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    Copyright Greenbrier Games 2010-2014

    DRAFT 1.1

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    IntroductionThe tension in the room was palpable.

    The power struggle had been going on for decades, before any of the leaders in the room had been alive. Once long ago, France and England had fought forsuperiority through colonization; as each amassed more land they had more power. Everything changed with The Great Blight, a meteor that hit North Americaduring the start of the American Revolution with enough force to scourge the land. The rippling effects shrouded the planet in darkness. These two great powerswere thrown into chaos.

    From the wreckage of what was once a beautiful continent came stories of horror but also a cache of zenjin- so named by DaVinci during his experiments withthe exotic stone found in light pockets all over Asia. This wondrous compound could be used as a cleaner more efcient fuel or tempered with metals to makematerials stronger than steel. England saw this as its opportunity to rise from the ashes. It began testing and rening the use of zenjin for the purpose of becom-ing the great nation it once was. Re-shifting focus meant aligning themselves with their former colonies and conquered lands in a more diplomatic and commer-cially benecial manner. Thus the UK Alliance was formed. Many of the countries of Europe were approached to join this group. Some politely declined...otherswere less diplomatic. Of those in the latter category, France was seen as the greatest threat.

    The alliance used its wide-spread resources to begin building a mechanized man, taller than a giant, and more powerful than any weapon ever dreamed of. Thegreat hope was that one day this steam titanwould help prevent any non-allied countries from invading England.

    Then, over forty years ago rumors began that France had prioritized their mechanical weapons program. The UK Alliance, working on their own Stewpotsasthey were affectionately called, were not in a position to force France to stop. This uneasy dance around each other escalated when the technological know-howof France and mechanical application of Germany combined forces as the Central Europe Trust. The UK Alliance realised immediately that the C.E.T. also intendedto make an automated vehicular assault weapons of superior repower and incredible strength.

    Still the peace held, even when Glasgow University was leveled by The Hideous Monster of the Mist. This location had been the hub of all the UK Alliancesnew technology. Its true purpose was known only by the scientists who worked there, the spy who had relayed the information and had met her untimely de-mise for it, and a handful of leaders. Its destruction forced the UK Alliance to make The Great Reveal. When the steam titansof the UK became public knowledge,

    there was an immediate outcry for attack against the mainland. This pressure only subsided with the naval encounter that left both sides bereft of one of theirsteam titansand the brave men and women who piloted them. In the backlash of sentiment, both sides agreed to a peace treatise. Once it was signed, the silentstruggle began anew.

    From that moment on, when each new facet of their power struggle revealed itself, they quietly gathered information, stockpiled their engineering feats ofwonder, and bided their time until they were sure of victory.

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    Time had run out.

    Since the Generals spies had learned of the C.E.T.s new schematic,the countdown to war was inevitable.We need to take action! said General Stuft. Our moment hascome! Dash it all, our moment has past, and we may be too late!

    You have no way of knowing that! replied Colonel Snidely.Wehavent verication on these builds coming to fruition. For all weknow the information was false in the rst place!

    You ignorant pup. You have enjoyed the fruits of our hard-won

    peace all these years and have never cut your teeth in real battle.How can one expect you to understand that this kind of thing takesaction! Swift decisive action!

    A calm voice cuts through the debate:

    We cannot move without knowing where the steam titansare lo-

    cated. And make no mistake Colonel, they do exist. We wait to makethe precision attack of a surgeon rather than the sweeping attackof a brawler at the local gentlemens club. If we can eliminate theirpower source, we will win the war in a fortnight. Otherwise. and

    General ltithlapsed into silence.

    The room collectively contemplated the toll of a long war, and thetension resumed.

    They heard the clicking of footsteps at the end of the hall. As gentle-men it was unseemly to rush to meet them, but several stood andbraced for the news. The messenger burst in through the heavy oakdoors. His composure shot, and in a most ungentlemanly fashion heburst out,

    It is true! All of it! Our informant died in the attempt to give me theproof, but proof we have! Theyve done it. Theyve successfully testedthe German steam titanand are assembling several and readyingfor attack! God have mercy on us!

    How long until its ready? asked General ltith.

    One month. Two if there are setbacks, Sir.

    There wont be setbacks. They have been planning this momentsince I was a much younger man. We can strike now or we can haveblood on English soil before summer arrives.

    The leaders of a great nation stared into the uncertain abyss in anuncomfortable silence.

    Gentlemen, it has begun. Tomorrow we go to war.

    Introduction - Continued

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    Glossary of TermsCritical Hit when an attack roll is a hit and contains more rollsof a 6 than the defenders roll of 5 or 6s it is considered a critical

    hit. Critical hits have special rules for placing damage cubes.

    Damage Cubes BLACKcubes that are placed onto a steamsteam titan when it takes damage.

    Steam Cubes WHITEcubes that ow through a steam titanduring the steam phase and which are used to pay for various

    steam titan actions such as moving or using a weapon.

    Heat Cubes REDcubes that are added to a steam titans

    Signature whenever a steam cube is placed into a REDsquarewithin that steam titan.

    Hit Location a part of a steam titan that can be hit by anenemy weapon. A steam titan typically has 5 hit locations: head,

    body, left arm, right arm and legs. Each hit location typically

    contains one or more hit location(s) within it, each labeled appro-

    priately as to which hit location it is in.

    Weapon Box weapon boxes display the weapons range, hit

    values and damage. It also shows any special rules for the weapon.

    Shield Box a box with a WHITEoutline locatedwithin one of the steam titans hit locations. Shield boxes typi-

    cally have white and BLUEsquares within them for the placing ofsteam cubes and shield cubes.

    Shield Cubes BLUEcubes that are added to a steam titansshield box when WHITEsteam cubes are put in that shield box.

    Volatile Square a square found in a hit location(s) with a rednumber inside.

    Weak Point Square a square found in a hit location(s) witha black number inside.

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    AttackCost

    Overload

    Projectile Booster

    1

    6

    RNG 0-1 2-3 4 5 4 4

    DMG 5 5 4#4

    AttackCost

    Rate ofFire

    GatlingCannon

    2

    1

    5

    PiercingRounds

    RNG 0-1 2-3 4 5 4 4

    DMG 2 2 1#9 20 14 G re en br ie rG am es # 10

    Captain VirikaSinje

    Ability:Gain an extra +1 when in terrain.

    Once Per Game:Play a terrain cardon yourself withoutneedingtomove.May replacean existingterrain card.

    Terrain: Fog

    +2 , -1 at Rng 2++3 , -2 at Rng 4+Remove after anyAttackRoll with 2ormore Critical Successes

    2014 CopyrightGreenbrierGames #01

    20 14 G re en br ie rG am es #1 9

    Capitaine Denis Noel

    Ability:Ignoremodifiersfrom terrain occupiedby theenemyatRange0-2.

    Once Per Game:Takea Terrain cardfrom therevealedBattleCards andadditto yourhand.

    Terrain: Open Ground

    - 1 Battle car ds co st1 less Steamwhen occupyingthis terrain.Yourmovementcosts 1 less Steam whenleavingthis terrain.

    2014 CopyrightGreenbrierGames #03

    Terrain: Woods

    +1

    LightTitans getan additional +1when in Woods.

    2014 CopyrightGreenbrierGames

    Resist: 0

    #07

    5

    Game Components

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    Choose a ScenarioPlayers should choose one of the game scenarios found at the

    end of these rules. For your rst game it is suggested you play themeeting engagement scenario.

    Heavy Steam is a game for 2 to 4 players. Players should be brokenup into two teams, with one team playing the UK Alliance factionand the other playing the C.E.T. (Central European Trust) faction. Ina 3 player game, 2 players will be on one team and 1 player on theother.

    The scenario chosen will dene many of the setup rules. Below arethe things you will do for setup regardless of the scenario.

    Choose a battle location deckBattles in Heavy Steam occur on the war torn countryside andcityscapes of Victorian Europe. In the initial release of Heavy Steamthere are two battleeld types to choose from: countryside andurban. Unless dictated by the chosen scenario, players are free tochoose for themselves which battleeld type to play.

    If players cannot decide, simply roll a die to determine the battle-eld type randomly. 1-3: countryside, 4-6: urban.

    Choose a Steam TitanThe scenario you have chosen to play will outline which size steamtitans are available for each team in the game. Steam titans comein two sizes, heavy and light.

    One team will choose their steam titans from the UK Alliance fac-tion and the other will choose from the C.E.T. faction. Players onopposite teams cannot choose steam titans from the same faction.

    Setup Your Steam Titan BoardEach steam titan has a unique game board that players should now

    lay out onto the table.

    Players should place white steam cubes on each white coloredsquare with a white dot on their titan board.

    Players should place BLUEshield cubes on each BLUEcoloredsquare with a white dot on their titan board.

    Game Setup

    1. pilot card2. boiler pressure & overload3. power reserve4. command array5. boiler6. repair center

    7. mobility8. weapon hardpoint9. shield10. steam vent11. steam titan points12. power ow indicator

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    Game Setup - ContinuedSetup the Battle BoardThe battle board should be put on the table between the two teams

    such that everyone can reach it easily.

    The battle board represents the battleeld itself in an abstractedway. The battle board is broken into sectors which represent dis-tance on the battleeld.

    Players should place their steam titan miniatures on the battle boardas dictated by the chosen scenario. For example, in the meetingengagement scenario, players of one team will place their miniaturesin sectors 1 and 2, and the other team in sectors 5 and 6, dependingupon if their steam titans are heavy or light.

    Setup the Battle Cards and the Battle BoardPlayers should choose a battle deck to play with or one that is statedin the choose scenario. Place the battle cards next to the battleboard as shown below.

    Remove the 10 event cards from the deck. These cards sayeventclearly at the top of each card.

    Remove the 4 enemy in sight cards from the deck. Thesecards say start card at the top of each card.

    Shufe the battle cards and deal 3 cards to each player. Place 1 en-emy in sight card onto the battle board for each player in the game,starting with the 4 spot marked [0 Steam Icon] and working left. So,for instance, if there are two players playing the game, there willbe an enemy in sightcard on spots [0 Steam Icon] and [+1 SteamIcon].

    Put any remaining enemy in sightcards to the side. They will not beused for the remainder of the game.

    Fill any remaining empty card spots on the battle board with battlecards from the shufed deck.

    Shufe the event cards and randomly select 3 cards. Without lookingat them, shufe them into the deck of battle cards. Place the deck ofbattle cards next to battle board easily acceptable..

    Roll for Starting InitiativeBoth teams should roll 2d6. The side that rolls higher starts withinitiative and should place their marker in the has initiative spaceon the battle card board.

    The team that wins this initial initiative roll will act rst in each phaseof the rst turn of the game, but will not receive the ability to move2 steam cubes within their steam titan as is usually the case when aside wins initiative.

    YOU ARE NOW READY TO PLAY!

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    1: Move May spend mobility steam to move.

    May play a terrain card if steam titan moved.

    2: Combat

    Use any weapons, cards and/or infantry/mobile cannon

    tokens to damage the enemy.

    3: Steam Allocation Move steam cubes down steam paths on steam titan.

    May lower shields

    Fill boiler with steam from power reserve

    May conduct any repair actions

    4: Battle Card Acquisition Buy battle card(s) from those revealed

    Slide remaining cards down, then draw new cards to ll spots. Play any events drawn, then

    discard event card and draw new card to ll spot.

    5: Determine InitiativeUse steam in command station to determine

    which side has initiative.

    The side which keeps or gains initiative maymove 2 steam within their steam titan(s).

    6: Pressure Release Make overload roll, if necessary

    Conduct boiler pressure release

    Turn SequenceEach turn of the game is broken into 6 distinct phases. All players conduct any activities during each phase before all moving ontothe next phase.

    The order in which players conduct activities within each phase is determined by who has initiative. The team with initiative typicallytakes their actions rst, followed by the team without initiative. More information about initiative is provided in each phase.

    Here is a quick overview of the turn sequence for the game. Each phase will be explained in more detail further on in the rules:

    MOVE COMBAT STEAM BATTLE CARD INITIATIVE PRESSURE

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    Move Phase

    Initiative OrderDuring this phase, players take any move actions in initiative order.The team that has initiative will move all their steam titans rst, inany order they desire, then the team that does not have initiativewill move all their steam titans in any order they desire.

    A steam titan must nish its move (as well as playing a terrain cardand/or moving infantry and mobile cannon tokens) before anyother steam titan can begin its move.

    Move Cost

    In order to move their steam titan, players must expend steamcubes from the mobility section in the legs of their steam titan.The amount of cubes a player must spend to move is listed in themobility section of their steam titan and can be different from onesteam titan to the next.

    When moving, players can move their steam titan either 1 or 2sectors on the battle board. The cost for moving 2 sectors is higherand is listed in the mobility section of the steam titan.

    Steam spent to move is placed in the next open squares in theplayers boiler pressure box.

    How to MoveWhen the player has paid the s team cost from his mobility sectionto move his steam titan, the player can then move his steam titanminiature on the battle board.

    If the player paid steam to move 1 sector, then the player mayeither move his miniature:

    1 sector closer to the enemy start sector 1 sector closer to the friendly start sector Have his miniature remain in its current sector.

    If the player paid steam to move 2 sectors then the player maymove his miniature:

    1 sector closer to the enemy start sector 2 sectors closer to the enemy start sector

    1 sector closer to the friendly start sector 2 sectors closer to the friendly start sector

    Have his miniature remain in its current sector.

    Note: paying to move a steam titan but not actually moving it to anew sector is usually done in order to play a new terrain card on the

    steam titan.

    Neither enemy nor friendly steam titans block movement; playerscan move into or through sectors containing enemy or friendlysteam titans with no penalty or hindrance.

    In this phase, players can move their steam titans on the battle board in an attempt to get closer or further away from their opponents.

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    Terrain: Fog

    Copyright 2013 Greenbriar Games

    Terrain: Open Ground

    -1 DD-1 DD

    Copyright 2013 Greenbriar Games

    Terrain: Woods

    +1 DD+1 DD

    Copyright 2013 Greenbriar Games

    10

    Move Phase - Terrain cardsRemoving Existing Terrain CardWhenever a player moves his steam titan, whether or not the steam titan moved into a new sector, the player must remove any terrain card previouslyplayed on that steam titan. The terrain card is placed into the battle card discard pile.

    Playing New Terrain CardsAfter a player has nished moving his steam titan he may, at his discretion, play a terrain card from his hand to indicate his steam titan is now in that ter-rain. Terrain cards played on a steam titan are placed in the marked location on the battle board for that player. After his steam titan has moved in themove phase is the ONLY TIME a player may play a terrain card on his steam titan unless he is allowed to do so by some other battle card (such as the maneu -ver card found in the urban deck).

    If a player does not play a terrain card on his steam titan after moving, the steam titan is considered in open terrain. Open terrain has no game playeffect. Playing a terrain card on your steam titan after moving counts towards the 1 card played per phase limit.

    Moving Infantry and Mobile Cannon Support

    After moving any steam titans and playing any terrain cards, players whose steam titan has moved may move 1 infantry token and/or 1 mobile cannon token.

    Each token can move a number of sectors as indicated on their Infantry or mobile cannon support cards.

    There is no limit on how many times a single infantry or mobile cannon token can be moved in a single phase. If there are two players on a team and bothmove their steam titans in the move phase they can both move the same infantry or mobile cannon tokens.

    Infantry and mobile cannon tokens are not impeded from moving by other tokens or by steam titans.

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    RNG 0-1 2-3 45 4 4DMG 2 2 1

    #8

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    Combat Phase

    Initiative Orderattacks are done in initiative order, with the side that has initiativeconducting the rst attack from any one weapon on any of theirtitans. After this attack is concluded the team that does not haveinitiative conducts one attack. Then the team that has initiative con-ducts their next attack. This continues back and forth with each sidetaking one attack until all attacks are complete.

    If a side declines to take an attack, either because they have noneleft to make or they choose not to, that side can make no more at-tacks for the remainder of the phase.

    Cost to AttackAll weapons have an attack cost to use. This is listed in the top leftthe weapons card for the weapon. This cost is the amount of steamcubes the player must spend from the weapons box to use theweapon.

    Steam cubes used to re a weapon are placed into the next availablespaces in the steam titans pressure box. Steam cubes are spent touse a weapon before any attack roll is made. Even if the attack endsup missing the target the steam is still spent.

    Each weapon can onlybe red once per phase,regardless if there isenough steam remain-ing in the weaponsbox to use it a secondtime. When activated tore, some weapons areallowed to make morethan one attack roll ifthey have the Rate of

    Fire trait.

    RangeAll weapons have a range chart in their box. This chart shows howmany attack dice the weapon gets at different ranges, and how muchdamage the weapon does at those ranges.To determine the rangeto your chosen targetsimply count the num-ber of sectors from theattacking steam titan tothe target steam titan.Do not count the sectorthe attacking steam titanis in.

    Once you have deter-mined the range to thetarget look on the weapons range column in the column with thatrange. This will tell you the number of attack dice you will roll to at-tack and the damage for the weapon at that range if you hit.

    If the target is at a further range than allowed by the weapons chart,the target is out of range and you may not use that weapon against it.

    Some weapons cannot be used at too short a range. If the targetis at a range that is below the shortest range listed in the weaponschart, then the target cannot be hit with that weapon.

    There is no concept of line of sight in Heavy Steam. When deter-mining range to a target nothing will block the attackers shot, includ-ing friendly or enemy steam titans or infantry and mobile cannontokens.

    In this phase players will conduct offensive actions against their opponents. Both ranged attacks and melee attacks are conductedin this phase.

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    Steam Titan Damage (cont.)If there is no available square to move the steam (either because all

    other squares are occupied by steam or damage cubes) then thewhite steam cube is discarded and the black damage cube is placed.

    Discarded steam cubes are out of play and cannot be placed backinto the steam titan.

    Squares with black damage cubes in them can no longer be usedto hold white Steam cubes. Black damage cubes do not move likesteam cubes in the steam phase but remain where they are.

    Critical HitsIf the result of the attack was also a critical hit then, after remov-

    ing cubes from the steam titans shield box, black damage cubesare placed by the target steam titan as normal except the attackingplayer gets to place the very last black damage cube.

    This means, after the target player has placed any appropriate dam-age cubes, the attacking player places the last damage cube into thehit location. This placement may be wherever he likes in whicheversquare he chooses in the hit location.

    If there is a white steam cube in the square the attacker wishes toplace a black cube, the defender may move that cube to anotherwhite or orange square in the same hit location(s) if one is available.

    If not, the white cube is removed from play.

    If, after removing cubes from teh steam titans shield box, there isonly 1 damage cube to place, the attacking player places that cube.

    Combat Phase - Continued

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    Attack Dice (AD)Once you have determined the range to the target you must roll theamount of attack dice listed for that range to try and hit the target.Roll all your attack dice at once and count all results of 4, 5 or 6 as asuccess.

    Example:Sam rolls 5 attack dice with a result of 6, 5, 5, 3, 2. Thismeans Sam achieved 3 successes with the attack.

    While the weapons range chart gives you the base number of attackdice to use in an attack it is possible this amount will be modied byother factors, including battle cards played by a player or the terrain

    card occupied by the defender.

    Defense Dice (DD)After the attacker has rolled his attack dice, the defender must nowroll his defense dice. The base amount of defense dice the defenderhas to roll is equal to defense dice value listed in the defenders boilerpressure box.

    The number beneath the furthest columnto the right in the boiler pressure box thatcontains cubes will be the base defense

    dice rolled. If the player has no cubes in hissteam titans pressure box, the number ofdefense dice will be 4.

    The amount of defense dice rolled can bemodied by other factors. Some terraincards add defense dice to the defender if it isplayed on the steam titan.

    Players can also increase defense dice by spending steam cubes fromtheir mobility box, as listed on their steam titan board. Once theplayer has determined the number of defense dice to be rolled, theplayer must roll those dice. Every roll of a 4, 5 or 6 is a success.

    If the number of successes on the roll of defense dice equals or ex-ceeds the number of successes rolled on the attack dice, the attack isa miss and there is no further effect from the attack.

    If the number of successes on the roll of defense dice is less thanthe number of successes rolled on attack dice, the attack is a hit andplayers must determine where the attack hits, how much damage it

    does and if it is a critical hit or not.

    Critical HitsIf the number of 6s rolled on the attack dice exceeds the number of 5and 6s rolled on the defense dice, the attack is considered a Critical hit.

    Critical hits are more effective at damaging the target. They areexplained further in the damage section of the rules above.

    Combat Phase - ContinuedThe combat system in Heavy Steam uses red attack dice and BLUE defense dice to resolve combat.

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    Combat Phase - Continued

    Volitile SquaresSome squares in some weapon boxes have a red number printedon them. These squares are known as Volatile squares and if adamage cube is ever placed on them then bad things could hap-pen for the steam titan.

    When a damage cube is placed onto a volatile square, the steamtitans owner must immediately make a d6 roll attempting to rollequal to or higher thanthe number in the volatilesquare. If he succeeds inthe roll there is no effect.

    If he fails in the roll, thenhe must add an additionalnumber of damage cubesto that hit location equalto the highest damagethat weapon could deliver.

    Damage cubes placed by a failed volatile square roll follow allrules for placing damage cubes, except that damage cubes mustrst be placed in the weapon box until all open squares are lled.

    If there are remaining damage cubes to be placed, they maybe placed anywhere in the hit location as decided by the targetplayer.

    Weak Point SquaresSome squares in steam titan hit location(s)es have white numbersprinted inside them. These squares are known as weak pointsquares, and if a black damage cube is ever placed in one of thesesquares then bad things could happen to the steam titan.

    If a player ever has to put a damage cube into a weak pointsquares, the player must put the damage cube into the weakpoint square with the lowest number available (i.e. do not alreadyhave a damage cube on them). This includes players who haverolled a critical hit and are placing a damage cube onto thetarget steam titan.

    When a damage cube is placed into a weak point square thesteam titans owner must immediately make a d6 roll attempt-ing to roll equal to or higher than the number in the weak pointsquare.

    If he succeeds in the roll there is no effect. If he fails in the roll then the steam titan is destroyed

    and is out of the game.

    Volitile and weak point squares are modier squares that can have drastic repercussions on the game - pay special attention tothese squares!

    Weakpoint squares are extremely dangerous. Repairingheavily damaged locations that contain weak pointsquares is highly recommended!

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    Combat Phase - Conclusion

    Disabled hit locationsIf all the WHITEsquares in all the hit location(s)es of a hit loca-tion have been lled with damage cubes, then that hit location isconsidered disabled.

    If an arm or leg hit location is disabled then any future attacks thathit and place damage cubes into that hit location instead placedamage cubes into the torso hit location.

    Damage cubes placed in this manner must be placed in the hitlocation(s) most adjacent to the disabled hit location (i.e. has theleast number of steam ow arrows between it and the hit loca-

    tion).

    Example:If a disabled arm hit location takes more damage cubes,those damage cubes will be placed into the steam titans boiler hitlocation(s) since that is the closest box to the arm hit location.

    Destroyed Steam TitansA steam titan is destroyed if any of the following conditions happen:

    The steam titans command array or boilerhit location(s) have all their white squares lled with

    damage cubes. The steam titan fails a weak point square roll after

    placing a damage cube into that square.

    A destroyed steam titan is removed from the battle board and the

    owning player discards all cards from his hand. Any mobile can-non or Infantry tokens that player brought into play remain on thebattle board.

    Most scenarios will end with the destruction of any steam titan,but in some scenarios play will continue as normal after a steamtitan is destroyed.

    Attacking and Hitting TerrainIf a target steam titan has a terrain card played on it then it is pos-sible the attacking steam titan can hit, damage and even remove

    that terrain card from play.

    When making an attack roll, if any of the die show a 6 then thetarget steam titans terrain card has been hit. If the target doesnot have a terrain card in play, then there is no effect.

    If the attacker has rolled 1 or more 6s with his attack roll thenplace 1 black damage cube into one of the black squares found onthe face of the terrain card for each 1 rolled on the attack dice.

    Example:If an attack roll results in three 6s rolled then 3 damagecubes would be placed onto that terrain.

    If all the black squares on the terrain card are lled with dam-age cubes the terrain card is removed from play. Any damagecubes placed onto a terrain card in excess of the number of blacksquares on the card are ignored and have no further effect.

    Disbaled hit locations, destroyed steam titans, and rules concerning attacks on terrain are discussed below.

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    Steam PhaseGetting steam to the right place at the right time is the key to suc-cess in Heavy Steam.

    Activities in the steam phase are done in initiative order. The sidethat has initiative conducts all parts of the steam phase for all theirsteam titans, then the side that does not have initiative does thesame for their steam titans.

    The steam phase is broken into 4 parts, and each part should becompleted for each steam titan in the following order:

    1.Move steam throughout the steam titan 2.Shut down any shields (optional) 3.Move steam from the power reserve to the boiler 4.Conduct any repairs using the repair location

    box (optional)

    Steps 1 and 3 MUST be conducted for each steam titan. Steps 2 and4 are conducted at the discretion of the steam titans owner.

    Moving SteamDuring this part of the steam phase, players will move their steam

    cubes through their steam titan.

    All the steam titans steam cubes must be moved if possible. Playersdo not have the option to not move steam, though there are somecircumstances in which steam does not move as outlined below.

    Steam cubes will be moved via the WHITEsteam arrows foundbetween hit location(s)es. Steam will move over these arrows intothe adjacent hit location(s) in the direction of the steam arrow ONLY.Steam can not move opposite the direction of the steam arrow.Steam cubes will move over only one steam arrow per steam phase.

    Thus, it will often take many turns to move steam to the furthest ex-

    tremities of a steam titan. Players will need to think ahead in orderto get steam to where they want it when they want it.

    Steam cubes occupy WHITEor REDboxes within a hit location(s).Each WHITEor REDbox can hold only one steam cube.

    Move Furthest Cubes FirstWhen moving steam cubes through a steam titan, the cubes in thefurthest hit location(s) from the boiler must be moved rst withineach hit location. This helps prevent confusion as to which cubeshave been moved and prevents log jams of unmoved cubes blocking

    moving cubes.

    In this phase, players will move steam cubes through their steam titans in order to power up their weapons, enable their steamtitan to move or conduct various other activities that require the expenditure of steam cubes.

    Steam Phase

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    Steam Phase - ContinuedMandatory Steam MovementSteam cubes must be moved over an Steam arrow into an adjacent

    hit location(s) each steam phase. However, the player does not haveto move Steam cubes over an steam arrow if one of the followingconditions apply (though he may still choose to do so):

    The steam arrow leads to a BLUE shield box;

    The steam arrow leads to a pale yellow steam vent box;

    The hit location(s) on the other side of the steam arrow has noavailable WHITEsquares to place Steam cubes.

    Sometimes there will be the option to move Steam over multiple

    Steam arrows from the same area. In this case, the player maychoose which direction to move his Steam cubes as long as he fol -lows all other Steam movement rules.

    Red SquaresThe REDsquares found in some hit location(s) represent the abil-ity to move a higher amount of Steam through or into that hitlocation(s) at the cost of overheating the steam titan.

    Players may choose to place Steam cubes into an REDsquare whenmoving their Steam. Players are never required to put Steam cubes

    into REDsquares, and if all WHITEsquares in a hit location(s) arelled the player does not have to move Steam into any REDsquaresin that hit location(s).

    If a player places an Steam cube into an REDsquare he must im-mediately place one REDHeat cube into his steam titans boilerpressure box.

    This must be done for every Steam cube that is placed into an REDsquare, even if this placement is done outside of the Steam phase.REDsquares can hold only one Steam cube and can never have

    damage cubes placed on them.

    Moving Steam Into shield boxesWhen moving Steam cubes into shield boxes, the player is in effectpowering up his shields to help prevent damage.

    Whenever an Steam cube is moved onto a WHITEsquare in ashield box immediately add a BLUEshield cube to an empty BLUEsquare in that shield box. If there are no empty BLUE squares noshield cube is added.

    Steam cubes can never be placed onto a BLUEsquare in a shield box.

    Shutting Down ShieldsAfter moving Steam within the steam titan, the player has the op-tion to shut down any or all shields of his steam titan. This action iscompletely voluntary and players need not ever shut down shields.

    When shutting down a shield, the player takes all the WHITESteamcubes from the shield box and places them into his power reserve.All BLUEshield cubes are set aside off the steam titan board.

    Since the player has already moved Steam cubes within his steamtitan, any shields that are shut down will be down for at least oneCombat phase, which can make this option dangerous.

    However, the benet of shutting down shields is that the Steamcubes are instantly available to move into the boiler during the nextstep of the Steam phase (see below). This could be crucial to get-ting power into the boiler if your power reserve is low.

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    Moving Steam to the BoilerAfter conducting any shield shutdowns, the player replenishes his

    boiler with Steam from the power reserve.

    The amount of Steam moved from the power reserve to the boileris listed on the steam titan board. Typically heavy steam titansmove 8 Steam cubes and light steam titans move 5 Steam cubes.

    If there are not enough Steam cubes in the power reserve, move allthat are available. It is possible that the boiler will not have its fullallotment of Steam cubes, and players should be aware of this asthey maintain the Steam ow and cycle of their steam titan.

    Conducting RepairsMost steam titans are able to conduct repairs on themselves in a

    limited fashion. This is the time in which those activities are per-formed.

    If the steam titan has enough steam cubes in his repair hitlocation(s) (usually located in the lower torso) the player mayspend those steam cubes to enact repair. Steam cubes spent thisway are immediately added to the steam titans boiler pressurebox.

    Listed in the steam titans repair hit location(s) is how many dam-age cubes the player may remove from his steam titan wheneverusing this hit location(s) to conduct a repair. The damage cubes

    removed in this way may come from any where within the steamtitan, including shield boxes, weapon boxes and hit location(s).

    There may be cards in the battle card deck that allow for repair aswell. How these cards are used in explained on the card and in thebattle card phase section of the rules.

    Steam Phase - Conclusion

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    Battle Card Phase

    Initiative OrderBattle cards are bought in this phase in initiative order. The teamthat has initiative will buy all the battle cards they wish, then theteam that doesnt have initiative will buy any cards they wish.

    Buying Battle CardsDuring the battle card phase players may buy any face-up battlecards placed on the battle card track of the battle board.

    On the top right of each battle card is the cost in Steam cubes spentfrom a steam titans command station to buy that card. Only onesteam titan may spend Steam cubes to buy a single battle card,though more than one steam titan on a team may buy battle cardsduring this phase.

    Steam cubes spent to buy battle cards are removed from the com-mand station and placed directly into the power reserve box.

    Depending upon where the battle card is located on the battle cardtrack its cost may be higher. Beneath each card location on the

    battle card track is listed a cost modier for the card in that loca-tion. This modier is added to the cost listed on the battle card.

    Replenishing Battle CardsWhen a player has nished buying a battle card all remaining battlecards should be slid to the right on the battle card track until allempty card locations are at the extreme left.Then draw new battle cards from the battle card deck until allempty card locations have been lled.

    In this way cards have the potential to become cheaper as they slideto the right on the battle card track onto the card locations thathave less of a price modier.

    If there are no cards remaining in the battle card deck to ll emptycard locations on the battle card track then take all battle cards inthe battle card discard pile, shufe them, and start a new battle carddeck with them.

    Events that have taken place are not put into the discard pile andthus are not shufed into the new battle card deck.

    Players are never required to buy battle cards.

    If no player from either team buys a Battle Card during the BattleCard Phase, remove the battle card in the +0 point slot, slide theremaining cards to the right and draw a new card to ll the nowempty far left slot. If this new card is an event, conduct the event asnormal.

    In this phase players will be acquiring battle cards using Steam cubes from their command station. battle cards can be used at laterpoints in the game to gain an advantage over ones opponent.

    This section of the rules will also go over how battle cards are played and gives an overview of their various effects.

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    Initiative Phase

    Determining Who Has initiativeIn order to determine who will gain the initiative, both teams shouldcount the number of steam cubes found in the command station hitlocation(s) of all their steam titans. The team that has the highestnumber of cubes gains or keeps the initiative.

    If the number of cubes is a tie between the two teams, the teamthat did not have initiative this turn gains the initiative.

    Free Steam Cube MoveThe players on the team that has gained or kept the initiative may

    now move 2 steam cubes from any hit location(s) to any other hitlocation(s) within their steam titan.

    Steam cubes moved int his way may be placed in any valid hitlocation(s) and square, including in shield boxes, weapons boxesand heat sink boxes.

    Steam cubes may not be moved from the boiler pressure display orthe power reserve in this way.

    In this phase players will determine which side has initiative for the next turn. The side that gains or keeps initiative gets a specialaction as reward.

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    Pressure

    Note that the order in which players conduct activities during thepressure phase usually doesnt matter and as such players can all dothese activities simultaneously regardless of who has initiative. How-ever, if any player feels the need to conduct these activities in initiativeorder all players are obligated to do so.

    A) Make Pressure Overload RollsAny player that has more than a single steam cube in the red pres-sure overload box must make a pressure overload roll to see if theytake any damage from their boiler overheating.

    Players making a pressure overload roll will roll a single d6 and tryand roll higher than or equal to the number of cubes in their pres-sure overload box.

    If the player rolls higher than or equal to the number of cubes in hispressure overload box there is no effect.

    If the player rolls less than the number of cubes in his pressureoverload box he must add a number of black damages cube to theboiler location of his steam titan equal to the difference.

    B) Release PressurePlayers remove a number of cubes from their boiler pressure displaydependent upon the size of their steam titan; steam titans move 5steam, light steam titans move 3 steam.

    When removing steam pressure, players must remove them in an inlast out rst manner. This means cubes are removed in the reverseorder in which they were added to the steam pressure display.

    When removed, WHITEsteam cubes are placed into the playerspower reserve box.

    When REDHeat cubes are removed they are put back into stock-pile. REDHeat cubes are never placed into the players powerreserve.

    If a player has any steam cubes located in steam vents he mustnow move those cubes into his power reserve. For each steamcube placed into the power reserve box in this way the player mayremove an additional cube from his boiler pressure.

    ONCE THE PRESSURE PHASE IS COMPLETED THE TURN ISOVER AND PLAYERS BEGIN A NEW TURN STARTING WITHTHE MOVE PHASE.

    During this phase, players will conduct the following actions in the listed order. The players on the team that has initiative will conductall these actions before the team that does not have initiative.

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    Trait Explanation

    Attack Cost X:The cost to use this weapon in Energy Cubes isequal to X. This cost is for ranged and close combat attacks, if ap-plicable.

    Close Combat X:When this weapon makes a Close Combatattack, if it also spends X Energy Cubes from its Mobility HitLocation, then it rolls against the To Hit number in parenthesis.

    Exploding Rounds X:If a shot from this weapon causes damage toa Titan beyond Shields, then it causes +X damage.

    Ignore Shield X The rst X cubes in the Shield Box for the HitLocation struck by this weapon cannot be used to reduce damage.

    Ignore Terrain:When ring this weapon you may ignore any pen-alties to hit or to damage from the targets Terrain card.

    Iname X:If this weapon successfully hits a target, that targetimmediately adds X Orange Cubes to its Signature.

    Knockback X: If target takes any non-shield damage from thisweapon then the target must spend X Energy Cubes from theirMobility Hit Location or discard any terrain card it has in play.

    Low Ammo X: When a weapon with Low Ammo is red, place Xdamage cubes into green spaces of that weapon. These damagecubes may never be removed by any means, including repairs orcards or Pilot special abilities.

    Overload X:When ring this weapon an additional amount ofEnergy Cubes equal to X may also be spent. Each additional EnergyCube spent adds +1 to the weapons damage.

    Rate of Fire X:This weapon res X number of shots when it spendsEnergy Cubes to re. Each shot rolls a separate To Hit, and HitLocation.

    Spread X:When this weapon hits a target, it hits a number of HitLocations on that target equal to X (roll for each separately). Eachlocation hit takes the weapons full damage.

    All weapon card traits are explained below.

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    Scenarios

    Situation

    Steam titans meet on the battleeld an only the strongestwill survive. Taking out an enemy steam titan guaranteesyou glory and place in history.

    Victory Conditions

    The rst side to destroy an enemy steam titan wins the game.

    Special Rules: None.

    Setup

    2 Player 1 hvy. steam titan vs. 1 hvy. steam titan OR 1 lt. steam titan vs. 1 lt. steam titan

    3 Player 1 hvy. steam titan vs. 2 lt. steam titan

    4 Player 2 lt. steam titan vs. 2 lt. steam titan OR 1 hvy. + 1 lt. steam titan vs. 1 hvy. + 1

    lt. steam titan

    Heavy steam titans start in their respective starting sectors.light steam titans start in sectors 1 and 6.

    Players choose environment or roll randomly.Sides each roll 2d6 with higher roll having initiative.

    The team to gain initiative in this way do NOT get a freesteam cube move.

    All players draw 3 battle cards.

    Before starting a game, players must determine which game scenario theyd like to play. Players can do this randomly by rollingon the chart below, or can decide amongst themselves which scenario to play.

    New players to the game, and players still getting used to the rules, are encouraged to play the meeting engagement scenario, asit is the most straight-forward scenario and has the least special rules.

    1 Meeting Engagement 4 Front Line Fight

    2 Chance Encounter 5 Recon in Force

    3 Critical Recovery 6 Reroll

    Scenario 1 - Meeting Engagement

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    SituationA dirigible with critical information to the war effort has gone downin no-mans land. Your steam titan has been dispatched to effectits recovery.

    This is typically a longer 4 player scenario than the others, and maytake upwards of 3 hours to play with 4 players.

    Just so you know!

    Victory ConditionsThe rst steam titan to recover the target and return to their sidesstarting sector wins the game for their side. OR

    The rst side to destroy all opposing steam titans wins the game..

    Special Rules: A steam titan in the same space at the targetmay recover it by spending 2 steam cubes from its command arrayduring their battle card phase and then rolling a 3+ on d6. Thisroll increases to 5+ if there is an enemy steam titan or Token in thesame or adjacent sector.

    At the start, the target lies between sectors 3 and 4. While there, itis considered in both sectors 3 and 4 for recovery purposes (i.e. thetarget is in sectors 3 and 4 and adjacent to sectors 2 and 5)

    A destroyed steam titan with the target drops it in their sector andit may be recovered by another steam titan.

    Setup2 Player 1 hvy. steam titan vs. 1 hvy. steam titan or 1 lt.

    steam titan OR 1 lt. steam titan vs. 1 lt. steam titan target placed between sectors 3 & 4.

    3 Player 1 hvy. steam titan vs. 2 lt. steam titan

    4 Player 2 SM. steam titan vs. 2 lt . steam titan OR 1 hvy. + 1 lt. steam titan vs. 1 hvy. + 1 lt. steam

    titan OR 2 hvy. steam titan vs. 2 lt. steam titan

    Target placed between sectors 3 & 4.`0All steam titans start in their respective starting sectors.

    Players choose environment or roll randomly.

    Sides each roll 2d6 with higher roll having initiative.

    Benets for having initiative are ignored for the winner of this roll.

    All players draw 3 battle cards.

    Scenario 3: Critical Recovery

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    SituationA clash at the main lines of battle could determine the course ofthe war!

    Victory ConditionsThe rst side to destroy all enemy infantry tokens wins the game.

    Special Rules: Remove all infantry support cards from theenvironment deck being used in the battle.

    Infantry tokens starting the game on the map should be markedwith a white cube. While a token has a white cube it has an ad-ditional -1 to be hit.When an infantry token moves or res it loses any white cube ithas and gains a black cube. A token can only have 1 black tokenon it at a time.

    Any token with a black cube has a +1 to be hit.

    If a player has his steam titan destroyed then he should take overthe ring for all tokens. He may also move 1 infantry token 1 sec-tor during the move phase or 1 mobile cannon token 2 sectors.Other players can still move tokens when they move their steamtitan or via regular card play.

    Setup2 Player 1 hvy. steam titan vs. 1 hvy. steam titan OR 1 lt. steam titan vs. 1 lt. steam titan

    3 Player 1 hvy. steam titan vs. 2 lt. steam titan

    4 Player 2 lt. steam titan vs. 2 lt. steam titan OR 1 hvy. + 1 lt. steam titan vs. 1 hvy. + 1 lt. steam

    titan

    All heavy steam titans start in their respective starting sectors,light steam titans start one sector forward from their starting sec-tors.

    Each player places one mobile cannon token in the sector in frontof their starting sector (sectors 1 or 6), 1 infantry token one sectorforward from the mobile cannon token (sector 2 or 5) and 2 Infan-try tokens in the next sector forward (sector 3 or 4).

    Players choose environment or roll randomly.

    Sides each roll 2d6 with higher roll having initiative.

    Benets for having initiative are ignored for the winner of this roll.

    All players draw 3 battle cards.

    Scenario 4: Frontline Fight

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    SituationKnowledge of the enemy positions will allow the generals to deter-mine how to prosecute the war.

    Victory ConditionsThe side with the most recon points when recon cards are revealedwins the game. ORThe rst side to destroy an opposing steam titans wins the game.

    Special Rules: At the start of the initiative phase, before initia-

    tive is determined, players may, in initiative order, spend Steamcubes from their command array to draw a battle card and add itface down to their recon pile.

    The amount of steam needed to be spent this way is equal to:

    number of sectors from players steam titan to enemystarting sector +1

    Players may look at the cards in their recon pile.During the start of turn phase if one side has 3 or more cards in

    their recon pile (1 player on the side) or 5 or more cards (2 playerson the side) they may declare the battle over.

    Both sides then reveal the cards in their recon pile and whicheverside has the highest total cost in cards (recon points) wins thegame.

    Ties go to the side with the least cards. Further ties go to the sidewith a steam titan closest to the enemy starting sector.

    Setup2 Player 1 hvy. steam titan vs. 1 hvy. steam titan OR 1 lt. steam titan vs. 1 lt. steam titan

    3 Player 1 hvy. steam titan vs. 2 lt. steam titan

    4 Player 2 lt. steam titan vs. 2 lt. steam titan OR 1 hvy. + 1 lt. steam titan vs. 1 hvy. + 1 lt. steam

    titan

    All hvy. steam titans start in their respective starting sectors, lt.steam titans start one sector forward from their starting sectors.Players choose environment or roll randomly.

    Sides each roll 2d6 with higher roll having initiative.

    Benets for having initiative are ignored for the winner of this roll.

    All players draw 3 battle cards.

    Scenario 5: Recon in Force