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2
Rules
Example 1:
Example 2
when arriving at the corner faces two Zhanshi who both The Controller can see through the sensors and
declare ARO (Shooting) against him. With the second optical devices of his Remote, so he can react to any
Short Skill, “Vulcanus” declares a BS attack with its Order declared in LOF of his Remote with Alert, Change
Heavy Flamethrower, placing the Teardrop Template Facing, Dodging or with any Skill which does not need
in LOF, it’s mandatory he declares in that way to allow The Remote must be always inside the Zone of Control
“Vulcanus” to perform his attack. of its Controller. The Synchronized Remote always
As they are activated by one single Order, the Control, or if the Controller falls Unconscious or Dead.
Controller and the Remote will provide a single ARO to A disconnected Remote stands still and can not receive
each figure with LOF to either or both of them. If they Orders or perform AROs. An Immobilized (IMM) Marker
cross a Suppression Fire (SF) zone, both can receive must be placed besides the base of a disconnected
the complete B of the shooter in SF. Remote. The Remote connects automatically, without
The Controller and the Remote each get their own Order in which it is again inside the Zone of Control
ARO in reaction to every Order declared in their LOF of its Controller, or at the end of an Order in which the
or inside their Zone of Control. Those AROs must Controller comes back from Unconscious state.
Synchronized rule.
Remotes with Ghost: Synchronized also have the
necessary that the Remote be in base contact with the
Remote Presence Special Skill.
target. The Remote cannot heal or repair by itself as it
Remotes with Ghost: Synchronized don’t provide
is controlled by the Doctor/ Engineer.
Victory Points to the enemy and are not counted as
if the Doctor/ Engineer falls Unconscious or Dead. A Cover, and the Yáozăo runs towards the Gūijiă. There
disconnected Remote stands still and can not receive is no ARO against them, so the second Short Skill is
Orders or perform AROs. An Immobilized (IMM) Marker to Move again. She stands still behind the Cover and
must be placed beside the base of a disconnected the Yáozăo moves up to its target. The next Order is
Remote. The Remote connects automatically, without to Move + Repair, with the Yáozăo reaching the fallen
spending any Order or Short Skill, at the end of an T.A.G. while Yie Yang remains safe behind Cover,
Order in which the Doctor/ Engineer comes back from from where she performs the WIP roll to repair by tele-
Remotes with Ghost: Servant also have the G: of enemy troopers. During Deployment, figures
Remote Presence Special Skill. possessing this Special Skill can place inside their
Remotes with Ghost: Servant don’t provide Victory Mine, or a Marker representing the deployable weapon
Points to the enemy and are not counted as casualties with which he is equipped (E/Mauler, Deployable
for the Retreat! rule. Repeater…). It may not be placed if any enemy figure
If the Doctor/ Engineer is hacked or if he receives an If the figure deploys using the Infiltration Special Skill
impact with E/M Special Ammunition and fails his BTS and fails the PH roll, then a Mine Marker will be placed
roll, his Remote will disconnect automatically because instead of a Camouflage marker. The Minelayer Special
5 its link is interrupted. The Remote will connect again Skill is automatic and it does not require the spending of
at the end of the Order in which the Doctor/ Engineer any Orders or making any rolls. The deployed weapon
is freed from the hacking or his equipment is repaired. or equipment must be deduced from those carried by
VETERAN
Example: The Mech-Engineer Yie Yang declares the The miniature belongs to a unit with several years
first Short Skill of the Order, Move. She moves towards of service in the toughest frontlines: he possesses
a Total Cover area while the little Yáozăo, her Servant several skills acquired the hard way. Veterans are
Remote, moves towards a Unconscious Gūijiă, downed soldiers hardened by war, able to rise above the pain
in the middle of the battlefield. An enemy miniature of their wounds and to detect danger wherever it lurks.
declares his ARO, shooting against the Yáozăo. Yie The Veteran Skill provides the Sixth Sense L2 and V:
Yang declares the second Short Skill of the Order, No Wound Incapacitation Skills.
as troops from Caledonia, which has the greatest NATURAL BORN WARRIOR
seams in the whole Human Sphere. However, unlike A miniature which possesses this Special Skill is
the Cossacks, the Caledonians lack the technological especially gifted in fighting, with a combat instinct
capability to correctly process the Teseum, requiring highly developed through many hours of hard training
huge amounts of the metal to create the T2 Ammunition. and real encounters. This Special Skill nullifies all
T2 rounds are highly appreciated by the Irmandinhos levels of Martial Arts in Close Combat, as well as the
smugglers, who sell them on the Black Market by Berserk Special Skill of adversaries. Moreover, Natural
weight, with the Teseum content often extracted for Born Warrior gives the Special Skill V: Courage.
non-military applications.
ZERO-V SMOKE
6
SPECIAL AMMUNITION
ATTENTION: This Type of ammunition is forbidden
The natural evolution of the traditional Smoke Ammo,
by the Concilium Convention. Its use will be penalized
Zero-V is totally impenetrable to all modern optical and
by the international courts.
sensor systems. The Zero-V Smoke Special Ammunition
Light and disposable Anti-tank/ Anti-bunker weapon, Order to the Order Reserve of its army until its player’s
one use only. It is fired from the shoulder. The weapon’s second turn, or until the next player’s turn following
warhead loads AP + Explosive Special Ammunition. its deployment. At the beginning of its second turn,
The D.E.P. was created as a cheap and light weapon spending any Order, the Seed-Embryo it is replaced by
to provide small units with enhanced firepower at the miniature, fully equipped, facing wherever its player
medium range, for both offensive and defensive wishes and able to act immediately. In an emergency
operations. Its design is rudimentary but effective, situation, the player can, if he wishes, spend 1 Short Skill
extremely portable, and has been very popular with or an ARO to hatch the Seed-Embryo prematurely. The
7
guerrilla forces, light units and troops that cannot aspire Seed-Embryo only can react hatching to any actions
to more refined or precise weapons. The first modern made by the enemy inside its Zone of Control or its
versions of this weapon appeared during the Centro- 360º LOF. In addition, it is equipped with a hiding device
American Campaign, where militia forces popularized which provides it with the CH: Limited Camouflage until
the name D.E.P. (Spanish acronym for “Descanse it hatches. If the Seed-Embryo is discovered, replace
en Paz” or Rest in Peace) because this was the last the Camouflage Marker by an Seed-Embryo (SEED-
all disposable light Anti-tank weapons of the Human These three-dimensional image projector devices
figure.
The Holoprojector L2 allows to the user to
perform:
2. Holoprojector L1 in Movement. The only Skills
adversary succeeds at a WIP roll, or any kind of attack successful attack, it will be deactivated, removing it
at a Holoecho or the figure, the player must declare if from the battlefield.
decoy. If it is the real figure, the Holoecho Markers must The Holoechoes count as real figures to give AROs,
be removed from the game table, replacing the Markers to draw LoF and to activate enemy weapons or devices
with the figure, if it was hidden behind one. But, if it only (For example, Mines, E/Maulers…) but as they move
was a holographic decoy, that Marker is withdraw from as in a Coordinated Order, giving only 1 ARO to each
In game terms, a Holoecho Marker is always the The Holoechoes will always keep the distance
same height as the figure it replicates (Unless it has established by the user, so they never will go out of the
a Prone Marker beside it). In this situation, a Prone Circular Template area.
It is not allowed to combine the effects of the The Fusiliers Angus and Estévez, who are in their
Holoprojector L1 with the Holoechoes of the reactive turn, see three Bashi Bazouks coming. It
2. Holoechoes in Movement: This allows to the equipment, Nazim declares Move to get closer to his
miniature to move surrounded by holographic decoys enemies. Angus and Estévez declare their AROs, but
which multiply the targets available to the enemy. Each must to choose only one of the Holoechoes which are
Holoecho reproduces exactly the appearance and coming towards them. Angus declares he will shoot
moves of the user. By spending 1 Order, the figure at Holoecho 1, and Estévez at Holoecho 2. Nazim
9 and the Holoechoes move and act at the same time, declares the second Short Skill of his Order, to shoot.
performing exactly the same Order, in this way it acts As he was hidden behind Holoecho 2, he has to make
like a Coordinated Order in terms of AROs. a face to face roll against Estévez, so he focuses all
Holoechoes cannot interact with the environment passes through Nazim´s hologram, which is vanishing
execution does not automatically reveal the If Bashi Bazouk Nazim had kept his position, shooting
Holoprojector user are Cautious Movement and all as the first Short Skill of the Order, his Holoprojector L2
Short Skills of Movement that do not require any would deactivate, giving Angus and Estévez a direct
roll (except Alert). The user, or the Holoechoes, target to shoot at in a Face to Face roll with their ARO.
The perfidious Interventor Morgana gets an ARO when secret which one is the real user. To do that, he must
a Holoecho Marker of a Knight of the Holy Sepulchre spend 1 Order, provided that he is not in the LoF of any
comes into her Zone of Control. As this troop is a Heavy enemy miniatures. A figure in TO Camouflage in LoF of
Infantry, he can be hacked. And Morgana, with an evil a miniature that intends to activate the Holoprojector
smile under her data glasses, declares a Hacking ARO. again will have to reveal himself if he desires to prevent
Morgana gets a success on her roll, to find, with great his enemy from re-activating this Special Equipment.
But if the Holoecho Marker coming inside Morgana’s Marker (FOXHOLE) beside it. In this state, the miniature
Zone of Control was Bashi Bazouk Nazim, as he is is considered to Prone and in base contact with Partial
Light Infantry, Morgana could not hack him. Cover in 360º, even though there is no scenery item
3. Activate Again a Holoprojector L2. When Courage Special Skills. Foxholes are fixed positions,
a figure has all his Holoechoes deactivated (The to leave them, in active or reactive turn, requires to
miniature is on the game table without any Holoecho perform the Get Up Short Movement Skill. Moreover,
Marker round him) he can recover the Holoprojector by spending 1 Order, the figure can dig a new Foxhole,
active status, placing again the Holoecho Markers, placing the Marker beside it and using the above rules.
11
Rules
When a miniature leaves a Foxhole, it loses the CH: The Assault Pistol was designed to complement
Mimetism and V: Courage Special Skills, unless it has the weaponry of assault troops who sometimes have to
those Special Skills in addition to Sapper. A Foxhole fight in confined spaces where rifles are hard to use.
Marker is removed from the game table when a figure The projectiles fired by this weapon have stopping
exits it. The Marker cannot be used by any figure other and penetration power equivalent to rifle ammunition,
than the Sapper. but with conventional pistol ammunition dimensions. 12
This gives its magazines a great capacity despite
ASSAULT PISTOL.
their small size. However, the excessive lightness of
and large ammunition capacity, combines with its fully Fast shooting Anti-Tank weapon. The Feuerbach,
automatic fire to make this weapon the best choice for or “River of Fire” in German, shoots auto-propelled
be more powerful but slower. However, the advantages and is activated, it accelerates at maximum speed,
of a faster rate of fire are evident, and the main reason detonating at the end of its movement when in base to
for its success in military circles, where there only are base contact. The explosion is automatic and doesn’t
positive comments about the weapon. require spending of Orders or Short Skills. Despite
The Feuerbach is patented by FGA (Franco- combat is not initiated. A CrazyKoala will keep moving
Germanique Armements) and licensed to producers in no matter how many times the enemy shoots at it,
different countries. Those brands commercialize the or the damage it suffers, exploding at the end of its
original patent with modifications to the optical and trajectory. The detonation of a CrazyKoala doesn’t use
firing systems. Although, officially, its denomination a Template and causes Damage 15 with Shock Special
derives from its rate of fire and destructive capacity, it is Ammunition, and can be Dodged with a PH Normal
rumoured that the real origin of the names comes from Roll. As the CrazyKoala explodes while in base to base
the fondness of its designer for German philosophers contact, no Cover Modifiers can be applied.
An explosive projectile carrying a proximity-activated spending any Orders. Alternatively, they can follow
homing warhead, the CrazyKoala follows its target him anytime he performs a Short Move Skill but must
until detonating when in contact. When an enemy always stay inside his ZC, although no extra Orders
miniature spends an Order inside the Zone of Control are needed to move them. If any CrazyKoalas are out
of a CrazyKoala, it will launch at full speed towards him, of the ZC of their carrier, or if he falls Unconscious
jumping swiftly and detonating automatically when in or dies, then they will stand still in “stand by” mode,
base-to-base contact. The CrazyKoala is destroyed being activated only in reaction to any enemy Order
13 when it detonates and is removed from the game spent in their ZC. Once out of the ZC of its carrier,
table. the CrazyKoala will stand still in “stand by” mode and
perform an Attack in their reactive turn. During a The only Skills a CrazyKoala can perform during
game, CrazyKoalas are continuously on “stand by”, an active turn are Move and Jump. Its MOV value is
being automatically activated when any enemy figure only used to move the CrazyKoala in an active turn
declares an Order or Short Skill inside their Zone of along with its carrier. In a reactive turn, an activated
Control, without any ARO required by their owner. They CrazyKoala will cover the whole distance that separates
will not be activated by the Order declaration of a CH: it from its target, vertically or horizontally, to the limit of
Camouflage, CH: TO Camouflage or Impersonation its Zone of Control radius. In reactive turn, the only Skill
Marker, unless that Order also reveals the Marker. In a CrazyKoala can perform is to be activated and attack
reactive turn, an activated CrazyKoala will move very an enemy. The activation is automatic, and con not be
fast, covering the whole distance that separates it from avoided by its player.
turn, he declares an Intuitive Attack, so he can leave of them detects you, you might as well give up. Don’t
one of his CrazyKoalas where it is, threatening the try to shoot at it, don’t try to beat it, because it will
Marker. During the active turn of the enemy, the TO explode in you face no matter what. The only possible
Marker moves, without revealing itself, until it is out of response is to move fast… and to pray…who knows?
the ZC of the CrazyKoala, leaving its sniping position. Maybe it helps…” Colonel Yevgueni Voronin, Cossack
when in base to base contact. Ballistic Skills weapon, basically a high power assault
The ‘Running Projectiles HT-14’ were developed is to provide precise and fast fire with a higher calibre.
by Aizuri-sho, an armaments company dependant of In terms of accuracy and terminal ballistics, the Mk12 is
the Kiyomitsu zaibatsu, to cover the close defence effective in distances that excess the owns of a normal
requirements of certain armoured units of the Assault Rifle, but it not reach the long range of the
StateEmpire Army. However, the troopers of the Nomad Sniper Rifles. But, in spite of this less range, the higher
Military Force, which purchased a great quantity of rate of fire of this provides it with unique qualities as
these projectiles, would be the ones to popularize the support weapon. Both in the test centre as in real action,
nickname of CrazyKoalas, as they are now known the Mk12 has demonstrated an evident effectiveness
through the whole Sphere. against different types of targets, but the recoil is so
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Rules
Conceptually, the Mk12 is a development
Example: Azra, an Odalisque with i-Kohl L3, is
of the conventional Assault Rifle, modified to become
engaged in CC combat with a Shaolin Warrior-Monk
in a squad support weapon, but keeping the highest
who, despite his strict training, cannot avoid being
number of common parts to facilitate the maintenance
influenced by the charms of the beautiful Odalisque.
and logistics. There are different versions of the
The Warrior-Monk can use his Martial Arts Level 3 to
Mk12 all along the Human Sphere, depending on the
hit first, but with a –9 Modifier to his CC.
manufacturer. Usually they are modifications of a pre-
Level 2. Works exactly the same as Level 1, but growing and the information, plans and aptitudes
applies a –6 Modifier to the CC attribute. necessary to accomplish its mission are implanted,
a –9 Modifier to CC.
Rules
Troops with this Special Skill are deployed on the
STRIGA
battlefield in the shape of a Seed-Embryo. This capsule,
which is heavily armoured, cannot do anything and A Special Skill which, like its vampiric namesake in
only has ARM, BTS and W Attributes. It is vulnerable to Roman mythology, allows exploitation of an enemy’s
E/M (being Immobilized) but it cannot be hacked. The Attributes for the user’s own profit. The skill allows the
Seed-Embryo stands still, without moving, giving one causing of damage to recover Wounds suffered, or the
Order to the Order Reserve of its army until its player’s copying of enemy Attributes.
second turn, or until the next player’s turn following Striga has two levels:
before the Impetuous Orders sequence and without 1. Striga Level 1: Protheion.
spending any Order, the Seed-Embryo it is replaced by
the miniature, fully equipped, facing wherever its player This Special Skill is a biogenetic enhancement which
wishes and able to act immediately. In an emergency allows the user to extract nutrients and organic matter
situation, the player can, if he wishes, spend 1 Short Skill from other living beings to boost his own health.
Seed-Embryo only can react hatching to any actions Protheion is a CC Attack. It requires spending of a
made by the enemy inside its Zone of Control or its Short Skill or an ARO, without any roll necessary, and
360º LOF. In addition, it is equipped with a hiding device also requires the user be in base contact with another
which provides it with the CH: Limited Camouflage until biological creature (Only figures with Wounds and not
it hatches. If the Seed-Embryo is discovered, replace those with STR Attribute) in Unconscious state. Each
the Camouflage Marker by an Seed-Embryo (SEED- Wound added to the user will remove a Wound from
Those Seed-Embryos which have the AD: Combat A figure with Protheion may absorb wounds until
17 Jump Special Skill cannot be deployed using any they have a maximum of 3 in total at any given time.
other level abilities of Airborne Deployment. A landed This means a figure beginning the game with a Wound
capsule will hatch automatically in the player’s next value of 1 may absorb up to 2 bonus Wounds, while a
turn following its landing; immediately by spending 1 figure starting with a Wound value of 2 may absorb 1.
Short Skill; or by spending one ARO during the other If any Wounds are lost, they may be re-absorbed up to
player’s turn. As they are used to being deployed in the maximum of 3 Wounds in total.
disabled after a landing, the capsules of Seed-Embryos This Special Skill can be used in an aggressive
with AD: Combat Jump have an Electric Pulse and a way, absorbing Wounds even if the user is yet to be
single use defensive device, which works like an damaged. Against active foes, Protheion is used in CC
Antipersonnel Mine if enemy models approach within Combat. The figure with Protheion makes a CC Face to
range of an unhatched capsule. A Seed-Embryo that Face Roll against the opponent’s defending Attribute,
scatters off the battlefield will need to spent 2 Orders with success forcing victims to make a BTS roll against
to appear on the border of the table, at the same point the PH of the user or transfer one of their Wounds. A
where it left. It is hatched when placed on the table. victim of Protheion can lose all his Wounds, and his
Rules
Unconscious level too, which counts as a Wound.
2. Striga Level 2: Morpho-Scan.
Criticals with Protheion absorb a Wound directly from
The next step beyond Protheion adds this complex
the target, avoiding the BTS Roll. This Special Skill can
Voodoo Tech system which allows the replication of the
not be used against figures with the STR Attribute.
Attributes of any organic beings who are nearby.
used later, because the miniature will consume it to Non-lethal Ballistic Skill weapon which shoots
activate the V: Dogged Special Skill. Deployable Repeaters. It cannot be used in CC. The
against allied troops. tool, increasing the effective action radius of tactical Hackers.
well.
In game terms, if the trooper is on the game table as a
remains.