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Project A.E.G.I.S.

Combining Robot Tabletop Strategy Game Prototype Rulebook v2.1

Project AEGIS is owned and developed by Zephyr Workshop, a group of dedicated freelancers and graduates from Becker College in Worcester, MA. It was initially conceptualized over the course of a weekend, followed by several weeks of development on universe, rules, and art, and has since been seen as a playable demo at events such as PAX East, Boston Indies and National Tabletop Day, to widespread praise. For more info and cool pictures, please visit: Premise! Project A.E.G.I.S. is a tabletop strategy game that revolves around giant, combining robots! (Yes, like Voltron!) Its designed to have a low barrier of entry, quick play times, and plenty of design space for expansion. Lots of inspiration came from games like Advance Wars and Magic: The Gathering, with the main aim to be a much more accessible game in the same Wargame-ish genre as Warhammer and Battletech. Players face off by building a team of five robots tailored to their strategy, and facing off against other players squads! There are five different classes of robot (Assault, Evasive, Guard, Intel, Support), and dozens of different types within each class. Each robot in your squad of five produces and shares energy with each other, so building an efficient and balanced team is a key part of achieving victory.

What you need!

Your chosen team of 5 robots, represented by their respective 5 cards and game pieces An opponent (who has their own team of 5 robots with cards and game pieces) Any Combined Units you and your opponent wish to use (and their cards/pieces) A measuring tape or ruler (Inches!) Several 6-sided dice. These are for rolling and can also be used to keep track of health and energy. A minimum of 10 is recommended. A playing surface, any rectangular or square table surface whose sides are at least 2 feet long (Optional/Recommended) Several terrain pieces. These can be well-crafted model buildings and hills, or whatever books/cups/assorted things you have laying around.


The object of the game is to defeat your opponents team by either reducing their total energy output below 5, destroying all of their units, or reducing their forces to the point where they have no way of attacking. The first order of business when setting up a game is to choose your team.

Building your team

A squad is made up of 5 different units. You may select any assortment within these limits, with the following exceptions: None of these 5 may be Combined Units (Only single-class units) No team may contain any exact duplicates (Only one of each name, Ex.: only one SNO-100, and only one SNO-200, but both may be on the same team) Special units known as Commanders may be used, but you can only use one on a team.

Game Pieces and Unit Cards

Each AEGIS Unit is represented by a card that shows all of its abilities in full detail, and a game piece to play with. The cards are kept at the edge of the table space, or somewhere similarly away from active play and can be read by either player at any time.

Setting up the board

Set up any terrain you have in a manner mutually acceptable to both players. Once terrain has been agreed upon, each player rolls a die (In the case of a tie, roll again). The player that rolled the higher number may choose to place his/her units on the table first (And take first turn), or place second (And take second turn). The player who is placing their units first chooses a corner of the table to deploy from. The space in which you set up your squad is determined by half the rough average of the table length as demonstrated below (so on a 4x4 foot/1.2x1.2m table, units would be placed anywhere within 24/60cm of the chosen table corner, and on a 4x6 foot/1.2x1.8m table, units would be placed anywhere within 30/75cm of the chosen table corner.) All five game pieces for your squad must be placed on the board in this way. Once the first player has finished, the second player places their game pieces in the same fashion from the opposite corner. Units can be placed in any arrangement, as long as theyre within their respective starting area. Combined unit game pieces and cards are set off to the side, outside of the play space.

Begin Play
Once both players have placed their squad and placed any combined units they have off to the side of the play area, the player who placed their robots on the board first takes the first turn.

Each turn consists of 2 phases: The Recharge Phase and the Action Phase.

1: Recharge Phase
During each Recharge Phase, your units generate the Energy Points you will use during the turn. Any Energy Points not used by the end of the turn does not carry over into the next turn. Add up the Energy Points in the upper right hand corner of each of your unit cards that are currently on the table, and make note of it. This is your Energy Pool for the turn. This means that if a unit is destroyed, or replaced by a Combined unit, that their Energy Points will not be added to the pool each turn anymore. Conversely, if a player controls a Combined unit, it will add to the Energy Pool in the Recharge phase like any other active unit would.

2: Action Phase
During the Action Phase, units act by moving and performing Actions by consuming Energy Points. Each unit (its game piece) acts one by one in any order. Once a unit is done acting the first time it cant act again until next turn. Each units own mini phase works like this: Choose one unit to act (a unit may not act twice in one turn.) This active Unit may choose to move. (Expending 1 Energy Point per inch moved) Or it may take an Action. (Expending 1 Energy Point per die rolled)

(Units cannot move after taking an Action.) This process is repeated until all the players units currently on the table have acted, all Energy Points have been expended or the player chooses to end the turn. Once this is done, the turn is over, and play proceeds to the opponent.

(When moving, you must measure from one part of the unit to the same part of the unit.) When you move a game piece, you may move it any number of inches up to its movement value. For each inch moved, you must spend 1 Energy Point from your Energy Pool. You may not move more than you have energy to pay. Any fraction of an inch is considered an inch in terms of energy cost. Units may not move over or through terrain or other units.

(Check Range, Roll Dice, Deal Damage!)

Each basic unit has up to two Actions on their card, whereas Level 3 and higher units have up to three. Each Action depicts something the unit can do, from shooting guns to healing, to many more.

If theres at least one unit that will be affected, you may proceed with the Action. Roll the number of dice equal to the Dice Number, and subtract that number from your Energy pool. If this would reduce your Energy Pool below 0, you cannot perform the Action. To determine whether the Action is successful, look at the Accuracy Number and Accuracy Indicator and compare to the dice that youve rolled. Accuracy numbers can be affected by units with evasion abilities, and can also be increased or decreased by certain other Actions, but any Attributes like CRT still take into account the Accuracy Number printed on the card.

After checking the range values and Action Type, consider all of the Actions Attributes, shown in the boxes on the right of the Action.

Once all effects have been applied, remove any game pieces from the play area whose Integrity has been reduced to 0 or less. Those units have been destroyed and are no longer part of the game.

Passive Abilities
Some AEGIS Units have abilities printed near the bottom of their card called Passive Abilies. These abilities can add a number of properties to how it plays. There are two special kinds of Passive Abilities in particular: Combine Abilities (highlighted in green) and Commander Abilities (backed by a gold stripe). Combine Abilities can only be found on Level 2 and higher units. They trigger once as soon as the new combined unit enters the play area for the first time. They can add a strong tactical advantage to the action of combining. Commander Abilities are only found on Commander Units (indicated by the gold Unit Subtext and gold highlights around the corners of the card and game piece. They affect the whole squad in some way, either by giving the Commander Unit properties that have to do how the other four are being used, or add some sort of ability to all five. These abilities last for the whole game, even if the Commander Unit is destroyed.

Glossary of common Passive Abilities

Cloaking X: Instead of acting, you may move this unit up to X inches. It cannot be targeted until your next turn and doesnt produce EP your next turn. Double-ATK: Unit may use both of its Actions if it doesnt move this turn. Cannot use the same Action twice. Double-Move: Unit may move after it performs an Action, or twice before it performs an Action. Evade X: Other units targeting this unit have their Actions Accuracy Numbers increased by X. Accuracy numbers cant go above 6. Flight: Unit can move over terrain and other units unimpeded. It cannot land on them. Melee Evade X: Actions with MLE targeting this unit have their Accuracy Numbers increased by X. Accuracy numbers cant go above 6. Range Evade X: Actions with a Distance Value targeting this unit have their Accuracy Numbers increased by X. Accuracy numbers cant go above 6. Reroll X: Once per turn, player may reroll X dice after attempting to perform an Action with this unit. Must pay 1 EP for each reroll. Retaliate: If this unit is damaged by an attack on your opponents turn, and if its Integrity is above 0, it may use one of its Actions immediately afterwards. The Action must be able to target or affect the attacker. You cannot target another unit that isnt the attacker. You must have enough EP in your Energy Pool to use the Action. ---Special Passives--First Pilot: Commander Ability. The unit on your squad that moves first each turn gains Reroll 1 until your next turn. Arrest Mandate: Commander Ability. At the start of the game, after all units have been deployed, choose an opponents unit. For the rest of the game, all of your squads Actions targeting that unit gain CRT. Arrest Mandate II: Combine Ability. Same as Arrest Mandate, but triggers once this unit enters the battlefield. You may choose a target different from the first. Stacks with the original Arrest Mandate. Ignition: Combine Ability that allows the unit to act immediately upon entering the play area. You still pay Energy from your Pool to move and perform Actions as normal.

A unit may Combine in place of a normal Action. To combine, your units game piece must be within 1 inch of the ally units piece you wish to combine with, you must have a Combine Unit capable of being made by the twos card and game piece set to the side, and you must pay energy equal to the energy output of both robots involved. (A robot that produces 4 EP and another that produces 3 EP will cost 7 EP to combine.) When determining if a Combine will be made, look at the Class and Make of the Combine Unit. You must have one of each Class required to make the Combine (To the right, A and G-Class units are required). In addition, any Make names on the Combine Unit must be a part of the combination. (The A-Class unit used to create the unit on the right must be an ARK Make. The G-Classs Make doesnt matter in this case.) Once the Energy cost is paid, remove the opposite units piece from play, and replace the piece you were acting with with the Combine units game piece. That Combine Unit counts as already having acted this turn. A Combine Unit enters the play area with Integrity equal to the remaining Integrity of the units it combined from added together. This cannot exceed the Combine Units printed Integrity.

Win Conditions
There are three major win conditions to a standard Project A.E.G.I.S. game. The first, Annihilation, is to destroy all of your opponents units. If, at the end of any turn, a player no longer has any units on the field, that player loses, and the game ends. If neither player has any units on the field at the end of a turn, the game is a draw. The second, Energy Depletion, is to reduce your opponents energy production by either destroying their units, or directly removing their energy with special Actions. If, during any Recharge Phase, a player cannot generate 5 or more energy, that player loses the game. The third, Rout, is to destroy any units your opponent has that can cause damage. If, at the end of any turn, a player does not have any units on the field which can cause Damage or Energy Damage, that player loses the game. If this is the case for both players, the game is a draw.

Frequently Asked Questions

How long does an average game take?
A game of AEGIS takes between 20-40 minutes on average and tends to complete within 10 turns. Add an additional 10 minutes or so of time for new players. Its made to be a game that can be played several times in succession during a sitting rather than just once.

How many different robots are there?

As many as were able to tastefully make. Currently there are about 30 separated across 6 demo/starter teams.

How many different combinations are there?

As many as were able to tastefully make. Right now were at about 10, and focusing on increasing that number now that there are many base-level robots to work with.

Can robots of the same Class combine? (S+S+S+S+S?)

Right now, only units of different classes can combine. This is also due to scope. So, as the game is now, the only way to create a Voltron-esque mecha out of all five of your bots is to run a compatible A, E, G, I and S team.

How do I know what certain Passive Abilities and Weapon Attributes do?
Theres a small, separate quick-reference glossary. We also try to keep them as few in number and easy to remember as possible so its not needed. E.g. Flight grants the unit the ability to ignore obstructing robots and terrain when moving.

Can any two units combine?

No, only ones that are compatible to form an existing Combine Unit that youre using can combine. This is to keep our scope in check.

Can more than two people play?

Yes, up to four can play, and possibly more if the table is comfortably large enough and everyone has their own team of 5 robots We havent put down solid rules for multiplayer yet

Can you run larger games than just 5v5?

Yes. Players simply have two(or more) squads of five robots and make sure they can keep track of which units belong to which of their own teams. We dont have solid rules for large-scale games yet.

Are there going to be figurines in the final version of the game?

Ideally, but thats expensive. We plan on launching some form of crowd funding venture in a few months. Were also debating taking the game digital. We have lots plans for the future and are trying to proceed in the right way. We think this game is awesome to play, and lots of fun to design, so we want to treat it well.

Hello and thank you for considering Project AEGIS for the showcase at BostonFIG! Our active team is quite small, and weve been working really hard these last few weeks.

The prototype weve sent you is comprised of two playable teams of robots, one is represented by our character Ainer, whose squad is designed to play aggressively with lots of movement and hard hitting attacks. The other squad is represented by Ixa, and hers is more centered around more of a tactical style, relying on stalling, critical hits and proper positioning. These are the final versions of the two demo teams we took to PAX East and feel that playing these two teams against each other is a good proof of concept for our game. Once you get a feel for how it all works, feel free to mix and match the 10 robots into different squads to play with in subsequent games!

There is also a newer version of the rulebook enclosed with more graphics and diagrams for easier understand. Our final version will be an entirely visual fold-out.

We have four other demo teams currently being formatted onto cards and game pieces, which we plan to bring to FIG to show off the true scope and customizability of AEGIS. We really hope you have fun! Fight and Unite!

Breeze Grigas Director, Zephyr Workshop