miniature game
FAQS ( November 2016) ERRATAS/CLARIFICATIONS
• DRAX: -- Gains the Skill Fury and Elite Figther.
CHARACTERS
• LADY MASTERMIND: -- Gains the Skills Power Transference/3 and Thermal Vision. -- Psychosomatic Symptoms Effects read now: Until the end of the round the target loses 2 from Agility, Stamina and Willpower.
• SENTRY: -- The Void: Change Active to Passive. -- Unstable: Change ‘this character’ to ‘this Sentry’. Change Active to Passive. Add ’Sentry returns with all the Red Attacks unused and full Endurance, he is classed Incapacitated for VP the first and the second time he is reduced to 0 Endurance.’ -- Gains the Skill Power Master.
• JEAN GREY -- Gains the Skills Energy and Power Master. • DEADPOOL: -- Deadpool’s Bodyslide may be used to move ‘ANY’ Deadpool on the board. (4th Wall Fun!)
• SABRETOOTH: -- Advanced pounce: Change Range ‘8’ to ‘-’
• HAWKEYE: -- Hook Arrow may be used to move onto the edge of a rooftop or similar in Line of Sight.
• ROGUE: -- If Rogue copies Diamond Form from Emma Frost, she does not also gain the +1 Dmg to Strike. -- If Rogue copies Bodyslide from Deadpool, it can be used to move ‘ANY’ Deadpool model on the board. (4th Wall Fun!) -- If Rogue copies a Power that also mentions an Attack ( for example Snikt), she does not also copy the Attack. -- Gains the Skill Power Thief.
• THE THING: -- Thunderclap Change
–
to
–
.
• TOAD: -- Attack Value - It’s 6
• HULK: -- Gains the Skill Fury.
• WOLVERINE: -- Gains the Skill Soldier and Close Combat Master. -- Fastball Special:When thrown by a friendly character of Strength 3 or higher, he may make a free Snikt attack against one model in the LoT. Make this Attack at the end of the Thrown consider Wolverine where in contact to the target. Wolverine doesn’t become Knocked Down but receive the damage of the thrown.
• THOR: -- Gains the Skill Heroic Action. • EMMA FROST: -- Gains the Skill Power Master. • NOVA: -- Gains the Skill Energy.
• VISION -- Gains the Skill Power Transference/ 2.
• CAPTAIN AMERICA -- Change the Range to 4 and the Effect of his Shield Block to: Make an agility roll, if pass cancel one or attack whose target is in range. -- Ricochet may be used to hit a second unseen target. Even one around a corner that is in Line of Sight to the original target. -- Gains the Skill Heroic Action.
• GAMORA: -- Gains the Skill Close Combat Master.
• COLOSSUS: -- Gains the Skill Solid.
• MS. MARVEL -- Gains the Skill Energy.
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miniature game
RULEBOOK
KNOCKED OUT (KO)
These rule changes and errata apply to the downloadable Rulebook 2.0. The printed rulebook are out of date.
• Page 23 -- You recover -1 Power always, in any situation (even if the character spent POW before activation).
GENERAL • If a Special Power states models need to be in or within range or “x”, they will not be affected if they leave that area. • If a character cancels a Spray or Expansive Wave Attack, the entire Attack is cancelled on all models affected. • A Free Grab and Throw from a Special Power is in addition to the one per turn a character can normal use. • Characters with Total Vision can only make an Attack through scenery if the Attack has Homing or Penetrative. • A Model is always within range of itself. • Bodyguard: -- Bodyguard : When a friendly model in range becomes the target of an attack, this model becomes the new target. -- Bodyguard models count as moving in place of the target and back again during the Attack. They are hit as a valid target if the original target could be. • Superjump: Change the wording ‘‘Place’’ for DIsplace’’. • Hook Arrow: Change the wording ‘‘Place’’ for DIsplace’’.
SEQUENCE OF PLAY • Page 9 -- Final Phase Order: Make the Stamina Rolls to Pale and Red zones. Clear the End of Round abilities/powers. Check the victory conditions
SPECIAL POWERS • Page 16 -- Nature and Type of Damage, related to Attacks, are explained in the Special Powers section, but it doesn’t mean that Attacks are Special Powers.
ATTACKS • Page 17 -- You can not react to an Attack from a friendly model unless the Reaction states otherwise (for example, Fastball Special).
GRABBING & THROWING • Skills, Effects and Active Special Powers do not work for the Attacker on a Grab and Throw Attack. (Brutal, Cruel and Irresistible as examples). • If the Grab and Throw target is no longer valid for any reason before the end of the Attack, the Grab and Throw attack is cancelled. • A Grabbed / Thrown model can not use Reactions during the Grab and Throw attack unless specifically stated (Fast Ball Special for example). • You may Grab scenery elements underneath the Thrower but the Thrower will then Fall. • If an object is thrown from directly under another, the top object is destroyed immediately. • If the top object is a character they will fall as normal.
SKILLS - COMMON ABILITIES • Skills do not need Line of Sight unless otherwise stated.
SCENARIOS • The Relic: -- A Relic counter must be a 30mm base -- A Relic is Controlled by a character holding it. -- A character may only hold one Relic at a time. -- Displaced: Special Powers that say “Move” doesn’t count as displaced, Special Powers with “Place” word yes. So, you can make Pounce or Advanced Pounce holding the Relic. • Control the Energy Pillars: -- The Pillars are indestructible. If a scenery piece hits the Pillar, it will be destroyed, no matter what Size or Structure Points it may have. If a model hits the Pillar, it will be stopped there. You may not place a model base over the Pillar.
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miniature game
Infinity Gems • Description: Some Infinity Gems appears in a desolated zone. The fight for them have started... • Game length: 6 Rounds. • Deployment: The game is played on a 36” square board. Each player take 3 Gem Markers and place it alternatively into the four zones out of the Deployment Zones. The Gems Markers have a 30mm base. In each zone cannot be placed more than 2 Gems.
Deployment Zone A
Roll a dice for choose deployment zone, the player who choose the deployment zone start deployment first. Players must alternate placing models in their deployment zone, one at a time, until all models are deployed.
Special Rules • Infinity Gems: A model whose volume is in contact with a Gem Marker can spend 2 Power counters to pick the Gem and roll in the table below to determine what color of gem is,if the gem color was previously rolled then you must reroll on the table. When a model pick up a gem remove the Gem Marker to the Game Zone and place it on the character sheet to remember that model carries it. As long as a model carry a gem gains all the effects indicated on the table, depending on the color of the gem. If a model carrying a Gem becomes Knocked Down or Removed from play the Gem Marker is placed in Base -toBase contact with the model (before it becomes removed from play). One Model can only carry 1 Gem at a time. One model can steal a Gem from other model in contact spending 2 Power Counter. A model can do this action only once during its activation.Both players roll a die adding their Power Base Attribute. The winner is the new carrier of the gem.
6”
12”
12”
Deployment Zone B
6”
Victory conditions • 1 VP to pick one Gem. This Victory Condition is checked only at the end of the Round. • 1 VP to the player who has the most Gems picked to their side when the Round ends. • 1 VP for each Gem controlled by the same player for three consecutive Rounds. This Victory Condition is checked only at the end of the Round.
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miniature game
GEM
COLOR DICE ROLL
EFFECT/1
EFFECT/2
EFFECT/3
Soul
1
Power Thief
+1 Damage versus Models Carrying a Gem.
-3 Mental Defense
Time
2
+1 to all Defenses
Ensnare/2 added to its attacks
-1 to Power
Space
3
Phase Shift
+4 to Speed
-3 to Supernatural Defense
Mind
4
+3 to Mental Def and Willpower
+1 Damage to Mental attacks
-3 to Energy Defense
Reality
5
Luck
Regeneration /1 or +1
-3 to Physical Defense
Power
6
+2 Power
+1 to Strength
-2 to all Defenses
Ego
7
+2 Attack
-1 to Agility and Stanima
Solid
Rhythm
8
False Gem
+1 to Mental Defense
-1 to Stamina
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miniature game
Rifts Special Rules
• Description: Characters must try to close as many Rifts as possible. • Game length: 6 Rounds. • Deployment: The game is played on a 36” square board. Roll a dice to choose deployment zone, the player who choose the deployment zone start deployment first. Players must alternate placing models in their deployment zone, one at a time, until all models are deployed.
• Planar Distortion: Each player make two D8 roll (if roll the same number, reroll it) at the beginning of the Round, the Rift with that numbers become open, to close a Rift need a model to be Base-to-Base with it spend 1 Pow and make a Stamina test. If fail that roll, the character suffer a 1 Fis Damage with Irresistible.
Victory conditions Deployment Zone A Rift-1 6”
12” Rift-7
12”
12”
12”
• 1 VP to each Rift closed by your models at the end of each Round. • 1 VP if close more Rifts at the end of each Round.
Rift-3 6”
Rift-8
Rift-5
Rift-4 6”
Rift-2
6”
12” Rift-6
18”
Deployment Zone B
6”
• Rifts: The Rifts Markers are 30 mm base. See the map to place the Rifts Markers. These markers cannot be moved, displaced nor change its original position by any means.
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miniature game
Big Combat Special Rules
• Description: The Champions take an individual combat. • Game length: 6 Rounds. • Deployment: The game is played on a 36” square board. Roll a dice to choose deployment zone, the player who choose the deployment zone start deployment first. Players must alternate placing models in their deployment zone, one at a time, until all models are deployed.
Deployment zone A
4” Radius
• The Champion: The Highest Level character (in case of a tie owner chooses) of each player will be the Champion. • Gladiator´s Arena: Inside the marked centred zone cannot be deployed any character, The zone must be clear, only the Champion of each player must be deployed in the middle of the game zone in base-to-base contact (see map). The Champions characters gains +2 to all defences during the first round of the game.
6”
Victory conditions • 2 Vp to a player who incapacites the opponent ´s Champion. • 1 Vp to a player whose Champion survive at the end of the Game. • 1 additional Vp to a player whose lowest level character incapacite the opponent´s Champion. • 1 Vp to a player for every friendly model which survive at the end of the Game.
12”
12”
Deployment zone B • Legend: Champion Player A: Champion Player B:
6”
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miniature game
Power Zones Special Rules
• Description: Two power zones appear; the Characters must go inside to control the strange power. • Game length: 6 Rounds. • Deployment: The game is played on a 36” square board. Roll a dice to choose deployment zone, the player who choose the deployment zone start deployment first. Players must alternate placing models in their deployment zone, one at a time, until all models are deployed. 3”
4”
Deployment zone A
• Power Zones: To move a model into a Power zone the model must roll 2D8 plus its Power stat. If the result is higher than 15 the model maybe move into or pass through the Power Zone. A character may only attempt this roll once per round it and may not be rerolled by any means. If a Thrown or Pushed model is going to enter the Power Zone they must attempt the roll. If it is failed, they will stop at the edge of the zone. Gran and Throw may not be used inside the Power Zone.
5”
Victory conditions
5”
• 2 Vp to the player who owns the only models inside one Power Zones at the end of each Round. • 1 Vp to the player who owns the only models inside in both Power Zones at the end of each Round. • 1 Vp to the player who incapacites an enemy model with power 10 or more. • 1 Vp to the player whose models all survive until the end of the game.
3” Radius
3” Radius 5” 5”
Deployment zone B
3”
4”
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miniature game
Getaway Special Rules
• Description: The characters must try to get to the enemy deployment zone. • Game length: 6 Rounds. • Deployment: The game is played on a 36” square board. Roll a dice to choose deployment zone, the player who choose the deployment zone start deployment first. Players must alternate placing models in their deployment zone, one at a time, until all models are deployed.
9”
• Disturbing Aura: a model can´t be placed or deployed in the enemy deployment zone in the first Round. The players can control the deployment zones, to control you must have more models inside than opponent.
Victory conditions • 2 Vp to the player who control an enemy deployment zone This Victory Condition is checked at the end of each Round.. • 1 Vp to the player who controls its own deployment zone This Victory Condition is checked at the end of each Round. • 2 Vp to the player whose all of its models survive at the end of the Game. • 1 Vp to the first player who places 2 models in an enemy deployment zone in the same round.
Deployment zone A 9”
9” Deployment 9” zone B
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miniature game
Siege Special Rules
• Description: The time for making damage in the earth of the enemy has come. • Game length: 6 Rounds. • Deployment: The game is played on a 36” square board. Roll a dice to choose deployment zone, the player who choose the deployment zone start deployment first. Players must alternate placing models in their deployment zone, one at a time, until all models are deployed. Deployment zone A
• Headquarters: For this scenario each player need two Headquarters counters. They are 40mm bases, Size 4 and are placed alternately in the objective zone. The marker has 10 to all defenses and it is immune to all Effects. Each marker has 30 Structure points.Once per round a character in contact with the marker can spent 1 Power Counter to try to repair it. The character must make a willpower roll, if the roll is sucessfull repair 1D8 structure points from it. These markers cannot be moved, displaced nor change its original position by any means.
5”
10”
5”
Objective zone A
5”
Objective zone B 10” 5”
Deployment zone B
Victory conditions • 3 Vp to the player who destroy an enemy Headquarters Marker. • 1 Vp to the player who causes more damage to enemy Headquarter Markers during each Round. • 1 Vp to the first player who places 2 models in an enemy deployment zone in the same round. • 1 Vp to each incapacite enemy Character above lvl 8.
8”
13”
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THE AMAZING SPIDER-MAN
ATTACK
PETER BENJAMIN PARKER
ATTRIBUTES
Power: 8 Speed: 6/10 Strength: 4 Attack: 6 Size: 2 Agility: 10 Stamina: 9 Willpower: 10
SKILLS Acrobat Scientific Wall Crawler Defensive Teamwork
LEVEL
10
AFFILIATE
DEFENSES 17
COST/FREQ NAT/TYP DMG RANGE
Punch
2/
-
2
Swing Kick
3/
-
2
Web Net
5/
-
3
4
Impact Webbing
2/
-
1
8
SP POWERS COST/FREQ USE RANGE Spider Sense
2/
(R)
Web Swing
2/
(A)
EFFECTS
/4 Push/2 Ensnare/5
EFFECTS
-
Pass an Agility roll to cancel an attack that targets Spider-Man. This Special power is not effective against attacks from models with Symbiote rule.
-
Displace this model up to 12’’ away.
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miniature game
17
ENDURANCE
+1 AGILITY
-1 ATTACK / -1 POWER
THE PUNISHER
ATTACK
FRANK CASTLE
ATTRIBUTES Power: 6 Speed: 3/7 Strength: 1 Attack: 7 Size: 2 Agility: 7 Stamina: 8 Willpower: 8
SKILLS Assassin Marksmanship Soldier
LEVEL
6
AFFILIATE
COST/FREQ NAT/TYP DMG RANGE 2/
-
1
10
Stun/1
MG
3/
-
2
14
Distract/1
Sniper Shot
5/
-
3
12
Critical: +2 DMG
Frag Grenade
2/
-
2
6
Explosive/3
Strike
2/
-
1
SP POWERS COST/FREQ USE RANGE DEFENSES
EFFECTS
Magnum Gun
Anti-Hero
0/
(P)
0
EFFECTS This character can’t benefit from ally Powers or Skills.
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miniature game
14
ENDURANCE
+1 POWER / +1 SPEED
-1 ATTACK / -1 POWER
DAREDEVIL
ATTACK
MATTHEW MURDOCK ATTRIBUTES
Power: 6 Speed: 4/7 Strength: 1 Attack: 6 Size: 2 Agility: 8 Stamina: 8 Willpower: 10
SKILLS Total Vision Acrobat Master Fighter Immune to: miniature game
LEVEL
6
AFFILIATE
DEFENSES
COST/FREQ NAT/TYP DMG RANGE
Billy Clubs
2/
-
2
Spin Kick
3/
-
2
Throwing Club
3/
-
2
SP POWERS COST/FREQ USE RANGE
EFFECTS
/4 Stun/1 Overload: Push/3 8
Homing
EFFECTS
Grapple Stick
2/
(A)
-
Displace this model up to 12’’ away
Dodge
3/
(R)
0
Pass an Agility roll to cancel 1 ranged attack that targets this character.
16 15 15 16
ENDURANCE
+1 POWER / +1 SPEED
-1 ATTACK / -1 POWER
GREEN GOBLIN
ATTACK
NORMAN OSBORN
ATTRIBUTES
Power: 7 Speed: 5/9/13 Strength: 3 Attack: 6 Size: 2 Agility: 9 Stamina: 9 Willpower: 7
SKILLS Cruel Scientific Order Fly Master Tactician miniature game
LEVEL
8
AFFILIATE
DEFENSES
COST/FREQ NAT/TYP DMG RANGE EFFECTS
Flypast
3/
2
Pumpkin Bomb
2/
Razor Bats
2/
-
2
Shock Gloves
4/
-
4
-
or
SP POWERS COST/FREQ USE RANGE Goblin Serum
0/
(P)
-
2
Explosive/3
8 /6
Stun/2
EFFECTS At the beginning of each Power Phase this character must pass a Willpower roll. Success grants this character +1 extra Power Counter.
16 16 15 13
ENDURANCE
+2 ATTACK / +1 WILLPOWER
-1 POWER / -1 WILLPOWER
THE MIGHTY AVENGERS TEAM’S REQUIREMENTS There must be 5 or more of the following Characters in the Team: • Thor Odinson. • Bruce Banner. • Anthony Stark. • Natasha Romanova.
• Steven Rogers. • Clint Burton. • King T’challa. • Vision.
LEVEL COST
3
BONUS At the beginning of the game, up to 3 of your characters gain +1 to Power when you have fulfilled the Team’s Requirements.
GUARDIANS OF THE GALAXY TEAM’S REQUIREMENTS There must be 5 or more of the following Characters in the Team: • Rocket. • Groot. • Richard Rider. • Drax. • Benjamin Jacob • Gamora Zen. Whoberi Ben Titan. Grimm. • Peter Jason Quill.
LEVEL COST
1
BONUS At the beginning of the game, up to 3 of your characters gain +1 to Speed when you have fulfilled the Team’s requirements.
THE UNCANNY X-MEN TEAM’S REQUIREMENTS There must be 5 or more of the following Characters in the Team: • Anne Marie. • Scott Summers. • Piotr Nikolaievitch Rasputin. • James Hudson Howlett.
• Remy LeBeau. • Kurt Wagner. • Jean Grey. • Emma Grace Frost.
LEVEL COST
1
BONUS All of your characters gain +1 to Stamina, when you have fulfilled the Team’s requirements.
HOUSE PARTY PROTOCOL WITH REMOTE SUITS TEAM’S REQUIREMENTS • You may take several Anthony Stark characters in the Team.
LEVEL COST
1
BONUS You may ignore the “one of each character” rule for Anthony Stark. But each different Anthony Stark model may only be taken once.