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Fallen Frontiers Alpha v0. 3 · 2016. 7. 22. · [email protected]. WHAT YOU NEED If you want to give these rules a try you are going to need the following: Playing Area – A flat

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Page 1: Fallen Frontiers Alpha v0. 3 · 2016. 7. 22. · gaetano@scale75.com. WHAT YOU NEED If you want to give these rules a try you are going to need the following: Playing Area – A flat
Page 2: Fallen Frontiers Alpha v0. 3 · 2016. 7. 22. · gaetano@scale75.com. WHAT YOU NEED If you want to give these rules a try you are going to need the following: Playing Area – A flat

Fallen  Frontiers  Alpha  v0.3  INTRO Hello,  and  welcome  to  the  Fallen  Frontiers  Alpha!    The  rules  provided  here  are  an  early  look  at  what  the  gameplay  in  Fallen  Frontiers  will  be  like,  and  they  cover  all  of  the  core  elements  of  the  game.    This  alpha  is  going  to  provide  you  with  a  set  of  rules,  units  and  cards  for  you  to  print  &  play,  which  should  be  enough  to  get  you  started.    The  final  game  will  contain  additional  rules,  units  and  a  full  background  of  the  Final  Frontiers  world,  some  of  which  you  might  get  a  glimpse  of  during  our  Kickstarter.  For  now  we  just  wanted  to  give  you  a  chance  to  try  out  the  core  mechanics  of  the  game  and  gather  some  feedback.    Note  that  these  rules  are  still  in  development  and  some  things  may  change  in  the  final  version  of  the  game.  Please  send  us  all  feedback  and  comments  at  [email protected].    

WHAT YOU NEED If  you  want  to  give  these  rules  a  try  you  are  going  to  need  the  following:    Playing  Area  –  A  flat  4’x4’  surface.  Terrain  –  At  least  4  large  pieces  of  terrain  such  as  buildings  and  shipping  containers,  and  a  few  groups  of  smaller  pieces  of  terrain  such  as  crates  and  barrels.  You  may  place  these  on  the  table  however  you  prefer.  Dice  –  Around  half  a  dozen  six-­‐sided  dice  or  more  per  player.  Objective  Markers  –  A  set  of  5  round  25mm  bases,  of  which  4  should  be  marked  with  a  K  (Krithium)  and  1  should  be  marked  with  an  O  (Objective).  Other  Markers  –  A  variety  of  different  markers  which  you  can  find  at  the  end  of  this  document  for  you  to  cut  out.  Cards  –  A  (reduced)  set  of  18  cards  per  player,  which  you  can  find  at  the  end  of  this  document  for  you  to  print  twice  and  cut  out.  Models  –  A  set  of  31  models.  Any  models  can  be  used,  as  long  as  they  are  on  round  25mm  bases  and  you  know  who  they  represent.  You  will  need:  

• Riff:  10x  Trooper,  5x  Assault  Trooper,  1x  Heavy  Machinegunner,  1x  Officer,  1x  Sihlas  Fenn  (Hero)  

• Ares:  10x  Soldier,  1x  Gauss  Gunner,  1x  Sergeant,  1x  Bitsie  (Hero)  

       

GENERAL PRINCIPLES There  are  some  things  that  you  have  to  take  into  account  when  playing,  which  are  listed  here.    MEASURING  DISTANCES  The  distance  between  two  models  is  measured  from  the  closest  point  of  their  bases,  and  the  distance  between  two  units  is  measured  from  the  two  closest  models  in  the  units.    DICE  ROLLS  D6  –  The  six-­‐sided  dice  you  are  going  to  be  using  will  be  referred  to  as  D6.  X+  –  Whenever  a  rule  tells  you  to  roll  an  X+,  you  must  roll  equal  to  or  higher  than  X.  For  example  when  asked  to  roll  a  4+  you  must  roll  a  4,  5  or  6  to  succeed.  Re-­‐rolls  –  Whenever  a  rule  tells  you  to  re-­‐roll,  simple  pick  up  the  dice  you  are  allowed  to  re-­‐roll  and  roll  them  again.  The  second  result  is  the  final  one,  even  if  worse  than  the  first.  Roll-­‐off  –  Whenever  a  rule  tells  you  to  roll-­‐off,  both  players  roll  a  D6  and  compare  results.  The  player  with  the  highest  result  wins,  and  the  players  must  re-­‐roll  if  tied.    UNITS  &  COHERENCY  Infantry  units  are  groups  of  models  that  act  as  a  single  entity.  In  this  alpha  you  are  going  to  use  units  of  5  models  each.  The  models  in  a  unit  must  form  an  uninterrupted  chain  where  each  model  is  within  1”  of  another  model  from  the  same  unit.  Models  may  not  move  within  2”  of  other  units  unless  joining  or  assaulting  the  target.  If  a  model  breaks  coherency  for  any  reason  then  the  unit  must  spend  its  next  activation  to  move  back  into  coherency.    SUPPORT  UNITS  Heroes,  Leaders  and  Specialists  all  count  as  Support  Units  and  may  be  deployed  as  part  of  Infantry  units  at  the  start  of  the  game  by  being  placed  in  coherency.  Support  Units  may  also  join  Infantry  units  by  moving  into  coherency  with  them  and  declaring  that  they  are  being  joined,  after  which  neither  unit  may  move  for  the  rest  of  the  Phase.  Support  Units  may  also  leave  Infantry  units  by  moving  out  of  coherency  and  declaring  that  they  are  leaving,  but  only  if  the  unit  had  not  already  moved  or  is  pinned.              

Page 3: Fallen Frontiers Alpha v0. 3 · 2016. 7. 22. · gaetano@scale75.com. WHAT YOU NEED If you want to give these rules a try you are going to need the following: Playing Area – A flat

UNIT  STATS  All  models  have  a  name,  type  and  a  series  of  statistics  which  define  their  abilities.  These  are:  

• Training:  The  score  the  enemy  needs  to  hit  the  model.  

• Attacks:  The  number  of  dice  the  model  rolls  when  attacking  in  melee.  

• Strength:  The  score  that  targets  need  to  block  attacks  in  melee.  

• Defense:  The  die  type  the  model  rolls  to  block  hits.  

• Equipment:  Any  weapons  or  other  equipment  the  unit  carrying.  

• Special:  Any  special  rules  that  the  unit  has.  

 Example:    Trooper  [Infantry]  Training   Attacks   Strength   Defense  

3+   2   5   D6  Weapons:  Carbine  Special:  -­‐    WEAPON  STATS  All  weapons  have  a  name  and  a  series  of  statistics  which  define  their  effectiveness.  These  are:  

• Range:  How  far  enemies  can  be  targeted  with  it.  

• Attacks:  The  number  of  dice  the  model  rolls  when  attacking  with  it.  

• Strength:  The  score  that  targets  need  to  block  attacks  from  this  weapon.  

• Special:  Any  special  rules  that  the  weapon  has.  

 Example:    Heavy  Machinegun  Range   Attacks   Strength   Special  24”   3   5   Suppressing  

Fire    LINE  OF  SIGHT  All  models  occupy  a  volume  of  space  above  the  bottom  of  their  base.  In  this  alpha  all  models  count  as  occupying  a  volume  of  1,5”  in  height.  To  determine  LOS  draw  a  straight  line  from  any  point  of  the  attacker’s  volume  to  any  part  of  the  target’s  volume.  If  the  line  reaches  the  target  without  passing  through  any  terrain  or  the  volume  of  another  model,  then  it  has  LOS.    SEIZING  OBJECTIVE  MARKERS  If  a  unit  is  within  3”  of  an  objective  marker  whilst  there  are  no  enemy  units  within  3”  of  the  same  

marker,  then  the  unit  and  its  controlling  player  counts  having  seized  it.    DECKS  Each  player  has  two  decks  that  he  uses  during  play,  your  Main  deck  and  your  Armory  deck.  For  this  alpha  the  Main  deck  is  made  of  12  cards,  whilst  the  Armory  deck  is  made  of  6  cards.  The  Main  deck  is  made  of  all  types  of  cards  except  for  Equipment  cards,  whilst  the  Armory  deck  is  only  made  of  Equipment  cards.  Note  that  you  may  only  have  up  to  2  copies  of  the  same  card  in  a  deck.    CARDS  All  cards  have  a  name,  a  cost,  a  type  and  one  or  more  effects.  Here  is  an  example  of  a  card:                                        CARD  TYPES  Cards  have  different  types  that  dictate  when  and  how  they  are  played:  Action:  Can  be  played  during  your  phase  and  is  immediately  resolved,  then  it  is  placed  in  your  discard  pile.  Reaction:  Can  be  played  during  the  opponent’s  phase  and  is  immediately  resolved,  then  it  is  placed  in  your  discard  pile.  Action/Reaction:  Can  be  played  as  either  an  Action  or  a  Reaction  card,  but  not  both.  Tactic:  Can  be  played  during  your  phase  and  remains  in  play  until  the  end  of  the  round,  after  which  it  is  placed  in  your  discard  pile.  Equipment:  Can  be  played  during  your  phase  and  is  attached  to  a  Support  Unit.  If  the  unit  is  killed  place  the  card  in  your  discard  pile.    PLAYING  CARDS  To  play  an  Equipment  card  search  your  Armory  for  the  card  you  want  and  pay  its  cost.  Other  type  of  cards  can  only  be  played  from  your  hand  after  

Requirements: You cannot play any other cards until the end of the round.

Effect 1: All enemy units get -1 to their shoo-ting rolls.

Tactics

Take cover!0

Page 4: Fallen Frontiers Alpha v0. 3 · 2016. 7. 22. · gaetano@scale75.com. WHAT YOU NEED If you want to give these rules a try you are going to need the following: Playing Area – A flat

paying  their  cost.  Players  may  only  play  1  card  of  any  type  per  phase.    RECYCLING  You  may  discard  1  card  from  your  hand  during  your  phase  and  place  it  in  your  discard  pile  to  gain  as  many  Command  points  as  its  Cost.    

PREPARATION In  this  section  we  are  going  to  go  over  and  how  to  set  up  your  table  for  the  alpha  game.    KRITHIUM  &  OBJECTIVES  Place  the  25mm  base  marked  with  O  as  close  to  the  table  center  as  possible,  and  then  place  one  25mm  base  marked  with  K  as  close  to  the  center  of  each  table  quarter  as  possible.    DEPLOYMENT  The  players  roll-­‐off  and  the  winner  may  decide  if  he  wants  to  deploy  first  or  second.  The  player  that  deploys  first  may  choose  on  which  table  edge  to  deploy.  The  players  then  alternate  in  placing  one  unit  each  within  6”  of  opposing  table  edges.    DECK  &  CARDS  Before  the  game  begins  the  players  shuffle  their  decks  and  draw  5  cards  from  their  Main  deck.  

 PLAYING THE GAME  VICTORY  For  this  alpha  we  are  going  to  use  a  very  simple  capture  &  hold  mission.  At  the  end  of  each  round  if  a  player  has  seized  the  Objective  marker,  then  he  scores  1VP.    At  the  end  of  5  rounds  the  game  ends,  and  both  player  sum  up  their  VPs.  The  player  with  most  VPs  wins  the  game.    SEQUENCE  OF  PLAY  The  game  is  broken  down  into  rounds,  each  consisting  of  four  phases  during  which  units  are  activated.  After  four  phases  have  been  played  the  round  ends  and  a  new  one  begins.  The  game  sequence  goes  like  this:  

1. Round  1  a. Beginning  of  the  round  b. Phase  1  

i. Beginning  of  the  Phase  ii. Unit  Activation  iii. End  of  the  Phase  

c. Phase  2  d. Phase  3  e. Phase  4  f. End  of  the  Round  

2. Round  2  

BEGINNING  OF  THE  ROUND  At  the  beginning  of  the  round  resolve  all  cards  and  special  rules  that  have  “at  the  beginning  of  the  round”.    BEGINNING  OF  THE  PHASE  At  the  beginning  of  the  phase  resolve  all  cards  and  special  rules  that  have  “at  the  beginning  of  the  phase”.    INITIATIVE  At  the  beginning  of  the  phase  the  players  roll-­‐off,  and  the  winner  may  decide  who  has  the  Initiative  for  that  phase.  The  player  that  has  Initiative  may  activate  all  of  his  units  once,  however  each  player  may  only  have  Initiative  up  to  2  times  per  round,  regardless  of  the  roll-­‐off  result.    FATIGUE  There  are  some  situations  in  which  a  player  may  end  up  having  the  Initiative  more  than  two  times  in  a  row,  in  which  case  his  units  will  suffer  penalties.  If  a  player  has  the  Initiative  for  the  third  time  in  a  row  his  units  will  suffer  a  -­‐1  penalty  to  all  melee  and  shooting  rolls,  and  they  reduce  their  movement  by  1”.  If  a  player  has  the  Initiative  for  the  fourth  time  in  a  row  his  units  will  suffer  a  -­‐2  penalty  to  all  melee  and  shooting  rolls,  and  they  reduce  their  movement  by  2”.    ACTIONS  Each  activation  allows  units  to  use  one  of  the  following  actions:  

• Move  • Shoot  • Assault  

 MOVE  The  unit  may  move  by  up  to  6”  whilst  maintaining  unit  coherency.  Note  that  models  may  not  move  within  2”  of  other  units  unless  assaulting.    SHOOT    To  Hit  –  Pick  a  target  unit  that  is  within  LOS  and  weapon  Range  of  at  least  one  of  your  models.  For  every  model  that  is  within  LOS  and  weapon  range  roll  as  many  dice  as  their  weapon’s  Attacks.  Every  die  that  scores  the  target’s  Training  value  or  higher  counts  as  a  hit.    Modifiers  –  There  are  several  modifiers  that  affect  a  unit’s  shooting  roll,  which  are  listed  here:  

• +1  [Optimal  Range]:  The  target  is  within  half  range  of  the  majority  of  shooters.  

Page 5: Fallen Frontiers Alpha v0. 3 · 2016. 7. 22. · gaetano@scale75.com. WHAT YOU NEED If you want to give these rules a try you are going to need the following: Playing Area – A flat

• -­‐1  [Cover]:  The  majority  of  models  in  the  target  unit  are  in  cover  (see  below).  

Note  that  any  attack  result  of  1  always  count  as  failed,  regardless  of  modifiers.    Cover  –  If  the  majority  of  models  in  the  target  unit  that  are  in  LOS  are  within  1”  of  a  piece  of  terrain  that  obscures  part  of  their  volumes  from  the  attacker,  then  the  unit  counts  as  being  in  cover.    Mixed  Weapons  –  All  attacks  are  rolled  together,  even  when  attacking  with  a  unit  that  has  several  types  of  weapons.  Simply  use  different  colored  dice  or  roll  on  different  areas  of  the  table  to  know  which  weapon  hit.    To  Block  –  After  rolling  to  hit  the  defender  rolls  as  many  dice  of  the  Defense  type  of  most  models  within  LOS  of  the  attackers  as  hits,  trying  to  score  the  weapon’s  Strength  value.  For  each  unsuccessful  defense  roll  the  unit  takes  1  wound,  and  for  each  wound  you  must  remove  1  model  in  the  target  unit  that  is  in  LOS  of  the  attacker,  with  the  defender  freely  picking  which  one.  If  all  models  in  LOS  are  removed  and  there  are  still  wounds  left,  those  wounds  are  lost  and  are  not  applied  to  models  that  are  not  in  LOS.    Morale  Tests–  If  a  unit  kills  at  least  half  as  many  models  as  the  unit  had  before  the  attack  (rounding  down),  then  it  must  test  the  target’s  morale.  Roll  one  die,  trying  to  score  the  highest  Training  value  of  any  models  in  the  unit.  If  you  succeed  the  target  unit  counts  as  Pinned.    Pinned  Units  –  Units  that  are  Pinned  get  -­‐1  to  their  melee  rolls.  When  activating  Pinned  units  they  must  take  another  Morale  Test,  if  failed  the  unit  stops  being  Pinned.  If  passed  the  unit  flees  the  battle,  and  you  must  remove  all  models  from  the  table  as  casualties.    ASSAULT    Assault  Move  –  The  unit  may  move  by  up  to  6”  whilst  maintaining  unit  coherency,  ending  its  movement  with  at  least  one  model  in  base  contact  with  an  enemy  model,  and  all  other  models  as  close  as  possible  to  enemy  models.  Then  enemy  models  that  are  not  in  base  contact  with  any  attacker  must  move  by  up  to  3”  in  order  to  get  into  base  contact  with  an  attacker,  or  else  to  move  as  close  as  possible  to  any  attacker.    Combat  –  For  every  assaulting  model  that  is  in  base  contact  with  at  least  on  enemy  roll  as  many  dice  as  their  Attack  stat.  Every  die  that  scores  the  

target’s  Training  value  or  higher  counts  as  a  hit.  Resolve  hits  from  melee  just  like  you  would  with  shooting,  and  once  all  wounds  have  been  resolved  the  target  unit  gets  to  strike  back.  Combat  Resolution  –  After  both  units  have  had  a  chance  to  attack,  compare  the  amount  of  wounds  each  unit  caused.  If  one  unit  caused  more  wounds  than  the  other  it  wins  the  combat.  The  loser  must  then  take  a  morale  test.  Note  that  in  close  combat  only  the  loser  takes  the  test,  regardless  of  casualties.    Pushed  Back  –  If  neither  unit  is  destroyed  or  flees  then  the  attacking  models  are  moved  back  by  1”,  separating  the  units.  Both  units  then  count  as  Disordered  until  the  end  of  their  next  activation,  and  they  may  not  use  Shoot  actions  when  Disordered.    Follow-­‐Up  Move  –  If  one  of  the  units  is  destroyed  and  the  other  one  survives,  then  the  surviving  unit  may  immediately  move  up  to  3”  in  any  direction.  Note  that  models  may  not  move  within  2”  of  other  units  during  this  move.    END  OF  THE  PHASE  At  the  end  of  the  phase  resolve  all  cards  and  special  rules  that  have  “at  the  end  of  the  phase”.  Then  a  new  phase  starts,  and  this  continues  until  4  full  phases  have  been  played,  after  which  the  round  ends.    END  OF  THE  ROUND  At  the  end  of  the  round  resolve  all  cards  and  special  rules  that  have  “at  the  end  of  the  round”.  The  players  then  both:  

• Receive  2  Command  points  +  2  more  for  each  Hero  or  Leader  model  in  their  force.  

• Receive  1  Krithium  point  +  2  more  for  each  Krithium  point  they  seized.  

• Receive  1  VP  if  they  have  seized  the  objective.    

• Draw  1  card  from  their  Main  deck.    Unused  Command  and  Krithium  carries  on  between  rounds,  however  the  players  may  only  have  up  to  6  of  each  at  a  time  (you  can  use  a  D6  to  track  this  value).  The  players  may  also  only  have  up  to  6  cards  in  their  hand  at  a  time,  and  if  they  exceed  this  number  at  any  point  they  must  immediately  discard  a  card  until  they  only  have  6  cards  in  their  hand.      COMMAND  Command  may  be  spent  in  one  of  these  ways:  

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• 1  Command  =  Modify  a  single  die  you  rolled  by  +1/-­‐1  or  re-­‐roll  a  single  die  you  rolled.  

• 3  Command  =  Draw  a  card  from  your  Main  deck.  

 UNITS & SPECIAL RULES In  the  final  game  all  units  will  come  with  their  own  card  so  that  you  can  quickly  reference  their  special  rules.  For  this  alpha  we  are  putting  all  information  that  would  be  on  the  cards  here  for  reference.  

 HARDENED  (X)  This  unit  may  accumulate  up  to  X  wounds  before  being  removed  as  a  casualty.  If  a  unit  with  this  special  rule  is  part  of  a  unit  without  it,  then  you  must  either  accumulate  wounds  until  all  models  with  this  special  rule  have  been  removed  as  casualties,  or  remove  regular  models  as  casualties  before  you  start  accumulating  wounds.  Note  that  you  must  first  accumulate  wounds  on  a  single  model  with  this  special  rule  until  it  is  killed  before  you  start  accumulating  them  on  another  model.    SLOW  This  unit  moves  up  to  4”  when  using  Move  or  Assault  actions.    SUPPRESSING  FIRE  Whenever  this  unit  inflicts  hits  with  this  weapon  the  target  must  take  a  Morale  Test,  regardless  of  casualties.    

RIFF UNITS  Trooper  [Infantry]  Training   Attacks   Strength   Defense  

3+   2   5   D6  Weapons:  Carbine  Special:  -­‐      Assault  Trooper  [Infantry]  Training   Attacks   Strength   Defense  

4+   2   5   D6  Weapons:  Carbine  Special:  -­‐      Heavy  Machinegunner  [Specialist]  Training   Attacks   Strength   Defense  

3+   2   5   D6  Weapons:  Heavy  Machinegun  Special:  -­‐    

 Officer  [Leader]  Training   Attacks   Strength   Defense  

3+   2   5   D6  Weapons:  Carbine  Special:  -­‐  Sihlas  Fenn  [Hero]  Training   Attacks   Strength   Defense  

4+   3   6   D6  Weapons:  -­‐  Special:  Hardened(3)  Hero  Boost:  The  hero  and  his  unit  move  +D3”  when  using  Move  and  Assault  actions.      

RIFF WEAPONS  Carbine  Range   Attacks   Strength   Special  18”   1   5   -­‐  

   Heavy  Machinegun  Range   Attacks   Strength   Special  24”   3   5   Suppressing  

Fire      

UNITS  &  SPECIAL  RULES  In  the  final  game  all  units  will  come  with  their  own  card  so  that  you  can  quickly  reference  their  special  rules.  For  this  alpha  we  are  putting  all  information  that  would  be  on  the  cards  here  for  reference.  

 FAST  This  unit  moves  up  to  8”  when  using  Move  or  Assault  actions.    HARDENED  (X)  This  unit  may  accumulate  up  to  X  wounds  before  being  removed  as  a  casualty.  If  a  unit  with  this  special  rule  is  part  of  a  unit  without  it,  then  you  must  either  accumulate  wounds  until  all  models  with  this  special  rule  have  been  removed  as  casualties,  or  remove  regular  models  as  casualties  before  you  start  accumulating  wounds.  Note  that  you  must  first  accumulate  wounds  on  a  single  model  with  this  special  rule  until  it  is  killed  before  you  start  accumulating  them  on  another  model.      

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ARES UNITS  Soldier  [Infantry]  Training   Attacks   Strength   Defense  

5+   1   5   D6+1  Weapons:  Assault  Rifle  Special:  -­‐      Gauss  Gunner  [Specialist]  Training   Attacks   Strength   Defense  

5+   1   5   D6+1  Weapons:  Gauss  Cannon  Special:  -­‐      Sergeant  [Leader]  Training   Attacks   Strength   Defense  

5+   1   5   D6+1  Weapons:  Assault  Rifle  Special:  -­‐        Bitsie  [Hero]  Training   Attacks   Strength   Defense  

5+   2   5   D6+1  Weapons:  2x  Pistol  Special:  Fast,  Hardened(2)  Hero  Boost:  Add  +1  to  all  your  Initiative  rolls  as  long  as  the  Hero  is  alive.      

ARES WEAPONS  Pistol  Range   Attacks   Strength   Special  12”   1   6   -­‐  

   Assault  Rifle  Range   Attacks   Strength   Special  24”   1   6   -­‐  

   Gauss  Cannon  Range   Attacks   Strength   Special  36”   3   7   -­‐  

           

                                                         

Page 8: Fallen Frontiers Alpha v0. 3 · 2016. 7. 22. · gaetano@scale75.com. WHAT YOU NEED If you want to give these rules a try you are going to need the following: Playing Area – A flat

Requirements: You cannot play any other cards until the end of the round.

Effect 1: All enemy units get -1 to their shoo-ting rolls.

Tactics

Take cover!0

Effect 1: At the end of the round get +2 Command points and draw +1 card from your Main deck.

Tactic

Logistics2

Effect 1: Target friendly unit gets +1 to its die rolls when shooting.

Effect 2: Spend 3 Command. Target enemy unit gets -1 to its Defense when defending against shooting attacks.

Action

Aimed shot1

Effect 1: Target friendly unit moves +4” when using Move or Assault actions

Effect 2: Spend 1 Command. All friendly move +1” when using Move or Assault actions.

Action

Sprint1

Effect 1: The equipped unit always counts as being in Optimal Range when shooting.

Effect 2: Spend 1 Krithium. The equipped unit gets +1 Strength when shooting.

Equipment/Action

Superposed weapons2

Effect 1: The equipped unit may re-roll one failed hit roll when shooting.

Effect 2: Spend 1 Krithium. The equipped unit may re-roll all failed hits when shooting.

Equipment

Holo sight2

Effect 1: Action: Target enemy unit that has taken at least one hit is immediately Pinned.

Effect 2: Spend 2 Command. Target friendly unit may shoot ignoring Cover modifiers

Action/Reaction

Suppression fire2

Effect 1: Action/Reaction: Ignore all effects of target Action or Reaction card.

Effect 2: Action: Spend 2 Command. Discard target Tactics card.

Action/Reaction

Cyber Hack0

Effect 1: The equipped units may only be targeted by units within 6”.

Equipment/Camo

Active camo3