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1. LH EX xs o TE i Mi a a E n ea ih Ta Ex f ma Tame um tn oni e i z i c E c THE SEPTIKON SPACE STATION IS LOCATED ON A URANIUM RICHUR CLASS ASTEROID THE STATION HAS 8 UNDERGROUND LEVELS AND EACH LEVEL CONSISTS OF 21 MODULES SQUARES ON THE BOARD THE LEVELS ARE CONNECTED BY ONE OR TWO PASSAGES e See Se SS ee gt N UU uL 2c ee o gt La CIRCA EEE GUNNERS OPERATE HERE j EVERYTHING Lor NEEDED FOR ry em ATTACK AND Gah DEFENSE WAREHOUSES AND THE SHAFT A PASSAGE RUNNING FROM THE BATTLE ZONE TO THE gt e PRODUCTION ZONE WITH P ARMORY MODULES Ld f V 9 EM TOP UP YOUR RESOURCES gt A EE hE BREE CHER CORPS SS cael PARAR NO LIFE SUPPORT D Tuv fifa er Te ERE MB PING SUPPLIES iu TUM E V Passage p xx 2 7 asd 8 8 and 9 are pru by passages which are ET The shaft a passage from the Battle zone into the Production between levels jn the left and right most modules Levels 2 and 7 are connected through the zone with Armory modules Armory modules the shaft Lock M pum h STATIN LUNI YN available direction you can t turn him around Pup
2. ta ire the station Locks are used for storing frozen Clones which are able to be defrosted as Oxygen supplies at the station increase If all Locks are damaged or occupied new Clones can t be defrosted A Clone that is located in a Lock at the beginning of a turn can be frozen and a copy of this i Clone defrosted in any other Lock In this way the Clone moves from one Lock to another as if they were adjacent by using one unit rove 0 movement It continues its move from that location BioDrones t use enemy Locks mA pm mm US s THIS IS A RECORD OF A BATTLE BETWEEN TWO SEPTIKONS THE OWNER OF THE UPPER STATION IS THE EXPERIENCED MINER GRUMB WHO FINDS HIMSELF IN COMPETITION WITH THE YOUNG UPSTART CHESTER BEFORE THE BATTLE BEGAN ALL OF THE WAREHOUSES WERE HALF FULL ACK ox Loe LOG TAY 75745 ae Et mining station SEN N 3 Ten N V E A W BB SUPE 1 EX X E 738 VJ 1 LI 2 4 1 8 t 1 JE 1 g 1 a gt gt X SAna aAa Ee Chester Random Number Generator D6 roll 5 A ner moves through the right Lock Grumb D6 roll 4 A Gunner moves pee the left Lock a cmm J TO 0 FRE Chester D6 roll 2 The Clone from the central Lock jump
3. LAUNCH SHAFT This is intended for launching F Rockets and Nuclear Warheads at your opponent When a Clone finishes his move on this Square remove the Rocket resource cube and move the Rocket from the corresponding Gunner the number of squares shown on the Random Number Generator at the start of your turn During each of your subsequent turns any Rockets currently flying at your opponent will continue to move a number of squares determined by the die throw at the start of that turn When a Rocket lands on your opponent s station module or warehouse square it can be a module on any level from 5 to 8 after its movement it is removed If the modue or square was not already damaged a Damage token modules cag square where an opponents token Clone Satellite uare with y Hr token AES gar THERMITE MINE expensive weapon used to destroy warehouses and Production modules A Thermite Mine causes damage to opponents station in line of sight of your Gunner on levels T im or 6 in accordance with the number shown on the E a THER ad il E ous h ENERGY SHIELD A defensive armament used to protect key elements When a Clone finishes his move on this module the player takes an Energy Shield token and places it away from the Gunner in the direction of the opponent s station at a distance shown on the Random Number Generator in ELSE This token does not move once
4. Grumb D6 roll 5 The Clone from Level 1 moves away from the enemy landing party into the Lichen module A unit of BioMass is produced Chester D6 roll 3 The Gunner moves to the left threatening the enemy Clone in the Lock The BioDrone on the left moves into the opponent s shaft and destroys the Clone in the VibroCannon chamber with his Drill The second BioDrone continues to move towards the exit from the Rocket warehouse AY rT YY Fe A1257 e LI 7 LE Vil s Tua T4 gt lt 4 gt 1 ee Tur 30 Grumb D6 roll 4 The Clone moves into the Sensor Cabin destroying the opponent s most threatening BioDrone and thus producing a unit of Energy 31 Chester Chester D6 roll 6 The Gunner moves to Level 8 and activates the Laser Two shots later Grumb loses one of the remaining Clones and both Locks on Level 8 The BioDrone races towards the lower Lock 32 Grumb D6 roll 3 The Clone located on Level 1 moves away from the enemy landing party into the Nuclear Reactor module and produces three units of Energy for one unit of Uranium The Sensor Cabin is freed 39 Chester D6 roll 5 Chester s BioDrone catches the last Clone on Grumb s station The two remaining Gunners can t return to the station Grumb can t deal any Damage to his opponent so Chester wins this game a ee 7 Y aca ny og oy i n T ur i r 7 ru
5. J g H Ds 4 E e 95 LE 8 o 8 j n 2 AER m i Cm N mete CNG 4 Y Em m SUS 009 7 v 1 T pha aan mun aan 47S B E MN ER S Nis Y amp MEI FOREN el d Hui M E m fd j e d s F 38 D 7 but the y tries to buila pe esources and wowt B From letter no 1 E ox deni SU esn t have maT or chambers r Eines p m wi much less often CN 7 au all Turn Tie to repair oe and Up ph Pend lace to Only a fool would begin with Nuclear Rocket production Obviously if the Rockets manage to make it across and land on Level 5 youhavevictory in your pocket but what are the chances of that happening really You would spend two moves building Nuclear Warheads and use up almost half of your Oxygen When would you build new Clones There is still a lot of work to do move out your Gunners launch Rockets place Satellites No no that s not how to do it A Nuclear Rocket ts a mighty weapon that requires precision and good timing So wait until your opponent runs out of Metal and the Random Number Generator throws the long awaited 6 dots then your Gunner moves aside and the Rocket flies down
6. by producing or consuming resources in your opponent s warehouses take shots and launch landing parties from your opponent s Gunners This means you can send your opponents BioDrones to your own Satellites or consume all of his Energy by installing Energy Shields If at the start of the turn the spy is located in the Armory module or the Lock near the opponent s warehouses you may steal one resource unit from this warehouse before throwing the die and move it to your ics thr rough lt X aoed e Bute can atic on them co 4 _ ee eee 1 vo ooo t co Ro 7 CIN Gu 8 id own warehouse However this is only allowed if the warehouses for this resource type both your warehouse and opponent s one are not blocked The spy is armed like all your opponent s Clones It must use the weaponry against opposing Clones and may be destroyed by them The spy may pass through your opponent s Clones and they may pass through him Your BioDrones may not pass through your own spy and Vice versa If your spy finds itself next to your armed BioDrone the lestroys it and vice versa an armed 1 spy will destroy your bo th h of these units are armed the spy i is destroyed jas recruited the opponent s Gunner as his spy the You may not i e the spy as s your own Gunner e tc Ai ue UE as a Gunner 1 until it leaves the FOR
7. an enemy unit It destroys enemy units if they are located exactly in 2 cells away from an armed Clone or BioDrone in any direction including the diagonal 1 module BOTH OF THESE WEAPONS BE USED FOR DRILLING SHAFTS THEY MAY THEREFORE BE USED TO ATTACK BETWEEN LEVELS AND THROUGH WALLS THEY MAY EVEN BE USED TO DESTROY ENEMY BIODRONES INSIDE WAREHOUSES NEITHER THE DRILL NOR THE VIBROCANNON BE USED TO DESTROY ANY TARGETS OTHER THAN CLONES SPIES AND ACTIVE BIODRONES INACTIVE BIODRONES LOCATED AT THE ENEMY WAREHOUSES CAN T BE DESTROYED THESE SHORT RANGE WEAPONS CAN T BE USED BEFORE LANDING ON THE OPPONENT S STATION IF AT THE END OF THE TURN BOTH YOUR BIODRONE AND THE OPPONENT S CLONE ARE ARMED AND MUST ATTACK EACH OTHER THE SKIRMISH IS WON BY THE PLAYER WHOSE TURN IS ENDING EXPLOSIVES A BioDrone s most terrible weapon A moving BioDrone that has been armed with Explosives may leave a damage token on the Square where it stood at the start of the turn The player s Clones can also use Explosives but only in the most desperate situation For example if they need to contain an enemy landing party d eat passages _ O 1 module CLONES AND BIODRONES MAY WIELD AND USE ANY TWO mR EVEN ALL THREE WEAPONS AT THE SAME PROVIDED THAT THE CORRESPONDING ARE OCCUPIED c Foar ee LOCK These are special
8. _ je nen 10 MI 4 t LLL Ib HOPES KH UN D E a GREDITS GAME DESIGNER KONSTANTIN SELEZNEV PRODUCERS TIMOFEY BOKAREV IVAN POPOV ARTIST SERGEY DULIN GRAPHIC DESIGNER ARTEM ZUBOV EDITOR EN CHIEF PETR TYULENEV EDITOR ALEXANDER KISELEV OLEG GAVRILIN LAYOUT SERGEY KOVALEV DARIA SMIRNOVA lt IGROLOGN www igrolaogwy ru Game Development IGROLOGY www igrology ru Promotional Support provided by board games portal Tesera www Tesera ru QOOO0Q0 YOOSD Publisher Hobby World international hobbyworld ru LICHEN The only module that does not consume resources Produces BioMass Double Lichen produces two units of BioMass This re source is necessary for synthesizing Oxygen and growing BioDrones It s also used for espionage and creating Thermite Mines In desperate situations it can be used as a reserve Energy source CHEMICAL REACTOR This module produces Oxy gen by consuming BioMass Usually players use a double Chemical Reactor which pro duces two units of Oxygen simultaneously This allows them to defrost two new Clones per turn Oxygen is also used for growing BioDrones and consumed in the production radioactive pollution i t z E 5 dm ON ride AIR FILTER An alternative so
9. a clear corridor bypassing all Satellites The enemy Clones rush to catch it they are in a hurry moving from strategic positions but too late The result five ed modules First though top up your Oxygen warehouse and make sure you have as many as possible Clones on your station Whichever strategy you use you can never have too many Clones From letter no 5 x_ E
10. placed If an Energy Shield token is located in the path of an oppo nent s Rocket or BioDrone its movement ends in this square and both the Energy Shield and the Rocket or BioDrone are destroyed The Energy Shield will also stop a laser shot thus protecting your station from damage In all situations if the Energy Shield is destroyed and the player Bile Energy resources he IS sees to pose one unit V isp placed on that square If before the collision the Rocket ends Drone or Energy Shield is located 1 then both this target destroyed There are no if i st to p yours station Les EG uses fore anit of tuere ii thermite two units ix rc w M lt 3 modules 2 modules Mac ae ee wf LANDING CAPSULE An universal weapon intended for sending BioDrones to your opponent s station and the subsequent destruction of his Clones and infrastructure When a Clone finishes his move on the Landing Capsule the player takes a BioDrone from the warehouse and moves it from the corresponding Gunner the number of squares shown on the Random Number Generator in the direction of the opponent s station During each following move the BioDrones like Rockets will continue moving an appropriate number of squares If the BioDrone s trajectory ends inside the opponent s station or on the surface
11. yN 3 1 uu EA ee FN ew 8 ee 1 DPI i J 1 1 p r NE F Y 7 a i Grumb D6 roll 2 Not waiting for the Rockets impact Grumb D6 roll 3 Two shots from the Laser by using he places two Satellites by using two units of Metal both Gunners Used 2 units of Energy a a a Chester D6 roll 5 Places another Gunner on the right ett Y um p aI 9155470 Grumb D6 roll 4 Two shots from the Laser by using E 2 A a 2 F N REN c E Hc CC RGB rs both Gunners Used 2 units of Energy DE f 5 5 5 5 ERER PERETE LR vere YY Chester D6 roll 6 The Gunner from the Level 2 Lock wem o A TE moves to the Level 8 Lock and activates Landing Capsule P IF Three BioDrones are launched n LEN Chester D6 roll 6 A Clone moves from Level 2 to the VibroCannon the Rocket is destroyed Grumb D6 roll 5 The left Gunner moves closer to the center Chester D6 roll 2 The Clone moves from the VibroCannon to the Level 2 Lock Rocket with the Nuclear Warhead is destroyed Grumb Two shots from the Laser by using both Gunners Used 2 units of Energy Chester The Clone on Level 1 moves closer to t
12. ALL MODULES DESCRIBED ABOVE IF YOU DEAL DAMAGE TO AN OPPONENT S MODULE ORA CELL HIS WAREHOUSE YOU SIMULTANEOUSLY DESTROY ANY OPPONENT S PIECES LOCATED IN THOSE SQUARES 7 cons B de See SATELLITE A battle unit and your main defense against your opponent s Rockets and landing parties When a Clone visits this module the player places a Satel lite token in a line of sight of the Gunner towards the opponent s station at a distance shown on the Random Number Genera 9 tor in squares This to does not move once placed The Satellite destroys all your opponent s objects located three squares or less away from it in vertical horizontal or diagonal directions As well as Rockets and landing parties it can destroy enemy Gunners Energy Shields and Satellites In a skirmish between two Satellites the Satellite of the player with the current turn wins If an enemy Rocket or a Capsule with a BioDrone lands on a square with a Satellite the Satellite is Roya ee ar oj 4 modules TAKEOVER A radioelectronic weapon that lets you take over enemy S 2 mod les ALL SITUATIONS IN WHICH THE MODULES ABOVE ARE ACTIVATED IF YOU HAVE TWO OR MORE GUNNERS EACH MAY AIM AT HIS OWN TARGET IN THE SAME ACTIVATION IN SUCH A CASE THE ACTIVATION OF THE MODULE WILL USE A NUMBER OF RESOURCES APPROPRIATE TO THE NUMBER OF SELECTED GUNNERS FOR EXAMPLE IF A LANDING CAPS
13. Tin S A T 0 N its hs j ae x 5 Ex ve rg ses i x eL 1 i I am DEEP SPACE A VERI y pma iii B a z ton bes vm ep ms T m l l arg aW ACA CER EL E SERI R MANUAL _ ee v wa A ae o WEITE Tr m cami al A UIN dd Ear alt CONGRATULATIONS ON BUYING SEPTIKON THE PERFECT INDUSTRIAL SPACE STATION FOR MINING AND PROCESSING URANIUM THE KLONDIKE INDUSTRIES COMPANY HAS EQUIPPED IT WITH CUTTING EDGE OFFENSIVE AND DEFENSIVE SYSTEMS WHICH MAKES IT A POWERFUL SPACE FORTRESS AND NOT WITHOUT PURPOSE YOUR COMPETITORS WILL WATCH EVERY STEP YOU MAKE PROTECT YOUR URANIUM DEPOSITS AND DESTROY THE ENEMY STATION AS QUICKLY AS POSSIBLE ONLY THEN WILL NO ONE DARE COVET YOUR RICH RADIOACTIVE DEPOSITS Klondike Industries cares about its clients At the start of your endeavors all Septikon warehouses are filled to 5096 capacity with relevant resources which means that at the start of the game station owners lack nothing Therefore when the game begins players receive 5 units each of Oxygen BioMass Rockets BioDrones Metal Uranium and 10 units of Energy These are distributed as follows 5 units to a warehouse and they should be placed to the inner cells beginning with those located furthest fro
14. ULE MODULE IS ACTIVATED AND YOU HAVE THREE GUNNERS YOU MAY LAUNCH ONE TWO OR THREE PARTIES FROM THE CHOSEN UES BY ill AN APPROPRIATE NUMBER OF AMES 3 eli THE CamETEN CO RS ETE ANCUS 1 Satellites If a Clone activates this module you may spend the appropriate amount of resources and enemy Satellite located in line of sight of your Gunner will become yours If your Gunner has two or more enemy satellites on his line of sight you can take over any one i am oam dm 8 i REPAIR This lets you remove any one damage token In general re f pairs consume one unit of Metal As well as the usual repair there is also a Double Repair module in the game which lets you remove 2 Damage tokens by using one unit each of Metal and Oxygen Repair does not require a Gunner Klondike Industries has considered multiple situations in which a Septikon may take damage during a space battle and has taken an unprecedented step towards helping their clients Repair is the only battle module that has been duplicated in the production zone in case the Repair module in the battle zone is inaccessible This module is an enormous welding transformer and consumes Energy not Metal If you lose all of your repair modules then defeat is close Take good care of them B Lr COUNTERESPIONAGE This module has only one purpose to turn
15. an enemy spy located in any square of your station back into your own Clone by changing its figure This action does not require a Gunner AR T dis n ns Mog tien dnce o r a A Te kc Cae wel IH of them su its token for your own E JH iby j 1 AN ARMORY IS USED FOR THE EFFICIENT OPERATION OF BIODRONES AND RESISTANCE TO SAME ARMORIES ARE SPECIAL MODULES LOCATED BETWEEN THE BATTLE AND PRODUCTION ZONES IN THE CENTRAL SHAFT UNLIKE REGULAR BATTLE MODULES ARMORY MODULES DO NOT CONSUME RESOURCES THE ARMORY REMAINS ACTIVATED FOR THE ENTIRE DURATION OF THE CLONE S OCCUPATION AND DEACTIVATES WHEN THE CLONE LEAVES soc DELLI DRILL A weapon distributed to all of your BioDrones and Clones while a Clone is located in this module The numeral 1 in the upper right corner indicates the distance at which the Drill is effective If at the end of your turn your BioDrone is located in a square one step away from one or more enemy Clones along the vertical horizontal or diagonal directions these Clones willbe destroyed Also if a Clone armed with a drill finds itself cat the end of its turn next to enemy DIO Legs or Spies these units sare destroyed A 1 module pE VIBROCANNON A weapon similar to the Drill but its striking distance is 2 squares from lt
16. arehouse the warehouse is de pressurized To prevent death among personnel the safety system seals the entrance to the warehouse within a fraction of a second All warehouses are equipped with this system They will remain sealed and their operation blocked until the cause URANIUM ENERGY METAL OXYGEN BIOMASS ROCKETS BIODRONES iy 2 is completely filled or blocked the of de pressurization is removed The entrance is blocked Blocked resources Damage Remember warehouse de pressurization will cause its doors to be sealed and you won t be able to spend or produce resources Take care of your warehouses and repair any damage as soon as possible As well as de pressurization the warehouse will be blocked if it s invaded by the opponent s BioDrone landing party If an opponent s BioDrone enters a warehouse cell the safety system reacts exactly as it does when a cell is damaged PRODUCTION PRODESSING AND PROVISION The Septikon s Production modules are located on the two lowest levels of the station i e in the most protected areas If a Clone ends its movement in one of these squares the module must be activated The symbol in the lower right corner of the module represents the resource consumed by the module and the symbol in the upper left corner represents the resource produced The warehouse control system tracks the production efficiency at Septikon If there is not enough of the required consumable resource
17. available or the warehouse for the intended resource production Production Vibe activated h n BATTLE ACTIONS Septikon s Battle modules are located on the two upper levels of the station Unlike the Production modules these only consume resources Activation of a Battle module will lead to damage being dealt to the opponent or assist in defending the station The second most important difference between these two zones is the fool proof protection function that allows you to choose whether or not to activate a module in which a Clone finishes his move 4 The majority of Battle modules require preliminary target aiming You will need to use Gunners to do this Gunners are Clones who have made their way to the surface of the asteroid the 9th Level These Battle modules are special because they can be activated as many times as there are Gunners once for each Gunner Each activation requires a certain number of resources and deals damage to a corresponding number of targets or produce a corresponding number of objects for defense or attack e g Satellites and Shields Moreover these effects transpire directly in the Gunners line of sight so that careful ecu and movement when necessary is advisable Some Battle modules 00 not require th Pu Ax ox EE ee deb ee a presence of Gunners Counter Espionage It s importa
18. equires a special warehouse Resources are stored in special squares warehouse cells Loading and unloading happens automatically The warehouse looks like a long pipeline drilled through the asteroid It s used for loading and unloading resources This pipeline is divided into 10 cells and can hold up to 10 resource units Resource units are used starting from the cell located closest to the entrance The warehouse is refilled starting from the furthest empty cell from the entrance Take this resource The new resource is placed in this cell Klondike Industries cares about its clients and makes hermetically sealed containers for resources which means that even damaged warehouses can be used Blocked resources Available resources Take this resource Damage The new resource is placed in this cell configuration in accordance with the style and strategy of your future campaign However you must remember that Clones can only be placed in certain modules they can t be placed on the asteroid surface or in the warehouses One question we often hear from players is Will any of the Clones die if there is less Oxygen than crew Don t worry that won t happen However you can only obtain new Clones if you have more Oxygen than crew Try to distribute your Clones evenly to ensure they are close to all important modules If there are no cells containing resources between a damaged cell and the entrance to the w
19. ffect to teleportation by other Clones but they can t end their turn on a square that is already occupied e A Clone can t be moved fewer steps than the number shown on the Random Number Generator A player isn t allowed to skip his turn if any of his Clones are able to make a legal move Rockets and BioDrones capsules continue to move in any situation x or squares occupied by enemy BioDrones E If at the start of the players turn a Clone After the player has completed all actions is located in a free Lock the player can freeze it is the opponent s turn to launch the Random him and instantly defrost a new Clone in any Number Generator other free Lock TA zx GARING FOR YOUR GREW There is an almost endless supply of Clones at the Septikon all of which are held in suspended animation If you put an extra unit of Oxygen into your warehouse and its total volume on all squares of your warehouse is greater than the number of Clones you can instantly defrost a new Clone in any unoccupied Lock module If all Locks are occupied and or destroyed the number of crew members can t be increased The game begins with only five resources in the Oxygen warehouse which is exactly the number of Clones available before you begin a battle Try to place them in the most optimal RESOURCES AND WAREHOUSES Usable resources on Septikon are Uranium Energy Metal Oxygen BioMass Rockets and BioDrones Each resource type r
20. he opponent loses all of his Gunners and can t produce new ones z f Y F AT T m en X ATA ry a EMT M b Ex More complex situations are simply composites of these five scenarios TEL V P yo y nE d UN we f For example some warehouses may become inaccessible because ts Beg of damage taken while others are empty and the opponent s Clones Po RRL d SD motn RS make their way to the required squares GYUUCMERTEGSCEEE SIEG 73 If you are playing Septicon for the first time it may seem hard to meet the winning conditions In this case you can play until the station of any player takes 15 or more damage The owner of the station that suffered that amount of damage loses the game his opponent obviously wins All of a player s warehouses are blocked except for the Oxygen and Uranium warehouses and one Energy warehouse The Uranium and Energy wa rehouses are empty and the player can t produce any Energy since he needs Uranium Nuclear Reactor module or BioMass Thermal Generator module for its production and these squares are inaccessible because the warehouse is sealed To produce Uranium the player needs Oxygen and Energy He has Oxygen but no Energy and he can t produce any Therefore his resources are exhausted he can t use the Battle modules or attack his opponent and he can t change the situation regardless of how he moves his Clones
21. he repair chamber and into the Nuclear Reactor which is inactive as the Uranium supply is blocked Grumb D6 roll 1 Two shots from the Laser by using both Grumb D6 roll 1 Moved the Clone 8th Level to his right Gunners Used 2 units of Energy Lock Chester D6 roll 5 The Clone moves through the Armory Chester D6 roll 5 Moved a Clone 8th Level to his right and stops in the Lock The BioDrone landing party are flying Lock Two BioDrones land One successfully in the Rocket The central BioDrone is killed by Satellite fire warehouse which destroys one Rocket The other is less successful and lands in a damaged cell of the enemy BioDrone Grumb D6 roll 5 Shoots from the laser once and uses his last unit of Energy warehouse Grumb D6 roll 5 Moves a Clone Level 7 into the Chester D6 roll 2 The Clone Level PROMES closer to the Armory closer to the atomic reactors Arms his Clones with repair chamber The BioReactor is not activated since Oxygen Vbo anms and BioMass warehouses are blocked The BioDrones are flying 2a g3 vv H ew zor me m A Dur Mur Mur E E DEL p b gt gt v v 4 gt gt 4 gt Chester D6 roll 4 The Clone in the right Lock is frozen and its copy from the central Lock moves into the chamber with the Drill The landing party is armed and moving towards the opponent s central shaft
22. m the warehouse entrance Each owner of a Septikon also receives 5 Clones which can be placed in any of its modules inner squares of his station At the start of the game Clones can t be placed on the surface They can also never be located in the warehouses The player who can name the largest number of constellations takes the first turn Game board wooden resource cubes in 7 colors plastic miniatures clones biodrones satellites shields rockets nuclear rockets damage tokens dice These rules WE MPO ET 7 Launch the Random Number Generator Mandatory Move one Clone or Spy the corresponding number of squares on board Mandatory Activate the module in which the Clone or Spy has finished his move Activation of production modules is mandatory activation of battle modules is optional Move any BioDrones located on the opponent s station Optional Move all your launched Rockets and BioDrone Landing Capsules the appropriate number of squares Mandatory Check your own and enemy firing zones Satellites armed Clones and BioDrones Remove any destroyed units Mandatory Check whether victory conditions are fulfilled i e the opponent cant deal any Damage regardless of how many moves he makes Mandatory Let the opponent have his turn Mandatory throw a die v P p HE a NODE PR B P 1 UID h E macro NES Vm a moe o mak Hed
23. ns EN cue CON n and walk the direction from which he came e Clones may pass through squares occupied y p q The module on which the Clone finishes his mov Since the station is designed to be fully functional under nuclear will now be activated bombardment all systems are operated manually This makes Activation of Battle modules is optional the station almost completely impenetrable to hacker attacks Production modules must be activated i e re and keeps repair costs down but means you will need one crew sources are spent or created member to activate a module Armory modules must be activated arming each The station crew is included the standard supply and consists Clone and BioDrone with appropriate weaponr of obedient and loyal Clones which are used to working in space see Appendix 5 At any time during your turn you will check your Random Number Squares on the asteroid surface are not modules Generator aka throw a six sided die and must then activate of the station Clones can move through them one of your Clones moving him that number of squares in any without activating anything thus playing the role Lock module by spending one unit of movement of a Gunner see Battle Actions This gives increased flexibility in terms of access The crew cant enter warehouses Moreover to the most remote squares and has a similar Clones can t pass through destroyed modules e
24. nt to note that the Random Number Generator apart from determining the distance a Clone should move also represents the distance travelled by all Rockets Landing Capsules and BioDrones the distance from Station surface at which Satellites and Energy Shields are installed and the depth of Thermite Mine explosions The die is only thrown once per turn to both make the move and determine these parameters It s up to you to decide in which order the units will move The full list of battle modules is shown in Appendix 2 In a battle situation the party that loses the ability to efficiently resist must immediately surrender It s better to lose your position and Ura nium than the station your life and the ability to pay off your debts to us A player wins the game if the opponent can t deal any damage to the player s station regardless of how many moves he makes If neither player can deal damage the game is considered a draw The analytical department of Klondike Industries researched many possible situations in which two Septikon stations battle each other put together a list of the most probable victory outcomes 1 The opponent loses all of his Clones and can t make a move 2 The opponent loses access to all resources and has no ammo left _ 3 The opponent loses access to the battle zone and can t restore it 2 The opponent loses access to the production zone cant restore it and all of his resources are exhausted 5 T
25. s to the lower Lock and moves to the right activating Air Filters A unit of Oxygen is produced and placed in the warehouse A new Clone is defrosted in the right Lock Grumb D6 roll 6 A second Gunner moves through the right Lock Chester D6 roll 4 A second Gunner is moved through the left Lock quite successfully opponent s Clone is located directly opposite and can be killed if it remains there Grumb D6 roll 4 Now Grumb wants to remove his Clone from the threat It can be moved either left or right To the left is a repair chamber which he does not need right now on the right there is a choice either bring out another Gunner or activate the Thermite Mine at 4 He prefers the latter option LLLI LL X a See A A AM EE 1 Xr 1 ri f imi de 4 r 1 Fa Chester D6 roll 6 He must take a risk the right most Clone on the second Level moves into the Nuclear Armory By doing this Chester burns up his last available unit of Uranium but obtains a Nuclear Warhead Grumb D6 roll 2 The right Gunner takes a shot with a laser using one unit of Energy Chester D6 roll 4 He launches a Rocket with a Nuclear Warhead on the right where it can strike the Metal warehouse and level the playing field On the left he launches a regular Rocket mE mo GAA pr a OOM p MM i 1 j RS ta kd L F rs j G
26. t once when it hits One Damage token is placed on the module where the Rocket landed and one is placed on each of the four adjacent squares above below to the right and left If all your Rockets are blocked or You just don t have any Rockets you can t produce any Warheads Nuclear Warheads that have sett in their flight do noj T a T am 7 m URGE LONE n Tee ey fiw ay i SEPTIKON BAI TLE MODULES APPENDIX 2 KLONDIKE INDUSTRIES IS HAPPY TO OUTLINE ALL OF SEPTIKON S BATTLE ABILITIES EACH EQUIPMENT TYPE HAS BEEN TESTED MULTIPLE TIMES AND OUR SPECIALISTS HAVE PRODUCED THE FOLLOWING INSTRUCTIONS PLEASE FAMILIARIZE YOURSELF WITH THEM p m acum LASER The simplest and most S weapon Qut damage to an undamaged module of the opponent s station located along the line of sight of the Gunner a damaged square is marked by placing a Damage token The Laser passes through any damaged squares If an opponents Clone Satellite Rocket BioDrone or Energy Shield are located outside of the asteroid squares but on the trajectory between the Gunner and the opponent s station this target is destroyed by the Laser and the opponents station is not damaged If there are two or more valid targe ts c on acer the Laser will JESL only one target T il
27. the BioDrone leaves the Capsule and from the next turn may move around the same squares as the opponent s Clones If the BioDrone flying capsule stops in a square where your opponent s Clone Satellite Rocket BioDrone or Energy Shield is located then both this target and the BioDrone are destroyed During its turn Each BioDrone ated in the opponent s station may but does not have to move a number of squares shown on the Random Number Generator This movement is in addition to the movement of a Clone in your station BioDrones can t move through your opponent s Clones or your own spies and your opponent s Clones cant move through your BioDrones A BioDrone that is inside an opponent s warehouse during disembarkation may move back and forth through any cells in this warehouse If it lands on a cell with SOL ce pe resource will be SEURE When itleaves the warehouse onth 0 VE the und token The BioDrone can ESPIONAGE If one or more e enemy Clones are located along a Gunner s line of sight regardless of the level any one of them can be turned into a spy by taking over the communication system and triggering a targeted mutation Replace it with the figure of your color The spy is governed by the same rules as your opponent s Clones except that your opponent can t move it Instead during your turn you may move this Clone instead of one of your own If the spy moves into an enemy module it will activate it in the usual way
28. urce of Oxygen Purifies air from radiation and other pollution Consumes two units of Oxygen and produces three units of the same More convenient than a Chemical Reactor as it doesn t require Bio on Mass The station loses some clones the filters will allow you to bring up to three new clones _ BIOCOLLECTOR Produces BioDrones space attack units consumes Oxygen and BioMass The BioDrone is the pinnacle of Klondike Industries bioengineering research A single BioDrone can cause critical garage to your station A T tad Jmm 3 W a re a 1 dasna a a ar ss A URANIUM MINE Produces Uranium consumes source of Energy A player s inability to produce Uranium is one of the prerequisites for defeat Uranium is also used in the pro modules _ duction of Nuclear Warheads E mud gH i pum h z i Ls agus SS ORG I cm m NUCLEAR REACTOR Produces three units of Energy consumes one unit of Uranium Energy is needed for the operation of Laser Weapons the installation of Energy Shields and the production of Rockets and Metal Energy SA A will yey quickly lead to defeat ir ooh a Fc mum Energy and Oxygen Uranium is the main s s mid Ne pe wa Pur T T RI S 4 j abe
29. x Y tT T h s 3 modules which will complicate his position SENSOR CABIN A special module that lets you E PONE accessible warehouse NUCLEAR ARMORY EET install THERMAL GENERATOR Produces one unit of Energy consumes BioMass A reserve Energy source that can help save a situation if nuclear reactors are inaccessible or you lose access to Uranium A produced unit of Energy can spent on repairs v 9M c A e FOUNDRY Produces Metal Metal is needed to make repairs to your station If your opponent damages your Metal warehouse and blocks your access to this resource it can be very difficult or even impossible to repair it Metal is also used in Satellite production acme e ROCKET WORKSHOP Produces Rockets which are used for destroying your opponent s station modules They can be armed with Nuclear Warheads to deal critical damage A nuclear threat will force your opponent to use valuable turns and resources on defense get rid of an opponent s BioDrone by turning it into any other resource If there is an enemy BioDrone on your station including the surface you can move your Clone into this module remove the BioDrone piece and place a unit of any resource of your choosing into a Nuclear Warhead on any of the Rockets located in your warehouse A Rocket equipped with a Nuclear Warhead destroys 5 modules a
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