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miniature game

RULEBOOK
miniature game

Contents

Introduction.....................................2 Actions...........................................12
Things Youll Need............................................2 Movement Actions..........................................13
Getting Started..................................................4 Special Power Actions...................................15
Attack Actions.................................................17
Knocked Out (KO)............................................23
The Character Card........................6
Characteristics..................................................7
Defenses............................................................8 Scenery.........................................24
Abilities..............................................................8 Grabbing and Throwing..................................25

Sequence of Play............................9 Playing the Game.........................28


Sequence of Play..............................................9 Team Building.................................................28
1. The Power Phase........................................10 Scenarios.........................................................29
2. The Initiative Phase....................................10
3. The Action Phase........................................10
4. The Final Phase..........................................11 Special Rules and Effects............30
Special Rules and Effects..............................30
Some Common Abilities................................30
Basic Rules...................................11
Generic Rolls...................................................11
Line of Sight....................................................12

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MARVEL UNIVERSE MINIATURE GAME

Introduction The miniatures are in essence playing pieces,


much like those youd find in a board game.
The Marvel Universe Miniature Game is a But unlike most board games, a miniature
tabletop skirmish game, pitting teams of game doesnt take place on a readily defined
exquisitely detailed miniature superheroes board, but rather the players take an active role
and villains against each other in exciting in designing their own custom gaming area,
contests of strategy and might! Based on the usually on a tabletop populated by scratch-built
epic, best-selling Marvel Universe, this game scenery. The rules use a sophisticated system of
includes many of the well-loved characters that power counters and unique character abilities,
have thrilled comic book fans for generations allowing you to move your models freely and
Spider-Man, the Avengers, the Fantastic Four, utilize a large range of skills and powers to give
the X-Men, SHIELD and many more these you a tactical edge over your opponents.
mighty heroes and their arch nemeses can now
assemble at your call, ready to save the world While veteran tabletop gamers will recognize
or destroy it. this book as a set of skirmish-level rules,
newcomers to this wonderful hobby should
In the Marvel Universe Miniature Game, you and not be put off! These rules are written in such
your friends collect a set of beautiful miniatures a way as to be accessible to all. Newcomers
of your favorite Marvel heroes and villains, bring and experienced gamers alike will find all the
them to life by painting them, and then use them information they need to start collecting and
as playing pieces in an exciting multi-faceted, playing.
three-dimensional tactical game. By using the
information in this book, you will be weaving Things Youll Need
your own stories, worthy of the greatest comic In addition to the miniatures from Knight Models
book sagas. Whether youre a seasoned veteran the most important part of the game! there
of tabletop miniature games, or a new recruit to are a few things that you and your opponent will
this rewarding hobby, youll soon be controlling need in order to play.
your own super-team, and battling for control
of New York City, the Earth at large, or even the Gaming Area
entire galaxy! In order to set up a proper gaming area, you
should prepare any table, board, or plain surface
The Marvel Universe Miniature Game is such as an area of floor, with a minimum area of
designed for two or more players, with each 36 x 36, and place scenery (buildings, fences,
taking control of a number of finely detailed model cars, etc.) upon it. There is no proscribed
miniatures, representing their faction, or team. way to do this just use whatever scenic

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items you have in your collection to recreate from the dice that you use for rolling, to avoid
your favored battleground: the streets of New confusion). Having a few different colors will be
York, the jungles of the Savage Lands, or even very useful. Whatever type you use, they should
the spires of Asgard if you want to get really be of a suitable size to fit on the designated
fantastical. spaces for them on each Character Card. You
will normally need between 4 and 10 counters
Some scenery and terrain elements can be per character, so make sure you have plenty to
purchased from Knight Models and specialist go around.
gaming stores, either locally or online.
Alternatively, many players prefer to scratch- Additionally, you will need some additional
build their scenery, only limited by their own counters and a small opaque bag or container
skill and imagination (check out our Facebook to keep them in. These are drawn at random to
page and online forum for some inspirational determine who goes first in each Round (see
examples). It doesnt matter where the scenery page 9). We will explain how counters are used
comes from, but our advice is that you get your in various forms later.
hands on as much as you can for your models to
hide behind, leap from, fly around or climb the Markers
more scenic elements you have on the table, the During the game, a character may be subject to
more fun the game will be. various effects (Damaged, Poisoned, Knocked
Out, etc.), and it is very important to remember
Dice them. Unlike counters, markers are physically
You will need a number of eight-sided dice placed on the board, next to characters, to
(or D8) to play the Marvel Universe Miniature remind you of special rules. When required, a
Game. The more dice you can lay your hands marker should be placed next to the affected
on the better. miniature, in order to keep track of the Damage
or special effect during the game.
Counters
Counters are used in the game for marking Measure
how many actions a model has remaining to The movement of models around the gaming
perform, working out who goes next in the area, and the measuring of weapon and power
play sequence, and more. The various uses of ranges, require the use of a measure, marked
counters are discussed throughout the rules. in inches (). A retractable tape measure will be
Game counters can be represented by beads, most useful for getting into the hard-to-reach
poker chips, pieces of colored card, or even areas of the gaming table, although a ruler will
dice (just be sure that theyre a different type be fine for most situations.

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Getting Started all of them to be of a standard size, unless it is


Presented here are some of the conventions and specifically noted on a Character Card that this is
abstractions that recur throughout this rulebook not the case.
take a moment to familiarize yourself with
these to get a better understanding of the game Volume
rules. The miniatures volume is determined by the
circular base the miniature is set on. Thus,
Miniatures and Scale the miniature can be imagined to occupy a
In the rules that follow, the miniatures used to cylindrical space, extending from its base to the
play the Marvel Universe Miniature Game are top of its head. Equipment, extended limbs, and
also referred to as models or characters. any other miniature component that protrudes
The number of characters under your control from this area are ignored when calculating
represents your team a small group of like- this space. If the characters miniature portrays
minded characters, such as the heroic Avengers him/her on its knees, bending, standing over
or the villainous Sinister Six. a decorative element, and so on, consider the
volume as if the character was standing upright
Most Marvel Universe Miniature Game characters over its own base. Remember that, as many of
are human or at least human-sized, and thus the models in the range are sculpted in dynamic
share a similar height (approx. 30-40mm). Small poses, many of these considerations require a
size differences between them are insignificant for good dose of imagination and agreement on the
matters of game scale, which is why we consider part of the players.

SIZE 4

SIZE 3
SIZE 2
SIZE 1

For game purposes, a miniatures volume is considered part of the miniature, but extended limbs and
weapons are not.

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Measuring During the course of the rules, eight-sided dice


To play the Marvel Universe Miniature Game, are referred to as D8s (so if the rules ask you to
tape measures are used to gauge the distance roll 2D8, you must roll two dice).
a character can move, or measure the distance
between a character and another point on Modifying Dice Rolls
the tabletop, such as another model or piece Sometimes you may have to modify a dice roll,
of scenery. During the game, any distance or apply a modifier. This is normally denoted in
can be measured by any player at any time. the rules as a plus or minus figure, such as +1,
All measurements between two different -2 and so on. Roll the dice and add or subtract
miniatures, or between a miniature and an the number to or from the score to get the final
obstacle or terrain piece, must be taken result. So, rolling D8+1 will give you a final score
between the closest points on their volume. of between 2 and 9, for example.
For horizontal measurements, this is usually
worked out by measuring from the edge of a Rerolls
characters base. In some situations, the rules allow you to reroll
your dice. This is exactly how it sounds pick
Note that models may move so that their bases up all the dice you wish to reroll, and roll them
are touching (or are in base contact), but again. The second score always counts, even if it
should never overlap. is worse than the first no dice can be rerolled
more than once.
Its a common mistake to measure the distance
and then place the model on the far side of the tape
measure. This is incorrect, as it adds the diameter Fractions and Rounding Down
of the characters base to the distance moved. As In some situations, the rules will instruct you
shown in this example, when measuring movement
across the ground, the outer rim of the models to divide a number, usually by half. If there is a
base must not move beyond the limit of the distance remainder, the result should be always rounded
measured. down.
For example: A score of 5 needs to be halved. As
Dice Rolls the result would be 2.5, you will need to round it
In the Marvel Universe Miniature Game, you down to 2.
will frequently need to roll dice to see how
the actions of your characters turn out how
accurate their firepower is, how much damage
theyve done in combat, and so on.

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1 19

3 11
4
5 20
6
7
8
9
10 12

13 14
15
16

18 17

The Character Card (2) Alter-ego


The Character Card will include the most relevant
All characters in the Marvel Universe Miniature alias by which the character is known (such as
Game have their own Character Card. This card Iron-Man, Hulk, Rogue, etc.). Some characters
serves two functions: to display the characters may have several different models available
profile and abilities, and to keep track of a to them, representing different incarnations of
characters actions during the game. Knight that character through history (such as different
Models provides a Character Card for each Iron-Man MKs suits) this doesnt mean you can
miniature in the game. As you can see from include several Iron-Man models in your crew
the example, the Character Card displays the they are all Anthony Stark beneath the mask!
following features:
Characteristics
(1) Character Name The most important sections of the Character
This is what makes a character unique in game Card are given over to the essential
terms it is the real name of a given character. characteristics that each model possesses.
You cant include more than one character with Every characteristic has a numeric value
the same name in the same team. attached to it, which will be the key to success
during the game.

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Atributes (7) Size


The size rating of the character.
(3) Power (POW):
One of the most important characteristics in the (8) Agility
game, Power (or POW) represents a characters This value is a representation of the characters
capacity to act during a round. The higher a reflexes and evasion. Agility rolls are most
characters Power value, the more he will be often used to avoid attacks and dodge template
able to do when he is activated. It may mean that weapons.
he can move, attack, defend himself, or perform
special actions more times than those around (9) Stamina
him. Expenditure of Power counters is covered Stamina rolls are used to avoid certain game
in more detail later. effects, and represent a characters ability to
shake off debilitating injuries and keep fighting.
(4) Speed
This characteristic represents the characters (10) Willpower
mobility (their ability to run, climb, dodge, etc.) Willpower rolls are most often used to resist
There are three values, presented as X/X/X. psychic attacks, partake in battles of will, or
These values represent the distance, in inches control psychic powers.
(), that the character can move when he spends
1, 2 or 3 Power counters respectively. (11) Level
The level cost of the characters.
(5) Strength
Strength is a measure of a characters physical (12) Affiliation
power. A value of 1 in this characteristic This section is divided into two: Faction
indicates normal human being, while a value and Alignment. Each character may form a
of 4 indicates superhuman strength. This team with members of his own faction and
characteristic is most often used to interact with alignment. If a character has multiple factions or
scenery elements (see the scenery rules, later), alignments listed on his Character Card, he may
and to damage enemy characters with certain team up with any of them.
melee attacks.
Faction: All characters are limited in which teams
(6) Attack they are able to join those teams or factions are
This value represents the offensive capabilities listed here. More than one faction may appear in
of the character; the numeric value is added to this section.
any attack rolls this character makes.

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Alignment: All characters are categorized as (18) Endurance


Hero (blue), Villain (red), Neutral (grey), or a This characteristic represents the characters
combination of the three: ability to soak up damage and carry on fighting.
It is a mixture of physical fitness, overall health,
determination and sheer stubbornness. Its
value represents the maximum amount of
Mutant/Hero Mutant/Villain Mutant/Neutral damage a character can endure before getting
Knocked Out (KO). Endurance is represented
(13) Skills by a special bar note that modifiers to certain
This section of the Character Card lists all the characteristics are noted on this bar. As the
special skills that the character possesses. character is wounded and his Endurance bar
Skills represent traits, equipment and special moves down, these modifiers are applied to his
knowledge (i.e. Acrobat). characteristics.

Defenses Abilities
The remainder of the Character Card is
(14) Physical Defense dedicated to the characters special abilities,
This numerical value represents the defensive which are broken down into Skills and Powers.
capacity of the character against Physical
attacks. (19) Attack Forms
This section is dedicated to the personal forms
(15) Energy Defense of attacks which each character has.
This numerical value represents the defensive
capacity of the character against Energy attacks. (20) Special Powers
This section lists the specific powers of
(16) Supernatural Defense the character. These powers are usually
This numerical value represents the defensive superhuman in nature (such as Flight); they
capacity of the character against Supernatural define the character and make him unique.
attacks.

(17) Mental Defense


This numerical value represents the defensive
capacity of the character against Mental attacks.

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Sequence of Play
Fighting across the rooftops of Madripoor, the During each Round, players should execute
dark alleys of Hells Kitchen, the haunted ruins the following steps consecutively, following
of Latveria, or even the alien landscape of the exact order shown below. When all players
Sakaar can be chaotic, visceral and confusing. have completed the sequence, a new Round will
To mitigate the brutal reality of super-powered start and the process begins again. Rounds will
battles, we structure the game by breaking it continue until the scenario goals are achieved,
down into a series of Rounds, in which players one players team is entirely Knocked Out or
take it in turns to activate, move and fight with removed from play, or until the scenarios
the models in their crew. Round limit is reached.

Sequence of Play
Each Round is broken down into four distinct phases, which proceed in the following order:

1. P
 ower Phase: Players distribute Power counters to each of the models in their team, usually
up to the characters Power value. If a character is KO, Power counters are instead generated
as described on page 10.

2. Initiative Phase: Players determine the order in which they will proceed through the round. This
stage adds a level of unpredictability to the game you might go first this round, but end up
going last in the next.

3. Action Phase: The players activate each character in turn moving, fighting, shooting, and
resolving special actions. Play alternates, with the player who went first activating a single
model, then the second player activates a model, and so on, until all models that can act
have done so.

4. F inal Phase: A chance for damaged characters to heal. Some special effects must also be
resolved in this phase. This is also a tidying up phase, where Power counters are removed
and scenario victory conditions are checked. NB. If, at the end of the Final Phase, one players
entire crew is Knocked Out and/or has been removed from play, the game ends and the other
player is declared the victor.

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1. The Power Phase not draw a counter from the bag twice in a row
Before anything else happens in a round, each if there are two players, they should alternate;
player must distribute a number of Power if there are more than two, then take it in turns
counters to each of the models in his team, to draw a counter, moving clockwise from the
equal to each characters Power value. These original player.
counters are stacked on the Character Card, as
described earlier. If, for any reason, there are no more counters
to draw from the bag AND you want to draw
If a character is KO, then no Power counters are another for some reason, the game will
allocated instead, those characters must test automatically end. In addition, a game cannot
to see if they recover as part of their activation, last more Rounds than initially decided, or as
as described on page 23. specified in the scenario description, even if
there are counters left to extract.
2. The Initiative Phase
Before the game begins, each player takes 3. The Action Phase
a number of counters (or dice) equal to the Now its time to move and fight with your
scenarios round limit (usually 6-8), and adds characters. We do this by activating a model,
them to an opaque bag or other suitable one at a time, alternating between players until
container. Each players counters should be of every model that can act has done so. Whoever
a color unique to him, but roughly the same was nominated to go first by the player with the
size, shape and weight as those belonging to Initiative must, of course, be the first to activate
the other player they will be drawn from the a model (note that some special rules can
bag randomly to work out who goes first. Each modify this order).
player must begin the game with the same
number of counters inside the bag. As soon as a character is activated, he may spend
Power counters to move and attack, and/or use
At the beginning of each round one player special skills and powers as explained later.
extracts a counter from the bag and shows it to Once activated, a character must use at least one
the other players. The owner of the extracted Power counter, although he doesnt have to use
counter will take the Initiative for the Round, and all of his counters in a turn.
must choose which player goes first in the Action
Phase (if there are more than two players, then Once a character has finished his turn, play passes
owner choose the order to activate). Players must to the next player, who also activates a model. Once
draw a counter each Round until the games every model that is able to activate has done so, the
Round Limit is reached. The same player should sequence of play continues to the Final Phase.

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Passing on Activation Basic Rules


Before any models are activated, you must work
out if either player is eligible to pass on activation, Were almost ready to start looking at the core
and how many times they may do so. The player rules of the game the rules for moving, firing
with the fewest characters in his team on the ranged weapons, and fighting in combat. But
game zone may choose to pass on activation a before we get down to the business of moving
number of times during the round, allowing him to around and battling super-powered foes, lets
skip an activation and see what his opponent will take a quick look at some basic principles and
do first. The number of times a player may pass terminology that youll need to know for all the
on activation is equal to the difference between rules that follow.
the current number of characters in the largest
and smallest teams in play. A player cannot pass Generic Rolls
more than twice consecutively in the same round Many actions in the game are resolved with a
(so, for example, he may pass twice, but then roll i.e. a To Hit Roll or Agility Roll. These
must activate a model when it is his turn to do so rolls are always resolved in the same way: take
next, and then he may pass on the turn after that 2D8, roll them together, and add the results to
if he wishes). get a total. The most common rolls are detailed
here:
4. The Final Phase
At the start of this phase the players have To Hit Roll
to resolve all effects and rules that specify This roll will is used to hit the target of an attack.
resolution in the Final Phase. See page 20.

Once all of the outstanding special rules have Agility Roll


been resolved (as described in the Scenarios This roll is successful when the dice score is
section on page 29), it is time to check the equal to or lower than the characters Agility.
scenarios Victory Conditions to see if one side It is most commonly used to avoid being
has won the game. If, at the end of this phase, automatically hit by a template attack (See
all the characters on one team are incapacitated page 20).
(i.e. are Knocked Out or removed from play), the
game ends (see End of the Game, later). The Stamina Roll
opponent will gain one extra Victory Point (this This roll is successful when the dice score is
extra point cant take a players score above equal to or lower than the characters Stamina.
the maximum number of Victory Points for the It is most commonly used to avoid being made
scenario). KO when taking damage (See page 23).

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Willpower Roll Actions


This roll is successful when the dice score is
equal to or lower than the characters Willpower A characters POW represents the amount of
It is most commonly used to avoid psychological Power counters that a character has to spend
effects. during a round. A character can spend these
counters to perform various actions, such as
Line of Sight moving (see page 13), jumping into the void
The concept of line of sight is very important (page 14), improving his Defense (page 21),
in tabletop gaming, as it allows you to work standing up (page 24), grabbing/throwing things
out what your models can see usually their (page 25) and using special powers (page 15).
target! If a character cannot be seen, it cannot In the last two cases, the POW cost will be
be attacked. indicated on the Character Card.

To see another character you must be able to During the game, each time a character makes
trace a straight, unobstructed line between use of his abilities, he will expend Power counters.
any point of the volume of both characters. Remove the necessary number of counters from
The easiest way is to draw an imaginary line the Character Card for each action. Actions must
between the characters using a tape measure be performed one at a time you cannot perform
or a laser pointer. To see another character, several tasks simultaneously, even if you have
at least some part of the target miniatures enough Power counters to do so. If an action
volume must be visible, not including extended requires the character to spend more than one
arms, equipment or other appendages that may Power counter and he does not possess enough,
extend from the base. then he cannot perform that action or use that
special rule.
Arc of Vision
In the Marvel Universe Miniature Game, all At the end of the round, unless otherwise
characters have a 360 arc of vision, meaning specified, any unused Power counters are
that they can see all around regardless of which lost they cannot be stored and used in the next
way the model is facing, unless otherwise round. Once all the Power counters are spent, the
specified. character will have to wait until the next round to
generate more counters before acting again.

The various actions that a character can


perform, along with their associated POW cost,
are described fully on the following pages.

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Movement Actions Characters cannot move through any space


A character can move in any direction when already occupied by another characters volume,
activated. This movement does not have to be friend or foe. This means that if a character
in a straight line, as long as the total distance wants to move through another character, he
moved does not exceed the characters will have to go around him. Characters do not
movement allowance. The character must have to move their full movement allowance
end its move in a position where its base will during their activation, but they may never
physically fit. exceed it.

A character can move only make a maximum of If a character wishes to attack an enemy model
1 movement actions per Round, unless a special in close combat during his turn, he must move
rule or power states otherwise. The available into base contact with that enemy as part of his
movement actions are as follows: movement.

Walk/Run Jumping a Gap or Obstacle


All characters are able to move a number of The Walk/Run action can be made across any
inches equal to their Speed characteristic by open part of the gaming area flat areas of
spending Power counters. A character may ground, gentle slopes, ramps and hills, wide
spend 1, 2 or 3 Power counters, and in doing stairs, and so on. If a character meets a gap,
so moves the first, second or third distance ditch, or barrier (no greater than half the height
indicated on his Speed value. These distances of the models volume) that would otherwise halt
may be modified by several special rules. their movement, they may jump over it simply by
doubling the actual distance moved. To jump the
A character may spend a maximum of 3 POW gap or obstacle, the character must have enough
as a single movement action. So, for example, movement to finish the action, taking into account
a character with Speed 4/7/9 declares he that the base must be in a valid position or the
is making a movement action, and opts to movement action cant be completed. Even in the
move as fast as he can by spending 3 Power case of a barrier, only the horizontal distance is
counters. He may therefore move up to 9. measured.

Note that some characters do not have three For example, in order to cross a 2 fissure, a
Speed values. If, for example, a characters model treats it like 4 of normal ground it will
Speed is 4/7, he may only spend 2 POW on his need more than 4 of movement to land safely
movement, for a maximum distance of 7. on the other side, however, as the models base
must land in a valid position.

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Climbing Jumping into the Void is a bespoke movement


Obstacles taller than half the characters height action it cannot be performed as part of
that may reasonably be climbed (such as a a move like a regular jump or climb. Any
chain-link fence, a wall with plenty of ledges preceding movement action must have ended
and footholds, or a craggy cliff) are traversed in before Jumping into the Void can begin.
similar way to Jumping. The model may climb up
or down, treating the vertical distance as double To Jump into the Void, a character must be directly
the actual measurement. The character must adjacent to the gap (on the very edge of a ledge or
have enough movement to reach a valid position, precipice). They must spend 1 POW to initiate the
such as a ledge, the top of the wall, or the ground action, and then check the consequences on the
on the other side of the obstacle. Falling Table (page 15). However, because Jumping
into the Void represents a deliberate, controlled fall,
Jumping into the Void count the distance fallen as one level lower on the
When a character find himself on the edge of an table. So, if the distance fallen is 4, you would refer to
abrupt drop that cannot be climbed or jumped the row on the table directly above (Less than 3).
across, they may find their only option is to jump
down and hope that they survive! This is called If the character survives the jump and is not made
Jumping into the Void, and is used to rapidly KO, the miniature is placed standing up at the foot of
descend between two different height levels the drop, and may continue its activation normally if
of different. it has enough Power counters remaining.

Falling
A character can fall from a height at various points in the game: perhaps they are pushed back
off a ledge after being attacked, or the surface on which they were standing is destroyed, or
maybe they chose to Jump into the Void.

When this happens, the character may suffer damage and other effects depending on the height of the
fall. The height is always measured directly downwards from the models starting position to its end
position (remember that models must end their movement in a position that their base can be placed).

If a model has successfully Jumped into the Void, it always counts the distance fallen as one
level lower on the Falling Table. Damage is applied as soon as the fall is complete. All falling
damage is Physical and Blunt (see page 22).

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Falling Table

Height Fallen Effect


Less than 3 No damage

3-6 1

6-9 2 + Knocked Down Effect

9-12 3 + Knocked Down Effect

12-16 5 + Knocked Down Effect

More than 16 7 + Knocked Down Effect

NB. If the height is on the border of two levels on the table (exactly 9, for example), go with the lower of the
two.

Other Movement Actions Special Power Actions


A character may have additional movement Many characters have Special Powers, which
actions available to him in the form of special are what makes them unique in a world of
powers or equipment boosts (i.e. Super Jump, superheroes. These Special Powers are listed on
Grapple Gun, or similar). These will have their the Character Card. The use of a Special Power
own rules detailed on the Character Card, but during a characters activation is an action.
dont count as a movement action in other
respects. Special Powers are used in the following way:

Additionally, some characters have other Declare the Special Power the character
movement rules on their Character Card in wishes to use.
the form of skills or traits that modify other If the Special Power requires a target, you
movement actions. These do not count as must choose it now (the target must be valid
actions in their own right, but instead apply and in Line of Sight).
bonuses or penalties to other actions. Pay the POW cost of the Special Power (this
will be listed with the powers description).
Resolve the effects of the Special Power.

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Special Power Rules Frequency


Special Powers have a profile of their own The number of times a Special Power can be
containing all the rules you need to use them. used during a game is determined by its color-
They are presented in the following way: coded Frequency.

The Power Icon represents the POW cost, Basic Special Power : These powers can
frequency of use, and when you may use the be used as many times as you wish, as long
Special Power. as the character can pay the POW cost.
Cost: The number indicates how many Power Extraordinary Special Power : These
counters are needed to use the Special Power. powers may only be used once per Round,
Frequency: The color of the bar denotes how as long as the character can pay the POW
often it can be used the power is either: cost.
- Basic , Unique Special Power : These powers
- Extraordinary , may only be used once per game!
- Unique (see Frequency, below).
NB. As long as a character has enough Power
Use: The shape of the icon denotes whether counters remaining, he may use several Special
the power is Active [shape], Passive [shape], Powers in the same Round as part of his activation
or Reactive [shape] (see Power Use, below). (with the usual restriction on the total number
Name: The name of the Special Power is of movement actions that can be performed in a
single Round).
displayed here.
Nature and Type of Damage: If the power is
an attack, it will specify the Nature and type Power Use
of Damage it inflicts here. See page 22 for a Not all Special Powers are used during a
detailed breakdown of what this means. characters activation, and not all of them
Special Rules and Effects: This area contains require use as a specific action. The use of a
the specific rules for using the Special power is denoted by the shape of the Power
Power and the effects it has. Icon on the Special Powers profile, as follows:

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MARVEL UNIVERSE MINIATURE GAME

Active Power (A): The most common type of A character may choose from one of the
Special Power; Active powers are used as following when making an attack action:
an action as described earlier, expending the
POW cost and resolving the effects just like any Melee Attack
other action. Ranged Attack
Expansive Wave Attack
Passive Power (P): These powers are always Spray Attack
in effect, providing the character with special
invulnerabilities, bonuses or resistances. The To perform the attack, follow these steps:
powers profile or special rules will inform you if
there is any POW cost to pay. 1. Declare which attack the character will use.
2. Choose the target an attack must always
Reactive Power (R): As the name suggests, have a valid target (in Line of Sight with a
these powers are used to react to an opponents clear trajectory) depending on its type (see
actions. When certain powers or abilities are below).
used by an eligible enemy model, the character 3. Pay the POW cost if applicable including any
may immediately declare the use of an Overloads.
appropriate Reactive Power. The power must be If using a Special Power, this step may
declared before the enemy rolls any dice for his trigger an enemy models Reactive or
action. The powers profile or special rules will Passive Power (only one of these can be
inform you if there is any POW cost to pay. used against each Attack).
At this stage, the target may choose a
Attack Actions Defensive Improvement see page 21.
Characters in the Marvel Universe Miniature 4. Resolve the To Hit rolls against the targets
Game can make a variety of attacks, from simple Defense (If the targets Reaction has made it
punches to earth-shattering sonic booms and an invalid target, the Attack misses), taking
energy blasts against both enemies and allies! into account the attacks Nature (each roll is
taken independently).
The types of attack a character can make as an 5. If the To Hit roll is successful, resolve
action are dependent upon their skills, Special Damage and Effects from the attack (any
Powers and equipment. As long as a character additional hits from these effects can not be
fulfils all the criteria for making attack, they may Overloaded or Reacted to).
perform as many attacks as they like during
their activation, limited only by their POW and
the attacks Frequency.

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MARVEL UNIVERSE MINIATURE GAME

Attack Profiles
An attack will usually be presented as follows:

The first icon is the attacks Nature (see below); and the final part lists the Type of damage, such
as slash or cold damage . The number denotes the amount of damage inflicted by the
attack.

Attack Nature
All attacks in the Marvel Universe Miniature Game fall into one of four broad categories, which we
call the attacks Nature:

Physical Mental
Energy Supernatural

The Nature of an attack directly corresponds to one of the four Defense types on a Character Card
so a Physical attack, for example, will be performed versus the targets Physical Defense.

MELEE ATTACK RANGED ATTACK


A melee attacks usually target an enemy To perform a ranged attack, a character choose
model in base contact (or, more specifically, the a target (either a character or a piece of scenery)
enemys volume must be in contact with at least within line of sight (page 12), no closer than 2
part of the attackers volume). from himself, even if there is another model
within 2, and no further away than the maximum
Range range of the attack.
Sometimes a melee attack can be displayed
with a number; it shows the maximum range of Range
the attack, in inches. Follow the Ranged attack The maximum range of the attack, in inches, will
rules to perform this attack but consider it a always be displayed next to the Ranged Attack
melee attack (without the minimum 2 range). icon .

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MARVEL UNIVERSE MINIATURE GAME

Cover
A ranged attack will always follow a direct
straight line from attacker to target. If this
line passes through intervening scenery that
obscures at least 50% of the targets volume,
then the target is in cover. Only models can
benefit from cover never scenery.

When a target is in cover, the attacker


receives a -1 penalty to the To Hit roll (this does
not stack and is only applied once).

EXPANSIVE WAVE ATTACK


When a character makes an expansive wave
attack, every miniature friend and foe within
range and line of sight is hit automatically, as
the attack spreads out in a wide radius from the
attacker. There must be at least one viable target
in order to perform this action. Unlike a regular
ranged attack, there is no minimum range for
an expansive wave attack, although it may be
performed if there are enemies in contact with Hulk is on a rampage, unleashing his Earthquake
attack! Once successfully performed, the Earthquake
the attackers volume. extends outwards 4, meaning Colossus and Wolverine
must each pass an Agility test or be knocked down.
Models hit by this attack may make an Agility
roll. If this roll is passed, they receive only half
damage from the attack, rounding fractions Cover
down (to a minimum of 1 point of damage). Targets of an expansive wave attack fully behind
cover are not hit.
Range
The radius of the attack, in inches, will always
be displayed next to the Expansive Wave Attack
icon (This goes out in all directions from the
models volume).

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MARVEL UNIVERSE MINIATURE GAME

completely behind scenery are not affected.


Other characters do not count for the purposes
of obscuring targets from a spray attack the
weapons spray engulfs them all the same!

Models hit by this attack may make an Agility


roll. If this roll is passed, they receive only half
damage from the attack, rounding fractions
down (to a minimum of 1 point of damage).

To Hit Rolls

When an attack is made, you must make a To


Hit roll. The method is always the same: roll 2D8
and add the total score to the attackers Attack
value. Compare the result to the appropriate
Defense value on the targets Character Card
(so a physical attack is compared to the targets
Physical Defense, for example). If the To Hit
score is higher than the Defense value, damage
has been inflicted, and/or one or more effects
Rocket successfully fires his Big Flarkin Gun at the will be applied to the target.
onrushing Rogue and Black Widow. Both targets are
caught within the spray templates area. The weapon
normally causes 2 Damage - if the targets pass Agility
Overload!
rolls, however, this will be reduced to 1. When paying the Pow cost of the attack, the
attacker may spend 1 POW to Overload the
attack (for each viable target if there is more
SPRAY ATTACK than one). Add 1D8 to the total score for the To
To make a Spray attack place the thinnest side Hit roll. Only one Overload die may be added per
of the Spray template in contact with the edge hit, either an extra die OR an additional Overload
of the attackers volume. Roll To Hit for each effect of the Attack.
miniature friend or foe wholly or partially
beneath the template. The attacker must be
able to draw line of sight to a model in order
for it to be affected by the attack models

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MARVEL UNIVERSE MINIATURE GAME

Some attacks have alternate options for the Any character may use any one of the following
Overload rule the controlling player may defensive improvements:
choose whether to use the alternate rule listed
on his card, or the standard Overload rule, Combat Stance: +2 (Physical defense).
above. Evasive Action: +2 (Energy defense).
Concentration: +2 (Mental Defense).
Critical Hits!
When making a successful To Hit roll, if two or Damage
more of the dice rolled score the same result, If an attack successfully hits the target, deduct
you have made a Critical Hit. Unless the attack the damage inflicted from the targets Endurance.
you are using specifies its own Critical Hit rule, If the targets Endurance reaches 0, the model
the attacking model adds 1 point of damage in is Incapacitated (see below). If the model is not
addition to any other damage and effects. Incapacitated, any effects associated with the
attack must be applied immediately.
If the attack has its own Critical Hit rules, these
must be used instead of the standard rule Some effects can cause additional damage as
above. well as apply special rules and modifiers. An
attack might also inflict more than one effect. In
Defensive Improvements these cases, take each effect in turn, and apply
At the third step of enemys attack, a target the damage first, before applying any other
model may spend 1 POW to acquire a rules. So the sequence would go: damage/
defensive bonus, which lasts until his next effect; damage/effect; etc.
activation. A character cannot acquire more
than one defensive bonus at the same time, Damage Accumulation
whether of the same type or two different and the Endurance Bar
types. A character may, Each time a character receives damage,
if he has sufficient POW, change one the amount is subtracted from their current
defensive improvement for another by Endurance, which is tracked along the Endurance
spending 1 POW. Bar on the Character Card (starting on the first
box). The Endurance Bar is divided into several
colored sections, which denote the characters
current Damage Status. As each new level of
Damage Status is reached, various modifiers are
applied immediately to your model, while losing
modifiers from the previous section.

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MARVEL UNIVERSE MINIATURE GAME

When Endurance is restored and the tracker Effects


moves out of one Status zone into another, Many attacks cause Effects as well as damage,
the previous modifiers cease to apply. In such as Stun or Piercing. Some of the more
addition, note that a characters Endurance can common effects are listed on page 30, while
never exceed the maximum displayed on the
Character Card even through healing. Energy Physical
Fire Blunt
The Damage Status zones are as follows: Electric Slash
Cold Pierce
Grey Zone: The character is in good Acid
health and doesnt need to make KO rolls
Laser Supernatural
see KO, below. Modifiers may however apply,
Radiation Magic
as denoted on the Character Card.
Pale Zone: The Character is injured, Sonic Holy
and at the end of the Round must make a KO Evil
roll. Modifiers will also apply as denoted on Mental Death
the Character Card. Psionic
Red Zone: The Character is heavily Control
injured. As soon as their Endurance reaches the Illusion
red zone, they must take a KO roll (see below).
The character must also take a KO roll at the many more unique effects will be detailed on
end of the Round while their Damage Status is Character Cards. Effects are applied as soon as
red. Modifiers will also apply as denoted on the an attack is successful, after damage is applied.
Character Card, If the damage does beyond this Some effects persist over time, lasting until they
section the model is Incapacitated. are successfully canceled, or until the duration
specified on the effect description expires.
Types of Damage NB. The rules of KO and Incapacitated, below, are
As mentioned earlier, each attack specifies a also considered effects.
damage type (such as Cold, for example), which could
determine the effects and any additional damage.

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MARVEL UNIVERSE MINIATURE GAME

Effect Markers Recovering from K.O.


Some Effects require a marker to be placed When a character is KO, they may still be
alongside the affected model, as described on activated, but they must first pass a Stamina roll
page 30. The marker remains in place for the before they can do anything at all.
duration of the Effect as a reminder. When the
Effect ends, the counter is removed. If this roll is failed, the activation is wasted and
the character remains KO.
Knocked Out (KO)
When a character is damaged sufficiently that If the roll is successful, the character recovers
their Endurance enters the Red status zone, the Power counters equal to their Power value, with
Character must immediately make a Stamina a -1 penalty. Remember that outstanding effects
roll, as described on page 11. If this roll fails, the and Damage Status modifiers may reduce
character becomes Knocked Out, or KO. This the number of Power counters even further.
effect will be resolved after any other effects Remove the KO counter. The character may now
resulting from the attack. When a character is act normally, although they start the activation
Knocked Out, a KO counter is placed adjacent to Knocked Down.
the miniature.
Knocked Down
At the end of each Round that a characters When a character is Knocked Down they cant
Damage Status is in either the red or pale zones, use any of their special powers that involve
they must also pass a Stamina roll or become KO. spending Pow. Other Passive Special Powers
stay active, nor may they move or attack, until
When a character is KO, they suffer the Knocked they stand up (see below).
Down effect (see page 23).
A Knocked Down character may still be
A KO character may not use skills that involve targeted by enemy attacks, and suffers a -1
spending Pow or rolling dice. (Some special powers penalty to all of their Defense values. For the
or skills could be used if it stated in the description). purposes of line of sight, the Knocked Down
In addition, he immediately loses all Power counters characters volume extends only to the height
he currently has, until he recovers from KO. and diameter of their base. A character that is
Knocked Down may not benefit from Defensive
In addition to the Knocked Down effect, a Improvements. or make Agility rolls but may
character that is KO has all of their Defense still be moved, pushed or thrown.
values reduced by a further -3, and may not
benefit from Defensive Improvements.

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MARVEL UNIVERSE MINIATURE GAME

Stand Up characters during the game. Because scenery


A character that is Knocked Down may spend 1 is interactive, we recommend that every scenic
POW during their activation to stand up, acting item on the board is a separate piece so a
normally once again. small building on its own base, for example, or
a lamppost, trash can or vending machine on
Incapacitated the street. Avoid grouping items together where
If a characters Endurance value is reduced to 0 possible, so that damage to one item will not
(or less), the character is Incapacitated. Remove impact another.
the model from the game immediately the
character is either badly injured, killed, or has In order to interact with scenery, you must
fled the battle, and may not be used again for assign each piece three characteristics: Size,
the remainder of the game. Damage Absorption (DA), and Structure Points
(SP). Mark these on each item in some way
perhaps with a pencil mark under the base, or
Scenery written on a small counter.

Scenery plays a huge part in the Marvel Some scenarios specify unique scenery pieces
Universe Miniature Game. It blocks line of sight, as part of their setup these will have their
provides vantage points and obstacles, and characteristics assigned already. For all other
can be thrown, destroyed or manipulated by scenery pieces, use the following list as a guide.

Scenery Chart

Type* Example Size DA SP**

T1 Street furniture, motorcycle, man-sized objects 1-2 0 1-2

T2 Cars, trees, garden sheds, bus shelters 3-4 0 1-3

T3 Trucks, school buses, light aircraft 5 1 2-3

T4 Tanks, fighter jets, small houses, cranes 6 1 2-4

T5 City buildings, silos, space shuttles 7 2 3-6

T6 Skyscrapers, castles 8+ 2 4-10


* Scenery Type can be represented by counters, as shown, for ease of reference.
** Structure Points are assigned by the players based on the actual size of the scenery in their collections.
These values serve only as a guide.

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MARVEL UNIVERSE MINIATURE GAME

Size Finally, scenery pieces of T3 or higher cannot


The Size rating of a scenery piece not only describes be damaged by a melee attack from a character
its physical mass, but is also the amount of damage with Strength 1.
the item does when it is thrown! Normal-sized
characters are classed as Size 2, for example, while Scenery Destroyed
large characters like the Hulk are Size 4. When the SP of a scenery piece is reduced to 0, the
scenery is destroyed and is removed from play.
Roll to Hit Vs Scenery.
Scenery pieces are considered to have a Note: If a model is standing on a scenery piece
Defense value of 12 versus attacks of all kinds. that is destroyed, the model will immediately
fall to the ground, measuring the height from
Structure Points their start position. The model is placed where
This numerical value is treated in much the the structure used to be, directly beneath
same was as Endurance for characters. If where they started, following all the rules
a scenery pieces Structure Points are ever for Falling. Whatever happens, the model is
reduced to 0, it is destroyed and removed from Knocked Down.
the game (players may like to replace very large
structures with rubble or ruins to show where Grabbing and Throwing
the scenery once stood!). Any character, if they meet the criteria below,
can grab and throw scenery items or other
Damage Absorption characters as part of their activation. This is a
This value represents the natural protection special action open to all characters, and counts
offered by the structure. When the scenery piece as Special Power with a POW cost of 3.
suffers damage, the DA of the piece is deducted
from the actual damage taken. This special action is an attack, and consists
of two parts: the grab and the throw (which
For example, if a T1 scenery piece (such as a Stop
signal is thrown at a T4 piece (like a helicopter), the T4 may both be Overloaded and Reacted to). If the
piece would take 1 point of damage instead of 2. (The character fails to grab his target, the attack fails
DA of a T4 scenery piece is 1; the damage caused by a and the target may not be thrown.
T1 piece is 2. 21 = 1).

Grabbing
Additional Damage Rules Choose a target that is in contact with the
In addition to the rules above, note that scenery characters volume. The target must have a Size
is immune to all effects, and cannot be damaged value equal to or lower than the characters
by an attack with the Mental Nature. Strength.

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MARVEL UNIVERSE MINIATURE GAME

If the target of the grab is a scenery piece, then Measure this line keeping the same facing it had
the grab is automatically successful. while on the table. Use the actual volume of the
thrown object to mark the trajectory of the throw
If the target is an enemy character, you must obstacles clipped by the object may be subject
make a Physical melee attack against the target to damage as described later.
(the POW cost is already paid as part of the Grab
and Throw action). If the attack fails, the action Range
ends. If the attack succeeds, no damage or The maximum range of the throw is determined
effects are inflicted, but the character is thrown by the characters Strength value multiplied by
instead! (See below). As this is a melee attack, 2 (so a Strength 2 character has a maximum
remember that you may use the Overload rule throw range of 4, for example, while a Strength
as usual. 5 character has a throw range of 10).

If the target is a friendly character, then refer to Damage


the Throwing a Friendly Model rules, later. The damage caused by a thrown item is equal
to the items size ( ). Remember that
Throwing scenery pieces deduct their DA value from this
The throw follows all of the rules for performing figure and hit at the first point of contact.
a ranged attack, so you must must choose a
target to throw the scenery piece or model at! Characters hit by a thrown item are
However, this target must be in line of sight and automatically Knocked Down if they receive any
range but may be: damage from the attack.

An enemy character. If the thrown object is a scenery piece, it gains


A scenery piece. the Overwhelm special rule, below.

If you are targeting a scenery piece, no roll To Overwhelm: Each object along the objects path is
Hit is required. If you are targeting a character, a secondary target, and will take damage exactly
however, then roll To Hit as normal. If the roll like the target itself, but the object continues
is failed, the item or model is placed 1 from on its trajectory without being destroyed. If a
the target or as close as possible without character is a secondary target, it can make an
touching anything else while thrown or placed. If agility roll, if this roll is passed, the character
successful, a thrown item or character will pass avoids damage if not it will take damage and also
through any scenery piece or model en route to become Knocked Down. An overwhelming object
its target, in a dead straight line, without stopping. will only stop when it either:

26
MARVEL UNIVERSE MINIATURE GAME

Hulk throws a container (Size 3) at Rocket (Size 1). He successfully hits. Drax (Size 2) is in the way of the
throw, and must pass an Agility roll or take damage too! Drax fails the roll and takes damage, causing 2
damage to the container due to his size. The container continues and hits Rocket. After the hit is resolved, 1
more point of damage is inflicted on the container, for a total of three points, destroying it.

hits the target of the throw, Damaging Thrown Items


the total sizes of accumulated objects in the Once the target is hit and any damage has been
way equals or beats its own Size value, resolved, the thrown item is destroyed
or the amount of accumulated damage (if it was a scenery piece) and removed from the
against the item is enough to destroy it game. Additionally, the thrown item receives
(see below). damage from any object it hits on the way to
its target, taking damage for each object as
Once damage is resolved against this final if the stationary object had been thrown at
target, the object is destroyed as described it. If enough damage is inflicted before the
above. thrown object reaches the target, the object is
destroyed.
Example: A truck (Size 3) overwhelms a motorcycle
(Size 1) and lamppost (Size 1), before stopping on a
car (Size 2). The objects in the way have a total Size If the thrown object is actually a character
value of 4. If the car had not been in the way of the model, then the model will suffer X-1 points
throw, the truck would have continued on its way
and hit the enemy model. of Physical Blunt damage [ ] when
it hits the target, where X is the strength of
the thrower. The thrown model may suffer

27
MARVEL UNIVERSE MINIATURE GAME

further damage if it is thrown from a higher Throwing a Friendly Character


point on the board than its target point in this A friendly character model that is not KO may be
case, measure the difference the starting and thrown in the same way as an enemy, except that
finishing point heights, and consult the Falling no roll is required to grab the model. If the target is
Table (page 15). a piece of scenery, no roll To hit is required either,
and no damage is caused to the friendly model
When a thrown character hits the target, it is simply place it in the new position. It is Knocked
placed directly in front of the target, Knocked Down. The models base must fit in the new
Down, in contact with the targets volume. position. It is possible that the character may suffer
Damage is resolved first for the target, then for Falling damage as normal as a result of the throw,
the thrown character. and may be Knocked Down accordingly.

No item or model can be thrown out of the limits If throwing a friendly character against an
of the game board. If the trajectory of the throw enemy character, however, you must roll To Hit
would take an item even partially off the edge of as normal, and follow all of the throwing rules
the board, it is instead placed as close as possible described above.
to the exit point, remaining entirely within
the bounds of the gaming area. No damage is
inflicted by impacting the imaginary line at the
edge of the board, although thrown characters Playing the Game
are still Knocked Down as normal.
Now that youve familiarized yourself with the
Models on Thrown Items rules, its time to put together a team of heroes
If the thrown item is a building or large or villains and do battle!
structure, it is possible that it will have one or
more characters on top of it! If this is the case, Team Building
the characters are not thrown along with the Building a Team for the Marvel Universe
structure. Instead, they immediately fall to the Miniature Game is very easy. Each character
ground, measuring the height from their start from Knight Models is supplied with its own
position. When the structure is removed due to card. This will state the characters Faction
the throw action, the models are placed where (Superhuman/Mutant/Inhuman/Cosmic, etc.),
the structure used to be, directly beneath where Alignment (Hero/Villain/Neutral), and Level
they started, following all the rules for Falling. (4/8/12/16, etc.)
Whatever happens, the models are Knocked
Down.

28
MARVEL UNIVERSE MINIATURE GAME

To build a team you must pick a Faction and Players should randomize or simply agree
Alignment, and agree on a game Level (usually which of them will then set up the gaming area,
50). You then select characters that match your placing scenery of different size categories, as
choices up to the agreed Level. You may not described earlier, and paying special attention to
take the same character twice (for example, you any restrictions and guidelines imposed by the
cant take Iron Man and Hulkbuster, as they are Deployment section of the scenario rules. The
both Anthony Stark on their character cards. other player may choose whether to set up their
However, Peter Parker and Miles Morales could models in deployment zone A or B, as illustrated
be on the same team, as they are different on the Scenario map.
characters both using the Spider-Man identity).
The rest of the Scenario rules are presented in the
Although a team must comprise Heroes or following standard format, for ease of reference:
Villains, Neutral characters can join either side,
or even form teams of their own. Description:
A short narrative explanation of the Scenario.
Scenarios
Each game that you play represents a conflict Game Length:
between opposing sides, and the aim is usually This Section indicates the maximum number of
to complete one or more objectives in order Rounds the Scenario will have.
to determine a winner. For this reason, the
Marvel Heroes Miniatures Game is structured Deployment:
around scenarios, which provide a variety of Here you will find guidelines and restrictions of
gaming set-ups, special deployments and setting up the gaming area, and details of where
victory conditions to keep each game fresh and models will be placed.
challenging.
Special Rules:
Scenarios tailored to specific factions are This section describes the special rules for the
included in each character pack. The rules Scenario, if it has any. Scenario special rules
below explain how the scenarios work. always supersede the core rules of the game
when in play.
How to play a Scenario
Before setting up a game, you first need to Victory Conditions:
choose a scenario. This section describes how many Victory Points
(or VPs) can be scored in the game, and how to
accumulate them.

29
MARVEL UNIVERSE MINIATURE GAME

Special Rules Homing: Attacks with this special rule do


not require line of sight. Measure a clear
This section contains examples of the more trajectory around any intervening scenery
common special rules, effects and abilities or models.
encountered in the game. Many more rules will Irresistible: Ignore any Resistance the target
be found on the various Character Cards. may have to the Nature of damage type of
this attacks damage.
Special Rules and Effects Penetrative: Attacks with this rule ignore
Awkwardness X: Reduce the Energy Defense scenery and cover bonuses (line of sight
of the target by X points till the end of the may be required as usual depending upon
round. the type of the attack). If the trajectory
Dazzle X: Reduce the Mental Defense of the passes through a scenery piece, that object
target by X points till the end of the Round will take damage, but will not block the
or the next activation of the target, whichever attack. (Remember that scenery cant suffer
comes first. Mental Nature damage).
Distract X: Reduce the Physical Defense Pierce X: When using this attack, continue
of the target by X points till the end of the measuring the line of the shot X inches
Round or the next activation of the target, beyond the target. This attack damages the
whichever comes first. target and other models or scenery in a dead
Ensnare X: Reduce the Speed of the target straight line behind it, up to X. Note: You still
by X points till the end of the Round. If roll to hit additional Targets.
the Speed value is reduced to 0, the target Push X: Displace the target miniature directly
character cannot move. away from the attacker along the trajectory
Explosive X: When this attack successfully of the attack X inches, (stopping if it comes
hits, the attack affects an area with a radius of into contact with something of a larger size).
X centered on the target. Roll to Hit for each The target miniature is considered thrown
model affected, friend or foe, within that radius and causes damage equal to size but doesnt
in all directions. Models within the explosive receive Overwhelm damage or become KD
area (but not the original target) may make an unless otherwise stated..
Agility roll. If this roll is passed, they receive Stun X: Remove X Power counters from the
only half damage from the attack, rounding target, to a minimum of 0.
fractions down (to a minimum of 1 point of
damage).

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MARVEL UNIVERSE MINIATURE GAME

Some Common Abilities Great Strategist: At the start of the game


Here you will find some of the more common add an extra counter for your side to the
abilities that are listed only as key words on the initiative bag.
Character Card. Immunity X: This character cant be damaged
or affected by attacks/powers with the X
Acrobat: Model may reroll failed Agility rolls. nature or damage type.
Agile: This model can make one extra Infiltrator: During deployment, this model
movement action per Round. may be placed anywhere on the game board
Assassin: If this character scores a double 8 on where its base will fit, and not in contact with
a To Hit roll doing a melee or ranged attack, the an enemy models volume.
base damage of that attack is doubled. Invisible: This model cannot be seen by
Brutal: If this character scores a Critical in models more than 1 away.
a To Hit roll for a melee attack, the target of Leadership X: Friendly models within X with
the attack may also receive the Push 4 effect a base Power value lower than this characters
(Attackers choice) in addition to the usual will gain one bonus Power counter when they
+1 to damage. are activated. A character that has this ability
Comrade X: Character X can be activated cannot benefit from this rule.
immediately after the character with the Luck: Once per Round, this character may
Comrade ability. This allows you to activate reroll any one die.
two characters consecutively, bypassing the Marksmanship: This character gains +1 to
usual sequence of play. their To Hit rolls on all ranged attacks.
Cruel: If the target characters Endurance is Master Fighter: This character may reroll one of
in the red zone after this attack is resolved, the dice To Hit each time they make a To Hit roll.
add 1 to the damage caused. Master Tactician: At the end of this models
Fly: This character may move in any activation, make a Willpower roll. If
direction, even vertically, to land on a higher successful, you can activate another model
or lower level of the tabletop. The character immediately. This allows you to activate two
never takes damage from falling but may characters consecutively, ignoring the usual
still become KD. In addition, the character sequence of play.
gains a +1 bonus to Defense against melee Mastermind: At the start of the game add an
attacks from models without the Fly Skill (if extra counter for your side to the initiative
a model loses the Fly skill for any reason, it bag, and remove one of your rivals counters.
also loses its third Speed value). Metallic: When this model receives the Stun
effect, it reduces the effect applied by 1.

31
MARVEL UNIVERSE MINIATURE GAME

Order: At the end of this characters Soldier: Model may reroll failed Stamina
activation, you may choose a friendly model rolls.
within 5, in line of sight, that has not yet Stealth: This model cannot be seen by
been activated. That model may immediately models more than 8 away.
take its activation. This allows you to activate Strategist: This character may Pass on
two characters consecutively, ignoring the Activation once per round, even if the
usual sequence of play. controlling player has no passes remaining.
Perfect Plan: Once per game, at the start of Thermal Vision: This character ignores the
the Initiative phase, look into the Initiative Invisible and Stealth abilities.
bag and draw a counter of your choice. Toughness/X: The character with this ability
Alternatively, you may use this ability to has the following special features: His size
counter the Perfect Plan ability from an is increased (or reduced if the number is
enemy character. negative) by X. In addition, the distance this
Phase Shift: This character can pass through character can be Pushed or thrown is also
solid scenery elements or miniatures when reduced by X inches.
he moves as if they werent there, but cant Total Vision: This character can draw line
end his movement in a place where his of sight to any point on the gaming area,
base cant fit (for example inside a wall), or ignoring effects, scenery, Invisible and
overlapping another miniatures position. Stealth rules.
Rage X: When this character recovers from Wall-Crawler: A character with this ability
KO, they immediately gain an additional X suffers no penalty to their movement while
Power counters. climbing, and can end their movement in
Regeneration X: This character recovers X any part of the gaming area, even if their
Endurance points at the start of the Power base does not fit. The character may not end
phase. Endurance points cannot exceed their their movement in a space occupied by other
starting value in this way. character. Mark the exact position of the
Resistance X vs Y: When this character miniature with a counter.
suffers any kind of damage of the Y Nature Weakness X: If this character suffers any
or Damage Type, it is reduced by X points. kind of damage of X Nature or Damage
Scientific: Model may reroll failed Willpower Type, the damage received is doubled. This
rolls. rule cancels any resistance or immunity
abilities the character may have.

32
Survival
Description: While out on a routine patrol, Special Rules
a team is beset on all sides by its most There arent any special rule for this scenario.
determined enemies. They must use all of their
cunning, strength and ferocity to survive! Victory conditions
Game length: 6 Rounds. A maximum 5 VPs can be accumulated in the
Deployment: The game is played on a 36 game, and these are awarded as follows:
square board. One player places the scenery
however they like. The other player chooses 1 VP for incapacitating the highest Level
the deployment zone in which to place their enemy character (If the enemy has several
models. One player must deploy their models characters of equal highest Level, choose one
inside the square in the center of the board, to apply this rule to at the start of the game).
as shown, while the other deploys anywhere 1 VP If your highest Level character is still
within 3 of any edge. alive at the end of the game (If you have
several characters of equal highest Level,
Deployment zone B choose one to apply this rule to at the start
of the game).
1 VP if half of your models are still alive at the
6 end of the game.
1 VP if all of your models are still alive at the
Deployment 15 end of the game (this is cumulative with the
6 zone A preceding condition, earning the player 2
VPs in total).
1 VP if half (rounding fractions up), or more,
3 of the opponents models are incapacitated at
the end of the game.

The player with most models in their team start


deploying (in case of a tie, randomly determine
which player goes first). Players must alternate
placing models in their deployment zone, one
at a time, until all models are deployed. The
player who deploys in Zone B may not place their
models within 2 of each other.
Control the Energy Pillars
Description: Three strange pillars have The player with most models in their team start
appeared as if from nowhere, and the deploying (in case of a tie, randomly determine
Avengers have been sent to investigate. These which player goes first). Players must alternate
pillars are conduits of incredible power, and placing models in their deployment zone, one at
must be stopped from falling into the wrong a time, until all models are deployed.
hands.
Game length: 6 Rounds. Special Rules
Deployment: The game is played on a 36 A model whose volume is in contact with a Pillar
square board. Place the pillars as shown can spend 2 Power counters to align the Pillar to
on the map above. The Pillars have a 40mm their side, and begin extracting energy. A model
base, and a height of 3. in contact with a Pillar already aligned to the
enemy may spend 2 Power counters to change
Deployment zone A 6 its alignment and steal the Pillar. Mark Pillars
with different-colored markers or dice to show
their current alignment.
12
Victory conditions
9 9 9 9 A maximum 7 VPs can be accumulated in the
A B C
game, and these are awarded as follows:

12
1 VP to the first player to align three Pillars
to their team simultaneously. This Victory
Condition is checked only at the end of the
Deployment zone B 6
Round.
1 VP to the player who has the most Pillars
aligned to their side when the game ends.
One player then places the rest of the scenery 1 VP for each pillar controlled by the same
however they like. The other player chooses the player for three consecutive Rounds. This
deployment zone in which to place their models. Victory Condition is checked only at the end
of the Round.
The Relic
Description: A relic of untold cosmic power Special Rules
has been located on a far-flung world, A Relic marker cant be attacked or
causing death and destruction to the local targeted by any special power or skill. If
populace. When word gets out, several the Relic is on a piece of scenery which
interested parties converge, seeking to claim is destroyed, place the Relic following the
the relic for their own ends. rules for falling, although the Relic itself
Game length: 6 Rounds. takes no damage from the fall.
Deployment: The game is played on a 36 A character in contact with a Relic marker
square board. One player places the scenery can pick it up by spending 1 POW.
however they like. The other player chooses A character can move freely with a Relic,
the deployment zone in which to place their but may not perform more than one
models. Movement action in a round while the Relic
is carried, even if the character has special
Deployment zone A 6 rules that normally allow it to do so.
A character can drop the Relic by spending
1 POW. The Relic is placed in base contact
12 with the model that dropped it, or as close
as possible where it can physically fit.
If a character becomes KO, Pushed,
Knocked Down, Incapacitated or thrown,
4 they immediately drop the Relic. The
12 models controller must place the Relic
marker in base contact with the model that
dropped it, or as close as possible where
Deployment zone B 6 it can fit. If the Character is displaced from
their original position (by being Thrown
Each player places 1 Relic marker within 4 or Pushed, for example), place the Relic
of the center point of the board, as shown on before they are displaced.
the map. A Relic counter should be no larger
than a 30mm base. The markers may be Victory conditions
placed on scenery pieces. A maximum 5 VPs can be accumulated in
the game, and these are awarded as follows:
The player with most models in their team
start deploying (in case of a tie, randomly 1 VP to a player who has both Relics in his
determine which player goes first). Players deployment zone at the end of the game.
must alternate placing models in their 1 VP to any player who controls both
deployment zone, one at a time, until all Relics at the end of a Round.
models are deployed. 1 VP to the first player in the game to force
an enemy character to drop a Relic.

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