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Phobos Rising! Insurgency on Mars

Phobos Rising! Insurgency on Mars Rulebook

Table of Contents

Table of Contents

  • Free Mars! Surface Combat – System Rules
    • 1.0 Components
    • 2.0 Introduction
    • 3.0 The Map
    • 4.0 Playing Pieces
    • 5.0 Cards
    • 6.0 How to Win
    • 7.0 How to Set Up the Game
    • 8.0 Sequence of Play
    • 9.0 Mission Cards & Nexus Marker
    • 10.0 Hyper Teams
    • 11.0 Movement
    • 12.0 Operations (Ops) Cards
    • 13.0 The NET & Alert
    • 14.0 NET Runs
    • 15.0 Combat
    • 16.0 Special Actions (Categories)
    • 17.0 Recruiting & Building
    • 18.0 Repair
    • 19.0 Installations
    • 20.0 Campaign Game Rules
  • Phobos Rising – Scenario Rules
    • 1.0 Introduction
    • 2.0 Scenario Orders
    • 3.0 Random Placement
    • 4.0 Unit Types
    • 5.0 Special Units
    • 6.0 OPFOR Hyper Swarm
    • 7.0 Challenge Card Notes
    • 8.0 What Doesn't Kill You …
    • 9.0 "I need a little help here …"

Free Mars! Surface Combat – System Rules

1.0 Components

Each Mini Game includes 40 game pieces, 18 cards, 1 11" x 17" map, this set of system rules, and a scenario sheet of rules specific to the individual game. Players will need at least one die (d6) to play the game (six is ideal).

2.0 Introduction

FREE MARS! SURFACE COMBAT is a solitaire game system. The player commands a Hyper Team, commandos whose goal is to infiltrate an enemy world or base to perform daring missions in Decision Games' Free Mars "universe." The Opposition Force (OPFOR) is controlled by the game system via a deck of Operations (Ops) Cards. The game is played in missions, in which you must accomplish various tasks, generated by Mission Cards. Each game includes a campaign scenario allowing you to link the individual missions into a larger campaign. Note that the Scenario exclusive rules will supersede or modify the system rules.

3.0 The Map

Each game in the series shows a portion of a planetary body or base.

  • Cells: the hexagons. You place units in cells. Types of cells are described on the Terrain Effects Chart.
  • Recruit Box: a place to put Friendly units when not in play.
  • Special Units: a place to put Special units which come into play under certain circumstances.
  • NET (Neural Electronic Transfer) Track: This is where you track and execute NET Runs. It also tracks the current awareness of the OPFOR to your activities and their ability to react.
  • OPFOR Bin: this is a wide mouth opaque container, such as an inverted space helmet or a Decision Games mug, and is a convenient place to put OPFOR units when not on the map.

4.0 Playing Pieces

The square cardboard pieces are called units. Scenario rules provide more information.

  • Cadres: these represent individuals or small squads.
  • Gear: various weapons, tools, and equipment.
  • Vehicles: various types of transports.
  • Special Units: various other forces to support your team.
  • Friendly/OPFOR: Friendly units are controlled by the player. OPFOR are enemy units controlled by the game system.
  • Unit Status: a Cadre or Vehicle unit on its front side is "Combat Effective." A unit on its reverse side is "Crashed." A Gear unit is either combat effective or eliminated/expended. The reverse of a Gear counter represents a different type of Gear.

5.0 Cards

There are two types of cards: Mission and Ops (short for Operations). These are explained under their rules sections.

Operative Terms

  • May: you have the option to take this action or not.
  • Must: you must take this action.
  • Pick: choose randomly the card or unit indicated.
  • Reveal: flip a face down card or counter face up.
  • Select: sort through the cards or pieces indicated and deliberately choose one.
  • You: the player.

6.0 How to Win

The game is played in Missions. Each Mission will require you to complete one or more Objectives. You win if you fulfill the Objective(s) by the end of the game. You lose if: 1) you do not accomplish the Mission Objective by the end of the game (when there are no more Operations cards to draw), or 2) if all Friendly Cadre units are eliminated from the map at any time.

7.0 How to Set Up the Game

  1. Shuffle the Mission cards and pick one, keeping it face down. The rest of the Mission cards will not be used in this game. You will determine the nature of the mission in the course of play.
  2. Place the NET Run marker on the NET Track space indicated by the Scenario (generally space 1).
  3. Shuffle the Ops card deck. Deal out a number equal to the number stated in the Scenario Rules and place them face down. This will be your initial Ops (draw) deck for the game. The remaining cards are placed in a separate (Reserve) deck, face down (and may come into play later). Ops cards remain face down until picked, at which point they must be played.
  4. The Scenario rules will give you a designated number of Team Points (TP). You can use TP to recruit starting units. To recruit, expend the points and select the units. Keep track of TP with pencil and paper (or chips or dice). Unused TP are retained and may be used to recruit units via Recruit special actions during the game.
  5. Recruiting costs. During initial deployment you may purchase Friendly units, at the designated cost in TP:
    • Each Gear: 1 TP
    • Each Cadre: 2 TP
    • Each Vehicle: 3 TP
  6. Place all un-purchased friendly units next to the game map for possible entry during the game.
  7. Begin play of the game using the Sequence of Play (below).

8.0 Sequence of Play

Each Mission will assign a starting number of Operations to be used during a scenario. An Op is recorded by picking the top card in the Ops card deck, turning it face up, and implementing its effect.

Player's note: There is no Turn Record track, unlike many games. The Ops cards are used to track turns. The Ops phase occurs after the Movement phase, so you get a chance to move before picking the card.

One Operation is defined taking the following actions in this order:

  1. Team Movement Phase: You may move the Team via the rules of movement.
  2. Operations Card Phase: You must pick one Operations Card. Implement the instructions on the card.
  3. Combat Phase: If the Team is in the same cell with OPFOR units (generated by an Ops card), it must engage them in combat.
  4. Special Actions Phase: The Team may execute any one special action. (NETRUN, Nano-Morph, Recruit, etc.).
  5. Mission Resolution Phase: If the Team is in the same Cell as the Nexus marker, it may attempt to conduct Mission Resolution.

End of Scenario. When you have run out of Ops cards, or fulfilled the conditions for victory or defeat, the scenario comes to an end. If there are no more Ops cards to draw, the game is lost.

Rules precedence. Scenario rules and card instructions supersede the Standard game rules.

9.0 Mission Cards & Nexus Marker

  1. Each scenario will have one Mission card. This is initially placed face down. The other Mission cards are placed aside, also face down.

  2. Revealing the Mission card. You reveal a Mission Card via NET Run outcomes (see below). A successful NET Run result will allow you to flip over the face down Mission card and place the Nexus marker.

  3. Nexus Marker. The Nexus is placed at the instant the Mission card is revealed. Use the Random Placement Procedure to place it in a Cell on the map.

  4. The Nexus marker indicates the location where your Team may perform Mission Resolution. The marker has no other effect on play—it is not affected by combat, etc.

  5. Mission Resolution. If your Team is in the same Cell as the Nexus marker during the Mission Resolution phase, you may announce a Mission Resolution. Do the following.

    1. OPFOR: the card will give the number of OPFOR units you must pick and fight. This is in terms of "NET+ #": the current NET level plus the number on the card. Engage in the Combat Routine (this is in addition to any combat that occurred in the Combat Phase as a result of the Ops Card draw). If your force survives, then attempt to complete the Objective.
    2. Objective:
      1. The card will indicate which values are to be used via icons. For example: a Leader plus Hot Pilot icons means you would use the Team Leader and Hot Pilot abilities.
      2. Determine the Team Challenge Value. This is the total number of icons of the same type: a) on the Team; plus b) on Team Gear/Vehicles; plus c) on Friendly Installations.
      3. Roll a number of dice equal to the Team Challenge Value. A success is rolling a number of Positive results (5's and 6's) equal to or greater than the number called for on the card.

10.0 Hyper Teams

  1. Your Team includes all Friendly Cadre, Vehicles and any Gear they may be carrying, as well as Special Units which may accompany them.
  2. Your Team always sticks together. Units can not be left behind. Hence, you will have all Friendly units in one Cell at any particular point in the game.
  3. Team Box. This is a convenient place to put the units in your Team. They are considered to be in the same Cell as the marker on the map.
  4. Stacking. A player may have any number of units in a Cell. Also, Friendly units may be in the same Cell as OPFOR units, installations, etc.

11.0 Movement

The Team moves during the Movement Phase. All units in the Team must move together. There are several types of movement: Surface, Vehicle and Hop.

  1. Surface Movement
    1. Movement is from Cell to contiguous Cell. You may move the Team a number of Cells up to its movement value. The movement value is that of the slowest Cadre in the Team. All Gear is transported with the Cadre(s). For example: a Team with a Cadre with a movement of "2" can move two, one or no spaces in an Op. If one Cadre had a movement of "2" and another of "1," then the Team could move one or no spaces.
    2. The Team must cease movement if it enters a Cell which the Terrain Effects Chart says STOP, or enters a Cell containing an OPFOR controlled Installation.
  2. Vehicle Move. This is the same as Surface Movement, except:
    1. If a force includes a Vehicle, then it is transported by that Vehicle. A Vehicle may transport an unlimited number of Cadres and Gear.
    2. The Team moves with the movement value of the Vehicle. More than one Vehicle may be with the Team, but they must move together and with the movement value of the slowest vehicle.
    3. Vehicles do not have to STOP for terrain. They must STOP when entering cells with OPFOR controlled installations.
    4. Transport Effects. Cadres and Gear which are aboard a vehicle may employ their combat values and special actions.
    5. Hot Pilot. The Team does not need a Hot Pilot to use a Vehicle, but the Hot Pilot can enhance its movement. See Special Actions.
  3. Hop Move. The Team may move via Hop Move if the Spaceport Installation is friendly controlled. The Team must start in the Cell with the Spaceport. You can then move it to any one Cell on the map. Conversely, the Team can start anywhere and then move to a Friendly controlled Spaceport. Do not trace movement through Cells, just pick up the Team and move it. This is all the force's move for the Operation.

12.0 Operations (Ops) Cards

  1. During the Operations phase, you must pick one Ops Card for the Team. Pick it from the top of the deck.
  2. Ops Card Instructions
    • Events: The player must immediately perform whatever instructions are on the card.
    • NET Check: Roll one die. If the result is less than or equal (<=) to the current NET level, execute the (1) outcome. If it is greater (>), then execute the (2) outcome.
    • OPFOR Deployment: Place OPFOR units on the map. Go to the Combat Routine.
    • Reinforcements: receive the Friendly units indicated immediately with no action or TP required.
    • Challenge: You must roll one die for each of the values indicated on the line of the Action table for that value. Success occurs if you roll at least one Positive result. Implement the results on the card. Failure occurs if no Positive results are rolled (or if the Player is unable to roll due to having no matching icons). The card will give the Failure results (do not apply Burnouts on an Event card Challenge). If the card calls for either crashing units or losing an Op, and there are no units of the type called for, then you must lose one Op.
    • Win/Lose: If "win/lose" is printed on the card, and you win that Combat, then you gain the designated number of Ops Cards or NETRun Points (your choice). If you lose the Combat, then you lose that number of Ops or NETRun Points (again, your choice).
  3. Gaining Ops Cards. When you gain Ops, pick the designated number of cards from the Reserve deck (face down) and place them on the bottom of the Ops deck. If there are no further cards in the Reserve deck, shuffle the Discard deck and deal the appropriate number of cards and add to the bottom of the Ops deck, then the remaining cards become the Reserve deck.

13.0 The NET & Alert

  1. The NET marker starts in the space designated by the scenario. It may go no lower than "1" and no higher than the maximum on the index. The higher the marker goes, the more the enemy is alerted to your presence. But also, the more bonuses you gain.
  2. The NET Level goes up or down as a result of NETRun Special Action results or Ops Card outcomes.
  3. Effects. The NET Level is: a) a Friendly Tactical Edge modifier. b) the number of OPFOR units picked for combat. c) The number of extra die rolls you can make when doing a Mission Resolution (not for Challenges).
  4. Full System Awareness. If at any time the NET marker is in the highest space, you can examine all cards in the Ops deck. You can't change them, but at least you know what's coming up.

14.0 NET Runs

A NET Run is an attempt to penetrate the NET.

  1. Prerequisite. A NET Run is executed in the Special Actions phase. To do so you must have:
    1. a Team with one or more Cadres, Vehicles and/or Gear that has the Cyber symbol; or
    2. control of one or more Installations with the Cyber symbol (which can be anywhere); or
    3. a card allows it.
  2. Procedure. Determine your NET Run strength. This is the total of the number of Cyber symbols in the Team plus controlled Installations.
  3. NET Run Special Action. Go to the Special Action Table. Roll a number of dice equal to the NETRun value. Apply the results per the table. A positive result allows you to choose one action from the listed outcomes.

15.0 Combat

  1. Combat is triggered when your Team is in the same space as OPFOR units. This may occur due to Ops Cards or Mission Resolution. All Friendly units in your Team Point must engage all enemy units in a Cell. Combat is only against OPFOR units, not OPFOR Installations.

  2. OPFOR Units. OPFOR units are temporarily placed on the map as the result of Ops and Mission cards. They are placed in the same Cell as the force which triggered the card draw. OPFOR units are automatically returned to the OPFOR Bin after a battle concludes.

  3. OPFOR Deployment Procedure. Pick randomly from the Bin a number of OPFOR units equal to: a) the current NET level, plus b) if in the same space as an OPFOR Installation the extra number indicated on the Installation Chart. c) Place the OPFOR units in the Cell with the operating Team. OPFOR units are placed on their combat effective side.

  4. Combat Procedure. Each combat goes through these stages.

    1. Determine who has Tactical Edge. a) For the Friendly force: roll one die and add to it the NETRun level plus "one" for each Leader icon in the Team plus "one" if in the same Cell as a Friendly Installation. b) For the OPFOR: roll one die and add to it the Tactical Edge factor of the OPFOR unit with the single highest Tactical Edge plus "one" if in the same Cell as an OPFOR Installation. c) The side with the higher total gets the Tactical Edge. The Hyper Team wins ties.
    2. Battle Rounds. In each Battle round: a) The side with the Tactical Edge fires first, using its total combat strength. Use the Weapons Action (below). b) The side without the Tactical Edge fires second, using its total combat strength. Use the Weapons Action (below).
    3. Breakoff. You may attempt to have your Team Breakoff (you do not have to) during Combat. Declare this during the Breakoff step of the combat sequence. Select one unit in your Team and roll one die. If the result is less than or equal to its movement rating, the Breakoff succeeds. Add "one" to the movement rating if you have combat effective Hot Pilot skill. Otherwise, the attempt fails. Also, a die roll of "6" always fails.

16.0 Special Actions (Categories)

  1. You may conduct a maximum of one Special Action per Special Action phase. Some of these include:

    • Enhanced Move: this is an additional move. It requires a Hot Pilot.
    • NETRun: this is used to penetrate into the NET to gain advantages.
    • Recruit: this is used to acquire TP and add Cadre, Gear and Vehicles once the Scenario has begun. The Team must be in at an appropriate location (see chart). This requires a Leader capability.
    • Repair: this is used to repair damage to Cadre and Vehicles. This requires a Nano-Morph capability.
  2. Special Action Procedure.

    1. State the type of Special Action to be conducted.
    2. Determine the total Value for that action.
    3. Roll a number of dice equal to the Value.
    4. Cross index each die roll on the Special Actions Table and apply the results. The Special Actions Table gives details for outcomes.
  3. Special Actions Value. This is the total number of symbols of the indicated type among units on the Team, plus Enhancers (see below). If a unit has more than one of the same symbol, count the total.

    Player's note: In some cases, units lose their special ability when flipped.

  4. Enhancers. Enhancers are additional bonuses you receive for control of certain Installations. If you control any Installations with the symbol for the Special Action, add their value, regardless of the Installations' location. In the Campaign Game, control of Mission cards can provide Enhancers.

17.0 Recruiting & Building

  1. Recruiting is adding new Cadres, Vehicles or Gear to your Team. Cadres and Vehicles are recruited on their combat effective side. When recruiting Gear, select the side you want.
  2. Initial Deployment. The Scenario card will give you the initial TP to recruit units. This requires no special action.
  3. In Mission Recruiting. During any Special Action phase, you can use remaining TP plus any TP obtained from the Recruit Special Action to purchase units if you are in an appropriate location. Outcomes on the Special Action Table will allow you to recruit various types of units.
  4. Recruit Value. This is "one" for each Leader symbol on units and friendly Installations.
  5. Cards. Some Ops cards will provide additional Recruiting opportunities that don't require TP expenditure.

18.0 Repair

  1. Repairing is flipping friendly units to their Effective side. This can be performed anywhere.
  2. Repair Value. This is "one" for each Nano-Morph symbol on the Team and on friendly Installations. Roll a number of dice equal to the total value. Each success lets you repair one Cadre or Vehicle unit.

19.0 Installations

Installations represent major facilities. Installations are in one of two statuses:

  1. OPFOR Controlled: front of counter.
  2. Friendly Controlled: back of counter.
  1. Gaining Control of Installations. To gain control of an OPFOR Installation, your Team must be in the same Cell. During the Special Actions phase you execute a NETRUN Action. Successful results allow you to flip that Installation to the Friendly side. Certain cards may cause a Friendly Installation to revert to OPFOR status.
  2. Friendly Installations. If an Installation is Friendly, then you gain any enhancer it provides. This is explained on the Installation Chart. For example: You control the NET CONTOL Installation. Your Team gains the NETRUN enhancement regardless of its location on the map.
  3. OPFOR Installations. If an Installation is OPFOR controlled, then you gain no advantages for it. See the Installation Chart.
  4. Installations and Combat. Generally, Installations are not affected by Combat.

20.0 Campaign Game Rules

  1. You can play Free Mars Surface Combat as a series of Missions.
  2. At the end of each Mission:
    1. Remove the Nexus marker from the map.
    2. All Installations and any TAZ remain in place.
    3. All units eliminated for any reason are returned to the recruit pool.
    4. You keep the Cadre, Gear, and Vehicles and place the Team marker on any one Friendly Installation or TAZ. If there are none, use the Random Placement Procedure. All units are flipped to their Effective side.
    5. Follow the Mission set up procedures for the next Mission.
  3. If you win the Mission:
    1. Place the Mission card above the map sheet. You can use its Enhancement (these are cumulative for each card). This is cumulative for all Mission cards accomplished. For example: if a card has one Leader and one Cyber symbol, then increase Team Value by "one" for each of these.
    2. The NET stays at the level it was at the end of the Scenario.
    3. Any Installations you gained control of remain Friendly controlled.
    4. Keep any unused TP plus add the number of Ops cards remaining to the TP total.
    5. In the next scenario, when OPFOR units are called for, pick one additional OPFOR unit per combat (to the counter limit). This is one extra unit per Mission you have won.
  4. If you did not win the Mission:
    1. The mission card is reshuffled into the deck and you can potentially pick it again.
    2. The NET Alert level is reduced by "one."

Phobos Rising – Scenario Rules

The scenario rules below are the scenario-exclusive rules printed on the Phobos Rising scenario sheet. They supersede or modify the system rules above. Printed spelling is kept (for example "Quamtum", "Instillations", "NET CONTOL"), with obvious typos flagged in brackets.

1.0 Introduction

In this game you the player take command of a Rebel squadron attempting to complete missions critical to launching the rebellion on Mars. Your success will help ensure Mars is secure from Earth Federation forces and ready to support the Rebel fleet that will soon be gathering overhead.

2.0 Scenario Orders

The game is set up in the following order.

  1. Situation

    1. Place all OPFOR combat units in the OPFOR bin.
    2. Place all Installations on the map via the Random Placement Procedure. If a cell already has an Installation, re-roll until it can be placed on a vacant cell. They start on their OPFOR (front) side.
    3. Place the Nexus marker in the off map box.
    4. Place the NET Alert marker on the "one" space of the NETRUN Track.
  2. Mission

    1. Set aside the Phobos Rising Mission card. Shuffle and pick one of the other Mission cards (keep it face down). Place the other Mission cards aside, face down.
    2. Mission Victory. You win an individual mission by fulfilling the Objective(s) on the Mission card.
    3. Campaign Victory. You win a Campaign by completing all four Mission cards. If the three preliminary missions have been successfully completed, the Phobos Rising Mission is the fourth and final mission.

    Note: you must still conduct a successful NETRun to flip the Mission card up and place the Nexus marker as in other missions.

  3. Ops Card Set Up. Pick out the OPFOR Hyper Swarm card, then shuffle the Ops card and deal 8 cards face down. This becomes the Ops deck. Shuffle the remaining cards with the Hyper Swarm card to form the Reserve deck. As cards are revealed and discarded, create a Discard pile of cards facedown, above the Reserve deck.

    Note: after your first mission, the number of cards starting in the Ops and Reserve decks may change. Count out the appropriate number of cards for each deck, making sure the Hyper Swarm starts in the Reserve deck.

Procedure (Random Placement). Roll two dice and use the results to generate a two digit number from "11" to "66." Locate the hex on the map with the two digit number (in white) and place the counter there.

3.0 Random Placement

Various game functions will require you to utilize the Random Placement Procedure to place counters on the map. (See the Procedure under Scenario Orders, 2.0, step 5.)

4.0 Unit Types

Friendly Cadres

  • Leader: tactics and recruiting.
  • Cyber: computer and electronic skills.
  • Nano-Engineer: tools and fabrication skills.
  • Weapons Specialist: expert marksman.
  • Hot Pilot: expert flying/navigation skills.
  • ExoHuman: genetically/mechanically enhanced.

Shuttles

  • Attack: heavily armed sub-orbital craft.
  • Cyborg: craft with human-cybernetic interfaces.
  • Utility: transport and service craft.

Temporary Autonomous Zone: A stealth base.

OPFOR

  • Spatial Operations Group (SOG): space-borne commandos.
  • Tactical Command (TAC): shock troops.
  • Peacekeeping (PK): militarized police and paramilitaries.
  • Crawler: big machine with treads.

Friendly Cadre and Friendly Vehicle counters. Each shows a COMBAT FACTOR (top or left number), a Special Ability (center icon, if any) and a MOVEMENT value (bottom or right number).

  • Combat factor: how many dice the unit rolls in combat.
  • Special Ability: special abilities (see below) the unit can employ.
  • Movement: how many Cells the unit can move in an Operation. If an "a" appears after the movement number, the unit moves by air and can ignore terrain.

The front of the counter shows it in its Effective state. The reverse is its Crashed state.

Special Abilities are indicated by symbols:

  • Leader (flag): Can conduct Recruit Action; provides bonus for Tactical Edge.
  • NETRUN (eyeball): Can conduct NETRun Action.
  • Nano-morph (wrench): Can conduct Repair and Build Actions.
  • Sniper (arrow): Provides certain Mission and Op Card resolution capabilities.
  • Hot Pilot (wing): Can provide additional movement for a shuttle.

Gear represents weapons and equipment.

  • Weapon: this will have a number representing its combat strength. For example: the Survival Kit has a combat strength of "1".
  • Special Capability: this will have a symbol representing its special ability.

Some Gear has both a combat strength and a special ability, or more than one ability. You can use that Gear for any of its attributes.

  • One shot weapons: an asterisk (*) means the Gear may be used only once and then is returned to the Recruit Bin.
  • Backprinting: Each Gear has a different type of Gear on the reverse. You choose which side to use, but can only change to the other side by Recruit Special Action and spending 1 TP.

OPFOR Unit counters are the enemy units. Each shows a COMBAT FACTOR (top or left number), the basic amount of combat power of the unit, and a TACTICAL EDGE (bottom or right number), the unit's ability to include Tactical Edge die rolls. The front of the counter shows it in its Combat Effective state. The reverse is its Crashed state.

Installation Markers represent physical infrastructure and environmental complexes. The front side shows the OPFOR controlled side; the reverse shows the Friendly icon to add to action or mission attempts, or the ability to recruit.

Special Markers

  • Team: the position of your Team on the map.
  • Nexus Marker: the focus of Mission activity.
  • NET marker: the current level of your penetration into the NET.

5.0 Special Units

  1. Special units start in the Special Units box. You can recruit them under special circumstances. They include ExoHuman and the TAZ.
  2. Once in play, Special Units are Rebel controlled for all purposes. If eliminated, they are returned to the Special Units box (and may be recruited again).
  3. ExoHuman. Your Team can only recruit an Exo-Human by successfully performing a Recruit special action in the Lab Installation or the TAZ. Treat the ExoHuman as a Cadre. (Note that it retains its Nano-Morph ability when crashed.)
  4. Temporary Autonomous Zone (TAZ). Your Team can recruit a TAZ by successfully performing a combined Cyber and Nano-morph action special in any Cell not containing an Installation.
  5. TAZ Functions
    1. The TAZ functions as a friendly controlled Installation—it never becomes OPFOR controlled. It does not move with the Team but stays in its Cell of placement.
    2. If your Team ends a move in a TAZ drawing an Ops card is optional (that is, you may choose not to draw an Ops card).
    3. The TAZ gives all friendly Nano-morph and Cyber actions "plus one" to their value.
    4. You can conduct Recruit actions in a TAZ.
    5. You may remove a TAZ from the map and place it back in the Special Units box during any Special Actions phase in which you have the Team in its Cell. This requires no special action. It may be recruited again (this provides an opportunity to change the TAZ location).

6.0 OPFOR Hyper Swarm

  1. If the OPFOR Hyper Swarm Ops card is picked, you must implement a NET Check. If it succeeds, then engage in combat with the following modifiers.
    1. The OPFOR units picked equal the number of OPFOR controlled Installations (instead of the NET level).
    2. If your Team wins the combat, the card is permanently removed from play (and gain two Ops cards). If your Team loses, lose two Ops cards then reshuffle the Hyper Swarm card back into the Ops deck (do not discard!).

7.0 Challenge Card Notes

  • Pilot Challenge Success. If you do not have a shuttle to trade, gain +2 Pilot skill for rest of the current mission.
  • Nano-Morph Challenge Failure: "or lose one gear."

8.0 What Doesn't Kill You …

After each Campaign game win, start the next Campaign with one less Operation, that is, start with 7 Ops cards after your first win, 6 after your second and so on. Remember you can buy an Operation for 2 TP.

9.0 "I need a little help here …"

If it's your first time leading a Hyper Team, we'll make it a little easier for you with these variants. You can pick one or more to taste.

  1. Special Actions: when you roll for NETRun or Quamtum [printed "Quamtum"; the action is not otherwise defined in these two PDFs], each positive results in an action choose (e.g. two positive results on a NETRun means you could flip the Mission card face up and gain one Op card).
  2. Burnouts: Positive results cancel Burnouts. This can be played as required or optional. If required, each positive cancels one burnout and you are left either with positives or burnouts (or they were even and cancelled out). If optional, you can choose to apply one positive result, and use the rest to cancel burnouts, and then apply he remaining [printed "he"; likely "the"] burnouts or positives.
  3. Start with more TP or cards in the Op deck. You could start with 15 TP and 10 Ops cards.
  • If you roll less than the individual icon number or total number, you fail.
  • If a card has more than one Icon, then you must roll for each one individually (in any order you select) and succeed in all.
  • The NET level provides for bonus die rolls that may be applied to any icon roll. NET level die rolls may be applied to any icon dice roll at the player's discretion as long as there is at least one icon in play of that type.
  • Example: the Mission card calls for one positive Leader result, one positive Pilot result, and three total positive results. The player has two Leader icons, two Pilot icons, and the NET Level is 3. He rolls for his two Leader icons and obtains one positive result, then for his two Pilot icons and obtains zero positives. Because he does have Pilot icons, he may roll the three NET level die rolls to attempt to obtain the positive result needed in the Pilot category and the third positive result needed for Mission success.

  • Mission Success. If you succeed, then you win the individual mission. You can restart and play with a different mission card or you can continue using the Campaign rules to link the four missions into a Campaign.

  • Mission Fail. If you fail to execute the Mission Objective, then you must immediately move the Nexus marker according to the Random Location Procedure. You can try to resolve the Mission on a later Op if you get your Team to the Nexus Cell. (You would have to engage the Mission card's OPFOR again.)

  • Mission Card Bonus & OPFOR Enhancement. These apply only in the Campaign game.

  • Losing Ops Cards. Conversely, if a card calls for you to Lose Ops, then pick the designated number of cards from the top of the Ops card draw deck without looking at or playing them. Place them with the discards, face down. If this causes the Ops Deck to go to zero cards, then the game ends in a loss.
  • Ops Card Disposition. Generally, after they have been played, Ops Cards are placed in the discard deck, face down.
  • Reshuffle. Some Ops cards may generate a reshuffle. In this case, take the number of discards indicated and shuffle them in with the draw deck.
    • A Successful Breakoff: consult the Random Location Table and place the Team in the Cell indicated. This ends the OP. You also lose the battle.
    • A Failed Breakoff: the Team remains in the Cell. The battle continues. You can try a Breakoff in a later round. OPFOR units do not Breakoff. A successful Breakoff ends the combat.
  • Next round. If there are surviving units on both sides, then continue the Battle rounds starting with step (2a) until only one side has units remaining.
  • Weapons Action. Determine the combat strength for a side.

    1. For the Friendly force, this is the total of all Combat numbers for Friendly Cadres, Vehicles and Gear. For the OPFOR side, it is the total of all unit Combat values (the top numbers).
    2. Roll one die per combat strength point. Cross index each die roll with the outcomes on the Weapons line of the Special Action Table. A Positive result will cause one combat effective Cadre, Vehicle or OPFOR unit to flip over, eliminate one already flipped Cadre, Vehicle or OPFOR unit, or eliminate one Gear.

    Player's Note: Firing is non-sequential and thus one side will possibly take losses and be reduced in strength before firing back. If a side is wiped out, it can not return fire.

  • Extracting Losses. Inflict losses for both sides in any order (player's choice).

  • Winning a Combat. You win if the OPFOR is wiped out. Add the designated Ops cards to your Ops deck or NET Points to the NET track.

  • Losing a Combat. You lose if you Breakoff successfully. Subtract NET points or remove Ops cards. If all Cadres are eliminated, then you lose the game.

  • Post-Battle.

    1. Place all OPFOR units to the Bin regardless of combat results.
    2. All Friendly Cadres eliminated are out of play for the rest of the individual scenario/mission. Eliminated Gear is returned to the Recruit Pool. All surviving friendly units are returned to the Team. Friendly flipped units remain flipped (and with the Team) —they recover via Repair Special Actions.
  • Combined Actions. Some Special Actions may require more than one capability. You must roll successfully for each one. If you fail for any one capability, the entire Special Action fails. For example: a Combined Action requires a Cyber and Leader capability. You could use one Cadre with a Cyber and one Gear with a Leader, or a Gear that had both Cyber and Leader abilities.

  • Burnout. A result of Burnout flips one Cadre or eliminates one Gear with the symbol. This is one unit max regardless of Burnouts rolled. This is applied after completion of the die rolls. Note: a Burnout result is applied when rolling for a Mission Objective, but not for Event Card Challenges (apply the Succeed or Failure result on the card).

  • All Friendly Installations revert to OPFOR control.
  • Keep any unused TP.
  • You win the Campaign when you win all Missions.
  • You lose the Campaign if you lose two Missions in a row.
  • Form Your Team

    1. Start with 12 Team Points (TP).
    2. Expend the Points to build your Team. You must select at least as many Cadre as Gear. You may, but are not required to, retain TP for later use. You may spend two TP to add one Op card from the Reserve deck to the bottom of the Ops deck (i.e. "buying time").
    3. Shuttles and Exo-Humans may not be part of your starting Team; they can only be recruited once the game has begun.
  • Deploy Your Team. Use the Random Placement Table to determine a Cell. The cell can have an Installation or be empty. Place your Team there. Then begin the Scenario using the Sequence of Play.