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Obstacles
Obstacles are always placed first when setting up the Barge Arena. An obstacle occupies a square rendering it inaccessible or giving it special movement rules. Some obstacles are destructible, and some are not.
Walls
They are not just there to keep the helots in and the fans out! These giant stone structures are placed primarily to give the helots a convenient and solid surface to crack open each other’s skulls.
- The edges of the board are considered the arena walls
- Indestructible Structures that render squares inaccessible.
- Against the Wall rules apply.
The edges of the board are considered the arena walls.
Pillars
A Pillar is a large stone column stained in blood and typically adorned with bits of skull, flesh, and hair clinging to its coarse surface.
- Indestructible Structures that render squares inaccessible.
- May be used as cover.
- Against the Wall rules apply.
Crates
A Crate is a rickety wooden box that looks as if a good kick would bring it tumbling down. Who knows what treasures might be contained inside! (See Crates pg.42)
- Destructible Structures that render squares inaccessible unless destroyed.
- Spend (3) AP to instruct your helot to destroy a Crate.
- May be used as cover until destroyed.
- Against the Wall rules apply.
Blood Tiles
When a helot is fighting for their life, good traction is important. Floors can become slippery for any number of reasons. The most common is blood. Lots and lots of blood.
- Destructible and cannot be used for cover.
- When entering, or rotating in, a space containing blood, use the Compass die to move the helot to a new space keeping its original FFD. If rotating in a blood covered space, rotate first, keeping the new FFD.
- If the new space is occupied by another helot or Obstacle, your helot retains its position in the original blood covered space.
- If a helot finds itself occupying a blood covered space while being attacked, the helot is -SDS to attack and defend, due to poor footing.
- You can always exit a blood covered space without risk of a movement penalty.
- Does not qualify for Against the Wall rules and entering the space cancels a Running Strike.
- After a helot loses a limb, place a blood tile on its space upon exiting.
Guts Tiles
It is sticky, gross, and stuck to the bottom of your helot’s tentacle or foot… Oh! It is the decaying remains of another helot!
- Destructible and cannot be used for cover.
- Your helot enters the space as normal, but it doubles any MP cost once inside this square.
- Does not qualify for Against the Wall rules and entering the space cancels a Running Strike.
- Replace a DEAD helot with a guts tile.
Expansion Obstacles
These obstacles are not in the base game and are currently in the BETA testing stage.
Toxic Waste Tile
Nothing to see here...
- Destructible and cannot be used for cover.
- Entering the space triggers the Radiated State.
- Rotating 180 degrees in the space triggers both the Mutated and Prone Status. This also removes the Radiated State.
- When Fire or a helot with the Flaming Status comes into contact with these tiles, the tile and all adjacent waste tiles explode and are removed. Helots within a (1) square radius around any of the tiles find themselves in both the Flaming and Radiated States. The Barge Beast however, will take (10) OC damge.
- Does not qualify for Against the Wall rules and entering the space cancels a Running Strike.