two directions (to two adjacent friendly units). The Power Supply ability is independent from the Initiative and is in effect all the time. The Player may not choose to have the Power Supply not operate.
Hammerhead (1)
Requires Power Supply. Toughness. Melee attacks on Initiative phases 1 and 0.
Medic (1)
A connected friendly unit must ignore all wounds from 1 attack & Medic is discarded.
Inferno (4)
Requires Power Supply. Toughness. Ranged attack.
Ravager (1)
Requires Power Supply. Demolition – a special type of attack: inflicts 1 wound on each unit (both friendly and enemy, including HQs) standing on the two adjacent fields, as well as the third one adjacent to both of them in the direction of the attack.
Doubler (1)
Connected friendly unit can perform an additional attack in the Initiative phase that follows its last Initiative phase. If a unit performs attacks in two Initiative phases, the additional, third, attack is performed in the phase that follows the other two. If the last attack was taken in Initiative phase 0, the additional action is lost and cannot be performed.
Bulldozer (1)
Requires Power Supply. Toughness, Melee attack. Push back - once during each of your turns (even the turn when it is placed on the board) he can push back one adjacent enemy unit freely.
Mercenary (1)
Melee attack.
Uranopolis Modules and Actions
Gauss Transformer (1)
Connected friendly units can convert 1 Ranged attack to a Gauss attack or vice versa of the same Strength.
If connected unit can attack in more than 1 Initiative phase and/or direction, the player must choose only one to receive Gauss Transformer bonus.
Bonus is optional.
If connected unit is also connected to other Modules, their bonuses apply.
Move (1)
Move a unit to an adjacent, unoccupied hex and/or turn it in any direction desired.
Battle (4)
A Battle begins. After Battle, the tplayer's turn ends. Not useable if any player drew their last tile.
Push Back (3)
Push an adjacent enemy unit 1 hex away to an unoccupied hex. If there is a choice, the enemy player selects the hex.
Transport (2)
Provides Power Supply to the connected friendly unit. On your turn the friendly unit connected to Transport can perform an additional Move action and/ or turn as if it had Mobility. Connected unit can move immediately after placing this tile on the board and is allowed to move away from Transport. Transport may not move itself.
Rotation - once per turn Transport may be rotated in any direction.
Wastes (1)
Toughness. Enemy tiles (including HQ) that are connected to Wastes receives 1 additional wound from each attack or any other source of wounds. Affects all connected enemy units.
Ray (1)
Inflicts 1 wound on each friendly and enemy unit (except for HQs) standing in one, chosen line.
The printed Ray example usage is a diagram with no further text.