RULEBOOK - the ultimate game of giant monster miniatures combat
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
/15283 [6371—1902] CREDITS President Sculpting Director Executive Assistant Sherry Yeary Ron Kruzie Justin Dieter Chief Creative Officer Staff Sculptors Customer Service Supervisor Matthew D. Wilson Doug Hamilton, Nathan Jack Coleman Lombardi Executive Director Customer Service William Shick Studio Director Matt Razincka, Faye Reppas Dallas Kemp Director of Operations Convention Manager Jason Martin Studio Coordinator JR Godwin Josh Colón Director of Publications Social Media Coordinator Michael G. Ryan Studio Modeler John Swinkels James A. Thomas Video Producer Monsterpocalypse Digital Engineers Tony Konichek Game Design Nathan Lombardi, Marco Matthew D. Wilson No Quarter Editor-in-Chief Segovia, Stuart Spengler Lyle Lowery Lead Developers Staff Painters Jason Soles & William Production Director Jordan Lamb, Brendan Roy Schoonover Mark Christensen Hobby & Terrain Specialist Additional Development Technical Director Danny Samuels Will Pagani Kelly Yeager Project Manager Development Manager Packing & Shipping Manager Michael J. Mulligan William Schoonover Joe Lee Lead CID Developer Writing Manager Metal Production Supervisor Will Pagani Matt Goetz Marcus Rodriguez IT & Web Developer Senior Writer & Continuity Resin Production Supervisor Teb Kelelew Douglas Seacat Erik Reierson Editorial Manager Illustrators Production Dan Henderson Andrea Uderzo Jonathan Adams, Darryl Alf, Sheri Arellano, William Graphic Design Director Playtesters Binder, Johan Cea, Bryan Richard Anderson Michael Anderson, Richard Dasalla, Ethan Denson, Graphic Designers Anderson, Jack Coleman, Josh Cailon Earl, Hannah Edson, Jordan Twaddle, Ainsley Yeager Colón, JR Godwin, William Chad Elliott, Alfonso Falco, Hungerford, Dallas Kemp, Joel Falkenhagen, Brian Art Director Jordan Lamb, Lyle Lowery, Green, Jeffrey Handley, David Michael Vaillancourt Liz Olhsson, Jeff Olsen, Will Lima, Clayton Links, Loren Lead Concept Artist Pagani, Faye Reppas, Brendan Lower, Bryan McClaflin, Lara Nate Feyma Roy, William Schoonover, Will Medina, Kenton Nutter, Sam Shick, Jason Soles, Michael Rattanavong, Colton Stoddard, Valliancort, Gabe Wilcox Jeremy Taylor, James Thomas, Chris Tiemeyer, Ben Tracy, Ryan Walker, Gabe Wilcox, Zixiao Zhou Ages 14 and up. ©2001–2018 Privateer Press, Inc. All Rights Reserved. Trademarks are property of Privateer Press and registered in the United States and other countries. 1705 136th Pl. NE, Suite 120, Bellevue, WA 98005. 2 For online customer service, email frontdesk@privateerpress.com.
86210-492 08672 : 928791 // m o n s t e r 0 0 7 Contents Welcome to Battle 4 Allies & Enemies 4 Agendas & Factions 4 What You Need to Play 6 Models 6 Battle Map 9 Dice 9 Dice in Monsterpocalypse 10 Model Stat Cards 12 Gameplay Overview 14 Moving on the Grid 14 Making Attacks 18 Interacting with the Battle Map 21 Foundations 22 Buildings 22 Objective Spaces 23 Getting Ready to Play 24 Starting a Game 24 Order of Play 26 Activating Monsters 26 Activating Units 27 Combined Unit Attacks 28 Winning 29 Special Rules 30 Power Attacks 32 Downtown Demolition: A Co-op Scenario 38 3
/15283 [6371—1902] Welcome to Battle This is Monsterpocalypse, a fast-moving, action-packed tabletop miniatures game that puts players in control of the most fearsome giant monsters on Earth. Each battle is waged in a city that you and your opponent construct by placing buildings on a battle map. Players choose their forces from their collections of models and then battle one another with towering monsters and smaller supporting units such as tanks, flying vehicles, and all manner of creatures. Charge your forces into the city to fight for supremacy—and be the last monster standing! Allies & Enemies Agendas & Factions Each model in Monsterpocalypse belongs to a The fighting forces in Monsterpocalypse are Faction, and Factions are grouped together into divided into Agendas. Each Agenda is a coalition Agendas. When you build a force, you must first of smaller groups called Factions. choose an Agenda. All models in your force must The Factions within an Agenda are united by a belong to the same Agenda (see “Assembling Your common purpose. Although their methods vary, Force,” p. 24). they fight for the same overall goal. Three key terms are used to describe the various Models from the same Faction share common models in the game: origins and characteristics. They cooperate well • Allies are all the models in your force. in battle and yield the most efficient use of All allied models must belong to the same resources. Agenda. You can include models from different Factions • Enemies are all the models in your in your force, but all the models in your force opponent’s force. must belong to the same Agenda. • Faction models are all the models in your force that belong to the same Faction. Cooperative Scenario If this is your first time playing Monsterpocalypse, the “Downtown Demolition” scenario on page 38 is a great place to start. This cooperative scenario is designed to help new players learn the basics of movement and rolling dice while enjoying a simple but fun mini-game. 4
86210-492 08672 : 928791 // m o n s t e r 0 0 7 Agendas Protectors Destroyers The Factions that make up the Protectors The Factions that have come together share one simple goal: to protect Earth as the Destroyers are motivated by the from all who would destroy it. Demolishing satisfaction of pure wanton destruction and a few buildings (or entire cities) in order to a burning desire to plunder Earth for its save the planet is simply a sacrifice vast resources. It’s nothing personal—just that must be made. don’t get in their way. Faction: G.U.A.R.D. Lords of Cthul The giant robots and armored tanks of Dark beings from another plane, come the multinational force called G.U.A.R.D. to enslave the human race. Wherever (Globally United Advanced Research & Defense) the Cthulians tread, the earth blackens, vegetation stand ready to go toe-to-toe with any aggressors withers, and humans kneel—or perish. threatening the peace and prosperity of the planet. Faction: Shadow Sun Syndicate Faction: Martian Menace Mystery surrounds the motivations of Although they seem to play well with the stealthy, scientifically engineered other Destroyers, these diabolical visitors ninjas of the Shadow Sun Syndicate—but there is no from space have come to harvest Earth’s inhabitants questioning their technological and martial prowess and resources for their own insidious plans. against malicious invaders. Faction: Terrasaurs Faction: Planet Eaters The Terrasaurs are earth-shaking These ravenous creatures travel across dinosaurs who fondly remember simpler the galaxy like a plague, wreaking havoc times before technology and progress changed so and devouring planets. As the withered husk of a much of the world. world crumbles to dust, they launch themselves again to seek new worlds to feed their boundless and unceasing hunger. 5
/15283 [6371—1902] What You Need to Play Monsters The action in Monsterpocalypse centers around Monsterpocalypse is a game for two players and monsters. Each monster model has a large their giant monsters, with each side trying to two-sided stat card, because a monster has two smash the other. But before you can start tearing different forms. A monster begins the game in its apart cityscapes and throwing each other around, alpha form and transitions to its hyper form after you’ll need a few important things. taking a certain amount of damage, triggering it to become more aggressive. Models A monster is your single greatest and most The game includes three types of models: powerful asset in battle. It can do things that monsters, units, and buildings. Each model has a other models cannot. Be careful, though. If your stat card detailing its stats and special rules. monsters are destroyed, you lose the game. Monsters are mounted on large bases, which The type of model is important. Some rules and occupy four spaces on the battle map. effects in Monsterpocalypse affect only monsters, some affect only units, some affect only buildings, and some affect models of any type. Defender x gorghadra 6
86210-492 08672 : 928791 // m o n s t e r 0 0 7 Units Buildings & Rubble Tiles Units represent the minions and support troops Buildings are large models that provide obstacles that accompany your monsters in the fight for and objectives for your monsters and units. supremacy. You will use many units during the Debris tiles represent destroyed buildings. One game. Units begin the game in your unit reserves side of each tile is a pile of rubble, and the other and are spawned onto the battle map throughout is a flaming hazard (see “Buildings,” p. 22). the game. When units are destroyed, they are returned to your unit reserves to be spawned again later. Units may not seem that powerful compared to giant monsters, but intelligent use of units can quickly tip the odds in your favor. There are two types of units: grunt units and elite units. Grunts are the basic version of the unit. Elite units, marked by a star on their bases, grant additional capabilities to other grunts of the same unit type. Some units have only grunt versions. Units are mounted on small bases, which occupy one space on the battle map. apartment building G.U.A.R.D. units GRUNT g-tank elite g-tank Rubble planet eater units GRUNT belcher ELITE belcher hazard 7
/15283 [6371—1902] bATTLE MAP map title grid dice well monster power unit dice pool dice pool dice pool 8
86210-492 08672 : 928791 // m o n s t e r 0 0 7 Battle Map Dice Games of Monsterpocalypse are played on battle Dice play a pivotal role in Monsterpocalypse. maps. The main part of a battle map is a large Players use their dice as a form of currency. grid representing the metropolis where all the Sometimes you spend dice and sometimes you action will take place. This grid determines where roll them. How you choose to use your dice you place buildings, where your units enter the throughout the game is what determines whose game, and what type of terrain your models monster is victorious and whose monster is lunch. must traverse during battle. The battle map also The three types of dice are Action Dice, Boost includes different dice pools where you store Dice, and Power Dice. Each player plays with their your dice during play. own set of dice. When your models are in play, they occupy the square spaces on the battle map’s grid. Small- based models occupy one space; large-based models occupy four spaces at a time. ACTION DIE BOOST DIE POWER DIE You store your dice in dice pools on the battle map: the Monster Pool, the Unit Pool, the Power Pool, and the Dice Well. Whenever you use a die, you move it from one pool to another pool. What your models can do in the game depends on how Zor-maxim many dice you have in your various dice pools. 9
/15283 [6371—1902] Dice in Monsterpocalypse Action Dice Action Dice have three misses, two strikes, and Monsterpocalyse uses three types of specialized one super strike on each die. Action Dice make dice: white Action dice, blue Boost Dice, and red up the basic resource that allows your models to Power Dice. make attacks and perform Actions (see “Actions,” p. 30). Every time you want to make an attack, Strikes & Misses you must roll one or more Action Die. When you want to use an Action, you spend one Action Die. Instead of pips or numbers, the dice have explosion symbols to indicate strikes and blank During the game, you move Action Dice between faces to indicate misses. A strike is indicated by your Monster Pool and your Unit Pool. After you one explosion on the die. A super strike, indicated roll or spend dice from your Unit Pool, you place by two explosions, counts as two strikes. When them in your Monster Pool. After you spend dice rolling dice in Monsterpocalypse, simply add up from your Monster Pool, you place them in your the number of explosion symbols you see. For Unit Pool. Your Action Dice move back and forth instance, the three dice shown below add up between the two pools in this way throughout to three strikes. Each type of dice has different the game. chances of rolling strikes. You use the Action Dice in your Monster Pool when you activate your monsters, and you use the Action Dice in your Unit Pool when you activate your units. The pool you use during your turn is the active pool. Certain game effects can add or subtract from the number of miss strike super strike Action Dice you have in a dice pool. When this happens, simply move the number of affected dice from one pool to the other. For example, if Dice in Play your monster is hit by an attack that causes it to lose an Action Die, move an Action Die from the When you roll the dice, you must decide how Monster Pool to the Unit Pool. many dice you will be rolling and then roll them all at once. Whenever you pick up dice to roll You begin the game with ten Action Dice in your them, they are considered dice in play. Some Unit Pool. special rules can add or remove dice from the dice in play or cause you to reroll the dice in play. Your dice remain in play until all rules that affect them are resolved and you place them into a pool. 10
86210-492 08672 : 928791 // m o n s t e r 0 0 7 You store unearned Power Dice in the Dice Well Boost Dice on the battle map. When you earn Power Dice, you move them to your Power Pool. You can use Boost Dice have two misses, three strikes, and only the Power Dice that are in your Power Pool. one super strike on each die. Boost Dice are After you spend or roll a Power Die, return it to special dice you roll when a model has a knack the Dice Well. for a particular kind of attack or because of certain abilities or special circumstances. Boost You can add Power Dice from your Power Pool Dice have better odds of success than Action to monster attack rolls to greatly increase your Dice. Boost Dice are not part of any dice pool and chances of success. Some abilities available to do not get used up when you roll them. They are monsters, such as power attacks, require you to bonus dice you get for free. You store your Boost use Power Dice. If you have not accumulated Dice in the Dice Well on the battle map, and you enough Power Dice, you might not be able to do return them to the Dice Well after you roll them. what you want. Units cannot use Power Dice. If you ever need to roll more Boost Dice than you You can earn Power Dice in the following ways: have on hand, make your roll as normal, note the • Every time you make an attack that results number of strikes rolled, then roll again, using in the destruction of an enemy model, you as many dice as needed to reach the required gain one Power Die for each enemy model number. In some cases, you may need to roll more destroyed after removing the model(s) from than twice. the battle map. • Every time you make an attack that results Power Dice in the destruction of a building, you gain two Power Dice have one miss, four strikes, and Power Dice for each building destroyed after one super strike on each die. Power Dice are removing the building(s) from the battle map. an additional resource gained through various • When you power up, you gain one Power Die means—mostly by causing destruction! You start for every allied unit holding a power zone on the game with no Power Dice in your Power the battle map (see “Power Zones,” p. 23, Pool, but you can earn Power Dice throughout and “Activating Monsters,” p. 26). the game. Power Dice are used up when you roll or spend them, and you can never have more • When you power up, you gain one Power Die than ten Power Dice in your Power Pool at any for every building currently secured by your one time. Any Power Dice accumulated beyond force (see “Securing Buildings,” p. 22). ten are lost. • You can gain Power Dice through certain other rules and game effects. 11
/15283 [6371—1902] Model Stat Cards Brawl Stats – The first number to the right of the Brawl header (inside the white Action Dice icon) is the maximum number of Action Dice the model Each stat card provides all relevant stats for the can roll when it makes a brawl attack. A model model as well as certain other basic information, must have a Brawl stat to make brawl attacks. including the model’s name, its Faction, and its The second number (inside the blue Boost Dice type. icon) is the number of Boost Dice the model rolls One side of a monster’s stat card is for its alpha whenever it makes a brawl attack; if there is no version, and the other side is for its hyper version. number, the model does not roll free Boost Dice for a brawl attack. Basic Stats Blast Stats – The first number to the right of the Blast header is the Range (RNG) of the attack, Stat cards include the following basic stats for which indicates the maximum number of spaces models. the target of a blast attack can be from the Speed (SPD) – The number of spaces the attacking model. The second number (inside the model can move on the grid when it advances. white Action Dice icon) is the maximum number Additionally, some models have the High Mobility of Action Dice the model can roll when it makes icon next to their SPD stat. (See “Moving on a blast attack. A model must have a Blast stat to the Grid,” p. 14.) make a blast attack. The third number (inside the Defense (DEF) – The number of strikes your blue Boost Dice icon) is the number of Boost Dice opponent must roll in a single attack to hit this the model rolls whenever it makes a blast attack; model. if there is no number, the model does not roll free Boost Dice for a blast attack. Cost – The number of Action Dice you must spend to bring a unit into play when you spawn Power Stats – Only monsters have Power stats. units. Only units have a Cost stat. The first number to the right of the Power header (inside the white Action Dice icon) is the maximum number of Action Dice the model can Attack Stats roll when it makes a power attack. The second A model’s forms of attack are represented by its number (inside the blue Boost Dice icon) is the weapon stat bars. There are three basic types of number of Boost Dice the model rolls whenever attack: brawl attacks, blast attacks, and power it makes power attack. attacks. Only monsters can make power attacks. (For details, see “Making Attacks,” p. 18.) Special Rules A model’s special rules are listed on its card (see “Special Rules,” p. 30). 12
86210-492 08672 : 928791 // m o n s t e r 0 0 7 Monster Stat Cards A monster’s health track is located along the bottom edge of its stat card and shows how Monster stat cards are larger than unit and much damage the monster can take before being building stat cards. They are double-sided, destroyed. Units and buildings do not have health with one side displaying the rules and stats for tracks because they are destroyed if they take a the monster’s alpha form and the other side single damage point. See page 20 for more displaying the rules and stats for its hyper form. detailed information on the health track. Monsters start the game in their alpha forms. 6 8 SPECIA L AN NIH ILA RU LES TE – Thi do sup er s monster’ DEF ha/drMOaNSTERma damage s att ack s . gorghadra SPD gorgERS DEMO LIS kes an HE R – Wh en thi s mo PLA NE T 6 9 SPECIA L RU LES PLA NE T EAT for eve ry att ack , gain +1 del EAT ERS del en this mo er Die result of building des troyed er Die Pow / MO NS TER 0 8 4 SPD RN G HER – Wh Pow ALPHA its att ack as a Braw l DEMO LIS n +1 . HY PER DEF att ack , gai as a RILED – Wh hit s makes an building des troyed or des tro en this mo del is If thi s att ack for eve ry att ack . gain one yed by an REACTIdam ene ON –age d nt to the tar get 9 age d AIN my attts adjace 91, 2.29449 result of its PowerCH s than del is dam . t, all uni ack 51.5013 , you mo aDie uni al to or les RILED – s When thi ene my att ack , you UN EAR TH LY h DE F equ ike s rolled als o Braw l 30, -0.1417 in play, oth RAGEuni t wit 0 9 48.8582 an – Wh RN G yed by ileber str thisofmo ult of or des tro er allied nt as a res Power Die . themo num del s gaiage suf fer 1 dam del poiis CH AIN REA 5 98 gain one n Riled. a unit, all CTION – If this att . this att ack unit with units adjace nt to ack hit s 3 4 troyed4 491 69, -77.036 DE the the number F equ al to or les tar get 29.9789 RN G suf fer 1 damof strike s rolled s than Bl as t 08, 31.1340 51.5013 38.8975 9 this att ack age point as a als o 91, 2.29449 ldings des WAVE 30, -0.1417 ATE – Bui replac ed by TOR BEAM DISIN TEGRA RENDINGS . result of 86 CLAW DIS INT EGR ack are not 48.8582 98 by this atthaz ard s. rubble or Bl as t 4 3 5 RN G 7 5 29.9789 DIS INT EGR 491 PoWER ATE 69, -77.036 – Buildin 08, 31.1340 by this att gs des rubble or ack are not replac troyed GY HYPER BIOLO haz ard s. 38.8975 ed by 74 68 61 20 74 86 73 65 6e 64 72 61 20 61 70 68 67 68 64 20 6f 75 20 74 72 64 69 65 6e 69 6e 61 6e 67 20 65 20 22 43 6f 6e 20 6d 20 6c 65 74 27 73 20 67 27 74 PoWER 6f 6e 20 77 MONSTERPOCALY 22 65 21 PSE(C) 2008 Privateer 62 6c (00/00/0000)2 6f 75 X-AYRAJT Press, CPU : Ver:2.0 Inc. Carbonté(R) Speed Tritonic(R) : 12.00 8 8 CPU GHz 12.00GHz 5 Press BOOST to run Press SETUP B12 for DDS POPUP Memory Speed: BBJ8 1200 Initializing Controllers . ... Done. izing.. Initial 22 43 61 6e Press, Inc. s 27 73 64 69 2008 Privateer c Pathway 20 6c 64 20 PSE(C) magneti 6f 6e 70 68 MONSTERPOCALY Ver:2.0 Electro 20 77 67 20 72 61 X-AYRAJT 8 CPU 12.00GHz -Cerami ing Electro 6f 6e 65 6e 73 65 (00/00/0000)2 c Ram Optimiz 27 74 6f 75 20 74 Tritonic(R) Capacit 6f 75 20 67 67 68 68 61 CPU : Carbonté(R) GHz or : MAX 62 6c 65 74 20 61 74 Speed : 12.00 65 21 20 6d 6e 64 Initial 22 65 20 SETUP izing.. 69 6e BOOST to run . 20 74 Press DDS POPUP 72 B12 for Press BBJ8 1200 Speed: ... Done. Memory Controllers Initializing 8 57 46 3 2 1 HE ALT H or : MAX Capacit c Ram Optimiz -Cerami ing Electro Electro magneti c Pathway s 11 10 9 HE ALT H monster stat card 3 2 1 apar tmen t Building RN G Bl as t BU ILDING 5 2 5 DEF RU LES SPD SPECIA L DEF its SPECIA L del can end rain and RU LES 9 HIG H-D 51.5013 – Thi s mo 91, 2.29449 COOL THING ible ter EN SIT Y FLI GH T on imp ass not limite – Thi when d to four s building is 30, -0.1417 movement to haz ard s exc ept per per player 48.8582 ckR.Det. /Ch Ro.A. op is imm une with the m. . 98 colliding hin two UN IT mo del s wit ir DE F R – Ene my 9 the 51.5013 G.U e 91, 2.29449 22 43 TTE hav 61 6e this mo del acks made 64 69 SPO 68 72 64 20 61 73 70 65 20 spaces of 1 against blast att m of 1. 74 27 74 68 73 20 61 30, -0.1417 65 6e 6c 6f Fluctua 6f 75 6e 67 ting Resonan 20 29.9789 67 68 ce Frequen RADAR DISK 64 20 20 61 48.8582 77 6f reduced by del s, to a minimu 6e 27 6e cy 65 74 74 20 20 6d 67 74 72 65 20 6f 75 69 6e 08, 31.1340 62 6c 20 mo 98 65 21 by allied 22 ter Chamber ing Antimat Reignit 86 onic Energy ting Subharm Oscilla 29.9789 Calibra ting... TEMPE STCANNO N 08, 31.1340 ROTARY 86 D U.C. GUIDE MISSILES ting... GRUN T Calibra CO ST: 1 unit stat card building stat card 13
/15283 [6371—1902] Gameplay Overview Moving on the Grid Monsterpocalypse is played in turns, alternating The most common type of movement in between the two players. Each player starts the Monsterpocalypse is advancing. Monsters and game by taking a Unit Activation. Then for the units have Speed (SPD) stats that indicate how rest of the game, you can choose to take either many spaces they can move on the map each a Monster Activation or a Unit Activation on time they advance. Each of your monsters can your turn. Each type of activation is divided into advance once during the Advancement Phase of phases that must occur in order. These phases are your Monster Activations. Each of your units can explained in depth beginning on page 26. advance once during the Advancement Phase of your Unit Activations. A Unit Activation consists of the following phases: A model can move either up, down, left, or right on the battle map. A model can move diagonally 1. Spawn Phase, when your units can enter the once while advancing. Monsters can occupy more battle map. than one space at a time, but they still count out 2. Advancement Phase, when your units their movement like units do. advance. 3. Attack Phase, when your units make attacks. 4. Push Phase, when you can move any unused Action Dice into the Monster Pool. 3 4 A Monster Activation consists of the following phases: 1 2 1. Power Phase, when your monsters power up. 2. Advancement Phase, when your monsters 1 2 3 4 advance. 3. Attack Phase, when your monsters make attacks. two ways a monster can move four spaces 4. Push Phase, when you can move any unused Action Dice into the Unit Pool. Monsters can move through spaces occupied by enemy units and allied models, but they cannot move through buildings or enemy monsters unless they have a special rule that allows them to do so. 14
86210-492 08672 : 928791 // m o n s t e r 0 0 7 Units can move through spaces occupied by allied models, but they cannot move through Terrain buildings or enemy models unless they have a The spaces on the battle map represent various special rule that allows them to do so. types of terrain your models will traverse. Monsters can move across and occupy any terrain without No model can finish its movement in a space restriction or penalty, but for units, some terrain occupied by another model. types are more difficult to cross than others. Models cannot move beyond the edge of the Open Terrain – Open terrain includes spaces battle map. If a model is thrown or would such as roads and grass. Count these spaces once otherwise be moved beyond the edge of the when a unit advances into them. battle map, it stops at the edge. Furthermore, any time you move a model, it must end its movement in spaces it can legally occupy. When you put a model into play, you must place it on spaces it can legally occupy. Stepping Examples of open terrain Rough Terrain – Rough terrain includes spaces Monsters have an additional type of movement such as trees and large rocks. Count these spaces called stepping. A monster steps by spending an twice when a unit advances into them. Action Die to move one space in any direction, including diagonally. A monster can step before it advances, after it advances, before it attacks, and after it attacks. Your monster can step as many times as you have Action Dice to spend. Each step is performed individually, and the monster must be able to occupy the spaces into which it moves. Example of rough terrain Example: While in alpha form, Terra Khan has Impassible Terrain – Impassible terrain includes SPD 6, but its desired target is eight spaces away. spaces such as water. A unit cannot enter these After advancing six spaces, Terra Khan can spend spaces unless it has a special rule that allows it two Action Dice from the Monster Pool to step two to do so. more spaces, ending up adjacent to its target. The spent dice are placed in the Unit Pool. Example of impassible terrain 15
/15283 [6371—1902] High Mobility Adjacent Some models are capable of leaping great A model is adjacent to another model when it distances, tunneling beneath the earth, or occupies a space next to or immediately diagonal climbing over any obstacle. These models have to the other model. High Mobility, as indicated by the icon next to their SPD on their stat card. A model with High Mobility can move through Belcher other models and treats all terrain as open terrain. A model with High Mobility is immune to Crawler hazards except when it ends its advancement on a hazard, but it still suffers all effects as a result g-tank of colliding with hazards and other models. A unit with High Mobility cannot end its movement on impassible terrain. Spaces adjacent to a G-Tank unit Cover A unit adjacent to a building or a friendly g-tank downtown highrise monster gains Cover. Cover adds +1 to the unit’s DEF against blast attacks. A unit cannot gain more than +1 DEF from Cover. Cover does not add to a unit’s DEF against brawl or power attacks. Monsters cannot gain Cover. repair truck Adjacent, Base-to-Base & Aligned Models can be adjacent to each other, base-to- base, and aligned. g-tank Spaces adjacent to a monster 16
86210-492 08672 : 928791 // m o n s t e r 0 0 7 Base-to-Base (B2B) Aligned A model is base-to-base (B2B) with another A monster is aligned with another monster or a model when both models occupy spaces that are building when one entire edge of the monster’s next to each other. Models that are B2B are also base touches one entire edge of the other adjacent. Models that are diagonal from each model’s base. Models that are aligned are also other are not B2B. B2B and adjacent. crawler < adjacent, NOT b2B> both belchers Defender X and Gorghadra are aligned, B2B, and adjacent. Spaces B2B with a G-Tank unit G-Tank crawler < adjacent, NOT b2B> belcher Defender X and the downtown highrise are not aligned, but they are B2B and adjacent. Gorghadra Some buildings are not mounted on a base. If a building is not mounted on a base, treat the four foundation spaces it occupies as its base. Spaces B2B with a monster (Defender X) 17
/15283 [6371—1902] Making Attacks model can also receive Boost Dice from its special rules or other game effects. The Brawl, Blast, and Power stats restrict only the number There are three types of attacks in of Action Dice you can roll, not the number of Monsterpocalypse: brawl attacks, blast attacks, Boost Dice. and power attacks. To make an attack, follow these steps: Example: Your Alpha Defender X has a Brawl Action Dice stat of 7, so it can spend up to seven 1. Choose the type of attack. Action Dice when it makes a brawl attack. It also 2. Choose a target. has a Brawl Boost Dice stat of 4, meaning it gains 3. Determine the number of dice in your four Boost Dice on a brawl attack. Whether you attack roll. roll one, two, or even seven Action Dice, you still add four Boost Dice to the roll. 4. Roll the dice and resolve the attack. The second type of additional dice are Power Dice. Only monsters can use Power Dice. You earn Attack Rolls Power Dice by accomplishing certain tasks in the Every attack roll must include at least one game, and you can add any number of them to Action Die from the active pool, and you can add any monster roll in addition to Action Dice and a number of Action Dice to the roll up to the Boost Dice. number of the corresponding stat. Example: Your Defender X makes a brawl attack Example: Your Sun Fighter unit makes a blast again, and this time you really need it to hit. As attack against a Belcher. The Sun Fighter has before, you roll four Boost Dice and up to seven a Blast Action Dice stat of 2, so it can roll up to Action Dice from your Monster Pool. You decide two Action Dice for an attack. Because it’s a unit, that won’t be enough, so you add four Power Dice the Sun Fighter’s Action Dice come from the Unit from your Power Pool to the roll. You can add as Pool. The Belcher’s Defense is 2, so the attack many Power Dice as you have in your Power Pool. hits if the roll results in two or more strikes. After Remember, a monster’s Brawl, Blast, and Power the roll, the two dice used for the attack go into Action Dice stats limit only the number of Action the Monster Pool. Dice you can roll for an attack. They do not affect Two other types of dice can also come into play. the number of Boost Dice you must add or the The first are Boost Dice. Some models receive number of Power Dice you can add to the roll. Boost Dice for certain types of attacks, as noted Once you determine the number of dice to use, by the weapon stat bars on their stat card. The make your attack roll. Count up the total number number inside the blue Boost Dice icon is the of strikes and compare it to the Defense (DEF) of number of Boost Dice you roll for free when your target. If the total number of strikes is equal making that type of attack with the model. The to or greater than the target’s DEF, the attack hits. 18
86210-492 08672 : 928791 // m o n s t e r 0 0 7 Regardless of the type of attack or how many dice you roll, all attacks must adhere to the following Target Models rules: When you choose to have a model make an attack, you must choose a building or an enemy • Monsters and units can attack enemy models model as the target. and buildings but cannot attack allied models. An attacker can make a brawl attack targeting any adjacent building or enemy model. • You can attack with any number of models each turn as long as you have the required An attacker can make a blast attack targeting any Action Dice to roll. building or enemy model within range. A blast attack’s RNG is given in its weapon stat profile. • Each unit can participate in only one attack each turn. Blast attacks cannot be blocked by other models. • You must complete all of one monster’s Monsters are too big to hide behind anything, attacks before declaring the next monster’s and even the smallest units can be detected by the attacks. sophisticated systems and instincts of their enemies. • Normally, monsters can make only one attack When counting the spaces to the target, you can each turn, though some monsters have count a diagonal only once. special rules that allow them to make more than one. Power Attacks Power attacks are special attacks that only monsters can perform. They differ slightly from 2 3 4 5 brawl and blast attacks in that you must roll at 5 1 least one Power Die as well as at least one Action 4 3 2 1 Die when you make a power attack. The various power attacks are explained in detail beginning 1 on page 32. 2 3 4 5 blast ranges for monsters and units 19
/15283 [6371—1902] Damaging models alpha form’s health track, it enters hyper form. Flip its card over to the hyper side and continue Attacks cause one point of damage every time tracking the monster’s health. When the monster they hit. Power attacks can result in additional loses the last of its health, it is destroyed and damage. removed from the battle map. Some effects can cause a monster’s health to be damaging Units restored. If a monster has health restored during When a unit takes damage, it is destroyed. When a battle, move the token to the left one point for your unit is destroyed, remove it from the battle each point restored. A monster’s health can never map and place it back in your unit reserves. exceed the highest number on its health track. If one or more of a monster’s alpha form damage Damaging Monsters & boxes are restored, it returns to its alpha form. Restoring Health Example: Josh’s Deimos-9 is in alpha form with full Each monster has two forms, an alpha form and health when it suffers three points of damage from a hyper form. Each form has its own stats and an attack. Josh moves the marker on Deimos-9’s special rules. A monster begins the game in its health track from 11 to 8. alpha form and enters its hyper form when it takes a certain amount of damage. Super Damage Each monster has a single health track, which is Some attacks or effects cause super damage, divided between its alpha and hyper forms. The which means the target takes one additional damage the monster takes damage point. If multiple rules or effects that Defenderthroughout the game 6 8 6 8 SPECIAL RULES X SPECIAL RULES – Defender X cause super damage affect the same model DISRUPTION – Enemy models DISRUPTION Enemy models SPD DEF SPD DEF G.U.A.R.D. / MONSTER G.U.A.R.D. / MONSTER is tracked by moving a marker from left to right attacking while within two spaces of attacking while within two spaces of this model lose one Boost Die on their this model lose one Boost Die on their attack rolls. ALPHA attack rolls. HYPER along its health track to display itsBrawl MECHANICAL – This monster is current0 health. 7 4 simultaneously, the target takes only Brawlone 0 7 5 ENERGY CYCLE – If you roll two or more RNG RNG LASER BATTERY mechanical. Action Dice on an attack made by this model and the attack hits an enemy additional point of damage. SAFEGUARD – If you are securing one model, after the attack is resolved you When a monster suffers damage inBlast excess3of7its4 or more buildings when you Power Blast 3 7 5 RNG RNG Up, you gain one additional Power Die. can move one Action Die from your Unit Pool to your Monster Pool. 48.858291, 2.294499 48.858291, 2.294499 51.501330, -0.141798 51.501330, -0.141798 MECHANICAL – This monster is BEAT BACK – If this model hits an PoWER 5 4 mechanical. SAFEGUARD – If you are securing one enemy monster with this attack, after the attack is resolved you can move Thera-Magnetic Field Stability : 88% Initializing... or more buildings when you Power Up, the monster hit up to two spaces in a straight line in any direction. During 38.897569, -77.036491 38.897569, -77.036491 ROCKET ASSISTED you gain one additional Power Die. 29.978908, 31.134086 29.978908, 31.134086 complete Monster health track this movement, the target monster FISTS (DETACHABLE) FUSION CANNON moves through and collides with buildings, units, and hazards in its path. The target monster stops moving Fluctuating Resonance Frequency Fluctuating Resonance Frequency if it collides with another monster. ECM ARRAY 22 43 61 6e 64 69 64 20 70 68 72 61 73 65 20 74 68 61 74 27 73 22 43 61 6e 64 69 64 20 70 68 72 61 73 65 20 74 68 61 74 27 73 PoWER 6 4 20 6c 6f 6e 67 20 65 6e 6f 75 67 68 20 61 6e 64 20 77 6f 6e 27 20 6c 6f 6e 67 20 65 6e 6f 75 67 68 20 61 6e 64 20 77 6f 6e 27 74 20 67 65 74 20 6d 65 20 69 6e 20 74 72 6f 75 62 6c 65 21 22 74 20 67 65 74 20 6d 65 20 69 6e 20 74 72 6f 75 62 6c 65 21 22 Thera-Magnetic Field Stability : 88% MONSTERPOCALYPSE(C) 2008 Privateer Press, Inc. MONSTERPOCALYPSE(C) 2008 Privateer Press, Inc. (00/00/0000)2X-AYRAJT Ver:2.0 (00/00/0000)2X-AYRAJT Ver:2.0 CPU : Carbonté(R) Tritonic(R) 8 CPU 12.00GHz CPU : Carbonté(R) Tritonic(R) 8 CPU 12.00GHz Speed : 12.00 GHz Calibrating... Speed : 12.00 GHz Calibrating... Press BOOST to run SETUP Press BOOST to run SETUP Press B12 for DDS POPUP Press B12 for DDS POPUP Memory Speed: BBJ8 1200 Memory Speed: BBJ8 1200 Initializing Controllers ... Done. Initializing Controllers ... Done. 11 10 9 8 7 6 5 4 3 2 1 HEALTH HEALTH alpha side hyper side flip to hyper health tracker monster side icon token destroyed icon 20
86210-492 08672 : 928791 // m o n s t e r 0 0 7 Interacting with the Battle Map sky sentinel A big part of the fun of Monsterpocalypse lies in how your models interact with the battle map and the buildings on it. Whether you are knocking down buildings or occupying tactically important zones, you must understand the role the battle map plays in the game. spawn point negative zone foundation neutral spawn point power zone with activator 21
/15283 [6371—1902] Foundations Destroying Buildings & Creating Hazards Foundations are the locations on a battle map You can attack buildings just as you would attack where you can place buildings during setup. units or monsters. When a building takes damage, Some foundations have green borders and some it is destroyed. have yellow borders. The colors determine the When a building is destroyed, it is replaced with order that you can place buildings on them. a two-sided debris tile. One side of each tile is During setup, green foundations must be filled harmless rubble, while the other side is a hazard. before you can start filling yellow foundations. Most buildings are replaced with a hazard Treat foundations without a building placed on when they are destroyed. If a building has the them as open terrain. Incombustible special rule, however, it does not If one or more models are on a foundation, the create a hazard when destroyed and is instead foundation is occupied. If no models are on a replaced by rubble. foundation, it is unoccupied. Models moving into a hazard take 1 damage point. Once a model has suffered the effects of a hazard, it does not suffer those effects again unless it moves off the hazard and then returns. Some models have rules that can eliminate hazards. When a hazard is eliminated, flip the tile over so the rubble side faces up. Green foundation Yellow foundation Treat all spaces occupied by a rubble tile as rough terrain regardless of which side is face up. Buildings Securing Buildings Buildings are models that serve as obstacles When three of your units are adjacent to a and strategic goals for you and your opponent, building and no enemy units or enemy monsters provide much-needed power for monsters, and are adjacent to it, you are securing the building. present dangerous hazards on the battle map Each time you power up, you receive one Power after you destroy them. Buildings can also provide Die for each building you are securing. beneficial abilities to your force. Buildings do A unit cannot secure a building while the unit is not move during the game. Although each player being moved. must bring buildings to the game, the buildings you bring are not part of your force. Example: Will has two units adjacent to an Industrial Complex. The Industrial Complex has the Fuel Depot special rule, which gives all of Will’s models +1 SPD while it is secured. He then advances a third unit. During its movement the 22
86210-492 08672 : 928791 // m o n s t e r 0 0 7 unit it becomes adjacent to the Industrial Complex Spawn Points but continues to move past it so that it is no longer adjacent. His unit does not gain the +1 SPD during Spawn points are the spaces on the map where its advancement because the building is not units can enter the game. There are two types of secured during the movement. spawn points: standard spawn points and neutral spawn points. Look for ways to position units to secure multiple Standard spawn points are color-coded to each buildings at the same time. Some maps have player. The standard spawn points of your color locations where the same three units can secure remain your spawn points for the entire game two buildings and hold a power zone! With clever (see “Starting a Game,” p. 24). selection and placement of your buildings and units, you can gain three or more Power Dice from just three units each time you power up. Objective Spaces Standard spawn points Strategic points known as objective spaces are scattered around the battle maps, including Neutral spawn points do not begin the game power zones, negative zones, and spawn points. under any player’s control. Instead, each player Objective spaces can grant benefits to the player can try to take control of neutral spawn points who holds them and potentially hinder the player during the game by holding the adjacent who does not. activators. If you have a model holding an activator space next to a neutral spawn point, To hold an objective space, a unit must simply then you control the spawn point and you can occupy the space on the map. Monsters cannot use it as one of your spawn points. If no player hold objective spaces. holds the activator, units cannot spawn from that spawn point. Power Zones Each time you power up (see “Activating Monsters,” p. 26), you gain one Power Die for each power zone held by one of your units. Activator Neutral Negative Zones spawn point Each time you power up, your opponent loses one Power Die from his Power Pool for each negative zone held by one of your units. 23
/15283 [6371—1902] getting ready to play Starting a Game Before the game can begin, players must decide Before setting up a game, each player rolls five how many monsters they will play with, choose Action Dice for the setup roll. The player who rolls their models, and get their dice ready to roll! the most strikes wins. If the setup roll is a tie, reroll. The loser of the setup roll chooses the battle assembling your force map for the game. The winner of the setup roll chooses the color zones on the battle map each Your force consists of the units and monsters you player will use. You can use only the spawn will use in the game. All the models in your force points that correspond to your color. must belong to the same Agenda. The winner of the setup roll also places the first Monsters building, places their monsters first, and takes the first turn. Each force must include at least one monster, and each player must start the game with the same number of monsters. All monsters are unique Placing Buildings on the grid characters, so a player can bring only one of each Players take turns placing their buildings on monster to a game. A player can bring the same the foundation spaces on the battle map, one monster as their opponent, however. building at a time, until they have placed all their buildings. If one player runs out of buildings Units before the other player, the player with remaining The number of units you can include in your buildings continues placing them. Players must force depends on the number of monsters you continue to place buildings until they have start the game with. If each player has one placed all the buildings from their cities or have monster, you can include up to 15 units in your run out of empty foundations on which to place force. In a two-monster game, you can have up the buildings. to 20 units in your force. In a three-monster Each foundation space has a colored border that game, you can have up to 25 units in your force. indicates the order of building placement. Players Your units begin the game in your unit reserves must fill all green-bordered foundations before rather than on the battle map. During the game, placing a building on a yellow foundation. they will enter play through the map’s spawn points. More buildings in the game means more power can be generated and more big power attacks will happen, Buildings so including as many buildings in your city as you can makes for more exciting games. Each player must bring six to twelve buildings. A player cannot bring more than four of any one building. 24
86210-492 08672 : 928791 // m o n s t e r 0 0 7 Example: Jason and Will are setting up a game on a battle map with eight green foundations and ten Remaining Setup yellow foundations. Will brought eight buildings to Once all buildings are in place, the winner of the the game, and Jason brought twelve buildings. Will setup roll places their monsters on the battle won the setup roll, so he places the first building map, then the other player does the same. Your on a green foundation. Jason then places one of monsters must be placed so that their bases his buildings on a green foundation. They continue touch the rear edge of your side of the battle alternating until all the green foundations are map. Next, make sure you have ten Action Dice in filled up, then they begin filling the yellow your Unit Pool as well as ten Power Dice and at foundations. After Will runs out of buildings, Jason least six Boost Dice in your Dice Well. Lastly, set places his remaining buildings. your units to the side of the battle map in your unit reserves. Now, with everything set up, it’s time to start tearing it down! ares mothership 25
/15283 [6371—1902] Order of Play There are four phases in a Monster Activation. You can choose to skip any of the phases, but any you choose to perform must be done in the Monsterpocalypse is played in a series of turns following order. in which players advance and attack with their models until only one player has a monster left in play. 1. Power Phase Begin your Monster Activation by powering up. On your turn, you must choose to perform When you power up, you add one Power Die to either a Monster Activation or a Unit Activation. your Power Pool for each power zone your units To activate units or monsters, you must be hold and for each building your units are securing. able to spend at least one Action Die from the In addition, your opponent loses one Power Die appropriate dice pool. If you have no Action from their Power Pool for each negative zone you Dice in your Monster Pool, you cannot perform hold (see “Objective Spaces,” p. 23). a Monster Activation. If you have no Action Dice in your Unit Pool, you cannot perform a Unit Activation. 2. Advancement Phase Because there are no Action Dice in your Monster Each of your monsters can advance up to a Pool when you start a game, your first turn of number of spaces equal to its SPD stat (see every game will be a Unit Activation. “Moving on the Grid,” p. 14). Leave a few dice behind in each pool. It’s tempting Remember, your monsters can also move to exhaust your dice pools so that you can do more by spending Action Dice to step (see p. 15). each turn, but be careful. Sometimes having just one Action Die in your Monster Pool is enough to make your opponent think twice about body slamming your 3. Attack Phase monster into a block of buildings. That one die could You can spend Action Dice and Power Dice to allow you to return the favor! have your monsters make a brawl attack, blast attack, or power attack. Each of your monsters After you finish your Monster Activation or Unit can make only one attack per Monster Activation Activation, your turn ends, and the next player unless your monster has a special rule allowing it takes a turn. to make an additional attack. Activating Monsters 4. Push Phase When you choose a Monster Activation, your If you have Action Dice remaining in your Monster Pool becomes the active pool, and all Monster Pool, you can move any number of them Action Dice you spend or roll move from the to your Unit Pool. Monster Pool to the Unit Pool after you use them. 26
86210-492 08672 : 928791 // m o n s t e r 0 0 7 Activating Units Example: Jack wants to spawn a G-Tank and a Sun Fighter onto two of his spawn points. Both When you choose a Unit Activation, your Unit have a Cost of 1, so normally they would each cost Pool becomes the active pool, and all Action Dice Jack one Action Die from his Unit Pool to spawn. you spend or roll move from the Unit Pool to the However, Jeff has a unit on the spawn point where Monster Pool when you use them. Jack wants to spawn his Sun Fighter. Jack spends There are four phases in a Unit Activation. As one Action Die to move Jeff’s unit to an empty with Monster Activations, you can choose to skip adjacent space, then spends another Action Die to any phase, but the phases must be done in order. spawn the Sun Fighter in that location. He then spends one Action Die to spawn his G-Tank on the other spawn point. 1. Spawn Phase You can spend Action Dice to bring units into play 2. Advancement Phase from your unit reserves. This is called spawning. You can spawn any number of units as long as Each of your units can advance up to a number of you have enough Action Dice to spend. Units spaces equal to its SPD stat (see “Moving on the spawned at the beginning of your turn can Grid,” p. 14). advance and attack in the same turn. 3. Attack Phase When you spawn a unit, you must spend Action Dice from your Unit Pool equal to the unit’s Cost. You can attack with any number of your units on Then take the unit from your unit reserves and the battle map. Each unit can participate in one place it on one of your spawn points. You can individual or combined attack (see “Combined only spawn units from your unit reserves. Unit Attacks,” p. 28). You must spend at least one Action Die for each unit participating in an If you want to spawn a unit on a spawn point attack. You do not have to attack with the same that is already occupied by a unit, you can spend units you advanced this turn. You can continue to one Action Die to move that unit into an adjacent make attacks with your units as long as you have space that it can legally occupy before you pay Action Dice to spend and as long as you have the Cost for the unit you want to spawn. units that have not yet participated in an attack during this Unit Activation. Be careful about leaving one of your units on your opponent’s spawn point if there is an adjacent hazard. Your opponent might move your unit onto 4. Push Phase the hazard and destroy it! If you have Action Dice dice remaining in your Unit Pool, you can move any number of them to your Monster Pool. 27
/15283 [6371—1902] Combined Unit Attacks When making a combined brawl attack, all participating units must be adjacent to the target. A single unit has almost no chance of causing For a combined blast attack, all participating units damage to a monster on its own, but combined must have the target within their attack range. units attacking together can pose a powerful Add up the Brawl or Blast stats of the units threat. Two or more units can combine attacks of involved, depending on the type of attack, to the same type (brawl or blast) in order to create determine the total number of Action Dice you a more powerful attack with a greater chance can roll for the attack. You must spend at least of hitting and causing damage. Units cannot one Action Die for each participating unit. combine brawl attacks with blast attacks. Example: A Belcher can spend up to two Action To make a combined unit attack, choose one unit Dice when it makes a blast attack. When three to lead the combined attack and declare which Belchers combine for a blast attack, the roll must other units will participate. The model leading include at least three Action Dice (because there the attack is considered to be the attacking are three units) and can include up to six Action model for resolving any special rules. Dice (two for each Belcher). Example of a combined unit attack Oz is making a combined attack with the following units: Elite G-Tank, Grunt G-Tank, Elite Sun Fighter, sun fighter elite sun fighter Grunt Sun Fighter. Oz is attacking Will’s Ares Mothership, which is in elite g-tank hyper form (DEF 8). Oz chooses the Elite G-Tank to lead the attack. The Elite G-Tank is within two spaces of the Grunt G-Tank, and the Elite Sun Fighter is within two space of the Grunt Sun Fighter, so both grunt models g-tank benefit from the elite models’ Commander special rules. Additionally, neither G-Tank moved this activation, so ares mothership both benefit from Aim. Further, since the Grunt Sun Fighter and the Elite Sun Fighter are participating in a Relevant special rules of these models are as follows: combined attack against a model with Flight, they both Aim – This model gains +1 Blast Boost Die if it did not move benefit from Anti-Air. this activation. Oz totals up the dice he can potentially roll when Anti-Air – If this model participates in a brawl or blast attack targeting a model with Flight, this model gains +1 boost dice. resolving this combined attack: eight Action Dice Commander: G-Tank – Allied G-Tank Grunt units within two and eight Boost Dice. Oz chooses to roll four Action spaces of this unit gain +1 Boost Die when participating in Dice (one for each participating model) and all eight brawl or blast attacks. Commander: Sun Fighter – Allied Sun Fighter Grunt units Boost Dice. He rolls nine strikes for a hit, so Will’s Ares within two spaces of this unit gain +1 Boost Die when Mothership suffers 1 damage point from the attack. participating in brawl or blast attacks. 28
86210-492 08672 : 928791 // m o n s t e r 0 0 7 If the combined attack roll hits, the target is damaged. A combined attack does only one point Winning of damage no matter how many units participate A player wins the game when all of their in the attack. Additionally, a combined attack opponent’s monsters are destroyed. counts as only one attack regardless of how many units participate. If you must end your game before one player has destroyed all the opponent’s monsters, the Units participating in a combined attack must player with the most monsters remaining in roll all the Boost Dice they have for that type of play wins. If both players have the same number attack. If you do not spend an Action Die for a of monsters in play, add up the damage points unit to participate in an attack, however, you on each players’ monsters, including those that cannot include its Boost Dice. have been destroyed. The player whose monsters have suffered the least amount of damage is the Remember, a unit can participate in only one attack winner. If the amounts of damage are the same, each turn. If a unit participated in a combined attack, it cannot make an attack of its own in the same turn. the game ends in a draw. Units making a combined attack can benefit from all the special rules affecting the participating models. Although each model participating in the attack can benefit from the same-named special rule only once, the combined attack can benefit from each model that has the same special rule. In other words, the effects of same-named rules can be cumulative in a combined attack. Example: The Anti-Air special rule grants an extra Boost Die to a model when it attacks a target with Flight. If three models with Anti-Air combine to attack a flying target together, you can add three Boost Dice to the roll, one for each instance of Anti-Air. cthugrosh 29
/15283 [6371—1902] Special Rules Example: Hyper Gorghadra hits Alpha Armodax with a brawl attack. Hyper Gorghadra has the Annihilate special rule, which causes its attacks to The models in Monsterpocalypse can do much do super damage. Normally, a monster hit by this more than just move around and make brawl, attack would take two points of damage (one for blast, and power attacks. They also have a variety the brawl attack and one for super damage), but of special rules, as noted on their cards. Alpha Armodax has the Resilience special rule, When the text of a special rule refers to which makes it immune to super damage. Alpha “Faction,” it means the Faction of the model that Armodax takes only one point of damage. has the rule. Applying Special Rules Actions The special rules of individual models take Actions are a type of special rule that require you precedence over the general rules in this rulebook. to spend an Action Die to use. On models’ stat Each time more than one special rule with the cards, these rules begin with the word “Action.” same name would affect a single model, apply Your monsters can use their Actions rules only the effects of the rule only once. during a Monster Activation, and your units can Each time more than one special rule with the use their Actions only during a Unit Activation. same name would affect a single attack, apply Some buildings also have Actions. A building the effects of the rule only once. can perform Actions only while secured and only during a Unit Activation. Each time more than one special rule with the same name would affect a single power-up, apply During the Advancement or Attack Phase, a the effects of the rule only once. model can perform an Action by spending one Action Die from the active pool. An Action cannot Example: The Force Field special rule gives a model interrupt a model’s advancement or attack. +1 DEF against blast attacks, and a model can gain Force Field from multiple sources. Regardless of You can use each Action only once during each how many instances of Force Field are affecting it, of your activations, and each of your models can a model can gain the +1 DEF against blast attacks perform only one Action each activation. from Force Field only once. Similarly, a model can benefit only once from Cover, which also gives Immunity +1 DEF against blast attacks. However, because Force Field and Cover have different names, a model Some models have rules that make them immune can benefit from both at once for a combined to certain types of attacks or effects. When a +2 DEF against blast attacks. model has an immunity, it cannot be harmed or affected by that type of attack or effect. 30
You can also read