Libertas Core Rules

Set Up

Section 1: The Arena & Setup

1.1. The Arena

  • Surface: Play on a flat surface, roughly 36" x 36" (3ft x 3ft).
  • Note: This size is perfect for 2–4 players. If playing with 5+ players, increasing the size is recommended.

1.2. Placing Terrain Terrain is divided into two types: Obstacles (things you hide behind) and Interactive Points (things you use).

  • Obstacles (Walls, Ruins, Trees):
  • Place these first to break up lines of sight.
  • Impassable: Walls/Buildings. You cannot move through them; you must go around.
  • Difficult Terrain: Mud/Thick Foliage. Movement cost is doubled while moving through these.
  • Interactive Points:
  • Loadout Nodes (Mandatory): Place 4 per player (recommended). Scatter them evenly; they cannot be placed within 6" of a table edge or another Node.
  • Repair Stations (Optional): repair 20 Damage at the start of your turn if occupied.
  • Shield Generators (Optional): Regenerate 10 Shields at the start of your turn if within 3".
  • Jump Gates (Optional): Must be placed in pairs. Moving onto one immediately teleports you to its twin.

1.3 Choosing a Crux

The Crux Your Crux is the cornerstone of your war machine. Each Crux card details three primary stats:

  • Health: Structural integrity. When this hits 0, the Crux is destroyed.
  • Shields: The first line of defense. Damage hits Shields before Health.
  • Movement: The distance (in inches) the Crux can move per Action Point.

Crux Hardpoints (Slots) Your Crux model and card have specific slots for equipping upgrades. A standard Crux has the following attachment points:

  • 2x Primary Weapons (Left & Right).
  • 2x Auxiliary Weapons (Left & Right - attached closest to the body).
  • 1x Module.
  • 1x Platform.

1.4 Building Your Loadout Deck

Your Loadout Deck represents the arsenal available to you via the Loadout Nodes in the arena.

Card Power Levels & Point Values Cards are categorized by power level, indicated by the card's color. Stronger cards cost more points to include in your deck:

  • Standard (Green): 1 Point
  • Optimized (Blue): 2 Points
  • Apex (Gold): 3 Points
  • Omnis (Pink): 2 Points

Deck Limits

  • Minimum Size: Your deck must contain at least 12 cards.
  • Point Limit: The recommended maximum build is 24 Points total.
  • Note: If all players are planning on building larger Loadout Decks, it is recommended that you increase the maximum Points total.

Recommended Beginner Build To ensure a balanced game, we recommend the following composition for your deck (adhering to the 24-point limit):

  • 1 Crux Card
  • 1 Deployment Card
  • 2 Weapon Cards (1 Left, 1 Right).
  • 2 Auxiliary Cards (1 Left, 1 Right).
  • 1 Module Card.
  • 1 Platform Card.
  • 4 Utility Cards (Spark, Gear, Hack, etc.)

Note: You may only have a maximum of 1 Crux Card and 1 Deployment Card. These are played at the beginning of the game and not included in the draw pile used throughout the rest of the match.

1.4 The Inventory (Hand)

  • When you draw cards from a Loadout Node, you may equip them immediately or place them in your Inventory.
  • Inventory Limit: You may hold a maximum of 4 cards at any time.
  • Overflow: If you draw cards that push you over the limit of 4, you must immediately discard cards until you have 4 or fewer.

Gameplay

Section 2: Gameplay

2.1 Turn 1 - Deployment

  • Step 1: Players roll a D20. Turn order is established as highest to lowest roll. This will effectively be the turn order for the remainder of the game.
  • Step 2:
  • Beginning with player 1, each player reveals their deployment card and places their Crux within 6 inches of the edge of the arena.
  • Players may choose to delay their deployment by one turn. 

2.2 Turn Structure (Turn 2 Onwards) Once Deployment (Turn 1) is complete, the game proceeds in a series of Turn Rounds. Players who delayed their deployment must deploy this turn.

  • Round Cycle: Players take turns in the order established during Deployment (highest roll to lowest).
  • The Turn: A player’s turn consists of a Start Phase (passive effects) and an Action Phase (active choices) and a End phase (effects that take place at end of turn)

2.3 Start Phase Before taking actions, resolve effects in this order:

  1. Station Effects: If occupying a Repair Station (Repair 10 Health) or within 3" of a Shield Generator (Regen 5 Shields), apply those effects now.
  2. Continuous Effects: Resolve any damage-over-time or status effects from cards or abilities.
  3. Critical System Failure:
  • Trigger: If your Crux has 20 Health or less, your power core is critical.
  • The Check: Roll a D20 immediately. Consult the chart below:

D20 Result - Status - Effect

20 Stabilized

You exit Critical System Failure. Play proceeds normally.

6 - 19 Unstable

No specific penalty this turn, but you remain in Critical System Failure.

5 Paralysis

You cannot use Move actions this turn.

4 Weapon Jam

You cannot use Attack actions this turn.

3 Power Drain

You have -1 Action Point this turn.

2 Internal Damage

Take 5 Direct Damage to Health (ignores Shields/Armor).

1 MELTDOWN

Your Crux is Destroyed. It explodes: All units within 6 inches take 50 Damage.

Note: If you heal above 20 Health (e.g., via a Repair Station), you automatically exit Critical System Failure.

2.4 Action Phase (Action Points) By default, each player begins their Action Phase with 2 Action Points (AP). You may spend these points on the following actions in any combination:

  • Movement (1 AP): Move your Crux up to its Movement Distance in inches.
  • Difficult Terrain: Movement cost is doubled (e.g., moving 3 inches costs 6 inches of movement).
  • Facing: Rotating your model is free and does not cost movement or AP.
  • Attack (1 AP): Use one equipped weapon system to make an attack against a target.
  • Note: You cannot fire the exact same weapon twice in a single turn unless a specific ability allows it.
  • Swap Component (1 AP): Remove an equipped component and replace it with one from your Inventory.
  • Note: Equipping a card to an empty slot is a Free Action (0 AP) and can be done at any time during your turn.
  • Interact (1 AP): Interact with a specific scenario objective (e.g., "Open Door," "Hack Terminal").
  • Activate Card/Ability (Variable AP): As described on the specific card.

2.5 Interacting with Loadout Nodes Loadout Nodes are the key to upgrading your Crux.

  • How to Activate: Simply move your Crux so its base touches a Loadout Node.
  • Cost: Activation is Free. It does not cost AP, though you likely spent AP on the Movement action to get there.
  • The Draw: When activated, draw 2 cards from your Loadout Deck.
  • You may immediately Equip them to empty slots (Free) or place them in your Inventory.
  • If you cannot or choose not to keep a card, it is discarded.
  • Once activated, a Loadout Node cannot be activated again for the remainder of this turn and the next. 

2.6 End Phase

  • Resolve any effects or conditions that are designated as taking place at the end of your turn.

Combat

Section 3: Combat Resolution

3.1 The Attack Sequence When you declare an Attack Action (1 AP), follow these 5 steps to resolve it:

  1. Declare: Choose one equipped weapon and declare your target.
  2. Check: Verify Line of Sight (LOS) and Range.
  3. Calculate: Determine the Target Number (TN) required to hit.
  4. Roll: Roll D6s equal to the weapon's Fire Rate (FR).
  5. Resolve: Calculate damage and apply it to the target.

3.2 Checking Range & Line of Sight

  • Line of Sight (LOS): You must be able to see the target model from your Crux.
  • Intervening Models: If another Crux (friend or foe) is in the way, you can shoot past them, but the target counts as having Partial Cover.
  • Range: Measure the distance to the target.
  • Effective Range (ER): If the target is within the weapon's ER, there is no penalty.
  • Long Range: For every full 6 inches beyond the ER, add +1 to the Target Number.

3.3 Calculating the Target Number (TN) To determine what you need to roll to hit, start with the Target D6 Roll described on your Weapon Card. Then apply the following modifiers:

  • +1 per Range Increment: (As described above).
  • +1 for Evasion: If the target has specific Evasion abilities.
  • -1 for Elevation Advantage: If the attacker is at least 4" vertically higher than the target.
  • -1 for Targeting Systems: If the attacker has specific Modules/Abilities that improve accuracy.
  • Note on Cover: Partial Cover (terrain or intervening models) does not affect the Target Number to hit. Instead, it reduces the damage taken (see 3.4).

The Golden Rule of Dice:

  • A natural roll of 6 is always a Hit (and a Critical Hit).
  • A natural roll of 1 is always a Miss.

3.4 Damage Resolution If you scored one or more hits, calculate the damage:

  1. Sum Damage: Add up the Damage Value (DV) for every die that hit.
  2. Critical Hits: Any die that rolled a natural 6 deals +50% Damage (rounded up).
  3. Apply Cover (Half Damage): If the target has Partial Cover, the Total Initial Damage is halved (rounded up).
  4. Armor Mitigation: Subtract the target's Armor Value from the remaining damage.
  • Note: Armor reduces the total incoming damage, not each individual die.
  1. Apply Damage:
  • Subtract from Shields first.
  • If Shields reach 0, apply remaining damage to Health.

3.5 Reactions After an attack is fully resolved (damage applied), the targeted player may attempt a Reaction.

  • The Reaction Roll: Roll a D6.
  • 1 - 3: No Effect. (No Reaction Points gained).
  • 4 - 5: Gain 1 Reaction Point (RP).
  • 6: Gain 2 Reaction Points (RP).
  • Spending Reaction Points: RP must be spent immediately. Each action costs 1 RP:
  • Evasive Maneuver: Immediately move your Crux up to its full Movement Distance. This does not cost Action Points.
  • Return Fire: Immediately make an attack with one equipped weapon against the attacker. This follows the standard attack sequence.
  • Limitation: You may only attempt one Reaction Roll per turn round.

3.6 Melee & Rear Strikes

  • Melee Range: 2 inches.
  • Rear Strike: If you attack an enemy from the rear arc (directly behind them), a successful attack is always a critical hit. Additionally, if it is a melee attack, you do not roll to hit.

Card Types

Section 4: Card Types & Anatomy

In Libertas, cards represent the physical hardware, software code, and tactical gear you deploy into the arena.

4.1 The Crux Card This is your pilot profile and mech chassis. It is never shuffled into your deck.

  • Role: Defines your starting stats and core identity.
  • Key Stats:
  • Health: Structural HP.
  • Shields: Regenerating energy barrier.
  • Movement: Base speed in inches.
  • Special Abilities: Passive bonuses unique to that chassis .

4.2 Component Cards (Hardware) These cards are "Equipped" to your Crux's hardpoints. They stay in play until removed or destroyed.

  • Weapons (Primary & Auxiliary):
  • Primary Weapons: Your heavy hitters. They must be equipped to a Primary Slot (Left or Right).
  • Auxiliary Weapons: Smaller backup systems. They must be equipped to an Auxiliary Slot (Left or Right).
  • Restriction: You cannot equip a "Right Side" weapon to a "Left Side" slot (and vice-versa).
  • Modules:
  • Upgrades that provide passive buffs (e.g., "Targeting Computer," "Reinforced Armor").
  • Equipped to the single Module Slot.
  • Platforms:
  • Mobility systems (e.g., "Hover Jets," "Heavy Treads").
  • Equipped to the single Platform Slot.
  • Effect: Often modifies your Movement speed or grants terrain bonuses.

4.3 Utility Cards (Software & Tools) These cards are kept in your Inventory and played for specific effects.

  • Spark Cards (Instant Code):
  • Usage: One-time use "spells" or buffs (e.g., "Overcharge," "Artillery Strike").
  • Effect: Resolve the text immediately, then discard the card to your Discard Pile .
  • Gear Cards (Consumables and Deployables):
  • Usage: 
  • Consumable items (e.g., “Repair Packs,” “Shield Cells”)
  • Physical items placed onto the arena (e.g., "Proximity Mine," "Auto-Turret").
  • Effect: Deployables act as separate objects in the arena. They remain in play until triggered, destroyed, or their duration expires .
  • Hack Cards (Manipulation)
  • Usage: One-time use abilities
  • Effect: Apply special conditions upon terrain, areas, or other players (e.g., “Special Delivery,” “Lockdown”).

4.4 Deployment Cards

  • Usage: Played only during your deployment turn. 
  • Effect: Provide an immediate or passive bonus (e.g., "Orbital Drop Pod" for safer deployment) .

4.5 Reading a Weapon Card Weapon cards contain critical combat math:

  • Effective Range (ER): The distance you can shoot without penalty.
  • Fire Rate (FR): The number of dice (D6) you roll when attacking.
  • Damage Value (DV): The damage dealt per successful hit.
  • Target D6 Roll: The base number needed on a die to score a hit (e.g., 4+).

4.6 Card Rarity & Power

  • Standard (Green): 1 Point.
  • Optimized (Blue): 2 Points.
  • Apex (Gold): 3 Points.
  • Omnis (Pink): 2 Points.

Printable Version

Download and print the full Libertas Core Rules.