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:
- Station Effects: If occupying a Repair Station (Repair 10 Health) or within 3" of a Shield Generator (Regen 5 Shields), apply those effects now.
- Continuous Effects: Resolve any damage-over-time or status effects from cards or abilities.
- 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:
- Declare: Choose one equipped weapon and declare your target.
- Check: Verify Line of Sight (LOS) and Range.
- Calculate: Determine the Target Number (TN) required to hit.
- Roll: Roll D6s equal to the weapon's Fire Rate (FR).
- 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:
- Sum Damage: Add up the Damage Value (DV) for every die that hit.
- Critical Hits: Any die that rolled a natural 6 deals +50% Damage (rounded up).
- Apply Cover (Half Damage): If the target has Partial Cover, the Total Initial Damage is halved (rounded up).
- Armor Mitigation: Subtract the target's Armor Value from the remaining damage.
- Note: Armor reduces the total incoming damage, not each individual die.
- 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.
Environment
Section 5: Terrain & Environment
The arena is not just a backdrop; it is a weapon. Understanding how to use the environment is key to survival.
5.1 Terrain Categories
- Open Terrain: Standard ground. No movement penalties.
- Difficult Terrain (Mud, Deep Water, Rubble):
- Movement Cost: Moving through difficult terrain costs double movement (e.g., 2AP as opposed to 1AP).
- Exception: A Crux with no components attached (or equipping a "Hover" Platform) ignores difficult terrain.
- Impassable Terrain (Walls, Bunkers, Large Rocks):
- Movement: Models cannot move through Impassable Terrain. You must maneuver around it.
- Line of Sight: Solid Impassable Terrain blocks Line of Sight completely.
5.2 Cover & Protection Terrain provides vital protection against enemy fire.
- Partial Cover: If your Crux is partially obscured by terrain (e.g., standing behind a low wall or inside a crater) from the attacker's viewpoint.
- Effect: Half Damage. If hit, calculate damage as normal, then divide the Total Initial Damage by 2 (round up) before applying Armor.
- Full Cover: If the target is completely hidden behind terrain.
- Effect: The target cannot be attacked with direct fire weapons.
- Some cover terrain offer special rules. See terrain details for specific rules.
5.3 Elevation (Verticality) Taking the high ground grants significant tactical advantages.
- Definition: A model is considered "Elevated" if it is at least 4 inches vertically above its target.
- Combat Bonus: An Elevated attacker gains +1 to Targeting (-1 to their Target Number) when attacking targets at a lower elevation.
- Climbing: Unless specifically granted by equipment or special ability, players cannot climb vertical surfaces.
5.4 Environmental Hazards (Falling & Collisions) Physics can deal as much damage as weapon fire. These rules usually trigger due to Involuntary Movement (being pushed/pulled by weapon effects).
- Falling Damage:
- Trigger: If a Crux is pushed off a structure and falls at least 4 inches.
- Damage: Take 10 Damage for every full 4 inches fallen.
- Mitigation: Falling damage bypasses Armor. It is applied to Shields first, then Health.
- Collision (Slam) Damage:
- Trigger: If a Crux is pushed into Impassable Terrain (e.g., knocked back into a wall).
- Damage: The Crux takes 10 Impact Damage immediately.
- Mitigation: Collision damage bypasses Armor. It is applied to Shields first, then Health.
Keywords
Section 6: Keywords & Special Abilities
While the core rules govern movement and shooting, the chaos of the arena is defined by the unique traits of weapons and abilities.
6.1 Damage Types Most weapons inflict generic damage, but some utilize specific energy forms.
- Kinetic: Physical projectiles (bullets, railguns).
- Energy: Directed light or plasma (lasers, beams).
- Shock: Electrical discharges.
- Note: Damage types generally function identically unless a target possesses specific Armor (e.g., "+2 Shock Armor") or Immunity against that specific type.
6.2 Area of Effect (AoE) Some weapons explode or spray fire over a wide area. These use specific templates.
- Templates:
- Targeting Circle: A round template with a 3-inch inner ring and 6-inch outer ring .
- Targeting Cone: An 8-inch wedge template.
- Determining Hits: A model is considered "Hit" if the center of its base is under the template.
- Resolving AoE Attacks:
- Place the template as indicated by the card.
- Make a single Attack Roll (standard rules).
- Compare the result against the Target Number of each affected unit individually.
- Apply damage to all units hit.
- Friendly Fire: AoE attacks affect all units under the template, friend or foe.
6.3 Status Effects Certain attacks debilitate the enemy rather than just destroying them.
- Grappled:
- Effect: A Grappled unit cannot Move (Movement is 0). It cannot use Evasive Maneuvers.
- Breaking Free: To remove the Grappled status, the pilot must attempt a Break Action.
- Cost: Spend 1 AP (during your turn) or 1 RP (as a Reaction).
- The Roll: Roll a D6. On a result of 4+, the grapple is broken, and you may move normally .
- Stunned:
- Effect: While under the Stunned effect, a unit cannot perform or use any actions until the stunned duration has ended.
6.4 Common Weapon Traits
- Melee:
- This weapon can only be used against targets within 2 inches.
- Rear Strike: Attacking from the rear arc with this weapon grants an Automatic Critical Hit (no roll required).
- Note: The Rear Strike bonus is only applied to the first attack made against the same target during that engagement.
- Close Range:
- This weapon is optimized for brawling. It has a maximum range of 6 inches.
- Push / Pull (Involuntary Movement):
- Forces the target to move a specific distance in a specific direction.
- This movement ignores the target's movement stat.
- Hazard: If Pushed off a ledge (4"+ drop) or into a wall, the target takes 10 Damage (bypassing Armor).
6.5 Card Synergies
- Unique: You may only have one copy of this card in your deck.
- Link: If you equip this card, you may immediately play another specific card from your hand for Free (0 AP).
6.6 Engagement
- Once combat is initiated, all players directly involved are considered to be Engaged in combat.
- Special rules for engagement may be applied (e.g., Melee Rear Strike attacks).
- Players are considered disengaged if no combat actions have taken place between them for 1 full turn.
Victory Conditions
Section 7: Victory & Game Modes
7.1 Standard Victory: Arena Survival
The primary way to play Libertas is a fight for total dominance.
- Objective: Be the last Crux operational in the arena.
- Winning: As soon as only one player’s Crux remains on the table (has Health > 0), the game ends immediately, and that player is declared the Victor.
7.2 Draw Condition: Mutually Assured Destruction
Due to the volatile nature of Crux power cores, it is possible for the final two combatants to destroy each other simultaneously (e.g., a "Core Meltdown" explosion destroys the attacker).
- Result: If the last remaining Cruxes are destroyed in the same resolution step, the game ends in a Draw.
- House Rule Option: If playing a tournament, the player who triggered the Meltdown loses, and the other player wins (as they survived the attack, just not the aftermath).
7.3 Team Battle Variant
Libertas scales easily to team play (2v2 or 3v3).
- Setup: Teammates deploy on the same table edge.
- Friendly Fire: Active. Area of Effect (AoE) attacks and Core Meltdowns damage teammates just as they do enemies.
- Victory: The game ends when all members of the opposing team(s) are destroyed. The surviving team shares the victory.
7.4 Time Limit Variant (Tournament Style)
If you wish to play a shorter game (e.g., 60 minutes or 6 Rounds):
- End Game: If the time/turn limit is reached and multiple players are alive, the winner is determined by the following tie-breakers:Most Enemy Cruxes Destroyed.Highest Remaining Health.Highest Remaining Shields.
7.5 Custom Scenarios
Players are encouraged to design their own missions. Popular alternatives include:
- King of the Hill: Gain 1 Victory Point at the end of every turn you occupy the center of the arena. First to 5 Points wins.
- Capture the Flag: Retrieve a "Data Core" from the center and carry it off your opponent's table edge.
Libertas: Field Guide (Quick Reference)
A quick reference cheat sheet to keep handy while playing.