Overview[edit | edit source]
There are many things about A.E.G.I.S. which make it a great game, perhaps the most important part being the mechanics of the game. This page explains the mechanics of the game.
Ability Attributes[edit | edit source]
Most robots have small text next to their actions which are called Ability Attributes. These attributes mechanically change what a robot's action does. For example, a robot would not normally be able to shoot at/target enemy robots behind a mountain. However, if the particular robot has the Arcing attribute attached to their action, they can.
Ability Attributes are different from Robot Abilities as robot abilities are not attached to any specific action, but the robot itself.
Here is a list and small description of each attribute.
- Anti-Air: Deals an additional 1 damage to robots with Flight or Jet.
- Arcing: Ignores line of sight and cover.
- Aimed: Action accuracy can't change, and damage can't increase or be prevented.
- Combine: You may activate this action for free with no dice rolled after this robot is combined into.
- Critical: Deals an additional 1 damage for each 6 rolled.
- Disarm: Targeted robots cannot use actions on their next turn. Does not affect Level 3, 4, and 5 robots.
- Force: Affected robots get pushed away equal to the amount of damage taken.
- Heavy: Action unable to be used if the robot has moved this turn. Can be used if pushed, pulled, or otherwise moved by another robot.
- Light: Action can be used any time, such as before moving and before/after other actions.
- Laser: Has infinite range and Piercing.
- Melee: Action can only target adjacent robots.
- Self: Action affects the user.
- Piercing: Action affects all robots behind the target in a straight hex line.
- Stun: Affected robot cannot move on their own next turn.
Combining Robots[edit | edit source]
One of the main mechanics of A.E.G.I.S. is taking two smaller robots and making them into one bigger robot. With the 100 robots currently in game, there is a large variety of combines and components to choose from. There are a few requirements for a combine, and it is not as simple as one may think.
The first requirement when combining is to find a combined robot to build into, and make sure that one of the component robots share the same "Make Name". The two component robots must also be from different classes, which the combined robot would be a part of. For example, a player would need an Assault Class robot and a Guard Class robot in order to combine into an "AG" robot. Then the player must move both component robots adjacent to each other. After that, the player must pay the new robot's total energy.
For example, to combine into the EXCEL-1000 a player would need:
The only exception to the robot adjacency rule is when the player uses the commander Jurlon. His Commander Ability is being able to combine robots from a maximum distance of three hexes.
Energy[edit | edit source]
Energy in A.E.G.I.S. is what players use to move robots, attack with robots, combine robots, use abilities with robots, etc. At the beginning of the game, players count up their energy totals from each of their 5 robots. Afterwards they are free to spend energy as the game progresses, with spent energy being refilled at the beginning of a player's next turn. If a player loses a robot or combines robots, they must recount their energy total/pool.
Robot Abilities and Combine Abilities[edit | edit source]
Most robots have what is called a Robot Ability, which can be seen at the bottom of the card. These abilities do a number of things to either make the machine more lethal or more survivable. Combine Abilities will be highlighted in green on the robot cards. After combining into certain robots, the player will be able to activate these powerful abilities to potentially turn the tide of the game.
Robot Abilities[edit | edit source]
- Beacon: Any enemy action that can target this robot, must target this robot instead of its initial target.
- Cloaking: Instead of activating this robot, you may pay X energy and move it up to X hexes, where X is the number next to Cloaking. It cannot be targeted or use actions until your next turn.
- Combat Drop: You may start with this robot off the battlefield. At the end of any turn after your first, you may place this robot anywhere as long as it is five or more hexes away from an enemy robot.
- Double-Move: This robot can move twice, including after using an action.
- Eminence: Your energy pool doesn't empty before each recharge phase.
- Empower: You may pay X extra energy when using an action with this robot to give the action +X radius, where X is number next to Empower.
- Energy Siphon: If this robot deals energy drain, add energy to your energy pool equal to the amount dealt.
- Evade: All actions targeting this robot must roll X higher, where X is the number next to Evade.
- Flight: This robot may move over terrain and other robots unimpeded. This robot cannot stop on terrain or over other robots.
- Infinity Arena: After this robot combines, at the start of your next turn, deal 2 damage to all enemies 4 or less hexes away from the edge of the board.
- Infinity Melee: Each time this robot takes damage from an enemy, it gains 3 energy production.
- Jamming: If this robot is targeted by an enemy, you may pay one energy to reroll X of the opponent's dice where X is the number next to Jamming.
- Jet: This robot has Flight. It moves X hexes, where X is the number next to Jet, for each energy spent on movement.
- Melee Evade: Actions targeting this robot from one space away must roll X higher, where X is the number next to Melee Evade.
- Overload: The robot may use two of its actions on the same turn if the robot has not moved and the player has the energy for both actions. The actions cannot be the same. The robot can use this ability even if it is moved by another robot through the use of Push/Pull, Move, etc.
- Parting Cannon: After being destroyed, this robot can deal two damage to any robot within X hexes, where X is the number next to Parting Cannon.
- Parting Shot: After being destroyed, this robot can deal one damage to any robot within X hexes, where X is the number next to Parting Shot.
- Range Evade: Enemies targeting this robot from two or more hexes away must roll X higher, where X is the number next to Range Evade, in order to succeed.
- Reroll: Once per turn, you may pay X energy, where X is the number next to Reroll, in order to reroll X dice after an action.
- Retaliate: This robot may use an action immediately after being attacked by an enemy.
- Terminal Velocity: This robot's actions are free until end of turn, if it moved its maximum movement in a straight line this turn. Roll dice as normal.
Combine Abilities[edit | edit source]
- Blitz: After this robot combines, it may move in a straight line up to its movement for free.
- Capture: After this robot combines, target robot cannot move next turn.
- Cavalier Finale: After this robot combines, you may destroy up to 2 of your robots and deal 1 damage to robots adjacent to them.
- Detonator: After this robot combines, it deals 2 damage to all enemies in a 2 hex radius.
- Final Ignition: After this robot combines, add its energy to your energy pool, it may activate immediately.
- Flicker: After this robot combines, you may move it up to its maximum movement for free. Then, enemies adjacent to this robot cannot use actions until your next turn.
- Ignition: This robot may activate immediately after combining.
- Refuel: After this robot combines, add this robot's energy to your energy pool.
- Ultrablitz: After this robot combines, you may move your other robots up to their maximum movement value for free.
- Ultrasalvo: After this robot combines, your other robots may use their actions for free until the end of your turn.
- Vanish: After combining, this robot cannot be targeted or take damage until your next turn.