FAQ

Questions Answered plus Clarifications

  1. Q: If two heroes are an equal number of squares away from an enemy, which enemy is considered “nearest”?
    A: In counting the squares, enemies consider diagonal as “longer” than direct (edge to edge), so the distance with the least diagonals would be the nearest. Then if still an equal distance, the last activated hero is targeted. If still equal, then the tie breaker is the last activated. Ref: rulebook page 36 Priorities 1
  2. Q: What is the most dice a player might roll?
    A: The most dice given for an Action Card is Four (though there is a rare case that five dice could be rolled using a special ability)
  3. Q: For the 16 heroes in the game, will they be provided as both standees and miniatures?
    A: Yes. You can use either and swap between them at any time.
  4. Q: Clarify hero character Hiro Matsuo special ability
    A: When playing either Basic Move or Basic Interact, his special ability allows him to move 2 squares in addition to the moves or interacts of the card if he is at least 2 squares away from any other hero.
  5. Q: Will there be Scenarios that can be played separately from the campaign?
    A: Yes. These will be part of the Training Manual. These will let you try out different heroes or to show off the game to family and friends.
  6. Q: Can you run two campaign games simultaneously so you can play with two different groups of people?
    A: Yes, but you will need to use different characters in each AND take notes as to where you are in each campaign. You also will need to keep track of which “loot cards” you have obtained.
  7. Q: Do you move the turn track marker after each players turn or only after all the players have had a turn?
    A: The turn track is like a timer. You move its marker after each player’s turn ends. Ref: rulebook page 17 item c)
  8. Q: Clarify hero character Memnon special ability
    A1: Memnon must “pay” one focus for each damage card that slides to the left during a REST action (including the “free” Rest action at the end of every turn). If Memnon has no focus available, the damage card cannot be slid over, and this might cause other cards higher on the cooldown track to also not be able to slide to the left as well (because that unmoved damage card is blocking them).
    A2: Memnon has one permanent shield. Whenever damage hits him, that permanent shield blocks the first damage, so always subtract 1 from the amount of damage he takes.
  9. Q: Hacking tokens. If I draw a red, a purple and a white, I could put the purple back in the bag and keep the red and the white. On my next action, if I draw another white, does that cancel everything and all tokens go back into the bag?
    A: No. You must draw two white tokens from the bag in the same action for it to trigger the cancelling and returning all tokens pulled on that action. And also note that if you do draw two white tokens in one action, you only return all the tokens pulled from the bag in THAT action. If there were tokens there before your action began, those remain there. Ref: rulebook page 26 3rd bullet point under the 2nd bullet point
  10. Q: Clarify Hiro’s Action Card: BMS Device
    A: When you play this card you also roll 3 dice. Once on your cooldown track it is an ongoing effect. The action description is: “At the end of your turn, before the free rest action, move an ally 2 squares; the ally also gains 1 focus.” Note: the ally must be in Hiro’s Line Of Sight. You only roll the dice when the card is played, not during its ongoing effect.
  11. Q: Can I use the boost for an Action Card after I roll my dice?
    A: No. You must use the boost before rolling the dice. Ref: rulebook page 18 final bullet point under 1.
  12. Q: Unconscious? I just got my 4th Damage card and placed it in my cool down track available slot (now I have all four cool down slots with damage cards in them). Does this make my character unconscious?
    A: No! Your character goes unconscious when you are instructed to draw a damage card and the card you draw specifies a slot that already has a damage card in it AND all higher numbered slots also have damage cards in them… thus you are not able to play the damage card you just drew. That card is discarded and your character goes unconscious. Ref: rulebook page 40 item 2 under Placing Damage Cards.
  13. Q: Walls: Are all the various lines on the maps treated just like walls? Like white dashed lines, black & yellow lines and long yellow bars?
    A: No! Walls are black and/or red lines. Everything else is artwork to make the maps look realistic (and cool). Also note that the doors you add to maps act like a wall until opened, and a blocked entrance tile also acts like a wall. Ref: rulebook bottom of page 47.
  14. Q: Companions: How are companions used (once you have a companion card)?
    A: The companion card is just placed next to the character sheet of one of the heroes and used whenever applicable. They are not associated with action cards, so no playing in cooldown or anything like that.
  15. Q: Adding to a map during Mission Update: What do I do when the update tells me to place a standee on a square that is already occupied?
    A: Move the existing object to any adjacent square (your choice), then place the new object as directed. Ref: Rulebook page 13
  16. Q: Moving an object: If the mission says that I can move an object, can I drag it along with me on the square on my side?
    A: No. You can push it one square ahead of you as you move in any direction (including diagonal) during your movement. You also can choose to pull it one square behind you as you move. In both cases, it must be in the same forward or backward ‘line of movement”. Ref: rulebook page 44
  17. Q: Vera’s Jet Pack: clarify the blue boost: “Push all adjacent enemies 2 squares away from you
    A: This can be done only at the starting or ending square (ie, not any of the squares while moving)
  18. Q: My Action card tells me to move the card 1 slot to the right on the cooldown track, but there already is another card there. Do I then keep moving it to the right until there is an empty slot (or off the track and back into my hand)?
    A: No. When instructed to move a card one slot (right or left) and that slot is already occupied, then you do not move the card at all (it is blocked).
    PLUS: This means that if drawing a damage card and it says to move a damage card to the right and all slots to the right are already filled with damage cards, nothing is moved.
  19. Clarify: areas that “can be jumped
    A: If the “triggers/conditions” of a mission indicate an area that can be “jumped”, only an Action card that has a subcategory of “jump” can do the jump. For example, a move of 3 squares will not just jump over the area. Only 3 heroes have a “jump” Action card:

    • Talya: Jump and Run is an Ability (Jump) card
    • Sigyn: Enhanced Mech Legs is an Ability (Jump) card
    • Vera: Jet Pack is a Gear (Jump) card
  20. Clarify: What can be “jumped” (using a “jump” Action card):
    A: When moving via a “jump” Action card, your hero can jump over enemies, allies, barrels, crates, rubble and most anything else. But you cannot jump over a closed door or a wall.
  21. Q: What are some of the tiles included with the game? They are not being used yet.
    A: Don’t worry about some of the tiles that are larger than 1 square. They will be used later in the game and it would spoilers to let you know how:)
  22. Clarify Mission C34: Rocks push EVERYTHING (even a console).
  23. Q: Can Vera (and the other 2 heroes who can “jump”) jump over rocks?
    A: No. There is a red X in the middle of the rock tile to signify it is a BLOCKED path.
  24. Q: What happens if an enemy is completely blocked from reaching it’s target (a hero)?
    A: The enemy will move as close as possible to its target and end its move action. Ref: rulebook page 43
  25. Mission C32 Clarification: The enemy cannot see through a forest square (it blocks their line of sight), but will still move towards the player regardless of where they are.

Enemy Behavior:

  1. Q: If there are three enemies (of the same color: Red or Yellow) do they all activate, or only the two with the lowest initiative (numbers)?
    A: No matter how many enemies there are of one color, only the two with the lowest initiative numbers activate. [note: an Enemy Behavior Card (ECB) or a Campaign Mission can specifically state otherwise] Ref: rulebook page 34
  2. Q: Can enemies open closed/locked doors?
    A: No. They also do not attack explosives. Ref: rulebook page 34 2nd last *
  3. Q: Enemy Stats: X Shields?
    A: The X means that their shields will vary based on the mission.
  4. Q: Enemy Stats: Damage as a die icon?
    A: Roll 1 die (for each die icon). Add the results to get the amount of damage (counting +1 and +2 results) for that attack.
  5. Q: Enemy Stats: Shields as a die icon?
    A: Roll 1 die (for each die icon). The number of shields in the die results specifies how many shields the enemy has for that attack.
  6. Q: After an enemy moves and is supposed to attack “same or nearest“, how do we know which?
    A: Same trumps nearest. Ref: rulebook page 38
  7. Q: What does the red movement icon on an enemy damage stat mean? (ex: Stone Boar)
    A: Count how many squares that enemy moves before attacking. The number of squares moved equals the number of damage dealt. Likely its icon will be changed to “X” to be more clear.
  8. Clarification of “inaccessible enemy” bullet point at the bottom of page 34 of the rulebook. Perhaps it could be worded like this:
    “Inaccessible enemies (e.g. sealed off by red lines like walls, doors or blocked paths) are treated as not being there. They will not activate unless specifically stated so.”

Create a website or blog at WordPress.com

Up ↑