Please see below, minor changes due to 1 player per Gang setup...
Team Survivor 2 - Hinterhive 202 Rules Team Survivor (TS) is a "Survivor" variant that focuses on team play, rather than individual "Last Man Standing" play. Similar to multi-player games of "Necroumunda", the objective is to have one's team of Gangers become the sole surviving Gang on the board. Teammates should work together with their Gang, working to destroy enemy Gangs.
Stats Individual Characters start with 5 Hits, and may lose effectiveness:
3+ Hits remaining = all actions allowed (basic, simple, doubled & stacked);
2 Hits remaining = no doubled or stacked actions until restored to 3+ hits (basic & simple actions only);
1 Hit remaining = no special actions until restored to 2+ (basic only);
0 Hits remaining = dead; remove from game!
Locations The Board will have at least 7 Locations, depending on the number of players and factions.
Locations are in a Ring, and the ends connect.
Deployment Teams will deploy as a group into a single location, and may subsequently move to separate locations.
Some Factions will have special deployment rules or restrictions:
Infiltrate (In) - Team starts in Reserve, Leader may select any location to deploy into on Day 2
Units "In Reserve" may not take any actions until moved to a regular location.
Actions Players may take 1 action per Ganger per calendar day. Basic actions are:
Move (M) - to any adjacent location
Attack (A) - 1 hit on any target in same location
Days start and end at midnight Zulu Time (GMT) / 5:00 pm
CA / 8:00 pm NY
Abilities Each player's members may select from several special abilities:
Leader (L) - may order one teammate in the same location take an extra action
Attacker (A) - may Attack at +1
Charger (C) - may Move, then Attack
Fighter (F) - may Attack, then Attack against a *different* target
Raider (R) - may Attack, then Move
Sniper (S) - may Attack an adjacent location
Devourer (D) - may Attack, then restore 1 Hit to self if below 5
Healer (H) - may Move, then restore 1 Hit to self if below 5
Medic (M) - may restore 1 Hit to any unit below 5
Psyker (P) - may take 1 Hit to self, then Attack one target for up to 3 Hits
Blitzer (B) - may Move 2
The above actions are considered "simple" actions.
Leader Leader is dependent upon the other teammates in the location; if there are no other teammates present, the Leader ability cannot be used.
Fighter Similarly, Fighter is dependent upon having additional targets in the location; if there are no additional targets present, the Fighter ability cannot be used.
Healer & Medic Healers and Medics, along with Devourer must have at least 2 to restore hits, just like any other special ability.
Doubled & Stacked Abilities Special abilities *may* be doubled or stacked, and count as a separate, new ability. Examples of doubled abilities are as follows:
Leader! (L!) - may order up to 2 *different* teammates in the same location to each take an extra action
Attacker! (A!) - may Attack at +2
Fighter! (F!) - may Attack, then Attack against 2 additional, *different* targets
Devourer! (D!) - may Attack, then restore up to 2 Hits to self if below 5
Healer! (H!) - may Move, then restore up to 2 Hits to self if below 5
Medic! (M!) - may restore up to 2 Hits to any unit below 5
Psyker! (P!) - may take 2 Hits to self, then Attack one target for up to 5 Hits
Blitzer! (B!) - may Move 3
Stacking of different abilities may also be possible. For example, an Attacker (+1A) / Charger (M&A) would gain a combined Charging Attack (M1&A2).
Gangs Gangs battle for supremacy amongst the outlaws, scavengers and mutants in the depths of the dark, dangerous Underhive - for each victory grants another day of survival. Each Player controls a Gang of 3 Gang members, one must be the Leader. Each Gang member may select one of the following roles:
1 Leader (Lead) - The Leader has the Leader ability, and may not select Devourer or Psyker abilities.
0-1 Heavy (Hvy) - All Heavies have Attacker, and may not select Leader, Medic, Devourer or Psyker abilities
Ganger (Gang) - All Gangers have Fighter; may not select Leader, Devourer or Psyker abilities; and may not double or stack Attacker abilities
0-1 Wyrd - All Wyrds have Psyker, and may not select Leader, Sniper, Medic or Blitzer abilities
In addition to any ability conferred by their role, each Gang member may select up to 2 additional abilities (total of 3), subject to any Role-related restrictions
If the Leader dies, any non-Wyrd may use an action to change their Role to Leader, giving up their previous Role (and it's conferred ability).
0-1 Spyre Hunt Team Spyrers are the feared killers of the night, whispered and rumored as murderous ghosts amongst Hive Gangers. In actuality, Spyrers are Young Nobility from the Upper Hive in ultratech battlesuits testing their individual and collective mettle in the Underhive. There may be no more than 1 Spyre Hunt Team in the game.
A Spyre Hunt Team consists of 2 Spyre Hunters.
A Spyre Hunt Team has NO Leader, and Spyrers may *not* select the Leader ability.
All Spyrers start with 10 hits, and Spryers may *not* select the Medic ability.
All Spyrers have the Attacker ability, and may select 2 additional abilities subject to the restrictions above.
Spryers Infiltrate onto the board any time on Day 2
NPCs NPCs start at 5 hits, and their action for the day may be directed any member of the team in their location at any time.
If an
NPC is ever "abandoned" by its team, it must use it's action to Move to the closest teammate at its earliest opportunity.
Monster Monsters start at 5 or 10 hits, and follow a fixed pattern of behavior:
. If 3 or more Hits, Attack 1st character entering location, else Attack weakest character
. If less than 3 Hits, Devour weakest character
. *never* Moves
If a Monster has not acted for the day, any player may have it act for the day, following the behavior rules above.
Relics Relics may be picked up or transferred to another player as an action; if the current owner dies, their killer automatically gets any Relic(s).
Victory! When only one Team remains, they are victorious, and the game is over.
Game Board & Locations (tbd)
Questions, comments, feedback, or suggestions? Please post them, and I'll do my best to address them for you.