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    1 double-sided board rame with score track, made o 8puzzle pieces and 2 corner pieces

    12 double-sided Character cards

    48 Order tiles, and a cloth bag rom which todraw them

    ront side

    back side

    1 Turn marker,used on the score track

    Note: the score track also serves

    as a turn track.

    6 long Broken Wallmarkers

    8 short Broken Wallmarkers

    6 Combatdice

    CommandPoint (CP)69 double-sided

    Command Point/Wound counters:

    Wound

    6 Searchdice

    8 Large Door markers(double-sided)

    12 Charactermarkers:4 NORAD8 Salemite

    8 Decoymarkers:4 NORAD4 Salemite

    16 Small Door markers(double-sided)

    91 double-sided Floor tiles,ranging rom 1 to 16 squares in size

    31 double-sided Equipment cards

    12 nely-sculpted miniatures with color-coded bases,undercoated with their action colors (NORAD, Salemite, Traitor)

    36 Mission cards (18 NORAD, 18 Salemite)

    Note: Only the outdoor

    side is reerenced in these

    rules. The indoor side is

    reserved or uture sce-

    narios or even your own

    scenarios.

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    Earth Reborn is a highly realistic, scenario-based simulation game which is rich in depth and possibilities.

    Although it may seem complex at rst glance, it is in act quite simple and intuitive once you have learned

    the basics. This book guides you step-by-step through the process o mastering all o Earth Reborns secrets.

    It serves as a rulebook, a tutorial and a scenario book all at once.

    First, read the Core Rules common to all scenarios. Then put these rules into practice with the rst scenario.

    Move on to the next set o rules and then to the second scenario, and so on to progressively unleash Earth

    Reborns ull potential.

    The rules are designed in a modular ashion: each scenario selectively puts new rules into play and allows

    you to practice with them beore moving on to the next level. Do not worry i you see icons or game

    elements that you do not understand or that have not been explained yet: it just means that you do notneed them at this point. The corresponding explanations will come later and be put to use in uture sce-

    narios. When you reach the nal scenario o this book, all that Earth Reborn is will have been

    revealed to you!

    Wher et oS tart

    3

    ront sideback side

    2 Line o Sight (LoS)check markers

    1 Initiativemarker

    4 Mission Point (MP)markers,used on the score track

    4 Player Aidscreens

    1 Rule book

    1 Background &Scenario book

    Plastic storage bags

    1 nely-customized storage tray, particularly handy to sort through all the foor tiles.

    Note: Figuring out where everything goes is a little game in itsel. I you give up and need help, visit the Earth

    Reborn web site or the solution (earthreborn.ludically.com).

    4 Magnetic Cardmarkers

    12 RadioScrambling

    markers:

    6 NORAD6 Salemite

    6 double-sided SmokeGrenade markers

    2 double-sided TimeBomb markers

    6 Minemarkers

    ront side ront side ront side ront side back side

    1 PlasticExplosivemarker

    5 EmptyGrave

    markers

    2 DeadlyVirus

    markers

    14 Floor ElementDestroyed markers

    14 double-sided multi-purpose markers:

    3 Prisonermarkers

    3 On/Omarkers

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    Character name

    Weight allowance

    Shooting value

    Scientic value

    Technical value

    Search value

    Mission Point (MP)cost

    Damage inficted bycarried range weapon

    Characters Special Ability

    Lie Points

    Armor value

    Movementvalue

    CloseCombat

    chart

    MaximumCommand Points

    (CP) per turn

    CP Bonus providedby this character

    Max CP per turnas traitor

    Scni 1

    Scni 3

    Wunddsid

    hlysid

    Scnis 4-5

    Scni 6

    S.a.G.S. Picture #1

    Search

    Move

    Shoot

    Close Combat

    4

    The ollowing section describes the three most undamental components in Earth Reborn: Scenarios, Character cards,and Order tiles.

    ScenarioS

    Earth Reborn is played exclusively through the use o scenarios. Each scenario describes how to set up the game, buildthe map, and assemble the orces on each side. It then denes the starting positions, the victory conditions, the gamelength, and any other relevant eects.

    Each scenario species the set o rules necessary to play it, as identied by Rule icons.

    Example: this icon reers to the Core Rules.

    For any given rule, i the scenario text is in contradiction with the rule, the scenario text takes precedence.

    character cardSEach Character card is double-sided and includes many icons and characteristics. However, only some o them will beneeded in the initial scenarios. The other characteristics and their corresponding rules are introduced progressively inlater scenarios as indicated below:

    order tileS

    Players give orders to Characters by assigning Order tilesto their Character cards and spending Command Points(CP) to execute the orders.

    Order tiles contain multiple orders. They are divided inour sections, as shown in the example below, repre-senting dierent order types that can be used togetherto perorm complex actions.

    The icon in each section reers to one o ve possible order

    types: Move, Close Combat, Shoot, Search, Interact.

    The number on each section indicates the maximum num-ber o CP that can be spent on that section (between oneand our).

    Note: The rst scenario only uses the Move andClose Combatorder types. All other order types are to be ignored.

    Note: The icon colors are also ignored in the initial scenarios.They will become relevant with later scenarios.

    Characters can execute multiple orders rom an order

    tile in a single round o Activation.

    Example: Using the Order tile above, a Character couldShoot, Move towards an enemy, and then perorm CloseCombat against him, all within a single round o Activation.

    Characters can execute multiple orders rom multipleorder tiles to execute a series o orders not availabletogether on any single tile, all still within a single round.

    Example: Executing the orders rom the tiles above, a Charac-ter could move with 3 CP, perorm a 2 CP Close Combat, thenmove again or 1 CP, and again or 1 CP.

    Example: Scenario 1 only uses the characteristics indicated above. The Shooting value characteristic is introduced in Scenario 3.

    A Character has three possible states: Healthy, Wounded or Dead. When you start a scenario, the Characters you control,unless otherwise specied by the scenario, always start on their Healthy side.

    When a Character has received a number o Wounds equal to or higher than the number shown in his heart icon (LiePoints), the card is fipped over to its Wounded side. I the Character then suers Wounds equal to or higher than

    the number shown in the new heart icon, the Character is Dead. When the Character is Dead, the miniature isremoved rom the board. The matching Character marker is positioned in its place on the board, with the Char-acters ace showing.

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    NoraD Ply

    Slmi Ply

    This marker showsthat the NORADplayer has theInitiative. He isthe rst player eachActivation phase inthis scenario.

    NORADsinitial 10 CP

    Command Point /WoundBank

    Order tilediscard pile

    5 Order tiles

    Salemitesinitial 12 CP

    Order tiledraw bag

    Salemitescreen

    NORADscreen

    Vasquez is locked upin one o thesethree rooms. She provides no BonusCP until shes ree (This is specic to

    the rst scenario).

    Picture #2 -Scenario 1 Setup

    5

    Setup

    To prepare a game o Earth Reborn, careully ollow thesteps below, reerring to the Setup section o the scenarioas needed:

    Choose a scenario: generally, playing the scenarios insequential order is the best option, starting with Sce-nario #1.

    Build the map as shown in the Map section o the sce-nario, using the board rame, appropriate foor tiles,and doors.

    Decide who will play which action and place a PlayerAid screen directly in ront o each player.

    Find the Character cards corresponding to the Charac-ters in play or each action, as specied in the scenario,and place them in ront o each players screen, withtheir Healthy side acing up (see Picture #2).

    Take the miniatures matching the Characters in playand position them on the map according to the sce-narios description and the map.

    Put all the Order tiles in the cloth bag.

    Pile together all Command Point (CP) / Wound double-sided counters in an area within reach o all players.This constitutes the Bank (see Picture #2).

    Follow any other setup steps listed in the scenario.The game can now begin.

    turn Sequence

    Each Earth Reborn scenario is played in a series o turnsas specied in the scenario itsel. Each turn is divided intothree distinct phases:

    The Initiative phase

    The Activation phase The Final phase

    Each phase must be ully completed beore moving on tothe next one.

    the initiativephaSe

    Dwing od tils

    Each player secretly draws Order tiles rom thecloth bag and lays them ace up behind his screen until hehas a total o ve (5) Order tiles. The player currently inpossession o the Initiative marker draws rst, ollowed by

    the other players in clockwise order. I the bag becomesempty, return all Order tiles rom the discard pile to thebag and resume drawing.

    For the rst turn only, i a player is not satised with theOrder tiles he drew, he can set them aside, draw ve newtiles rom the bag, and put the ve tiles he initially drewback in the bag.

    Note: I a player has kept some Order tiles rom the previousturn, he only draws the number o tiles required to reach veOrder tiles in total (including the ones he kept).

    obining CmmndPins (CP)

    Each player receives a number o CP counters rom theBank, determined by:

    The players base CP allowance specied in the scenario

    Bonus CP, i any, or each Character card under controlo the player at the beginning o the Initiative phase,as indicated by the Bonus CP icon on the card (see Pic-ture #1)

    Note: Only certain Character cards provide Bonus CP to theircontrolling player.

    Place the CP counters behind the player screen.

    Dmining Iniiiv

    The scenario determines which player receives the Initia-tive. The player who has the Initiative takes the Initiativemarker and places it in ront o his screen. That player willplay rst in the next Activation phase.

    Note: Each scenario determines Initiative dierently. Somegive the Initiative to the same player each Initiative phase,whereas others allow players to ask or the Initiative.

    o ecs

    Other game elements may be triggered in this phase. Youwill discover them as new rules are introduced in later sce-narios.

    The Activation phase now begins with the Initiativeplayer playing frst.

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    6

    the activationphaSe

    The Activation phase consists o a series o rounds. Around is one action chosen rom the list below perormedby one player. The Initiative player plays the rst round.Actions generally require spending CP; their cost is indi-cated where applicable. The player currently perormingan action is called the Active player.

    aciv Cc(cs: vibl)

    Choose a Character card under the playerscontrol and engage it (rotate it clockwise 90), then assignan Order tile to it and spend Command Points as describedin the Activating a Character section below.

    rciv Pviuslyacivd Cc(cs: vibl)

    Once every Character under the players control has beenactivated (all Character cards engaged), the player canreactivate a previously activated Character. The Charactercard stays engaged, and then the player may assign anOrder tile to it and spend Command Points, just as duringthe Characters initial Activation.

    Dw n od til m Bg (cs: 1 CP)

    Take 1 CP rom behind the players screen and return it tothe Bank. Then draw one Order tile rom the cloth bag and

    place it behind the screen. I there are no more Order tilesin the bag, return all Order tiles rom the discard pile backto the bag, then draw your tile.

    Note: During the Activation phase, there are no limits to thenumber oOrder tiles a player may have behind his screen.However, no more than ve tiles may remain by the end o theturn (see Final phase section).

    Cs n od til m od Discd Pil (cs: 2 CP)

    Take 2 CP rom behind the players screen and return themto the Bank. Then search through the tiles in the orderdiscard pile, secretly choose one, and place it behind thescreen.

    Note: This action cannot be perormed i the order discard pileis empty.

    Example: The NORAD player has been lusting ater a particu-larly useul Order tile in the discard pile and intends to purchaseit in his next round o Activation. However, the Salemite playerplays rst and chooses to draw the last Order tile rom the bag.The bag becomes empty, and all Order tiles rom the discardpile are returned to the bag, leaving the discard pile empty, and

    the NORAD player unable to purchase the coveted Order tile.

    Pss

    Do nothing or this round. I all players pass in succession,the Activation phase concludes, and players proceed tothe Final phase.

    Note: a player who chose the Pass action in a previous roundmay still decide to act again in the next round. Passing is notpermanent.

    Possible reasons or wanting to pass:

    A player may be out o Order tiles or CP

    A player may rst want to see what actions other play-ers will perorm beore deciding on his own course oaction. The risk, o course, is that the other players alsochoose the Pass action, which will conclude the Activa-tion phase beore the player could play his actions.

    end rund

    When the Active player has perormed one o the above

    actions, it is the end o his round o Activation. Close allSliding doors that have been opened this Activation round(see Doors section).

    The opponent becomes the Active player, and its now histurn to play a round with one o the actions above.

    aciving Cc

    The Active player can give orders to the activated Char-acter by Assigning an Order tile to its Character card andspending Command Points (CP) on the tile(s) assigned tothe Character to Execute Orders.

    I this is a Characters rst Activation this turn, engage itsCharacter card (rotate the card 90 clockwise).

    Note: Ater allCharacters are engaged, there is no restrictionon who can get reactivated , how many times, and in whatorder; although other game elements will naturally set a limit.

    Then perorm either or both o the ollowing options:

    1. assigning n od til

    Choose an Order tile rom behind the Player Aid screenand position it below the Character card (Picture #3).

    Only one new Order tile can be assigned per round o Acti-vation. However, at any given time, a Character may haveany number o Order tiles assigned to it.

    Example: Vasquez was assigned an Order tile during her rstActivation this turn. All the other Characters in her action havesince been activated at least once. So now, the NORAD playercan activate her again and assign her a second Order tile, giv-ing him more choices on which to spend Command Points.

    Note:Order tiles stay assigned until the Final phase, at whichpoint they get discarded(see Final phase section).

    2. excuing n od

    Choose an order section rom the assigned Order tiles.

    Take CP counters rom behind your Player Aid screenand position them next to the order section.

    Execute the order as described in the appropriate Rulesection or that order and obeying any restrictions.

    Wiing ods

    The Active player may decide to orgo the option o assigningan Order tile when rst activating a Character. In this case, theactivated Character is said to be waiting or orders (see JackSaw on Picture #3). An Order tile may still be assigned to it ina later Activation round.

    Example: The Salemite player is eager to reactivate Je Deeler,but he cannot because Zombie 2 has not been activated yet this

    turn. He has no useul orders to give to Zombie 2 at this point,so he activates Zombie 2 without assigning him an Order tile.In the next round o Activation, the Salemite player will beable to reactivate Je Deeler.

    Wiing Dplymn

    The Active player may decide to attach an Order tile to aCharacter, yet spend no CP on it or any other Order tilesassigned to the Character, saving those orders or a utureActivation round (see Franck Einstein on Picture #3). CPmay still be spent on it in a later Activation round.

    excuing Mulipl ods

    In a single round o Activation, you can:

    execute multiple orders rom the same Order tile.

    execute multiple orders rom dierent assigned Order tiles.

    The orders can be o the same type or o dierent types,

    but they need to be executed in sequence.

    Example: in a single round o Activation, you could Move,then Shoot, then perorm Close Combat, then Move again, etc.

    Note: Dont place the CP on all order sections all at once, placethe CP on each order as you execute that order. It will keepyour opponent guessing, which is particularly important whenplaying with the Duel rule (see Duel section)

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    NoraD Ply

    Slmi Ply

    Einstein has been acti-vated and is waitingor deployment, withone Order tile assignedto him, but zero CP spenton it or the moment.

    NORADsremaining CP

    NORAD Playersremaining Order tiles

    Salemiteplayers

    remainingOrder tiles Salemitesremaining CP

    Vasquez is still locked up inone o the three rooms.

    Zombie 1 has lost two LiePoints (LP) and has not yetbeen activated this turn.

    Zombie 2 has been activatedand has used 3 CP to perorma Move order (2 CP) and a

    Close Combat order (1 CP).

    Deeler is carrying a Magneticcard and has not yet beenactivated this turn.

    Jack Saw has been activatedand is waiting or orders (noOrder tile assigned to him yet).

    Picture #3Activation

    7

    Cmmnd Pin Cnsins

    CP may only be spent on empty order sections (ordersections that have not previously received CP counters).

    The number o CP counters in an individual section maynot exceed the number shown on that order section.

    The total number o CP spent on the Charac-ter since the beginning o the turn may not

    exceed his Maximum CP per turn (as shownon this icon, also displayed on the Charactercard in Picture #1).

    It is possible to spend less CP on an order section thanthe maximum allowed or that section. The remainingavailable CP on that order section are lost.

    Example: On Picture #3, Zombie 2 has executed one Moveorder using 2 CP and one Close Combat order using 1 CP,using two dierent order sections o the same Order tile. Atotal o 3 CP was spent on Zombie 2. This is his Maximum CPper turn, so Zombie 2 wont be able to execute any other order

    or the remainder o this turn.

    od excuin Cnsins

    An order section containing more than one CP must beexecuted as a single order. It cannot be split into severalorders o ewer CP.

    Example: The Search order section onthis Order tile can be used to executea single Search order o 3 CP, but itcannot be used to execute three Search

    orders o 1 CP each. It can also be usedto execute a single Search order o2 CP, but then the last available CP onthe section is lost.

    Separate order sections must be executed as separateorders, even i they are o the same order type. Theycannot be merged together into a single order.

    Example: The CloseCombat order sectionsin these two Ordertiles cannot be merged

    into a single CloseCombat order o 5 CP.They must be executed

    as two distinct Close Combat orders o 2 CP and 3 CP.

    Exception: The Move order is not subjectto some o these constraints (see Movesection).

    t ply Scni #1,d:

    Move cloSe coMbat

    the FinalphaSe

    When all players have passed in succession inthe Activation phase, players proceed to the Final phase.

    Perorm the ollowing clean-up steps during this phase:

    Check or victory conditions. Some scenarios play in apredetermined number o turns, whereas others suc-cessully complete when one player has achieved his

    own specic objectives. Reer to the scenario or theapplicable victory conditions.

    Disengage Character and Equipment cards(by rotating them counterclockwise 90).

    Move all Order tiles assigned to Character cards to theorder discard pile, ace down (in case there are toomany Order tiles you can create more than one discardpile, but all discard piles must remain ace down).

    Return all CP counters rom anywhere in the play areaback to the Bank, including all unused CP countersremaining behind the player screens. Warning: be care-ul to leave Wound counters on Character cards whenperorming this step!

    Players must discard Order tiles in excess o ve Ordertiles rom behind their screen. In addition, they maydiscard all or part o their remaining Order tiles (orexample, in the hope o drawing better tiles next turn).At this point, players announce and show to the otherplayers how many tiles they are keeping behind theirscreen (turn them ace down to keep their contentssecret).

    Other eects: additional game elements may be trig-gered during this phase, such as removing time coun-ters, etc. These eects will be described in uture sce-narios.

    Proceed to a new turn, starting with the Initiativephase.

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    Picture #4Facing

    Wooden doorSliding door

    Picture #5

    Opening Doors

    8

    excuing Mv od

    For every CP spent on a Move order, the Character gains asmany Movement points as are indicated by the Movementvalue on its Character card.

    Example: Vasquez gains 6 Movement points or each CPspent on a Move order (see Picture #7). I Vasquez spends4 CP, she can use 24 Movement points.

    A Character does not have to use all its Movement points.However, all unused points are lost at the end o the order.

    t Mv od excpin

    Unlike with other orders, it is possible with the Move orderto accomplish the ollowing:

    CP may be spent on Move order sections that alreadycontain CP counters.

    Split Move order: A Move order section containingmore than one CP may be split into individual Moveorders.

    Example: With the Order tile and CP shown, the activatedCharacter could execute a Move order or 1 CP. Then he couldexecute the Close Combat order o 1 CP. Finally, he couldexecute another Move order o 2 CP, using the remaining CPon the Move order section.

    Merged Move order: Separate Move order sectionscoming rom one or more Order tiles may be mergedtogether to execute a single Move order.

    Example: With the Order tiles and CP shown, Vasquez couldmerge all three Move orders, executing a single MergedMove order o 5 CP providing up to 30 Movement points.

    Mvmn rsicins

    Moving rom one square to an adjacent square costsone Movement point.

    Defnition: Two squares are considered adjacent i theytouch on one side, and i they are not separated by a wallor a closed door. Squares sharing only a corner are notadjacent.

    Characters may pass through riendly or DeadCharac-ters. Such squares still cost one Movement point.

    Characters cannot pass through enemy Characters,walls, or closed doors.

    Characters cannot enter squares outlined with a yellowdotted line, unless the Floor Element has been previ-

    ously destroyed (see Destroying Floor Elements section).

    There can never be two miniatures in the same squareat the end o a round.

    Diagonals are never used or Movement.

    Csing MiniuFcing end Mv

    A miniature may change its acing at will during its Move-

    ment without using Movement points, as long as it alwaysaces the side o a square and never aces diagonally (seePicture #4).

    Important: The acing o the miniature is determined bythe direction in which the knie on the base o the minia-ture is pointing.

    At the end o its Movement, the player must choose anal acing or the Character miniature. It will stay in thisposition until the next Move order. Pay proper attentionto the miniature acing as it can have signicant tacticalimplications.

    Ds

    Doors are placed on the map during the Setup phase.

    There are two dierent types o doors: Sliding andWooden. Both types can be opened using one Movementpoint as long as the miniature is immediately acing thedoor, meaning adjacent to the door and acing towardsit. To indicate that a Wooden door is open, turn its markerover. To indicate that a Sliding door is open, slide the

    marker to the side.

    Example: On Picture #5, Vasquez, Jack Saw, Jessica and NickBolter cannot open any door. Franck Einstein, Cherokee Bill andJe Deeler can each open the door in ront o them.

    Example: On Picture #4, Vasquez and Jack Saw have valid ac-ings. Je Deeler and Franck Einstein have invalid acings.

    Characters cannot close Sliding doors. Sliding doors closeautomatically at the end o the Activation round. Onceopen, Wooden doors stay open unless closed by a Charac-ter. To close a Wooden door, the Character must be imme-diately acing it and must spend one Movement point.

    Small doors are one square wide, whereas large doors are

    two squares wide:

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    Picture #7Movement Examples

    before after

    Picture #6Door Placement

    Magnetic card Door requiring aMagnetic card

    Assuming Vasquez and Franck Einstein are controlled by the same player (e.g. Scenario #1),Vasquez can ollow the light blue line and reach the light blue triangle in 13 Movement points(including opening the Sliding door on her way), meaning she will have to spend a minimumo 3 CP on Move orders to gain 18 Movement points. 2 CP would only provide her with 12Movement points. Other options or Vasquez:

    She can reach the pink triangle in 8 Movement points (2 CP on Move orders).

    She can reach the yellow triangle and close the door behind her in 14 Movement points (3 CPon Move orders).

    She can reach the red triangle in 4 Movement points (1 CP on Move order), but she cannotopen the door at the end since she is not carrying a Magnetic card.

    Franck Einstein can reach the light-blue triangle in 11 Movement points. This means he willhave to spend 3 CP on Move orders to gain 15 Movement points. 2 CP would only providehim with 10 Movement points.

    Je Deeler can reach the dark-blue triangle in 5 Movement points, since he is carrying aMagnetic card. This means he will have to spend 2 CP on Move orders to gain 8 Movementpoints. 1 CP would only provide him with 4 Movement points.

    The weights in the gym, the tables in the reectory, and the urniture in the kitchen are all out-lined with a yellow dotted line, which means that no miniature can enter these squares unless

    the corresponding Floor Element has been destroyed rst.

    The bed, the chair, and the desk in the Ocers Bedroom (lower-let corner othe map) are not outlined with a yellow dotted line, so miniatures can enter

    these squares directly.

    9

    Certain doors (whether Sliding or Wooden) show a Mag-netic card icon. This means that a Character needs to carrya Magnetic card to be able to open such a door. I hedoesnt have one, he cannot open the door (that is whyNick Bolter cannot open the door on Picture #5). I he wantsto pass through it, he will need to destroy it (see Destroy-ing Floor Elements section).

    Any Character can close a Wooden Magnetic door even ihe is not carrying a Magnetic card.

    The scenario determines which Characters carry a Mag-netic card at the beginning o the game (i any). Place aMagnetic card marker on the corresponding Charactercard.

    When a Character moves through a riendly Character, theplayer controlling them can transer a Magnetic card romone Character to the other without spending Movementpoints. When a Character moves through a DeadCharactermarker, he can pick up a Magnetic card i this DeadChar-

    acter was carrying one. In either case, move the Magneticcard marker to the card o the Character now carrying it.

    Building Mp: DPlcmn

    A door can never cover a double wall, although in certainscenarios, it is possible or a door to cover a single wall. Inthis case, treat the intersection as a door, and act as i thewall underneath does not exist.

    Picture #6 shows the situation beore the doors are placedand aterwards, when valid doors have been placed. TheX indicates that you cannot place doors on these doublewalls when building the map.

    exiing Mp

    Except when orbidden by the scenario restrictions, Char-acters can always exit the map. This is done by reaching

    any virtual square outside the rame during Move-ment. When a Character exits the map he is sae but hecan never come back in the game. Any Equipment cardsor Equipment markers he was carrying are removed romthe game.

    There are two special one-squaretiles in the basic Earth Reborn gamecalled Sewers Exit (see Floor TileGlossary). In some scenarios, Charac-ters may also exit the map throughthese squares.

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    Picture #9

    onecritical

    hit

    zeronormal

    hit

    onenormal

    hit

    two normal hits

    (ignore ammo symbol, notused in Close Combat)

    10

    excuing Cls Cmbod

    Close Combat orders can be used to attack adjacentenemy Characters or to destroy adjacentFloor Elements

    (see Destroying Floor Elements section).

    To perorm Close Combat against an enemy Character, ol-low these steps:

    Spend 1 CP or more on a Close Combat order section oa tile assigned to the activated Character.

    The activated Character is the designated Attacker.

    The Active player selects an adjacent enemy miniatureto attack. That enemy is the designated Deender.

    Check that the combat meets the Close Combat Restric-tions below.

    Determine each miniatures Combat Strength.

    Roll dice to Resolve the Combat

    Cls Cmb rsicins

    The Attacker must be adjacent to an enemy miniatureto perorm Close Combat. The Attacker may thereoreattack any o our squares orthogonally adjacent to its

    miniature (see Picture #8), except i doors or walls arein the way.

    Dmining CmbSng

    In Earth Reborn, Attackers and Deenders have dierentCombat Strengths depending on whether their enemy isin ront o them, at their side, or behind them.

    To determine each miniatures Combat Strength, rstexamine the inside circle on each miniature base:

    The dark-blue arc corresponds to the miniatures high-est Combat Strength.

    The light-blue arc corresponds to the miniatures stan-dard Combat Strength.

    The grey arc represents the miniatures weak spot (usu-ally its back), and thereore its lowest Combat Strength.

    The position o the enemy in relation to the miniaturedetermines which arc to use.

    rslving Cls Cmb

    Each player rolls the number o Combat dice, iany, corresponding to their Combat Strength.

    Dic rsul C

    Ciicl his

    For each Combat die showing a critical hit, the

    miniature automatically inficts one Wound to the oppo-nents Character. Take a Wound counter rom the Bankand place it on the corresponding Character card.

    Important: The Deender can infict Wounds on theAttacker with critical hits, but not with normal hits.

    Note: critical hits always get applied rst. I they infict su-cientWounds, the player may have to fip the Character cardover to the Wounded side (see Wounded Characters section),thus resulting in a possibly lowerArmor value, beorecheck-ing ornormal hits.

    Nml his

    The Deender counts all the normal hits he obtained onhis Combat dice, plus any automatic hits, and adds them tohis Armor value (shown on the Character card). The totalrepresents his Deensive value.

    The Attacker counts all the normal hits he obtained on hisCombat dice, plus any automatic hits, and compares histotal number o hits against the Deensive value.

    I the total hits exceed the Deensive value, the Deenderreceives one Wound counter or each hit exceeding the

    Deensive value (Picture #11). I it is equal to or less thanthe Deensive value, then nothing happens.

    Siking hd

    I more than 1 CP is spent on the Close Combat order, theAttacker is said to be Striking Hard. Every CP in excess o1 CP gives one additional Combat die to the Attacker.

    Example: I 3 CP are spent on a Close Combat order, theAttacker gets two additional Combat dice. In the event thatthe Attacker was given no Combat dice but only two auto-matic hits (Vasquezs dark-blue arc or example), he now gets

    two Combat dice, plus two automatic hits.

    Note: Since it is necessary to be able to spend more than1 CP, Striking Hard requires a Close Combat order sectionshowing a number greater than 1.

    Example: See Picture #10 or examples o legal and illegalClose Combat situations.

    One-on-one combat only! I the Attacking Characteris adjacent to more than one enemy, the Active playermust choose which one to attack. That enemy becomesthe Deender.

    Note: It is not possible to attack more than one enemy with asingle Close Combat order. However, it is possible, in a singleround o Activation, to perorm Close Combat against twoadjacent enemies, by spending CP on two dierent Close

    Combat order sections, resulting in the execution o two dier-entClose Combat orders.

    Reminder: Split orders and Merged orders arenot allowed with the Close Combat order type(see Executing an Order section).

    Picture #8

    Example: on Picture #9, i the enemy is positioned to the righto Jack Saw, the corresponding arc color or Jack Saw to use islight-blue.

    The color o the arc then determines the Combat Strength,using the Close Combat chart located on the Charactercard (see Picture #9). The Close Combat Chart indicateshow many Combat dice to use based on the arc color. Insome cases, no Combat dice are allowed; instead, the min-iature is given a number o automatic hits.

    Example: on Picture #9, Jack Saw gets:

    our Combat dice when attacking or deending on his rontside

    our Combat dice also when attacking or deending on thelet side (thats where his circular saw is!!!)

    two Combat dice when attacking or deending on the rightside

    zero Combat dice, but two automatic hits when attackingor deending rom the back

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    Picture #10 - Close Combat

    Various examples o legal and illegal Close Combat situations are shown:

    Illegal Close Combat Situations

    Vasquez cannot attack Jack Saw since she is not adjacent to him (diagonals arent used or Close Combat).

    Je Deeler cannot attack Franck Einstein because a door separates them. I Je Deeler wants to attack Franck Einstein,he must rst open the door with his Magnetic card, using a Move order o 1 CP, and then attack Franck Einsteinby spending CP on a Close Combat order, all in the same round, beore the Sliding door closes at the end o theround.

    For the same reason, Franck Einstein cannot attack Je Deeler. Franck Einstein would have to attack and destroythe door rst since he does not have a Magnetic card (using CP on a Close Combat order section). I the door isdestroyed, then Franck Einstein would become adjacent to Je Deeler so he would be able to attack him by spendingCP on another Close Combat order section rom any assigned Order tile.

    Legal Close Combat Situations

    Three examples o legal Close Combat situations are represented here:

    Nick Bolter attacks Je Deeler(see Picture #11)

    Jessica attacks James Woo(see Picture #12)

    Jack Saw attacks Nick Bolter(see Picture #13)

    Picture #11Nick Bolter Attacks Je Deeler

    Nick Bolter spends 1 CP onhis assigned Order tile. He can-not spend more since this Ordertile only presents a Close Com-bat section with a value o 1.

    Je Deeler is in NickBolters dark-blue arc, soNick gets to roll 2 Combatdice.

    frst

    die

    seconddie

    Nick rolls two normalhits on the second die(ignore the ammo icon, notused in Close Combat).

    Je Deeler is attacked rom the back,in his grey arc, so he only gets +2 auto-matic hits (no dice to roll) which he addsto his Armor value o 3, giving him aDeensive value o 5.

    Nick rolls a criticalhit on the rst die.

    The critical hit is directly applied: JeDeeler receives one Wound counter.

    The two normal hits do not exceed theDeensive value o 5, so nothing more happens.

    > ( )+

    11

    Wundd Ccs

    When a Character card on its Healthy side hasreceived as many Wounds as its Lie Point value(indicated in the heart icon - see Picture #1), removeallWound counters rom the card and fip it over to

    its Wounded side. The Character is said to be Wounded.

    Important: I additional hits remain to be applied, placethe corresponding Wound counters on the Wounded sideo the card.

    Dd Ccs

    When a Character card on its Woundedside has received as many Wounds as itsLie Point value on its Wounded side, theCharacter is Dead. Remove the miniaturerom the board and position the matchingCharacter marker in its place, with its aceside showing (as shown here). Place the

    miniature on the corresponding Character card to indicatethat this Character is Dead and can no longer be activated.The Character card stays in ront o its owner.

    DeadCharacters block neither Movement nor Line oSight(see Line o Sight section). A miniature can enter,pass through or stay on a square containing one ormore DeadCharacter markers.

    When a Character is Dead, i he was carry-ing a Magnetic card, the enemy Character

    who eliminated him can take the Mag-netic card marker and place it on hisown Character card or ree.

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    Woo deends with 1 Combat die (since Jessica is standing in his dark-blue arcalso) and rolls one critical hit, inficting one Wound on Jessica (a critical hit is the onlyway a Deender can infictWounds on his Attacker). Note: The Deender does notget the option to spend extra CP to Strike Hard.

    Jessica Hollister spends4 CP on her assigned Ordertile:

    1 CP to perorm a CloseCombat order

    3 CP to Strike Hard

    Picture #12Jessica Attacks James Woo

    James Woo is in herdark-blue arc so she gets 1

    Combat die.

    Each extra CP spent gives herone additional Combat die (seeStriking Hard section).

    Jessica rolls 7 normal hits,exceeding Woos Deensivevalue by 4 hits. Woo receives 4Wounds, exhausting the LiePoints on his Healthy side, and isturned over to his Wounded side.

    } >

    Nick deends with 1 Combatdie (since Jack is in Nicks light-blue arc) and rolls one normalhit, which increases his Deen-

    sive value.

    Jack Saw spends 3 CPon his assigned Order tile:

    1 CP to perorm a CloseCombat order

    2 CP to Strike Hard

    Picture #13 - Jack Saw attacks Nick Bolter

    Nick Bolter is in Jacksdark-blue arc so Jack gets 4Combat dice.

    Each extra CP spent gives him oneadditional Combat die (see Striking Hardsection), so 6 Combat dice in total! Jack rolls 2 critical hits which are directly

    applied as Wounds, and 8 normal hits,

    exceeding Nicks Deensive value by 3 hits.Nick receives another 3 Wounds, exhaustingthe Lie Points on his Healthy side, and isturned over to his Wounded side, where hereceives the remaining Wound.

    } > ( )+

    12

    hly n Minu,Dd Nx!

    A Character may go rom Healthy directly to Dead i it sus-tains Wounds equal to or higher than the total number oLie Points on both sides o the card.

    Example: Its the beginning o the scenario and Vasquezhas received no Wounds. Her Character card shows threeLie Points on its Healthy side, and three Lie Points on its

    Wounded side. I Vasquez receives six Wounds as a result oone Close Combat, she is instantly Killed!

    Dsying Flelmns, Ds, nd

    Wlls

    Any Floor Element on foor tiles may bedestroyed as long as it has a Deensive valueicon as shown on the let. Doors and wall sec-tions may also be destroyed.

    Exception: An open door cannot be destroyed.

    The Active player can attempt to destroy a Floor Element,door, or wall by executing a Close Combat order against it.In the case o a Floor Element that spans multiple squares(e.g. outlined with a yellow dotted line), a successul attackagainst one o its squares destroys the entire Floor Ele-ment. The combat is resolved in the same way as it wouldbe against an enemy Character, with the ollowing distinc-tions:

    The Floor Element, door, or wall is the Deender.

    It does not roll any dice. It has no Combat Strength,Armor value, or Lie Points.

    Its Deensive value is xed:

    For doors and Floor Elements, the Deen-sive value is shown on a Deensive valueicon on the element itsel.

    For single or double walls, the Deensivevalue is 10 (see Picture #6 or an explana-tion o single vs. double walls).

    =When the Attacker rolls his Combat dice,

    add up all hits as usual, counting eachcritical hit as three normal hits. Add

    automatic hits as required.

    I the total number o hits equals or exceeds the Deensivevalue, the Floor Element, door, or wall is destroyed. Dis-pose o it as indicated in the sections below. I the numbero hits is lower than the Deensive value, nothing hap-pens.

    Example: See Picture #14.

    Important: when attacking a Character, the total hits must

    exceed its Deensive value. However, when attacking aFloor Element, door, or wall, it is sucient toequal or exceed their Deensive value.

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    Vasquez can destroy the door shes acing or 1 CP on a Close Combat order, without rollingany die because her dark-blueClose Combat value is +2 automatic hits. This is the exactDeensive value o the Wooden door. So the door is automatically destroyed.

    Vasquez can attack the Video Surveillance screens to her right. The Deensive value o theVideo Surveillance is 3. This Floor Element is in her light-blue arc, so she only gets a +1automatic hit. She needs 3 hits to destroy it. So she will need to use a Close Combat ordersection with a value o 2 to 4 and spend 1 to 3 extra CP to Strike Hard, roll extra Combat dice

    and increase her chances o destroying the Video Surveillance. Note that the Video Surveillancedoes not block Movement or Line o Sight (see Line o Sight section). The only purpose odestroying it would be to cancel its ability (see Iconographic Phrasing System section to beintroduced in a later scenario).

    Zombie 1 can attack the door rolling 3 Combat dice or 1 CP spent, and up to 5 dice or 3 CPspent (Zombie 1s Maximum CP per turn value is 3). I he scores 5 hits or more, the door isdestroyed. Remove the door marker since there is no wall under it.

    Yu cn nw ply Scni #1 -Buy nd Bs!

    Picture #14 - Destroying Floor Elements

    Zombie 1 can attack the crate behind him, but since it is located in his grey arc he only getsa +1 automatic hit. That means he will need to spend at least 1 or 2 extra CP i he wants todestroy this crate without moving.

    Zombie 1 can try to destroy the wall to his right. For 1 CP he will roll 3 Combat dice. Even i

    he rolls 3 critical hits, that would be equivalent to 9 hits, which is not sucient to destroythe wall. So Zombie 1 needs to spend 3 CP and roll 5 Combat dice to have a better chanceo destroying this wall!

    Jack Saw cannot attack the crate in the top right corner o the room because he is not adja-cent to it. He cannot attack the Sliding door in ront o him, because he is standing onesquare too ar rom the door.

    Jack Saw can only attack the same crate as Zombie; but he would get to roll 4 dice or only1 CP spent.

    Jessica can attack the Sliding door or the crates in the s torage room. In both cases, the FloorElements to destroy are in her dark-blue arc. Jessica rolls 1 Combat die. Each extra CP spent

    will provide 1 additional Combat die (see Striking Hard section).

    I Jessica spends a total o 3 CP to attack the crates, she would roll 3 dice. Her chances odestroying all crates increase. I she scores 5 hits or more, the 7 squares covered by the crateswill be destroyed, since it is sucient to successuly destroy one square o a multi-square FloorElement to destroy the entire Floor Element.. Place a destroyed marker on any o thosesquares indicating that these 7 squares no longer block Movement or Line o Sight (see Lineo Sight section).

    t ply Scni #2, d:

    lineoF Sight

    duel

    13

    Dsyd Fl elmns

    Some Floor Elements block Movement (the ones outlinedwith a yellow dotted line), others block Line o Sight(seeLine o Sight section), and some do both.

    When a Floor Element is destroyed, place aDestroyed Floor Element marker on themap on any square o the destroyed ele-ment to indicate that this Floor Elementhas ceased to exist.

    A Floor Element can cover one square, a wall (Video Sur-veillance room or example), or many squares (Storageroom or example). Once a Floor Element is destroyed,every square it was covering is considered destroyedand its properties or special capabilities are canceled. All

    squares covered by this Destroyed Floor Element are nowconsidered as normal foor, no longer blocking Movementor Line o Sight (LoS).

    Dsyd Ds

    When a door is destroyed, remove itrom the game, leaving an emptyspace between the two squares it wasseparating. I the door was covering a

    single wall (see Picture #6), replace it with a BrokenDoor marker (ound on the back side o any Slidingdoor).

    Dsyd Wlls

    When a wall section is destroyed,place a short Broken Wallmarker on that section, whetherthe wall is single or double (see

    Picture #6 or an explanation o single vs. doublewalls).

    Long Broken Wallmarkers are reser-ved or the Mam-moth MK II Charac-

    ter (see Large Figurines section). Other Charactersmay not use them. However, i two short Broken Wallmarkers are adjacent and in a straight line, the playerwho destroyed the last wall section may decide to

    replace them with a long Broken Wall marker.

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    aS aS

    aS

    aS aS

    aSaS

    Picture #16 - LoS

    Picture #15

    miniature

    miniature

    LoS both directions

    No LoS either direction

    target

    targethas LoS to

    has no LoS to

    14

    Several rules in Earth Reborn take advantage o the Lineo Sight concept described in this section.

    A miniature is considered to have a Line o Sight (LoS) to atarget square i both o the ollowing conditions are met:

    The target square must be within the miniatures Arc oSight (AoS): on the Characters miniature base, the redand orange arcs on the outer circle dene the Charac-ters AoS and the white arc denes what is outside othe AoS. Example: On Picture #15, the orange squares arein the Characters AoS, the white squares are not.

    LoS between the miniature and the targetsquare must not be blocked by an obstacle:Imagine LoS as a straight line going romthe center o the miniatures square to the

    center o the target square. LoS is blocked i the linecrosses a closed door, a wall, or any square occupied bya miniature (whether riendly or enemy). Also, some

    Floor Elements block LoS (as identied by the blockingLoS icon shown here). A LoS cannot pass through aFloor Elements square blocking LoS, but it can reach aminiature standing on such a square.

    Example: A LoS cannot pass through a tree, but can reach aCharacter standing on a tree square.

    DeadCharacters do not block LoS.

    Dignl LS

    I a diagonal LoS passes exactly between two squares, LoSis blocked i both squares are blocking. I at least one othe squares does not block LoS, LoS remains open.

    Hint: In most situations, the LoS is clearlyvisible and understandable. In case odoubt, you can use the two LoS checkmarkers to check whether the LoS is openor blocked. Temporarily remove the tar-geting miniature and the miniature on the

    target square (i any), and place a LoS check marker ineach o the two squares. Using a ruler, thin cord, the rule-book, or any other object with a straight edge, connect thecenter red dots o the two markers with a straight line. Ithe line crosses a wall, closed door, any square occupied byanother miniature, or a Floor Element blocking LoS, thenthe LoS is blocked.

    Example: On Picture #16:

    Jessica and Zombie 1 cannot see each other because thediagonal LoS between the two passes between two blockingsquares, containing a crate on one side and James Woo onthe other, thus blocking LoS.

    Vasquez can see Zombie 2 (wall corners do not block LoS).

    James Woo cannot see Je Deeler because the diagonal LoSbetween the two passes between two blocking squares, eachoccupied by a miniature.

    James Woo can see Zombie 1, but Zombie 1 cannot see James

    Woo because Woo is not in Zombie 1s AoS (white arc).

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    15

    Players can Duel to try to steal the Initiative rom eachother, or to Interrupt each others actions. Both types oDuel are ought in the same way:

    Duling Iniiiv

    At the end o the Initiative phase, the playerwho doesnt have the Initiative marker can ask or a Duel.The other player cannot reuse the Duel. The winner othe Duel gets the Initiative marker and plays rst in theollowing Activation phase. In case o a draw, the playercurrently holding the Initiative marker keeps it.

    Note: The winner o the Duel keeps the Initiative marker untilthe next Initiative phase , at which point the scenario speci-es again who gets the Initiative(see Determining the Initiativesection).

    Example: Scenario #2 species that the NORAD Player receivesthe Initiative marker at every Initiative phase. At the end oeach Initiative phase, the Salemite player can ask or a Duel toobtain the Initiative marker.

    Duling Inupin

    During the Activation phase, the non-Activeplayer can ask or a Duel i a Character under his control(the Interrupting Character) meets one o the ollowingconditions:

    An enemy Character is being activated in his LoS:

    The non-Active player may ask or a Duel as soon as theActive player declares which Character he is activating. TheDuel can happen even beore the Active player assigns anyOrder tile to the Character just activated.

    An activated enemy Character enters his LoS:

    The non-Active player can ask or a Duel when the acti-vated Character enters his miniatures LoS or the rsttime this Activation round.

    Example: when the activated Character entersthe rst square in the Interrupting Charac-

    ters LoS; when a door is opened or a wallis broken opening a LoS to the Inter-rupting Character.

    I the non-Active player doesnt ask or a Duel at that pre-cise moment, he cannot ask or a Duel later in this roundi the activated Character perorms urther Movements ororders in the same Characters LoS.

    An activated enemy Character enters a square adjacent

    to him and in his LoS:

    The non-Active player can ask or a Duel when the acti-vated Character enters an adjacent square or the rsttime this round. I the non-Active player doesnt ask orInterruption at that precise moment, he cannot ask or aDuel later in this round i the activated Character perormsurther Movements in adjacent squares.

    Inupin Cnsins

    The Interrupting Characters card does not become

    engaged as a result o the Interruption. Whether theCharacter has been previously activated or not has nobearing on whether it can perorm an Interruption.

    The non-Active player can ask or a Duel multiple timesin a single Activation round as long as each Duel is trig-gered at a dierent time in the round by one o theabove conditions. They can involve the same or dier-ent Characters. Whether a previous Duel was successulor not does not prevent additional duels rom occur-ring.

    It is orbidden to ask or a Duel i the Interrupting Char-acter has already spent CP up to his Maximum CP perturn (since he wouldnt be able to execute any orderanyway).

    It is orbidden to ask or a Duel when the activatedCharacter is passing through a square occupied byanother Character. But it is possible to ask or it oncethis Character exits this square, i he is still in the LoS othe Interrupting Character.

    It is orbidden to ask or a Duel while another Inter-rupting Character is already executing orders. There canonly be one Interruption under way at any given time.

    Only one Character can Interrupt at a time. I two Char-acters or more meet the necessary conditions to askor a Duel at the same moment, the non-Active playerMUST identiy which Character is doing the Interrupt-ing beore the Duel can start.

    rslving Dul Inupin

    I the Active player wins the Duel or in case o a draw,nothing happens and the Active player resumes play-ing.

    I the non-Active player wins the Duel, the activatedCharacter goes on Pause and the non-Active player canperorm either or both o the ollowing options:

    Assign a new Order tile to the Interrupting Char-acter.

    Note: Only one newOrder tile can be assigned to a CharacterperActivation round. In the case o an Interruption, the non-Active player is in the context o the Active players Activationround. I the same Interrupting Character wins two Duels inone round, a newOrder tile can be assigned to him in only oneo the Interruptions.

    Execute up to two Red or Gold colored orders romany Order tiles assigned to the Interrupting Charac-ter. Such orders are called Interrupting Orders.

    Note: The player may decide to execute zero orders, either as aresult o a mistake or because his Duel was a blu.

    Once the Interrupting Character has executed up to twoorders, the activated Character exits the Pause state andresumes playing.

    Pus

    When the non-Active player asks or a Duel, and beorethis Duel resolves, the Active player can choose the ac-ing o the activated Character. I the Active player losesthe Duel, the activated Character must keep that acing aslong as he is in the Pause state. While in Pause, a Charactercan do nothing except deend himsel i he is attacked.

    When the activated Character enters the Pause state, play-

    ers must take note o how many Movement points andunused CP this Character has let. When the activatedCharacter exits the Pause state, the Active player resumesexecuting his orders rom the point when he was inter-rupted. He can use the remaining Movement points hehad let (i any) and keep on spending CP on his activatedCharacter.

    Note: I the activated Character becomes Wounded whilein Pause, the Active player must take into account the newWoundedMovement value andMax CP per turn whenthe Character exits Pause. Any partially executed order can becompleted using the previous Movement value andMax CP

    per turn, but any new orders are subject to the new Move-ment value andMax CP per turn limit.

    Figing DulThe players engaged in the Duel each secretly choose anynumber o CP counters rom behind their screens andplace them in their hand. They extend their closed stover the table and simultaneously reveal how many CPcounters each one has bet. The player who has bet themost CP counters wins the Duel. In case o a draw, nothinghappens. All CP bet by both players go to the Bank.

    The player who asked or the Duel MUST bet a minimumo 1 CP. od Cls

    You now understand that dierent order colors have di-erent purposes. Black Orders can only be used or acti-vatedCharacters while Red and Gold Orders can be usedor activatedCharacters and InterruptingCharacters. Thedierence between Red and Gold Orders will be explainedlater on in the rules.

    15

    mite player loses the Duel so the NORAD Player resumes Vasquez Activation He assigns her a new

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    1 2

    3 4 5 6 7

    8

    9

    10

    1112

    13

    14

    15

    Picture #17Duel or Interruption

    The NORAD Player is the Active player. He announces that he activates Vasquez andengages her Character card. At that moment, the Salemite player realizes that both Jessicaand Jack Saw have a LoS to Vasquez. So he asks or a Duel in the name o Jessica. The Sale-

    mite player loses the Duel, so the NORAD Player resumes Vasquez Activation. He assigns her a newOrder tile, gives her a Move order, and moves her along the blue line on the map. Lets examine, witheach square o Movement, when the Salemite player is allowed to ask or a Duel again:

    1 Vasquez moved out o Jessicas LoS and moves into Jack Saws LoS, but she is not entering hisLoS or the rst time since she was already in his LoS when she was activated. So Jack Sawcannot become an Interrupting Character.

    2 Vasquez enters a square adjacent to Jack Saw or the rst time this Activation round, so theSalemite player asks or a Duel. He wins the Duel and assigns Jack Saw a new Order tile

    containing a RedClose Combat order section with a value o 2 CP. He spends 2 CP on the order sec-

    tion and executes a Close Combat order rolling 5 Combat dice. Vasquez takes 4 Wounds so shebecomes Wounded. From Healthy to Wounded, Vasquez loses 2 Movement points on her Char-acter card. She can complete her current Move order with her old Movement value, but any utureorder will need to take into account her new Wounded Movement value. Unortunately, Jack Sawdoesnt have a second Red or Gold Order on his assigned Order tile. I so, he could have moved tosquare #6 or example and blocked the way to Vasquez escape.

    3 Vasquez is out o reach (shes not on an adjacent square).

    4 Jack Saw cannot ask or a Duel again since it is not the rst time Vasquez enters an adjacentsquare.

    5 6 7 Although Vasquez is moving in Jack Saws LoS, he cannot ask or a Duel again sinceits not the rst time.

    8 9 The door is closed, so Je Deeler cannot see Vasquez and he cannot ask or a Duel. ButVasquez uses her 9th Movement point to open the door. Now she enters Je Deelers

    LoS or the rst time this round. The Salemite player asks or a Duel again which he loses. I he hadwon the Duel, he could have moved Je Deeler with a Red or Gold Order to block Vasquezs Move-ment.

    10 15- Vasquez keeps moving but never enters a square adjacent to Je Deeler, so the Salemiteplayer never gets an opportunity to ask or another Duel.

    t ply Scni #3, d:

    equipMent Shoot

    Yu cn nw plyScni #2 - Ls hp Cpl!

    16

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    Explosive area

    o eect

    BazookasSpecialAbility

    Scni 3 Scni 7

    Explosiveweapon

    explsiv

    Wpns

    Picture #18

    Weight

    Find FactorEquipment name

    Room types whereound

    MissionPoint (MP) cost

    Ammunition

    Shooting value

    Fire Damagechart

    Scni 3

    Scni 5

    S.a.G.S.

    Fiing Wpns

    CloseCombat

    chart

    Scni 3

    Cls

    CmbWpns

    EquipmentsSpecial Ability

    Scni 4

    Spcil Ims

    17

    Characterscan carry Equipment. When a Character carries Equipment, place the correspondingEquip-ment card ace up on the table, below the carrying Characters card, leaving some space between theCharacter card and the Equipment card to assign Order tiles (see Pictures #20, 22, 23).

    There are our categories o Equipment as shown on Picture #18.

    hw G equipmn?

    The Scenario usually species the Equipment carried by each Character at the start o the game. Dur-

    ing the game, Characters can exchange Equipment with riendly Characters, or steal Equipment romDead enemy Characters, or Search rooms or Equipment(see Search section).

    equipmn Mks

    Some Equipment is represented by markers instead o cards (or example: the Magnetic cardmarker). Equipment markers have no weight and are simply placed on the Character card o theminiature carrying them. Equipment markers ollow all rules applicable to Equipment cards.

    A Character with a Weight allowance o zero (like Zombie 1 or example) can only carry Equipmentcards with a weight value o zero or Equipment markers.

    Dpping equipmn

    I, at any time, a Character violates the Weight Limit, he mustimmediately drop enough Equipment to all back within the limit. Droppingis immediate, costs nothing, and can be done in the middle o an order.To drop Equipment: remove rom the game the corresponding Equipmentcards, except in scenarios using the Search rule (see Search section).

    Example: In Scenario #3, Nick Bolter carries a Heavy Machine Gun (Weight=4).

    Since Nick Bolter has a Weight allowance o 6, he can still pick up and carry otherEquipment with a combined weight value o 2 or less. I he ever wants to carry aheavier piece o Equipment, he will have to drop the Heavy Machine Gun.

    When a Character becomes Wounded, his Weight allowance may change.The controlling player must check whether this causes him to violate theWeight Limit, and drop Equipment as required.

    Equipment markers cannot be dropped (their weight is zero anyway).

    Note: A Character may not drop Equipment just because he eels like it(or exam-ple, i he anticipates getting killed and wants to prevent the enemy rom getting hisEquipment). Dropping Equipment is only possible when violating the Weight Limit.

    tnsing equipmn

    During a Move order, when a Character passes through a squareoccupied by a riendly Character, the player controlling the two Characterscan exchange Equipment between them, at no cost in Movement points orCP, by simply switching the Equipment cards under their respective Charac-ter cards. When the exchange is completed, each Character must check hisWeight Limit and drop Equipment i required.

    W hppns my equipmnwn I Di?

    When a Character dies, stack his Equipment cards underneath his Character

    card in addition to ollowing the normal steps outlined in the DeadCharac-ters section (see Core Rules section).

    I a Character is killed during Close Combat, the Character that killed himmay take any or all o his Equipment at no cost. During a Move order, i aCharacter moves through or stops on a square containing one or more DeadCharacter markers, he may pick up any and all Equipment rom underneaththe Character card, at no cost. In each case, the Character that acquired thenew Equipmentmust check his Weight Limit and drop Equipmentas required.

    Note:DeadCharacters have no Weight allowance , and thereore no WeightLimit to check (carrying extra weight around is the least o their worry at thispoint). They can be raided orEquipment. But they cannot receive Equipment,

    through a transer or example.

    Using equipmn

    Close Combat weapons: During Close Combat orders, Close CombatWeapons increase the Combat Strength o the Character carrying theweapon. When calculating Combat Strength, look up the proper arc coloron the Combat chart o the Equipment card to determine the number oadditional Combat dice or automatic hits granted by the weapon. Addthese combat bonuses to the Characters basic Combat Strength.

    A Character can carry more than one Close Combat Weapon, but he can only

    use one in a given Close Combat order.

    Firing Weapons and Explosive Weapons (see Shoot section).

    Using Special Items (see Interact section).

    Wig Limi

    There is no limit to how many Equipment cards a Character can have as longas the total weight o all Equipment carried does not exceed the CharactersWeight allowance (see Picture #1).

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    oneperect

    shot

    distance+0

    distance+1

    distance+2

    distance +2& out oammo

    1

    1

    123

    2

    3 4

    2

    3 4

    5

    6

    7

    Picture #19

    18

    Only Characters carrying Firing Weapons can Shoot.Equipment cards provide Firing Weapons and some Char-acters such as Cherokee Bill and the Mammoth MK II haveFiring Weapons integrated in their Character cards (seeCharacter Glossary).

    A Character carrying two or more Firing Weapons canonly use one o them in a given Shoot order.

    To perorm a Shoot order with an activated or Interrupt-ing Character, ollow these steps:

    Spend 1 to 4 CP on a Shoot order section o a tileassigned to the Character.

    This Character is the designated Shooter.

    The controlling player chooses a target enemy miniature,door, wall, or Floor Element, designated as the target.

    Check that the Shooter has a LoS to his target. I hedoes not, the Shoot order ails (but the CP remainspent).

    Determine the Required range to hit the target.

    Roll or Targeting.

    Roll or Damage.

    Dmin rquid rng

    To gure out the range required to hit the enemy,

    count how many squares separate the Shooter rom itstarget, not using diagonals. The Shooters square does notcount but the targets square does. It is possible to Shootwhen the Shooter is adjacent to his target (in this case, therange is 1). The Shooter can also Shoot at a door or wall;

    when he is adjacent to it, the range is zero and the target-ing is automatically successul (see Picture #21).

    Reminder: A door or wall is said to be adjacent to a squarewhen it touches one o its sides

    Example:Picture #19 shows some examples o possible Shoot-ing situations: Jack Saw can Shoot at James Woo at range 3.Nick Bolter can Shoot at Jack Saw at range 4. Vasquez canShoot at Jack Saw at range 7. These three Shooting situationsare detailed in the examples shown in Pictures #20, 22, 23.

    rll tging

    To determine the chances o hitting the target:

    Look up the Shooters Shooting value (see Picture #1).

    Add the Firing Weapons Shooting value, i any (seePicture #18).

    Add any other Shooting bonuses (rom a Targeting Lens,or example)

    Sing Icn exmpls

    Roll 1 additional yellow die or targeting

    Add 2 automatic distance points to the tar-geting result.

    Dic rsul C

    rslving tging

    Roll all dice listed above and add any automatic distancepoints:

    I the Shooter rolls at least one perect shot, targetingis successul no matter the range.

    I the total distance rolled equals or exceeds the range,targeting is successul.

    In any other situation, targeting ails. All CP spent onthe Shoot order remain spent.

    = running ou ammuniin

    This icon is only relevant during a Shoot order and onlywhen targeting. I the Shooter rolls at least one out oammo icon, his Firing Weapon runs out o ammunitionand will need to be reloaded beore uture Shootings cantake place. This does not, however, impact the current

    Shooting which proceeds as usual.

    Only Firing Weapons showing the out o ammoicon on their Equipment card(see Light Bolter onPicture #18) are susceptible to running out o

    ammunition. When they do, engage the Equipment cardby rotating it 90 degrees the same way you would engagea Character card. When a Firing Weapon is engaged, itmeans that it is out o ammunition and thereore cannotre. It does not disengage at the Final phase. Only reload-ing it can disengage it.

    Note: The Shooter can decide to roll ewer dice than he isentitled to (mainly in order to avoid running out o ammo).

    I so, he must announce how many dice he will use ortargeting beore rolling them.

    rlding Fiing Wpn

    Only Firing Weapons with this icon can bereloaded. Reloading can only occur during the carry-ing Characters Activation, not during an Interruption.To reload, simply spend 1 CP and place it directly on thecard o the activated Character carrying the weapon, andthen disengage the Equipment card. This CP spent countstowards the Maximum CP per turn or the Character.

    No Order tile section is used to reload. You can perorma reload action in addition to other orders in the sameround o Activation.

    Fixd ammuniin Wpns

    When using a Firing Weapon with this type oammunition icon (see Bazooka on Picture #18), the num-ber shown represents its Ammunition number. Place aWound counter on the Equipment card each time it isred (regardless o whether the targeting was successulor not, and whether the out o ammo icon came up on adie or not). These counters show how much ammunition

    has been used so ar on the Equipment. Fixed Ammuni-tion Weapons cannot be reloaded. When the numbero Wound counters on the Equipment card reaches itsAmmunition number, remove the Equipment card romthe game (return the Wound counters to the Bank). I thescenario uses the Search rule, the Equipment card goes tothe bottom o the Search pile instead, with the discardedEquipment acing up.

    tnsing Wpns wi Dpldammuniin

    When transerring a Firing Weapon rom one Character to

    another: i it is out o ammo (Equipment card engaged),it stays so; i it had Wound counters on it, theyremain on the Equipment card ater thetranser.

    Impvd tging

    Use additional CP to improve targeting. Each CP ater therst one grants one additional yellow die or targeting.The Shooter must announce how many o the extra CPspent on the Shoot order he uses to improve targeting,beore rolling the dice or targeting.

    Note: No more than 4 CP in total can be spent on a Shootorder section.

    rll Dmg Nml his

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    onecritical

    hit

    zeronormal

    hit

    onenormal

    hit

    two normal hits

    (ignore ammo symbol, onlyrelevant during Targeting)

    Jack Saw is the Shooter. InPicture #19, the Shooter has aLoS to James Woo, Nick Bolterand Vasquez. James Woo is atrange 3 rom the Shooter, whileNick Bolter is at range 4, Vasquezis at range 7. The

    Shootercarries

    a Light Bolter. Add the Shootingvalue o the Shooter and theLight Bolter to get +3 automaticdistance points. That meansthat Jack Saw can shoot at JamesWoo and have successul target-ing without rolling any dice. Sohe declares that James Woo is thetarget.

    The Shooters controllerspends 3 CP on a Shoot order sec-tion o an assigned Order tile:

    The rst CP is used to triggerthe Shoot order using the basicShooting values on both theCharacter and the Equipmentcard.

    The two extra CP can be usedto improve targeting and/orincrease damage. In this situ-ation, no need to improve tar-geting, so the Shooter choosesto use the 2 extra CP to Pour itOn!!! and thus adds 2 damage

    dice.

    The target is in theShooters red fre arc, andthe Light Bolter basic dam-age value or the red frearc is +2 Combat dice. Sothe Shooter rolls a total o 4Combat dice or damage.

    The results are:One critical hit directly appliedas a Wound counter placed onthe targets Character card.

    5 normal hits. Since JamesWoos Armor value is 3,James Woo suers two moreWounds.

    Note: The out o ammo icon isnot used during damage.

    Pour it On!!!

    } >

    Picture #20Jack Saw Shoots at James Woo

    19

    rll Dmg

    I targeting is successul, the Shooter then Rolls or Dam-age:

    Looking at the outer circle on theShooters miniature base, checkwhether the target is in the Shootersred ororange fre arc. I the target isexactly between two dierent re

    arcs, the Shooter chooses which arc touse.

    On the Equipment card, look up the matching red ororange damage icon. For example:

    Dmg Icn exmpls

    Roll 2 Combat dice or damage

    Add 2 automatic hits to the damage result

    rslving Dmg

    The Shooter rolls all Combat dice listed above.

    Dic rsul C

    Ciicl his

    For each Combat die showing a critical hit, the Shooterautomatically inficts one Wound to the target.

    Take a Wound counter rom the Bank and place it on thecorresponding Character card.

    Note:Critical hits always get applied rst. I they infict su-cientWounds, the player may have to fip the Char-

    acter card over to the Wounded side (seeWounded Characters section) , thus result-

    ing in a possibly lower Armor value,beore checking ornormal hits.

    Nml his

    The Shooter counts all the normal hits he obtained on hisCombat dice, plus any automatic hits, and compares histotal number o hits to the targets Armor value.

    I the total hits exceed the targets Armor value, the targetreceives one Wound counter or each hit exceeding theArmor value. I they are equal to or less than the targetsArmor value, then nothing happens.

    The rules or Characters becoming Wounded or Dead arethe same as those described in the Close Combat section.

    Pu i on!!!

    Use additional CP to increase damage. Each CP ater therst one grants one additional yellow die or damage.The Shooter must announce how many o the extra CPspent on the Shoot order he uses to increase damage,beore rolling the dice or damage.

    Note: CP used to improve targeting cannot be used againto increase damage; new CP must be used. Also, no morethan 4 CP in total may be spent on a Shoot order section,including: the original CP, CP spent to improve targeting and

    CP spent to increase damage.

    Impn

    Unlike in Close Combat, the target o a shooting doesnot get to roll Combat dice to deend.

    Sing Ds, Wlls,nd Fl elmns

    The Shooter can target any closed door, wall or destroy-able Floor Element (see Destroying Floor Elements sec-tion). All normal steps o a Shoot order apply. When Roll-ing or Damage:

    The Floor Elements Deensive value is xed:

    For doors and Floor Elements, the Deensivevalue is shown on the splash icon.

    For single or double walls, the Deensivevalue is 10 (see Picture #6 or an explana-tion o single vs. double walls).

    = When the Shooter rolls his Combat diceor damage, each critical hit counts as

    three normal hits. Add automatic hits as required.

    I the total number o hits equals or exceedsthe Floor Elements Deensive value, the Floor

    Element is destroyed.

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    explsiv Wpns Starting rom the targeted square and moving outward, determine

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    Picture #24

    Picture #25 - Vasquez Launches a Grenade

    distanceto Target:

    3

    TargetingRoll

    targetingsuccessul successul:

    door destroyed

    successul:5 Wounds

    inficted

    Red Damage Rollagainst Door

    Orange Damage Rollagainst Jack Saw

    Pour it On!!!

    Explosionspreads beyond

    door to Jack Saw

    Doorisd

    estroyed

    Pou

    ritOn

    !!!

    The table to the west o thetargeted square is automaticallydestroyed. No need to roll any dice.However, in the square occupied by thetable, Vasquez MUST Roll or Dam-age to the north wall touching thesquare, since it is in the area o eect,still rolling 3 damage dice + 4 auto-matic hits (the square beyond the wallis outside the area o eect and thusunaected).

    The foor square to the south o the tar-geted square suers the same ate butthere is nothing to Wound or destroyin it, since it is an empty square. On theother hand, the east wall touching thesquare could be destroyed. So VasquezMUST once again roll or this wall.

    To summarize, in this situation, with justone grenade launched on the propersquare, Vasquez Rolled or Damagetwice in the red damage area and vetimes in the orange damage area.

    Fortunately, she was smart enough tostay out o the Explosions area oeect, because i not, she would havesuered rom the Explosion as every-one and everything else did

    Vasquez is the Shooter. Basedon the map in Picture #24, Vasquezhas a LoS to the square in ront o thedoor. She decides to re a grenadeand target this particular square. Shespends 4 CP on a Shoot order sectionand announces that she uses the 3extra CP to increase damage with 3extra damage dice (Pour it On!!!).The Pour it On!! bonus applies to all

    damage rolls.

    Vasquez rolls 3 dice or target-ing and rolls a distance o 3. Sincethe targeted square is at range 3,targeting is successul.

    She starts by Rolling or Dam-age to the targeted square. In thissquare, two Floor Elements can bedestroyed: the Magnetic cardSlidingdoor to the north with a Deensivevalue o 4 and the wall to the east. So she rolls 6 damage dice or

    the door and another 6 damage dice

    or the wall. Any critical hit rolledon Floor Elements is equivalent to 3normal hits. She rolls 6 hits or thedoor, and 8 hits or the wall (not repre-sented in the example). So the door isdestroyed, but the wall is not, since itsDeensive value is 10!

    Spreading out rom the targeted square, VasquezRolls or Damage to the orange damage squares inthe area o eect. Each orange square suers 3 dam-age dice and +4 automatic hits.

    The door in ront o Jack Saw is destroyed so the Explo-sion spreads to Jack Saws square. Vasquez rolls 3 diceand adds +4 automatic hits or a total o 7 Hits. JackSaw receives 5 Wound counters.

    Vasquez MUST also Roll or Damage to thewall touching the east side o Jack Saws square,rolling once again 3 damage dice and adding +4automatic hits. I the nal result is 10 hits, thiswall is also destroyed by the blast (place a short

    Broken Wall marker). I the door had resisted thedamage roll, the Explosion would not havespread to the zombies square.

    The previous damage roll did not destroy the wallto the east o the targeted square, thereore theExplosion cannot spread to the other side, easto this wall.

    }}

    } >

    > =

    =

    =

    21

    explsiv Wpns

    Certain Firing Weapons and Special Items have the Explo-sive icon, and cause an Explosion when triggered. Whenexecuting a Shoot order using an Explosive Weapon, allnormal steps apply until Roll or Damage.

    rll Dmg wi n explsivWpn

    The Shooters red and orange fre arcs on theminiatures base are not used to determinedamage. Instead, the Explosion causes dam-age to an area o eect as represented on theEquipment card by a diagram, with the tar-

    get square usually at its center.

    The Shooter, or the player who activated the ExplosiveWeapon, must do a separate Roll or Damage or everytarget in every square o the area o eect. Valid targetsare: any Character (riendly or enemy), door, single wallsection, double-wall section, or destroyable Floor Element.

    Starting rom the targeted square and moving outward, determinewhether the square is in a red or orange damage zone, as representedon the Equipment cardsarea o eect diagram. Roll the appropriatenumber o damage dice and add any automatic hits as represented bythe damage icons on the Equipment card. Add one additional damagedie or each extra CP spent to Pour it On!!!

    Note: Additional CP spent to Pour it On!!! in an Explosion only need tobe spent once. They provide their bonus to all the Rolls or Damage in thisExplosion.

    Spcil Css

    I there are more than two targets on a single square (or example: aminiature and a door, or a door and a wall), roll separately or each target.Dont check damage or open doors.

    I a target spans more than one square (a Floor Element or the MammothMK II), it only suers damage once; choose one o the squares, and rolldamage or that square only.

    I a door, wall, or double wall separates two squares in the area oeect, the Explosion cannot spread rom the rst square to the secondunless the wall or door is destroyed by the Explosion(see Picture #25).

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    Timing

    Conditions Threshold

    EectChances

    zerotest points

    onetest point two test points

    threetest points

    zero test points

    two

    test points three test points

    Picture #26

    t ply Scni #5, d:

    MiSSion/Morale pointS SpypointS Search

    Wi IPS & Inc, yu cnply Scni #4 - t Vul!

    22

    Many Characters, Equipment cards, and Floor Elementshave Special Abilities which are described in a graphicalway using the Iconographic Phrasing System (I.P.S.):

    An IPS line can contain any or all o the ollowing symbols:

    Timing: The icon inside the red zone indicatesthe phase in which the Special Ability can beused. In this example: during the Activation phase.

    Condition: The icon(s) in the purplezone speciy the conditions that must bemet beore attempting the Special Abil-

    ity. In this example: a Salemite Character must pay 1 CP andmust be immediately acing a cadaver.

    Chance: The icon in the blue zone indicateshow many yellow or black dice the activatedor Interrupting Character must roll to

    attempt the ability. Sometimes, the icon shown reersinstead to one o the Characters characteristics (e.g. itsScientic or Technological value, see Picture #1). In this

    case, the number o dice to roll or the number o auto-matic hits is specied on the Character card next to thecorresponding icon.

    Threshold: The icon in the green zone indi-cates the threshold level or a successul test.

    Eect: The icon(s) in the yellow zone indicatethe eects o the Special Ability. I the timingis respected, i the conditions are met, and i

    the test is successul, then the eects are applied.

    Now lets translate the sample IPS line above: During theActivation phase, a Salemite Character immediately ac-ing a cadaver can spend 1 CP and roll as many dice as hisScientifc value. I he rolls 4 hits or more, he generates a

    zombie. This IPS line belongs to the Zombie Serum Equip-ment card.

    hw Us n IPS Lin

    The abilities o Equipment cards and Floor Elements aretriggered with an Interact order o at least the numbero CP required by the conditions (see Interact section).

    Characters special abilities do not need an Interactorder to be triggered (see Characters Special Abilitiessection).

    I no CP is required to meet the conditions, an Interactorder is not necessary. The eect is automatic.

    For a glossary o all Earth Reborn icons, please reer toyour Player Aid screen.

    The Interact order is used to trigger the Special Abilities(IPS line) o Floor Elements and Equipment cards (SpecialItems) that require spending CP. It can also be used to per-orm other types o actions such as Torturing(see Torturesection).

    To Interact with a Special Item, the Character must becarrying it.

    acingicon

    To Interact with a Floor Element, the Charac-ter must be standing in ront o the Floor Ele-ment, on the square showing the acing icon.The miniature must be acing in the direction

    indicated by the red arc on the acing icon(see Picture #26). I a room shows an IPS line and noacing icon, the IPS line can be triggered rom anysquare in the room and regardless o the miniaturesacing (example: Patient Room).

    excuing n Incod

    Spend enough CP on an Interact order section to meetthe IPS conditions.

    Apply any other IPS conditions.

    Roll the dice specied by the IPS chances, i any. Note:Each additional CP spent on the Interact order section

    grants one additional die o the same color.

    The dice rolled provide test points according to the

    charts below, depending on the dice color:

    I the totaI o test points equals or exceeds the IPSthreshold, the eect is triggered. I not, nothing hap-pens and every CP spent is lost.

    Inc rsicins

    A Special Item can be triggered as many times as desiredduring the same turn or Activation round, by the sameCharacter or dierent Characters.

    A Floor Element can only be triggered once per turn perCharacter, no matter whether the triggering is success-ul or not. That means that two dierent Characters cantrigger the same Floor Element once per Character, inthe same turn.

    Example: In Picture #26, Vasquez cannot Interact with theVideo Surveillance since she is not in the proper acing. FranckEinstein cannot Interact with the Video Surveillance since he isnot standing on the correct square. Only James Woo can Inter-act with the Video Surveillance, being in the correct square and

    in the proper acing.

    Swic oN

    The eect o some IPS lines is to turn an Equipment card or

    Floor Element ON or OFF. When the ON eect is triggered,place the ON marker on the secondary IPS linestarting with the ON icon to show that it isnow active.

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    SalemiteMP

    NORADMP

    NORAD orSalemite MP

    Room Types

    Armory

    Technicalroom

    Officersection

    Any roomtype

    CorridorScience room

    Livingquarter

    Wi MP, Spy Pins, nd Sc,yu cn ply Scni #5 - Fss

    Pimus!

    t ply Scni #6, d: characterS Special abilitieS radio ScraMbling

    24

    When it comes to improving troop morale, nothing quitebeats the exhilaration and adrenaline that comes rom thesuccessul completion o a great mission. And when theirmorale is high, soldiers are capable o pushing beyondtheir normal abilities perorming extraordinary eats.

    Earth Reborn illustrates this powerul notion with the dualconcept o Mission Points and Morale Points, both abbre-viated as MP. Teams earn Mission Points when they suc-cessully complete certain objectives. These Mission Pointscan then be spent as Morale Points to boost the capabili-ties o the troops, allowing them to perorm new actionsor gain more Command Points.

    Spy Points can be earned with: Search(see Search section),Torture (see Torture section), some Characters SpecialAbilities (see Characters Special Abilities section), SpecialItems, and some Floor Elements Special Abilities. SpyPoints must be used as soon as they are earned, they can-not be kept or uture use in the game. Each Spy pointearned is used to perorm one o the ollowing:

    Gain 1 Mission Point (MP)

    Secretly look at and sort the top 3 cards o the Search deck:

    Take the top three cards o the Search deck in hand. Placethe Search deck back on the table, so all players can seethe 4th card o the Search deck, which is temporarily atthe top. Then the searching player can look at both sideso the cards he took (meaning 6 pieces o Equipment) andsort them anyway he likes. He decides on the order o thecards and their sides. It is strongly suggested that this bedone secretly under the table. Once he is done, he places

    the three cards back on top o the Search deck(Note: For2 Spy Points, you can look at and sort the top six cards o thesearch deck, and so on).

    Secretly view one o the opponents Mission cards,selected at random. The opponent does not knowwhich card was viewed. For 2 Spy Points, you can view2 dierent Mission cards rom the same opponent,and so on. Note: This can only be done when playing theS.A.G.S.(see S.A.G.S. section).

    Sing MP

    When setting up a scenario that uses the Mission Points /Morale Points system, use the MP score track printed onthe board rame. The scenario species a starting numbero MP or each player. Place each players MP marker (seeimage above) on the corresponding number on the ramescore track.

    ening MP

    The scenario rewards the players with MP when specicobjectives are reached, as described in the victory condi-tions. There are also other ways to earn MP: using SpecialItems, Spying (see Spy Points section), Interacting withcertain Floor Elements (see Interact section), or triggeringcertain Characters Special Abilities (see Characters Special

    Abilities section).

    Usually when a scenario uses MP, the winner is the playerwith the most MP at the end o the scenario.

    Spnding MP

    Later rules will explain how to spend MP to perorm newactions and gain more Command Points.

    The Search order is used to Search or Equipment in thebuilding parts o the map. Any Character can Search in anysquare as long as he is standing on a foor tile present-ing a room type icon. It is not possible to Search outdoorsquares, Drillers, Stairs Up, Stairs Down, Sewer Exits (seethe Floor Tile Glossary).

    Note: One-square wide tiles, whether straight, L-, T- orcross-shaped, or only 1-square big, are considered Cor-ridors. So are larger tiles showing the Corridor icon.

    Reminder: An outdoor square is any square covered ingrass or containing a tree, Wrecked Tank, or anything elsethat is not inside.

    Scni Sup

    When a scenario uses the Search rule, ater eachplayer takes the Equipment cards he is entitled t