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2 Playtest Version 4.5 (final) CONTENTS Introduction 2 Faction Attribute Ratings 2 Abilities 3 Mindbender 5 Nether-Tech 6 Psi-Blade 7 Psion 8 Pyromancer 9 CREDITS Skirmish Tactics Apocalypse Created by: David Thompson Rulebook Design and Layout: Digital Capricorn Studios Design, Development, Testing, and Evaluation: David Thompson, Walter Lex Avellaneda, Ricardo Tomas, the Singapore group (Paul, Clarence, Zhi Yi, and Joshua), Jeff Baker, Brad Pfeiffer, Braon Moseley, and Carlo Guglielmin. Cover Art: David Thompson Interior Art: Rick Hershey (Empty Room Studios) Additional Thanks: The Huntsville and Savannah gaming communities and the Board Game Geek crowd. Dedicated to Lucy, Peyton, Hope, and Jackson. 1
3 INTRODUCTION We have a mission to complete. We must sever the ties between the Basement and our world, once and for all. - Echo Psion Echo represents the last remnants of PROJECT CAPRICORN - of the invasion of our world. - Order Nethermancer FACTION ATTRIBUTE RATINGS OVERVIEW MOVE WEAPON RANGE CLOSE COMBAT RANGED COMBAT DEFENSE Echo s origin can be traced to the early 21st century when a group called Tactical Response Unit (TRU) Echo was established within the United States Department of Homeland Security s top secret organization: Department B. TRU Echo was created under the auspices of PROJECT CAPRICORN, an umbrella program that included a wide range of projects focused on exploring the Basement and combating its inhabitants. Under the leadership of world-renowned biokineticist, Bruno Pontecorvo, genetic experiments were carried out on TRU Echo members under a project called Eternal Light. The project focused on the development of psychic and psionic powers through the introduction of genetic characteristics from Basement creatures. Though the program was dangerous, resulting in countless deaths and the creation of hundreds of chimera, it was also extremely successful. Following the Final War, members of Department B and TRU Echo were hunted down by the World Alliance s military as outlaws. Most members of TRU Echo were killed, but a few survived. Today, the Echo faction is all that remains of TRU Echo. The faction s individual cells are led by powerful psions who stay in constant telepathic contact with Bruno Pontecorvo. Pontecorvo, whose consciousness lives on in a secretive Echo base within the the Basement, still directs the faction. Echo s goal is to eradicate the Order of the New Dawn and to close all gates between Earth and the Basement. In the meantime, they battle the other factions for food, shelter, and other precious resources. 2
4 ABILITIES Ability Name Ability Type Description Ambush Domination Fire Blast Movement - [Area Attack] This character can Move and then make a attack or make a attack and then Move. This character cannot Move, make a attack, and then Move again. This character must use Domination or Blast when making a attack. This character cannot make a normal attack. This character can make a Domination attack against any enemy Human or Nether character within Weapon Range and in line of sight. The target of this attack does not receive character or terrain Defense bonuses. This ability overrules abilities that allow characters to gain Defense bonuses when in specific terrain types. The attack deals no damage; however, if the attack has at least one success, this character can force the target to make a free, immediate Move, Close Combat, or action. The action cannot include the use of any ability. If this ability forces the target to move away from one or more adjacent enemy characters, the enemy characters do not receive free immediate Close Combat attacks. This character can use the Fire Blast ability when making a attack. Place the entire Fire Blast template within Weapon Range and place one of the designated squares along the side of this character. If the template covers more than one elevation, choose which elevation level is affected before rolling an attack. All of the template s squares in line of sight to this character and on the chosen elevation are affected. This ability does not damage Pyro characters. Fire Mastery Special [Passive] This character s Fire Blast and Fire Wall abilities do not damage allies. Fire Wall - [Area Attack] This character can use the Fire Wall ability when making a attack. Place the Fire Wall template on this character. Make a Ranged Combat attack against all other characters (including allies) covered by the template and that are on the same elevation level as the square this character is on. The Fire Wall template stays in the same location on the gamescape after this attack, even if this character moves. This character makes a free, immediate attack against any character that begins its turn on the template and any character that enters the template as long as the character is on the affected elevation level; a character may only be targeted by the Fire Wall once per turn. If this character uses an action to create a new Fire Wall, the other Fire Wall is removed. If this character is reduced to Recruit level or defeated, the Fire Wall is removed. This character can choose to remove a Fire Wall, but only on their turn. This ability does not damage Pyro characters. Levitation Movement This character can Move through Difficult, Elevated, and Water Terrain with no increase to Move cost. Nether-Technopathy Phasing Close Combat - [Passive] Movement This character s Close Combat and attacks receive a bonus die when targeting Nether characters. This character can withdraw from enemy characters without granting enemy characters free Close Combat attacks. This character can Move through Blocking, Difficult, Elevated, and Water Terrain with no increase to Move cost, but this character cannot end its turn on a Blocking Terrain square. Precognition Special This character grants a +1 to initiative rolls at the beginning of each round. The effects of this ability are not cumulative.
5 ABILITIES Ability Name Ability Type Description Psi-Blade Blast I Blast II Blast III Healing I Healing II Healing III Invisibility Shadowmeld Telepathy Close Combat Special Special Special Defense [Passive] Defense [Passive] Special This character can use the Psi-Blade ability when making a Close Combat attack. This ability can only target Human and Nether characters. If this character is on normal elevation and a target is on Elevated Terran, the target does not receive the typical +1 Defense bonus. This ability overrules abilities that allow characters to gain Defense bonuses when in specific terrain types and abilities that allow characters to roll dice to ignore damage. This character must use Domination or Blast when making a attack. This character cannot make a normal attack. This character can make a Blast attack against any Human or Nether character within Weapon Range. The target of this attack does not receive character or terrain Defense bonuses. This ability overrules abilities that allow characters to gain Defense bonuses when in specific terrain types and abilities that allow characters to roll dice to ignore damage. This character cannot destroy Elevated Terrain with this ability. This character does not have to have line of sight to the target; however, if this character does not have line of sight to the target, this character must roll one ten-sided die. If the result is 1-2, the attack fails; if the result is 3-10, a attack can be made. This ability functions like Blast I except if this character does not have line of sight to the target and has to roll one ten-sided die, the attack fails on a roll of 1. If the result is 2-10, a attack can be made. This ability functions like Blast I except this character does not have to have line of sight to the target to make a attack. This character can heal a Human, Nether, or Paranormal character within Weapon Range (to include itself) for one point of damage. This character does not have to have line of sight to the target; however, if this character does not have line of sight to the target, this character must roll one tensided die. If the result is 1-2, the target is not healed; if the result is 3-10, the target is healed for one point of damage. This ability functions like Healing I except if this character does not have line of sight to the target and has to roll one ten-sided die, the target is not healed on a result of 1. If the result is 2-10, the target is healed. This ability functions like Healing I except if this character does not have to have line of sight to the target to heal the target. Any Human or Nether character that wants to target this character with a attack must roll one ten-sided die. If the result is 1-5, this character cannot be targeted. If the result is 6-10, this character can be targeted. The attacker can choose whether to make the attack or take a different action after seeing the result of the die roll. Area attacks target this character normally and do not require a ten-sided die roll. This character receives a +2 Defense against attacks when in Difficult Terrain instead of the typical +1. The character also receives a +1 Defense against Close Combat attacks when in Difficult Terrain. This character can give a Human, Nether, or Paranormal character within Weapon Range a free, immediate Close Combat, or Move action. This character does not have to have line of sight to the target character. The granted action cannot include the use of any ability. This character card only use Telepathy with a character of the same level or lower.
6 MINDBENDER Classification: Human / Paranormal Mindbenders typically operate behind the front lines of combat, using their mental prowess to take control of their enemies minds, bending the enemies to their will. Even without seeing their enemies, mindbenders can focus on the mental image of a target and attack the target s mind. They are also use telepathic links with their squad to help direct them in combat. PSYCHIC BLAST I - RANGED COMBAT [ R ] This character must use Domination or Blast when making a attack. This character cannot make a normal attack. This character can make a Blast attack against any Human or Nether character within Weapon Range. The target of this attack does not receive character or terrain Defense bonuses. This ability overrules abilities that allow characters to gain Defense bonuses when in specific terrain types and abilities that allow characters to roll dice to ignore damage. This character cannot destroy Elevated Terrain with this ability. This character does not have to have line of sight to the target; however, if this character does not have line of sight to the target, this character must roll one ten-sided die. If the result is 1-2, the attack fails; if the result is 3-10, a attack can be made. DOMINATION - RANGED COMBAT [ V / E ] This character must use Domination or Blast when making a attack. This character cannot make a normal attack. This character can make a Domination attack against any enemy Human or Nether character within Weapon Range and in line of sight. The target of this attack does not receive character or terrain Defense bonuses. This ability overrules abilities that allow characters to gain Defense bonuses when in specific terrain types. The attack deals no damage; however, if the attack has at least one success, this character can force the target to make a free, immediate Move, Close Combat, or action. The action cannot include the use of any ability. If this ability forces the target to move away from one or more adjacent enemy characters, the enemy characters do not receive free immediate Close Combat attacks. PSYCHIC BLAST II - RANGED COMBAT [ V ] This ability functions like Blast I except if this character does not have line of sight to the target and has to roll one tensided die, the attack fails on a roll of 1. If the result is 2-10, a attack can be made. PSYCHIC BLAST III - RANGED COMBAT [ E ] This ability functions like Blast I except this character does not have to have line of sight to the target to make a Ranged Combat attack. TELEPATHY - SPECIAL [ V / E ] This character can give a Human, Nether, or Paranormal character within Weapon Range a free, immediate Close Combat, or Move action. This character does not have to have line of sight to the target character. The granted action cannot include the use of any ability. This character card only use Telepathy with a character of the same level or lower. 5
7 NETHER-TECH Classification: Human / Nether Unlike their Echo brethren, Nether-techs are chimeras - genetic blends of humans and Basement creatures. Some of these chimeras emerged from the the Eternal Light tests, while others developed through exposure to the Basement. Regardless of their origin, Nether-tech are valued members of Echo, due to their unique ability to employ special bio-engineered weapons crafted from materials from the Basement. Because of the nature of the weapons, only natives of the Basement or chimeras can employ them. Nether-tech, like all chimeras, have physical attributes that are superior to most humans. They also have the innate chimera ability to blend into dark environments. Their shadowmeld ability, coupled with enhanced strength, speed, and agility make them perfect scouts for exploring the Basement. AMBUSH - MOVEMENT-RANGED COMBAT [ R / V / E ] This character can Move and then make a attack or make a Ranged Combat attack and then Move. This character cannot Move, make a attack, and then Move again. SHADOWMELD - DEFENSE [PASSIVE] [ R / V / E ] This character receives a +2 Defense against attacks when in Difficult Terrain instead of the typical +1. The character also receives a +1 Defense against Close Combat attacks when in Difficult Terrain. NETHER-TECHNOPATHY - CLOSE COMBAT-RANGED COMBAT [ V / E ] This character s Close Combat and attacks receive a bonus die when targeting Nether characters. 6
8 PSI-BLADE Classification: Human / Paranormal Psi-blades unique blend of psionic abilities were specifically developed and coupled together to make them excellent front line combatants. Psi-blades phasing ability allows to move easily though any terrain, including the dangerous, psycho-reactive terrain of the Basement. Their psionic swords - also called psi-blades - are formed from pure mental strength. The blades assault victims minds, easily bypassing the most formidable of physical defenses. PHASING - MOVEMENT [ R / V / E ] This character can withdraw from enemy characters without granting enemy characters free Close Combat attacks. This character can Move through Blocking, Difficult, Elevated, and Water Terrain with no increase to Move cost, but this character cannot end its turn on a Blocking Terrain square. PSI-BLADE - CLOSE COMBAT [ R / V / E ] This character can use the Psi-Blade ability when making a Close Combat attack. This ability can only target Human and Nether characters. If this character is on normal elevation and a target is on Elevated Terran, the target does not receive the typical +1 Defense bonus. This ability overrules abilities that allow characters to gain Defense bonuses when in specific terrain types and abilities that allow characters to roll dice to ignore damage. PSYCHIC INVISIBILITY - DEFENSE [PASSIVE] [ V / E ] Any Human or Nether character that wants to target this character with a Ranged Combat attack must roll one ten-sided die. If the result is 1-5, this character cannot be targeted. If the result is 6-10, this character can be targeted. The attacker can choose whether to make the attack or take a different action after seeing the result of the die roll. Area attacks target this character normally and do not require a ten-sided die roll. 7
9 PSION Classification: Human / Paranormal Mindbenders usually serve as the leaders of Echo squads, owing to their close telepathic ties to the secretive cabal that leads the faction. Psions have the ability to heal their allies through biofield energy healing - or psychic healing. They also have extrasensory perception, commonly called second sight or precognition. They use their precognitive abilities to orchestrate the actions of their squad. Finally, most psions can levitate, allowing them to move easily over most terrain. PRECOGNITION - SPECIAL [PASSIVE] [ R / V / E ] This character grants a +1 to initiative rolls at the beginning of each round. The effects of this ability are not cumulative. PSYCHIC HEALING I - SPECIAL [ R ] This character can heal a Human, Nether, or Paranormal character within Weapon Range (to include itself) for one point of damage. This character does not have to have line of sight to the target; however, if this character does not have line of sight to the target, this character must roll one ten-sided die. If the result is 1-2, the target is not healed; if the result is 3-10, the target is healed for one point of damage. LEVITATION - MOVEMENT [ V / E ] This character can Move through Difficult, Elevated, and Water Terrain with no increase to Move cost. PSYCHIC HEALING II - SPECIAL [ V ] This ability functions like Healing I except if this character does not have line of sight to the target and has to roll one ten-sided die, the target is not healed on a result of 1. If the result is 2-10, the target is healed. PSYCHIC HEALING III - SPECIAL [ E ] This ability functions like Healing I except if this character does not have to have line of sight to the target to heal the target. 8
10 PYRO Classification: Human / Paranormal Pyrokineticists - or pyros as they are commonly called - are masters of fire. The can create blasts of fire that cover large areas. They can also create fiery walls that persist over long periods of time, which can be used to defend key areas or highly valued items. As pyros grow in strength and master their abilities, their command of fire can grow so powerful they can prevent it from harming their allies. FIRE BLAST - RANGED COMBAT [AREA ATTACK] [ R / V / E ] This character can use the Fire Blast ability when making a attack. Place the entire Fire Blast template within Weapon Range and place one of the designated squares along the side of this character. If the template covers more than one elevation, choose which elevation level is affected before rolling an attack. All of the template s squares in line of sight to this character and on the chosen elevation are affected. This ability does not damage Pyro characters. FIRE WALL - RANGED COMBAT [AREA ATTACK] [ V / E ] This character can use the Fire Wall ability when making a attack. Place the Fire Wall template on this character. Make a attack against all other characters (including allies) covered by the template and that are on the same elevation level as the square this character is on. The Fire Wall template stays in the same location on the gamescape after this attack, even if this character moves. This character makes a free, immediate attack against any character that begins its turn on the template and any character that enters the template as long as the character is on the affected elevation level; a character may only be targeted by the Fire Wall once per turn. If this character uses an action to create a new Fire Wall, the other Fire Wall is removed. If this character is reduced to Recruit level or defeated, the Fire Wall is removed. This character can choose to remove a Fire Wall, but only on their turn. This ability does not damage Pyro characters. FIRE MASTERY - SPECIAL [PASSIVE] [ E ] This character s Fire Blast and Fire Wall abilities no longer affect allies. 9
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