Let’s take a look at actually using the cool rotating health dials within the base of an enemy!
The Rulebook includes an example, so let’s use that example. Here it is from the bottom of page 24 … first (since that is what we are looking at) take a look at the enemy standee that gets inserted into its cool rotating dial base. In this example, the enemy is RED #1 … so that is the base cover that is used:

The dial started showing enemy health of 4 (top) and then shows enemy health of 1 (bottom).
Next … we will be using one of Memnon’s Action Cards for this example. In the prototype, the weapon was named K90 CC Gun … in the final game the weapon is called K90 Rifle as shown here:

A quick overview of the card: The top left corner indicates where it goes on cooldown track when played (in this case it can be played on 3 or 4 because you always can play a card on a HIGHER number on the cooldown track). In the middle of the card we see that we can use TWO DICE when playing the card. If we have tokens on Memnon’s character sheet for red or yellow personality traits, one of them can be used when playing the card. Finally, the full ability of the weapon is noted in the center of the card. The red splat icon is used for “damage” and the small ruler icon is used for “range”
The [1] damage has the number inside [square brackets]. That means that this number can be increased by the dice we roll. We just need to roll +1 or +2 to increase that [1] to be 2 or 3 (or even 4 or 5 if we roll well)! The ability also has a second part starting with “IF“. It tells us we can gain 1 more damage if the enemy we are attacking is with a range of 4-7.
Next … we need to look at the enemy that we will be attacking… a Guard:

Each enemy standee includes its stats for five things. For the guard they are:
- Range 1 (when it attacks)
- Move 3 (can move up to 3 squares)
- Damage 2 (it deals 2 damage to us when it attacks)
- Shields 1 (it can block 1 of our damage we inflict on it)
- Health 4 (we need to get this down to 0 to remove it)
OK … now we are ready to see how the example in the rulebook plays out:

For this example, we DO have a red personality token (“dominating”) so we can use it to gain 1 damage. Next, we roll the two dice. One lets us choose to either move 1 or to get a +1 (we will choose the +1). The other die is +1. So, here is how we tally the amount of damage that we inflict on the enemy:
- We start with [1] damage.
- We add 1 damage from the red boost
- We add 1 damage from the +1/Move die
- We add 1 damage from the +1 die
As the rulebook example shows, our damage inflicted also must include the ONE damage that the Guard Shield blocks! So the tally is:
1 +1 +1 +1 -1 = 3 damage inflicted (4 minus 1 blocked)
The Guard has a health of 4 indicated on its rotating base. After this attack, we need to turn it to be THREE less (for the 3 damage inflicted) … down to 1 (as seen in the top image).
The rulebook also includes a note that if the Guard had been at a distance of at least 4 but not more than 7, we would have inflicted ONE MORE damage … so its health would have dropped from 1 down to 0 … and it would be removed from the game!
This has been another “Learn With Me” :)

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