Rules

SETTING UP THE TABLE

- choose a table size. ( standard for a 1v1 is a 48 by 48 inch area)

- Select a scenario or roll for one. Scenario may determine how you should place terrian, loot and other objectives.

- Place terrian. 60% of the map should be terrian.

- Select Table Edges. Roll off for this. If you are playing multiplayer you may want to assign corners instead of edges.

- DEPLOYMENT ZONES: Your deployment zone is within 2 inches of your selected table edge, and all of your models must be six inches away from any other deployment zones. If using corners, you must be within 5 inches of your corner.

- LOOT TOKENS:Once all player teams are deployed, place loot tokens. Roll a d20 for each loot token. 1-10 will be a data loot token, 11-20 will be physical loot. The first token is placed in the center of the table, then in deployment order players begin placing additional loot tokens. Each player will place one data and one physical loot token. A loot token may be placed anywhere on the table as long as it is half the table's length from the deploying player and 6" from any other loot token.

STRUCTURE OF A TURN

1. Initiative. Players roll for initiative each round.
2. Star Phase. Activate your Star and up to three redshirts within three inches of your Star. These figures may be activated in an order of your choosing, and each figure may only activate once per turn. After you have done so, the next player in initiative order enters their Star Phase. If your Star is gone, you do not have a Star Phase.
3. Understudy Phase. Activate your understudy and up to three redshits within three inches of your Understudy. This otherwise works like the star phase.
4. Redshirt Phase. Activate all your remaining red shirts, then pass initiative to the next player.
5. Hostiles Phase. All creatures not controlled by players activate here. Aliens, wild subalterns, union cops and space pirates, Their special rules will tell you more.

ACTIVATING A UNIT

When a model is activated it may preform two actions. One action can normally only be a move. The other action can be a second move, a fight, shoot, using a power or taking a second action used later in the book. In situations where you can only take one action it need not be a move action. A figure must preform all its actions before activating another figure, else those actions are lost, including movement.

GROUP ACTIVATION

Group activation supercedes the rule that a model must preform all of its actions before passing or they are lost. During group activation, declare all units that are participating. They all must move before taking other actions, and need not move and act in the same order. Once a unit in this group acts, movement is lost.

STAT ROLLS

During the turn a model may be asked to make a roll with one of its stats to accomplish something. You will be given an AT (Active Test) number to meet with your dice and stat modifiers. If you meet or exceed the AT number with your modified roll output you pass the test. IE: needing a Fight AT14 to kick down a door. a 20 is always a sucess, a 1 is always a failure, and a model may never get more than +10 to a test.

MOVEMENT

The first time you move in a turn you may move your full movement value. The second time you move you move only half speed, rounded up to the nearest inch/tile. Facing does not matter. By default all surfaces in LANCER: FULL NAKED NEON are climbable at a rate of 2 units expended for 1 unit moved. You may end a unit's turn where you would not be able to physically place a model, simply note down their abstracted position. Rough Terrian also has you pay double movemnt for each space achieved.

MOVING INTO MELEE

Any time a model moves in base to base with another model (including corner to corner) they are considered to be Engaged. Unlike many other skirmish games, models do not automatically fight each other, they must take the Fight action. While engaged the only actions you may take are Fight or using a Power. You may not move, shoot, reload or use gear. Thus, a unit that starts its turn engaged has only one action, unless it fells the model engaging it.

FORCING THE ISSUE

Any time a unit moves within 2 inches of an enemy that enemy may choose to interrupt that movement by entering engagement with that target. ( If you are prevented from moving by gear, powers or conditions you cannot take this action, but you may take this even if you have already moved on your turn). You may not charge an enemy if you are already engaged.

MOVING OFF THE TABLE

If you move off the table edge to secure loot, you may not return. A figure can never be pushed off the table against their will (unlike in normal mech scale LANCER). Unless the scenario says otherwise a model can escape from ANY table edge, including enemy deployment zones. If a model would be placed off the map against its will through a knockback or similar effect merely press them to the edge instead.

BREAKOUT!

When a figure is activated , before it takes any other actions it may declare that it is going ot BREAKOUT! . The Figure may immediately move up to 3 inches in ANY direction, ignoring all movement modifiers. A figure may not end this movement within 2 inches of an enemy. An enemy cannot FORCE THE ISSUE during this movement. This movement cannot be taken in combat, in water, or if the unit has no actions. This action can be useful if you are heavily impeded in movement, for example, you are carrying physical loot and hit by a web grenade.

JUMPING

A unit may jump any distance horizontally as long as it moves an equal distance normally in a straight line before making the jump. You may double move and count this as one long 'running start' for calculating this

FALLING

Falls less than 3" have no effect. Falling from a height greater than 3" has you take damage equal to the number of inches you fell x1.5, rounded down. If a unit falls more than its movestat, it looses all its actions. You may fall willingly. If you are closer than an inch to an edge and are pushed in that direction or any reason, you fall.

SWIMMING

Water in LANCER: FULL NAKED NEON is split into two types. SHALLOW and DEEP. Shallow water counts as rough ground and has no other penalties. All water is shallow unless the scenario or players determine otherwise. To drink and descend the DEEP water, a model must make a Willpower check, AT5. If the model passes it activates as normal. If it fails it loses its activation and takes damage equal to how much it failed the roll by (max 5). Robots, units with a filter mask and other figures that do not have to breathe do not take this damage, but still lose their activation. Deep water counts as rough ground for movement cost, and a unit in deep water takes -2 to fight. Units with Aquatic, Amphibous , Flying or Levitate do not pay extra to move or suffer the fight penalty. a HOSTILE NPC will never enter deep water if it does not have one of these special abilities. No unit may shoot in deep water, but Powers may be activated normally.

Swimming Modifiers
 Light Armor
 Heavy or Combat Armor
 Robot

MELEE

In melee both units roll d20 and add their fight stat. The winner may inflict damage on the enemy. To determine damage check the winning roll's value against the loser's armor. If the winner's value is higher than the loser's armor, The difference is subtracted from the loser's health. In the event of a tie both units may inflict damage. If there is a winner he may also chose to inflict Pushback or Remain In Combat. If pushback is chosen, move the model 2 inches DIRECTLY away. This may knock it over an edge, and no one can Force Combat in response to this movement, which also ignores rough terrian penalties. This may allow the winner to now legally take a second action normal movement.

MELEE WITH MULTIPLE UNITS.

Select your target. If you have a numbers advantage you get +2 for each model also in base to base with the enemy and is not engaged with additional enemies, to a maximum of +6. If both sides have mulitple fighters these bonuses cancel out.

SHOOTING

Begin by checking the shooting unit's range and line of sight to its target. Both parties roll a d20, like in melee, but this time the shooter uses its shoot stat and the defender uses its Fight stat. If a unit is shooting with a power, do not add its shoot stat , the power will tell you what to add. A figure can activate a power that generates a shooting attack while they are in melee. If the shooter succeeds their test determine damage against armor like in melee.

SHOOTING INTO MELEE

This is a legal but risky maneuver, First, randomly determine targets between everyone in the engagement. In this way it may be legal to fire upon a unit you do not have LoS to. If you are attacking with a template instead adjudicate an attack against every target within the template.

FLAMETHROWERS

Instead of checking for range or line of sight, use the flamer template ( list dimensions here) . Make a seperate shooting test against everyone within the template. Only hard cover can be applied here, no intervening terrian or soft cover.

GERNADES

A gernade attack does not require line of sight. A gernade may be thrown through a hole if that hole is in line of sight. Test shooting at AT12. If sucessful you hit your target and are using a Frag gernade, immediately test shooting against all adjacent units at +3. If you fail the initial gernade AT move the blast in a random direction by a number of inches you failed the test by ( up to 6") . If you fail by more than 6, ignore the gernade - it was a dud. If you move 6 inches or less continue the attack from the new location.

GERNADE ATTACK MODIFIERS
 Hasty Shot ( moved before attacking)
 Firing with Gernade Launcher

DETERMINING A RANDOM DIRECTION

If playing in physical, roll a d20. each dice face is a triangle, use that to determine direction. If playing digitally, roll a d8 with the 1 being NW and the 8 being W and the rest of the numbers falling in clockwise.

EXTREME RESULTS - 20s and 1s

If a figure rolls a natrual 20 on fight or shooting, add 5 damage. If it rolls a modified 20, add 1d6 damage. In shooting, if both players roll a 20 the defender takes no damage. In AT's a 20 will always pass and a 1 will always fail.

WEAPON JAMMING

if a shooter rolls a nat 1, their weapon runs out of ammo or jams and requires an action to be restored. This only applies to the first hit with a flamethrower or gernade launcher, and does not apply to gernades.

DAMAGE

if a figure reaches 0 health it is dead. ( in a campaign, it may live.) After combat a player may see what has happened to their fallen units.

STUN

If a unit takes more than 4 damage from an attack, it becomes Stunned. Stunned figured are knocked down and in their shell shock devote all their energy to defending and reorienting themselves. When a stunned unit activates stand it back up, it only receives one action this turn. While stunned a unit has +2 to fight against shooting due to its low profile. If engaged in melee while stunned, immediately remove the condition but the previously stunned unit suffers -2 to fight during this active phase.

WOUNDED

if a figure has 4 or less HP remaining, regardless of starting HP, it is considered wounded. While wounded a unit has only one action, and suffers penalty 2 to all dice rolls. If healed about 4 hp it is no longer wounded. If you have 4 or less starting health you do not begin wounded but will become wounded after losing any health. Robots may never be wounded.

TOXINS

If a figure takes 1 or more damage from a toxic source it is Poisoned, and reduced to one action per turn. If they receive any healing the poison is removed, else it lasts for the rest of the scenario.If a unit is both poisoned and wounded it still receives one activation.

POWERS

Stars and Understudies may use an action to attempt to manifest one of their powers. A figure may never use more than one power per activation. You may activate powers while in melee, even shooting powers. When you use a power you get to make a LOCKBREAKER move of 3".

LOCKBREAKER

When activating a power you may move three inches before or after using the power. This does not take an action and is part of the attempt to manifest the power. You may take lockbreaker movement even if you fail to manifest. You cannot take lockbreaker movement if you are engaged in melee ( unless your power would take you out of melee). This free movement does not impact the size of your normal movement during the turn, is subject to forcing the issue and difficult terrian, and cannot be replaced with actions that can be traded for a move like unjamming a weapon.

SUCESSS AND FAILURE

To activate a power, declare you are doing so, check the AT of the power and roll a d20. If the dice matches or exceeds the AT the power is manifested sucessfully. If you fail you may still take LOCKBREAKER movement, and you may chose to EXERT, if you EXERT you may trade health for a +1 to your failed roll on a 1 for 1 basis. If you failed by 3 you could for example, take 3 damage to turn your power into a success.

STRAIN

Some powers are so gnarly that they always cost you a bit of life. A figure can take damage from both strain and exert, but it cannot manifest a power if it would put them at 0 hp.

CANCELING POWERS AND POWER DURATION

If a power lists no duration it lasts for the rest of the scenario. Powers cannot be turned off willingly by the user unless the power says so. Powers do not end when the manifester is killed or moved off a table edge.

TARGETING FIGURES IN COMBAT WITH POWERS

this works like in the shooting subsection, with one exception. If the activator is in the melee it may chose targets freely.

COLLECTING LOOT TOKENS

* There are two types of loot tokens. Physical Loot and Data Loot.
* No loot token may be moved if it is not unlocked first. Data Loot requires a Will AT14, Physical loot a Fight AT16 Will AT14. On a failed result your action is lost.
* When successfully unlocking Physical Loot you may pick it up as part of the unlocking action. If you chose not to the next unit will have to spend an action to pick it up.
* Data Loot requires a second action to 'download' it.
* Loot cannot be picked up if there is an enemy within 1 inch of the loot or of the looting model.
* A figure can only ever carry one piece of loot at a time. Data loot has no penalty. If carrying physical loot you move at half speed and suffer -1 to both shooting and fighting.
* You may spend a move action to drop your loot. If you die while holding loot, you drop your loot.
* If you carry the loot off a table edge, consider it secured!
* Loot tokens never block line of sight or provide Cover.

HOSTILES

The galaxy holds more dangers than just the other Stars and their crews. Deadly Flora, Fauna, or third party factions like police or hivescum may join the fray - after all, that loot and territory is valuable to them as well as you.

The last phase of each turn is the HOSTILES phase. All creatures that are not part of a crew activate here. Like most figures, they have two actions, one of which is almost always a move. Some HOSTILES have more elaborate rules that will be discussed in their datasheet. Lesser hostiles follow a simple set of rules. Hostiles that are not a part of a crew will never attack another hostile. Hostiles do not cause engagement on each other. They will always Force Melee if a Crewmate comes within 2" of them. Hostile activate order is highest HP to lowest HP. For each Hostile ask the following questions:

* IS THE HOSTILE IN COMBAT? If yes, it will Fight. It will always stay in combat and never chose knocback. If it is engaged with multiple targets it will attack the one with the lowest health. if No, proceed to the next step
* IS THERE A CREW IN LINE OF SIGHT? If yes and the hostile has a ranged attack, it will attack the closest eligible target. If no it will move as close as it can to the nearest figure, climbing as nessacary. If this allows it to fight, it will fight. Else, proceed.
* TARGET POINT OR RANDOM MOVEMENT? If the scenario has a target point, the hostile will move to the target point. Else, it will move in a random direction. If this moves it into a wall or obstacle cease its movement. If the hostile still has an action remaining check step 2 again, else the hostile's activation ends.

ENDING THE GAME

There are several end states in FULL NAKED NEON

* When there are no loot tokens left on the table, the match ends.
* When one player has no models left on the table, the match ends. The remaining player rolls a d20 for each unsecured piece of loot on the table. on a 15+ they secure the loot, else it is lost.
* If both players have no models left on the table, all unsecured loot is lost.
* Some scenarios have other end states.
* In non campaign games the player with the most loot tokens wins the match.