CHRONICLE X - Hyperlinked Reference Manual


Hazard

Hazards are obstacles on the Mission Map. During Mission Setup, Hazard tokens should be placed on all Hazard Squares on Map Tiles, meaning Squares that a highlighted in orange and has a flame icon on them.

Hazards can be destroyed by making an Attack against them; both Melee and Shoot attacks are possible. The Hazard is destroyed if two or more damage are inflicted on it in a single attack, or if receives a critical hit.

When a Hazard is destroyed, the Hazard token is removed from the Mission Map, and a Hazard card is drawn to determine what happens.

Question about Hazards and cover

In Kickstarter update 84, an FAQ said: "Q: Hazard Squares: Do these block Movement or LOS (while still in play)?" and answered "A: No, the hazards are usually chest-high objects so it can be shot over or easily traversed." -- BUT: in the rulebook, page 24, it says "But with risk comes reward as these same Hazards could provide cover from an attacking foe." -- SO: how can the Hazards provide cover if they don't block Line of Sight? Do Hazard tokens work as Red Squares?

It wasn't clear how this would work, so I posted a question to Archon in the Kickstarter comment forum, and got the following answer:

on july 28, 2022, Archon Studio wrote: "The section HAZARDS of the rulebook says "But with risk comes reward as these same Hazards could provide cover from an attacking foe", some hazards provide cover by giving +1 Defence but only on GREEN SQUARES adjacent to them. On page 11 in the Rulebook, there is Example 1 with tile where are hazards and green squares that provide cover.

So it seems the Hazards themselves don't provide cover, but some of the spaces where Hazards are spawned have cover-providing Green Squares adjacent to them, independent of whether the Hazard is still there or has been destroyed.


Map Tile

The Mission Map in Chronicle X is built up from a number of Map Tiles. The exact size of the Mission Map can vary in principle, but in normal cases, it is built from four by four map tiles, with each Map Tile being five by five Squares, with each Square being capable of holding one standard-sized Model. XXL Models take up two by two Squares.

The core game contains 20 Map Tiles, which are double sided. Each face of each Map Tile has a code name, which is a letter, or a digit, or a combination of a letter and a digit. The Missions in the Narrative Mode have a specified Mission Map layout with some or all Map Tiles specified by name.

Some of the Squares on Map Tiles are highlighted in various colours, with various meanings. Three have ongoing effects during gameplay:

And two other only have their effect during Mission Map setup, but place tokens that have ongoing effects during gameplay as long as the tokens remain:

Additionally, white borders are used to make walls and other environment structures that block Line of Sight in the same way as walls.


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