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Rogue Angels: Legacy of the Burning Suns

Rogue Angels: Legacy of the Burning Suns Rulebook

Table of Contents

Table of Contents

  • Components (1/4) - Books, Dossiers & Other
  • Components (2/4) - Cards
  • Components (3/4) - Figures & Standees
  • Components (4/4) - Tokens & Tiles
  • Choosing & Understanding a Character (1/2)
  • Choosing & Understanding a Character (2/2)
  • Map Book & Game Setup
  • Campaign Books
  • Mission Brief
  • Mission Layout
  • Mission Update
  • Mission Aftermath
  • Save & Load a Campaign
  • Legacy Folders & Elements
  • Turn Sequence
  • Mission Check
  • A Player's Turn
  • Play an Action Card (1/2)
  • Play an Action Card (2/2)
  • Action Boosts
  • Dice Rolls
  • Action Card Types
  • Action Card - Move (1/2)
  • Action Card - Move (2/2)
  • Action Card - Interact (1/2)
  • Interacting with Enemies
  • Action Card - Interact (2/2)
  • Interacting with Objects (1/3)
  • Interacting with Objects (2/3)
  • Interacting with Objects (3/3)
  • Action Card - Effect (1/2)
  • Action Card - Effect (2/2)
  • Action Card Variations
  • Player Turn Example (1/2)
  • Player Turn Example (2/2)
  • Enemy Setup
  • The Enemy's Turn
  • Enemy Standards & Priorities
  • Enemy Examples (1/4)
  • Enemy Examples (2/4)
  • Enemy Examples (3/4)
  • Enemy Examples (4/4)
  • Damage & Damage Cards (1/2)
  • Damage & Damage Cards (2/2)
  • Damage From Environment
  • Healing Damage
  • Unconscious
  • Scars
  • Special Cases (1/3)
  • Special Cases (2/3)
  • Special Cases (3/3)
  • Rule Strength
  • Interpretation

Components (1/4) - Books, Dossiers & Other

  • 1 Rulebook
  • 6 Campaign Books
  • 1 Campaign Book with personal stories
  • 1 Map Book
  • 1 Tactical Simulator
  • 1 Lore Book

Dossiers

16 Envelopes, each with:

  • 1 Character Sheet
  • 1 Legacy Folder
  • 1 Sticker Sheet (reusable) (+1 copy)

Note: All legacy elements are resettable (non-permanent).

  • 1 Cloth Bag
  • 8 Custom Dice
  • 1 Dry-Erase Marker
  • 1 Ship Box

Place all 28 interact tokens in this bag (see page 7).

Components (2/4) - Cards

  • 7 Action Cards per character (see card backs) - 112 total
  • 4 Unlockable Action Cards per character - 64 total
  • 10 Sets of 4 Shared Action Cards (see card backs) - 40 total
  • 2 Sets of 4 Ship Upgrade Cards (see card backs) - 8 total
  • 4 Sets of 4 Companion Cards (see card backs) - 16 total
  • 30 Damage Cards

All 270 cards above are 88 x 63 mm (Poker size).

  • 42 Enemy Behavior Cards (EBC) (double-sided)
  • 4 Player Aids (double-sided)

All 46 cards above are 120 x 80 mm (Tarot size).

Components (3/4) - Figures & Standees

  • 16 Hero Figures & Standees
  • 6 Sets of 4 Object Standees - 24 total
  • 9 Boss Enemy Standees
  • 35 Sets of 4 Enemy & Civilian Standees - 140 total
  • 16 Regular Plastic Bases (for Hero standees and objects)
  • 20 Unique Plastic Bases (for cardboard dials)
  • 20 Dials with Numbers
  • 8 Red Dial Covers, 8 Yellow Dial Covers, 4 Orange Dial Covers - 20 total

Assembling Dials and Bases

Punch out the cardboard dials with numbers and the colored dial covers.

  1. Place the dials with numbers on the bases.
  2. Then place the dial covers on the bases.
  3. Now you are ready to put enemy standees on bases when the campaign prompts you to.

Components (4/4) - Tokens & Tiles

Character Tokens

  • 1 Commander Token
  • 4 Activation Tokens
  • 4 Focus Tokens
  • 4 Shield Tokens
  • 4 Sets of 28 Personality Tokens - 112 total

Counting Tokens

  • 4 Voting Tokens
  • 28 Interact Tokens (4x, 8x, 8x, 8x) - put these in the cloth bag
  • 8 Sets of 4 Counting Tokens for Individual and Shared Action Cards - 32 total (use on cards with the counting-token symbol)
  • 4 Damage / 4 Health Tokens
  • 16 Alert / Exhaust Tokens
  • 2 Turn Tokens - assemble the top and bottom pieces to form a standing token

Map and Mission Tiles

  • 16 Blocked Paths / 8 Blocked Entrances + 8 Crumbling Walls
  • 4 X / X1-4 Tiles
  • 4 Arrow / Y + Z Tiles - use these tiles as reference squares for mission criteria, when it makes sense
  • 4 Unconscious Tiles
  • 4 POIs ? / 1-4 (accessible)
  • 8 Level Tokens (red 1-8) / (yellow 1-8)
  • 4 Equipment / Fires
  • 8 Stones (acc.) / Stones (inacc.)
  • 4 Power Cores (red) / (yellow)
  • 4 POIs ? / 1-4 (inaccessible)
  • 3 Tiles for Personal Action Cards (use for cards with the corresponding symbol)
  • 12 Tiles for Shared Action Cards (use for cards with the corresponding symbol)
  • 1 Mission Tile (1x1)
  • 4 Mission Tiles (2x2)
  • 4 Mission Tiles (3x3)
  • 4 Mission Tiles (1x2)
  • 4 Mission Tiles (1x3)

Choosing & Understanding a Character (1/2)

Starting a Campaign

Randomly hand out 3 dossiers to each player. Players can decide to either read the dossiers together and try to set a balanced team, or they can go in blind and choose their character based on their own preferences.

Once every player has chosen a character, return the remaining dossiers to the game box.

Note: If you play solo, you must choose at least 2 characters to play.

Your Character & Components

Each player now opens their chosen dossier and pulls out the content.

Then the players find the following components for their specific character:

  • Figure / Standee
  • 7 Action Cards (Gray back)
  • 4 Unlockable Action Cards (Golden back)

These cards are not to be used before they have been unlocked. Put them in your dossier for now.

Action Cards

These are the core of your gameplay and are used to perform different actions on your turn.

All Action Cards consist of:

  • (a) Cooldown cost
  • (b) Title and image
  • (c) Action type
  • (d) Dice indicator: How many dice you get to roll for your action.
  • (e) Action: The action you can perform.
  • (f) Personality boosts: 0-4 potential boosts you may add to your action, if you spend the required personality token.
  • (g) Card classification (e.g., weapon, gear).
  • (h) Unlockable and Shared Action Cards have their own unique boost, bonus, penalty, or condition in this section.

Choosing & Understanding a Character (2/2)

Character Sheet

This is the centerpiece of your player area where you will play all your Action Cards and keep track of your vital stats.

If this is your first time playing, use the introduction side.

A character sheet consists of:

  • (a) Species and portrait
  • (b) Name and unique ability
  • (c) Place an Activation token here. It shows if you are ready or exhausted.
  • (d) Personality diagram: Throughout the story you will gain more personality marks (campaign governs this).
  • (e) Empty spots for new abilities
  • (f) Focus: Allows you to reroll dice and utilize specific actions if required.
  • (g) Shields: Allows you to block incoming damage (unless it is unblockable).
  • (h) Scars: You may gain scars during missions (campaign governs this).
  • (i) Cooldown track: Where you play your Action Cards and place damage cards.

Use the focus and shield tokens to track the amount of each.

Legacy Folder

The legacy folder has the origin, personal story, and mission(s) for your character. It will guide you through it.

  • (a) The legacy folder's last page allows you to track the relationship between your character and NPCs / factions.
  • (b) It also contains all the memory dots for your choices and performances.

The campaign governs when to mark, remove, or reference these.

Sticker Sheet

This sheet contains new abilities and personality boosts (re-adhesive stickers) that you may acquire over time.

  • (c) Ability that you may be able to apply to your character sheet (the legacy folder governs this).
  • (d) Available upgrade stickers (personality boosts) for your character's native Action Cards (the campaign and legacy folder govern this).

There is an extra copy of each sticker sheet, in case any stickers get damaged.

Map Book & Game Setup

Map Book

This is where all the action takes place. The Campaign Book will tell you which map to use.

All maps consist of:

  • (a) 13 x 8 grid with various layouts
  • (b) Map number
  • (c) Turn track
  • (d) Compass for orientation

Game setup

  1. Place the Map Book in the middle of the play area, together with the turn token and dice.
  2. Place the interaction bag (cloth bag), with all 28 interaction tokens inside, nearby. You will draw from it when you try to open/hack/disable doors and consoles.
  3. Place all Enemy Behavior Cards (EBC) nearby. These control the enemies and their actions. For ease of use, keep the EBC cards in alphabetical order.
  4. Shuffle and place the deck of damage cards face down nearby. You will draw from these cards when you take damage you cannot block.
  5. Distribute player aids as you see fit.
  6. Place the Campaign Book - Chapter 1 and the open ship box nearby.
  7. Place the Character Sheet with 1 Activation, 1 Focus, and 1 Shield token in front of you and take your 7 Action Cards in hand.

Keep everything else (tokens, enemies, other cards, etc.) in the game box until needed.

These will change as you progress in the campaign.

You are now ready to open the Campaign Book and begin your adventure!

Campaign Books

Your adventure unfolds across more than 90 missions, spanning six of the seven Campaign Books.

Each Campaign Book starts with four introduction pages, followed by an entire narrative arc, where the book takes you through one mission at a time.

All missions consist of four types of segments:

  1. Mission Brief
  2. Mission Layout
  3. Mission Update
  4. Mission Aftermath

Mission Elements

Common elements within mission segments:

Title: Only written at the beginning of a mission.

Subtitle: Divides the mission into one-page segments (brief, layout, update, aftermath).

Scene narration: Describes what is happening.

Dialogue: Whenever NPCs are communicating.

Mission Parameters: The most important information when trying to complete a mission segment. They describe the success criteria of the mission segment, what triggers or conditions might be in effect, and what may lead to mission failure.

Action / Decision Point: Whenever the team or individuals will have to do or decide something.

  • Action: Perform every applicable bullet.
  • Choice: Choose between bullets.
  • Question: Grants options or actions depending on specific answers.

Checkpoint: You may only move past these lines if you have fulfilled the requirement.

Mission Brief

A new mission always starts with a title and a mission brief. A mission brief may be more than one page.

During the mission brief, before you handle any "Action, Decision, or Checkpoint", the team must elect a Commander for the mission. Hand them the Commander token.

A Commander may be relevant for mission parameters and can break ties on team decisions.

Ready Character Sheet

After you have chosen a Commander, ready your character sheet.

Unless stated otherwise, you always start with:

  1. Activation token on its ready side
  2. Maximum amount of focus and shields
  3. One personality token for each personality mark
  4. Empty cooldown track (i.e., all Action Cards in hand)

Not on mission C1 (use introduction side).

Ready Action Cards

Now ready your hand of Action Cards for the mission.

Unless stated otherwise, these rules apply:

  • Your hand limit is 9 cards.
  • You cannot include other characters' cards.
  • You must include Basic Move and Basic Interact.
  • All your other native cards can be swapped for Unlocked Action Cards and/or Shared Action Cards.
  • You cannot change cards during a mission.

This will not be relevant for the first few missions, until you gain more cards.

Ready Companion Cards

Finally, you may assign any companions you have acquired (place the card near your character sheet; you now have access to its abilities).

The campaign governs whether a companion is given to the team permanently or temporarily.

Each player may only have 1 companion card assigned to them for a mission. Companion assignments can be changed between missions.

This will not be relevant during the first few missions. Companions are still considered 'with the team on the mission' (for story choices/consequences), even if players cannot/decide not to assign them.

Mission Layout

The Mission Layout is the first setup of a specific map, and your entry into the action part of a mission.

A Mission Layout consists of:

  • (a) Setup instructions
  • (b) Map with objects and zones
  • (c) Visual object list
  • (d) Turn token reminder
  • (e) Dialogue / cutscene
  • (f) Mission parameters

Always follow the setup instructions from top to bottom, step by step.

Placing Components

When placing the listed components, be aware of the following:

  • Blocked entrances and doors are placed between squares.
  • The number of enemies you place is usually (not always) equal to your team size (TS).

The Red, Yellow and Orange areas indicate where to place the enemy standees (color and initiative).

If you were playing 3 characters on the map above (top right), you would place 3 Guards in R1, R2, and R3, and 3 Enforcers in Y1, Y2, and Y3.

If you were playing 2 characters on the map to the right, you would place 4 Civilian Changelings in O1-4 and 2 Reaver Hunter Drones in R1-2.

Players then place their characters anywhere inside the marked area(s) labeled "Team".

Placing Turn and Alert Tokens

The mission parameters will tell you how many turns you have to succeed (place turn token), and on which turns events may be triggered (alert tokens).

In both cases, this is determined by the number of characters you play, and is written as 2/3/4 characters.

Mission Update

A mission update can occur only after a player's turn, during the Mission check (step 2 of the turn sequence).

When a mission's Success and/or Failure criteria are met, proceed to the indicated mission update/page.

A mission update may consist of a cutscene, a decision point, or a new map setup. In all cases, follow the instructions and continue.

Updating the Map

When you update the map, follow the setup instructions from top to bottom, step by step.

This may include:

  • Changing the map
  • Removing components
  • Respawning eliminated enemies
  • Placing new components
  • Moving existing components
  • Readying components for later use
  • Notes about other changes
  • EBC (Enemy Behavior Card) changes

Important!

The map only shows changes to the layout (e.g., removed, moved, or added components). Do not remove any doors, objects or enemies simply because they are not shown on the new layout.

If a new object needs to be placed on an already occupied square, the players decide an adjacent square to move the existing object to.

The turn token's position is always updated. The reminder indicates that you should put the turn token in a new spot (see new 'Success').

Remember!

You do not reset anything on your character during an update (i.e., focus, shield, cards, and activation tokens stay where they are).

Enemies are activated after a mission update, as the mission check happened after a player's turn.

Mission Aftermath

The last page of a mission is always named "Aftermath", but you will not be explicitly informed when a mission is about to end.

Consequences of Success or Failure may infer such (but not always).

Depending on how the mission ends, you may have several different aftermaths, and they may include cutscenes, decision points, etc.

An aftermath may have consequences that you must apply to the next mission. However, as a rule everything is reset, meaning that you do not carry Damage Cards, shield level, or anything else over to a new mission.

It is therefore recommended that you save your campaign between missions (after an aftermath), if you have to stop playing.

Save & Load a Campaign

Saving a Campaign

When you want to save your campaign progress.

  1. Leave your Campaign Book open on the page you have reached.
  2. Put your Character sheet, cards, Legacy folder, etc., back in the dossier.
  3. Put the dossiers in the ship box, together with any shared cards and companions you have obtained.

The box acts as your "save game".

Loading a Campaign

To load your campaign, you simply reverse the steps and continue from where you left off—enjoy :)

Legacy Folders & Elements

Your adventure will be full of choices and legacies. Some are dictated by the story and missions in the Campaign Books, others by your character's Legacy Folder (none are permanent).

Cards

There are four different types of cards to gain throughout your journey.

  • Companion Cards (see page 12)
  • Shared Action Cards (see page 12)
  • Ship Upgrade Cards (see page 47)
  • Unlockable Action Cards (see page 8, 12)

Character Sheet

When you gain personality marks or scars, mark them with a dry-erase marker on your Character Sheet.

Each personality mark grants you 1 token at the beginning of a mission (see page 12).

Each scar is a memory and a step closer to the ultimate price (see page 44).

Legacy Folder

Your choices will affect your relationships, just like your performance will affect the story itself. When you gain relationship, memory dots, or progression, mark the corresponding empty spot with a dry-erase marker.

If you have no more room, ignore the prompt.

Sticker Sheet

You will get several opportunities to upgrade your cards and abilities throughout your campaign. When you are prompted to do so, find the corresponding sticker and place it on your Action Card or Character Sheet.

Turn Sequence

Each mission consists of several turn sequences. Your first turn sequence starts after setting up the mission layout.

Turn Sequence

  1. A player's turn
  2. Mission check
  3. The enemy's turn

See Player Aid.

In the beginning of a four-player game, every player can take their turn. After three turns, only one player is eligible to go.

The Principles of a Turn Sequence

  • All missions begin with a player's turn.
  • There is no predetermined turn order. Players decide together who takes the next turn.
  • Once a player has taken their turn, they are exhausted until everyone has taken their turn.
  • When all players exhausted, everyone flips their activation tokens back to the ready side, and players once again decide who takes the next turn.
  • Activation tokens are not flipped back to the ready side during mission checks or updates.
  • The enemy's turn is always resolved as the third step, even if there are no accessible enemies.

Mission Check

You repeat the turn sequence (1-3) until a mission check triggers a condition or mission update. Then you continue with the enemy's turn and repeat the turn sequence.

Remember: A player must finish their turn before a mission check can trigger an update.

Check the mission parameters in the following order:

  1. Success – If these criteria are met, continue accordingly.
  2. Triggers/conditions – Certain turns or events may trigger a condition.
  3. Failure – If these criteria are met, continue accordingly.

This order allows you to succeed a mission on the same turn you would otherwise fail it, as success is checked before failure.

In the rare event that more than one success criterion is met, you may choose which path to follow.

Some conditions may trigger every turn like continuously spawning enemies, wind pushing characters, or objects moving around the map.

Remember! The mission check will not reset anything on a character's Character sheet (i.e. focus, shield, cards, and activation token stay where they are).

A Player's Turn

A player's turn consists of four steps a, b, c, and d.

(a) Perform up to 2 of the following actions in any order you like.

Both actions can be of the same type and/or can be skipped.

(a) Play 1 Action Card

See the following pages for an in-depth description of how to play an Action Card.

(a) Concentrate: Gain 2 Focus

Move the focus token 2 steps upwards on the focus track.

You cannot gain more focus than your max.

(a) Rest: Move All Cards on Your Cooldown Track 1 Spot to the Left

  • Any Action Card leaving your cooldown track (from spot 1) is returned to your hand immediately.
  • Any Damage Card leaving your cooldown track is discarded to its discard pile.

Once You Have Finished Your Actions, You Must:

  • (b) Perform a free Rest action (same as above).
  • (c) Flip your Activation token to indicate you are exhausted.
  • (d) Move the turn token 1 spot to the right on the turn track.

Play an Action Card (1/2)

All Action Cards are played with the following four steps:

  1. Place the Action Card.
  2. Boost your action (optional) - Not used for the introduction mission - C1.
  3. Roll the number of dice on the card.
  4. Perform the action.

(1) Place the Action Card

  • Place it face up in the cooldown slot matching the cooldown cost or higher.
  • You can always place an Action Card in a higher cooldown slot than what is required. (e.g., Action Cards with a cooldown of 3, may be played in the 3rd or 4th slot).
  • You can only have 1 card in a cooldown slot at any given time.
  • Every character has 2 basic Action Cards with a cooldown of 0. These can always be played, as they are placed next to the track (0 cooldown) and are immediately returned to your hand after the action.

(2) (Optional) Spend 1 Personality Token to Boost Your Action

  • The personality token must correspond to the chosen boost.
  • It must be spent before rolling the dice.
  • You can only use 1 personality token per action.
  • If the boost is applied to another character, they must be within line of sight.
  • The personality token is spent for the rest of the mission.
  • All personality tokens are regained at the beginning of a new mission.

(3) Roll the Number of Dice Stated on the Card (and/or Boost)

You may spend 1 focus to reroll 1 die 1 time. You can spend as much focus as you have.

  • +1 — Increases the value of all numbers in [brackets] on the card by +1
  • +2 — Increases the value of all numbers in [brackets] on the card by +2
  • Choose between +1 or Gain 1 shield
  • Gain 1 shield
  • Choose between +1 or 1 movement point
  • 2 movement points

ONLY numbers in brackets will be increased by +1 and +2. A card may contain more than one set of brackets. Each movement point allows you to move 1 square, regardless of action type.

(4) Perform the Action

  • As the outcome of your die roll may affect your options, you do not have to announce your target or describe your action until now.
  • Distribute the action, movement points, and/or boost in whatever sequence you see fit to maximize the effect of your action.

When you target another character with a boost, they must be in LOS when applied. These resources must be spent sequentially, as illustrated in the example to the right.

  • You do not have to use all of the die results, nor do you have to perform the action itself.

Play an Action Card (2/2)

Two Actions, Example - Same cooldown cost.

(1) Action: You play "X8 Light Blaster" in cooldown slot 2 and perform the action.

(2) Action: Then you play "Dodge and Bolt" in slot 3, as slot 2 is occupied, and perform the action.

Two Actions, Example - A full cooldown track.

(1) Action: You play "Basic Move" and perform the action. It is then immediately returned to your hand.

(2) Action: Then you play "Basic Move" again.

Two Actions, Example - Getting an Action Card back to play it again.

(1) Action: You perform a rest (moving all cards on your cooldown track 1 slot to the left) and get your Action Card "Jet Pack" back into your hand.

(2) Action: Then you play "Jet Pack" in the now empty slot 3 and perform the action.

Two Actions, Example - Effect cards and Enhancements.

(1) Action: You play "Intimidating Battlecry" as high as possible to complement future actions.

Remember to roll the dice, even though the effect card does not have an 'active' action, as you may still gain movement points or shields.

(2) Action: Then you play "Tail Stab" on top of the "Tail Swipe" you played on an earlier turn, and perform the action.

See page 31 for Enhancements details.

Action Boosts

Boost, Example (A)

You play "Feral Rush" and boost the action by spending 1 dominating token, allowing you to deal 1 + 1 = 2 unblockable damage to an adjacent enemy at the end of your movement.

Boost, Example (B)

You play "Exo-Shuriken" and boost the action by spending 1 supportive token, allowing you to place the card in cooldown slot 2 instead of having to place it in slot 4, as slot 3 is occupied by a damage card.

Unless stated, you need LOS when you apply a boost to other characters.

Dice Rolls

Dice Roll, Example (A)

You play "Basic Interact" and roll +2. If you are standing adjacent to both an enemy and a door, you can now decide whether to deal 1 + 2 = 3 damage to the enemy or interact with the door for 1 + 2 = 3.

Dice Roll, Example (B)

You play "Fast Approach" and roll +2 and 2 movement points, allowing you to move 2 + 2 = 4 squares and 2 extra squares. Since the movement points are not part of the action but instead placed before or after the action, you will be able to get the bonus if you can keep the action's movement to a straight line.

All numbers are up to, you do not have to move all 4 squares.

Dice Roll, Example (C)

You play "Regen Pack" and roll a +1/shield and +1/shield. You spend 1 focus to reroll 1 die, and roll a +2. You then spend 1 focus to reroll another die, and roll a +1/shield. You can now potentially heal for 4, or heal for 2 and gain 2 shields. And if you have enemies in light of sight, you can add the extra shield and movement point to your options.

Action Card Types

There are three types of Action Cards in the game:

  • Move
  • Interact
  • Effect

See top right corner of the card.

The rules of an action type apply to all cards of that specific type.

Action Card - Move (1/2)

Move

A character can move/be moved to any free square. A free square has a visible dot in its center.

Regardless of graphics and iconography on the map and/or tile, if there is a visible dot on the square, a character can move there, even if the character is damaged or otherwise manipulated (icons on map squares are defined by the mission parameters).

  • A character can move through allies (e.g. other players or characters defined as allies), if they have enough moves to get to the other side (enemies can do the same with other enemies).
  • A character cannot move through non-ally characters, enemies, objects, or walls/red lines.
  • Both orthogonal and diagonal movements are allowed and count as adjacent. You can move diagonally through doorways and between enemies or objects, but not between two red lines/corners.

Action Card - Move (2/2)

Move, Example

The mission requires you to get off the map, following the arrows (north). You play "Dodge and Bolt" and roll +1, +1, and 2 movement points, allowing you to move 1 + 1 + 1 and 2 = 5 squares. The ability allows you to move through enemies, but only with the ability's move. You therefore perform your action like this: Use the movement points then move 3 squares.

  • (a) You need 1 move beyond the border to leave the map.
  • (b) Had the move been a jump, you could have passed through (over) the stones instead, as jump is only blocked by walls/red lines.
  • (c) The snowy cliffs act as walls/red lines: there are no visible dots.

Move, Example

The mission says you must jump lava. You play "Jump and Run" and roll +1/movement point. To reach the other side, you must use the movement point before the action.

Move, Example

You play "Unstoppable Advance" and roll 2 movement points. You use 1 movement point then move 2 squares moving the enemy in front of you, (damaging it twice), then use the other movement point.

During your move, you enter a square that deals damage. You take that damage when you finish your action.

Action Card - Interact (1/2)

Interact

Depending on the action, a character can interact with other characters and objects (e.g. healing allies, damaging enemies, and hacking doors) within their line of sight (LOS) and the action's range measured in squares.

Line of Sight (LOS)

  • Characters have LOS when a line can be drawn from the center of their square to the center of the target's square without crossing any walls or red lines.
  • Characters have LOS and range through other characters, objects, and yellow dashed lines.

LOS, Examples

  • If a LOS hits the corner of a square with walls/red lines, it is still valid, as walls/red lines are always considered "grid aligned" (illustrated walls may deviate from corner to corner).
  • Objects, allies, enemies, and yellow dashed lines do not block LOS.
  • Squares with diagonal walls cannot be accessed, but they do not block LOS, as long as the LOS does not cross the wall/red line.

Interacting with Enemies

Some cards allow you to deal damage to characters and enemies.

Damaging an Enemy

  • Deal up to X damage that the card, boost, and dice allow you to.
  • Subtract the enemy's shields from the damage you deal, unless the damage dealt is unblockable.
  • Reduce the enemy's health by the remaining damage.
  • If its health goes to 0, it is eliminated and removed from the map.

Damage, Example

  1. You play "K90 Rifle", boost it with a dominating token, and roll +1/movement point and +1.
  2. You target the Guard adjacent to you, and deal 1 + 1 + 1 + 1 - 1 shield = 3 damage.
  3. You adjust the Guard's dial accordingly.

Had the Guard been situated 4-7 squares from you, you would have dealt +1 damage to it, thereby eliminating it.

Action Card - Interact (2/2)

If the target is in line of sight (LOS), you need the action's range to be sufficient to interact. Range is counted in squares from your character to the target's square. Range 1 is referred to as "adjacent".

Doors

As doors are placed on lines between squares, they have special rules:

  • Line of sight (LOS) to a door may hit anywhere on the line the door is placed on.
  • The range to a door is measured to the square behind the door.
  • Characters and objects are considered adjacent to a door if standing on a square that touches the door (see yellow spots).

Range, Examples

  • Sigyn's range to the door is 5 squares, the Thug is 3 squares, and the Mech is 1 square (adjacent).
  • Bassilus' range to the first door (north) is 3 squares, which he can just see the corner of, and 2 squares to the second door.
  • Hiro is only adjacent to one of the two Enforcers, as there is a wall between him and the second Enforcer.

Explosions / Explosives

Explosions work similarly to any other way of dealing damage, with everything within LOS and range being hit from its point of origin.

Explosion, Example

Melithys throws her "Shrapnel Grenades" at the chosen square, dealing 1 unblockable damage to all characters within 2 range of the chosen square.

An explosion could also originate from a fuel barrel, canister, or perhaps a Reaver Siege Breaker. Same rules apply, but impact is determined by the mission parameters.

Interacting with Objects (1/3)

Some cards let you interact with objects for a tech value (e.g., to hack a console, open a door, or unlock a crate).

A Successful Interaction

When you are interacting with an object, your goal is to match 3 tokens from the interaction bag.

This number may be altered by the mission parameters.

Matching Tokens

  1. You can draw as many tokens from the interaction bag as the card, boost, and dice allow you to.
  2. You draw 1 token at a time and may stop whenever you want. You may also continue to draw even if you have achieved the needed match.
  3. Once you stop drawing tokens, you must pick a drawn color you want to use.
    • You can only keep 1 color + white, as white counts as any color.
    • Tokens of the colors not chosen are put back in the bag after the action.
    • If you ever draw 2 white tokens during 1 action, the current interaction is canceled and all tokens from this action and the targeted object are put back.
  4. Place the chosen token(s) next to the object you have interacted with.

To complete the interaction, you must match 3 tokens.

  1. The interaction can be completed over several actions and turns.
  2. You can change color on subsequent actions if you want (white tokens change with your choice).
  3. When an object has been successfully interacted with, it is removed from the map, and the used tokens are placed next to it (outside the interaction bag). Any unused tokens are put back in the bag.

All tokens go back in the bag once the mission is over.

If a door or another object is removed through other means, or if the map changes during the mission, any tokens still at these objects will be returned to the interaction bag.

When a mission starts, there are 4 colors in the bag.

Interacting with Objects (2/3)

Opening a Door, Example

  1. Talya plays "Hacker Specialist" and rolls +1. As this is her first action, the first token she draws is of her choice. She is allowed to draw up to 2 + 1 = 3 tokens.
  2. She draws 1 red by choice, then 1 white and 1 purple. She chooses to keep the red and white tokens as 2 'reds'.
  3. As Talya's second action she plays "Basic Interact" and rolls a +2. However, this result also allows her to deal 1 + 2 = 3 damage to the adjacent Thug. She decides to eliminate him instead of doing another hacking attempt.

With no enemies around, the enemy's turn is still there, but it is uneventful.

  1. Eradicator now plays "Hacker Scope" with a range of 4 and LOS to the door. He decides to add 1 die to his action with a subsequent penalty. He rolls +1/movement point and 2 movement points. He gambles and commits to only drawing 1 token with his action and gaining 3 movement points.
  2. He draws 1 white token and succeeds the hack with 3 'red' tokens, allowing him to remove the door.

As the 2 white tokens have not been drawn in the same action, they do not cancel the hacking attempt.

  1. With no door blocking his way, Eradicator can utilize all 3 of his movement points and push further into the room.

After finishing his action, Eradicator draws 1 damage card as dictated by the Action Card.

Interacting with Objects (3/3)

Prime Canisters, Example

  1. Well into a mission a team has already conducted 3 successful interactions, which has left 3 red and 6 blue tokens outside the interaction bag.
  2. 1 purple token has already been drawn for the canister furthest away from Gia.
  3. Gia starts her turn by playing "Basic Interact" and rolls +1 allowing her to draw 1 + 1 = 2 tokens.
  4. She draws 1 red and 1 blue token. She chooses to keep the red token for a higher chance of success on subsequent interact actions.
  5. As Gia's second action she plays "Infiltration Units" and spends 2 focus allowing her to repeat the action. She also spends an inspiring token to gain 2 movement points.
  6. First she targets the canister furthest away, drawing 3 tokens.
  7. Unfortunately she draws 1 white, 1 red, and 1 more white, which cancels the current interaction returning all 3 tokens she just drew and the purple token already at the canister.
  8. Gia now targets the adjacent canister with her repeat option that she enabled earlier, drawing 3 tokens.
  9. She draws 1 white and 1 red and stops her interaction, not risking to draw the last token. She succeeds her interaction on the canister with 3 'red' tokens and removes it and the tokens from the map.
  10. Gia then uses her 2 movement points to get adjacent to the last canister.

Action Card - Effect (1/2)

Effect

Effects are ongoing bonuses or abilities only active while the Action Cards are on your cooldown track.

Effect cards are played in the same way as other cards. You place them on your cooldown track, add a boost if you wish, and roll any applicable dice.

Keep in mind:

  • While some Effect cards have low cooldown cost, it is preferable to place them in the highest possible slot to reap as much value from the effects as possible, as they will stay on your cooldown track for longer.
  • Boosts and dice are only applied when the card is played, and cannot be utilized later, like the ability itself.
  • The abilities vary a lot in how they benefit you or your allies. Some are triggered whenever the card is moved, others before your free rest action. Others can be triggered by you, or have a passive bonus.

Effect, Examples

  1. Antathys plays "Shield Regenerator" in cooldown slot 3 and rolls +1/movement point. The card has no immediate effect, but he is able to use the movement point to move 1 square.
  2. On Antathys's second action, he plays "Kinbu-Kol Stance", spends a dominating token, and rolls 2 movement points. He then moves 2 squares and deals 1 damage to the now adjacent Reaver Scavenger.
  3. After Antathys's two actions, he is about to end his turn. Before his free rest action, the "Kinbu-Kol Stance" deals 2 damage to all adjacent enemies, allowing him to take out the Reaver Scavenger and damage the Thug.
  4. As the free rest action is performed, both cards are moved 1 slot left, triggering the ability of Antathys's "Shield Regenerator", granting him 1 shield.

Antathys cannot utilize any dice or boosts from the effect cards he has played this turn on subsequent turns; only the abilities remain in effect.

Action Card - Effect (2/2)

Effect, Examples

  1. As Bassilus's first action he plays "Proton Power Bank", boosts it with a cautious token, and then rolls a +2 and a +1/movement point. This allows him to move up to 3 squares (2 movement points from the cautious token + 1 from dice). The +2 cannot be used for anything, as the card has nothing in brackets.

The "Proton Power Bank" could have been played as low as slot 1, but by placing it in slot 4, Bassilus benefits from the ability on future turns as well.

  1. With Bassilus's second action he plays "Basic Interact", now rolling 2 dice instead of 1, resulting in a +1/movement point and a +1/movement point.

This gives him many options, for example he could:

  • Interact with the crate for 1 + 1 + 1 = 3
  • Interact with the crate for 1 + 1 = 2 and gain 1 shield
  • Use 1 movement point and deal 1 + 1 = 2 damage to the Sweeper Drone
  1. Bassilus manages to open the crate with 3 on his second action. But during the Mission check more enemies appear and on the enemy's following turn they deplete his shields.
  2. To protect them both for a couple of turns, Laelia plays her "Peripheral Shields". She is not within LOS and range of Bassilus yet, but hopes to roll some movement points. Unfortunately for her, she has no such luck but manages to gain 2 shields.
  3. Laelia plays her "Basic Move" and rolls +1, allowing her to move closer to Bassilus, so they are both protected by her effect card.

Action Card Variations

Enhancement

Enhancements are regular Action Cards without costs. These cards must be played on top of cards already on the cooldown track.

A Damage Card will return both the Enhancement and the Action Card below it to your hand. If the Enhancement is on top of a damage card, then it must be healed or rested off as usual (see page 41-43).

Some Action Cards have the enhancement option but also a cost.

Deployables

Some Action Cards come with deployable tiles. These tiles then have the effect written on the card.

In the case where a Mission update changes the map while you have a deployed tile on it, you return both the tile and the Action Card.

Charges

Some Action Cards come with charges, meaning that you either use them over time, or you gather them for later use, depending on the card.

When such a card is returned, the charges may be lost, depending on how they are initially spent.

Cards as Other Types

A few cards work as other types of cards or abilities. This is always explained on the cards themselves.

Ship Upgrade Cards are not considered Action Cards and are only used for story/mission purposes, where they might give you different benefits or options. When you gain such a card, you keep it on your ship for later reference.

Player Turn Example (1/2)

Player Turn, Example

  1. Well into a mission, Memnon has already spent several of his personality tokens. He has 0 focus and 0 shields, and has received 2 damage cards.
  2. Memnon's first action is to play "Enhanced Power Core" in cooldown slot 3. He uses his last inspiring token to gain 2 shields.

With the 2 dice results, +1/movement point and +2, he is able to use the movement point to get within LOS of the Templar for his next action.

  1. Memnon now plays "Nanomagnetic Deflectors", which drains 2 of his shields to deal 2 unblockable damage to the Templar.

The 2 dice results, +1 and movement point, means he gains [1+1] shields and 1 extra shield which he does not have room for. He can also move [1+1] squares.

  1. Since he interacted with a Templar he also gains [0+1] focus.
  2. Memnon's turn ends with a free rest action. But because of his ability he must spend 1 focus per damage card he wants to move. With only 1 focus left he must move the leftmost damage card, allowing the 2 Action Cards to move as well.

Player Turn Example (2/2)

Player Turn, Example

  1. Well into a mission, Adryel has already spent some of his personality tokens. Unfortunately, one of his two allies has become unconscious.
  2. Adryel starts his turn using his ability to regain 1 of his spent inspiring tokens by spending 2 focus.
  3. He now plays "Sprint" with that inspiring token, allowing him to move up to 2 allies 2 squares.

With the 2 dice results, +1/movement point and +2, he is able to utilize his boost on his ally. Had he not rolled a movement point he would not have been able to use the boost, as you must have LOS to your boost target and you cannot use a boost in the middle of an action. The movement point allows him to move 1 square and then use his boost before performing his action (move 4 + 2 = 6 squares).

His ally moves 2 squares as they see fit at the moment the boost is used.

  1. Adryel now plays "Medic Support Droid" and heals his unconscious ally for 1. He also spends his last cautious token to gain 1 extra action this turn. The dice results allow Adryel to gain 1 shield.
  2. For Adryel's third and last action, he plays "Pulse Minigun" in cooldown slot 4 as slot 3 is occupied by "Sprint". He spends his last dominating token to increase the damage and eliminates the nearby Reaver Lurker.

The drawback to the minigun's firepower is that Adryel must now end his turn without a free rest action.

Enemy Setup

You will encounter many different enemies on your journey, from regular pirate thugs to large menacing Templar warriors. Enemies come with many different looks, stats, and behaviors.

The mission layout/update will tell you how many enemies, which type, and with which initiatives/bases.

TS = Team Size. 1-4 refers to all numbers in between. E.g. with 3 players, you place 3 Reaver Crawlers in R1, R2, and R3, etc.

You can identify the enemy either by its name or the image next to it.

Enemy stats

All enemies have five stats that define them:

  • Range: The distance in squares they can reach with their interactions.
  • Move: The number of squares they can move. If written with parentheses, then the enemy is flying and not hindered by any obstacles other than walls/red lines.
  • Damage: The amount of damage they can deal. If the damage is unblockable, it will go through all shields.
    • Damage may be determined or increased by dice. In these cases, +1 and +2 increase the damage by 1 and 2, respectively (the other outcomes have no effect, but enemies always choose the best result for themselves).
    • Damage may also consist of 2 separate attacks, written with an '&'. They attack twice for every attack action they perform.
  • Shields: Enemy shields are permanent, unlike the players', meaning you must subtract 1 damage per shield for every attack that hits the enemy, unless your damage is unblockable. If written with parentheses, then the shields cannot be manipulated and it can only be pierced by ancient weapons/gear (see bottom of your Action Cards).
  • Hitpoints: Starting and max health (in case of heals). If written with parentheses, then the enemy cannot lose all its hitpoints in a single attack or hit (if it would have been eliminated, leave it with 1 hitpoint).

X: The value is determined by the mission parameters.

Enemies are subject to the same LOS rules as players. However, the mission parameters specify whether players and enemies are affected by the same terrain restrictions, explosions, and other effects.

The Enemy's Turn

Enemies take their turn between players, and their actions are determined by the Enemy Behavior Card (EBC).

Enemy Behavior Card (EBC)

  • Title and color.

  • Condition: A requirement that may alter the enemy's behavior or trigger the 3rd Sequence (!).

  • 1st Sequence: A series of 1-3 actions performed sequentially by the enemy with the earliest initiative.

  • 2nd Sequence: A series of 1-3 actions performed sequentially by the enemy with the second-earliest initiative.

  • 3rd sequence (!): A series of 1-3 actions performed only by enemies that qualify through the condition above.

  • (a) A move action.

  • (b) An attack action.

  • (c) A special action or series of specific actions.

Unless specifically stated by the EBC or the mission parameters, a maximum of 2 enemies activate each enemy turn (using the 1st and 2nd Sequences). Likewise, enemies do not perform advanced actions such as opening or closing doors, moving objects, attacking explosives, or similar actions unless otherwise specified.

Enemy's First Turn

On the enemy's first turn, you find the EBC with the corresponding title (e.g. Apprehensive Attack) and side (R = Red / Y = Yellow). The enemies with the matching color bases and the two earliest initiatives/numbers will follow the programming of the card.

Orange activates on both R and Y.

Inaccessible enemies (e.g. sealed off by doors, walls or red lines) are treated as not being there (not available to the EBC).

If there are more than 2 enemies of the same color, the extra ones will not activate this turn.

Enemy's Next Turn

On the enemy's next turn, you start by flipping the EBC to the opposite side (e.g. Apprehensive Attack (Y)) and let the enemies with the matching color bases and earliest initiatives activate.

On their subsequent turns, you flip the EBC back, etc.

  • Do not flip the EBC before it is the enemy's turn. Otherwise, you will have access to their entire next turn, eliminating the idea of some uncertainty in combat.
  • Do not flip the EBC if there are no accessible enemies of the other color. Continue with the current side. I.e. the remaining enemies activate more frequently.

As the earlier initiative enemies are eliminated, the later initiative enemies will be activated by the EBC.

Enemy Standards & Priorities

The enemy's AI has two standards and two priorities to make their actions easier to perform.

Standards

1st Standard: Enemies will fulfill the requirements of each separate action in the fastest/shortest possible way, with no regard for other enemies, optimal effect, or their own subsequent actions.

When enemies move, they always seek the fastest route to the nearest square from which they gain range and LOS to their target. If two routes are equally fast, the players decide.

2nd Standard: When being placed or activated by triggers or conditions, enemies go in the order Red 1-8 > Yellow 1-8 > Orange 1-4.

Priorities

1st Priority: If both players are the same number of squares away, then enemies will consider diagonal moves and ranges as longer than horizontal/vertical ones. The enemy takes the route with the fewest diagonal moves or targets the player to which the most horizontal/vertical LOS can be drawn.

2nd Priority: If the EBC priority (e.g., Nearest, Most distant, Least shields) has more than 1 qualified player, use "Last activated player" as tiebreaker.

Enemies only consider accessible players as valid targets for moving, and only players within LOS and range as valid targets for interactions like dealing damage.

In cases with no last activated player to choose from, the players decide who the enemy will target.

Melee Enemy, Example

The enemy moves towards "Nearest player" by moving 1 square to the right.

In terms of potential damage, it would have been more beneficial for the enemy to move to the other square, but that would not align with the 1st standard and 1st priority.

Ranged Enemy, Example

Using the same EBC sequence, this ranged enemy will move 1 square to the left, to reach the "Nearest player" which is Vera. This is even though Xalia is already in range, as the move distance to a target is counted in squares.

Enemy Examples (1/4)

Enemy Turn, Example

On the enemy's turn, the players follow the action programming just like reading a book, starting from the top, left to right.

1st Sequence: The enemy with the earliest initiative (R1) moves towards "Nearest player" with the intent of getting within range so it can deal damage. It then deals damage to "Nearest player".

2nd Sequence: The enemy with the second-earliest initiative (R2) deals damage to "Nearest player", but its LOS is blocked. It then moves towards "Last activated player" and stops on the square that grants LOS and range.

Late Enemy Turn, Example

Well into a mission, several enemies have fallen.

1st Sequence: The enemy with the earliest initiative (Y3) does not move as it is already in range of the "Last activated player". It then deals damage to "All players" twice.

2nd Sequence: The enemy with the second-earliest initiative (Y6) moves towards "Most distant player". This is the single yellow spot, as that is the fastest option. It then deals damage to "All characters", which includes both Vera and the enemy (Y3). It then moves towards "Last activated player", the two yellow spots.

Enemy Examples (2/4)

Enemy Priority, Example

The enemy (Y3) moves 3 squares to the right, towards the "Most distant player", closing the distance to get within range. The enemy then targets Antathys with its special action, as the line to Antathys is the shortest of the two valid targets.

If Antathys had occupied this square instead, then the enemy would have targeted the last activated player between him and Xalia.

If none of the two players had been activated before the enemy, the players would have decided who got attacked.

Enemy Initiative

For (Y3) to use the 2nd Sequence of the EBC, one of either (Y1) or (Y2) must be eliminated. If both are eliminated, then (Y3) uses the EBC's 1st Sequence.

As enemies are eliminated, the remaining enemies move up in initiative.

Enemy Condition, Example

The enemy (O3) moves according to the position of Xalia who is the "Nearest player" in terms of squares. (O3) will move 3 squares to the right, as it is trying to get the highest possible range (diagonal) while still staying within LOS and range of Xalia. The enemy then deals damage to Vera, as the now "Nearest player". The enemy's third action deals damage to Xalia as the "Second nearest player".

If it was not for the special condition of the EBC "Coordinated Defense", then the enemy would have moved according to the 1st standard and ended up on the other square instead, where it would have targeted Xalia as the "Nearest player", with no "Second nearest player" to target afterwards.

Orange Initiative

Enemies with orange bases activate on both the Red (R) and Yellow (Y) sides of the EBC, but only if there are any sequences left after any red or yellow enemies have activated.

Example

The enemies (R4) and (O3) are left on the map. When you flip the EBC to the red side, following the 2nd Standard, (R4) will use 1st Sequence with (O3) using the 2nd Sequence. On the subsequent turn, you flip the EBC to the yellow side and (O3) uses 1st Sequence with (R4) doing nothing.

Enemy Examples (3/4)

Same Priority and Tiebreaker, Example

(Y2) moves towards "Last activated player". Once it reaches the square in which it has range and LOS to its target, it targets "Same or nearest player". As same trumps nearest, it hits Xalia.

For its third action it targets "Second nearest player". As both distances are the same, "Last activated player" is the tie breaker, resulting in Xalia taking another 1 damage hit.

In instances where the "Nearest player" is used as target priority (instead of "Same" or when it is written alone), then the targeted player cannot also become "Second nearest player" on subsequent actions.

Mission Parameter and Dice, Example

Mission Parameter, X: 2 dice per adjacent character.

1st Sequence: (R3) targets "Nearest character", Vera, by rolling 2 dice. Any result with +1 and +2 will increase the total damage it deals. Then (R3) performs its special action and moves towards most distant character (O1) and deals 1 damage to Vera on the first square and 1 damage to (O1) on the last square. As this damage is already dictated by the special action, it does not roll any dice.

2nd Sequence: (O1) moves towards "Most distant character" which is Vera. Once in range it stops and damages all characters, enemy and players alike, by rolling 1 die for each attack and adding it to its base damage.

Enemy Examples (4/4)

(!) Sequence and Priority, Example

(Y1) is at full health and is therefore using the actions of the (!) sequence. (Y1) moves towards the "Nearest player" (Xalia) by taking the shortest route, which is the route with the fewest diagonal moves. It then rolls dice and gets +1/movement point, +1, and 2 movement points, resulting in 2 damage to Xalia.

Had (Y1) not been at full health, it would have used the 1st sequence of actions instead and attacked both players, with Xalia being the "Nearest player".

(!) Sequence and Special Action, Example

(O4) is no longer at full health. It therefore uses the EBC's (!) sequence. It moves towards "Last activated player" and then deals 2 unblockable damage to both adjacent players, before taking itself out with 1 unblockable damage.

Since the special action dictates a specific type and amount of damage, it overrides the enemy's normal damage.

If (O4) was at full health and activated on 1st or 2nd sequence, it would in both cases end up on the same spot as the (!) sequence. It would then damage Xalia as the "Nearest player".

Damage & Damage Cards (1/2)

Many elements will try to harm you on your missions. Sometimes it is the environment or events, but most of the time it will be enemies.

  1. When receiving damage, you must use any available shields you have, to detract from the initial damage, unless the damage is unblockable.

1 shield blocks 1 damage.

  1. Any amount of damage that you cannot block because you lack shields or the damage is unblockable will result in you drawing 1 damage card per damage getting through.

Resolving Damage Cards

Damage cards are drawn from the top of their pile and are resolved one at a time. Follow the instructions under "When drawn" in the order they are written.

Any instruction not related to the cooldown track (e.g. lose 1 focus or move an Action Card) is ignored if you cannot do it.

Most damage cards instruct you to place them on your cooldown track.

Placing Damage Cards

(A) If the cooldown slot is empty, place the damage card.

(B) If there is already an Action Card in the slot, you get the Action Card back in your hand before placing the damage card in the slot.

(C) If there is already a damage card in the slot, you must place the new damage card in the next higher available cooldown slot.

(D) If you cannot do that (e.g. slot 4 is already occupied by a damage card), the player becomes unconscious, and the new damage card is discarded (see page 44).

You do not go unconscious for having 4 damage cards on your cooldown track.

Reshuffle Damage Cards

  • If you run out of damage cards, reshuffle the discard pile and start drawing from the new draw pile.
  • Remember to reshuffle the deck between missions.

Damage & Damage Cards (2/2)

While the game scales enemies and turns by the number of players, it also offers an individual difficulty setting for veteran players and those who want more nail-biting situations, with hard and insane settings.

This allows individual players to be impacted more severely by damage cards, while not affecting others. If a player chooses hard, the player may also suffer from an ongoing effect from those damage cards placed on their cooldown track. If they choose insane, they will be subject to both previous difficulties but may also encounter effects when the damage card is discarded.

The difficulty level should only be chosen and/or altered between missions by individual players.

Taking Damage, Example

In this example you already have 1 damage card and 2 Action Cards on your cooldown track, just as you receive 2 more damage. With no shields to take the damage, you draw 2 damage cards, resolving them one at a time.

1st damage card instructs you to move an existing damage card 1 slot to the right and discard this card. As the "Exo-Shuriken" blocks the path, it is not possible to follow the first instruction. Neither damage card nor Action Cards can move through each other.

2nd damage card instructs you to lose 1 focus before placing this in slot 2. As this slot is already occupied by a damage card, the card must be placed in slot 3 instead, meaning you get your "Exo-Shuriken" back in hand before placing the damage card.

(a) Had you played on "Insane", you would have lost 1 focus when you discarded this card. (b) Had you played on "Hard" or "Insane", you would now have 2 different ongoing negative effects.

Damage From Environment

Mission parameters will alert you to any map squares, objects, or tiles that can deal damage to you.

If you take damage during an action (e.g. attacking explosives that also hit yourself, or moving into fire, acid, or vicious tentacles), you finish your current action and then resolve the accumulated damage.

Healing Damage

Some Action Cards make it possible for you to heal yourself and/or allies.

  • Healing has nothing to do with gaining shields but is solely for discarding damage cards from wounded or unconscious players.
  • Healing can also be from a boost or other effect.
  • Every player can heal unconscious players with their "Basic Interact".

Healing Damage, Example

In this example you start your turn with 3 damage cards on your cooldown track.

  1. You play "Regen Pack" in slot 3, as slot 2 is occupied. You roll a +1, +1/shield, and a shield.
  2. You now decide to discard the 2 highest placed damage cards on your cooldown track and gain 1 shield.

You do not have to choose those, but it will in most scenarios be the best choice.

(a) If you play on "Hard", you would not be able to gain shield or reroll your dice. (b) On "Insane", the "Regen Pack" must be moved 1 slot to the right, once the "Severe open wound" leaves the cooldown track.

Unconscious

If you cannot place a damage card on your cooldown track, you become unconscious.

Keep in mind:

  • Some cards/abilities may save you from going unconscious, or may trigger other effects.
  • You do not necessarily need a full cooldown track before you can go unconscious, just like you do not go unconscious for having 4 damage cards on your cooldown track.

If you go unconscious:

  1. Discard the unplaced damage card.
  2. If not already flipped, flip your activation token to exhausted.
  3. Swap your figure/standee with an unconscious tile on the map.

When Unconscious

  • You are unable to take turns.
  • You are not considered by enemies, nor are you affected by global effects like wind or moving pieces.
  • You still occupy the square you fell on, but characters can move and interact through your tile.
  • Allies can only target/affect you with heal actions (see previous page).
  • If you are unconscious when an update happens that 'redeploys' players or changes the map, you are moved to the new location with your allies in your current condition and each of your allies loses 1 personality token of their choice.

When Healed

When at least 1 damage card has been discarded from your cooldown track, you are conscious again.

  1. Gain 1 focus.
  2. Flip your activation token to ready.
  3. Swap the tile with your figure/standee.

Scars

Scars can be gained through missions, story events, and some cards. In all cases it is written explicitly as (1 scar).

If you fulfill the condition for a scar upon a mission update or otherwise, you mark 1 scar on your Character sheet.

If you gain a scar that you cannot mark on your Character sheet, because it is completely full, your character dies (this will happen after a mission, even if it is gained during the mission). Look in the Tactical Simulator.

Special Cases (1/3)

Abilities

Each character has their own unique abilities, which range from ongoing bonuses to once-per-mission effects and even penalties. These abilities may be overwritten by legacy elements.

Accessible

The term accessible refers to any character or spot you can reach with regular moves and/or jumps (regardless of distance). If the object in question is behind doors and red lines, it is not accessible nor available.

Action Card Classification

All Action Cards have their classification written in the bottom to help you identify them when the mission parameters or campaign story calls them out, or if you must upgrade a specific type of card.

Overall: Ability, Gear, Weapon Subcategory: Ancient, Basic, Cloak, Explosives, Scanner, and more.

Worth noting: Only ancient weapons/gear can pierce shield written like this '(shield)'. This type of Templar shield is otherwise unaffected by unblockable damage.

Action Values

All values you gain from cards, abilities, boosts, and die rolls are considered "up to" (except for penalties and negative effects). You do not need to utilize all damage, tech value, movement points, etc.

You cannot differentiate between targets when you set a value (e.g. deal less damage to an ally when all characters are hit).

Ally/Allies

The term ally/allies only refers to other team members and not to oneself, companions, or non-player characters.

Away from / Closer to

Used in "Push 2 enemies away from you", "Pull the nearest player 2 closer to this enemy". Away from/closer to is defined as LOS drawn through the two mentioned points of reference.

If you were to push all enemies 1 square away from you, you push the Guard 1 square east. The Howling Spinehead ends up in the first adjacent square the line touches. The Patrol Droid cannot be pushed (use the same logic for "Closer to").

Blocked Enemy

In some cases, an enemy may be completely blocked from reaching its target by other characters or objects. In this case, the enemy moves as close as possible to its target and then ends its move action.

In other cases, an enemy may be partially blocked but still have an alternative route. If reaching its target via this alternative route would require moving 3 or more times its maximum movement, the enemy will not pursue this option.

Brackets [ ]

Brackets are used on Action Cards for values that can be enhanced with the +1 and +2 from boosts or dice. Values not in brackets can still be enhanced with specific boosts or actions like +1 damage, +1 movement, +1 tech, etc.

Some Action Cards have no values in brackets, and some have more than one.

Character

Is used to describe both players, enemies, and other non-player characters on the map (e.g., a weapon/enemy that deals damage to all adjacent characters will hit players, civilians, and enemies alike).

Deploy / Redeploy

Deploying or redeploying characters allows for the instant repositioning of them on any applicable chosen square without considering their normal move or terrain limitations.

Special Cases (2/3)

In Order

This term is found in certain mission parameters where the objectives for Success must be completed in the listed order.

Leaving the Map & Entering the Ship

Missions may sometimes require you to leave the map or enter the ship. In these instances, you are to treat the doorways out of the map as any other doorway, which means you are allowed to enter/exit them both orthogonally and diagonally with 1 move.

  • Unless specifically stated, players who have left the map (no ship) no longer take turns and cannot reenter the map.
  • If the map has been expanded with the ship, players still take their turns and can reenter the map.

Move / Push / Pull Objects

Besides characters and enemies, you cannot usually move objects like consoles or canisters. But sometimes the mission parameters will allow you to move/push/pull objects.

To move an object, you either move in behind or in front of it and push or pull it with you as you move.

  • You can only move an object into an empty square.
  • You can move objects both orthogonally and diagonally.

Moving Cards on the Cooldown Track

Abilities, Action Cards, and damage cards may allow/prompt you to move a card left/right on your cooldown track. However, cards do not jump on top of or past each other. In cases where another card blocks the cooldown slot, ignore that prompt.

Object

The term is used to describe all elements that you can interact with (e.g., characters, enemies, crates, canisters, consoles). Objects like doors, consoles, and beacons do not have hitpoints unless specifically stated.

Once This Turn

Some abilities and Action Cards allow you to "Gain 1 extra action once this turn." This means that you are only allowed to trigger this type of ability once per turn, granting you 3 actions for your turn.

Once Per Mission

Whenever you utilize a "Once per mission" ability, place an exhaust token on it, to mark that it has been used.

Orange Bases / Initiative

Enemies with orange bases act as both Red and Yellow enemies but with later initiative, as they activate after Red and Yellow respectively. As long as any orange enemies remain on the map, continue flipping the EBC at the beginning of each enemy turn. However, orange enemies only activate if there is a sequence remaining for them to use (e.g. if there are 2 Red enemies and 2 Yellow enemies on the map, orange enemies would not normally activate).

  • In cases where the EBC refers to a specific color or the absence thereof, orange counts as both colors.

Push Characters

Some abilities and cards allow you to push other characters or enemies.

  • Enemies are never pushed off the map, and players can only be pushed off if an exit has been revealed by the mission.
  • It will be written in the ability if the push deals damage to any characters whose movements are stopped by other objects or walls. This is also true if they are stopped by the edge of the map.

Relationships

Throughout the campaign you will gain and lose standing with different factions and characters. Whenever the campaign requires a certain standing, it will ask for the needed value and state specifically if this standing is a team average or just the current Commander's, and whether or not you must subtract the opposite value from the required relationship value.

Special Cases (3/3)

Repeat

If an action allows you to repeat it, you may only repeat the core action with any boost and/or +1/+2 results added to numbers in [brackets]. No dice are rolled again, no extra shields/movement points are gained, and no repeat of separate boost actions.

  • You can use already gained movement points between the repeats, but the movement points itself will not be repeated.

Reroll / Free Reroll

You can always use your focus to reroll the results of your Action Card dice (1 focus = 1 reroll of 1 die). Some abilities and boosts might provide you with free rerolls for your actions.

Types of Damage

There are two types of damage, regular (must be blocked by available shields) and unblockable (which cannot be blocked).

Only exception to this rule is if the shield is written like this '(shield)', then it cannot be manipulated and it blocks both types of damage unless the attack originated from an ancient weapon/gear.

When you boost damage, it always increases the original damage type, meaning a 1 unblockable damage + 1 damage becomes 2 unblockable damage. The same goes for enemies and their attacks.

Team Member

This term refers to any/all players on the team (including yourself). Not companions or other characters.

Tiles & Tokens (other)

Some tiles and tokens are included as reminders for your convenience. E.g. damage/health tokens for the turn track (large enemies or ship health). X, Y, Z, and Arrow tiles for map or exit references.

These are optional, but they can make it easier to keep track of important areas, exits, etc.

Valid Target

A player within both range and LOS of the attacking enemy, and vice versa.

Walls and Red Lines

Walls and red lines are depicted differently depending on the map but all are impenetrable and something characters cannot see/walk/jump through. The same goes for red lines on tiles. To not ruin the illustrated maps with organic environments, the walls/red lines have been defined on the map layouts instead.

Yellow Dashed Lines

These lines are used on both tiles and maps, often to indicate windows or railings. Unless stated otherwise, characters cannot move through these lines unless they jump/fly, but they do have LOS through them.

Rule Strength

If two rules are ever at odds, use this scale to determine which rule to follow (left to right):

Campaign/mission conditions > Enemy Behavior Cards > Damage Cards > Action Cards > Rulebook

If a situation cannot be resolved by rule strength, players decide together on the best and most thematic ruling. It is about having an epic adventure :)

Interpretation

  • Only values in brackets [ ] can be improved by +1/+2.
  • Unless stated otherwise, all boosts, effects, and interactions must have LOS to their targets.
  • Damage, focus, shields, movement, etc., cannot go below zero.
  • You are not allowed to ignore rules or apply them to invalid targets/elements.
  • Pushing enemies or indirectly damaging them still counts as interacting with them.
  • If the enemy rolls dice and gets a "choose result" (e.g. +1/shield), they always get the best result (no rerolls).
  • You must boost, spend resources, or add to your action before you roll the dice of the Action Card.
  • You are not allowed to utilize focus, shields, or situational positioning gained from a current boost or dice to enhance the very same action in progress. Resource commitment and resolution are separated to avoid loopholes.