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Rules Synthesis: Large Model Behind
Rules Synthesis: Large Model Behind
MINIATURES
Function Miniatures are used to represent the Mercenaries and Minions in the game
Each miniature is assumed to take up the entirety of the square it occupies, no more, no less, regardless
of the shape of its base or any protruding arms or weapons
Large models have a base that cover four squares (2x2) or more
Adjacency All the squares surrounding the model are adjacent to it (orthogonally and digaonally)
Facing Any model placed on the board must face one side of the square it is standing on
Arcs The adjacent squares (in line) behind a model are its rear arc
The remaining adjacent squares to the front and side of a model are its front arc
Large model behind A large model can be in an enemy’s front and rear arcs at the same time : he will only be considered
being behind its enemy if he's only in the rear arc of his enemy
Arc of sight Models have a 180° arc of sight : anything in its front arc is considered to be in front of it
If a model has a 360° Vision : it considers all adjacent squares to be their front arc, and can see and
shoot in all directions
Line fo sight (LOS) A model may only shoot at models they can see
A model can only see targets in its arc of sight
Other models, the walls and blocking Scenery are blocking LOS
Use the straight edge of the range ruler to mark a line between the centre of one of the shooting model’s
squares and any part of the target squares : if any LOS can be drawn without passing over any blocking
scenery, the target is visible
EQUIPMENT
Deployable Equipment Some characters carry Equipment that can be placed onto the board itself rather than carried, this will be
specified on the cards.
These pieces of Equipment have no effect until they are deployed onto the board
Once placed, the position of the Equipment should be marked with the appropriate token or model, and
the card should be placed near it at the side of the board as a reminder of its rules
From that point on it will follow the rules as stated on the card, and it may be targeted by Nexus cards as
if it were a Mercenary
Sentry guns Sentry guns :
- do not make free strikes (no Melee Attribute)
- do not have a front arc (they do not limit movement)
Shields Some characters have a built-in shield on their card (on the left of a character’s health track)
Some Equipment grant energy Shields
Energy shields are represented by blue spaces that must be filled with damage counters before the
Mercanry's health is depleted, these spaces are not counted for the purposes of determining if a
Mercenary is crippled
Equipment card granting a Shield should be placed to the left of the Mercenary card, in line with the
health track
Absorb Damage from When a Mercenary with a Shield takes damage from a shooting attack, damage counters are placed onto
Shooting attacks these Shield spaces, starting from the left as normal, and only once they are covered can damage be
placed on the Mercenary’s main health track
Shields are ignored by any other attack : no counters may be placed on the Shield spaces and damage
will start accruing from the first empty green or red space
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Star Saga - Rules synthesis - Pikaraph - v1.0 1/12
MERCENARIES
Points value This value represents the skill of the Mercenary
The points value of the new Skill is included in the Mercenary’s value in future games.
Attributes Each Mercenary has a number of attributes listed under their name on their card
The upgrades available to a Mercenary when levelling up are determined by their attributes
The values of a Mercenary are on the the right side of the card, in this order :
- Move
- Shoot
- Assault
- Armor
- Tech
Health track Each Mercenary has a Health track on their card
These spaces will be either red or green, sometimes a blue one
Health state While a Mercenary still has at least 1green space remaining, they are in a normal state
Injured When there are no uncovered green spaces left : the Mercenary is in an Injured state
Crippled Once all the red and green spaces on their health track are covered with damage counters, even if there
are blue shield spaces still empty, the Mercenary is in a Crippled state
Crippled Mercenary Remove the Mercenary from the board and replace them with a Casualty token : this token does not
block movement or LOS, but can be looted by other Mercenaries
Equipment If a Mercenary is Crippled while they hold any equipment cards, place those cards to the side of the
board near the Casualty counter and ensure that the counter is equipment side up, this counter can be
collected by any Mercenary in the same square with a Swap Equipment action
Once they have collected it, flip the counter over to show that there is no equipment left, and place the
equipment next to its new owner’s Mercenary card
Experience track As it is collected, Experience is tracked using a marker that is moved along the Experience track at the
side of each Mercenary card
Whenever the counter reaches the end of the track the player must take 1 XP counter, and move the
marker back to the bottom of the experience track, carrying over any XP still to be added
Skills The Skill cards owned by a Mercenary are kept near its character card : their effects apply in all games
with that Mercenary
MINIONS
Reinforcements cost The Reinforcements cost is at the top of the card
Attributes The values of a Minion are on the the right side of the card, in this order :
- Move
- Shoot
- Assault
- Armor
- Vitality
Logo The logo tells which type of minion it is and what represents it on the map
Equipment The low part of the card tells which Weapons and Equipment the minion uses
BOSSES
Function Bosses are unique characters that only appear in the game when specified by the mission book
Bosses work like Mercenaries : they have special rules and a Health track on their cards
A Boss does not have a Tech value nor Feats
Reinforcements cost A Boss cannot be requisitioned as reinforcements
RANGE
Function Long range is measured using the long ruler
Short range is measured using the short ruler
As long as le corresponding ruler can reach from the centre of one of the shooting model’s squares to
any part of the target model’s square, the target is in range
In case of Unlimited range, there is no need to check the distance to the target
ZONES
Function
Revealing a new zone When a Door is opened for the first time and leads to a new zone : the Nexus player lays down the tiles
for the adjacent zone, but no further and places Minions and Reinforcement Points that take part in the
Mission once the zone they are in has been revealed
Not enough models If the newly placed zone includes more Minions than the players have available, due to the models
being used as earlier Reinforcements : place as many models as you are able to, substituting alternative
models of equivalent points value amount if possible, on or adjacent to the marked squares
SCENERY
Function Pieces of Scenery are inanimate objects
The mission may provide own rules for a type of Scenery
Any piece of Scenery may be used to take cover
Obstacles This type of Scenery is shorter than a model, and can be seen and fired over, but with a cover penalty for
doing so :
- Terminals
- Tables
- Crates
- Sentry guns
Blocking Scenery This type of Scenery is taller than a model, and cannot be seen or fired over, but can be fired past if LOS
can be drawn
DICE
Function Red dice : attack
Blue dice : defence
VICTORY CONDITION
Function As soon as either side has achieved their victory conditions, the game is over
SETUP
Choices 1) Choose a Mission or start/continue a Campaign
2) Choose if a player takes the role of the Nexus against the other players or if all players play together
against the Artifical Nexus
Artificial Nexus When playing without a Nexus player, one of the Mercenary players will need to look at the map and
special rules in order to set up the game : limit this to one player which tries not to look at any zones
beyond the first until needed
Mercenaries Mercenary players share between them the recommended Mercenaries used in the Mission or spend the
credit amount to create their team
Board The Nexus player lays out the first zone of the map : he puts the tiles, the Scenery and minions from
where the Mercenaries start up to and including the first Doors
Any Reinforcements tokens are placed with the active side facing up
Loot Shuffle face down and put to the side of the board the green Loot cards
Mercenary tokens Each Mercenary gets a Mercenary token at random and places it next to their character card
Campaign mode Deal randomly at the beginning of each Mission
Nexus deck 1) Take the cards that are required to construct the Nexus deck
2) Shuffle them and place them face down to the side of the board
3) If there is a Nexus player : they draw the top 3 cards from this deck to form their starting hand
The Artifical Nexus has no starting hand
Mercenary placement Mercenary players place their models on the Start point or adjacent to it
When moving In response to each ‘attack’, the Mercenary rolls 1 defence die for each square of their Move value that
they did not use
For each point of ‘damage’ scored by the Nexus player, they must move that minion one square towards
the Mercenary, by the shortest possible route. If there are multiple routes of equal length, the Mercenary
player chooses the route
Provided that the Nexus player is still unaware of the Mercenary’s presence, the Mercenary may then
take their Action as normal
Noisy actions If a Mercenary uses their Action to open or close a door or to interact with a Scenery piece, the same
process is followed, with the Mercenary rolling 3 dice.
BREAK AWAY
Function A model may only break away if the first square that it moves into is not in the front arc of any enemy
models
When a model breaks away, each enemy that has the model in its front arc will get 1 free strike Resolve
all the free strikes before moving the model and resuming its turn
A free strike is resolved like any other close assault Action, with the same modifiers
The target model must be in range from both the shooters square center and the potshot square center,
and both squares also have to be behind the target to claim any bonus from attacking from behind.
Template Weapons Weapons have their range listed as ‘Template’ use the Flame template : the pointed end of the Flame
template must be placed over the centre of one of the shooting model’s square
It can be pointed in any direction, and will hit all models whose squares are even partially covered by
the template
Cover does not apply against template weapons, but if the entire width of the template crosses any
blocking scenery any further targets are not affected.
Roll to attack each model separately
Resolving the attack Once you’ve established whether you can see your target, follow the rules for Resolving Attacks to see
if you damage it
CLOSE ASSAULT
A model may make a close assault Action against any enemy model in its front arc
Follow the rules for Resolving Attacks to see if you damage your opponent
OPENING AND CLOSING DOORS
An unlocked door may be opened or closed by any model with the door in its front arc
Slide the door sideways off of the board to show that it has been opened
Function
If a model closes the door, slide it back into the space in the corridor
A door may not be closed if a model is standing in the doorway.
ACCESSING TERMINALS
Function A model can access any Terminal in their front arc
The Nexus player should read out all the Hacking options and the Access denied section provided by
the mission to the Mercenary player when they attempt to access a Terminal, but not any options that
relate to Doors that are not yet visible to the players
Unless otherwise specified by the mission, a Terminal can be used to unlock any Door that is currently
on the map
The Mercenary must declare whether they want to unlock 1 of the visible Doors on the board, or choose
1 of the other options
Accessing a terminal Accessing a Terminal is done in the same way as resolving an attack, with the model as the attacker
using their Tech value
The Mission will state a Firewall Strength for the Terminal, this is how many defence dice the Nexus
player rolls
Modifiers There are no standard dice modifiers when accessing a terminal
Resolve the hack Once all blocked attacks have been discarded, any remaining attack dice represent 1 successful hack.
When disabling a Door lock, each remaining attack die will reduce the strength of the lock by 1 (flip the
counter or swap it for another to show a lower number)
If this number ever reaches zero, remove the counter entirely, the Door is unlocked
Other options on the list will have a complexity which represents the amount of ‘damage’ required to
bypass the Nexus’ system
Access denied Some Doors in a Mission might have a counter displaying a 'do-not-cross' symbol : this means that the
door cannot be unlocked via regular means, and the Mercenaries will have to find another way to get
the door open