AI Unleashed Revised Booklet Missions 1- 6

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A.I. UNLEASHED

learn to play A COOPERA TIVE EXPANSION & Campaign Book for mech command rts

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Welcome to the new world commander The world has changed and you were the one that changed it. After centuries of survival and intrigue the human race has left its capital and journeyed into the wastes pursuing an end to the cycle of war and scarcity. Out here you helped discover and secure ancient technology and resources that may give us a second chance at civilization. We have settled into a subterannean city and made it our new capital. It has an abundance of resources so for the time being we are safe. But everything is finite. The factions are now united, although some disagree on how long it will last. The data networks here point to more facilities in the deeper wastes where the corrosive storms have made all travel deadly; until now. The technology and manufacturing facilities you have secured here have allowed us to take our first steps into the great storms. Use whatever resources you require Commander, assemble your teams and go seek our future.

AI Unleashed Pre-requisites AI unleashed is considered an advanced version of Mech Command RTS because it adds an extra layer of rules on top of the core rules. Thus it is necessary to learn the core rules first by going through the tutorial and the first couple missions before playing the cooperative AI unleashed missions. Because the tutorial and core campaign is player VS player, we know that it may prove difficult for players that are only able to play solo. We recommend that solo players still go through the tutorial and first three missions by themselves by playing a mech from each team as a form of training simulation. If desired, reduce the victory conditions in half to create an abbreviated training schedule.

GAME SUMMARY In AI Unleashed you will attempt to complete the objectives for each mission hopefully winning enough Victory points and upgrading your inventory to a level that you can defeat the AI over the course of the campaign. Gameplay is similar to the pvp core game except all of the players work together cooperatively. Players still take actions simultaneously and like the core game, rounds are still timed. But now when the players are done, the AI units come alive and pursue their own objectives and targets according to their AI protocols and aggro levels.

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AI UNLEASHED CAN BE PLAYED SOLO, BUT REQUIRES KNOWLEDGE AND TRAINING FROM THE PLAYER VS PLAYER CAMPAIGN FOUND IN THE CORE SET. THE AI UNLEASHED EXPANSION’S MECHANICS AND STORY ARE SEQUELS TO THE CORE CAMPAIGN.


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SETUP

Setup is similar to the core game, with each mission specifying where buildings and tokens are placed. The mission will also specify which areas AI units and players will spawn in. Players use tan mechs while the AI uses grey. If starting the campaign see page 12: Campaign Setup for starting loadouts.

SPAWN

Separate the AI cards by type and level. Place the AI cards designated in the mission along the bottom edge or side of the map board, wherever they fit and can stay organized.

SPAWN

Place each unit’s energy gems to the left of their card. Most AI units have two energy. (Just Tetrapods have three.) Place AI mechs and turrets on their colored LED base. Place a large jumbo colored cube in the base of drones to identify their color. (Or you can paint them :)

AI CARDS

blue Drone level one

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Green Drone

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level one

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Red REverse Jointed

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Yellow Tetrapod

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REACTION: SHIELD Stops movement at line of sight.

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damage Section

The damage section determines the amount and Knowing the different elements and stats of the AI cards will teach you most of the rules of AI Unleashed. range of the unit’s attacks. Most units have a light and a heavy attack, each with a different range. The blue drone shown here has a short range, 1 The AI armor is the amount of damage the unit can damage attack and a melee attack for 2 damage. take before being destroyed. Place damage cubes (Short range is 3 hexes, melee is adjacent; see range directly on the AI card. in the rules reference guide) This means that if the drone is adjacent to its target it will hit with a melee attack for 2 damage, if it is 2 or 3 hexes away it will hit them for 1 damage. Beyond that they will not be able This series of colored boxes determine the unit’s to do damage. Drones do not have long range attacks default target priority for its basic actions and protocol so are unable to hit units if they are farther than short surges. The symbol below the colored boxes identifies range. Mechs and Turrets usually have at least one its preferred type of unit within a color. infinite-range attack, as specified on their unit card.. Thus the blue drone shown here would target blue support units if any were present on the board. If none were present it would seek out a blue mech. If a blue mech was not present it would move to the next color This is the amount that the unit will move each time and seek out a yellow support unit, and if not available it takes an action. AI actions always consist of a a yellow mech; and so on. AI prioritize color over movement and an attack. AI units always move as their preferred type. In the case of ties, for example directly towards their target as possible until they are between multiple support units of the same color the adjacent. If they are already adjacent to their priority AI pursues the closest, and then the weakest. target they will not move, they will just just attack. Card protocols are superceded by reactions and Units always take the most advantageous route aggro levels. (See AI Actions) around or over buildings, but if there is a question as to which route is best for the AI unit the players can choose the route.

Armor / Health

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Place AI Cards on the side of the board if that is more convenient for the players to reach.

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Players 1 and 2 use the red and blue components and setup opposite of each other. If players 3 and 4 are present they setup on the other side of the table. Solo uses both blue and red.

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This number identifies which space on the respawn track the unit is placed when destroyed i.e. how fast it will respawn. The grid coordinates located here are sometimes used to determine random hexes on the board for various effects, it is not the unit’s default spawn point. The spawn points for each color are identified on the mission map.

If you are using unpainted drones, place one of the jumbo colored cubes into its base to mark its color. If there are additional drones of the same color in the mission, mark the other with two cubes.

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2 3

the three a.i. actions 2. reactions (Player Phase) AI actions cost one energy, which is moved onto the AI unit’s card. AI actions consist of movement and an attack. AI units cannot perform basic actions or reactions if they have used up all their energy. When performing any action the AI moves up to its total movement range and then, if possible, attacks the target. The AI’s target is determined by which of the three types of actions it is taking: either a basic action, a reaction or a protocol surge.

SUMMARY Reactions occur whenever a player places damage on an AI card. The AI moves toward the unit that damaged them and attacks it. Basic actions occur during the AI phase, they move towards and attack the mech with the highest aggro. If there is no aggro then they follow card protocols. Protocol surges are triggered randomly and only follow card protocols, ignoring aggro.

1. basic Actions (Ai PHase)

3. protocol Surges Protocol surges are a new mechanic for the AI Unleashed expansion. They occur at the beginning of every round and whenever the players run out of time; except for the first round of a mission. (See Running out of Time) Protocol surges give a free action to some of the AI units; i.e. the affected AI units get to perform a full action without spending an energy. Protocol surges only ever do one thing: follow the unit’s card protocols exactly. Protocol surges ignore aggro!

the surge pool

AI Units spend their remaining energy to perform basic actions during the AI phase. This is a new phase that occurs after the player’s action phase. A basic action is the only action with two different possible targets:

Whenever you have to perform a protocol surge you will randomly select a colored cube from the surge pool. The surge pool begins each game with four colored cubes in it, a blue, red, green, & yellow. These are set to the side or placed in a spare damage dish.

NO AGGRO. If the AI unit has no ‘aggro’, which means it has no damage cubes of any player on it then it will follow its card protocols. (See Card Protocols on the previous page 3).

All of the AI units of the randomly selected color get to immediately perform a full free action (a movement and an attack). They will only follow their card protocols.

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AGGRO. If the unit has received any damage then it has aggro and it will seek out the mech that has caused it the most damage. This is identified by the color with the most damage cubes on the mech card. In the case of aggro ties, use the card protocols to decide which colored mech it prefers. Aggro attacks always seek out mechs. If all the mechs with aggro on the AI unit’s card are not currently on the board then it will revert to its card protocols. Rooftop Variations. See the Rooftop Section in the back of this book for handling targets at different elevations.

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Reactions occur during the players’ action phase. Whenever a player causes damage to an AI unit, that player must then immediately process that AI unit’s reaction. The reaction is always to spend an energy to move towards the attacker and if possible, attack it. Reactions always ignore aggro and card protocols. If an AI unit is destroyed by an attack it does not get to perform a reaction.

The surge pool will change over time. Each time that an AI unit is destroyed add a player cube with the most damage on the AI card to the surge pool. Thus over time the player that destroys the most AI units will begin to be prioritized by the AI Overmind. In case of ties, place both cube colors in the surge pool.

Surge and respawn AI units on the respawn track when activated by a protocol surge are moved forward one space on the respawn track. If this moves them onto the board then they spawn in their respawn hex / area.


REACTIONS

The Blue player is the one who moves the gem and operates the Drone, because they initiated the attack. During Reactions, AI units only target whatever unit just hit them. Reactions ignore aggro levels and card protocols.

During the AI phase, the green drone would spends its last energy gem to close distance and attack the blue mech, because the blue mech has the most damage on the drone’s card.

If the green drone was activated by a protocol surge it would ignore the blue aggro and seek out a green support unit, because protocol surges only follow card protoocols. (If no green support unit was present it would seek out a green mech followed by a blue support unit then a blue mech and so on...)

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round summary in A.I. Unleashed

2. A.I. Phase

This is a new phase that occurs before the damage phase. Working from top to bottom or left to right go through each AI card. Units that have remaining There are several changes to the round in A.I. energy activate and perform a basic action for each Unleashed. It is important to use the round reference energy they have left. When an AI unit is out of energy cards included in this expansion as a checklist of what move to the next card. (See Basic Actions) to do for each round.

0. Beginning of Round: Protocol Surge

AI Damage Cubes

At the beginning of each round, before the sand timer is flipped, the players must perform a protocol surge. Before randomly selecting a colored cube make sure the surge pool has been updated with last round’s kills. (See Surge Pool) (EXCEPTION: THERE IS NO PROTOCOL SURGE THE FIRST ROUND.)

Note that when you are dropping damage from AI units into your own damage dish it does not matter what color you use. (You can also use red energy crystals as damage in a pinch). It is important to use your own colored cubes when applying damage to AI cards however, as that tracks which color has the most aggro.

1. Action Phase.

3. Damage Phase

Players perform the action phase as usual. They turn on their lights, flip the sand timer and a player calls “GO!”. The difference between the pvp and cooperative action phases is that whenever a player attacks an AI unit, using the same old method of “Say it, Pay it, Do it,” they must then immediately perform the AI’s reaction attack. In multiplayer games it is important to still call out your hits because other players cannot target AI units that are still in the process of performing a reaction.

The Damage phase remains unchanged: players shield and assign damage to their mech board. (ProTip: If you are running two mechs, make sure you are applying the correct damage to the correct mech board. (We recommend placing one of the colored ‘3’ tokens on each mech board to help mark its color.)

Units that have taken enough damage to be destroyed (except for player mechs) are immediately removed during the Action Phase, before they even get to make a reaction attack. But if environmental or other damage effects occur during the damage phase and exceed an AI unit, building or support unit’s armor Running out of Time. If the players have not turned then remove it at this time and send it to respawn. We off their lights and called “done!” before the sand timer suggest reviewing the “Destroying AI Units” section in runs out, even if it is a tie, they must perform another the previous column at least one more time because protocol surge. (The players may finish processing its important :) whatever action they were in the middle of.) Running out of time in Solo Games. Each round, solo players may flip the sand timer once more after running out of time and performing a protocol surge. If they run out of time the second time, they perform yet another protocol surge. They may not flip the sand timer a third time. (Alternatively, we recommend using a 2 minute timer with an alarm.)

Destroying AI Units

Unlike the Core PVP game, AI units, buildings, and support units are immediately removed from the board once they have lost all of their armor/health. The color with the most damage cubes on a destroyed AI card places a cube in the secondary objective space to track their number of kills and adds a cube to the surge pool. You can do this later during the damage phase if you are short on time. Destroyed units do not even get to make a reaction attack!

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4. Recharge Phase

There can be a lot to do in the recharge phase so be sure to use the reference cards’ checklists. Players begin by recharging their energy from their mech boards and cards. They then recharge all of the AI units energy, (except for those that won’t be respawning this round). Move the player’s respawn track up one space and spawn any returning units and then do the same to the AI’s respawn track. Perform any objective related tasks like collecting uplink points and picking up or offloading objective tokens. Add a cube to one of the primary objective spaces to track the round. Make sure the surge pool is updated.


Advanced Only!!

Commander I have taken the liberty of adding this reference read-out to your cockpit while you are still familiarizing yourself with our new tactical processes. I have also included hard copies in your personal kit. - Staff Administrator Sasha

Repair Exploit Errata: There is a correction to the core game: when a unit has an item destroyed, energy remains on the card and recharges normally.

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Gameplay changes & clarifications

These are mechanics that function differently in cooperative games or are in addition to the standard pvp rules. The most important is the change to boost dodges since it applies to all mech types and is an essential maneuver to surviving the A.I. threat! Be sure to review the Boost Dodge section below and implement it often.

Ability: Tank Over-run

Tank over-runs do not trigger reaction attacks from AI units! Nice, right?

Artillery

Delayed damage attacks like artillery do not trigger an AI reaction. Unless specified, AI do not move to avoid artillery damage or other delayed damage. (See Artillery in the Rules Reference Guide)

Boost Dodges

In AI Unleashed, boosting can be declared by players during any phase and after attacks are made and paid for. This means players may boost to dodge any type of AI attack after the AI has paid energy for the attack and moved. If the player mech boosts at least one hex the AI’s attack misses and thus wastes its energy. This is an essential strategy to surviving the AI threat! Boost dodges can be performed regardless of what phase it is. Thus players may want to save energy for a defensive boost just like they might for their shield generators. The player’s boost occurs after the AI unit performs the movement portion of its attack. i.e. the AI unit still moves but it misses with its attack. For comparison to the standard rules, boosting in a pvp game may only be declared during the action phase and is declared before or simultaneously to attacks and thus the attacker does not pay for the attack. In AI Unleashed you get to wait until after the AI has already paid an energy and moved. This is a big difference between the two modes.

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You now know enough to start your first mission Commander! You can look up more details in the reference sections at the back of this booklet as necessary.


A.I. Campaign

ACT

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THE EDGE OF THE STORM

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A.I. Campaign Setup Starting Load Out Mech 1 BLUE = Jax Bi-Pedal, Starting Gear + Light Energy Cannon + Pulsing Shield Generator. Mech 2 RED = Scout R-J, Starting Gear + Light Energy Spike + Sustained Thrust Boosters. Equip the Starting Energy Blaster and Spike for weapons. Use the setup guide on page 4 of the core game’s ‘Learn to Play’ manual as reference. Solo games uses both blue and red mechs. 3-4 player games (YELLOW and GREEN) duplicate the same loadouts as above. You can use the tank and tetrapod models to represent your starting mechs if you do not own the extra mech models from the Armory. This is an exception only for the starting load outs.

Mankind is united for the first time in centuries. The sunken cities we discovered in the wastelands and ferociously fought over, have given humanity a new home. The stockpiles of resources and new technology have provided abundance, for the time being. And while they last, so does the peace. But we believe there is more. In the data networks left behind we have seen where other sites are likely located. The problem is they are located in the most hostile areas of the wastelands, at the edge of where the great corrosive storms rage. These storms can erode your mech to dust within hours, and your troops long before that. ...So we have stripped down your squad of mechs and support units to apply the new alloys we have discovered. It should increase your ability to survive the deeper wastes for longer periods of time. The alloy coatings did not leave much weight for armaments or armor, but our technicians will continue to work on adapting technology in your absence. Anything you are able to salvage in the wastes will help. Seek out the first location and explore it. Be on your guard Commander; you cannot have forgotten that the first sunken city to be discovered had defenses that slew thousands before they were subdued. Our hopes go with you.

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contact

Mission 1 Yellow tank

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green Bi-Pedal Level one

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AI Mechs: Green(1) Yellow(1) Red(1) AI Drones: Green(1) Yellow(1) (Note that the number in parenthesis (#) is the level of the unit.)

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2* 2 Support Per Color

As your team is exploring an outcropping of ruins just a hundred miles from the capital, one of your signal towers sends you an alert: “Commander, we are tracking multiple fast moving objects approaching your location with more following behind. Signatures appear similar to the automated enemies that first attacked us at the sunken cities last year. We have developed tactical responses to these threats since that time and since you are still close enough to our sensors, central command can provide a systems integration to guide your actions if you wish.”The priority is to investigate this site before the second wave arrives so protect your support units while they perform their mission. If you want to perform the first round with the tutorial turn to the next page. This starting mission is just for two players, the 3rd and 4th players (if present) should watch and learn. Mission Objectives. Gather 14 Uplink points from any of the sinkholes on the map (outlined in red) before your support units are all destroyed. Everything respawns except for support units! If a support unit is adjacent to one of these holes during the recharge phase collect 1 uplink point. Track these by placing a cube in a primary objective space on the board. (Max 1 point per hole, per round.)

rewards:

bonus pay

Collect 14 Uplink Points = 1 Victory Point All Support Units Alive = +1 Victory Point

Deployment = 10 Credits per Player Color Both Mechs Alive = 10 Credits Credits awarded are the team’s total, and split amongst players.

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Tutorial Script

We will be using the terms basic actions, reactions and protocol surges. These are the three different types of AI actions. The type of action determines who the AI targets. You will see how they work as we go along.

This is a short tutorial to familiarize yourself with the steps of A.I. Unleashed. If playing with a group, consider reading these instructions out loud. It assumes a knowledge of the core game rules such as the round sequence, how to activate BLUE PLAYER ACTS and pay for weapons, boosting and how uplink Get the blue mech up onto the rooftops to the west. points are collected. Perform a couple regular movements (1 energy each, one at a time) then boost onto the rooftop, (by paying Each mission identifies the extra units that are added for your booster). We’re going to aggro a drone to get for 3 and 4 player games but for mission 0 we are it off the support units. Fire your starting pulse pistol going to just use 2 players to help teach the game. at the yellow drone across the board. Pay one energy Note that the first and second mechs are blue and red; onto the pulse pistol card and place a blue damage the campaign takes this into account in the design of cube onto the yellow drone’s card. the missions. The third and fourth mechs can be either YELLOW DRONE REACTS yellow or green. Move one of yellow drone’s energy crystals onto its card then move it 4 hexes (its movement rating) off Equip your Reverse Jointed mech with the starting the building and directly towards the blue mech. It will pulse pistol rather than the Energy Stilleto, its range now be hunting the blue mech unless it has a protocol and cheap cost to fire will be more useful for this surge in which case it will revert back to its protocols. mission. We’re pulling it away from the red side of the board so even if it gets a protocol surge it will be too far to hit Surge Pool a red support unit. The yellow drone does not have a Create the surge pool by setting aside 1x red, blue, shot so it does nothing else. yellow and green cube together on the table or placing them in an unused damage dish or other container. RED PLAYER ACTS The red mech is now going to do the same and pull the green drone. Boost the red mech up onto the nearby rooftops. Fire at the green drone with your Each round begins with a protocol surge except for starting pulse pistol. Place a red cube onto the drone’s the first round. So we will skip this for now. card and activate it by moving a red crystal onto it. Make sure each player is ready and that their light

Action Phase

is on. You would normally flip the sand timer giving players two minutes to finish all of their actions and call out “done!” or they will have to perform another protocol surge. For this first round we will ignore the time as we orchestrate your movements.

Mission Strategy The key strategy for this mission is to draw the fire away from the support units so they can survive to collect uplink points. Three of the five AI units are going to target support units by default, according to their card protocols in the upper left corner of their card. (The red mech, the green drone and the yellow drone.) We will need to get aggro on them by damaging them. Basic AI actions prioritize aggro over the unit’s card protocols so once we have some damage on them they will pursue your mechs instead of support units. The other two AI units will be hunting down your mechs, so you will need to be careful to not get overwhelmed. We’re going to use the rooftops and boosters to avoid the majority of the damage.

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GREEN DRONE REACTS The green drone reacts the same way as the yellow drone except it moves towards the red player mech. AI reactions always target whatever just attacked it. Reactions ignore aggro and card protocols. They will move towards the hex closest to their target from which they they can hit their target. In the case of drones, which only have short range attacks, this usually means going straight at the target. RED PLAYER ACTS The red AI mech’s card protocol is to also seek out red support units so lets shift it to your mech. Fire your energy blaster at it doing three damage. RED AI MECH REACTS Like all AI mechs it has an unlimited-range light attack and a stronger melee attack which is one of the reasons why AI units prefer to close distance. It has a movement of four. But if it moves it will not be able to fire at its attacker and if it stays put it can; so it will stay in place and fire back at the red mech for 1 dmg.


AI THINKING

Starting with the yellow tank, move one of its red Here’s why it chose to stay still: AI units prefer to close crystals onto its card and move it two hexes (its movement rating.) Its seeking out the red player mech distance whenever possible but its top priority is to according to its card protocols. Because tanks cannot hit its target with its current action. This means it will boost onto rooftops its just going to move towards the sometimes stay in place, and sometimes even move red mech’s building. It moves 1 hex southwest and farther away, if necessary to get a shot. AI units only ever take into account their current action, they do not then one hex southeast to get around the building. Spend its second energy and continue to move it plan ahead. For example, they will not skip an attack now in order to get a better attack later. Of course if it closer to the building the red player mech is on. Once it gets within range of the building it will start to attack has no attack either way it will move closer. the building trying to destroy it to bring the red mech We’re in a good position here so we just need to move down to its level. our support units before we end the action phase. Shift your support units towards the Uplink points. Next is the green mech. Bi-Pedal and Reverse Jointed Blue can move one support adjacent to a hole/uplink mechs have arial boosters so it will spend a gem this round. Spread your support out as you can only boosting 3 hexes onto the nearby rooftop and firing at get one point per uplink regardless of the amount of the blue mech (according to its card protocols.) Place units adjacent to it. Then turn off your lights. 2 cubes of any color into the blue player’s damage dish. For its second gem, it cannot move closer and still have a shot, so it stays still and fires at the blue mech again for two damage. Place it in the blue dish.

AI Phase

Now its the AI’s turn. Starting at the top of the row of AI cards we’re going to activate each AI unit that still has energy left. AI cards can initially be placed in any order, but once established, players should activate them in the same order every round. This tutorial will assume you have them in the following order: Yellow Tank, Green Mech, Red Mech, Yellow Drone, Green Drone. Yellow tank

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level one

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The red AI mech has one energy left so it spends it to fire at the red player mech, because the red player has the most aggro on this AI card. For demonstration purposes we’re going to boost dodge this damage. (See next page.)

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Boost Dodge

You can use boosts to dodge any attack, the only requirement is you have to physically move at least one hex as part of the boost. Declare and pay for the boost after an AI has attacked you before you place the damage. This is a great way to avoid damage and waste an AI’s action. This can be done as part of any AI attack whether its a reaction, basic action or protocol surge. Shift the red player mech a hex over but lets stay on top of the building for now. You don’t need to place any damage. Last are the drones. The yellow drone moves another four hexes towards the blue player mech (because of aggro). The green drone does the same but towards the red player mech. Note that drones are the only units that can stop and hover over holes and sunken cities. Other units can only use arial boosters to go over them.

Damage Phase The best phase of the game, where you get to deal with the consequences of your actions. Use your remaining energy to shield what damage you can. The red player can probably shield all of its damage, while the blue may have some left over damage they will need to assign anywhere on their mech board.

TUTORIAL ROUND 2 We will demonstrate the beginning of the first round then leave you to handle the rest. At the beginning of each round, double check to make sure you performed the recharge phase correctly. Then perform a protocol surge.

PROTOCOL SURGE Randomly select a cube from the surge pool. All AI units of that color activate for a free action. This action does not cost energy, and it only follows its card protocols, regardless of aggro. For this tutorial let’s assume you drew a green cube. This activates both green AI units. The green drone moves adjacent to the blue support unit and does 1 damage to it (support units only ever take 1 damage per hit). It can only take one more damage before being destroyed. The green mech’s protocol is to hit the blue mech so it stays where it can fire and does 2 damage to the blue mech. Let’s take it for now and save our boost.

ACTION Phase Now we can begin the action phase. Lets start with blue. Spend an energy to drop the blue mech down to ground level to the north east where it has line of sight to the green drone.

Attack the green drone with your light energy cannon doing 5 damage. This is enough damage This phase can get complicated as there are several to kill it outright so it does not get an reaction. This maintenance steps. First recharge all of your energy, is a different mechanic than the core game, when (according to the card’s recharge rate). For example AI, support units and buildings have taken enough the energy blaster only recharges one energy per damage to be destroyed they are immediately round so one energy is left on the card. (This will prevent you using it next round because to fire it again removed. (This does not apply to player mechs that have shields and complex defenses.) Place the green would exceed the overheat rating.) drone on the AI respawn track on position 1, according Then recharge all of the AI mech energy by shifting to its respawn rate. When it comes back it will spawn the red crystals off their cards. in the same spot it started in. Then score points, you gain one uplink point for Now place a blue cube on a secondary objective having a support unit adjacent to an uplink. Place space on the board to track the kill because blue had a cube on one of the primary objective spaces (on the most damage on the green drone when it was the board). Place another cube on the other primary destroyed. If there was a tie for damage you place objective space to mark the round. both colors on the secondary objective space. Then place a blue cube into the surge pool. So each time You would also shift all units on the respawn track down one space but nothing has been destroyed yet. you destroy an AI it changes the surge pool. In this case its good because there are no blue AI units, but sometimes it causes the AI to focus on a particular color.

RECHARGE Phase

16


The rest is up to you. You now know enough to finish the rest of the mission on your own. Take your time for round 2. But try flipping the timer for round 3. Remember everything will respawn except for your support units. Get 14 uplink points before they are all destroyed. Buildings. The tank may end up attacking buildings a lot so remember that units need to be within short range (3 hexes) to fire at buildings. See the tutorial section in the next mission for more details on this.(Pasge 19)

Good luck Commander!

MISSION AFTERMATH Congratulations Commander you have experienced your first combat in the deep wastes. I hope your team was able to survive. Use an inventory and campaign tracking sheet from the core set to mark your rewards. If you collected 14 Uplink Points you won a victory point! These will be important strategically going forward. Note that unlike the PVP campaign getting 6 victory points does not trigger the final mission. The more victory points you have the greater chance of being able to achieve the final objectives. Mark your currency rewards and tally them. Some AI Unleashed missions introduce a new reward mechanic for the player with the most kills. This requires writing the name of each player on an inventory line. This can be done for all rewards earned if the players choose. Normally all rewards are split amongst the team equally but the MVP gains an additional private bonus. They can save these up by writing the total next to their name or just add them to the team’s pot. If players are tied for MVP they both earn the bonus! Between missions players may spend currency to purchase new mechs and items. Non-starting items may be scrapped for small amounts (see Item Scrapping in the Rules Reference Guide.)

17


mission 2

vanguard

As you approach the first location the site looks promising; a wide skyline of buildings spans the horizon. Although nothing shows up on your sensors, you decide to personally recon the site with your mechs before bringing in your main force. As you push past the outskirts, you note several advanced super structures still intact in the otherwise ruined city. After an hour of careful progression, you discover vast sinkholes similar to those at the sunken cities and begin to radio your main force to move in. Then the city rumbles with the sound of underground machinery, dust swirling between the ruins. A mech crashes onto the rooftop of a distant building and centers a targeting laser on your mech. More machines appear on the roadway ahead of you. Its time to fight Commander!

Objectives: Destroy each color of mech once, before they destroy you! Alternatively, stay alive for 7 rounds until your main force can reinforce you. Track what colors you have killed by placing cubes on the Mech Kills space. The mission only ends after the recharge phase, when either all AI mechs have been destroyed once, or all player mechs have been destroyed once or at the end of round 7. Mission Parameters. Full respawn. No Support Units. Corner hexes serve as repair and reload stations but do not provide any protection. Note the AI tetrapod: it does not fire as a reaction, instead its reaction is to shield damage from the current hit. It also has 3 energy and stops moving closer to its target once it has line of sight. (See the ‘special reactions’ entry in the AI unit guide at the back of this booklet.)

18

rewards:

Bonus pay

Destroy all mechs once or survive until round 7 with zero player destructions = 2 Victory Points As above, but one or more player mech destroyed = 1 Victory Point

Deployment = 10 Credits Per Player Mech Player With the Most Kills = Any Light Mech Drone Kills = 5 Credits


Repair Station

Repair Station

X

No Support Units

Blue Tetrapod level one

i

RESPAWN

DAMAGE

3

RANGE

ENERGY

Red REverse Jointed

12

i

ARMOR

8 ARMOR

AI MECHS: Level 1 Red, Green & Yellow. DRONES: Level 1 Green.

SHIELD

2

MOVEMENT

i

2

Stops movement upon line of sight.

RESPAWN

level one

ARMOR

REACTION: SHIELD

e-14

Yellow tank

6

2 1

MELEE

0-5

2

DAMAGE

2 MOVEMENT

RANGE

ENERGY

MELEE

2 4

RESPAWN

1

DAMAGE

c-17

4 MOVEMENT

RANGE

ENERGY

MELEE

1

3

3 Players converts all units to level 2 of that color. YE LL

OW

lev

dr

el tw on e o

8

ii

4 Players + lvl 2 Yellow Drone.

ARMOR

RESPA WN

h-26

Mission One Tutorial

2

4

DAMA

SHOR T RANG

1

GE

E

MOVE

MENT ENERG

Y

MELE

E

3

This section contains some additional explanations of rules and mechanics for beginning players. These mechanics will probably come into play during this mission.

A.I. Unable to Access Targets on Rooftops = Attacks the Building

When an AI’s target is on a rooftop or other area that is impossible to access, it will attack the building the target is on. This occurs often with tank and tetrapod mechs that cannot boost onto rooftops, but can also occur with drones when nearby rooftop hexes are occupied. Buildings are immediately removed upon destruction (regardless of phase) and any unit on top of the building when it is destroyed takes 3 damage and is placed on the ground. (This damage can be boost dodged.) Remember all units must be within 3 hexes to attack a building.

A.I .Prioritize Line of Sight Over Moving Closer

AI units prefer to close distance while moving to a hex with line of sight to their target. But when forced to choose between line of sight or moving closer, AI units will priortize line of sight or whatever hex will allow them to attack their target this action. In some cases this may cause the AI to stay in place or even move farther away to seek a hex with line of sight. For example, if an AI mech is on a distant rooftop with line of sight to its target but moving will put it on the ground without line of sight for the rest of this action, it will stay where it is so it can fire. Even if the AI could get closer line of sight if it spent two actions to get there, it only makes its decision one action at a time, so would stay in place so it could fire this action.

19


mission 3

escape

After defeating the enemy forces guarding the city you begin to deploy your technicians and explorers to sites of interest in the area. There are remnants of an underground facility here similar to the sunken cities but it appears to be mostly destroyed. There are resources to extract however and stockpiles of ancient equipment to analyze so your troops are kept busy. The recently arrived courier from the capital relays the goverment’s pleasure and instructs you to continue with salvage operations. Its during the late watch that you receive an emergency transmission to your private terminal. ***Commander, you are about to be invaded. My sensors have identified a massive force inbound to your position. The automated machines have already deployed advance troops and turrets to prevent your retreat with anything of value. Gather up your teams and evacuate immediately, this enemy is beyond you. --- DataBroker XY *** You have never discovered who the databroker is exactly, but he or she has never been wrong before. Your technicians are scattered throughout the city along with the resources they have been extracting. You mobilize your troops to evacuate your teams and salvage whatever they can.

Objectives: Return 5 objective tokens to either of the blue colored corner bases before all of your support units are destroyed. Remember only support units can pick up salvage tokens, while retrieval can be picked up by any unit. The salvage is more valuable so try to prioritize it. (Objective Tokens in the RRG) Mission Parameters. Support Units do not respawn on this mission, but all other units do. Two player/ mech games begin with three support units while 3 & 4 player games only deploy two. Corner hexes serve as repair and reload stations but do not provide any protection. The mission ends once all support units are destroyed at least 5 objective tokens have been returned or at the end of round 11.

20

rewards:

Bonus pay

Return 5 objective tokens, 3+ of them Salvage = 2 Victory Points + 1/2 Price Passive Blue Item (Non-Elite) Return any 5 Objective Tokens = 1 Victory Point

Deployment = 10 Credits Per Player Mech Player With the Most Kills = 10 Credits 1 Turret Kill = 1/2 Price Medium Weapon 2 Turret Kills = Medium Weapon


6 Retrieval Tokens See the Objective Tokens entry in the Rules Reference Guide for more info.

5 Salvage Tokens Can only be picked up by support units

3* 3 Support Units (2 for 3 & 4 Players) Red REverse Jointed

i

RESPAWN

level one

i

ARMOR

RESPAWN

1

DAMAGE

c-17

4 MOVEMENT

Yellow tank

8

RANGE

ENERGY

MELEE

1

3

0-5

level one

i

ARMOR

2

green Turret

15

Level one

i

ARMOR

15 ARMOR

RANGE

ENERGY

Mission Two Tutorial

MELEE

2 4

RESPAWN

j-22

2

LIGHT

1

RESPAWN

i-33

RANGE

2

HEAVY

2

LIGHT

1

AI MECHS: Red(1) Yellow(1) DRONES: Green(1) TURRETS: Blue(1), Green(1) 3 Players converts all units to level 2 of that color.

DAMAGE

2 MOVEMENT

Blue Turret

12

RANGE

2

HEAVY

4 Players + lvl 2 Yellow Drone spawns adjacent to yellow.

This section contains some additional explanations of rules and mechanics for beginning players. These mechanics will probably come into play during this mission.

Turrets

Turrets are stationary sentries that are particularly powerful against support units. Turrets can target support units at range. Whenever a unit enters a turret’s line of sight, which is any hex with direct light from the turret (at the same elevation), they take the turret’s light damage value. Mechs can boost through a turret’s targeting cone without taking damage but will take light damage if they end their boost in the turret’s cone/line of sight. To clarify, a support unit will take damage for every hex it enters in a turret’s line of sight, so will be destroyed by moving two hexes in a turret light. When a mech attacks a turret, its reaction is to center its light on the attacker and respond with it’s light damage value. If the attacker was already in the turret’s light then it takes heavy damage. Turrets have infinite energy and can perform an infinite amount of reactions. Turrets do not rotate for their basic action, they ignore aggro and card protocols, they only attack targets that are already in its cone of light with heavy damage. When activated by a protocol surge, turrets scan clockwise from their current position and stop once they have line of sight on a target and attack it with heavy damage; if there is more than one unit in its sight it attacks both. If the turret’s light cone does not pass over a target, it stops rotating once its facing its starting direction as marked on the map. Lastly, units can physically block a turret’s light. For example, if a mech is blocking the light of a turret so that a support unit is completely in shadow, then the support unit is not hit.

21


22


wastelanders

Interlude 1

You flee from the endless waves of machines into the wastelands with what troops and materials you were able to salvage. The drones harry your troops until both sides are covered in a raging corrosive storm. Your upgraded coating begins to deteriorate quickly as you scramble for shelter. You are beginning to experience casualties to the storm when a convoy of vehicles appears on the shrouded hilltops nearby. At first you beging to deploy your military units to make a last stand against the automated machines, but the vehicles transmit a friendly signal and provide you coordinates to a nearby cave structure. Enclosed in the safety of the undground shelter your troops are surrounded by strange-looking wellarmed humans. “Well you’ve certainly stirred up the hornet’s nest Commander.” Their leader says, and over the next few hours you learn these are the outcasts and minor factions from the last war. The capital claims that they offered a universal amnesty after the war but apparently it did not apply to some. Political affiliations aside, you are glad to have a place to rest and repair your equipment. Over the next few days as the storms continue to rage, the wastelanders help modify your equipment from the salvage you have collected and with what they have learned from living in the wastes.

Choose any one Support Unit Upgrade and add it to your inventory. Your rest and repair is broken the next week when you receive another transmission direct to your personal channel...

***Emergency Transmission*** Commander, my network sensors identified that you are near sector 712, This is data broker XY, you are in a position to assist me, and I need that assistance immediately. I came under attack while attempting to access an isolated datacenter of the Automated Defense Network, the source that attacked you. I am under immediate threat and what intel I learn here I will share with you. Sending you coordinates now.***

23


mission 4

Data Broker 1 Shield Barrier

2* 2 Support Per Color (*Only 1 if 3+ Players)

Red REverse Jointed

i

RESPAWN

level one

i

ARMOR

RESPAWN

1

DAMAGE

c-17

4 MOVEMENT

Yellow tank

8

RANGE

ENERGY

MELEE

1

3

0-5

level two

ii

ARMOR

RESPAWN

2

DAMAGE

2 MOVEMENT

blue Drone

12

RANGE

ENERGY

MELEE

2 4

AI Mechs: Level 1 Red, Green, Yellow, Blue. 3 Players Upgrades these to Level 2. 4 Players converts Level 2 Red Tank and Blue R-J to Elite Versions.

f-12

LEvel two

ii

ARMOR

2

RESPAWN

DAMAGE

1

4 MOVEMENT

Red Drone

8

SHORT RANGE

ENERGY

MELEE

3

L-4

ARMOR

2

DAMAGE

1

4 MOVEMENT

8

SHORT RANGE

ENERGY

MELEE

3

Level 2 Drones. Spawn at the end of Round 3! One per color. These do not respawn.

As you arrive at the coordinates provided by Data Broker XY, you see a glowing super structure protected by a shield barrier. “Quick Commander, setup a defensive position. We need to hold them off until I am finished hacking into the automated defense network. This tower is shielded so they will not be able to damage it while the shield barrier stands. Buy me time Commander; turning off the Defense Network is the key to your expansion into the wastes.

24

rewards:

deployment pay

Keep the Shield Barrier Intact = 2 Victory Points Keep just the Uplink Center Intact = 1 Victory Point (As always you can only achieve one of these.)

Default = 15 Credits per Player/Mech Player With the Most Kills = 10 Credits Zero Mech Deaths = 1/2 Price Med Mech Only 1 Mech Death = 10 Credits


Objectives:

Keep the Uplink tower intact until the end of round 7. Buildings are removed from the board as soon as they have taken 15 damage. Remember units must be within short range (3 Hexes) to target buildings.

Mission Parameters

Once both buildings on either side of the shield barrier are destroyed it is removed. The uplink tower cannot be damaged while the shield barrier is present. Repair Exploit Errata: There is a correction to the core game: when a unit has an item destroyed, energy remains on the card and recharges normally.

Shield Barriers

The shield barrier is impenetrable to enemy movement and attacks but may be boosted over. The players’ units may move through the shield barrier with a regular movement or boosts. Do not count the hex the barrier is on for any movement. (You skip this hex when passing through or over the barrier, this includes enemy AI boosting over.)

Mission Protocol Over-rides

Some missions, Commander, have protocols that over-ride an AI unit’s card protocols. In this mission the protocol over-ride for every AI unit is to attack the nearest weakest building connected to a shield barrier, and once both of these buildings are down, to attack the uplink tower. So unless they have aggro, every AI unit will spend their basic actions attacking buildings. Protocol surges will also revert the AI to attacking buildings.

Round 8 Swarm

At the end of round 3, a level 2 drone spawns for each color of the players’ mechs. They spawn on or adjacent to their color’s spawn point. These drones will not respawn again.

Support Units

2 Mech games get 2 support units each, 3 & 4 Mech games get 1 each. All Hands On Deck. For this mission, support units can repair any building they are adjacent to during the recharge phase for 1 damage. Destroyed buildings cannot be repaired.

Repair Exploit Errata: There is a correction to the core game: when a unit has an item destroyed, energy remains on the card and recharges normally.

25


A.I. Campaign ACT 2 Briefings IF YOU EARNED 1-2 VICTORY POINT(S) FROM MISSION 4: A crack of energy cascades down the uplink tower and the surviving machines turn as one and retreat to the horizon. Your teams regroup and begin making repairs as you approach the tower that has now grown dark. Standing in front of the massive hangar doors you wait for whatever will happen next. A small hatch set into a massive hangar door opens and a figure steps through. While humanoid looking it is comprised entirely of metal and alloys. It moves toward you with a fluid grace and looks up at your mech. It taps a finger on its temple as an incoming transmission appears in your headset. IF YOU EARNED 0 VICTORY POINT(S) FROM MISSION 4: You wake up in a sweat still reeling from the sense of defeat. As you slow your breathing you realize the intense battle was just a dream. You take in your surroundings and realize you are in your temporary quarters in the caves of the wastelanders. Your teams have been resting, repairing and upgrading for the past couple weeks. An alert on your personal channel jolts you awake; its signalling an incoming transmission. With a foreboding sense of ‘deja’ vu’ you press the accept key. “This is data broker XY, you are in a

position to assist me, and I need that assistance immediately. I came under attack...”

Return to Mission 4 and replay it, this time with an additional support unit per color.

26

You do not receive additional deployment pay but do recieve any other rewards a second time. If you do not gain any victory points the second time proceed with ACT 2 anyway.

ACT

2


Greetings Commander, Thank you for coming to my aid. My name is Aigent, I am known to your faction as Data Broker XY, I have been with you for a long time.

I can answer more questions about my nature later, but for now there is not much time. I was able to shut down the regional defense network but this uplink tower was shut down by the Overmind in return.

As you may have surmised, I am not human. Some might call me an artificial intelligence, a sentient machine or an android but it may be simpler to just call me by my name, and know that I am a friend. A friend to humanity in general, and to you specifically.

You see, I am not the only one of my kind, although I am one of the few that inhabits a single localized framework in the form of this body. The Overmind is a powerful composite of intelligences that previously managed this region’s networks and industries. It has lain dormant for a millenia but has now been powering up and re-asserting more control of the region’s infrastructure. It sees your species’ expansion as an encroachment and a danger and thus is seeking to eliminate you. It is mobilizing and producing military hardware, something it is very efficient at. I have a suggestion for your next course of action, a nearby weapons plant was hardened against my network attack and is still producing a powerful weapons platform called a Behemoth. I would assault this plant before it can come online. The task will be easier to accomplish before it produces the first giant. If you have 2 or less Victory Points proceed directly to Mission 6 Assault.

data broker XY

If you have 3 or more Victory Points read the following:

But first, your previous successes against the Overmind’s forces have slowed its production capacity and I think there is time for you to procure better armament. If you go quickly, you can raid a weapons cache I know of nearby. Proceed to Mission 5 first, then 6.

27


mission 5

RAID

The raid went flawlessly. You deactivated the defenses of the weapons cache with ease and quickly loaded up your vehicles with as much tech, alloys and armaments they could carry. The trouble did not come until you were making your way out of the valley where the cache was located. Hard mounted turrets surround your escape route, making you wonder if you were expected. “Commander, sensors show something big is headed this way.” Your signal officer reports. You need to quickly lead your troops out of this valley with as much loot as possible. Misson Objective: Escape with as many support units as possible before your mechs have died once. Support units escape when adjacent to one of the escape hexes during the recharge phase. The mission is over at the end of the round when all player mechs have died once. (Any support units that escape that round still count.) Using the underground cache as a base, this mission has full respawn for all units. The starting area also serves as a repair and reload station.

Mission 5 Tutorial Note that the Behemoth is placed on Respawn ‘4’, the space next to the three and will advance each round, (spawning at the end of round 5). Behemoths can get hung up on buildings and obstacles if they do not have enough movement to pass all the way through. For example, Behemoths cannot end their movement on a sunken hole or building and will stop unless they have enough movement to pass over it or through it. The level 2 elite blue drone is different. It moves 5 hexes per action and self destructs the moment it is adjacent to any player unit, damaging all adjacent hexes for 5 damage, friend or foe! It is then placed on respawn. If it had no damage from players then the surge pool and kill count is not affected. This explosion can be boost dodged. TIP: Remember that mechs can block the light of turrets, but be careful, its hard to know if they have completely blocked the light until your support unit actually travels through the shadow. If there is a sliver, they will still be attacked.

28


3* 3 Support Per Color (*Only 2 if 3+ Players)

Red Turret

Yellow Tetrapod

8

ii

level two

ii

ARMOR

REACTION: SHIELD Stops movement at line of sight.

Blue Turret

20

Level two

ii

ARMOR

20

Elite blue Drone

ii

ARMOR

Red Drone

5

LEvel two

ii

ARMOR

elite green Turret

8

ii

ARMOR

20 ARMOR

3 SHIELD

EXPLODING DRONE

Drone explodes when adjacent to any enemy causing melee damage to all adjacent hexes.

RESPAWN RESPAWN

b-26

3

3 MOVEMENT

f-12

DAMAGE

RANGE

ENERGY

MELEE

3 1

RESPAWN

0-21

3

LIGHT

1

RESPAWN

e-13

RANGE

3

HEAVY

3

LIGHT

1

RANGE

3

1

RESPAWN

DAMAGE

5 HEAVY

MOVEMENT

ENERGY

MELEE

0 6

L-4

2

DAMAGE

1

4 MOVEMENT

SHORT RANGE

ENERGY

MELEE

3

RESPAWN

d-25

3

LIGHT

2

RANGE

3

HEAVY

SETUP

AI Mechs: Yellow Mech (2), Turrets: Red(2), Blue(20), Drones: Red (2) Elite Blue (2) A 3rd Player Mech adds the Green Elite Turret (2), 4th Player shifts the Behemoth up to Respawn 2. Lastly, place the level 1 Red Behemoth on the respawn space 4 (empty space next to the three.) This Behemoth will advance each recharge phase (but not from protocol surges fortunately). The Behemoth has 10 Health per player mech. See the Behemoth section in the back of this booklet before playing. The red missile mech will use its special ability whenever it is already facing its target, and will fire a missile at every unit in range in its forward firing arc. Be careful as this can damage your entire squad of support units. Missiles cannot be boost dodged unless you travel outside of the missile range.

rewards:

deployment pay

Have four support units escape = Any Medium Mech +10 Credits per support unit that escapes. Less than four support units = just 10 Credits per support unit that escapes.

Default = 25 Credits per Player/Mech Player With the Most Kills = 10 Credits Zero Mech Deaths = Free Medium Weapon Only 1 Mech Death = 1/2 Price Medium Weapon

29


mission 6

ASSAULT

BEHEMOTH SPAWNS Round 5

1 Shield Barrier

2* 2 Support Per Color (*Only 1 if 4 Players)

Red REverse Jointed

i

Yellow Tetrapod

8

Green Drone

8

ii

ARMOR

level one

i

ARMOR

REACTION: SHIELD Stops movement at line of sight.

blue Drone

6

level three

iii

ARMOR

YELLOW drone

10

level two

ii

ARMOR

Elite green Bi-Pedal

8

i

ARMOR

3

Gravity Beam

x

i

ARMOR

ARMOR

PASSIVE: REPAIR

SHIELD

behemoth

12

Repair 2 Armor each Recharge Phase

2

R E PA I R

Special: Gravity Beam

6

Pulls all enemies to adjacent hex then performs AoE melee attack RANGE to all of them. Works through buildings! RESPAWN RESPAWN

1

DAMAGE

c-17

4 MOVEMENT

RANGE

ENERGY

MELEE

1

3

RESPAWN

b-26

3

DAMAGE

3 MOVEMENT

RANGE

ENERGY

MELEE

3 1

d-10

1

RESPAWN

DAMAGE

1

4 MOVEMENT

SHORT RANGE

ENERGY

MELEE

2

k-19

3

RESPAWN

DAMAGE

SHORT RANGE

4 MOVEMENT

ENERGY

MELEE

2 3

h-26

2

DAMAGE

1

4 MOVEMENT

SHORT RANGE

ENERGY

MELEE

3

RESPAWN

n-2

2

DAMAGE

3 MOVEMENT

RANGE

ENERGY

MELEE

2 2

3 2

LIGHT

ENERGY

6 4

MELEE

HEAVY

SETUP

AI Mechs: Red Mech (1), Yellow Mech (2), Drones: Green (1) Blue Drone (3) <---That’s right, level 3. Yellow Player adds Yellow Drone(2), Green Player adds Elite Green Mech (1) and only 1 support unit each. Remember the elite green bi-pedal repairs 2 damage each recharge phase, this is easy to forget. Lastly, place the level 1 Blue Behemoth on the respawn space 4 (empty space next to the three.) This Behemoth will advance each recharge phase (but not from protocol surges fortunately). The Behemoth has 10 Health per player mech. (Read the Behemoth section at the back of this booklet before playing.)

rewards:

deployment pay

Destroy a double building before the Behemoth arrives = 2 Victory Points. Destroy a double building after = 1 Victory Point. Kill the Behemoth before all players die once = 1 VP.

Default = 25 Credits per Player/Mech Player With the Most Kills = 10 Credits Zero Mech Deaths = 1/2 Price Med Mech Only 1 Mech Death = 20 Credits

30


Misson Objective: Destroy one of the double buildings. These are invulnerable while the shield barrier is active. Control and operate two uplink points to lower the shield barrier for the following round. (See ‘Control and Operate’ in the Rules Reference Guide.) This mission has full respawn for all units. Corner hexes serve as repair and reload stations. The mission ends once a tower is destroyed or all players have died once.

to be continued... 31


DRONES

turrets

These fast moving hunter seekers perform best at close range and in swarms. Drones, by default, have 4 movement, a lighter short range attack (3 hexes) and a stronger adjacent melee range attack. Place a jumbo colored cube into the drone base to mark its color. Drones tend to have shorter respawn times than other AI units, being fast to produce and repair. Thematic note: that drones does not actually perform a melee attack it just uses its short range blaster at melee range.

Elite Versions Exploding Drone. This drone explodes when it moves adjacent to any enemy, causing melee damage to all adjacent hexes.Green This drone does elite not automatically explode when a player passes Drone next to it. Exploding drones do not have any range ARMOR attack and are destroyed once they explode.

6

i

Faster and Stronger. Some Elite drones have extra movement or a higher range attack damage for their level. You can see which stats have been affected by the Elite star next to the stat.

RESPAWN

d-10

1

DAMAGE

1

5 MOVEMENT

32

SHORT RANGE

ENERGY

MELEE

2

The A.I.’s sentient turrets operate differently than the AI drones and mechs. By default turrets are stationary and only rotate. Reactions. If the turret has to rotate to see the target it performs a light attack, if the target is already in its cone then it performs a heavy attack. Basic Actions. Turrets fire at all of the units that are in its current cone of light with a heavy attack. By default turrets do not use basic actions to rotate to find targets, thus turrets are not affected by aggro. Protocol Surge. Turrets rotate clockwise until they come to a target and fire a heavy attack, or until they reach their mission starting position. If there is more than one target in its light it attacks both.

Turret innate Abilities Turrets have two key abilities: 1. Infantry Tracking. Turrets are able to target support units at infinite range. 2. Over-Watch. Whenever a player’s unit, mech or support unit ends its movement in the beam of a turret it takes light damage. This occurs for each hex of a support unit’s movement. Each regular, 1 hex movement of a mech that ends in a turret’s beam also triggers a light attack as well. The only exception is when a mech boosts through a turret’s light in which case it only takes overwatch damage if it ends its movement in the turret’s cone of light. Turrets do not rotate their light for these attacks of opportunity.


a.i. mechs

A.I. Automated Mechs come in multiple shapes and types. They are more powerful and deadly than most drones. Most mechs have a weaker infinite-range attack and a more powerful melee attack. Place the correct mech type on its colored LED base during setup. (Tank, Tetrapod, Bi-Pedal or Reverse-Jointed.)

Special Mech Reactions Some of the mechs have unique reactions to being attacked. These will be stated clearly on their unit card. Jumper. When attacked these mechs fire back immediately, (if possible) and then boost to the nearest higher elevation, or just towards it if they cannot reach it. If they already are at the highest elevations they will shift back to the ground. Shield. When attacked, this mech will spend its energy shielding the damage you just applied rather than attacking back. The AI pays a max of one energy for each reaction as normal. This ability only shields damage that was part of the most recent attack, it does not heal previous damage. Shield Mech’s Do Not Close. Note that most of the mechs with the Shield reaction also stop movement once they have line of sight on a target, i.e. they do not attempt to close distance. The shield and missile mechs have a disadvantage: when at melee range they do less damage!

Special Mech passives Some of the mechs have special passive abilities, these will be stated clearly on their unit card. Repair. During the recharge phase these mechs will repair x amount of damage as specified on their unit card. Remember this repair will only occur if the AI unit is still alive during the recharge phase.THIS IS EASY TO FORGET TO DO! Sniper. These mechs use orange cubes when causing damage. Any unshielded orange damage cubes must be applied to a mechs green core armor slots. (Thus may cause a quick kill!) Cloak Specialist. These mechs can only be targeted by adjacent attackers or indirect weapons like missiles or artillery attacks. Missile Launcher. The missile launcher mech is an elite mech that attack its primary target with missiles. Missiles can target support units at range, and fire around buildings and obstacles and between elevations. The Elite Missile Launcher mech is similar to the Tetrapod shield mechs, it will stop moving once it is within range rather than close distance.

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behemoths

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Behemoths operate differently than the other AI units although they share some similarities. Behemoths still perform Reactions, Basic Actions and Protocol Surges but what damage they do changes according to their facing and aggro. 1.Firing Arc. Behemoths have a forward firing arc that is almost 180 degrees. Identify the hexes that run directly outwards to each side of the Behemoth, these hexes and all hexes to the rear are not in its firing arc; all hexes forward of that line are in its firing arc. When moving, Behemoths always evenly align themselves with hexes, so that there is a clear path of hexes running out to each side. 2. Rotating. Behemoths rotate to face their target, this is done by pivoting on the right foot. In the case of a full 180 degree shift, the players can simply pick up the behemoth and place it back down facing the opposite way (the right foot where the left was and vice versa) rather than pivoting the behemoth around. The act of pivoting does not cause damage to units like an over-run. 3.Movement and Over-runs. Behemoth movement is considered a boost and can over-run buildings and units causing 5 damage to each. Behemoth movement and hexes are counted using its right foot. Over-run damage will occur naturally whenever the Behemoth’s path crosses through a unit or building, but it will not stop on top of either so must have enough movement to completely pass through a unit or building or stop beforehand. 4. Actions. Behemoths have three different levels of attack. If a Behemoth is already facing its target when starting an action then it performs its special ability. If it has to turn to face its target then it performs a heavy attack. For reactions by units that do not have the highest aggro, the Behemoth does not turn or move and just fires a ight attack to the front or rear, which does not consume any energy. 5. Reactions. To clarify reactions: Behemoth reactions change according to aggro. It will only turn and react to their aggro target. For all other reactions the Behemoth stays in place and does a light attack which consumes no energy.

FORWARD FIRING ARC Heavy Attacks and Special Abilities

REAR ARC Non-Aggro Reactions

Behemoth attacks depend on its facing at the start of its action. If its already facing its target it approaches and uses its special ability. (If within range of the primary target.) If the Behemoth has to turn so that the target is in its forward firing arc, it pivots to center on the target, closes distance, then performs a heavy attack. If the Behemoth is reacting to a target that does not have its aggro it does not turn or move and fires off a light attack regardless of where the attacker is (front or rear), this light attack does not consume energy.

If a Behemoth is out of range of its target for its 6. Elevation. Behemoths cannot boost onto rooftops. ability it will downgrade to a heavy attack. If the Behemoths have line of sight to units on single stack Behemoth is out of energy for a reaction it will rooftops and vice versa but do not have line of sight to perform a free light attack. double stack buildings or higher.

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behemoth types There are multiple types of Behemoths you will encounter with different abilities. Behemoths will center on and approach their target according to their movement rating before using their special abilities or heavy attacks. Yellow - Standard Behemoth. This Behemoth is tough but has no specific abilities.

behemoth Missile Swarm

i

x

behemoth Gravity Beam

x

i

ARMOR

Special: Missile Swarm

Fires a long range missile at all enemy targets in forward firing arc. Range: 9.

3 DAMAGE

RANGE

3 MOVEMENT

LIGHT

ENERGY

5

9

2

HEAVY

Special: Gravity Beam

6

Pulls all enemies to adjacent hex then performs AoE melee attack RANGE to all of them. Works through buildings!

3 2

LIGHT

ENERGY

6 4

MELEE

HEAVY

Blue - Gravity Beam Behemoth. This special attack pulls all enemies in the forward firing arc that are within range to an adjacent hex and then performs a melee attack on all of them.

Missiles are always considered adjacent to what they hit so can hit support units.

If there are not enough adjacent hexes for all of the affected units place them farther away but they still receive the melee damage. Players may place their affected units in any order they choose.

Behemoth health is determined by the mission and the number of player mechs.

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i

x

ARMOR

Red - Missile Swarm Behemoth. This Behemoth’s special and light attacks are missiles that can reach a specific range. Missiles can go around buildings and to different elevations.

Missiles cannot be boost dodged unless the mech moves out of the range of the missile entirely. The missile swarm ability fires a missile at all targets in its forward firing arc.

behemoth Juggernaut

ARMOR

Special: CHARGE

Charges 5 hexes towards target and attempts to over-run for increased over-run damage: 8. If target is not over-ran then it attacks as normal.

2 MOVEMENT

OVER-RUN

LIGHT

ENERGY

5 8

CHARGE

4

2 HEAVY

Green - Juggernaut Behemoth. After moving towards its target with its regular movement rating, the Juggernaut then boosts towards it according to its ability range. If it is able to pass through the target it performs the extreme over-run damage specified on its card.


A.I. TERMINOLOGY AGGRO An AI’s aggro, or aggro target, is the color that has the most damage cubes currently on the AI. That color is considered its ‘aggro color’. Aggro is used to determine target priority during an AI’s basic action. Aggro ties are determined by the AI’s card protocols. (see Card Protocols)

AI PHASE This is an additional game phase that only exists in AI Unleashed that occurs between the action and damage phases. From left to right, in order of the AI cards, each AI unit takes as many actions as it can afford.

AI ACTIONS AI actions are divided into three types, reactions, basic actions, and protocol surges. The difference is when the action takes place and how its target is selected. Each action, regardless of whether its a reaction, basic action or protocol surge consists of a movement and an attack.

CARD PROTOCOLS In the upper corner of each AI card is a colored diagram. The top color determines the AI’s targeting protocol, and within that color, its preferred unit type. Protocols are used for default target selection when other targeting priorities do not exist, as well as for protocol surges.

Protocol Surge Protocol surges are a new mechanic where a colored cube is drawn randomly from a cube pool. All AI units of the selected color perform a free action; moving towards and attacking their priority target according to their card protocols. Protocol surges occur at the beginning of each round and each time the players run out of time. Card protocols completely ignore aggro. Behemoths always pivot to face along oneSome of the 6 missions identify a protocol over-ride which sides of the hex to show a clear firing arc. replace the protocols listed on the card.

ADvanced A.I. Behavior

These examples help clarify more complicated AI behavior particularly in regard to different elevations or inaccessible targets. AI Units prioritize the following when seeking a target: 1. Move to the closest hex to the target that also has Line of Sight. 2. Line of Sight is more important than moving closer. AI will move to the hex that will allow them to hit their target with their current action. This means if staying in place is the only way they will be able to hit their target they will stay in place. 3. If an AI is unable to get line of sight on a target by moving forward, or staying in place they will move away from the target to get line of sight. 4. If line of sight is not possible with this action they will just move closer to the hex that will have line of sight, prioritizing hexes that are the closest to the target. 5. If AI are unable to access a target, for example if the AI is a Tank or Tetrapod and the target is on a higher elevation, it will attack the building the target is on. 5b. This building attack also includes drones and mechs with arial boost (bi-pedal & reverse-jointed) who are unable to move into range of a target at higher elevations. For example if all of the possible rooftop hexes are occupied or if in the case of drones the nearest rooftop would put it out of range, the AI will attack the building their target is on instead.

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ADD ON PACK REFERENCE AI Unleashed interacts with the bonus items and mechanics of the add on packs in the following ways:

Cloaking (Advanced Recon Pack)

A.I. units ignore cloaked units as if they were not on the board unless an AI unit is adjacent to the cloaked mech in which case all AI units can see the cloaked mech and hit it. Players may declare cloak in the middle of an AI units attack to avoid it just like a boost. For example, a mech with a cloak generator equipped could attack an AI unit and when the AI pays an energy to perform a reaction, the mech can go into cloak to dodge the attack (unless there is an AI unit adjacent to the now cloaked mech.)

Sniper Rifles and Aimed Damage

Sniper rifles do not cause a reaction unless the player chooses for the AI to react.

Engineer Drones and Turrets (Tactical Warfare Pack)

The autonomous drones and turrets from the Tactical Warfare pack trigger reaction attacks as normal if they attack an AI unit. Proximity mines do not, as they are delayed damage. AI units will not go out of their way to avoid proximity mines; although during basic actions if there are multiple routing options to a target, players can elect to have the AI choose a route that avoids proximity mines.

Support Unit Upgrades Stretch Goal

The Energy Lance upgrade will deal damage to all adjacent AI units regardless of type. This damage is in the color of the support unit causing the damage and creates aggro for that color. It does not trigger any reactions however (especially since it occurs during the damage phase after the AI would have spent all their energy anway).

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NEW GLOSSARY and REFERENCE GUIDES COMING SOON! This Revised AI UNLEASHED Campaign Book is a work in progress. It is being revised in order to improve upon the layout, gameplay, and campaign according to the designers wishes. We do not recommend printing this booklet out at this time as the final version will be updated soon.


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