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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:
-- Deadpools 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 - Its 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 doesnt 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.

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 doesnt
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 doesnt 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.

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.

12

12

Deployment Zone B

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.

miniature game

GEM

COLOR DICE ROLL

EFFECT/1

EFFECT/2

EFFECT/3

Soul

Power Thief

+1 Damage versus Models


Carrying a Gem.

-3 Mental Defense

Time

+1 to all Defenses

Ensnare/2 added to its attacks

-1 to Power

Space

Phase Shift

+4 to Speed

-3 to Supernatural Defense

Mind

+3 to Mental Def and


Willpower

+1 Damage to Mental
attacks

-3 to Energy Defense

Reality

Luck

Regeneration /1 or +1

-3 to Physical Defense

Power

+2 Power

+1 to Strength

-2 to all Defenses

Ego

+2 Attack

-1 to Agility and Stanima

Solid

Rhythm

False Gem

+1 to Mental Defense

-1 to Stamina

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

12
Rift-6

18

Deployment Zone B

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.

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.
Gladiators 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.

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 opponents 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:

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

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.

Victory conditions

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

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.

Disturbing Aura: a model cant 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

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.

10

Objective zone
A

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.

13

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/

Swing Kick

3/

Web Net

5/

Impact Webbing

2/

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.

17
14

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

AFFILIATE

COST/FREQ NAT/TYP DMG RANGE


2/

10

Stun/1

MG

3/

14

Distract/1

Sniper Shot

5/

12

Critical: +2 DMG

Frag Grenade

2/

Explosive/3

Strike

2/

SP POWERS COST/FREQ USE RANGE


DEFENSES

EFFECTS

Magnum Gun

Anti-Hero

0/

(P)

EFFECTS
This character cant benefit from ally
Powers or Skills.

15
15
13

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

AFFILIATE

DEFENSES

COST/FREQ NAT/TYP DMG RANGE

Billy Clubs

2/

Spin Kick

3/

Throwing Club

3/

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)

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

AFFILIATE

DEFENSES

COST/FREQ NAT/TYP DMG RANGE EFFECTS

Flypast

3/

Pumpkin Bomb

2/

Razor Bats

2/

Shock Gloves

4/

or

SP POWERS COST/FREQ USE RANGE


Goblin Serum

0/

(P)

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


TEAMS 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 Tchalla.
Vision.

LEVEL COST

BONUS
At the beginning of the game, up to 3 of your characters gain
+1 to Power when you have fulfilled the Teams Requirements.

GUARDIANS OF THE GALAXY


TEAMS 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

BONUS
At the beginning of the game, up to 3 of your characters gain
+1 to Speed when you have fulfilled the Teams requirements.

THE UNCANNY X-MEN


TEAMS 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

BONUS
All of your characters gain +1 to Stamina, when you have
fulfilled the Teams requirements.

HOUSE PARTY PROTOCOL WITH REMOTE SUITS


TEAMS REQUIREMENTS
You may take several Anthony Stark
characters in the Team.

LEVEL COST

BONUS
You may ignore the one of each character rule for Anthony
Stark. But each different Anthony Stark model may only be
taken once.

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