Beruflich Dokumente
Kultur Dokumente
RULEBOOK
miniature game
Contents
Introduction.....................................4
Things Youll Need............................................4
Getting Started..................................................6
Actions...........................................15
Movement Actions..........................................15
Special Power Actions...................................18
Attack Actions.................................................20
Knocked Out (KO)............................................26
Characteristics..................................................8
Defenses..........................................................10
Abilities............................................................10
Scenery.........................................27
Sequence of Play..........................11
Sequence of Play............................................11
1. The Power Phase........................................12
2. The Initiative Phase....................................12
3. The Action Phase........................................12
4. The Final Phase..........................................13
Team Building.................................................30
Special Effects.................................................31
Some Common Abilities................................32
Basic Rules...................................14
Generic Rolls...................................................14
Line of Sight....................................................14
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Introduction
Gaming Area
Markers
Dice
Counters
Measure
Getting Started
Volume
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.
Measuring
Rerolls
Dice Rolls
19
1
3
5
7
9
11
20
6
8
10
13
12
14
15
16
18
17
(2) Alter-ego
Characteristics
(7) Size
Atributes
(8) Agility
(9) Stamina
(4) Speed
(10) Willpower
(11) Level
(5) Strength
(12) Affiliation
(6) Attack
(18) Endurance
Defenses
Abilities
(13) Skills
10
Sequence of Play
Fighting across the rooftops of Madripoor, the
dark alleys of Hells Kitchen, the haunted ruins
of Latveria, or even the alien landscape of
Sakaar can be chaotic, visceral and confusing.
To mitigate the brutal reality of super-powered
battles, we structure the game by breaking it
down into a series of Rounds, in which players
take it in turns to activate, move and fight with
the models in their crew.
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 12.
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: 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.
11
12
Passing on Activation
13
Basic Rules
Willpower Roll
Line of Sight
Generic Rolls
To Hit Roll
Agility Roll
Stamina Roll
Arc of Vision
14
Actions
A characters POW represents the amount of
Power counters that a character has to spend
during a round. A character can spend these
counters to perform various actions, such as
moving (see this page), jumping into the void
(page 16), improving his Defense (page 24),
standing up (page 27), grabbing/throwing things
(page 28) and using special powers (page 18).
In the last two cases, the POW cost will be
indicated on the Character Card.
During the game, each time a character makes
use of his abilities, he will expend Power counters.
Remove the necessary number of counters from
the Character Card for each action. Actions must
be performed one at a time you cannot perform
several tasks simultaneously, even if you have
enough Power counters to do so. If an action
requires the character to spend more than one
Power counter and he does not possess enough,
then he cannot perform that action or use that
special rule.
Movement Actions
Walk/Run
15
Climbing
16
Falling Table
Height Fallen
Effect
Less than 3
No damage
3-6
6-9
9-12
12-16
More than 16
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.
Falling
17
18
Frequency
Power Use
19
Attack Actions
Melee Attack
Ranged Attack
Expansive Wave Attack
Spray Attack
20
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
or cold damage
. The number denotes the amount of damage inflicted by the
as slash
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
Energy
Mental
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
Range
RANGED ATTACK
Range
21
Cover
Range
Cover
22
SPRAY ATTACK
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
will be applied to the target.
Overload!
23
Critical Hits!
Defensive Improvements
(Physical defense).
(Energy defense).
(Mental Defense).
Damage
Damage Accumulation
and the Endurance Bar
24
Energy
Fire
Types of Damage
Slash
Cold
Pierce
Laser
Blunt
Electric
Acid
Physical
Supernatural
Radiation
Magic
Sonic
Holy
Mental
Evil
Death
Psionic
Control
Illusion
Effects
25
Effect Markers
Knocked Down
26
Stand Up
Incapacitated
Scenery
Scenery Chart
Type*
T1
Example
Size
DA
SP**
1-2
1-2
T2
3-4
1-3
T3
2-3
T4
2-4
T5
3-6
T6
Skyscrapers, castles
8+
4-10
27
Size
Structure Points
Damage Absorption
Scenery Destroyed
Grabbing
28
Throwing
Damage
Range
29
Hulk throws a container (Size 3), Hulk chooses a point in range behind Rocket, the straight line he designed
(with 3 inches wide) affect Drax and Rocket. He chooses to distribute 2 damage on Drax and 1 damage on
Rocket (Size is 3 so maximum 3 damage can be distributed). Both characters must pass an Agility roll or take
damage and becomes Knocked Down. Rocket fails the roll, so takes damage and becomes Knocked Down.
The container becomes destroyed and removed from play.
Team Building
Team Cards
30
Special Rules
This section contains examples of the more
common special rules, effects and abilities
encountered in the game. Many more rules
will be found on the various Character Cards.
Special Effects
31
32
33
Scenarios
34
Description:
Special Rules:
Game Length:
Deployment:
Victory Conditions:
35
The Relic
12
4
12
Deployment zone B
Special Rules
A Relic marker cant be attacked or targeted
by any special power or skill. If the Relic is
on a piece of scenery which is destroyed,
place the Relic following the rules for falling,
although the Relic itself takes no damage
from the fall.
A character in contact with a Relic marker can
pick it up by spending 1 POW.
A character can move freely with a Relic, but
may not perform more than one Movement
action in a round while the Relic is carried,
even if the character has special 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
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, they immediately
drop the Relic. The models controller must place
the Relic marker in base contact with the model
that dropped it, or as close as possible where it
can fit. If the Character is removed from the game
or displaced from their original position (by being
Thrown or Pushed, for example), place the Relic
before they are removed or displaced.
Victory conditions
A maximum 5 VPs can be accumulated in the
game, and these are awarded as follows:
36
Survival
Special Rules
Victory conditions
Deployment
zone A
15
37
Deployment zone A
Special Rules
Victory conditions
12
9
9
12
Deployment zone B