Universal Actions
Attack Types
A Model may use up to two Movement Actions per Game Round
Projectile (Pr)
Move * (AP 1):
Basic ranged attack.
Movement Move up to 4”.
Requires LoS
[MND] and [ENG] Projectiles suffer ‐1 in B2B
Run* (AP 2): Movement Move up to 4”.
Costs only 1 AP when combined with Move
Ray (R)
AoE as wide as the Models base, as long as the Rng
Jump* (AP 2): Movement Jump up to half [STR] in inches
Targets suffer damage by distance to the acting model, closest
horizontally or vertically. When jumping vertically you may move
first. First target suffers Opposed roll vs full Trait, all others vs half
1” horizontally as well.
Trait. If the acting model loses an Opposed Roll the Ray does not
continue to travel.
Get Up* (AP 1): Movement Remove Knocked Down. May be
LoS required to the original target
performed twice
[MND] Rays suffer ‐1 in B2B
Strike ([STR] vs [DEF] / AP 1): May be performed as many
Blast (BlX)
times as the Supreme has Levels
AoE of X inches radius, centered on the initial target. Initial target
suffers an Opposed Roll vs full Trait, all other affected models
Command (AP X): Active a Minion Resource within twice the
suffer an Opposed Roll vs half Trait.
Supremes [SPR] range.
If a 1 is rolled against the initial target the opponent may move
the blast up to 2 inches before further rolls are made.
Activate (AP X): Activate a Resource carried by the Supreme.
LoS required to the original target.
Counts towards AP limit
[MND] Blasts suffer ‐1 in B2B
Models are immune against their own [MND] Blasts
Pass (AP 1): Forfeit your current Activation
Self Blast (SBlX)
Hold* (AP 2): Use the Action Hold was combined with at a later
Affects all models within X inches of the acting model. The acting
moment. May be triggered after any other action. Expires if the
model is immune to its own Self Blast.
Supreme is Knocked Down or Activates.
Aura (AuX)
Beacon of Hope (AP 2): Move the d6 Citizens closest to the
Affects all models within X inches of the acting model, unless
acting Supreme 2” directly toward him. May be used only once
otherwise specified it moves with the owner and lasts until the
per Team and Game Round
end of the Game Round.
Terrorize (AP 2): Move the d6 Citizens closest to the acting
Conditions
Supreme 2” directly away from him. May be used only once per
Team and Game Round
Base to Base
Whenever a Models base touches another Models base or a piece
Scenery
of scenery they are considered to be Base to Base.
A scenery pieces defence is determined by its material, it never
Burdened
adds a die to its Trait.
May not use Flight and only one Movement Action per Game
Round.
Wood: 5
Brick/Concrete: 7
Charging
Steel and Glass: 8
When combining a Movement Action with an offensive [STR] or
Steel/Iron: 9
[ENG] Action vs a model in Base to Base the charging Model gets
Alien Alloy: 12
+1 on the Opposed Roll. A charged model may not leave Base to
Base until the end of the Game Round
Damage points are are calculated by multiplying the length and
the width in inches and adding the height in inches.
Incapacitated
(length * with) + height in inches.
When a Supreme goes down to 0 damage points or less it
becomes Incapacitated, it contributes no points to the Action
Falling
Pool, can use neither Skills nor Actions and cannot hold or carry
A model falling from more than twice its height suffers a hit with
any Objectives.
[STR] equal to the height in inches versus its [DEF] or [AGL]
Cover
Knocked Down
When no clear line can be drawn between the center of the acting
A knocked down Model cannot perform Actions except for Get
models base and the center of the targets base the target benefits
Up* and suffers from ‐2 to all its Opposed Rolls. It doesn’t provide
from a cover bonus to its Opposed Roll depending on the material
Cover and does not block Los or movement.
of the obstruction.
Soft(+1): other models, wood, scrubs, streetlights etc.
Hard(+2): metal, cars, brick walls, armoured doors
Rock!(+3): concrete bunker, alien spaceship
Trump Actions
Unless noted otherwise, combinable Trump Actions may only be
combined with Actions using the same Trait.
Strength
Agility
Level 1 – Power Up** (AP 2)
Level 1 – Duck (AP 1)
Roll two additional dice and add the lower to the opposed roll.
Reaction ‐ When suffering Damage from a [STR] or [ENG] ranged
attacks the Supreme may spend 1 AP to reduce the Damage by 1
Level 2 – Throw (Pr [STR] vs [AGL] / AP
and move 1”.
3)
Level 2 – Dodge (AP 1)
May Target Models, Objects, Ground.
Reaction ‐ Force an Enemy to re‐roll one [STR] or [ENG] roll. This
Examples:
happens after the attackers Trump Re‐Roll but before the
[STR] 1‐4 : Street Lamps, Bikes, Trash Cans
defenders Trump Re‐Roll
[STR] 5‐8 : Cars, Phone Booths
[STR] 9‐10: Helicopters, Trucks, Fighter Planes
If throwing a lower category Object gain +2 RNG
Level 3 – Counterattack (AP 1)
Reaction ‐ Use after suffering and surviving damage from a [STR]
Level 3 – Headbutt ([STR]vs[AGL] / AP2)
or [ENG] attack made in Base to Base.
Make an [AGL] vs [AGL] roll, if this model wins the opponent
If successful, target suffers no damage but is knocked down. If
suffers three point of damage.
target or attacker is larger than the other they gain +2 on the Roll.
Defense
Mind
Level 1 – Block (AP X)
Level 1 – Power Up** (AP 2)
Roll two additional dice and add the lower to the opposed roll.
Reaction ‐ Pay AP to cancel an equal number of damage points.
Does not work against [MND]
Level 2 – Weak Spot** (AP 1)
Level 2 – Push Away ([DEF]vs[DEF]/AP2)
If the Attack inflicts at least one damage the target suffers as
many extra damage points as this supreme has levels. May be
If successful the target suffers no damage but is moved 1/2 “
combined with actions using another Trait
directly away. If the target collides with a model or scenery, both
suffer a [DEF] vs [DEF] roll.
Level 3 – Feedback** (AP 1)
Level 3 – Lock** (AP2)
For every full 2 points of damage inflicted, add one AP to your
pool (to a maximum of 3). If the Attack fails this model may not
May be combined with any offensive [STR] melee Action. If the
Activate again this round.
Attack succeeds and the target attempts to leave Base to Base
contact:
‐ If the target succeeds it still suffers a free strike
Spirit
‐ If the target does no succeed the free strike gains +2 and the
target is knocked down
Level 1 – Last Stand (AP 1)
Energy
The supreme may not Activate again this round.
It benefits from a bonus equal to its Levels on all Opposed Rolls for
the rest or the Round.
Level 1 – Power Up** (AP 2)
Roll two additional dice and add the lower to the opposed roll.
Level 2 – Strong Will** (AP 2)
Roll two dice, choose one. When re‐rolling, use only 1 die.
Level 2 – Leech** (AP 1)
For every point of damage inflicted the AP Allowance of this
Level 3 – Inspire (Au 3 / AP 3)
model increases by one, up to its Levels+1. If the Attack fails this
The supreme may not Activate again this round.
model may not Activate again this round.
For the rest of the Game Round all friendly models in the Aura get
+3 on all Opposed Rolls
Level 3 – Charge Up** (AP X)
Cost is the Number of models affected, except for Rays where it is
always 1. Models suffering Damage also suffer Aftershocks 3
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