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 Abilities
Most Abilities may be doubled, 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
Stacked Abilities
Stacking of up to 2 different abilities may also be possible as a player's Action. The specific combinations are too numerous to list here, so will have the following caveat:
If the Action doesn't make sense, then it probably can't be stacked.
Stacking examples
* an Attacker (+1A) / Charger (M&A) would gain a combined Charging Attack (M1-A2).
* an Attacker Sniper would make a Sniping Attack (A2) at an adjacent location.
Stacking limits
Stacking of 3 (or more) abilities is not possible in this game:
* For example, a Attacker / Charger / Devourer would have to choose between a Charging Attack (M1-A2) or a Charging Devour (M1-A1-H1). A Charging Attack Devour (M1-A2-H1) would not be allowed, as it stacks 3 abilities.
* Similarly, an Attacker! / Fighter would have to choose between Attack! (A3) vs. 1 target and Fighting Attacks (A2&A2) vs. 2 targets. Fighting Attacks! (A3&A3) would stack 3 abilities and not be allowed.
Teams
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 & Monsters
NPCs
NPCs start at 3 or 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.
Players
The Hiveshades (Lord of Battles)
* The Master (
HS: L/S/M)
* The Bringer (
HS: A!/S)
* The Silent (
HS: F/S/R)
Garland's Gunfighters (VikingScott)
* Mythic Garland (GG: L/R/H)
* Rasputina (GG: A!/H)
* Kiva The Furious (GG: F/R/H)
Torrd's Grinders (JohnHwangDD)
* Torrd (
TG: L!/M)
* Gredr (
TG: A!/S)
* Skrag (
TG: P!/D)
The Fortunates (Manchu)
* Nika
de Volt (tF: L/M/B)
* Kurt “Solid” Plissken (tF: A/S/R)
* Igor Sprague (tF: P!/D)
The Deck of Jokers (the_ferrett)
* Leader (DJ: L!/B)
* Ganger M! (DJ: F/M!)
* Ganger
CS (DJ: F/C/S)
Valint's Hunters (Emperor's Faithful)
* Cantain (VH! A/H/C)
* Veratio (VH! A!/C)
Board
"Hinterhive 202"
0. in reserve
no actions here, except to Move onto board when appropriate
1. CRUMBLING FACTORY (+A)
+A = gain Attacker (A2)
Servitor (
NPC Attacker) ... 5
2. ELEVATED CATWALKS (+S)
+S = gain Sniper (A1 adjacent)
3. OVERGROWN PLAZA (+F/-B)
+F = gain Fighter (A & A)
-B = lose Blitzer (M2)
4. ACCESS SHAFTS (+R/-S)
-S = lose Sniper (A1 adjacent)
Ripperjacks (F/D) ... 10
5. UNDERGROUND BUNKER (+M)
+M = gain Medic (R1)
Juve (
NPC Medic) ... 3
6. SEWER TUNNELS (+B/-S)
+B = may Move 2
-S = lose Sniper (A1 adjacent)
Milliasaurs (A/D) ... 10
7. ABANDONED WAREHOUSE (-B)
-B = lose Blitzer (M2)
8. SERVICE CORRIDOR (-C)
-C = lose Charger (M2)
[Lasgun +S]
Start!
Day 0 will start at tomorrow at midnight Zulu Time (GMT) / 5:00 pm
CA / 8:00 pm NY (roughly 24 hours from now).
Gangs may deploy into any location at any time, and must deploy before the end of Day 1.
Gangs that fail to deploy by the end of Day 1 may be deployed at the whim of any player - don't let your opponent choose for you!
Spyrers must deploy at some point on Day 2; if they fail to do so, they, too, may be deployed by any player...
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10/1 updated Stacking rule section