Extras

This is the NY3K support page where you will find various gaming helps for your games.

Questions & Answers
Q: In the "Advanced Gear" section of the Gear Chart, concerning the "Armored Suit" and "Powered Armor".
Armored Suit - MOV Limited to 0 (zero)
Powered Armor - No MOV Boost
Is there any difference between these?
The one possible difference I could think of is the Armored Suit can receive MOV boosts using APs while the Powered Armor's MOV is limited to zero and it CAN NOT receive a MOV boost using APs.
A: You got it right - that's the difference. Both are very heavy and negate the wearer's agility. But the powered armour being moved mechanically instead of by the wearer's strength, it moves steadily and its pace cannot be "boosted" at all. It also prevents the use of cover, as because of its encumbrance/stiffness the user cannot crouch/duck/crawl etc.

Q: Looking at your example of combat on page 14 (which really helped me understand the turn sequence) you have Action Dude armed with two Machine Pistols. Since he has an BAL of 3 and the MP's DAM is 1 he rolls four (4) attack dice.
There doesn't seem to be any benefit to him being armed with 2 MPs. The BURST attack is available for one MP and he gets no additional dice for firing more than one weapon. In fact it costs him an extra 6 points to have the second MP.
A: Oh - that's because the Action Dude figure sports 2 machine pistols - and the text does refer to them, indeed. But that's litterature! :D
In game terms he would be considered as carrying one "machine pistol", as listed in the arsenal.
More generally, there are two main approaches to representing a character carrying several weapons weapons of the same kind (close-combat & ranged).
* use the "combined" option. It's interesting when two weapons have profiles that complement each other, or when one of them is Advanced and may suddenly go out of order.
* use a single profile that synthesizes the properties of the two weapons (and/or of the user's abilities). Good examples of that kind of abstraction would be how the pair of pistols are treated in the arsenal (compared to the single pistol), or Jakar Nilson, whose character/figure carries a double-barreled shotgun that in game terms is treated like an autoshotgun. It represents the fact that he can use each barrel for a different target - and reload quickly. Hence the disappearance of the Slow trait, and the shotgun therefore being treated as "auto" - it's a result of Jakar's sure aiming and swift fingers.

Express rules/Règles express
 As requested, a 1-page recap of the core rules.
Egalement disponible en Français
English Version - Click to enlarge
Version Française - Cliquez pour agrandir

Tournament Conventions


General Rules

Rules used: Games are played following the main NY3K rules. Rules from the Misc section will not be used ; some scenarios may however require the Creatures and Monsters as described in that chapter. Skills (p19) are left out, but faction special rules apply.

Gang selection: All gangs must be worth 350pts or less. They must follow the gang restrictions listed in Chapter 8, and may only carry equipment from the arsenal listed p17. The gang members must be the same throughout the tournament, although they may be assigned to different Groups (as described in Chapter 6) before each game’s deployment.

Tournament Points: Matches for the first game are randomly determined. After that, participants will be ranked according to their score and matched using the rules of the Swiss round.
For every game played, players score :
  • 01pts for a defeat
  • 02pts for a draw
  • 4pts for a victory
To those points must be added the following modifiers, depending on the situation at the end of the game.
  • Opponent annihilated: +1pt
  • More than half your units survived: +1pt
  • You were annihilated: -1pt

Important note: routing (voluntarily or not) does not count as being annihilated.

Requirements
WYSIWYG: for ease of play, a model must represent what it is rules-wise as closely as possible; disambiguation is required when necessary. Some common sense is expected from all participants. Figures can have knives in their pockets (as long as the player makes that clear), but a bow can’t represent a rotary plasma cannon.  
Painting: All models must be painted. No unpainted model will be used in any game. Just be nice and give them a lick of paint .
    Deployment and iniatitive
    Groups
    Gang members must be divided into 4 groups before deployment starts. Those groups’ numbers must be as homogenous as possible (if you have 11 figures, your groups will have to be 3+3+3+2; something like 6+3+1+1 is not allowed).

    Standard deployment and initiative:
    1) Roll 1d6 - the higher is the winner.
    2) The winner chooses his table side.
    3) The winner deploys a unit.
    4) The loser deploys a unit in the opposite side; players deploy their units alternatively as required by the scenario’s rules.
    5) The winner gets the initiative for turn 1. 

    Initial reserve:
    Unless otherwise stated in the scenario description, figures start the game with a reserved action (as per the Watching rule p24).

    Sample Tourney Lists
    Here are a few sample gang lists to help you see some factors that need to be taken into account when designing yours, and different approaches to competitive play. They are based on existing miniatures, which may lead to some compromises - as those gangs still need to look and play cool, right?
    After each figure's name, we have written in brackets, level by level, the progressions required to build up its profile.



    I) The New Barbarians

    Faction: Outcasts
    (Level 0: 80% ; Level 1: 10% ; Level 2: 0 ; Level 3: 1)

    This gang largely rests on the shoulders of its leader and should be a nice challenge to make the most of. It is 10 man strong, so will only break after 5 of its members are knocked out. It is split into 2 cores: the archers are meant to be a cheap static shooty group covering the advance of the rest of the gang lead by Kull, the tough figure that should do some decisive killing while protected by the screen of bodyguards which can also spread out to seize objectives. 
    The typical group division would be:
    Kull+ 2 bodyguards
    Menk+bodyguard
    3 archers
    2 archers
    To make that gang rout, the enemy will probably take out the bodyguards first, then they’ll either need to take out the leader (a tough and dangerous piece that will be played agressively) or the archers (which can deliver 5 arrows per turn).
    Again this gang, an enemy with long range weapons will be a problem – but on the other hand, they’re likely to be severely outnumbered, which will make reaching the rout threshold a patient undertaking, and the capture of objectives more difficult.

    Kull, Barbarian Leader (Level 3 – 1: CMD, CBT, Gear up, Level up// 2: BAL, BAL, CBT, RES, Level up; 3// CMD, RES, gear up) – 51pts
    Heavy Close combat weapon: 4pts
    Plasma pistol: 26pts 
    -->    81pts

    Menk, Barbarian Chieftain (Level 1 – 1: CMD, CBT) – 25pts
    Close combat weapon: 2pt
    Pistol: 15pts 
    --> 42pts

    5 Barbarian Archers (Level 0) – 20pts
    Bare fists: 0pt
    Crossbow: 12pts 
    --> 160pts (5*32pts)

    3 Barbarian Bodyguards (Level 0) – 20pts
    Close combat weapon: 2pts 
    --> 66pts (3*22pts)

    II) The Alien Gators

    Faction: Aliens

    (Level 0: 0% ; Level 1: 87% ; Level 2: 0 ; Level 2-3: 1)

    Perfectly uniform in its composition, this “tank” gang would be pretty straightforward to use, with 4 Groups consisting of one Gator (or the Leader) and a Gator Hound.
    Only 4 figures can shoot, but with good protection (from their own RES and the escorting hound’s) they are likely to spend actions to boost their shots – which, being Advanced projectiles, will tear through most armour likely to be encountered on the battlefield. With 24” range, you can expect them to fire a few shots early in the game. The Hound can be used as a RES 1 screen for the trooper, or to seize objectives. Once all hounds have been wiped out (50% of the gang), the troopers still have a CMD point that can allow them to stay in play after the rout test.
    Typically, you would expect this gang to advance carefully during the first rounds to take advantage of their range, before going for a KO during the very last turns.


    Savuka, Leader (Level 3 – 1: CMD, CBT, Level up// 2: BAL, CMD, CBT, RES,  Level up; 3// RES) – 44pts
    Close combat weapon: 2pts 
    Laser rifle: 25pts
    Combat armour: 5pts 
    --> 76pts

    3 Gator Troopers (Level 1 – 1: CMD, CBT) – 25pts
    Bare Fists: 0pt
    Laser rifle: 25pts
    Combat armour: 5pts 
    --> 165pts (3*55pts)

    4 Gator Hounds (Level 1 – 1: CBT) – 22pts
    Bare fists: 0pt
    Combat armour: 5pts
    --> 108pts (4*27pts)