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πŸ•· Enemy Card

The Enemy Card represents all hostile creatures encountered in a scenario.
Unlike players, enemies do not use an Action Point system. They operate through a Behavior Script defined in the scenario.

Each enemy type has its own stat block and ability list.

πŸ“Š Enemy Stat Block

Each Enemy Card contains the following attributes:

Stat

Meaning

Move

Maximum tiles the enemy can move during its activation.

Element

Crystal alignment or elemental affinity (if any).

Actions

Number of scripted actions per activation.

Defense

Target number required to hit the enemy.

Saves

Threshold to resist conditions (e.g., 5+ on D6).

Alert

Detection value (used with Noise system).

Health

Hit Points. When reduced to 0, the enemy is defeated.

🧠 Behavior System (Very Important)

Enemies do not spend Action Points.

Instead:

During the Enemy Phase, each enemy follows its Behavior Script:

Example:

  • Detect target (based on Alert + Noise).

  • Move toward nearest target.

  • Attack if in range.

  • Apply conditions if successful.

This keeps enemy flow fast and predictable while allowing difficulty scaling through stats.

βš”οΈ Ability Section

Each enemy lists its attacks or abilities with the following fields:

Field

Meaning

Ability Name

Name of the attack or skill

Hit

Required roll to hit (D6 unless specified)

Range

Tile range

Dmg

Damage dealt

Attacks

Number of hits performed

!

Special effect (often condition trigger)

πŸ•· Example: Spider

Stats:

  • Move: 3

  • Element: None (Scenario 1 basic spiders)

  • Actions: 2

  • Defense: 1

  • Saves: 5+

  • Alert: 4

  • Health: 4

Abilities:

Bite (Melee)

  • Hit: 4+

  • Range: 1

  • Damage: 1

  • Attacks: 1

  • Special: May apply Poison (if scenario defines it)

Poison Spit

  • Hit: 5+

  • Range: 4

  • Damage: 1

  • Attacks: 1

  • Special: Applies Poison (1)

πŸ”Š Interaction With Systems

Enemy Cards interact directly with:

  • 🎲 D6 rolls (attacks, saves)

  • πŸ”Š Noise System (Alert vs Player Noise)

  • 🌬 Weather modifiers

  • 🩸 Condition System

  • 🧱 Crystal Influence (from Scenario 2 onward)

  • πŸ—Ί Map Spawn System (Map Cord Cards)

🎯 Design Philosophy

Enemy Cards are:

  • Fast to read

  • Easy to scale

  • Script-driven

  • Modular

  • Expandable

Elite, Boss, and Crystal-Influenced enemies will simply:

  • Increase stats

  • Add elemental alignment

  • Add condition triggers

  • Gain passive abilities