Escape Path Core Rules v1.0

These rules are currently being tested on the forum.

Basics

1.1

Gameplay takes place on a gridded map where figures are used to represent one or more teams of characters who encounter one or more swarms of bogies. Usually one player will control the team(s) while another player controls the swarm(s).

1.2

The game is played in turns such that the team player moves all of his characters and when he has finished, the swarm player moves all of his bogies. The team player generally goes first as most scenarios begin with the team's realisation that they are not alone.

1.3

Six sided dice (d6) are used to determine what happens in various circumstances. Some circumstances require just one die (1d6) while others require the use of two or three i.e. 2d6 or 3d6

1.4

Elements of the game vary according to the scenario being played. Scenarios consist of:

  1. A description of the circumstances in which the encounter takes place.
  2. A grided map.
  3. Details of how many teams and swarms are used, and of how many figures they are made up.
  4. A list (if any) of additional rules to be used with that scenario.
  5. Scenario specific rules.
1.5Characters are removed from play when killed. Bogies are also removed when killed but may re-enter at specific points on the map as determined by the scenario rules. Additional bogies are brought into play AFTER the swarm player has finished moving bogies that are already in play. The scenario will also specify a maximum number of bogies that can be in play at any one time.

Action Points

2.1

Action points (APs) are used to determine what a character or bogie may do in each turn of the game.

2.2Characters have 2 action points (APs) per turn. Fast bogies e.g. space aliens or vampires get 3 APs while slow bogies such as zombies or mummies get only 1 AP.

A figure does not have to use all, or any, of its action points in any given turn but those which are not used are lost i.e. they are not carried over until the next turn.

2.3

Each figure must use whatever points it is going to use before another figure is allowed to use its APs. Thus the team player would not be allowed to spend 1AP for character A, 1 for character B, and then go back and spend another for chracter A. Character A must use all points that it is going to use before character B starts doing anything.

Movement

3.1

Figures may use action points to move into adjacent squares as summarised by the numbers in the diagram to the right. They may move straight forwards, diagonally forwards, or take a step sideways for 1 AP. They may step straight backwards or diagonally backwards at a cost of 2 AP.

3.2

Figures may turn 90° per AP spent on movement. Thus a figure may turn through 90° while moving forwards or sideways, and up to 180° while retreating. The figure may move and turn or turn and move as the team player prefers.

Note that the fact that a backwards move costs 2AP prevents slow bogies from moving backwards however they may turn 90° and step sideways, and then step sideways and turn 90° on a subsequent turn.

3.3Bogies move onto the map at points specified in the scenario. It costs 1AP to move onto the map. Bogies may also leave the map at these points at a cost of 1AP and return to the pool of figures available to the swarm player. Team characters may not leave the map except at the designated escape point. It costs 1AP for them to escape and having done so characters may not re-enter play.

Lines of Sight

4.1

Figures have a 180° line of sight. In the diagram above, the character can see everything in the grey squares. It cannot see things in the black squares.

Arcs of Fire

5.1

Characters have a 90° arc of fire. In the diagram above, the character can shoot, or throw things, at the dark grey squares but can not fire at the light grey or black squares.

Obstructions

6.1

Figures can not move, see or fire though other characters or objects.

In the diagram above, a team of 5 characters has entered a room from the bottom of the diagram and are facing towards the top.

Character 1 has not actually entered the room and is still in the corridor. It can move forwards or diagonally forwards to the right. Its diagonal movement is not blocked by the fact that there is no square to its right. It can also see and fire at Bogie A but it can not see or fire at the other bogies because its lines of site to them are blocked by other characters. If there were another character on the square in front of it, it would not be able to move, see or fire between the character and the corner of the wall to it's right.

Character 2 can see bogie A but can not fire at it. It can see and fire at B but cannot see C.

Character 3 can see all of the bogies but cannot fire at any of them.

Character 4 can see and fire at C. It cannot see or fire at B because its line of sight is blocked by 2 and 3, neither could it move diagonally between them.

Character 5 can see and fire at C but can not see the other bogies.

Note that the above applies to the characters in their current orientations. Some of them will be able to turn and fire as described below.

Shooting

7.1

Characters may fire, or throw, a weapon at any target in its arc of fire at cost of 1 or 2 APs (depending on the weapon type) however it may not fire at a target occupying the square directly in front of it.

7.2

When a weapon is fired, roll the required number of dice (according to the weapon type) to see if the shot hits. The score on the dice must be greater than the distance away of the object being fired upon. For example, if a character fires a 2d6 weapon at a target which is 9 spares away, the character needs to roll 9 or more for the shot to hit.

7.3

When a bogie is shot, the swarm player may (depending upon the weapon type) roll a d6 to see if the bogie is killed. See weapon type rules for more details.

7.4

A character may fire a 1 AP weapon for 'free' while retreating but they are not allowed to turn at the same time. The character retreats and shoots as opposed to shooting and retreating but the team player must start their intention to retreat before the shot is fired.

7.5

A character may turn 90° for free as part of the shot. They may shoot and turn or turn and shoot as the team player desires however they may not turn if they are taking a 'free shot' while retreating. Nor may they turn and fire upon a target to which they do not already have line of sight before making the turn.

Weapon Types

8.1

These core rules define just two weapon types guns and bombs. These could be pulse rifles and plasma grenades, crossbows and flasks of oil, or anything else appropriate to the scenario. The scenario rules may state which weapons can be used or allow a choice. The scenario may define additional/alternative weapons or use additional rules that do this.

8.2

Guns cost 1 AP to fire and have a range of 3d6. If shot by a gun, the swarm player rolls a dice to see if the bogies survives. Fast bogies must roll a 5 or 6 to survive while slow bogies need 4, 5, or 6. Guns usually have unlimited ammunition unless the scenario rules say otherwise.

8.3

Bombs cost 2 AP to throw and have a range of 2d6. If the dice roll is less than the distance to the target the bomb falls short and explodes on the square indicated by the dice. Usually there are only a limited number of bombs available.

Figures that receive a direct hit from a bomb are killed instantly. Bogies on adjacent squares roll a die as if they had been shot with a gun (above) to see if they are also killed. Characters on adjacent squares are killed instantly; so the thrower needs to be very wary about throwing bombs if another team member is positioned such that it could be affected by a bomb that falls short.

Characters may not enter the square that the bomb hit or, any adjacent square for the remainder of the team players turn. Bogies may not enter those squares during the swarm players next turn. Any bogies already in those square, i.e. bogies that survived the initial blast, MUST use their APs to move out of those squares before doing anything else. Bogies that are not able to do this are killed.

Close Combat

9.1

Figures may use APs to attack an opponent on the square directly in front of them. They can not attack diagonally.

9.2

When an attack takes place both players roll 1d6 and the highest score wins. Note that a figure does not have to attack an opponent, they can flee instead.

9.3

When the dice are rolled:

  1. If the attacker (the character or bogie spending the action point) scores highest, the defender is removed from the board and the attacker is moved into the defender's square. The attacker MUST move (at no cost) but may not turn. This represents them having been carried forward by the momentum of their winning attack.

  2. If the defender's score is highest and they are facing the attacker, the attacker is removed but the defender stays on the square that they have successfully defended.

  3. If the defender's score is highest but they were not facing the attacker they turn (through 180° if necessary) to face the attacker and both players re-roll their dice as if the defender has become the attacker i.e. it will move forward if it wins.

  4. If the scores on the dice are the same and the defender is facing the attacker, simply re-roll. The attacker is still the attacker.

  5. If the scores on the dice are the same but the defender was not facing the attacker then defender turns to face the attacker and the dice are re-rolled with them as the attacker.

Note that the dice are re-rolled until the combat is resolved.