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TANNHÄUSER HOUSE VARIANT RULES

BY ARTEMUS MAXMIMUS

--- NEW RULES & CHANGES --- Characters engaged in Melee cannot move and may
only use the Attack Action during their Activation.

CRATES
Whenever an Action circle is to have a Crate Token on
it, instead place 3 random Crate Tokens on it, stacked
facedown.

Whenever a character searches a crate, he looks at the


top token (without showing it to the other player). If he
does not take it, it is placed face-down on the bottom
of the stack. ATTACKING WHILE IN MELEE
COMMAND POINT (CP) CRATES Characters engaged in Melee can only Attack
adjacent characters (this includes Counterattacks and
When Crate Tokens with CP on them are found, they Overwatch Attacks). Weapon usage is limited:
are placed next to the player’s CP stack. If they are not
used that turn, they are added to that player’s pool ‘Un-armed’, ‘Hand-to-Hand’, & ‘Pistol’ weapons
after the next Refresh Phase and the token is then may be used as normal to Attack an adjacent
discarded. character.

‘Automatic’, ‘Heavy’ & ‘Mental’ weapons may not


INVENTORY be fired or used at all while engaged in Melee.

Equipment with the ‘Ability’, ‘Ritual’, ‘Hermetica’, Other characters not engaged in Melee may target a
‘Liturgy’, ‘Medal’, ‘Rank’, or ‘Ally’ traits do not take character in Melee with ranged attacks. However, the
up one of the 4 inventory spots on a character’s card. attack roll applies to ALL characters engaged in that
Place these tokens on the left-hand corner of the Melee (friendly fire will result when firing upon a
character’s card instead (or just use the equipment close-quarters combat!)
cards).
ESCAPING MELEE
MELEE You must ESCAPE MELEE in order to move or act as
normal during your activation, either away from or
Melee represents a battlefield situation where 2 or more through an enemy with a Bull Rush.
soldiers are engaged in a back-and-forth deadly
exchange of quick blows, dodges, blocks, and To Escape Melee with any and all characters, you may
counterattacks in close quarters that can even turn into a choose to spend 1 CP – OR – the enemy may launch
standoff. Because of the nature of this attack, the a free Melee attack before you escape (if the
characters must focus all of their attention at either escaping character is engaged with more than one
escaping or neutralizing the enemy, or face death enemy at once, he must pay CP = to the number of
themselves. Moreover, just as it’s not wise to take a Knife enemies, or suffer a free Melee attack from each
to a Gun Fight, you shouldn’t take a Cannon to a Knife before moving). The character may now continue his
Fight – large firearms, mind-taxing esoteric weapons, turn as normal, but must first move at least 1 circle
and even small grenades are useless in this situation. away or attempt a Bull Rush.

Whenever a character attacks another adjacent


character with a ‘Hand-to-Hand’ weapon (or Unarmed
with Bare Hands), both characters engage in MELEE.
Place a Melee Marker between the two characters on
the board. A character may be engaged in Melee with Characters with the SNEAK ability may always
more than one enemy at a time. escape freely from Melee (they do not need to spend
1 CP or suffer a free melee attack).\

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TANNHÄUSER HOUSE VARIANT RULES
BY ARTEMUS MAXMIMUS

COMMAND POINTS
Command points may be used on: Grenades of the same type may be stacked on the
same space in a character’s inventory. The types of
Call in Reinforcement....……………………..…..3 CP grenades are as follows:

Re-Roll Initiative …………...………………………1 CP FRAG GRENADES


Set Overwatch …………….…………………………1 CP Frag Grenades place a Rubble Token on the target
circle.
Counterattack………..……..……………………….1 CP
Characters on the target circle and all adjacent circles
Stat Increase*…………………………………………1 CP
suffer 4 Automatic Successes (roll a separate Shock
Move +1………………………………………………..1 CP Roll for each affected character).

Escape Melee.………………..….……………….…1 CP FIRE GRENADES


*Stat Increase: Lasts until end of turn (use Fire Grenades place 3 Fire Tokens on the targeted
marker) circle. Place Fire Markers on each adjacent circle.
Remove 1 Fire Token during each Refresh Phase;
when the last one is removed, remove the
GRENADES corresponding Fire Markers as well.

Grenades can be thrown to target a circle on your When thrown, characters on the target circle and all
character’s path up to X circles away, where X = the adjacent circles suffer 3 Automatic Successes (roll a
character’s current Combat Value (including any separate Shock Roll for each affected character).
modifiers).
Whenever a character moves onto a circle with a Fire
EXAMPLE: Ozo can throw his Stielhandgrenate up to 6 Token or Marker, that character suffers 3 Automatic
spaces away when at full health, Since his Combat Value Successes (roll a Shock Roll for the character).
is 6. When on his last row of health, he can only throw it
4 spaces away (unless he is equipped with Supernatural SMOKE GRENADES
Strength, which allows Ozo to always use his best
Combat Value of 6). Smoke Grenades place 3 Smoke Tokens on the
targeted circle. Place Smokescreen Markers on
Grenades may then Bounce for additional distance affected paths as well, as visual aid. Remove 1 Smoke
and can leave the path: Token during each Refresh Phase; when the last one is
removed, remove the corresponding Smokescreen
BOUNCING markers as well. All paths shared with the targeted
circle are SMOKED as long as the Smoke Tokens
If the player throwing the grenade would like to try to remain in play.
bounce it, that player rolls 1 die. On the result of:
Restrictions of Smoke:
10: The Active player may bounce the Grenade up to 2
circles away from the targeted circle, in any Each circle on a Smoked path has a movement
direction. penalty of -1

2-9: The Active player may bounce the Grenade up to Weapons, Equipment, Abilities, etc. that
1 circle away from the targeted circle, in any require line of sight can only target an
direction. adjacent circle while the character using it or
the target is on a Smoked path
1: The Opponent may bounce the Grenade up to 2
circles away from the targeted circle, in any
Characters on a Smoked path roll 2 fewer dice
direction. for all Attacks, Shock Rolls,
Tests, and Duels

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TANNHÄUSER HOUSE VARIANT RULES
BY ARTEMUS MAXMIMUS

This movement does not trigger Overwatch.

If the character cannot move the full number of


spaces away from the targeted circle, the
character suffers one additional, Automatic
Wound.

If more than 1 character is affected by a Blast:

The character on the targeted circle


rolls Shock Roll first and moves away,
if wounded.
Then the active player rolls Shock
Rolls and moves any of his affected
characters, in any order
The remaining player(s) then roll
Shock Rolls and move any wounded
characters.

PULSE GRENADES
Pulse Grenades may place Stunned Tokens next to
each affected character sharing a path with the
targeted circle.

Stunned characters use their lowest row of values by


default (can be modified) and CP may not be spent on
them.

Upon activating, a stunned character removes the


Stunned Token. That character’s activation
immediately ends.

EXAMPLE: The Schocktruppen (1) throws a


Stielhandgrenate at Barry’s circle (2), either in
desperation or stupidity. Barry rolls first as the
BLAST TRAIT targeted character, and takes 2 wounds – he must
move 2 spaces away from his circle (2). Since he
Certain Weapons & Grenades now have the ‘Blast’ cannot move through the Schocktruppen (1) or
trait (see ‘Changes to Equipment Rules’ for listing) that Aponi (3), he must move adjacent to MacNeal (4)
forces the character(s) to move away from the blast and will not suffer further wounds from this
when wounded. When a character takes at least 1 Grenade. The Active player’s Schocktruppen then
wound from equipment that has Blast: rolls his Shock Roll and amazingly avoids any
wounds, and stays put. Tala then rolls her Shock Roll
The character must move a number of spaces and takes 1 wound. She must also move 1 space
away from the targeted circle of the Blast away: she cannot move into the targeted circle (2)
equal to the number of wounds suffered. as this is not away from the blast, so she chooses to
move to the blue-green circle adjacent to the
The character ignores movement penalty Dexterity Objective (she could also have moved to
circles, cannot move through any characters, the adjacent red or other blue-green circles).
but can enter a new path.

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TANNHÄUSER HOUSE VARIANT RULES
BY ARTEMUS MAXMIMUS

--- NEW EQUIPMENT RULES --- CHRONOGRAPH OF JAN RUZE


[Hoss]
AN-M11
[Ramirez, Delta] Occult. Hardware. Instead of moving, you may
engage in a Mental Duel with any character on the
Fire Grenade. board. If you win, you may switch places with that
character. This does not require an action.
BOUNCING BETTY
[Ramirez] If Hoss rolls a Natural 1 on the duel, he is phased out of
time: place 1 Stunned token next to Hoss and his turn
Hardware. Blast. As an Action, place this token on immediately ends.
any adjacent circle. Whenever any character moves
into this circle it explodes and is removed, dealing 4 F1 Frag Grenade
Automatic Successes to this and all adjacent circles. [Gorgei, Wolf]
Ramirez may also spend an Action to detonate this
token remotely. Only characters with the Frag Grenade. Blast.
ENGINEERING skill may use this hardware to place or
to pick up if adjacent.
FRP29
[Ramirez]
BOXING
[MacNeal] Grenade. Explodes with sticky stuff – removes all fire
& smoke!
Ability. +2 dice to Unarmed Attacks. When Attacking
Unarmed in Melee, if you roll a Natural 10, you may
move the target up to 2 circles away from. This
IIKAAH
movement may trigger Overwatch. [Aponi]

Ritual. As an Action, place this token on your circle.


THE BROTHERS BOMB All friendly characters on the same path as Iikaah
[Ramirez] receive a +1 bonus to their Stamina Values. Tala may
repeat this on subsequent turns, moving the Iikaah
Hardware. Blast. As an Action, place this token on
token to her current circle.
any adjacent circle. At the end of each character’s
Activation, move this token 2 circles in any direction,
ignoring movement penalties. If this token moves
JOSHUA T1/T2
adjacent to a character, it explodes and is removed, [Hoax]
dealing 4 Automatic Successes to its circle and all
Hardware. Hoax may not be Counterattacked while
adjacent circles.
Joshua T1/T2 is equipped.
CG84 WHILE VISIBLE:
[Hoax]
Spend an Action to become Invisible.
Pulse Grenade. Each character sharing a path with
the targeted circle receives 1 Stunned token. choose one of three opaque tokens
numbered 1-3 on one side without
showing opponent and place this
token face-down on character sheet
(on illustration area), then the
remaining 1-2 tokens at the top of the
sheet. Place the Visible Hoax model on
the token on the picture - this token
represents the TRUE Hoax. The others,
the FALSE ones. Place the 2-3 Invisible

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TANNHÄUSER HOUSE VARIANT RULES
BY ARTEMUS MAXMIMUS

Hoax models on the board as normal, Hoax becomes Invisible again


in any order. automatically, as above, after the Action.
Even though revealed when declaring the
WHILE INVISIBLE: Action, Hoax is considered Invisible until
the Action is complete (and may still be
An Invisible Hoax model may not be targeted Invisible afterwards).
by the opponent.
Upon activation, each Invisible Hoax model It is possible for only 1 Invisible Hoax
can move up to Hoax’s current movement remaining on the board at any time.
points. Hoax cannot become Invisible while carrying
Only True Hoax can perform Actions. a Flag (or other large item, such as a wounded
Hero)
An Invisible Hoax model is revealed when:
KAALI
Any time it’s on a Smoked path [Irishka]
An enemy character moves adjacent to an
Invisible model (no Bull Rush necessary) METEOPS: have the Blast trait.
An Invisible model suffers Successes to
defend against or is to take an Automatic
Wound
Keep Firing
[Schocktruppen]
Hoax declares an Action
Ability. While on Overwatch, you remain on
To Reveal: Overwatch until the beginning of the next turn. You
also roll 2 fewer dice in your attacks while on
Show whether the number on the base Overwatch, but this number may be modified.
corresponds to a False or True Hoax token.
If FALSE, the Invisible model is simply M-1929-C BULLET
removed from the board (along with [MacNeal]
token) and the enemy character resumes
his Activation as normal, the When you wound an enemy with the Colt .45 1911 AS
successes/wounds are ignored, or Hoax's Pistol, you must place this token on the target’s
Action is lost character sheet (it does not take up inventory slot).
If TRUE, replace the Invisible model with While a character is marked with this token, all
the Visible model, and remove all other characters add a +1 Bonus to the result of each when
Invisible models from the board. The making Attack rolls against him. This token may only
enemy may continue turn if spotted, Hoax be on one character’s sheet at a time.
rolls Shock Roll against the splash
damage, or Hoax continues her turn if M15
result of controlling player. [Aponi, Alpha, Delta, Crates]

ACTIONS (always verify that it is the TRUE Smoke Grenade.


Hoax declaring the Action - Actions declared
by FALSE models are lost.) What happens to MARK 19 MOD A1
Hoax after the Action depends on the Action: [Ramirez]

Attack w/ ‘Pistol’ or ‘Automatic’ & Weapon, Automatic, Heavy. Blast. When attacking
Capturing a Flag: Reveal & verify True with this weapon, choose any circle on your path.
Hoax, then complete Action. Hoax remains Make a separate attack roll for each character on or
Visible after the Action. adjacent to the target circle. Only characters with the
Attack w/ ‘Hand-to-Hand’ weapon, Throw WEAPONRY skill may use this weapon.
Grenade, Search Crate, Pick Up / Pass
Equipment, Complete Objective: Reveal
& verify True Hoax, complete action, then

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TANNHÄUSER HOUSE VARIANT RULES
BY ARTEMUS MAXMIMUS

MARTYR STIEHLHANDGRENATE
[Irina] [Ozo, Schocktruppen, Crates]

Ability. Once per game, when you die, discard this Frag Grenade. Blast.
token and re-enter play on the following turn as a
reinforcement would, at no CP cost, with only Mask
Tesla Coil
of Samheim & the Nagant Special in your
[Zor’ka, Irina, Irishka]
Inventory.
Hardware. When you are wounded by a Melee
MKII A1 Attack, your attacker suffers 2 Automatic Successes.
[Brown, Alpha, Crates] If this character suffers successes from a Magnifier
attack or Tesla Pulse Coil Grenade, they are ignored.
Frag Grenade. Blast.

MULTIPLE TARGETS Tesla Super Coil


[Irina, Irishka]
[Gorgei]
Hardware. When you are wounded by a Melee
Ability. After making any Attack, Gorgei may Attack, your attacker suffers 4 Automatic Successes.
immediately launch a second Attack against any legal If this character suffers successes from a Magnifier
target using his lowest Combat Value (although this attack or Tesla Pulse Coil Grenade, they are ignored.
may be modified). Can only be used with PPSH-41s
and cannot be used with Extra Ammo. TESLA PULSE COIL GRENADE
[Zazigag]
Not Dead Yet
[Stosstruppen] Pulse Grenade. Each character sharing a path with
the targeted circle suffers 3 Automatic Successes. Any
Ability. Once per game, when you die, you may re- character who is wounded as a result also receives 1
enter play the following turn on the circle you died on Stun Token, unless equipped with a Tesla Coil or
or the closest circle, but with only Demon Taint in your Super Coil.
inventory.
TNT 440GR
SHA-NA-RA [Aponi]
[Heizinger]
Frag Grenade. Blast. This Grenade deals 5 Automatic
Occult, Mental. As an Action, engage in a Mental Successes instead of 4, and leaves a Rubble Token
Duel with any target within range of (your Mental with -2 Movement Penalty. Double the Blast movement
Value +1). This target may be out-of-path. If you WIN, for all wounded characters. (All other rules remain
the target suffers Automatic Wounds equal to the unchanged)
difference failed by. If you LOSE, Heizinger suffers
Automatic Wounds equal to the difference failed by. WALTHER PP-S
[Eva]
SILENCER
[Yula] Weapon, Pistol. Attacks with this weapon may not be
Counterattacked. If you were not on the target’s path
Hardware. This token does not take up an additional at the start of your activation, the target receives a -1
inventory slot (it attaches to the Luger 1900). Attacks penalty to all dice results on his Shock Roll.
with the silenced Luger 1900 cannot be
Counterattacked. If you were not on the target’s path
at the start of your activation, the target receives a -1
penalty to all dice results on his Shock Roll.

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