CORE RULES

### **PLAYERS & SIDES**

We recommend a game size of 2-4 players. Each match can have any number of **SIDES** i.e. player 1 and player 2 are Side A, and player 3 and player 4 are Side B.

### **TWELVE SIDED DIE**

Future Booters Battle Mode requires at least one twelve sided die referred to as a d12. We recommend having at least six d12 dice in order to roll multiple dice at the same time to accelerate the game.

### **MODELS**

In order to play Future Booters, you will require figures or tokens that represent your forces on the battlefield. The closer the figure or token represents your forces, the easier it will be to quickly identify what each **MODEL** is capable of. Future Booters does not require you to play with any specific lines of figures, but we do provide tokens you can use to enjoy the game with. Certain **MODELS** can be a base with multiple models/tokens placed on it.

### **DURATION**

A match can take anywhere from 20 minutes up to an hour and a half. As you learn the game's rules by memory, you will be able to play faster and shorter games. First time players could possibly even take up to 2 hours of game time.

### **TERRAIN**

To play Future Booters, you will require **TERRAIN** features to use as cover during your **MISSIONS**. The game is balanced with cover in mind. Try to have a balance between cover and no cover.

### **LINE OF SIGHT**

**MODELS** will constantly be drawing Line of Sight, referred to as **LoS.** If you can draw a straight line from one **MODEL** to another, they have **LoS** of each other.

### **OBSCURE**

If a **MODEL** can draw **LoS** to another **MODEL** and the targeted **MODEL** is partially concealed from the view of the **MODEL** by **TERRAIN** or other **MODELS**, it is considered **OBSCURED**.

* A **MODEL** performing a Ranged Attack ignores **OBSCURING TERRAIN** it shares a tile with. This rule is referred to as **CLOSE**.

### **KEYWORDS**

Certain words in text are referred to as a **KEYWORD**. Each **KEYWORD** may have unique rules attached to it. Typically, **KEYWORDS** are bolded in font and are all capital letters. They are not always written in the same method, and may appear different due to grammar. For example, **KEYWORDS** vs **KEYWORD,** one is written in a plural manner while the other is not. For a list of **KEYWORDS** with rules, view the **CHEAT SHEET**.

### **TILE SYSTEM**

Future Booters Battle Mode requires a mat with hex tiles, as the **MODELS** will be moving specified distances of Tiles and certain **ABILITIES** can have varying effects on the tiles. If you do not have a mat with tiles, you can convert 1 tile into increments of 2 inches.

* The art provided for the game is based on 1.75 inch hex tiles.

### **TILE MOVEMENT**

**MODELS** must always have their center within 1 tile on the board. When **MODELS** move, they may exit the tile and enter a new tile, realigning its center to be within the new tile. Only 1 **MODEL** may occupy a tile.

* When a **MODEL** moves, it can move in all 8 directions, as shown in figure A.

* **MODELS** can *climb onto* **TERRAIN**  at the cost of 1 additional movement as shown in figure B if the top of the **TERRAIN** is a tile. If there is a ladder present, moving up does not reduce your movement value.
	+ **MODELS** can only climb onto objects that are up to 1 tile high. Tiles are 1.75” tall with standard art.
	+ **MODELS** can climb down tiles if they are 1 tile below, if they are more than 1 tile below, you must roll a d12, if the result is a 6 or less, the **MODEL** receives 4 wounds. If the tile being landed on is a liquid tile, the **MODEL** receives 2 wounds instead.
* **MODELS** can *climb over* **TERRAIN** at the cost of 1 additional movement if there is a tile on the other side of the **TERRAIN**, e.g. a fence or a barricade in between two tiles.
* Some tiles are considered **DIFFICULT**. Moving through a **DIFFICULT** tile cost 1 additional movement. Tiles that have liquid on them, are considered **DIFFICULT**.

Figure AFigure B
### **TILE DISTANCES**

There are three types of distances that need to be measured.

* Adjacent: If a rule mentions adjacent tiles, it refers to **MODELS** in a neighboring tile, i.e. within 1 tile.
* Within X: This is the distance of tiles the MODEL needs to be within in order for the rules to affect it. Figure C presents a distance of 1 tile. Any **MODEL** within 1 tile is counted as being Within 1.

### **ROLLING & REROLLS**

Rolling dice in Future Booters is a common place activity. Whenever you roll dice for an action or ability, it is known as a dice roll. Some abilities or rules allow you to **REROLL** any or all dice from a Dice roll and or **REROLL** a single die from a Dice roll. D12 dice always succeed on a 12 and they always fail on a 1. A dice can never be **REROLLED** more then once.

## MODELS

A **MODEL** is a member of your forces, and is represented on the board by a figurine or token. The game's focus is centered around **UNITS** of these **MODELS** performing missions either deep within enemy lines, or fighting as a last ditch effort to stop the destruction of an entire planet. You decide what your troops are fighting for.

### **MODEL DATA SHEET**

All MODEL DATA SHEETS contain the following data.

1. **"NAME"** of the **MODEL** and the **KEYWORD** rules the **MODEL** has.
2. **"COST"** of the **MODEL** during the form a **UNIT** step.
3. **"Mv"** stands for movement, and the number below it represents how many tiles the **MODEL** can move with an action.
4. **"RA"** stands for Ranged Attacks, the number below it represents how many dice must be rolled during a **SHOOTING** Roll to Hit.
5. **"MA**" stands for Melee Attacks, the number below it represents how many dice must be rolled during a **MELEE** Roll to Hit.
6. **"AC"** stands for Armor Class, the number below it represents the target value to hit on a Roll to Hit roll.
7. **"HP"** stands for Hit Points. If this **MODEL** ever gains an amount of Wounds equal to the **MODEL’S** Hit Points, it is incapacitated and the model or token is removed from play.
8. **"I**" stands for Initiative. There are two initiative types, 1st and 2nd. This determines how early a **MODEL** can be activated to perform **ACTIONS**. 1st **MODELS** will activate in the first half of a **ROUND**, and 2nd **MODELS** will activate during the second half of the **ROUND**.
9. **"ACTIONS"** are how many **ACTIONS** a model can perform during their activation.

**"WEAPON CHOICES"** are the weapons the **MODEL** can choose from during the create a **UNIT** step.

1. **"AP"** stands for Armor Piercing. Whenever a **MODEL** attacks another **MODEL**, worsen the AC of the target by the amount of AP.
2. **"DA"** stands for damage. This value determines how many wounds will be applied if the **MODEL** successfully Attacks a target.
3. **"KEYWORDS"** are the unique rules the weapon must abide by.
4. **"CHOICE"** columns will have two symbols. The filled symbol represents weapons the **MODEL** always has access to. The blank symbol represents weapons you can only choose 1 from during the build a **UNIT** step.

**"PASSIVE ABILITIES & ACTIONS**" are the abilities the **MODEL** has access to.

## ACTIVATION ACTIONS

Each time a **MODEL** is activated, it may perform an amount of the following actions once per activation equal to its Actions value:

* **MOVE (1 Action):** This action can be performed twice. This **MODEL** can move a distance equal to its Movement value if it is not within 1 tile of an enemy **MODEL**.
* **FIRE (1 Action):** This **MODEL** can **SHOOT** one of its Weapons at a target within **LoS**. If there are enemy **MODELS** within 1 tile of this **MODEL**, the **MODEL** can only target the nearest **MODELS**.
	+ **ENVIRONMENTAL DESTRUCTION**: If the target is an Object(A barrel, box, etc), the object’s AC value is a 7 and its HP value is a 10.
	+ You may choose to gain 1 Heat Token to Fire a second time. A **MODEL** with a Heat token has -4 AC. In addition, the Heat Token is removed the next time the **MODEL** activates during the next **ROUND**.
* **CHARGE (1 Action):** If this **MODEL** is not within 1 tile of an enemy **MODEL**, this **MODEL** can move twice towards a target enemy **MODEL**. The target can **SHOOT** at this **MODEL** before this **MODEL** performs its movements, this is called **OVERWATCH**. If this **MODEL** is wounded during the **CHARGE**, it can only move once.
* **FIGHT (1 Action):** If this **MODEL** is within 1 tile of an enemy **MODEL**, this model can perform a Melee Attack with all of its **MELEE** weapons against 1 **MODEL** within 1 tile.
	+ **SHOVE:** Instead of dealing damage, you may choose to **PUSH** the target 1 tile. You cannot **PUSH MODELS** vertically up. If the target falls vertically to a lower tile, the target is dealt 5 wounds and it gains the **SHOCKED KEYWORD**. **MODELS** with the **TITAN KEYWORD** can only be **SHOVED** by **MODELS** with the **TITAN KEYWORD**.

* **Manipulate (1 Action):** This **MODEL** can relocate an object(Barrels, boxes, etc) within its tile to a position within its tile or a position in a neighboring tile. If the object is moved to a lower tile, the object falls and deals 5 wounds to all **MODELS** within the tile the object fell to.
* **RESOLVE (1 Action):** If this **MODEL** is **STUNNED,** roll a d12, if the result is a 3 or more, the **MODEL** removes the **STUNNED** **KEYWORD**.
* **FALLBACK (2 Actions):** This **MODEL** can move a distance equal to its Movement value.
* **SECURE (1 Action):** If this **MODEL** is within 1 tile of a primary objective, it can control the objective if there are more **MODELS** from your **SIDE** within 2 tiles of the objective.
* **LEAP (2 Actions):** Once per turn, If there is a gap of 1 tile, the **MODEL** can leap the distance.

## SHOOTING & MELEE ATTACKS

Whenever a **MODEL** chooses to **FIRE** or **FIGHT** during an activation, use the following steps to perform the **SHOOTING** or **MELEE** attacks.

### **SHOOTING**

#### **1. CHOOSE A WEAPON**

Choose a weapon the **MODEL** has equipped. The chosen weapon’s table will be used to determine the AP value to diminish the target’s AC, the amount of damage applied and any **KEYWORD** that might apply.

#### **2. CHOOSE A TARGET**

Choose an enemy **MODEL** within **LoS**.

#### **3. ROLL TO HIT**

Verify how many dice the **MODEL** has in the Ranged Attacks category. Roll the amount of Dice dictated. For each roll that meets or exceeds the target’s AC value, it is a success. If the roll is a 12, it is a critical success.

The following table can modify how many dice you roll during the Roll To Hit step. The die can never be less than 1.

 The **MODEL** is higher vertically than the target.
 The target is **OBSCURED**.
 The **MODEL** is **STUNNED**.
 The target is within 1 tile.
 The target is within 1 tile of a friendly **MODEL**.
 If the **MODEL** is performing **OVERWATCH**, it can only use 1 attack die.

#### **4. APPLY DAMAGE**

For each successful Hit, apply wounds equal to the damage value of the weapon. For every critical success, deal 1 additional damage.

### **MELEE**

#### **1. CHOOSE A MELEE WEAPON**

Choose a **MELEE** weapon the **MODEL** has equipped. The chosen weapon’s table will be used to determine the AP value to diminish the target’s AC, the amount of damage applied and any **KEYWORD** that might apply.

#### **2. CHOOSE A TARGET**

Choose an enemy **MODEL** that is adjacent to this **MODEL**.

#### **2. ROLL TO HIT**

Verify how many dice the **MODEL** has in the Melee Attacks category. Roll the amount of Dice dictated. For each roll that exceeds the target’s AC value, it is a success. If the roll is a 12, it is a critical success.

The following table can modify how many dice you roll during the Roll To Hit step. The die can never be less than 1.

 The target is **FLANKED**(The target has at least two enemy models within 1 tile of itself).
 The **MODEL** is **STUNNED**.

#### **3. APPLY DAMAGE**

For each successful Hit, apply wounds equal to the damage value of the weapon. For every critical success, deal 1 additional wound.

#### **4. VICTOR MOVE**

If the targeted **MODEL** is incapacitated during this attack, the **MODEL** who performed the attack can move up to 2 tiles if there is no **ENEMY MODEL** adjacent to it.

## BUILDING A UNIT

Building a **UNIT** of **MODELS** is the most important aspect of Future Booters. You must ensure you have a balance of firepower, speed and flexibility. A **UNIT** that is capable of handling varying degrees of **MISSIONS** are typically the most effective. Build a **UNIT** that is meant to compete for objectives, not necessarily killing all of your opponent’s **MODELS**, although that can work as well.

### **WHAT IS A UNIT?**

A **UNIT** is similar to a army. It is a number of **MODELS** all equipped with weapons and various degrees of abilities. At the start of a **MISSION**, you will select **MODELS** from your chosen **FACTION** that are best suited to the **MISSION**. The MISSION will dicated how many points you can spend on **MODELS** for your **UNIT**.

### **CHOOSE A FACTION**

The first step to building a **UNIT** is choosing a **FACTION** from the **FACTION** **LIST****.**

### **PICKING MODELS**

Each **FACTION’S** section will list **MODELS** that you can add to your **UNIT**.

### **PICK LOADOUTS**

Choose one of the weapons marked with a ◇ for each **MODEL** in your **UNIT**. Weapons with the ◈ symbol are already equipped to the **MODEL** and they do not count towards the pick a weapon limit. Certain **MODELS** do not have choices.

### **PICK UPGRADES**

You may choose to upgrade each **MODEL** in your **UNIT**. Each **UPGRADE** cannot be taken more than once per **UNIT**.

### **PICK COMPANIES**

You may choose a **COMPANY** from the **COMPANY LIST** for groups of 4 of your **MODELS**. Each Company cost 5 points to assign.

### **CHOOSE A SUBFACTION**

You may assign each **MODEL** in your **UNIT** a **SUBFACTION** type from the **FACTION**. **SUBFACTION** rules can only be active if all of your **MODELS** on the field share the same **SUBFACTION** name.

* For a cost of 5 points, you may assign a **SUBFACTION** to a **COMPANY** without breaking the **UNITS SUBFACTION** rule.

## MISSIONS

You and your opponent can select a **MISSION** randomly by rolling a die, or you may choose a **MISSION** if both parties agree to it. For the purposes of initial initiative, roll a die, whoever rolls the highest, will be the First Player during the **MISSION** set up phase. Once the mission is selected, starting from the first player, each side will choose 1 secondary mission. Repeat this process until each side has at least 1 secondary mission selected and at most 2 secondary missions selected. Secondary missions can only be selected once, and sides cannot share a single secondary. After the secondaries have been decided, each player may build their **UNIT** with a point cost determined by the mission.

## PHASES & ROUND COUNTER

Once the map, **TERRAIN**, objectives and **UNITS** have been set up for a **MISSION**, the players will perform a roll off, whoever rolls the highest becomes the First Player. After the first player is determined, the players will begin the Choose Your Entry phase.

### **PHASE I: CHOOSE YOUR ENTRY**

Starting clockwise from the First Player, each **SIDE** will choose an edge of the board. All tiles within 6 tiles of the edge are considered their deployment zone.

### **PHASE II: DEPLOYMENT**

Starting clockwise from the First Player’s **SIDE**, each **SIDE** will place a single **MODEL** within their **SIDE’S** Deployment Zone. Repeat this process until all **MODELS** selected from the **UNIT** for the **MISSION** have been deployed.

### **PHASE III: LIGHTNING**

Starting clockwise from the First Player, each player will activate a single **MODEL** with an initiative value of 1st. Repeat this process until all initiative 1st **MODELS** have been activated. Each time a **MODEL** is activated in this way, it is considered the **MODEL’S** turn. A **MODEL** cannot be activated more then once.

### **PHASE IV: THUNDER**

Starting clockwise from the First Player, each player will activate a single **MODEL** with an initiative value of 2nd. Repeat this process until all initiative 2nd **MODELS** have been activated. Each time a **MODEL** is activated in this way, it is considered the **MODEL’S** turn.

### **PHASE V: SCORING**

All **SIDES** will determine how many primary objectives they hold. If you hold at least 1 primary, your **SIDE** gains 1 victory point, if you hold the most primaries, your **SIDE** gains 2 victory points. If your **SIDE** incapacitates at least 1 enemy **MODEL**, your **SIDE** gains 1 victory point, if your **SIDE** incapacitates the most **MODELS**, your **SIDE** gains 2 victory points. Once all scoring calculations have been completed, increase the **ROUND** counter by 1 and begin again from the Lightning Phase. If the game reaches **ROUND** 4, the game is over, and the **SIDE** with the most victory points wins the battle!

## TACTICS

During a game of Future Booters, players can activate powerful **TACTICS** that can be the deciding factor of a victory. Using **TACTICS** cost Tactical Points each time they are used. At the start of a match, each player has a Tactical Point limit of 2 TP. A **UNIT** regains the max amount of TP at the start of each **ROUND**. Any spare points not used when building a **UNIT** increase the TP limit by 1 for every 5 spare points.

### TACTIC: REROLL (1TP)

Once per phase, you can perform a **REROLL**.

### TACTIC: EMERGENCY (1TP)

Once per **ROUND**, you may activate a **MODEL** with the initiative 2nd value during the Lightning Phase.

### TACTIC: TAKE COVER (1TP)

Whenever you first activate a **MODEL,** but before it performs any actions, you may choose to have the **MODEL** Take Cover. While a **MODEL** is Taking Cover and it is **CLOSE** to another **MODEL** or **TERRAIN**, it cannot be targeted. In addition, while a **MODEL** is Taking Cover, it cannot use the **FIRE** or **FIGHT** action. This effect lasts until its next activation.

### TACTIC: REINFORCEMENTS (0TP)

If the mission allows it, before the Lightning Phase, players can set a single **MODEL** from their **UNIT** on a tile within 1 tile of any Edge of the board. The **MODEL** cannot be placed within 3 tiles of an enemy **MODEL**. **MODELS** deployed in this way deduct points from the reinforcement point pool from the mission. If there are not enough points to deploy a **MODEL**, the **MODEL** cannot be **DEPLOYED**.