Red Alert - Skirmish Rules (Beta).pdf

(3037 KB) Pobierz
ALERT
CONDITION: RED
SKIRMISH RULES
BET
A
RED ALERT
LCARS TERMINAL 978-1-912200-87-0
CREDITS
PRODUCED BY
CHRIS BIRCH
PUBLISHING ASSISTANT
SALWA AZAR
OPERATIONS MANAGER
GARRY HARPER
STUDIO MANAGER
JON WEBB
PRODUCTION MANAGER
STEVE DALDRY
COMMUNITY SUPPORT
LLOYD GYAN
SYSTEM DESIGN
NATHAN DOWDELL
1732011
PHOTOGRAPHY
SALWA AZAR
MINIATURE DESIGNS
ALBERT YU, VON CABERTE, ROY GABRIEL,
ANA ROMAN, NOEL CORTES, AND QUESTRON
MINIATURE PAINTING
MARKUS STROH AND LEWIS COLLINS
ART DIRECTION
SAM WEBB
GRAPHIC DESIGN
MATTHEW COMBEN
LAYOUT
MICHAL E. CROSS
LINE DEVELOPMENT
SAM WEBB
RED ALERT DESIGN BY
MARK LATHAM AND SAM WEBB
PLAYTESTING
JON WEBB, JAMES BARRY, FEDERICO SOHNS,
AND JAVIER ANGERIZ-CABURRASI
WRITING
MARK LATHAM AND SAM WEBB
EDITING
MIKE BRUNTON
INTERNAL ARTWORK
MICHAL E. CROSS AND JOSÉ ESTERAS
191984
221084
FOR CBS STUDIOS
BILL BURKE, JOHN VAN CITTERS,
MARIAN CORDRY, VERONICA HART,
BRIAN LADY, AND KEITH LOWENADLER
AUX SYS
Published by Modiphius Entertainment Ltd.
2nd Floor, 39 Harwood Road, London, SW6 4QP, England.
The 2d20 system and Modiphius Logos are copyright Modiphius
Entertainment Ltd. 2018. All 2d20 system text is copyright Modiphius
Entertainment Ltd. Any unauthorised use of copyrighted material is illegal.
Any trademarked names are used in a fictional manner; no infringement
is intended. This is a work of fiction. Any similarity with actual people and
events, past or present, is purely coincidental and unintentional except for
those people and events described in an historical context. TM & © 2018
CBS Studios Inc. © 2018 Paramount Pictures Corp.
STAR TREK
and related
marks and logos are trademarks of CBS Studios inc. All Rights Reserved.
Artwork and graphics TM & © 2018 CBS Studios Inc. © 2018 Paramount
Pictures Corp. STAR TREK and related marks and logos are trademarks
of CBS Studios Inc. All Rights Reserved., except the Modiphius Logo
which is Modiphius Entertainment Ltd. This is a work of fiction. Any
similarity with actual people and events, past or present, is purely
coincidental and unintentional except for those people and events
described in an historical context.
INFO@MODIPHIUS.COM
WWW.MODIPHIUS.COM
Modiphius Entertainment Product Number: MUH051549
ISBN: 978-1-912200-87-0
CREDITS
CHAPTER
01.00
RED ALERT
584572980200
29845
01.10 RULES OF PLAY
01.20 STARTING A GAME
01.30 THE BATTLEFIELD
01.40 WEAPONS AND EQUIPMENT
01.50 MISSIONS
01.60 TOKENS
004
012
014
018
022
023
RED ALERT
3
CHAPTER
01.10
RED ALERT
RULES OF PLAY
“WAR ISN’T A GOOD LIFE, BUT IT’S LIFE.”
– CAPTAIN JAMES T. KIRK
With
Star Trek Adventures: Red Alert,
your gaming group
can add an exciting three-dimensional tactical experience
to your RPG encounters. Now, Federation away teams
can do battle against Klingon warriors, Romulan strike
teams, Borg drones, or any number of other threats on
far-flung worlds across the Galaxy. Whether you’re a
seasoned veteran of tabletop campaigns or a fresh-from-
THINGS YOU’LL NEED
Before you can play your first mission, there are a few
things you should gather in preparation. Obviously, the most
important part of the game is the miniatures themselves. In
addition, however, you will need:
the-academy redshirt, you’ll soon be controlling your own
away team and battling over the fate of worlds or the
entire Galaxy!
These rules will be familiar to existing players, but are
straightforward enough for new players to understand
BATTLEFIELD
Red Alert
combat encounters are played with the
Star Trek
Adventures
Tile Sets available from Modiphius. These sets
represent the environments for the scenarios, and are divided
into the zones required for play. They are fully rendered with
top-down scenery walls and obstacles.
quickly.
Star Trek Adventures: Red Alert
can be used as an
exciting substitute for combat encounters in your roleplaying
sessions, or a way of setting up quick combat encounters
using your collection of
Star Trek Adventures
miniatures.
DICE
You will need a handful of
twenty-sided dice
(referred to as
D20) to play this game, along with some special six-sided
Challenge Dice.
(See sidebar.)
THE MOST
IMPORTANT RULE
It’s nearly impossible for a set of rules to cover every conceivable
situation that could arise during a game. Disputes over rules
should always be resolved in a spirit of cooperation and
sportsmanship. Ultimately, if no agreement can be reached,
we recommend that players each roll a D20, dicing off until
there is a clear winner: the player with highest score is right
TOKENS
Red Alert
uses a number of Momentum and Threat tokens, in
a similar way to the main
Star Trek Adventures
rules. You’ll
need one set of tokens to track Momentum for the two sides;
one uses the blue Momentum tokens, the other uses the red
Threat tokens.
MARKERS
You’ll also need a set of markers, provided for you in the
back of this supplement.
this time around. Remember, the aim of the game is to have
fun in a friendly, competitive spirit, and that means letting your
opponent have fun too! Settling differences in a friendly manner
is paramount to having fun, so this could be called the most
important rule in the game!
BASIC PRINCIPLES
The pages that follow present the game rules in the order
they are needed in play. There are a few basic terms and
principles that need to be introduced right from the start.
These are rules and terminology that affect every aspect of
the game.
4
CHAPTER 07
MODELS
The miniatures used to play
Star Trek: Red Alert
are also
referred to as “models”; the two terms can be considered
interchangeable. The models under your control represents your
crew, such as a Federation away team or Klingon war band.
CHALLENGE DICE
Challenge Dice are custom six-sided dice that have both damage
values and special Effect symbols, denoted in the rules by the
In game terms your crew is split into several
units
which are
either activated individually as
characters
or are grouped
into
squads.
A
symbol.
If you don’t have special Challenge Dice available, you can use
CHARACTERS
normal six-sided dice instead; treat any die which rolls a 3 or 4 as
blank, and any die which rolls a 5 or 6 as 1 damage, and an Effect.
Characters are individuals whose skills and qualities outstrip
that of a regular field agent or soldier. They are always fielded
alone as a unit of one model.
CHALLENGE DICE RESULT TABLE
D6 RESULT CHALLENGE DICE RESULT
1
2
3
4
5
6
1
2
0
0
1, plus Damage Effect
1, plus Damage Effect
SQUADS
Squads are a single unit comprising between two and ten
models that act and fight together. For the purposes of Turns
and actions squads count as a single unit. Even though there
are many models in a squad, they can only normally attempt
one Minor Action and one Task per Turn, and you roll one
pool of dice for the whole squad as a unit.
RED ALERT
5
Zgłoś jeśli naruszono regulamin