Started back in 2010. Lot has happened, But the project always picked itself up and moved towards the progress. Lets make this official. This Board Game will be made! Follow the journey! Good hunting stalkers!

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Valerian Author
Valerian - - 686 comments

Brown Meeples = Renegade squad.
Red pieces = Duty Squads.
Green pieces = Freedom squads
White roud piece = Mutants
Blue PAwn piece = Mercenarie squad for hire.

MERCENARIES - ( Blue Pawn ) They can only be hired if your Resources is 4 on resource track. If u loose the resources down to 3 on the track, you will loose control of the mercenaries, and they get deleted from the game. If the Merc squad dies, they get deleted from the game too.

How to use mercenaries squad, When you are ready to hire a merc squad, you will randomly pick 1 card out of the 5 cards in the Merc card Deck. That card will desplay the stats of that mercenarie squad, strong, weak or medium. Once you hired the mercenaries, u may place them ANYWHERE on the map. Apart from the enemy BASE. You may place mercs at, outposts that have the enemy forces or empty outposts. You may also place them in a unwanted threat territory....all tho that is not adviced since they can die for nothing there. Remember that Mercs work as a fast shock attackers, they can also stand and guard your outposts for income of any resource. They can't guard your base.
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RENEGADES - (Brown Meeple) A typical thug squad. When fighting them, pick 2 cards from the Renegade squad card pile. When fighting them, their number will depend on what number on the dice that YOU rolled. If you roll for example a number 3, Renegades will use that number to counter attack you aswell. Renegades always attack FIRST. Once you have delt with a Renegade squad, they are DELETED from the game.

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MUTANTS - (Round White Pawn)

Mutants attack only when the event card says so. The repopulate everytime after a Blowout in the zone. That means players will have to add +1 Mutant piece on the board. (note: you place the mutant pawn ALWAYS on the mutant symbol- DeadSkull) its their spawn. That will create a tension for all players. Mutants attack only if they are attacked by the plater. Mutants attack the Nearby outpost chosen by the players turn IF the player draws a ''Mutants attack card'' from the event deck in the new round. Players take turns on who goes first as ussual. Once in a fight with a mutant pack or special lone mutant, player draws a card from the Mutant Deck, and fights it.

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RADIATION - symbol on the map states that, any territory indicated with a radiation symbol, is considered to be very high levels of radiation. Player may NOT pass on the radiation territory unless the squad gets 1 anti-rad token and uses it.

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ANOMALIES - Still work in progress.... but has a basic function. A Card Deck with diffrent anomalies. In order to pass through the anomalie territory, you need to pass the threat level displayed on the anomalie card. In future we will use Anomalie markers, after blowout, the player who goes first may place them anywhere on the board where the territory has Radiation symbols and Anomalie symbols.


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