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MUMG Rulebook PDF
MUMG Rulebook PDF
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
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MARVEL UNIVERSE MINIATURE GAME
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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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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1 19
3 11
4
5 20
6
7
8
9
10 12
13 14
15
16
18 17
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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.
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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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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.
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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.
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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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
3-6 1
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.
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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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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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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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.
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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.
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To Hit Rolls
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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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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
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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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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 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:
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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.
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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.
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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.
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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.
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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.