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KILLING VECTOR BOARD GAME

A Multiverse, Spacetime Combat Game

INTRODUCTION


Time: 2071
Place: Earth/Milky Way Galaxy

The Hyper-Realm is a Multiverse environment set in various possible universes including the universe which we live in. Together, these universes comprise everything that exists: the entirety of space, time, matter, energy and the physical laws and constants that describe them. Multiple universes have been hypothesized in science, religion, philosophy, mythology and in science fiction and fantasy novels for many years. In the Year 2059, a group of International scientists achieve the first jump into the Multiverse and discovered the “Hyper-Realm”.

STORY


The origins of the technology that came to allow us to explore Spacetime were found frozen in ice during a US submarine patrol in Antarctica in 1953. Subsequently discovering advanced beings that had an unexplainable advanced technology and were far more advanced than modern humans. The specimens and technology were moved to Rockwell, N.M., and Wright-Patterson Air Force Base in Dayton, Ohio during the 1950’s and were studied for decades. Many of the top scientists from around the World came to the separate facilities and studied the technology discovered for possible applications of these devices for Military Exploitation.

In late 2059, the Scout Class exoskeleton prototype for the Multi-Class Hyper-Realm Vehicles (MCHRV) Project was being developed by DARPA. In conjunction with multinational tech firms and world government authorities, the Stellar Coalition Force started developing the Team they needed to travel into the Multiverse. Development of Hyper Realm interdimensional movement happened during the first trials for the Scout Class Prototype. They used those advancements to make tactical improvements for the newer Interceptor Class and the Commander Class exoskeleton suits. By 2071, the Stellar Coalition Force lineup was complete and ready to defend our World from others in the Multiverse.

The beginnings of the “Hyper-Realm” may never be known. What we do know is that this is the opportunity to explore the here and never. The unknown awaits in the place between places and the world between worlds.

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SET UP


• Open box & unpack contents

• Lay game board down and open up

• Place Faction Cards on the left and right side of the game board according to rank, arranged from lowest to highest.

• Fill out the Battle Sheet with Factions, Characters and number of defense points remaining for Faction members.
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• Roll for placement on the game board; winner picks side and gets initiative.

• Places character tokens on the Dimensional Planes A and D. Players alternating placing pieces on the designated Planes until all character tokens are laid out.

• Once all character tokens are placed. Game play begins.

MOVEMENT


• There are 2 types of movement in Killing Vector
        • Plane (Dimensional Plane) Movement: Standard movement, in every direction, can be achieved by all character pieces on dimensional planes. They are only restricted by the total number of hexes they can move to in that one round.
        • Dimensional Movement: Movement up and down through the dimensional planes of the Multiverse.
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• Movement on a single and/or on multiple plane(s), up and/or down to different dimension(s) are also included in the total number of hexes a character can move.

• If a hex is occupied on a lower or higher dimensional plane, a character cannot proceed to that level. Furthermore, if a player is travelling through the dimensional planes and they are passing by an adjacent hex that contains an opponent's character, there would be an attack of opportunity from any character(s) that are in any of the adjacent hexes. If there are any attacks as a character is travelling through the dimensional planes, the moving character has an opportunity to stop on that plane & defend themselves or continue to their destination without an counter-attack. • The Multiverse is represented by 6 Levels of Spacetime known as dimensional planes. Some characters have the ability to go up and/or down in the Multiverse. On the other hand, other characters can only travel upwards in the Multiverse, they must move around the board in a clockwise fashion in order reach all the dimensional planes. Once a character gets to the Dimensional Plane F, the next level of the Hyper Realm would be Plane A. Dimensional movement values are represented by up and/or down arrows next to the dimensional move number associated with each individual character.

• Each dimensional plane of the Multiverse has a designated a letter and color.
        • Dimensional Plane A (Red)
        • Dimensional Plane B (Yellow)
        • Dimensional Plane C (Green)
        • Dimensional Plane D (Blue)
        • Dimensional Plane E (Cyan)
        • Dimensional Plane F (Purple)
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• Each game play hex has two distinct sections. The inner hex or character placement hex, is where the character token is placed. The outer ring of hex around the character placement hex is referred as the duration hex grid. This outer ring of hexes are used for any situations where duration of events exceed one round. The top of the duration hex grid is the first round and each other of the hexes signify one more round of duration.
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• Use of morphing weapons does allow for the caster to move normally while the weapon effects are still enabled.

• All moves are made before you discharge your weapon(s).

COMBAT


• All moves are made before you discharge your weapon(s).

• When an attacker is within range of a target. The declared weapon token is placed over the top of the duration hex grid next to the declared target. NOTE: Target range includes the hex(s) that the characters occupy.

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• Roll Black & Red Dice simultaneously to engage target.
• Black Die is “To Hit”
        • A roll of 4,5 or 6 hits target
• Red Die is for “Damage”
        • A roll of 1 or 2= 1pt / 3 or 4= 2pts / 5 or 6= 3pts of Damage

• In the event that there is damage inflicted, the damage is registered on The Battle Sheet.

• Certain weapons effects that last longer than the standard 1 round, will stay active in that hex, with or without a character piece being present. Characters that move through that hex during the weapons duration will have to roll ‘to hit” and if hit, will roll for damage like normal combat conditions. The caster cannot fire same weapon until it has “recharged” and it has reached its expiration where it was fired before. Furthermore, even if the caster has been killed, the weapon they fired, will remain in effect until it has elapsed.

• Weapons that have effects greater than a duration of one will use the duration hex grid surrounding the primary hex area. Use the available slots to determine when that weapon’s effect will elapse. Move every round until it expires.

• During movement, any characters that move next to an adjacent hex occupied by an enemy will receive an attack of opportunity. The moving character has a choice to stop and counter-attack or continue is movement after the attack of opportunity dice roll because all combat happens simultaneously in these circumstances.

• In the event of a roll of 1 “to hit” and a roll of 1 “damage” (snake eyes), the weapon would jam and immobilize that character in that hex for a duration of 1 round afterwards.

• Some weapons do have modifiers when used. See modifiers in the Weapons Section.

• Use of morphing weapons does allow for the caster to move normally while the weapon effects are still enabled.

• If there are any casualties during a round, the character token(s) and card(s) will be removed from the game board. In addition, their name will be crossed out on the Battle Sheet.

FACTIONS

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WEAPONS


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VICTORY CONDITIONS


Tactical Victory (Short Game): Victory is determined by a statistical 2 to 1 advantage at any time in the game.

Kill The Leader (Normal Game): Victory is determined by the elimination of the opponent’s Faction Leader.

Strategic Victory (Long Game): Victory is determined by the total elimination of your opponent’s forces.

GLOSSARY


Automatic Kill Modifier: Dice roll of 6 “To Hit” and a Roll of 6 for Damage. Automatic Kill by that Weapon.

Caster Location/Identify Modifier: Dice roll of 5 or 6 to locate or identify Morph Weapon Casters.

Character Placement Hex: Is the designated area in the game board hex design where the character token is placed. This area is surrounded by the Duration Hex Grid.

Character Turn: A player use of a single Character in any combination of a dimensional plane movement, roll of escape, dimensional move and/or discharging of a Character’s Weapon during that Game Round.

Defense Points: Reflects Characters defensive ability point(s). Defense points vary by Character.

Dimensional Plane(s): The Multiverse is represented by 6 Levels of Spacetime known as dimensional planes.

Disc Energy Projectile: Are a class of Disc like energy weapons used in the Spacetime Combat environment. They are the only type of weapon that can be thrown over other character(s) on the dimensional plane they occupy, as long as the target(s) are in the weapon’s range.

Duration Hex Grid: The outer ring of hexes that are used for any situations that duration of events exceed one round. The top of the duration hex grid is the first round and each other of the hexes signify one more round of duration, used until expiration of event.

Disc Energy Projectile: Are a class of Disc like energy weapons used in the Spacetime Combat environment. They are the only type of weapon that can be thrown over other character(s) on the dimensional plane they occupy, as long as the target(s) are in the weapon’s range.

Duration Damage Modifier: Dice roll(s) for damage as long as subject is in affected hex by a weapon.

Duration Hex Grid: The outer ring of hexes that are used for any situations that duration of events exceed one round. The top of the duration hex grid is the first round and each other of the hexes signify one more round of duration, used until expiration of event.

Energy Focused Weapon: Are weapons derived from the active energies that are present in Spacetime. The Caster of these type of Weapons are using those focused Energies created to attack the Defender with their own distinct effects and range.

Escape Entrapment Modifier: Escape Entrapment Weapons with a roll of 6.

Entrapment Weapon: They are a special class of weapons using Spacetime energy fields. The weapons design is to entrap Characters in various types of energy fields, utilizing various aspects of damage, energy type and duration.

Game Round: A sequence of Two Characters Turns. Initiative order remains in effect throughout the remainder of the game.

Getath (Pronounced: Gee-tath): A race of Creatures from the Segue 2 Galaxy Planet Kneoxuaq. Their entire population was conquered by Wyt'oess. After enslaving the Getath, Wyt’oess utilized the different Getathian classes in different military roles. They have a very limited intellect and possess a collective vision, but act and think on their own.

Hyper-Realm: A Stellar Coalition Force term for Military Operations that are present in the Multiverse.

Life Force Points: All Characters have just one Life Force point. The only time that damage points are assessed to Life Force are when the Characters Defense Points have been exhausted.

MCHRV’s: Multi-Class Hyper-Realm Vehicles are the classifications of various Hyper-Realm suits used by the Stellar Coalition Force. There are currently 3 Classes; Scout Class, Interceptor Class and the Commander Class.

Morphing Weapon: Use inherent shifts of frequencies and spectrums of Spacetime to alter, shift, disguise, multiply or hide the caster of these weapons. The weapons effect have a set duration and the caster is not limited to movement while the effects of the morphing are active.

Planet Baechehtu (Pronounced: Bay-Cheh-Tu): A dead Planet from the Segue 2 Galaxy that was once home to the Wuokut.

Planet Kneoxuaq (Pronounced: Nao-zwawk): Is located in the Segue 2 Galaxy. The Getath are the major inhabitants and have been conquered by Wyt’oess, and they were now thralls under his control.

Planet Wuokkirq (Pronounced: Wok-kirk): Is a central Planet of the Segue 2 Galaxy. Home Planet to Wyt'oess. The Interplanetary Council expelled him for his overreaching ambitions of Power.

Plasma Weapon: Are medium range, fully ionised plasma weapons that engulfs the player hex for multiple rounds when the attacker “hits” the target in that hex.

Trajectory Modifier: Ability to use weapon that goes over other subjects to reach another target.

Wuokut (Pronounced: Whoa-kut): An Energy Being from a dead Planet of Baechehtu from the Segue 2 Galaxy, they were forced by evolutionary forces over time to develop the ability to live on the dying Planet. When the end of their World was near, their scientists developed a process that allowed the Wuokut to live as energy beings. Ones that we no longer bound by the inherent truths of the physical world. Their body’s are made up of an energy membrane that mimics humanoid appearance.

CREDITS


Thanks to all who helped or contributed to Killing Vector
Game Development by 571 Game Labs & Produced by Runes Media
Game Design by David Schick & Dave Krabal
Original Character Artwork by David Schick
Graphic Design by Runes Media
Additional Artwork by HypnoArt & Geralt
Icons & Camo Created by Dave Gandy, Dotstudio & Freepik.com
Game Designed in the United States / Made in China
Paper Products are designed & printed in the United States

Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without express written permission of Schick Diversified Investment Group, LLC.

All Killing Vector characters, character names, and the distinctive likeness thereof are trademarks of Schick Diversified Investment Group, LLC.

This product is a work of Fiction. Any similarity to actual people, organizations, places, or events are purely coincidental.

PLEASE NOTE: Actual components may vary from those shown. In addition, colors and parts may vary from those depicted. Please retain this information for future reference.

Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without express written permission of Schick Diversified Investment Group, LLC. This product is a work of Fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

© Copyright 2018 Schick Diversified Investment Group, LLC Beaverton, OR. 97008, USA. All Rights Reserved. ™ & ® denotes U.S Trademarks. KILLING VECTOR is a registered Trademark of Schick Diversified Investment Group, LLC.