Enemy Phase
In Enemy Phase, there are 2 phases, activation phase and spawn phase.
Activation Phase
Each enemy will be activated, and you can activate them in any order. During each enemy's activation, they will perform three actions in order: Attack, Special, and Move.
Noticed and Unnoticed Enemy
The enemy will not be activated if the enemy is unnoticed:
no bullets has shot into that room
no player in LOS of enemy (they might see you through window)
no door has been opened
Otherwise, the enemy is noticed and can be activated during the Enemy phase.
Attack
Each enemy type has different targeting mechanics.
Attack nearest/farthest player.
Attack to specific player depending on their mechanics.
Attack multiple players.
After enemy choose their targets, see Combat Mechanics section.
Move
Each enemy type has different movement mechanics.
Move to nearest/farthest player.
Move away from player.
Move to nearest cover.
Moving enemy by the amount of enemy's movement range until it reach their Effective Range.
Special Action
Defending themself
Healing
Use gadgets
Spawn Phase
For each room with "Spawn Sign" and no player or enemy in that room, draw one enemy spawn card and spawn that enemy to that room. The enemy spawned in this phase will be always treat as noticed enemy. If enemy spawn deck is empty, shuffle the cards from discard pile to make a new deck.
Some good mechanics that we can add it in here
After shuffling, remove X enemy cards, add that amount of elite enemy cards instead. Ex. After shuffling the discard pile and 2 Sprinter and 1 Underling was removed, add 2 Elite Sprinter and 1 Elite Underling to enemy spawn deck.
For Hostage mission: We can put "hostage card" in this deck and treat it as a timer before hostage is killed (like Exploding kitten, draw it and go boom)
Last updated