RULES AND SCENARIOS - Kosmos Games

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RULES AND SCENARIOS

Transcript of RULES AND SCENARIOS - Kosmos Games

RULES AND SCENARIOS

CREDITSA game designed by: David EsbríBased on the comics and universe created by Cels Piñol © ® (and all of that legal stuff). Published under license by Devir.

Illustrations: Cels Piñol and Álex SantalóMiniature sculptures: David EsbríProofreading: Marc Figueras and Marià PitarqueEnglish Translation: Andrew CampbellGraphic design: Bascu

A special thanks to David Llop and Jordi Ribas (the heart and soul of Vesper-on Games).

Game testing: David Llop, Miguel Arnaiz, Marc Calzado, Vanessa Carballo, Patricia Bello, Xavi Garriga and Carlos Plaza.

FANHUNTER: URBAN WARFAREFanhunter: Urban Warfare was designed by David Esbrí.

Fanhunter is Copyright © 2017 Cels Piñol.

www.fanhunter.com

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“WE ARE STILL IN TIME TO

DO WHAT GENERAL CUSTER NEVER COULD AT LITTLE BIG

HORN... RUN AWAY!”

CELS DENBROUGH

Updated rules: 05-22-2017

HIS PLAN BASICALLY CONSISTS OF BORING US TO DEATH, AS THIS IS THE ONLY WAY TO STRIP US OF ANY WILL TO COUNTER-ATTACK THE INVASION. FANHUNTERS (CYBORGS) AND MACUTES (CLONES) HUNT DOWN THOSE WHO OPPOSE THE REGIME AND CUT OFF THEIR ENTERTAINMENT “SUPPLY LINES”...

...BECAUSE ALEJO HAS FORBIDDEN ALL FORMS OF ENTERTAINMENT, FUN AND CULTURE. ANYTHING THAT MIGHT MOTIVATE, AMUSE OR SPUR CREATIVITY IN THE POPULATION IS PROHIBITED. ANYONE WHO BREAKS THESE RULES IS RUTHLESSLY PUNISHED.

BUT IN BARNACITY, THE CAPITAL OF HIS PAPAL EMPIRE, THE RESISTANCE CAME TOGETHER TO… WELL, RESIST. THIS GROUP OF UNSTABLE, POORLY ORGANIZED FANS, ARMED ONLY WITH THEIR GEEK KNOWLEDGE, FIGHT AGAINST THE FORCES OF EVIL.

ALEJO CROW, A FORMER BOOK STORE OWNER WHO LOST HIS MIND BELIEVES THAT HE HAS BEEN POSSESSED BY THE SPIRIT OF THE DECEASED SCIENCE FICTION AUTHOR, PHILIP K. DICK, PROCLAIMED HIMSELF POPE. HE HAS INSTIGATED OPERATION CAUSEISAYSO, WHICH AIMS TO SINK HUMANITY INTO COMPLETE TEDIUM, APATHY AND STUPOR.

EARTH. A PLANET THAT LOOKS SO PARTICULARLY VULNERABLE YET SOMEHOW IT HAS INEXPLICABLY SURVIVED EVERY ATTEMPT EVER MADE TO INVADE IT. BUT THINGS ARE ABOUT TO CHANGE…

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COMIC BOOK FREAKS, RPGERS, WARGAMERS, MOVIE BUFFS, DISCJOCKEYS, COLLECTORS, GAMERS, COSPLAYERS, OTAKUS, MUSIC LOVERS, TV SERIES ADDICTS, BOOK FANBOYS, ETC., HAVE BANDED TOGETHER TO RESISTS ONE AND ALL, AND SOME DAY THEY WILL OVERCOME THE REIGN OF BOREDOM. THEY HAVE BECOME THE LAST LINE IN THE DEFENSE OF HUMANITY...

THE DEMENTED POPE ALEJO HAS BEEN ABLE TO CONVERT A LARGE PORTION OF THE WORLD’S POPULATION TO HIS CREED. HIS COLLABORATORS, SPIES, EVEN YOUR OWN NEIGHBORS, MIGHT TURN YOU IN TO THE FANHUNTERS. YOUR COMIC BOOK COLLECTION WILL BE BURNED. YOUR MINIATURES WILL BE SHATTERED, YOUR VIDEOGAMES WILL BE STOMPED ON AND YOUR BOOKS RIPPED FROM THEIR BINDINGS...

...AND YOU WILL BE SENT TO A REEDUCATION CAMP OR WORSE, RECYCLED AS A CLONE MACUTE SOLDIER, OR PERHAPS YOU WILL SIMPLY DISAPPEAR WITHOUT A TRACE. SO REMEMBER, EVERYTHING YOU HAVE EVER READ, PLAYED, COLLECTED OR WATCHED JUST MIGHT SAVE YOUR LIFE.

GASP... MONSTERS... SOB...YOU... YOU HAVE

NO HEART...

GET MOVING,YOU HERETIC...

WELCOME TO ONE OF THE MOST ABSURD FUTURES EVER IMAGINED...WELCOME TO THE WORLD OF FANHUNTER.

IT DOESN’T MATTER HOW GOOD A

WARGAMER YOU ARE, OR HOW WELL YOU PAINT YOUR MINIATURES...

DICK IS ON MY SIDE...

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BARNACITY - SOMETIME NOT TOO FAR INTO THE FUTURE - IT IS A LOVELY CITY WITH COBBLESTONE STREETS, SPOTLIGHTS SWEEPING THE SKY, AND LOOKOUT BLIMPS FLOATING ABOVE… BUT THIS DECADENT, POSTSILLYPUNK DYSTOPIA CANNOT HIDE THE DARKER SECRET OF THE CONTINUOUS TORTURE THAT THE CITY’S CITIZENS SUFFER IN SILENCE: THE CRUSHING WEIGHT OF THE DICTATORSHIP OF BOREDOM.

ALEJO I, A DEMENTED FORMER BOOK STORE OWNER WHO BELIEVES HE IS POSSESSED BY THE SPIRIT OF PHILIP K. DICK, HAS CROWNED HIMSELF POPE AND TAKEN OVER EUROPE. ANY EXPRESSION OF FUN OR INTEREST HAS BEEN COMPLETELY FORBIDDEN. NO COMICS. NO COOL MOVIES. NO MUSIC. NO GAMES. NO MINIATURES. CAN’T A MAN DRESS UP AS HIS FAVORITE MANGA CHARACTER WITHOUT BEING PUT IN JAIL? WELL NO, IT SEEMS THAT HE CANNOT.

POPE ALEJO’S HIGHLY TRAINED ARMED TROOPS, KNOWN AS THE FANHUNTERS, ARE IN CHARGE OF KEEPING THINGS UNDER CONTROL. THEIR IRON FIST HAS A FIRM GRIP ON ALL OF THE REIGN OF DICK.

In the following pages we are going to learn the rules of a system to play with Fanhunter miniatures, the Fanhunter: Urban Warfare game. We will start by looking at the basic structure of the troop cards. Then we will explain a series of general concepts and key words that will be important throughout the rest of the rules. Later we will go into an explanation of the troop types your characters can fall into. After that, we will see the kinds of actions that you can carry out during the game. This will be followed by rules for playing skirmishes and different game variations that will allow you to do whatever you want with your collection of Fanhunter miniatures.

Finally, we are going to dedicate a little space to providing details on the universal abilities and weapons available to the characters in the game. We will bring the rules to a close with the campaign: Assault on the district 13 comic-book store, which will let you get the game out of the box and keep you entertained for many, many hours.

Don’t worry if at some point we refer to a concept of the game we haven’t explained yet. We have tried to put the rules in the order they make most sense, but since it is a complex system, we may have to present a concept before we have time to explain it. When you find yourself in such a situation, don’t stress out. Just keep moving forward and soon you will see how everything comes together in a glorious epiphany of understanding.

Let’s get down to business...

BUT THERE IS A GROUP OF PEOPLE WILLING TO CHALLENGE THEM. COMIC BOOK COLLECTORS, MOVIE BUFFS, RPGERS, WARGAMERS, MINIATURE PAINTERS… THE “FANS”:

THEY HAVE ORGANIZED A RESISTANCE (WHO ARE MORE ENTHUSIASTIC THAN THEY ARE EFFECTIVE). THEY MAKE UP FOR THEIR LACK OF FORMAL TRAINING BY DRAWING ON EVERYTHING THEY HAVE LEARNED IN YEARS OF PLAYING VIDEOGAMES, READING COMICS AND BOOKS, WATCHING MOVIES AND TV SERIES, AND ESCAPING DRAGONS FROM THE OTHER SIDE OF THE GAME MASTER’S SCREEN.

THE TROOPS OF THE CRUEL, EVIL AND JUST PLAIN NASTY DICTATOR, POPE ALEJO, ARE FORCING THE ENTIRE POPULATION TO THEIR KNEES, TO ACCEPT HIS RULES AND TO BOW TO HIS REGIME.

THE BATTLE HAS BEGUN. THEY SEEK TO BORE US TO DEATH, BUT WE SHALL OVERCOME.

WELCOME TO BARNACITY. FIRST THINGS FIRST:

YOU ARE UNDER ARREST!

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“WE’RE OUT OF GAS, GIRLS.”

RIDLI SCOTT

CONTENTS OF THE BOXn 35 Miniatures [17 Fanhunters, 18 Resistance]n 19 Troops cardsn 40 Item cardsn 15 Psy powers cardsn 35 Color ringn 10 Fanhunter activation countersn 10 Resistance activation countersn 10 Wound markersn 10 Alert countersn 12 Flame countersn 10 Stun countersn 3 Psy countersn 2 Objective countersn 5 Exploration countersn 10 Prone position countersn 6 Area countersn 10 Leader ability countersn 2 Commander countersn 14 Doorsn 20 Scenery tilesn 10 Dicen 4 Reversible board pieces

The FanhuntersThe tropps of the regime. They’re bad guys, but also the toughest guys here.

Dice

CountersThey may have different information on each side.

RingsThe blue ones are for the Fanhunters, while the orange ones are for the Resistance. When you have not painted your figures, the rings are used to quickly distinguish between the two teams.

Troop CardsTell you your troops attributes.

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The ResistanceVolunteers with very few resources.They are freaks. They are heroes.

Boards

Wound markersYou place these on the troop cards of your characters who have been wounded.

Object cardsWhat treasures are strewn about the streets of Barnacity?

Pichurrina powers cardsThese describe how the different powers available to the psychic characters work.

Scenery tilesPlaced on the boards according to the scenarios.

Dice

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“DO NOT UNDERESTIMATE THE POWER OF DICK.”

ALEJO CROW

TROOP CARDSThese elements are on all the troop cards:

IDENTIFICATION� Name of the troop. You can tell troops from one another with this.

� Descriptors. Descriptors do not impose any rules themselves but there are rules that affect those within certain classes. For example, we may encounter rules that affect the “Psychic” class, and those rules will affect all the Psychics in the game

� Picture of the character.� Allegiance. This icon indicates which faction this troop belongs to.

� Cost. If playing the skirmish game (see page 20), this is the price in points to include this unit in your army.

ATTRIBUTESMovement. The number shown indicates how many movement points are available for this troop.

Defense. The first value shows the maximum number of defense dice this troop can use when defending against any enemy attack. The second value indicates the defense threshold for this troop.

Ranged attack. The first value shows how many dice this troop can use when attacking from a distance. The second value indicates the aim threshold for this troop. The third value shows the effective range of the weapon being used.

Close combat attack. The first value shows how many dice this troop can use when making a close combat attack action. The second value indicates the fight threshold for this troop.

Psy. The first value indicates how many dice this troop can use when performing Psy actions. The second value shows the mental threshold for this troop.

UNITS AND HEROESUnit formation. For units, this value indicates the number of characters that make up the unit when you deploy it on the table. Each member of the unit is considered to be able to suffer only one wound, so when each of the charaters gets wounded, you can just take them out of the game.

Heroes and wounds. This indicates how many times the character can be wounded before he goes down. Once the character has suffered his last wound, he is out of the game.

Some characters have a red side on the back of their card. When one of these characters is hit for their last wound, the card is turned over so the “wounded” side is up and a stun counter is received. They can continue playing through the number of wounds indicated on that side of the card, until those wounds are also exhausted. At that point the character is out of the game. The character will only be able to use the abilities shown on the side of the card that is active, so some abilities may be lost when wounded, including those that affect other miniatures, such as the leader or command abilities.

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5 3 2 2323 3 3 3 4

20Universal abilities: Armour (1), Dedicated leaderWeapons: Volt nightstick

On yOur feet! When any character in the Fanhunter Sergeant’s unit is activated after going prone on the ground, you can roll one die. If you get a result of 5 or 6, the character can get up without using a generic action to do so. THEY SHOOT FIRST...

AND THEN THEY KEEP ON SHOOTING..

FANHUNTER SERGEANT Fanhunter, Sergeant

��

� �

ABILITIESAmong the most important elements that will allow one troop to overcome another are the abilities that each troop possesses. In those cases when an ability modifies a basic game rule, the ability rule overrides all others. Some characters may have leader or command abilities listed on their troop cards. The player has access to these abilities when the scenario they are playing says they have access, or when playing the skirmish game so long as the cost in points is paid when the army is configured. Place the corresponding marker on top of that character’s card to indicate which of the abilities is being used in the current game. These abilities affect troops in different ways according to the symbol in front of each ability.

Universal abilities. When the troops have these abilities, they only affect that troop’s own behavior and not the other characters that make up the unit in question. The rules for each universal ability are explained on page 18

Special abilities. These abilities are unique to a particular troop alone and are described on the troop card.

Leader abilities. These abilities affect the character’s entire unit, including any other character that might join the unit at any time during the game, so long as they are still part of said unit. These abilities are only

available if indicated in the rules of the scenario that is being played, or when the costs in points (in parentheses) is paid if you are playing the skirmish game.

Command abilities. These abilities affect the entire army. When a character becomes the commander of an army, any command ability he may have will affect the way the entire army plays. There can only be one

commander in each army, so there can only character on each side with these abilities. These abilities are only available if so indicated in the rules of the scenario being played, or by paying the costs in points (in parentheses) when playing the skirmish game.

ROLLING DICEEvery time that a character needs to carry out an action, he may have to roll some dice to determine whether the action succeeds. The dice are indicated referring to the number of sides they have (eg, d6 meaning a six sided die), and the number of dice to be rolled (2d6 meaning two six sided dice) when rolling more than one die. On the troop cards, the value next to each attribute will tell you how many dice each character needs to roll, and the success threshold indicates how many of the dice are counted as successful in the roll.

Success thresholds. Basic attributes have a success threshold associated with them, which represents how easy it is for each troop to carry out the actions related to that ability. This

threshold is shown on the Troop card in the second value that appears next to each attribute. The defense, Psy, ranged attack and close combat attack attributes respectively have a defense threshold, a mental threshold, an aim threshold, and a fight threshold. When rolling dice for these attributes, all results below this threshold do not count, while any result that is greater or equal to the threshold is considered a success.

2 is always the minimum threshold that troops can have, regardless of any modifier. 6 is always the maximum threshold that troops can have, regardless of any modifier.

Example: One of the Crosstrainers wants to hit a Fanhunter with his katana. He will pick up as many dice as are indicated by the troop’s close combat attack attribute. 3 in the case of this guy. He rolls a 2, a 3 and a 6. The 2 is discarded as it is lower than the fight threshold. In the end, the roll managed to get two successes.

Rerolls. Some rules allow a character to roll one or more dice a second time. Any dice roll can only be repeated once. If a roll is subject to more than one rerolls due to opposing effects, friendly and enemy, the two effects cancel each other out.

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5 3 1 2323 2 5 3 4

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Universal abilities Devoted Leader, Close rangeWeapons: Experimental weapon

Resistance assemble! When the character calls for a “Cover me!” roll, the character who is going to receive the hit will have his defense threshold reduced by 1 point.

HONOR, STRENGTH, RESISTANCE... AND DOWN WITH THE BADDIES!

RESISTANCE SERGEANT Resistance, Sergeant

TROOP TYPESIn Fanhunter: Urban Warfare there are different kinds of troops and each of them behaves in a slightly different manner than the others. Each character in your army can be handled together with the other characters as a group (units and leaders), or as individual characters (heroes). In these rules, when we are talking about troops we are referring to units, leaders or heroes without any distinction. When we make reference to characters we are talking about individual “miniatures”, whether they are part of a unit or not.

UNITSInstead of a single character, you can include as many characters of this type in your team as appears in the troop card’s unit formation.

The members of a unit act simultaneously, so when you decide to activate one of your units, all the characters in it are activated at the same time and perform their actions one after another. You must fully complete the actions of each character in the unit before starting with the next one. The characters in a unit must remain in formation within at least three squares from one another at the end of their turn. If, for whatever reason, the members of a unit are located beyond this limit then the following actions of this unit must be to resolve the situation by using as many movements and general actions as are needed before anything else can be done.

In each unit there can only be one character with the “Heavy Weapon” descriptor (the same holds true for the “Sergeant” and “Champion” descriptors).

Friendly and enemy. Some abilities refer to friendly or enemy troops. Any troop belonging to the same army as another is a friendly troop, while the rest of the troops are considered enemies.

HEROESSome characters in the Fanhunter world stand out from the others. Despite being just soldiers, their devastating charisma or excessive cruelty have allowed them to make a name for themselves. Heroes are free to be whatever they choose. They can act on their on their own as units made up of just one man, become leaders of a unit if their rules are suited to it, or even act as the commanders of the army.

Any troop that is not made up of a unit, is a hero. Heroes have a wound value that appears on their troop card. The individual scenario rules say how to play each of the heroes. In the skirmish game you can choose how to play each of them by paying the costs indicated on their troop cards, provided you make sure your opponent knows what role each of them will play in your army (when the rules give you multiple options).

Heroes can join a unit during the deployment of the army, or later, during game play. In order to join during the game, the hero must be located within formation distance and carry out a specific action to join the unit. Heroes can leave the units during the unit’s turn by performing a specific action. From that moment on they will not be affected by any ability or effect of the unit, nor will they affect the unit.

Cover me! Any kind of hero who is part of a unit can take cover behind his companions in order to avoid being wounded. To do this, before rolling the defense dice, the hero can designate another character in the unit within 3 squares (if he is the target of a ranged attack) or adjacent to the hero (if the target of a close combat attack) who will then become the new target of the attack.

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4 4

22

313

4 14

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Universal abilities: Blood thirsty

Weapons: Blaster.sciencie offcieR.Since Walrus knows how to hit exactly where it really hurts, if he

gives up his movement action, his next attack in the current turn

will be suject to the special Massive damage (3) rule.

team woRk. (5 points)Once per round, a member of Walrus’ unit can choose not to act

at all so that another of the characters in the same unit gets an

additional action.

REMEMBER THE FIRST DIRECTIVE... HELL, FORGET ABOUT IT!

WALRUS Resistance, Champion, Unique

5 31 2314

3 4 3 4

30 3

Universal abilities: Armour (1)

Weapons: Shotgun

THEY OBEY AND

FOLLOW THE PATH

OF DICK.

ASSAULT FANHUNTERS

Fanhunter

5 42 2423

4 4 3 2

20Universal abilities: RedeployWeapons: Blaster.

sciencie offcieR.Since Walrus knows how to hit exactly where it really hurts, if he gives up

his movement action, his next attack in the current turn will be suject to the

special Massive damage (3) rule.team woRk. (5 points)Once per round, a member of Walrus’ unit can choose not to act at all so that

another of the characters in the same unit gets an additional action. shields up. (5 points)Shields up (5 points). All the characters in this army have their defense theshold reduced by one point when they have light cover..

REMEMBER THE FIRST DIRECTIVE... HELL, FORGET ABOUT IT!

WALRUS Resistance, Champion, Unique

Leaders. Some heroes may have leader abilities. The scenarios will tell you when a character has its leader ability activated, and then you will have to attach him

into a unit. When a hero plays as a leader in the skirmish game, you must pay the cost of his leader ability and put him in a unit in deployment, so that he will bravely lead that unit into battle. Place the leader token on his troop card in order to indicate that this character has this ability. From that moment on the hero is activated together with the unit. Leaders must always be located within at least three squares of their units. When a leader is eliminated from the game, his unit loses the effects of his ability as a leader. If a leader voluntarily leaves his unit or abandons the formation, none of the abilities possessed by either of them will affect the other once they are separated.

Commander. Certain heroes may have commander abilities. Some scenarios will tell you when you may play a commander in your army, but in the

skirmish game you can promote one of your heroes to commander of the army by paying the cost of his command ability. Place the commander token on his troop card to signal that character as your army’s commander.

The command ability of this character will affect each and every troop in your army until the character is eliminated from the game. You can choose to place him in a specific unit or not, either at deployment or while playing the game.

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“THAT IS WHAT BEING

BAD

IS ALL ABOUT, YOU AL

WAYS

GET STUCK WITH THE MO

ST

RIDICULOUS DIALOGUE

.”

KILLER DOG

TYPES OF ACTIONS AND REACTIONS

Each character in your army can perform up to two actions each turn: one movement action and/or one general action. There are different kinds of general actions and the characters have to decide which of these options to perform. Each of them is explained in the corresponding section of the rules. Movement actions can be performed before or after a general action, or they can be temporarily interrupted in order to perform a general action.

Reactions are those actions performed when the characters have to respond to the action of another troop or any other effect during the opponent’s turn, such as rolling defense dice, moving the character out of his present square against their will or when a free action can be performed.

MOVEMENT ACTIONSMovement actions allow characters to voluntarily move from one square to another. Troops can move as many squares as is indicated in their movement attribute. Moving to an adjacent square (including the diagonally adjacent squares) costs one movement point. Miniatures with large bases also count this movement as one square, even though the size of their base takes up several squares. Characters cannot move through squares occupied by other characters (whether they are friendly troops or enemies).

When troops wish to move into difficult terrain (rubble, fences, barricades, etc.), moving into the first square will cost twice as many movement points. When a character wants to move in diagonal to an empty square with two different terrain features on either side of the diagonal movement (walls, scenery...), the less costly of the movement modifiers will be applied.

Troops cannot move through impassable terrain (such as walls).

Some squares of the board can be affected by temporary elements or unique effects (such as flames or magic). The rules that determine these effects are explained in the corresponding scenario or in the specific section of the rules.

Precision. If a character chooses not to use his movement action in his turn and then chooses any general attack action, his aim threshold or fighting threshold will be reduced by 1 until the end of the current round.

Adjacent squares and area of control. A character is adjacent to another character or an object on the board when that character is in any of the squares next to the one occupied by that character (his area of control) or object.

All the squares next to the square (or squares)occupied by a character are considered as his area of control. When a

ACTIVATIONS, TURNS AND ROUNDS

A round begins with the placement of all the counters inside the bag. Every time an activation counter is drawn from the bag a new turn begins and the player can activate one of his units or heroes. When all the counters are taken out of the bag and the last turn has been concluded, the current round comes to an end and a new round begins.

Before starting each turn, one of the players will draw an activation counter from an opaque bag. Each side is represented by its own symbol and there will be an activation counter for each unit and hero on each side. When the counter of one of the sides is drawn, it will activate one of the units or heroes of the indicated side, and the counter will be placed to the side to indicate that it has already been activated for this round.

Characters can only be activated once per round.

When the turn is over, another activation counter is drawn from the bag and so on until the round is over. When a troop is taken out of the game, its activation counter should be removed from the bag as well at the end of the current round.

Example: Victor and Marc are playing a game of Fanhunter: Urban Warfare. Victor plays the Fanhunters and Marc plays the Resistance. Both of them put their activation counters in the bag. Victor puts in two Fanhunter counters since he is playing with two units. Marc puts in three Resistance counters, since he is playing with two units and a hero. The first round starts and Marc draws the first counter. It is one of the Fanhunters. This means that Victor can play the first turn by activating one of his units.

When a character joins a unit during the game, remove one of the activation counters before putting the counters back in the bag at the start of the next round. Contrarily, the counter should be added to the counters when a character leaves a unit.

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“REMEMBER THE BATTLE OF THE BULGE, REMEMBER ACHERON AND REMEMBER WE’RE MEETING AT THE PUB AT SEVEN, LAST ONE THERE PAYS!”RAIMON FONSECA

character enters the area of control belonging to an enemy character, he is engaged and his movement action ends at that moment and all unused movement points are lost. A character who begins their activation in an enemy’s area of control can use a movement action to freely move around said control area so long as he does not leave it and bears in mind all other restrictions.

When a character wishes to exit the enemy character’s area of control, the enemy can launch a free close combat attack against the character that is fleeing and momentarily interrupt his activation.

When a character engaged with an enemy character is disengaged, after the free attack has been resolved, he can freely move around the control area belonging to the character who engaged him and can also leave that area if he wants to. Remember that while moving around the enemy’s area of control, if your character enters another enemy character’s area of control you will be engaged again. A character engaged by multiple enemy characters only needs to disengage once from all of them, but the opposing side gets to decide which of his characters will perform the free attack.

GENERAL ACTIONSWhen characters carry out a general action, they must declare what type of general action they are doing. The different types of general actions are: specific actions, running actions, exploration actions, Psy actions, ranged attack actions and close combat attack actions.

Specific actionsAny general action that is not running, exploration, Psy, or attack is a specific action. Actions such as getting up when your character is prone on the ground or picking up an objective counter are considered specific actions.

Some rules of the game may require the characters to perform specific actions in order to fulfill a requirement, most of which are indicated in the corresponding scenario rules. Specific actions do not require dice rolls. The character need only use their general action to perform the specific action.

Objectives. The objective counters are used in many game scenarios to mark different concepts. The rules applicable to them are indicated in each of the scenarios. A character must be adjacent to the counter and perform a specific action in order to pick it up.

Running actionsCharacters can perform a second movement action as their general action.

BOARDS, SCENERY AND COVER

Boards represent the background in which the crazy adventures of the characters of Fanhunter take place. Scenery offers tactical challenges, allowing the characters the chance to maneuver around and hide behind the elements in order to gain advantages in combat. Every scenario will tell you how to place each board and scenery tile.

Difficult terrain. All scenery tiles are treated as difficult terrain.When troops want to move into a difficult terrain square (rubble, fences, barricades, etc.), it will cost double the movement points (usually two instead of one).

Impassable terrain (thick black line). Troops cannot move across impassable terrain (such as walls and closed doors) and this terrain also blocks the line of sight.

Light cover (yellow dotted line). A character located on or behind a tile that provides light cover can repeat any failed dice in his defense rolls against ranged attacks.

Heavy cover (red dotted line). A character located on or behind a tile that provides heavy cover cannot be the target of ranged attacks.

Walls. Walls are considered impassable terrain. They are identified on the boards with thick black lines.

Doors. Games with boards that have sections inside buildings will often have doors that separate the rooms therein. Closed doors block the line of sight and are considered impassable terrain. Characters

can use one movement point to open or close doors adjacent to them. Characters can destroy doors by using an attack action, choosing the door as the target and getting at least two successes in their roll. A destroyed door will remain open for the rest of the game.

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Exploration actionsA character located on any scenery tile can carry out an exploration action. To do so, he must use his general action as an exploration action and then roll one die. If he gets a 5 or a 6 he can take an item card from the

exploration deck and add it to his troop card and use it for the rest of the game (see the column to the left). Each scenery tile can only be explored once. So if the exploration roll fails, it means that there is nothing there for the rest of the game being played. Place an exploration counter on the scenery tile to indicate that it has already been explored.

Psy ActionsPsy actions are those that are related to the magical effects of the pichurrina (a strong driving force of the galaxy… just don’t worry too much about the details yet) and all its effects. The Psy attribute is generally used as a reaction. Only those characters that have the “Psychic” descriptor can use it as a general action. Characters with the “Psychic” descriptor can have Psy powers available to them as per the scenario indications, or they may have them if the player pays for them when buying the army in the skirmish game. Take the card corresponding to the Psy power that you are going to use. These cards are self explanatory. If both you and your opponent want to use the same power, you can just share the card. Only characters with the “Psychic” descriptor can use Psy powers.

Characters who can do psy actions generally challenge their targets. In this case, both characters roll their Psy dice, discarding any results lower than their mental thresholds. The one who gets more successes will win the challenge. Range is not relevant in Psy actions, and the line of sight (see page 15) is only required if indicated by this icon on the card.

Headache. When a character performs any kind of Psy action and does not obtain at least one success in their roll of the dice, the character then receives a stun counter.

Psy counters. These counters indicate the position of some of the Psy effects in the game. The rules for each one of them are indicated in the scenario or on the corresponding card.

EXPLORATION DECK AND ITEM CARDS

Item cards are found when troops use the exploration deck. They can be linked to the troops by placing them next to the troop card that is going to use them, and can be passed over to friendly troops later on. Each card bears a description of its effects on the game.

As stated on the cards themselves, some cards can only be used by characters (and not units). On the other hand, there are also cards that can only be used by units (and not characters), and in those cases the entire unit benefits from its effect. The cards only affect the unit or character that is holding it, unless the card itself indicates otherwise.

Item cards can be exchanged between friendly troops. To do so, the character who owns the object card must be adjacent to the character who is going to receive it, and the holding character must spend a specific action to transfer it. The character who receives the object card will then be equipped with it and can use it the next time it is activated.

Item cards with a star in the lower left corner can only be used once and are discarded after they are used. Some object cards show the number of times they can be used, after which they are then discarded. Some object cards indicate that a specific action must be spent to use them; so, in order to activate them and enjoy their effects, one of the character’s actions must be spent.

10

Call a Psy challenge against an enemy

hero. If you win the challenge, the

target character receives a wound.

PICHURRINA BOLT

Discard this card to call a Psy challenge

against the leader of the enemy army.

If you win, you will deactivate his leader

or command ability for as many rounds

as the number of successes obtained in your roll.

CROWN OF THE TARGARYEN KINGS Character

This unit’s ranged attacks have the

Penetration (1) universal ability.

BULLET CASING SIGNED

BY FRANK MILLER

Unit

14

Ranged attack actionsRanged attack actions are those in which the character tries to purposely harm any enemy character that is located two or more squares away from him. Characters can spend a general action to carry out a ranged attack during their turn. To do this, the character that is shooting must check the line of sight (see below) to be sure that they see the character they want to shoot, designating them as a valid target. A character adjacent to an enemy character cannot carry out ranged attack actions. If a character adjacent to an enemy character is chosen as target of a ranged attack, the shooter’s aim threshold will be increased by 1 point.

Once the target has been selected, the attacking player must take the number of dice matching his ranged attack value and roll them. The player will ignore any die rolls below his aim threshold. The defending player then reacts by rolling his defense dice and ignoring the results below his defense threshold. Once all the rules, abilities and/or modifiers have been applied to the dice rolls, the results are compared to one another. If the attacker gets more successes than the defender then he will have succeeded in hitting his target. Generally each hit will cause a wound in the target, but some special attacks can cause more than one wound per hit, in accordance with their particular rules.

Range. A character who has a value in their ranged attack attribute has the ability to shoot across any distance on the game board. However, the third value shows the effective range (in squares) for

the weapon being used. Any shot made beyond this range will be less effective. So, when shooting at a target beyond this distance, the aim threshold increases by 1 for every 3 squares beyond the weapon’s range (up to a maximum of 6).

Line of sight. Characters can see around them at all times. To check whether there is a line of sight between a character and his selected target, it must be possible to draw at least one straight line from any corner of the shooter’s square to any corner of the square where the target character is located. This line cannot go over any walls (including their corners), or any squares occupied by other miniatures. All characters (whether friends or enemies) block line of sight, except for those belonging to the same unit as the character who is shooting. Impassable terrain, flame and smoke counters block lines of sight. Scenery tiles do not block line of sight. Other counters or elements outside the game do not block lines of sight.

Smoke. Smoke counters block the line of sight.

Flames. Any character that begins his activation while on or adjacent to a flames counter must roll his defense dice and get at least one success. Otherwise, he will receive a stun counter. Flame counters also block line of sight.

Prone position. When a character is selected as a target of a ranged attack, the target may decide to move to the prone position on the ground in order to take cover and reduce his chances of being hit. Before rolling any dice, the defending character can declare he is moving to the prone position. If the character

is moving to the prone position, place the prone counter next to him and he is then considered as though he is in light cover. The character will remain like that until he is activated again. During the next activation, this character will have to use his first action to perform an specific action in order to get up, before continuing with any other action.

COMBAT EFFECTSYou will come accross these rules during any sort of attack action during combat.

Hits. Troops are hit during combat. Normally each hit becomes a wound inflicted on the target character, but some characters may have abilities that require they to be hit more than once before they receive a wound counter. Any kind of attack action made during combat will likely result in these rules.

Stun. When a character receives a stun counter due to an attack or a specific rule, he must use up a specific action upon his next activation in order to eliminate the counter before he can perform any other action. The

characters can only bear one stun counter at a time. This means that if a character is already stunned and receives a second stun counter, he will suffer a wound instead.

15

“The area is under control. Everybody get down. Switch to infrared girls.”

Killer Dog

5 3 1 2323 2 5 3 4

20

Universal abilities Devoted Leader, Close rangeWeapons: Experimental weapon

Resistance assemble! When the character calls for a “Cover me!” roll, the character who is going to receive the hit will have his defense threshold reduced by 1 point.

HONOR, STRENGTH, RESISTANCE... AND DOWN WITH THE BADDIES!

RESISTANCE SERGEANT Resistance, Sergeant

Scattering Table2 -The opponent chooses the direction of the scatter.

3 - The shooter chooses the direction of the scatter.

12 -The opponent chooses the direction of the scatter.

Close combat attack actions.Close combat attack actions are those in which a character purposely tries to hurt an enemy character that is located in an adjacent square. Characters can use their general action to carry out a close combat attack action in their turn.

To make a close combat attack, the attacking character must choose a valid target that is adjacent to him. The attacking player picks up his close combat attack dice, rolls them, and ignores any dice below his fight threshold. The defending player reacts by rolling his defense dice and ignoring the results under his defense threshold. Once all the rules, abilities and/or modifiers have been applied to the rolls, the results are then compared. If the attacker gets more successes

Concentrated fire. When two or more characters in the same unit choose not to use their movement action and select the same target for a ranged attack action, they can combine their actions and roll all of their dice together in a single roll (so long as they are using the same kind of weapon). This has a greater potential to achieve more attack successes than the target’s defense roll can absorb. If successful, the attack will cause a hit for each character involved in the shooting action. Concentrated fire cannot benefit from the precision rule (see page 12).

Alert. Characters can use their ranged attack action to get themselves into an alert status. Place the corresponding counter together with the character and end his activation right away. Instead of firing in his turn, this character can interrupt the enemy’s turn and fire on a target character that ends any kind of

action within his line of sight. Characters remain in alert status until the end of the current round or until they have fired. All the alert counters are taken off the board at the end of each round.

Scatter. Some weapons and actions in the game are not very precise and are difficult to aim well. When you carry out an attack (or another game action) with the “imprecise” universal ability, you may need to refer to the following chart to find out which direction that attack will go. Square 7 is the one farthest from the shooter according to the position of the target square (seriously, just look at the example below, it’s way easier to understand from the picture). Roll 2d6 to determine where the scattering projectile will go. Then throw another d6 and move the impact (or effect) the number of squares indicated on the die to know where the attack ends up.

EXAMPLEThese three Fanhunters want to throw a grenade at this poor guy. For the Fanhunter below, the reference square number 7 would be the one we have marked with an X. For the Fanhunter on the right, square 7 is the one with the double X.

The Psy Division Fanhunter is in a perfect diagonal position. In this case he must announce which of the two squares with X will be the 7 reference before rolling the dice.

16

XXX

6 7 8

10 Originaltarget 11

5 4 9

than the defender then he will have hit his target. Generally each hit will cause a wound in the target, but some special attacks can cause more than one wound per hit, as indicated in their rules.

Tagteam beatdown. When two or more characters in the same unit choose not to use their movement action, are located adjacent to the same enemy character and select that enemy as the target for a close combat attack action, they can combine their actions and roll all of their dice together in a single roll (so long as they are using the same kind of weapon). This has a greater potential to achieve more attack successes than the target’s defense roll can absorb. If successful, the attack will cause a hit for each character involved in the close combat attack action. Tagteam beatdown cannot benefit from the precision rule (see page 12).

17

“I WANTED TO SAY I WAS

SORRY FOR THAT TIME I MIXED

YOU UP WITH A RACCOON AND

FIRED FIVE ROUNDS AT YOU.”

DON DEPRESOR

Imprecise. It is hard to aim when attacking with this weapon or when casting this game effect. Designate a target square on the board (that can be occupied by a miniature or not). Roll the appropriate dice roll (for ranged attack or whatever it happens to be). If you don’t get a single success in the roll, then the effect or attack does not hit the target and is scattered. Check the scatter rules on page 16.

Inoffensive. The effects of this weapon cause no hits or damage of any kind.

Massive damage (X). Successful attacks by this character will cause X hits at a time instead of just one hit.

One-two punch. This character can reroll up to two dice from their close combat attack attack roll.

Parkour. This character can ignore the rules for difficult terrain.

Penetration (X). We’ll wait for you to finish your puns... OK, jokes aside, this character’s attacks can ignore up to X points of the “Armor” universal ability.

Point-blank. This character can perform ranged attacks upon adjacent enemies.

Reach (X). When performing close combat attacks, this character can designate any target that is within X squares from his location.

Redeploy. After all the miniatures have been deployed, but before the first round begins, this character can perform a free movement action.

Slow. This character cannot perform running actions.

Spray. After shooting at the designated target, but before the defense roll is made, the shooter can spread the successes he has obtained between the original target and any other miniature that is adjacent to that original target.

Tough (X). This character needs to receive at least X hits from one single attack in order to receive a wound.

Unique. This guy is a named character, so you cannot have a second copy of him in your army.

UNIVERSAL ABILITIESArea. The area effects or attacks affect zones instead of individual characters. Given that the attacks affect zones, you must designate which squares you are aiming at as the target of the attack rather than a character. So none of the characters in the affected area is to be considered the target of the attack. The consequences of this effect or attack will affect both enemies and friends that are located within the affected

area. An area effect will affect four squares at a time but to see more clearly you should use the area template to check which miniatures are affected each time. If the effect in question has the “imprecise” universal ability, before rolling the dice you must designate which one of the four affected squares will serve as reference for the dispersion.

Armor (X). The X increases the aim threshold and fight threshold of anyone choosing to target the character with armor for their attack, before they roll their dice. For example: a Fanhunter (armor 1) is being attacked by a Fan with an aim threshold of 2. The Fanhunter’s armor makes the Fan’s aim threshold go up to 3. This ability cannot be used when the character is involved in the Cover me! action (see page 10).

Dedicated leader. This character can only play as a leader. Furthermore, he must be assigned to a unit during the deployment and cannot abandon that unit at any time during the game. The cost of his leader ability is included in his basic character cost and will be active under all circumstances.

Double tap. This character can reroll up to three dice from his ranged attack roll when shooting within the range of his weapon.

Enlightened (X). This character can access the powers of the pichurrina. Each scenario will indicate the quantity of powers that this character can have during said scenario. In the skirmish game, you must pay the cost for the different Psy powers you choose for this character, while keeping in mind that he can never have more than X powers.

18

THIS WAY RIDLI.

WE’VE GOTPROBLEMS WITH

A SNIPER.

WEAPONSAll the basic characters belonging to a unit will have the same weapon, but there is no reason that should be the case for heroes who join that unit with their own troop card. Any character who does not have a weapon listed in his troop card, but still has a value in any of his attack attributes, can still perform attack actions. In this case, he simply will not benefit from any special rule.

Blaster. This weapon shoots with the “Penetration (1)” universal ability.

Experimental weapon. If this character gets two ones on his ranged attack roll, he receives a stun counter.

Fighting stick. If this character’s attack (whether in close combat or a ranged attack) hits, then the target will also receive a stun counter.

Grappling hook. This character adds one die to its close combat attack dice when performing FREE close combat attacks.

Hattori Hanzo’s sword. This replica of the legendary sword will allow the attacking character to reroll one die of his close combat roll.

Incinerator. Also known as a flame-thrower. This weapon has six shots. Once fired, leaves a large flame counter in the location where it hit. This effect runs out at the end of the current round. This weapon uses the “Imprecise” and “Area” rules.

Shotgun. When firing at a target within range, the character holding this weapon will be able to force his objective to reroll one of the dice in his defense roll.

Submachine gun. The character that holds this weapon adds one die to his ranged attack when shooting at a target within his firing range.

Ol’ Painless. After rolling his ranged attack dice, the character holding this weapon can choose to roll an additional die to attempt to achieve more successes in his roll. If the result of the new die matches one of the dice from the earlier roll, then the shot is still fired but the weapon jams. Then the character must use their next specific action to unjam it. If the weapon does not jam, a second additional die can be rolled to attempt to get even more successes. However, if the result of this second die matches with the previous dice rolls, then the weapon explodes and the character holding it suffers an automatic attack with 5d6 (threshold of 2). This weapon uses the “Spray” universal ability.

Riot shield. If the character holding the shield is the target of an attack, he can force the attacker to reroll his attack roll before making his defense roll.

Rocket launcher. A specific action must be used to reload this weapon after each shot. It is already loaded with the first shot at the start of the game. The rocket launcher has six rockets and once they have been used, it becomes useless.. This weapon uses the “Imprecise” and “Penetration (3)” universal abilities.

Volt nightstick. If this character’s close combat attack causes at least one hit, the target will also receive a stun counter.

19

“GOOD THING I NEVER LEA

VE

HOME WITHOUT MY 15 KG OF

DYNAMITE.”RIDLI SCOTT

ADVANCED RULESSKIRMISH GAMEFanhunter: Urban Warfare is a game based on scenarios that allow you to tell a story with the heroes and villains in this crazy universe. But we are guessing you don’t want to be held back by the limitations set by the game’s designer. So we have anticipated your concern and have provided an answer before you can ask: How can I make my own Fanhunter: Urban Warfare scenarios?

The cost of troopsThat is why we have set up a simple system that will allow you to create your own scenarios, just the way you like. If you take a look in the upper right corner of each troop card you will see a number that indicates the cost (in points) of including this troop in the game. Before you begin playing, you must decide with your opponent on the amount of points you can spend to set up the game. For a small game you should spend about 100 points and for a mid-sized game, the amount should be around 150-175 points. From there on, the world gets pretty big and you can end up making a gargantuan beast as big and messy as you want.

If you want to include a second copy of a unit in the skirmish game, you must pay the cost in points again and include the same number of characters as indicated. The second unit can join the first in order to increase its size (this can only be done once per unit) or it can be placed in the army as a new unit (in this case a new activation counter should be added to the bag). As you may have guessed, in order to do these truly amazing stunts, you will need a second copy of the game in order to have enough models. Now we will look into heroes, leaders and commanders, but before that it is worth looking again at the restrictions from the “Troop types” section on page 10, to jog your memory on the unit’s limitations when including these kinds of exceptional characters.

Heroes, leaders and commanders have two prices:The one that appears in the lower right corner of the card is the one you have to pay (no matter what) if you want to include that character in your army. Additionally, some of these characters have leader or command abilities that you will have to pay extra for if you want to use that character as a leader for one of your units or as the commander of your army.

EXAMPLE

Joe wants to play with Killer Dog in his army. He isn’t sure if he wants him to be the leader of one of his units or the commander of his whole army (it depends on how many points it’s going to cost him). The base cost is for Killer Dog is 20 points. If he is going to a unit leader then his “On your feet!” leader ability with a cost of 5 points must be added to the base for a total of 25 points. On the other hand, if he is to become the commander of the army, we would start with the 20 basic points and add 5 more for his “Barking out orders” command ability, for a total of 25 points. Joe weighs the two options and checks whether he has enough points. He decides that Killer Dog will be the commander of the army and also will include him in a unit in which he will be the leader. So, the basic cost of Killer Dog is 20 points, then we add the 5 points for his leader ability, and 5 points for his command ability for a grand total of 30 points.

THERE ARE SERIOUS BALANCING ISSUES IN THE SCENARIOS!

Now that you know how the game’s point system works, you will probably notice that some of the scenarios are not balanced. This is absolutely done on purpose. We like making things tough for the players so that the games are not just a piece of cake. Besides, who ever said war was fair? Or maybe it is because we want these battles to leave you with a kind of narrative aftertaste.

20

5 3 2 2322 2 3 2 3

20

LOOk Out kid!When Killer Dog calls a “Cover me!” roll, the character who is going to receive the hit will reduce his defense threshold by 1.On yOur feet pie! (5 points)When any character in Killer Dog’s unit is activated after going prone on the ground, you can roll one die. If you get a result of 5 or 6, the character can get up without using a generic action to do so. Bark Out Ordes (5 points)Killer Dog can make any friendly character’s fighting or aim threshold 1 point lower during the target character’s turn. Afterwards the target character will receive a stun counter.

HE IS A WORKAHOLIC, AND HE IS THE BEST AT WHAT HE DOES.

KILLER DOG Fanhunter, Macute, Champion, Unique

“-HEY KID, YOU GOT A PLAN?

- WELL, I WAS THINKING OF

TWO 7 FOOT GUYS WITH

CROWBARS.”

JOHN KONSTANTIN

GAME BOARDS AND SCENERY TILESTrust us, you need a little more than miniatures armed to the teeth to make sure your games are fun. To give your games that special something, you need boards to play on and some scenery. Below we suggest two ways to get all this onto the tabletop.

Do your own thing. One of the players can take the game creation in hand and does a bit of work beforehand: write a short introductory story, set the goals for the players and decide which scenery tiles will be used. And there you have it, a game ready to play.

Playing by ear. You don’t prepare anything. You put all the stuff on the table, and hit the floor running! The players take turns placing the board tiles one by one until they have placed the number of tiles needed to fill the dimensions of the game you want to play. Then, they continue taking turns in order to place the scenery on the boards that have been chosen. Once the basic scenery has been completed, the players can continue, placing more elements until all the available tiles have been used or until one of the players declares that they do not want to place any more elements. At that time, the opponent of that player can decide if he is done too, or he can place an additional scenery tile.

How many boards and how much scenery?Small games are played on one or two boards, while mid-sized or large games are played on three or four boards.

Each outside board must have at least three scenery tiles, while the indoor boards must have at least two tiles, and as many doors as you think you’ll need.

Let’s playAt this point you should have about everything ready.

Decide what your deployment zones are and start the game normally.

CAMPAIGN RULESIf you want to link your adventures to create the feeling that your characters are progressing, you must use these simple campaign rules, which can be summarized in the following statement: Troops keep their object cards in all the scenarios of the campaign. Easy, isn’t it? That way, when you assign an object card to a unit, that unit can keep using it in all the following scenarios of the campaign. Now, the object cards can only be transferred between characters and units during the game. That means it is not allowed to go outside the room before the game begins, take all the cards you’ve found an equip a singe unit with them. You’ve got to maintain a bit of respect for the storyline!

PLAYING WITH TAPE MEASURERS

Since there are all kinds of weirdoes in the world we know that some of you are going to want to be able to play Fanhunter: Urban Warfare with 3D sets, on specially designed, tailor made game tables with all the forty-thousand (wink-wink) tiny little things that kind of game involves.

Don’t worry, we aren’t going to make doing that too complicated. You just have to convert the distance in squares (e.g., for range or movement), by multiplying them by 2,5 for centimeters or 1 for inches.

With regard to the game scenery, you decide what elements are impassable or difficult terrain and what kind of cover they provide (see page 13). Reduce the character’s movement by half when entering difficult terrain or climbing to a higher level. To descend there is no need to modify the movement value. If a character falls (regardless of the reason) from a height of greater than 3 inches or 7 centimeters, then he will receive a stun counter.

Those rules that refer to adjacent squares can be considered when the base of the miniature is in contact with something. To determine the lines of sight, place your eye at the height of the miniature and see if there is an actual line of sight or not, and whether the target has any cover.

With these adaptations, these rules should be enoug to get playing. In any case, the game is yours and you can add any rules you like, so long as your opponent agrees to them.

21

DEPLOYMENT ZONESThe Resistance deploy their troops on the map, spread out over the squares marked with an A. The Fanhunters will spread their troops over the squares marked with a B.

You will see that there are more available deployment squares than miniatures on each side. This allows you to distribute your troops as you think best within the deployment zone (this is the case in all the scenarios of the game).

TROOP SUPPLYFanhuntersn Assault Fanhunters + Fanhunter Sergeant

Resistancen Crosstrainers + Resistance Sergeant

1. GET THE RELIC BACK

CAMPAIGN: ASSAULT ON THE DISTRICT 13 COMIC-BOOK STORE

INTRODUCTORY SCENARIO

PUTTING THEIR LIVES ON THE LINE, A GROUP OF FANS HAS SUCCEEDED IN RECOVERING A COPY OF THE AMAZING SPIDER-MAN NUMBER ONE IN PERFECT CONDITION. AFTER PLACING IT IN AN ACID-FREE SLIP BAG, THEY RAN OUT ONLY TO BE INTERCEPTED BY THE FANHUNTERS. BOTH SIDES TOOK COVER BEHIND THE BARRICADES BUT IN THE RUSH AND THE UPSET THE RELIC WAS DROPPED.

This is a very simple scenario and it aims to show the most basic concepts of the Fanhunter: Urban Warfare system. The following scenarios will be more complex, and in them you will use more pieces of the board, troops and scenery elements.

THE GOAL OF THE SCENARIOThe side that has the comic book closest to their deployment zone at the end of the third round will win the game.

SPECIAL SCENARIO RULESComic book. In order to pick the comic book up, the character must be located on top of the objective counter and perform

a specific action to pick it up. The character holding the comic book then gets the “Slow” universal ability. If the character holding the comic book is defeated in combat, place the objective counter in the square previously occupied by the character.

22

B

A AA AA AA A

BBB

BB

BB

“...COME WITH ME IF YOU DON’T WANT TO END UP AS LASAGNA...”

LIQUIDEITOR

A CLEVER SCHEME BY THE RESISTANCE HAS ALLOWED THEM TO RECOVER THE COMIC BOOK FROM THE PREVIOUS SCENARIO. THEY KNOW THIS IS THEIR ONLY CHANCE TO GET IT HIDDEN IN A SAFE PLACE, BUT TO DO THAT THEY HAVE TO GET IN CONTACT WITH A KEY FIGURE IN THE RESISTANCE. A SERIES OF BEACONS HAVE BEEN PLACED AROUND THE CITY THAT WILL ALLOW THEM TO CONTACT JOE QUAID (WHO SITS AT THE SWITCHBOARD OF HIS SECRET HEADQUARTERS) AND REQUEST HELP IF THEY NEED IT.

CAMPAIGN RULES / TROOP SUPPLYIf the Resistance won the previous scenario, then they deploy in the squares marked A and the Fanhunters deploy in those marked B. If the Fanhunters won, then the Resistance deploys in the squares marked C and the Fanhunters deploy in the ones marked D.

SCENARIO OBJECTIVEA character from the Resistance must get adjacent to the square where the objective counter is located and once there must perform a specific action to call Joe Quaid. If he is able to do this before the end of the fourth round, the Resistance wins the scenario, otherwise the Fanhunters win.

TROOP SUPPLYFanhuntersn Assault Fanhunters + Fanhunter Sergeant

n Riot Fanhunters + Fanhunter Sergeant

Resistancen Furiosas + Resistance Sergeant

n Punishers + Resistance Sergeant

2. MAIDENSTEARS TUNNEL

23

D

A AA AA AA A D

DD

D D

BB

BB

BB

A AC CC CC CC C

C C

BB

BB

BB

DD

DD

D D

A CLEVER SCHEME BY THE RESISTANCE HAS ALLOWED THEM TO ACTIVATE THE BEACON, LOSE THE FANHUNTERS ON THEIR TAILS AND THE FAMOUS RESISTANCE LEADER HAS COME TO THEIR RESCUE. THE PLAN IS NOW TO TAKE THE COMIC BOOK TO THE DISTRICT 13 ALABAMA WITHMAN COMIC-BOOK STORE, BUT DOING THIS MEANS GETTING THROUGH A FORTIFIED FANHUNTER POSITION LOCATED NEAR ONE OF THEIR DETENTION CAMPS. MEANWHILE, THE FANHUNTERS HAVE RAISED THE ALARM AND ARE REORGANIZING THEIR FORCES.

CAMPAIGN RULESIf the Resistance was able to activate the beacon in the previous scenario, add Walrus (with his leader and command abilities activated) to the Resistance’s troops, into whatever unit you choose. If the Fanhunters won, add Don Depresor (with his leader abilities activated) to whatever unit you choose.

SCENARIO OBJECTIVEIf at least two Resistance miniatures manage to step into the zone of the B squares before the end of the fifth round, then the Resistance wins the scenario. Otherwise, the Fanhunters win.

TROOP SUPPLYPlace the Resistance troops in the squares marked with an A and the Fanhunters troops in the squares marked with a B.

TROOP SUPPLYFanhuntersn Assault Fanhunters + Fanhunter Sergeant

n Riot Fanhunters + Fanhunter Sergeant

n Urban conflict Fanhunters + Fanhunter Sergeant

Ol’ Painless

Resistancen Crosstrainers + Resistance Sergeant

n Punishers + Resistance Sergeant

n Don Depresor or Walrus (see Campaign rules)

3. BARRICADE

24

AA

A AA AA A

BB

BB

BB

BB

BB B

B

B

B

B

B

B

BBB

BB

BB

BB

BB

BB

B B B

A

AAA

A CLEVER SCHEME BY THE RESISTANCE HAS ALLOWED THEM TO GET THROUGH THE FORTIFIED FANHUNTER POSITIONS. THE FANHUNTERS ARE NOW REALLY PISSED OFF AND HAVE DECIDED TO PUT THEIR BEST MAN UP AT THE HEAD OF THE TROOPS. KILLER DOG HAS DECIDED TO COME DOWN TO THE FRONT LINES TO SEE WHAT IS HAPPENING.

CAMPAIGN RULESIf the Resistance was able to win the previous scenario, the Resistance player draws a card from the exploration deck and then, after the deployment, assigns the card to a unit in his army (whichever one he wants). If the Fanhunters won the last scenario, after the deployment the Fanhunter player will draw a card from the deck and assign it to one of his Fanhunter units.

You’ll notice how the heroes in this scenario have their leader abilities activated. Place them into one unit of your choice when deploying your army. Use the same principle in the rest of the campaign.

TROOP SUPPLYFanhuntersn Assault Fanhunters + Fanhunter Sergeant

n Riot Fanhunters + Fanhunter Sergeant

n Urban conflict Fanhunters + Fanhunter Sergeant

n Incinerator

n Killer Dog with the leader and command abilities activated

Resistancen Crosstrainers + Resistance Sergeant

n Punishers + Resistance Sergeant

n Furiosas + Resistance Sergeant

n Lethal Fan (one of the two, your choice)

n Don Depresor or Walrus (whichever was played in the last scenario) with the leader and command abilities activated.

4. ELIMINATE THE ENEMY LEADER

SCENARIO OBJECTIVEThe Resistance player wins the game if he is able to take down Killer Dog before the end of the fifth round. Otherwise, the Fanhunter player wins.

TROOP SUPPLYPlace the Resistance troops in the squares marked with an A and the Fanhunters troops in the squares marked with a B.

25

- “...105, 106, 107, 108, 109

.

IT’S 109 AGAINST FOUR. SHO

ULD

WE ASK FOR REINFORCEMENTS

?”

- “NAH, IT WOULDN’T BE AS

MUCH

FUN...”. KIUSAP CO.

A

A AA AA A

BB

BB

BB

BB

BB

BB

BB

BB

BB

BB

BB

BB

B B B

A

AAA

A AA AA A

AAA

AAA

A CLEVER SCHEME BY THE RESISTANCE HAS ALLOWED THEM TO OUTWIT KILLER DOG’S TROOPS. NOW WHAT MATTERS IS GETTING THE COMIC BOOK BEYOND THE REACH OF THE FANHUNTER TROOPS. TO ACHIEVE THIS GOAL THE RESISTANCE NEEDS TO GET IT IN THE HANDS OF AN AGENT WHO WILL CARRY IT THROUGH A SECRET NETWORK OF TUNNELS AND HIDEOUTS KNOWN ONLY TO THE RESISTANCE BIGWIGS.

CAMPAIGN RULESIf the Resistance won the previous scenario, Nando Dixkontrol is found hidden in the building, and is willing to give them shelter and cover. Place him in the square marked with a C.

Otherwise, the Fanhunters can ignore this scenario’s “Patrolling” rule and the Resistance player must roll 1d6 at the start of each round (when the activation counters are placed in the bag). If a 6 comes up, then place Nando in the square marked with a C and his activation marker into the bag. If Nando has not shown up by the end of the third round, place him in the square marked with a C and his activation marker into the bag before starting the fourth round.

SPECIAL SCENARIO RULESFog.Scenery tiles in the outside areas block line of sight.

PatrollingThe Fanhunters cannot come within four squares of any enemy miniature or attack them in any way until at least one Fanhunter is able to trace a line of sight to the enemy miniature during his turn. Until then, they will walk around the board on their turn, wondering what is making the noises they are hearing on the other side of the barricades. The Fanhunters can only move around the outside zone of the game board. They cannot enter the building.

As soon as a character on the Fanhunter side is able to trace a line of sight to a member of the resistance during the Fanhunters’ turn, you can then ignore this rule for the rest of the game.

TROOP SUPPLYPlace the Resistance troops in the squares marked with an A and the Fanhunters troops in the squares marked with a B.

TROOP SUPPLYFanhuntersn Assault Fanhunters + Fanhunter Sergeant

n Urban conflict Fanhunters + Fanhunter Sergeant

Incinerator

Resistancen Crosstrainers + Resistance Sergeant

n Cosplayer (with the “Mental patty” Psy power]

n Nando Dixkontrol without any leader or command abilities

5. STEALTHY DELIVERY

SCENARIO OBJECTIVEIf the Resistance was able to place a member of the troops from outside in a square adjacent to Nando Dixkontrol within the indoor zone of the board, and perform a specific action, then they will have successfully handed off the comic book to Nando and thereby have won the scenario. If this has not happened at the end of the sixth round of the game, then the Fanhunter side wins the scenario.

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“DON’T DIE YOU IDIOT, DON’T DIE. IS IT MONEY YOU WANT? IS THAT WHAT IT IS?”DR. HERBERT WEST

A CLEVER SCHEME BY THE RESISTANCE HAS ALLOWED THEM TO HAND OFF THE VALUABLE COMIC BOOK TO NANDO DIXKONTROL. THE RESISTANCE’S HERO WILL TRY TO TAKE THE TREASURE TO A SAFE PLACE. TO DO SO HE WILL HAVE TO CROSS THE STREET TO GET TO A BUILDING THAT APPEARS TO BE A COMMON, EVERY DAY SUPERMARKET. IT ACTUALLY CAMOUFLAGES THE TRUE NATURE OF THE BUILDING: THE DISTRICT 13 ALABAMA WITHMAN COMIC-BOOK STORE. MEANWHILE, THE FANHUNTERS ARE GOING CRAZY LOOKING FOR THE REBELS, AND ARE SO WORKED UP THEY ARE LIKELY TO BLOW AWAY ANYONE THEY HAPPEN TO RUN INTO.

CAMPAIGN RULESIf the Resistance won the previous scenario, Nando Dixkontrol takes a copy of the “Smoke Bombs” item card and is equiped with it. If the Fanhunters won the last scenario then they get a copy of the Auspex” item card and can equip a character with it.

SPECIAL SCENARIO RULESBullet timeDuring this scenario you must place only two activation counters in the bag, one for the Resistance and the other for the Fanhunters. Take out only one of them at the beginning of each round and the side whose counter comes out will be the first to activate one of his units. Then the other side can activate one of his. At that time the round will be over and you will have to take a new counter out of the bag. The Fanhunter side cannot activate the same unit two rounds in a row.

TROOP SUPPLYPlace Nando Dixkontrol in the square marked with an A and the Fanhunters troops in the squares marked with a B.

SCENARIO OBJECTIVENando must cross the street and enter the Alabama Withman shop as soon as possible. If he is able to reach one of the squares marked with a C and perform a specific action there the Resistance wins the scenario. Otherwise, the Fanhunters win.

TROOP SUPPLYFanhuntersn Assault Fanhunters + Fanhunter Sergeant

n Urban conflict Fanhunters + Fanhunter Sergeant

n Fanhunter from the Psy division (with the “Ballache” Psy power)

Resistancen Nando Dixkontrol without any leader or command abilities

6. SNEAKING AWAY

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A CLEVER SCHEME BY THE RESISTANCE HAS ALLOWED THEM TO GET THE PRECIOUS ITEM INTO THE COMIC-BOOK STORE. UNFORTUNATELY, KILLER DOG’S EXCELLENT SENSE OF SMELL PERMITTED THE FANHUNTERS TO FOLLOW THE TRAIL AND NOW THEY ARE WAITING FOR THEM, PREPARING AN ATTACK ON THEIR POSITION.

CAMPAIGN RULESIf the Fanhunters won the last scenario, then place the Fanhunter with the Ol’ Painless in the Assault Fanhunter unit and the Fanhunter with the incinerator in the Urban conflict Fanhunters unit. If the Resistance won the last scenario, place only the Fanhunter with the rocket launcher in the Assault Fanhunters unit.

TROOP SUPPLYPlace the Resistance troops in the squares marked with an A and the Fanhunters troops in the squares marked with a B.

SCENARIO OBJECTIVEThe Fanhunters want to infiltrate and take the rebel base. The Fanhunters win the scenario if they are able to place any of their troops in the squares marked with a C and perform a specific action there before the end of the tenth round. Otherwise the Resistance wins.

SPECIAL SCENARIO RULESSecurity doorsAny open door on the game board will automatically close at the end of each round unless there is a character located in at least one of the squares adjacent to the door.

TROOP SUPPLYFanhuntersn Assault Fanhunters + Fanhunter Sergeant

n Urban conflict Fanhunters + Fanhunter Sergeant

n Riot Fanhunters + Fanhunter Sergeant

n Heavy weapon as per the campaign rules

n Killer Dog with the leader and command abilities activated

Resistancen Crosstrainers + Resistance Sergeant

n Punishers + Resistance Sergeant

n Furiosas + Resistance Sergeant

n Lethal Fan (one of the two, your choice)

n Don Depresor or Walrus (one of the two, your choice) with the leader ability activated

n Nando Dixkontrol Killer Dog Nando Dixkontrol with the leader and command abilities activated.

7. COMIC-BOOK STORE BREACH

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NO CLEVER SCHEMES AND NO FANCY TWISTS. IN THE END IT HAPPENED JUST LIKE EVERYONE KNEW IT WOULD: WITH A FIREFIGHT FULL OF BLOOD, SWEAT AND TEARS, AND EVEN MORE BULLETS. ORDER CAME IN FROM POPE ALEJO CROW, THE SINISTER AND CRUEL, BEARDED LEADER WHO HAS SEIZED THE WORLD IN A VICE-LIKE GRIP OF TEDIUM, AND THE FANHUNTERS CAME IN BLAZING TO THE DISTRICT 13 COMIC-BOOK STORE. NOW IT’S EVERY MAN FOR HIMSELF.

CAMPAIGN RULESThe side that won the last scenario can deploy its troops in the appropriate squares after the opposing side has already deployed its army. That way they have the tactical advantage of knowing where they will face the most resistance.

TROOP SUPPLYPlace the Resistance troops in the squares marked with an A and the Fanhunters troops in the squares marked with a B.

SCENARIO OBJECTIVEAnnihilate the other side.

TROOP SUPPLYThe Psy powers are selected at random in this scenario. The player who won the last scenario will be the first one to draw his card.

Fanhuntersn Assault Fanhunters + Fanhunter Sergeant

n Urban conflict Fanhunters + Fanhunter Sergeant

n Riot Fanhunters + Fanhunter Sergeant

n 2 different heavy weapons, you choice

n Fanhunter from the Psy division (with a randomly selected power)

n Killer Dog with the leader and command abilities activated

Resistancen Crosstrainers + Resistance Sergeant

n Punishers + Resistance Sergeant

n Furiosas + Resistance Sergeant

n 2 different Lethal Fans

n Cosplayer (with a randomly selected power)

n Don Depresor or Walrus (one of the two, your choice) with the leader ability activated

n Nando Dixkontrol with the leader and command abilities activated

8. LAST MAN STANDING

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“NO. I WON’T GO BACK...”.

CHUACHE

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DRAMATIS PERSONAE

DON DEPRESORHe is one of the most charismatic members of the Resistance, and also the clumsiest. There is a legend that he lost his sight in the same accident that turned Matt Murdock into Daredevil and four young turtles into mutant ninjas. He says

he has powers and always tries to get behind the steering wheel. The truth is that he is jinxed and that makes him able to sabotage any mission, whether it is the enemy’s or his own.

WALRUSScience fiction fan, engineer, trekkie, test pilot and astronaut, he has worked for a FAN organization operating both on Earth as well as other worlds (there are fans throughout the universe): the Federation of Federated Planets.

Strategy is his strong point and he uses it when facing threats from the tintiranids, the galiens or the fanpredators. He holds an advanced degree in Psychohistory.

NANDO DIXKONTROLDisk-jockey, mercenary, ex-green beret, composer and loose cannon. He is the perfect example of an old school Lethal fan, able to schlep a box full of old vinyl records for miles without letting them fall into enemy hands. He heads up most

of the extraction and rescue missions. He is also one of the few DJs that defies the Fanhunter patrols and sets up underground parties throughout the occupied territory.

THE RESISTANCEA group of fans that fight against tyranny by using their knowledge of culture, sub-culture and nerd-culture. When the world’s police and military forces were overcome within 24 hours by Alejo Crow’s men, small bands of fans were the only

ones who still refused to give in. Their ranks are made up of comic book geeks, movie buffs, music freaks, board gamers, RPGers, readers, gamemasters, passionate TV-watchers and everyone else that used to be living in the fringes of society.

ALEJO CROWThis ex-bookshop owner believes he is possessed by the spirit of Philip K. Dick. He has conquered half the planet and forbidden any expression of fun, culture or sub-culture. It is rumored that he is a “Fenicius”, a nearly immortal being that

increases its life-span each time it closes a sale. He is a master of the dark powers of the Pichurrina. As a careful reader of Dick, he seeks to mold reality to his whims, and wipes anyone that opposes him off the map.

KILLER DOGThe right hand of Pope Alejo, head of the fanhunter corps and the macutes. He is cruel, hateful and heartless, bent on genocide and often goes beyond any expected levels of decent harshness. He is able to destroy an entire district

of Barnacity if there is a suspicion insurgents are hiding there. His acts of vengeance are devastating. Alejo is a charismatic and sometimes charming villain, but Killer Dog is just a mean son of a bitch.

THE FANHUNTERSThis corps is made up of cyborgs trained and programmed to chase down the Resistance. They also serve as security escorts, the papal army and preachers in the Order of Dick. They do whatever they want with total impunity and always

use disproportionate force. The people hate them and throw tomatoes, eggs and other sticky stuff at them when they patrol the city’s neighborhoods. Sign up for steady work in exchange for a few non-vital organs.

34

“SLURP...”.

THE GUSA

INDEXWelcome to Barnacity ...................................................................................................... 5Contents of the box ..................................................................................................................... 6Troop cards .................................................................................................................................... 8

Identification ................................................................................................................................ 8Attributes ....................................................................................................................................... 8Units and heroes ........................................................................................................................ 8Abilities ........................................................................................................................................... 9

Rolling dice..................................................................................................................................... 9Troop types ...................................................................................................................................10

Units ................................................................................................................................................10Heroes ............................................................................................................................................10

Activations, turns and rounds (side chart) .................................................................. 12Types of actions and reactions .............................................................................................. 12

Movement actions .................................................................................................................... 12General actions........................................................................................................................... 13

Boards, scenery and cover (side chart) ......................................................................... 13Exploration deck and item cards (side chart) ............................................................ 14Combat effects (side chart) ...............................................................................................15

Universal abilities .......................................................................................................................18Weapons ........................................................................................................................................19

Advanced rules ....................................................................................................................20Skirmish game............................................................................................................................20

There are serious balancing issues in the scenarios! (side chart) ...................20Game boards and scenery tiles............................................................................................ 21Campaign rules ........................................................................................................................... 21

Playing with tape measurers (side chart) .................................................................... 21

Campaign: Assault on the District 13 Comic-book store ................... 221. Get the relic back .................................................................................................................. 222. Maidenstears tunnel .......................................................................................................... 233. Barricade ................................................................................................................................. 244. Eliminate the enemy leader ............................................................................................255. Stealthy delivery ...................................................................................................................266. Sneaking away .......................................................................................................................287. Comic-book store breach..................................................................................................308. Last man Standing............................................................................................................... 32

Dramatis personae ....................................................................................................................34Index ...............................................................................................................................................35Scenery Summary ......................................................................................................................35

SCENERY SUMMARY

35

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