Professional Documents
Culture Documents
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.
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.
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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:
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
PULSE GRENADES
Pulse Grenades may place Stunned Tokens next to
each affected character sharing a path with the
targeted circle.
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TANNHÄUSER HOUSE VARIANT RULES
BY ARTEMUS MAXMIMUS
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TANNHÄUSER HOUSE VARIANT RULES
BY ARTEMUS MAXMIMUS
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.