High Frontier 4 All: Module 3 – Conflict

2021 · Polityczny

High Frontier 4 All: Module 3 – Conflict

As factions expand across the solar system and become less dependent on Earth and its resources, loyalty shifts and conflict can erupt.

Gracze
2–6 najlepiej w 3
Czas gry
30–240 min
Wiek
14+
Złożoność
4,5 / 5
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Pytania o zasady

Odpowiedzi z instrukcji od asystenta zasad Ludoya.

When exactly can the War of Independence break out?

It can break out when a Factory is built during industrialization and the Exploitation Track adjustment triggers a roll: roll 1d6, add the number of Seniority Disks in the assembly, and War starts if the result is greater than that category’s unmodified stock value. Completing a casus belli Future can also start the first War (p. 12).

Who counts as my enemy during the War—and do I have to fight?

Your bloc determines your allies and enemies: Loyalists are allies with Loyalists and enemies with Independents, and vice versa; your Crew is always your ally. Combat is mandatory during War but optional during Anarchy, with exceptions for certain weapons and ranged attacks (pp. 11, 23–24).

Can I do restricted actions during War, like boosting or starting a research auction?

Only if you petition the delegate in the Ideology associated with that restriction to evade it; eligible delegates include your own, your extremist, an ally’s with permission, or a corrupt delegate. Starting a research auction is restricted, but participating in one is allowed (pp. 16–17).

Do I have to pay a bribe every time I attack or commit a felony?

No. A bribe is required for a vendetta, such as a sneak attack, sabotage, Human kamikaze, beamed gray goo, or dropstone attack; Felonies are not vendettas and never require a bribe (pp. 14–15).

When we fight, who fires first, and do I have to use every weapon?

The attacker fires first if using a raygun, jammers, or sneak attack; otherwise, the defender fires first. In War, players generally must fire all eligible weapons at the chosen defending space, but ranged attacks, kamikazes, and amat bombs are optional; each weapon can fire only once per turn (pp. 24, 27).

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