Any model that survives being shot at by a blaster is marked as activated.
A high-tech bow with three different types of ammunition available to the user. Each time a model with this ability SHOOTS, choose one of the following attack types:
Armour Piercing: This attack is made with the ARMOUR PIERCING ability.
Explosive: All models in the target square must roll to avoid the attack. Roll once for the attack, and separately for each target.
Man-stopper: If the target survives they are both Rattled and marked as activated.
The model can fly. This means that they MOVE up to twice as many squares as a normal model for the type of action chosen. They may also ignore scenery when moving.
When you play a Human Ingenuity card from your hand, you may be able to keep it rather than adding it to the discard pile. After the card has been resolved, roll a single dice. On the roll of a 6+ it is returned to your hand instead of being discarded.
This ability works as long as you have at least one model with it alive on the battlefield when you play the card. Having more than one model with this ability makes no difference.
Mounted weapon. A Machine Gun mounted on the back of a truck may be used by a passenger, not the driver. The Machine Gun uses the Shoot value of the model firing it, and gives them a range of 1-10 and COVERING FIRE. Range and LOS are measured from the cab of the truck.
If the model AIMS when they SHOOT, they get +2 extra dice instead of the normal +1.
A Sonic Weapon is particularly dangerous close up. If the target is at half the listed range or less then the Sonic Weapon rolls +2 extra dice to SHOOT.
At the start of the game, after all models have been set up but before the first Turn, models with this ability can sneak a bit further forwards. Make a normal MOVE of up to 2 squares for each model with this ability. Then start the battle as normal.
During the battle a model with this ability is so good at hiding that they cannot be the target of a SHOOT attack from more than 3 squares away. Card effects may attack STEALTHY models as normal. This rule does not apply if the attacker has a clear shot, even if Brazen is in play.
This VEHICLE can carry up to X other models that do not have the VEHICLE rule. Models get into or out of a TRANSPORT by moving into or out of the square it is in using the normal movement rules. This is an exception to the normal rule that a VEHICLE fills up a square and blocks movement.
Models that are being transported are called passengers. If a TRANSPORT moves then the passengers move along with it without using any actions of their own.
Passengers may not be targeted by enemy shooting (it’s too difficult in the middle of a battlefield to get a clean shot off between vehicle panels/through windows etc) but they may still be affected by random or area effects which affect the vehicle they are in.
A VEHICLE with the TRANSPORT ability may choose to start a battle with other models as passengers.
If a TRANSPORT is destroyed then each passenger suffers a 3 dice 4+ SHOOT attack. Surviving passengers are placed on foot in the same square.
A WEAPONS TEAM is made up of one or more figures mounted on a single base together wih a heavy weapon. They count as a single model for all game rules. You may check LOS from any of the figures on the base. In addition, they get +1 dice for any SHOOT attack.
VEHICLES cannot be Rattled.
A VEHICLE counts as 6 models for purposes of filling up a square. A model may only move into the same square as a VEHICLE in order to become a passenger on a TRANSPORT.
VEHICLES have the normal choice of actions, but move up to twice as many squares as smaller models for the appropriate action. Trucks cannot move over any walls or debris. Saucers and robots ignore scenery by flying or striding over it.
VEHICLES cannot pick up Critters or Alien Secrets. They may also not be boarded by enemy models.
Vehicles in Fights
VEHICLES are so large that you cannot get into the same square to FIGHT one. Instead, you can FIGHT a VEHICLE from any adjacent square. By the same rule, a VEHICLE can FIGHT other models in adjacent squares (if they are able).
VEHICLES and models can move away from each other much more easily than two models on foot. This means that neither will be forced to FIGHT if they start their Turn adjacent to the other. A model in such a position could SHOOT at range 1, MOVE away, FIGHT or choose any other action normally available to them.
Apart from this the Turn is worked out as normal.
Vehicles are big things. To reflect their resilience they have a number of Heroics. These can be used as normal, including to avoid damage or to make extra moves, etc. If a Hero is driving/ piloting a VEHICLE then you may use the heroics from either model.
When a VEHICLE is destroyed the wreck becomes a piece of scenery and no longer counts as filling up the square.
The energy wave downdraft from a flying saucer’s engine coils makes standing under one dangerous and unpleasant. This means that they count as occupying a square just like every other VEHICLE. From the Martians’ point of view, they would not wish to expose the underside of a saucer to close assault from directly beneath, nor inconvenience their own troops with the discomfort of their downdraft, and so they will actively avoid stopping over a square occupied by other models. However, note that a saucer may still MOVE through a square occupied by other models, as it simply flies over them, leaving them with a brief, unpleasant chill!
When you are working out if you can see a saucer, remember that you must be able to see the entire base of the model as well to get a clear shot. This simulates the great manoeuvrability of these Martian craft which suffer more than anyone else from being frozen in time as a plastic miniature.
If you want to FIGHT a saucer then you must be adjacent to it, just like any other VEHICLE.
Pickup trucks are pretty big things on a battlefield this confined. This means that they occupy two squares instead of just one. These squares
cannot be diagonal. The front square of a Truck is called the cab, the rear.
Trucks can MOVE forwards or in reverse. When a Truck MOVES forwards, move the cab into a new square, choosing one of the ones shown in the diagram below. Position the Truck model so that the flatbed covers the square the cab has just moved out of.
If a Truck MOVES in reverse, then it is a bit slower. It does not double the number of squares it can MOVE. When MOVING in reverse, move the flatbed into a new square from the options available and follow it with the cab. See the diagram above.
When Transporting models in a truck, only the rear, flatbed square counts as the TRANSPORT. You cannot MOVE onto the square containing the Truck’s cab.
The model is equipped with state of the art protective gear, proof against all manner of alien weaponry as well as conventional bullets.
Whenever a model with this ability rolls to Survive against a SHOOT attack, add 1 to the total number of successes before comparing it to the enemy attack. If the ARMOUR is the difference that saves the model then it is Rattled. ARMOUR has no effect in a FIGHT.
For example, if a SHOOT attack gets 3 successes and the target rolls only 2 successes for defence (Survive), then when its ARMOUR is added (for a total of 3 successes) it makes the difference between the target surviving or not. This leaves the target Rattled.
The model is equipped with advanced or experimental armour of unusual design.
Whenever a model with this ability rolls Survive against a SHOOT attack, add 2 to the total number of successes before comparing it to the enemy attack. If the HEAVY ARMOUR is the difference that saves the model then it is Rattled.
HEAVY ARMOUR has no effect in a FIGHT.
For example, if a SHOOT attack gets 3 successes and the target rolls only 1 or 2 successes for defence (Survive), then when its HEAVY ARMOUR is added (for a total of 3 or 4 successes) it makes the difference between the target surviving or not. This leaves the target Rattled.
The weapon is designed to go through any armour.
An attack with this weapon ignores any ARMOUR or HEAVY ARMOUR the target may have. Those abilities are useless against this attack.
The model’s weapon is designed to lay down covering fire to pin down the enemy.
A model with this ability can choose to either SHOOT normally, or if it does not MOVE that Turn it can instead use the special COVERING FIRE attack. COVERING FIRE allows the model to choose up to 3 target squares instead of 1. Each square must contain at least one target that the model could SHOOT at normally. In addition, each square must be adjacent to at least one of the other squares.
COVERING FIRE does not roll dice. Instead, all the Soldier models that the SHOOTER can see in all three chosen squares are immediately Rattled.
The model’s weapon has a high rate of fire and can hit several targets in a single attack. Unfortunately they aren’t particularly accurate.
A model with this ability cannot AIM.
A model with this ability makes a SHOOT attack as normal. If the first target is Rattled or killed then they may make an attack against a second enemy model in the same square as part of the same SHOOT action. Roll the dice again as if this was the first shot of the model’s Turn, but don’t count it as a separate action. Normal modifiers apply.
The weapon is designed to destroy Vehicles. If an ANTI-TANK weapon targets a VEHICLE they get +2 additional dice.
When a model with this type of weapon SHOOTS at a square they must roll a separate attack against every model in that square that they can see. Any model that survives being shot at is marked as activated.
The model inspires the troops.
Complete the model’s activation as normal. Then, if you want to trigger this ability, spend a point of Heroics and nominate up to 4 other unactivated Soldiers (not Heroes) on the same side as the Hero and no more than 2 squares away. One at a time, these models are now activated. Complete each model’s activation before moving on to the next. As usual, all models are marked as activated once they have completed their actions.
As these additional activations are all triggered by the original model’s Heroic ability, only the original Hero model counts for purposes of working out what that player can do this Turn.
The model is in control!
A model with this ability may take the first Turn in a Round for their side, regardless of which side would normally start. This model must be the first to act in this first Turn. The model pays a point of Heroics before activating. Other than that, the Turn is completed as normal.
If both players have models that want to use this ability then the model belonging to the side that would normally go first in a Round gets the first Turn. Both models would still pay a point of Heroics in this situation.
The model has a strong sense of duty and honour. It is their duty to protect the weak from danger. Note, however, that this ability does not work while the BRAVE model is Rattled.
A model with this ability will dive in front of enemy fire to save other models. If a square containing more than one model is the target of any attack, a BRAVE model must be targeted if possible. This applies to both SHOOTING and FIGHTING. If more than one BRAVE model is a possible target then the owner of the BRAVE models may choose which one leaps in to save the day. However, if the SHOOTING model cannot see any BRAVE models then it cannot target them.
Attacks that hit all models within a square at the same time (such as artillery or Heat Rays) are not affected.
There is no better test of a hero than to fight and slay a mighty dragon.
A model with this ability gets an extra dice when FIGHTING any model that is mounted on a larger base than a normal human or is so large that it is not mounted on a base at all.
The model has an instinct for machinery and can mend almost anything, whether it’s from this planet or not!
If a model with this ability reveals an Alien Secrets counter then they can choose to fix the alien artefact instead of removing the counter for VPs. This will cost a point of Heroics as normal. Discard the counter and roll a single dice to see what you can rebuild:
Heroes do heroic things, but even heroes have limits. Some abilities (marked with a symbol) are classed as Heroics and are used slightly differently. These abilities can only be activated by using Heroic points as detailed below. The number of Heroic points that each Hero can use is listed in their statline. To keep our Heroes suitably dramatic, each one has a number of points to spend on Heroics. Each point of Heroics can be spent on a number of different options depending on the individual hero. Use the Heroics counters and track to keep track of the amount left to each Hero. This limit is for a single battle, and will be renewed for the next game.
Heroics are used in three ways:
- To avoid damage. Whenever a Hero is “killed” by an attack from any source, they automatically spend a point of Heroics to ignore the damage completely. This happens immediately. If the Hero has no points left to spend then they are killed as normal.
To get more done in their Turn. In addition to taking a Turn in the same way as a Soldier, a Hero can spend up to one point of Heroics to either:
- MOVE one extra square.
- SHOOT an enemy model.
- FIGHT an enemy model that is in the same square.
This is in addition to any MOVE, SHOOT or SHOOT already done by the Hero in their Turn. This may be used at either the start of their Turn or at the end, but not in the middle.
- Use a Heroic ability. If the Hero has a Heroic ability then they may trigger it at the cost of a point of Heroics. When this point is spent depends on the ability.
||Martian communicator. You can hear the enemy transmissions and listen in on their secret plans. Unfortunately you cannot understand a word they’re saying, so it is not much help!
||Disintegrator. The model gains a 5+ SHOOT attack with a range of 1-4.
||Freeze pistol. The model gains a 5+ SHOOT attack with a range of 1-3. Anyone that is not killed by this attack is marked as activated.
If a model ever ends up with more than one type of weapon, it may choose which to use when SHOOTING.
Things get broken and fail around this person, yet somehow they always muddle through in the end.
A model with this ability can re-roll any dice that rolls a 1 as well as any that roll an 8. A roll of a 1 is still a fail rather than a success.
Lord of Battle
The model is a natural leader or has been appointed to a position of great authority.
This works just like FOLLOW ME!, but instead of centring the effect on the Hero using it, you can choose any square on the board as the focal point rather than the Hero.
The model exudes a quiet confidence and sense of determination that makes people listen.
Complete the model’s activation as normal. Then, if you want to trigger this ability, spend a point of Heroics and nominate one other unactivated Hero (not Soldier) on the same side as the Hero and no more than 2 squares away. This model is now activated and is marked as such once they have completed their actions.
As this additional activation is triggered by the original model’s Heroic ability, only the original Hero model counts for purposes of working out what that player can do this Turn.
Martians are invading! The world is coming to an end! Run for your lives!
If a model with this rule starts a Human Turn within 2 squares of a Martian model then the Human player may choose to move it instead of one of his other models. No cards can be played on a SCARED CIVILIAN model.
A SCARED CIVILIAN always moves using the SCATTER (3) rule (see here). If it is ever in a square with just Martian models then it has blundered into their hands and is immediately captured. If it is ever in a square with just Human models then it has been rescued. Either way, remove the model. If it is ever in a square containing both Human and Martian models, it will continue to follow its normal rules.
Once removed, the figure counts as both an Alien Secrets and Critters counter (see here) for the side that claimed it.
A model with this ability cannot be targeted and shot at individually, but can still be damaged by an attack that damages a whole square.
Even if this weapon doesn’t kill someone, it’s powerful enough to take them out of the fight.
If a model with this ability uses their Fight stat rather than their Survive stat in a FIGHT then their opponent will be Rattled even if they win. This doesn’t matter much if the opponent is killed, but can turn the tide if they aren’t.
If both models in a FIGHT have SMITE! then it has no effect.
A model with this ability is head-over-heels in love with their partner and would do anything for them. Sadly, the world seems to be against them. Will they ever be happy?
This model may never choose to MOVE more than 1 square away from their partner while they are alive. Models with this ability will be listed together in the rulebook.
If the partner of a model with this ability is killed then they will go crazy. For every enemy model they kill they get a point of Heroics to spend that Turn. The limit of once per Turn on the second use of Heroics is lifted so that they can go on a killing spree.
In scenarios that allow you to choose Heroes you must either take both STAR-CROSSED LOVERS or neither of them. They will not turn up alone. Each one still counts as a separate choice.
Too Many Late Nights
The model has spent thousands of hours playing online games as a deadly assassin, and understands the cunning involved in the perfect hit.
A model with this ability may spend a point of Heroics to get a free MOVE of one square if it fails to kill its target with a SHOOT attack. This “duck back” MOVE must be taken immediately or not at all.