7TV
7TV Rulebook
Table of Contents
Table of Contents
Introduction
Tune Into 7TV
What is 7TV?
It’s a Miniature Skirmish Game
7TV has lots of similarities with other miniatures games. In addition to these rules, you’ll need an opponent to play against, miniature models, dice, some tokens, and a flat surface to play on. You and your rival will each choose your forces and pit them against one another in any setting you can imagine, from seedy city streets to terraformed Mars, to lost temples and post apocalyptic wastelands. 7TV’s borders are the limits of your imagination and your love of film and TV.
It’s Also a Metagame
7TV is not like other wargames. Rather than fighting battles, you’ll be directing action set pieces. Your models are a cast of Stars, Co-Stars and Extras. Each will have a ratings value to help you balance your casts. The games you play are called episodes, and you’ll be using a script deck, prop cards and plot points to make things even more interesting. If you lose, your cast is not killed off, it is axed. You follow the script and use your props until the credits roll.
Does this make a great difference? No and yes. No, because you can play 7TV like any other skirmish game - if you want to. You can just choose your models and fight your battles. Yes, because it makes 7TV much more light-hearted. It’s very tongue-in-cheek and it doesn’t take itself too seriously. The fact that the game is framed as a film or TV production gives it a very different feel. It’s fast and flexible and a lot of fun.
It’s a Celebration of Cult Tv and Film
7TV developed from a love of action-adventure film and TV in all its variety. To capture this richness, our genre guides are themed around different types of TV shows and movies. These genre guides open a vast range of gaming possibilities for you to explore:
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7TV: Inch High Spy-Fi is set in the high-octane spy-fi action of the 1960s and 70s. Spies, minions, masterminds, ghosts, aliens, henchmen, coppers and rubber monsters are all waiting for you.
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7TV: Apocalypse is set in the post apocalyptic, gritty video-nasty age! Fight across a world full of zombies, survivors, mutants, giant ants, brutal mohican-sporting raiders and simian overlords!
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7TV: Pulp goes back to the 1930s and 40s to explore the thrilling adventures of the classic cliffhanger serials with jet packs, jungle temples, rocketships, cyclopean horrors, dastardly deathtraps and countless perils!
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7TV: Fantasy explores the myriad worlds of fantasy film, TV and fiction. You can wield sword and spell as you recreate scenes from your favourite epic fantasies, barbarian adventures and mythic movies - or invent your own tabletop blockbusters. Sweeping stories of good vs evil are at your fingertips.
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7TV: The 80s fires up the VCR and presses ‘Play’ on the classic action, glitz and glamour of this colourful, exciting decade!
Supported by themed accessories, genre guides are a quick and easy way to enrich your games of 7TV. In no time, you’ll feel like a shrewd studio boss, an accomplished director, or a flamboyant media mogul.
Behind the Scenes
To bring these elements together, 7TV exists in a shared universe of fictional film and TV studios, which brought to the world a marvellous catalogue of classic cliffhangers, cult TV shows, fantasy epics and video nasties spanning almost a century of screen magic:
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Pinnacle Pacific Pictures, an independent American film studio run by the larger-than-life adventurer-turned-producer Spenser Packard during the 30s and 40s. Pinnacle produced some of the best cinema serials of the golden age: Rick Rhodes in Rhodes to the Stars (1940), Dr Prospero (1941), Shakedown in the Sleeping City (1941) and Trials of the Lizardmen (1942).
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Barron Studios was the brainchild of Sidney Barron, an independent TV producer who scared children into hiding behind the sofa with his weekly tales of spies (Department X), time travel (The Man From 2000), weird science and a host alien and robot monsters in ARC (aka Albion Rocket Consortium).
After Barron mysteriously disappeared from his Monaco yacht, his son Michael led the charge into the age of the video nasty, producing cheap slasher and monster flicks to titillate new audiences such as Zombie Drill Eaters, The Last House on Earth and Radland Racers.
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Minerva Avventure, an Italian film studio owned and administered by formidable producer-director Donatella De Lorenzo. Minerva’s titles stand out amongst the greatest fantasy productions of our time: Warrior of Atlantis, Nomads of Ice and Fire, Sinbad and the Forbidden Isle, The Crowned Lands, Stronghold, and the tales of Orsa the Fearless.
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8TV owner Len Brady, an Australian media tycoon, bought up and retooled many of Barron’s old properties (The Man From 2000 becoming Time Lost, and Adam Kismet Associates resurfacing as Kismet), which he syndicated to networks worldwide. Brady’s ‘ideas factory’ embodied the 80s, producing such classics as the hi-tech movie 8-Bittallion; the hard-hitting TV series Pitch Darkness; and the glamour and greed of glitzy sci-fi soap Santa Clara.
In the worlds of 7TV, budgets were low, performances were hammy, and sets wobbled, but despite their meagre production values, these screen gems transported audiences to amazing worlds filled with dashing heroes and despicable villains. Luckily, the Crooked Dice archivists have rediscovered many of the productions previously thought lost or else largely forgotten. From these reclaimed movies and serials, we’re producing various Feature Packs to enable you to play through classic productions that never were… but could have been.
About This Rulebook
THIS BOOK IS FULLY COMPATIBLE WITH ALL PREVIOUS SECOND EDITION 7TV BOXED SETS (INCH HIGH SPY-FI, APOCALYPSE, PULP AND FANTASY)
It’s been eight years and four boxed sets since we released 7TV Second Edition. At the time we were just focussed on producing one great set of cinematic skirmish rules. We didn’t anticipate that we’d be producing a new boxed game every two years!
Over that time, circumstances changed, and the game evolved as we added new elements to each box and honed the mechanics. But that rapid expansion also meant an increasing number of existing players were unsure about what exactly formed the essential 7TV ruleset. Consequently, we felt it was time to step back and develop a definitive core rulebook that clarified everything, both for 7TV veterans and for new players.
The core rulebook draws together the rules from all our previous boxed sets into a single resource. With it, you’ll be able to enjoy all the flavours of cinematic skirmish fun.
New to 7TV?
If you are new to 7TV, never fear - all you need is between these pages. You can play just with this book and never have to buy anything else!
Common Terms
As our rules are based on film and TV action, 7TV renames several commonly used game terms to better reflect the setting. For example:
- The models that comprise your side are collectively called a cast.
- Your cast is made up of Stars, Co-Stars and Extras.
- Your cast and its members are always referred to as ally/allies, and your opponents as enemy/enemies.
- Any abilities your models may possess are known as special effects.
- Stars and Co-Stars have unique special effects called star qualities.
- The relative value of your models and your cast is measured in ratings
- The games you play are called episodes, and all the action takes place during a scene.
- The player who is taking the current turn is on screen.
- The currency of the game is plot points.
- Statuses can be received from attacks, special effects or star qualities
- and even environmental hazards.
What Do You Need to Play?
In drawing together this edition, we have tried to make it as accessible and friendly to a gamer’s budget as we could. So if you are playing 7TV just using this rulebook (i.e. without a genre guide), you can use household gaming supplies. You’ll need:
- A pack (or two) of standard playing cards to use as a stand-in script deck (see page 77), prop cards and maguffins
- Three or more six-sided dice
- Around 20 counters such as coins or beads
- A tape measure is needed to measure range
- And finally some suitable models and a willing opponent!
Profile Cards
All the profile cards used in this rulebook are available as a free download from the Crooked Dice website or to purchase as a printed deck.
Tokens & Templates
Templates and tokens are reproduced in the appendices (see page 276). An accessory pack that includes a colour printed MDF set is available from the Crooked Dice webstore. It includes:
- 20 plot point counters and three six-sided dice
- Status and objective tokens
- Barrier, Beam, Blast 3”, Blast 5” and Teardrop templates
- Two steal the scene tokens
Accessory Cards
An accessory pack that includes a deluxe set of printed cards for use with the Core Rulebook is also available. It includes:
- 39 script cards
- Ten prop and ten maguffin cards
- Six genre cards
- Four grimoires
What’s Different in This Rulebook?
We have edited all content and layout to help improve clarity and navigation
- including new production notes to help you find important rules quickly. We have also standardised a few terms that differ across the older boxed sets, but never fear - the rules themselves stay exactly the same!
New Terms
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The script deck and script phase - The maximum length of a game of 7TV is determined by a deck of cards. This deck has been known by different names - the countdown deck, the cliffhanger deck, et cetera - in different versions of the game. Genre guides will continue to use bespoke terms to evoke the tone of each setting, but in this rulebook we use the terms script deck and script phase as the new standard - see page 74.
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Props - The Stars, Co-Stars and Extras in games of 7TV are buffed by a deck of special cards. These have been variously termed gadgets, gear and artifacts. Genre guides will continue to use bespoke terms to deepen the tone of each setting, but in this rulebook, we use the term props as the new standard to describe them - see page 180.
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Action symbols - To help identify the type of action each star quality and special effect requires, we have introduced a simple symbol key - see page 29.
New Rules
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Genre - In previous versions of 7TV, genre has been an organising principle to help players build coherent casts. In this rulebook, we have improved the rules for genre to increase freedom of play. We have introduced six core genres that span the main televisual and cinematic genres and provide themed advantages during play. Genre guides will continue to use bespoke genres to capture the tone of each setting, but we have provided a guide to enable those players with our older products to take advantage of the new rules. You can read more about genres on pages 22 and 200.
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Vehicles - These have differed across previous sets, so we have consolidated the rules for this revised edition. Vehicles essentially act as deployment cards - with full vehicle combat (see in 7TV: Apocalypse) planned for a standalone future supplement. In addition, we have tweaked the rules to streamline vehicle statistics (with a standard Speed attribute) and introduced more cinematic features such as stunts and collision rules - see page 189.
Chapter 01: Cast Building
Now's your chance to bring your favourite movie or TV show to the tabletop - or to create an entirely new production! So what type of cast will you play with 7TV?
Cast Creation
There’s No Wrong Way...
Building a 7TV cast is quick and easy - and there’s no wrong way to do it. To help you, here are some common approaches you can use when designing casts.
Miniatures First!
While Crooked Dice has a huge and varied range of miniatures, 7TV is miniatures agnostic. You can use any miniature you have in your collection. And if, like many gamers, you have some odd figures bought on a whim, 7TV might be the perfect opportunity to get them onto the tabletop.
So, the simplest way to build a cast is around your model collection - just assign profiles to those models you think best fit the look, or the theme, of a game you’d like to play.
Narrative is King!
Since 7TV is a narrative skirmish game that simulates action scenes from fictional films and TV shows, you can craft intricate production histories for TV series or movies you’d like to make. Alternatively, you can mash up different TV tropes or genre conventions, or pastiche your favourite productions.
In these cases, cast creation becomes character design, where you can draft character backstories, consider the old enmities existing between heroes and their arch enemies, or chart the tensions and friendships between team- members. By uniting your love of gaming with dreams of running your own film or TV company, those characters can become embroiled in fiendish plots, explosive set pieces, and thrilling climaxes, all of which add depth to your cinematic skirmishes.
The Experience of Cinema!
If your approach to wargames is more hysterical than historical, then 7TV’s cinematic ruleset allows you to capture your favourite film sequences on the tabletop. Send archetypal versions of beloved character into the middle of breakneck chases, daring rescues, hideous death traps and outlandish explosions. Will your characters find endless happy ever afters, or will they succumb to the rampaging rubber monsters?
Cast Members
Your cast will contain models with a mixture of attributes, skills (known as special effects) and attacks to provide you with variety and a range of tactical and strategic choices:
- STAR - The principal actor. These are the prime movers of your show and will be in the forefront of any action.
- CO-STARS - The supporting cast. Co-Stars get less screen time but are usually more numerous. They can offer highly useful additional special effects to your team.
- EXTRAS - Extras vary from unique personalities to run-of-the-mill civilians. But each one has key skills to help you swing the tide of battle.
But First… Are You a Hero or a Villain?
7TV casts are either heroic, villainous or neutral. Each Star, Co-Star and Extra has its affiliation stated on its profile card:
- If you choose a heroic cast, then all your Stars, Co-Stars and Extras must be heroic or neutral.
- If you choose a villainous cast then all your Stars, Co-Stars and Extras must be villainous or neutral.
- If you choose a neutral cast, then all Stars and Co-Stars must be neutral - but Extras can be from any affiliation.
It is possible to have two heroic or two villainous casts facing off against each other - perhaps they are warring fantasy cultures or city states, or involved in a survivalist faction war, or competing allied spy organisations? Regardless, feel free to pit any cast against any other in 7TV – anything is possible!
Choose a Genre
In 7TV, genres provide a theme to your cast and give a choice of genre effects, tailored to evoke the atmosphere and tropes of a particular genre.
When first creating a cast, players pick a preferred genre. You are free to choose any of the six genres based on personal taste or the benefits of the genre effects. In fact you can choose a different genre each time you play a game. There are six genres used in the 7TV Core Rulebook.
- ACTION - Cop, Crime, Disaster, Martial Arts, Spy, War. Go big with guns, fists and roundhouse kicks. This genre embodies every movie, TV show and video game where action is king. Secret agents, soldiers, cops and criminals clash in explosive, property-damaging widescreen. Attack, move, strike a pose for the camera, and attack again.
- ADVENTURE - Comedy, Pulp, Superhero, Swashbuckler. Explore the unknown and fight for your ideals, be they justice, greed or personal glory. This genre tunes in to classic serials, the golden age of Hollywood and timeless adventure shows and comic books. Larger than life combatants race against the clock - often faster than a speeding freight train - or unravel mysteries with a wisecrack or menacing monologue.
- FANTASY - Dark, Epic, High, Sword & Sorcery, Urban. Uncover a world of myth and magic in an age undreamed of, or investigate the dark corners of the modern world. This genre breathes life into cinematic tales of swords, sorcery and the supernatural. Embark on epic quests of light against darkness, wage war to claim ultimate power, or struggle for victory over a centuries-old foe.
- HISTORICAL - Alternate History, Epic, Period Piece, Samurai, Western. Recreate the battles of yesteryear or reimagine conflicts that never were. This genre brings history to life, as seen on TV. Nations march to war and cultures clash as forces follow or flout medieval chivalry, the code of Bushido, the law of the West and the chain of command. History is yours to rewrite.
- HORROR - Cosmic, Folk, Ghost, Monster, Slasher, Zombie. The fear of the unknown, and those who bump back against things in the night. This genre shines a flickering flashlight on all manner of monsters, both human and... other. Rubber-suited teatime scares, disquieting folky cults, paranormal investigations and uncanny threats to sanity itself all slither, chant or shuffle across the screen.
- SCI-FI - Cyberpunk, Dystopian, Post-Apocalyptic, Space Opera. The dream of better living through technology, or the nightmare of science gone mad? This genre explores the possibilities of tomorrow's world as envisaged on film and TV. Artificial lifeforms, genetic mutations, interplanetary warfare, global apocalypses and steam-driven retrotech. The future's so bright, you gotta wear shades.
Each genre comes with unique genre effects. But to access these, you must include some cast members of the same genre - so don’t forget this when building your casts! Find out more about the genre rules and how to use their effects on page 200.
Decide Your Ratings
You will find the ratings value of a Star, Co-Star or Extra on the front of each profile card. To find your cast’s total ratings, simply add the ratings of all the models you have included in your cast. Remember to multiply the points cost on profile cards representing multiple models by the number of models in your cast (e.g. if you have three Extras worth 2 ratings each, the overall cost will be 6 ratings).
Even if you are just playing a friend in a one-off battle, you’ll want to consider the ratings of your cast as games will play better if both sides are balanced. If the ratings are equal, then both casts should have an equal chance of success in the game. So when building your casts, decide on a total ratings level, then choose the profiles up to this value.
Cast Size
The more models you have in your cast, the higher the overall ratings value and the larger the battle – so you might wish to agree a ratings limit depending on your preferred style of play, the models you have available, or your experience.
New players may wish to begin with a small cast as they learn the rules, while more experienced players may wish for larger battles. A typical starting game is best played with 25 ratings per cast. This will allow six to ten models in each cast:
- A starter cast might be 20-30 ratings.
- A basic cast could be 40-50 ratings.
- A large cast would be considered over 50 ratings.
The larger the ratings, the longer your game may take to play. A full-on cinematic spectacle might pit casts of 75-100 ratings against one another, but be prepared to spend several hours on an episode of this magnitude.
Feature Packs
Feature Packs contain a series of linked episodes with profile cards for set casts, often including named Stars, Co-Stars and Extras. As you play through the episodes, the actions of you and your opponent will determine the events that befall those characters.
Cast Mix
Games of 7TV play best with a cast made up of all profile types - Stars, Co- Stars and Extras. A good mixed handful of Extras will allow you to generate the healthy pool of plot points (see page 82) needed to help your cast be effective. However, the 7TV system is balanced and flexible enough for you to field a star-studded cast or an ensemble cast of Stars and Extras, depending on your casting choices.
A cast usually has at least one Star or Co-Star, but you can include more if you like. But don’t underestimate the benefits of Extras. You can hire a lot more for the same ratings cost; and the more Extras you employ, the more
plot points they generate for your cast.
Your choice of Star(s) and Co-Star(s) will also determine which Extras you can utilise. Choose carefully when building your cast, as only Extras from the same genre as your Star and Co-Star can be included.
Types of Extras
While Extras aren’t explicitly categorised, they can be grouped into three broad categories:
- Background Talent - The rank and file of any cast. These profiles tend to draw from a common pool of skills (special effects) and attacks, but they are cheap to recruit. E.g. Freedom Fighter, Goon, Guard, Warrior
- Bit Players - Higher rated combatants with more varied and improved attacks and tailored special effects. E.g. Mercenary, Ninja, Sharpshooter
- Supporting Actors - An eclectic mix of profiles that vary in cost and ability and are often limited to specific genres. However, each brings unique special effects to a cast. E.g. Heavy Weapons Team, Monster of the Week, Physician
Including models from each of these groups is not essential, but it can provide greater depth to casts - and greater tactical options.
Units
Some Extras gain benefits from operating under a commander - identified by models with the Unit Leader special effect (see page 37).
The Profile
Front of Card
- Profile name - This might be the name of an archetype (e.g. Secret Agent) or a named character, as is common in Feature Packs.
- Profile type - This will denote if a model is heroic, villainous or neutral, and if it is a Star, Co-Star, Extra or a Vehicle.
- Ratings - This number represents the effectiveness and value of the model in the game. Ratings are used to determine the size of your cast.
- Statistics - Most models have six statistics: Fight, Shoot, Defence, Mind, Body and Spirit. Each has a numerical rating. Fight, Shoot, Body, Mind and Spirit statistics normally range from 1 to 6, with 6 being the highest. A statistic of 0 is possible and means 'does not apply'. As an example, an average warrior would have a 3 in all of these statistics.
- Fight - A measure of how well a model can throw a punch, swing a machete, or use their claws.
- Shoot - How keen is a model's vision? How steady is their trigger finger?
- Defence - Agility, natural toughness and a measure of the ability to stay standing. Defence statistics are around 8 for a standard Extra, 9 for a Co-Star and 10 for a Star.
- Mind - The mental prowess of a model - be it sharp wits or book smarts.
- Body - The size, physical strength and athleticism of a model.
- Spirit - Courage, staying power and leadership.
Vehicle Statistics
As machines, vehicles have a different range of statistics (see page 189 for more on vehicles).
- Capacity - The maximum number of models that can be transported within the vehicle.
- Speed - The maximum distance the vehicle can move in inches using one move action.
- Defence - A combination of handling, size and natural toughness.
- Armour - The chance that the natural structure of the vehicle can absorb a strike, negating its effects.
Profile Card Key
Profile cards (for example the Secret Agent Heroic Star, the Daring Rebel Heroic Co-Star, the Agent Neutral Extra and the Chopper Neutral Vehicle) are laid out as follows: (1) Profile name, (2) Profile type, (3) Ratings, (4) Statistics, (5) Attacks, (6) Health, (7) Genres, (8) Vehicle statistics. (Sample card illustrations are not reproduced.)
Attacks
Attacks listed on a model's profile card come with pre-calculated Strike values. They are represented by one of three symbols, depending on whether the attack is a fight, shoot or presence attack.
- Fight attacks - Almost all models have some form of basic fight attack - be it a weapon or natural ability - like claws or a bite.
- Shoot attacks - Any ranged attack from thrown rocks, modern ballistic weapons or laser blasters from the far future.
- Presence attacks - Presence attacks represent a model's strength of will, charisma or quirky personality traits associated with their role or character.
Many profiles also have unique attacks, which are either not widely available or are specific to certain cultures or species. Most models have multiple attacks in their attack box which details:
- Type - One of three symbols will indicate whether the attack is a fight, shoot or presence attack.
- Attack - The name of the attack.
- Range - The maximum range in inches you can make an attack with this weapon, measured from the attacker to the target model.
- Strike - The number you add to your dice roll when you make an attack. The higher the better (see page 104).
- Weapon Effect - Any special rules the attack may have (see page 170).
- OR - If any attack is listed as OR, the player must choose just one of the two attacks before play begins, and only use that one attack during the next scene.
EXAMPLE: Jane is playing a scene out of her favourite spy thriller and has chosen some Agent models to act as backup.
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Brawl | 0" | +6 | 0 Health, Weakened |
| High Calibre Handgun | 12" | +7 | Deadly, -1 Health |
| Flash The Badge | 6" | +7 | 0 Health, Captured |
The Agent has a standard Brawl fight attack, able to tussle with its close quarters combat training. It has a 0" range denoting that they must be in base contact with an enemy to use it and it will deal the weakened status on a successful strike. The Agent also has a High Calibre Handgun for their shoot attack. The range is good and the weapon effect is Deadly and -1 Health, the Deadly making it easier to strike the enemy successfully; the Agent is clearly best at range. Finally, the Agent has a presence attack of Flash the Badge. This conveys the Agent's arresting ability, allowing them to make their enemies surrender at range with the Captured status in the effects.
Health
Health is an indication of the amount of injury a model can take before it exits the scene and is removed from play.
Stars usually have 3 Health, Co-Stars have 2 Health and Extras' Health can vary. Vehicles often have larger Health values. When a model's Health is reduced to 0, it is removed from play.
Special Effects
A model can perform all kinds of cinematic effects during a scene. Some provide benefits before a game starts while others may affect victory conditions, so always study a profile's special effects before play begins to gain every advantage! Their varying potency means some special effects have additional costs to use - either plot points or a special action.
Genre(s)
The genre symbols for each model determine if it can join your cast or not. Your choice of Star(s) and Co-Star(s) will also determine which Extras you can utilise in your cast.
Choose carefully when building your cast as only Extras from the same genre as your Star and Co-Star may be included in your cast.
Action Symbols
Both star qualities and special effects use a simple key to identify the type of action the ability requires and any plot point costs:
- 🅕 Free action
- 🅟 Passive action
- 🅢 Special action
- ❶ One use per turn
- ✪ One plot point to use
- ✪✪ Two plot points to use
Back of Card
Star Quality
Each Star and Co-Star profile includes a star quality. Unless otherwise specified, a model can use its star quality once per turn, before or after any action it performs, as a free action (see page 108).
To use a star quality, a player must immediately pay the listed plot point (aka ✪) cost specified on the profile card.
(Sample card back shown in the book, the Daring Rebel:)
- Star quality New Hope ✪🅟 - Stretch dice cannot be added to rolls defending against strikes made by this model, or to strikes made against this model, until the Daring Rebel is next on screen.
- Special effect Insurrectionist ✪🅕❶ - Place the Blast 3" template on this model. All models touched by the template may remove the Captured, Distracted or Stunned status.
- Special effect Leader 1 🅕 - Choose one ally within 6" that has not been activated this turn. The ally can be activated for no plot point cost.
- Special effect On the Run 🅟 - This model can add 1D6" of movement whenever it makes two consecutive move actions in a single turn.
- Special effect Strategist 🅟 - Enemy models within 6" of this model cannot use their Leader or Unit Leader special effects.
Heroic Stars & Co-Stars
Here are 16 heroic Star and Co-Star archetype profiles to get you started in the world of 7TV.
Heroic Stars
| Profile | Examples | Genres | Ratings |
|---|---|---|---|
| Bold Blade | Barbarian Avengers, Ray Gun Rocketeers and Outlaw Archers | Action, Fantasy, Historical | 10 |
| Grizzled Veteran | Anti-Hero Cops, Seasoned Spymasters, Experienced Soldiers, Benevolent Mercenaries | Action, Horror, Sci-Fi | 10 |
| Innocent Soul | Destined Underdogs, Coming-of-Age Teens, Wide-Eyed Children, Big-Hearted Halflings | Action, Historical, Fantasy | 10 |
| Intrepid Adventurer | Audacious Archaeologists, Wise-cracking Treasure Hunters, Fearless Explorers | Adventure, Horror, Fantasy | 10 |
| Loveable Scoundrel | Spice Smugglers, Drunken Pirates, Con Artists, Charming Heisters | Adventure, Horror, Sci-Fi | 10 |
| Masked Crusader |
Heroic Co-Stars
| Profile | Examples | Genres | Ratings |
|---|---|---|---|
| Daring Rebel | Feisty Nobles, Outspoken Servants, Insubordinate Soldiers, Unruly Students | Adventure, Historical | 6 |
| Everyman | Time-Travelling High School Kids, Homespun Protectors, Accidental Adventurers | Action, Adventure, Historical, Horror | 5 |
| Final Girl | Vampire Slayers, Moral Heroines, Space Survivors, Travelling Companions | Horror, Sci-Fi | 6 |
| Lone Survivor | Haunted Orphans, Omega People, Road Warriors, Zombie Killers | Horror, Sci-Fi | 6 |
| Loyal Sidekick | Faithful Friends, Junior Counterparts, Steadfast Caregivers, Trusted Associates | Action, Fantasy | 5 |
| Mythic Champion |
Villainous Stars & Co-Stars
Here are 16 villainous Star and Co-Star archetype profiles to challenge your heroes.
Villainous Stars
| Profile | Examples | Genres | Ratings |
|---|---|---|---|
| Corrupt Authority | Immoral Capitalists, Company Men, Sadistic Governors, Unscrupulous Nobles | Action, Historical, Horror | 10 |
| Dark Shadow | Ancient Evils, King Vampires, Spectral Demi-gods, Rulers of Hell and Infernal Dimensions | Fantasy, Horror, Sci-Fi | 12 |
| Evil Overlord | Malevolent Knights, Otherworldly Conquerors, Megalomaniacal Machines, Alien Fiends | Adventure, Fantasy, Sci-Fi | 10 |
| Great Monstrosity | Alien Queens, Lovecraftian Horrors, Diabolical Dragons, Colossal Beasts | Fantasy, Horror, Sci-Fi | 11 |
| Kingpin | Mob Bosses, Vengeful Drug-lords, Notorious Gangsters | Action, Adventure, Historical | 10 |
| Mastermind |
Villainous Co-Stars
| Profile | Examples | Genres | Ratings |
|---|---|---|---|
| Career Criminal | Gangster Couples, Scarred Hoodlums, Sharp Dressed Goodfellas, Trusted Consiglieres | Action, Adventure | 6 |
| Cruel Bully | High School Thugs, Aggressive Teens, Sly Sneaks, Heartless Attendants | Action, Adventure, Horror | 5 |
| Mad Scientist | Frankensteinian Monster-Makers, Uncaring Vivisectors, Deranged Experimenters, Self-Made Monsters | Horror, Sci-Fi | 6 |
| Red Right Hand | Brutal Henchmen, Menacing Vassals, Callous Executors, Merciless Assassins | Fantasy, Historical | 6 |
| Robber Baron | Oppressive Landowners, Malicious Magnates, Planetary Despoiler | Action, Adventure | 6 |
| Ruthless Nemesis |
Extras & Vehicles
The majority of Extras provided here are Neutral and affiliated to both casts. Those more pure of heart, or just downright despicable, are limited to heroic or villainous casts. Full profile cards and descriptions can be found in the Central Casting chapter (page 207).
| Extra Profile | Affiliation | Genres | Ratings |
|---|---|---|---|
| Agent | Neutral | Action, Adventure, Historical, Horror, Sci-Fi | 3 |
| Alien Invader | Villainous | Adventure, Sci-Fi | 2 or 5 for 3 models |
| Assassin | Villainous | All | 4 |
| Brutish Footsoldier | Neutral | Adventure, Fantasy, Historical, Sci-Fi | 2 |
| Bystander | Neutral | All | 1 or 2 for 3 models |
| Comic Relief | Neutral | All | 1 |
| Vehicle Profile | Affiliation | Genres | Ratings |
|---|---|---|---|
| Carriage | Neutral | Adventure, Fantasy, Historical, Horror | 4 |
| Chopper | Neutral | Action, Adventure, Horror, Sci-Fi | 8 |
| Getaway Car | Neutral | Action, Adventure | 4 |
| Jeep | Neutral | Action, Adventure, Horror, Sci-Fi | 4 |
| Limo | Neutral | Action, Adventure, Sci-Fi | 4 |
| Motorbike | Neutral | Adventure, Fantasy, Sci-Fi | 2 |
Units
A unit is a group of models rallied under a unit leader. The table below details the models and the troops considered to be in a unit. Unit members can benefit from the Unit Leader special effect- see profile cards - enabling their unit leader to activate multiple models at one time.
Unit Leader ✪🅕❶
Choose any number of allies in the
Unit Requirements
Any unit members listed will benefit from the Unit Leader special effect if they are within range. You do not need to include all types, or the maximum number of members listed to gain this benefit. However, a unit leader cannot activate more than the maximum members listed for each type.
EXAMPLE: Mike is building a Sci-Fi cast which includes a Commander, five Alien Invaders, five Imperial Troopers and a Shuttlecraft. Although all the Troopers and the Shuttlecraft are within range of the Commander's Unit Leader special effect, the Invasion Force unit is limited to a maximum of four Imperial Troopers, so only four troopers and the vehicle will benefit from the Unit Leader special effect during his activation.
| Unit | Unit Leader | Unit Members |
|---|---|---|
| City Watch | Noble | 1-6 Guards, 1 Knight, 1 Dog Handler and 1-3 Dogs, 1 Steed |
| Criminal Gang | Enforcer | 1-6 Thugs, 1 Henchman, 1 Assassin, 1 Getaway Car |
| Invasion Force | Commander | 1-4 Alien Invaders, 1-4 Imperial Troopers, 1 Monster of the Week, 1 Shuttlecraft |
| Law Enforcement | Agent | 1-6 Cops, 1 Rookie, 1 Sharpshooter, 1 Squad Car |
| Military Outfit | Sarge | 1-6 Soldiers, 1 Heavy Weapons Team, 1 Physician, 1 Jeep or Truck |
| Minion Squad | Sarge | 1-8 Goons, 1 Scientist, 1 Killer Robot or 1 Heavy Weapons Team, 1 Chopper |
| Rebel Faction | Commander | 1-6 Freedom Fighters, 1-3 Space Commandos, 1 Daredevil, 1 Jeep or Shuttlecraft |
Customising Stars & Co-Stars
Customising your Stars and Co-Stars is a straightforward process. It enables you to create your own specific heroes and villains, or match a profile to a model already in your collection. However, any adjustments should be kept within the ‘spirit of 7TV’. Remember, the game is not about the biggest gun or the best sword arm, so any tournament min/max adjustments are positively discouraged!
We have also ensured that the set of profiles provided are balanced, so making adjustments could cause some inconsistencies. We’d recommend agreeing customised profiles with your opponents before play begins. Then see how they play and make any further changes to ensure you haven’t created an ineffectual weakling or unstoppable tank!
To help you develop balanced profiles, follow the steps below and apply the suggested modifiers to a chosen Stars or Co-Star’s ratings.
1. Choose a Star or Co-Star
Pick the Star or Co-Star that is the closest to the character you want to develop.
Remember that if you want the final result to be heroic, you’ll have to pick a heroic Star or Co-Star to start with. And vice versa for the villains.
Ratings are for each instance of a change.
2. Adjust Statistics
Adjustment to statistics are limited to the following:
| Adjustment | Ratings Cost |
|---|---|
| Models cannot adjust Health | - |
| For each +1 Defence | +2 |
| Adjust up to two statistics by +1 | +1 |
| Adjust up to two statistics by -1 | -1 |
3. Adjust Genres
Swapping genres will give Stars and Co-Stars access to a different set of Extras to affiliate to their casts.
| Adjustment | Ratings Cost |
|---|---|
| Swap up to 1 listed genre for another | +1 |
4. Adjust Special Effects
These powerful abilities are tailored to each profile, so again, limits are imposed on the number that can be swapped - and the special effects available. The range of special effects that can be swapped or added is limited to a list of the special effects provided on pages 40 to 46, with exceptions given in the table below.
| Adjustment | Ratings Cost |
|---|---|
| Swap 1-2 special effects | FREE |
| Add Magic User (x) special effect per level (x) | +2 |
| Remove up to 1 special effect | -1 |
| Every ✪ associated with a swapped or added special effect (e.g. Regenerate ✪ costs +1 rating to swap, +2 ratings to add) | +1 per ✪ |
| If the model does not already have the Move (x) special effect, count its movement as 6". If it does have the Move (x) special effect, count its movement as the value in brackets. If the final move value is greater or less then 6, gain the Move (x) special effect, noting the new move rate, i.e. Move 5". | +1/-1 per inch |
Special Effects
Special effects provide additional rules which state exactly when and how a special effect can be used. The rules of a special effect always supersede any other rules. The following special effects are those that Stars and Co-Stars may add or swap during customisation. You can also find them on the Stars, Co-Stars and Extras profiles in Chapter 06 - Central Casting (see page 207).
Action Symbols
In games of 7TV, models can usually make two actions per turn. Some special effects cost one action to use. Other special effects are free. To identify the type of action each special effect requires, we have developed a simple key. We have also indicated any plot point costs (✪) a special effect might incur (see page 83).
🅕 Free action 🅟 Passive action 🅢 Special action ❶ One use per turn ✪ One plot point to use ✪✪ Two plot points to use
Ambush 🅟
This model may add +1 to all strike attacks made within 1” of hard or soft cover.
Aware 🅟
This model can make fight attacks all round (360º) and never counts as having been attacked in the back zone. This model loses this special effect while Stunned.
Backstabber 🅟
When attacking an enemy in its back zone, this model gains one stretch die to strike rolls.
Block 🅟
Enemies moving to within 1” of this model must either end their movement or move into base contact with this model. Models cannot block if they are knocked down, Stunned or Captured.
Bloodthirsty 🅟
Gain ✪ whenever this model removes an enemy from play.
BRAVE 🅟 CAST BUILDING This model never receives the Scared status This model counts its strike as +1 against enemies with Scared status weapon effects.
Break in 🅟
This model can move through any door or window in base contact. Place this model on the other side of the door or window. It may ignore obstacles.
Camouflage ✪🅟
While using Camouflage, this model can move through other models and is not affected by the Block special effect. Enemies struck by a Camouflage model count as being attacked in the rear. The Camouflage state ends after this model makes a strike roll or at the end of the turn.
Climb 🅟
If this model falls, count the fall as though it was from two levels less. If this model falls two levels or less, it can continue its activation after the fall.
Demolish ✪🅢
Barrier. Remove any obstacle that is touched by the template. The area under the template is now rough ground.
Disguise 🅟
When targeted by a fight attack, this model can choose to withdraw 1” before the strike is made. The enemy’s action is still spent.
Dodge 🅟
When defending against a fight attack, this model gains one stretch die.
Electronic 🅟
This model can never be Poisoned or Stunned.
Emotionless 🅟
This model can never receive the Scared status. This model gains one stretch die to Defence against presence attacks.
Espionage
This model can be set up anywhere on the playing area, as long as it is no further than 12” from a non-Espionage ally. Espionage models are placed after all other models. Enemies cannot make strikes against a model with this special effect in their first turn of a scene.
Fight Back 🅟❶
After this model has been the target of a fight attack, it can make a fight attack against that enemy, if that enemy is in range of that attack.
Fly X” 🅟
When this model makes a move action it never incurs movement penalties for rough ground or obstacles. Flyers can move over other models but must end each move action clear of the bases of any other models.
Follow Up 🅕
After this model makes a fight attack, it can move up to 2” if no enemies have this model in their fight range.
Hacker ✪🅕
If this model passes a Mind statistic test, it can immediately activate any Robot or Electronic Extra with no more than 1 Health anywhere on the playing area and perform one action with that Extra.
Hide 🅟
If this model has a bonus from soft cover, hard cover or obstacles, then enemies making shoot attacks against this model automatically miss if the distance is more than half the attack’s range.
Hotshot 🅟
If it has entered a vehicle, this model can activate it for free. It may roll one stretch die when making Armour statistic tests.
Hypnotise 🅢
Choose any non-Robot or non-Electronic enemy with no more than 1 Health within 4”. That enemy receives the Dominated status. Only one enemy can be hypnotised at any one time by this model.
Immunity 🅟
Whenever this model would receive the Distracted, Captured or Immobilised status, roll 1D6. On the roll of 4+, this model ignores that status.
Infamous 🅟
This model can add +1 to the strike value of its presence attacks when attacking an enemy model that is entirely in its front zone.
Inhuman 🅟
In your end phase, this model can automatically remove one of its statuses. This model cannot recover Health using the Medic special effect.
Intangible ✪🅕
While Intangible, this model can move through scenery, obstacles, and other models. This model is not affected by Block and cannot be the target of physical strikes. The Intangible state ends after this model makes a strike roll or at the end of the turn.
Invisible ✪🅟
While using Invisible, this model can move through other models and is not affected by the Block special effect. Enemies struck by an Invisible model count as being attacked in the rear. The Invisible state ends after this model makes a strike roll or at the end of the turn.
Invulnerable ✪🅟
This model can ignore the effects of any physical strike it has just suffered if it can roll 4+ on 1D6.
Leader X 🅕
Choose X ally within 6” that has not been activated this turn. The ally can be activated for no plot point cost.
Light Armour 🅟
Whenever this model is the target of a successful strike, roll 1D6. On the roll of a 6, the effects of the strike are ignored.
Living Dead 🅟
This model never receives the Dominated, Poisoned or Scared status. It may roll one stretch die when defending against presence attacks.
Loner 🅟
This model activates for free if it is more than 6” from any other model.
Lucky 🅟
One ally in base contact with this model may reroll any one die this turn.
Magic User (X) 🅟
This model may choose any spells from the listed grimoires. It gains a number of D6 equal to its rank (x), which becomes its magic pool for that activation.
Medic 🅢
If this model passes a Mind statistic test, one ally in base contact can recover 1 lost Health up to its starting value. This special effect does not work on Robot or Electronic models.
Mount 🅟
This model may be ridden by models with the appropriate Rider special effect. It can also move through other models ignoring the Block special effect. Move these models the minimum distance to move their bases out of the way of this model. All such movements are considered to be pushes.
Move X” 🅟
This model travels X” with a single move action.
Multitask ✪🅕
This model can make a third action this turn, as long as it does not repeat the same action type (move, strike, special) twice.
On the Hunt 🅕❶
Whenever an enemy completes a move action, you may move this model 3” toward that enemy. This movement does not trigger free strikes.
Parry 🅟
If this model is the target of a fight strike, you can make your opponent reroll one die. This model never suffers free strikes.
Prop
This model adds one additional prop card to your prop store.
Repair 🅢
If this model passes a Mind statistic test, one Robot, Electronic or Vehicle ally in base contact can recover 1 lost Health.
Rider (X) 🅢
This model may mount or to dismount a model with the appropriate Mount special effect.
Robot 🅟
This model never receives the Dominated, Poisoned or Scared status. It may roll one stretch die when defending against presence attacks.
Ruthless 🅟
This model can never receive the Distracted or Dominated statuses. It is never subject to risky shots.
Screamer 🅟
This model can activate without ✪ if there are one or more enemies within 6”.
Shakedown 🅟
After this model has made a successful attack, you may choose to ignore the weapon effect. Instead your opponent must give you ✪.
Sidekick 🅟
Specify one ally to be boss. When the specified boss is activated, this model can activate for free if it is within 6”. A boss can only have one sidekick.
Single Bound 🅢❶
Move this model up to 8”. It may move over enemies without incurring free strikes.
Sixth Sense 🅟
Enemies cannot use Camouflage, Espionage or Invisible if they are within 8” of this model, and instantly lose those benefits.
Small 🅟
This model can move through the bases of enemies.
Spot Clue 🅕
This model may move 8” if that move action will bring it into base contact with an objective token or maguffin.
Streetwise 🅕
This model may remove the Distracted and Immobilised status by rolling 4+ on 1D6. This special effect can be used during your opponent’s turn. You can add extra dice to this roll.
Steal ✪🅟❶
Whenever your opponent discards a prop card, this model can make a Spirit statistic test. If successful, you may add that prop to your prop store.
Tactics 🅕
When this model is activated, choose up to two ally Extras within 6”. Each of these allies can immediately move up to 2” as free actions.
Tough 🅟
Roll 1D6 if this model receives the Stunned or Weakened statuses. On a roll of 4+ this model does not gain that status.
Vanish ✪🅢
Place this model 12” away without suffering free strikes. The effect can only be used as this model’s first action, and using it ends this model’s activation.
Veteran 🅟
Whenever this model would receive the Scared, Stunned or Weakened status, roll 1D6. On a roll of 4+, this model ignores that status.
Wild Thing 🅟
This model can move through wooded or rough ground as if it were clear ground. It may ignore obstacles and the Poisoned status.
5. Adjust Attacks
Stars and Co-Stars already have powerful attacks, so any attacks added to a profile can only be from those listed on the attack tables on pages 48 and 49. Use these tables to calculate the strike number of the new attack.
To prevent some attacks becoming anachronistic, there are further genre restrictions too, so double-check the attack tables once you have chosen a genre to avoid your pirate captain turning up to a fight with a laser sword!
| Adjustment | Ratings Cost |
|---|---|
| Swap up to 1 attack for another attack of the same attack type (e.g. fight, shoot, presence) from the attack tables on pages 48 and 49. | FREE |
| Add up to 1 new attack from the attack tables on pages 48 and 49. | +1 |
Attack Tables
Fight Attacks
| Weapon | Range | Strike = | Weapon Effects | Genre Limits |
|---|---|---|---|---|
| Axe/Stone Axe | 0" | Fight + Body | -1 Health | All |
| Bladed Weapon | 0" | Fight + Body | -1 Health | All |
| Bo Staff | 1" | Fight + Body | Fast, 0 Health, Stunned | All |
| Brawl | 0" | Fight + Body | 0 Health, Weakened | All |
| Club/Cosh/Mace | 0" | Fight + Body +1 | 0 Health, Stunned |
Shoot Attacks
| Weapon | Range | Strike = | Weapon Effects | Genre Limits |
|---|---|---|---|---|
| Blaster | 16" | Shoot +3 | Deadly, -1 Health | Sci-Fi only |
| Crossbow | 18" | Shoot +4 | -1 Health, Readied | All |
| Flintlock Pistol | 12" | Shoot +3 | Unreliable, -1 Health, | All |
| Handgun | 12" | Shoot +3 | 2 Shots, -1 Health | All |
| High Calibre Pistol | 12" | Shoot +4 | Deadly, -1 Health |
Example Casts
Sci-Fi Cast
Claire is new to 7TV so decides on a small number of profiles to help her get to grips with the rules. Claire has several choices for her Star, including Corrupt Authority and Warmonger, but settles on an Evil Overlord (10 ratings). To keep things manageable, Claire decides against including a Co-Star in her first cast.
Claire has lots of choices for Extras, but must choose those affiliated with her Star’s three genres - Action, Adventure and Sci-Fi. She feels the Imperial Trooper works best for the armoured models she intends to field - plus she can buy three for 5 ratings! Those profiles also feature in an Invasion Force unit, so Claire wisely adds a Commander (3 ratings) to take advantage of that profile’s Unit Leader special effect. Claire doesn’t want too large a cast for her first game, so decides to just add three Security Guards - again taking advantage of the group purchase bonus - paying only 5 ratings for three models.
Claire’s final cast is 23 ratings with a good spread of profiles with fight and shoot attacks that also take advantage of Unit rules. Plus, all the profiles have the Sci-Fi genre - so she can take advantage of the advanced genre rules should she choose to use them in the future.
Fantasy Cast
Shaun is an experienced player who wants to create a fantasy cast based on his
favourite book and movie about a wizard and a group of daring dwarves taking a halfling burglar on an epic quest to restore a king. His first challenge is to decide who to choose as a Star - the inexperienced burglar, the exiled king or the mighty wizard? Feeling the clue is in the title of the book - Shaun picks an Innocent Soul with a Wise Mentor Co-Star for his wandering wizard and a Mythic Champion for the exiled dwarven king. A Star and two Co-Stars is a hefty 22 ratings, but Shaun knows the extra plot points these models generate are very useful during games. Plus, he can now draw on any Extras from the Action, Fantasy, Historical, Horror and Sci-Fi genres that these Co-Stars are affiliated to.
For the core of his cast, Shaun chooses Warriors to represent the dwarven treasure hunters. He doesn’t want to include the whole company - as he has a rating limit on his game in mind - so he simply chooses four for 8 ratings. Shaun also wants a bit of variety in his cast, so he looks for cinematic inspiration in the form of the ursine skinchanger. From the suitable profiles, he considers the Monster of the Week profile, but thinks the Shapeshifter (5 ratings) is the best narrative fit.
That’s a grand total of 35 ratings. Shaun is pleased he’s got a good reflection of some of the iconic scenes and characters. The Wise Mentor also enables Shaun to use the Magic rules - something he’s enjoyed before. The Warrior Extras are a great staple - plus the Shapeshifter really packs a punch - truly an unexpected party!
Action Cast
Simon wants to represent a beloved show from his childhood. But to represent
the ensemble cast of these nomadic soldiers of fortune could work out pricey if he includes a full set of Stars and Co-Stars for this team of four. There’s a clear Star with the cigar chewing military front-man, so Simon picks the Grizzled Veteran. But what profiles to choose for the rest of this crack commando unit?
Simon tries something a little different and chooses two Stars, as he feels the Loveable Scoundrel is a good fit for the team’s charming con man. Plus, two Stars in a cast brings benefits, generating extra plots points and powerful star qualities.
But that means he has to compromise on the rest of the ensemble. However, as a fan of narrative play, Simon likes the idea of trying out an eclectic mix of profiles. So he plumbs for the tough Mercenary for the group’s strongman and the Comic Relief for the mad-cap pilot - both have an interesting mix of attacks and special effects, which should be fun to play. For the rest of the cast, Simon decides to represent the various helpless locals that the team fought for week after week. He chooses a Reporter, a Love Interest and a couple of Kids as generic supporting cast - perhaps some desperate townsfolk that our team will have to help defeat a ruthless ranch owner, biker gang or corrupt small-town sheriff?
And finally, this team would not be complete without their iconic vehicle - so Simon chooses to add a Van to his cast too. That’s a round 35 ratings - I love it when a plan comes together!
Chapter 02: How to Play
When the director shouts 'Action', you need to hit your marks and get ready to give it your all! All the basic rules of the game are explained in this chapter. We will give you the full studio tour - taking you step-by-step through every stage: how to prepare your games; the turn sequence; dice mechanics and the central combat system.
The Basics
Just Have Fun!
7TV is meant to be fun, even though it’s a competitive game where you are attempting to tactically beat your opponent. If you’re winning, try to win with grace, and if you’re losing, try to learn from your defeat.
If you’re not sure of a rule, by all means look it up. If you can’t find it, just roll a die to resolve the problem and move on. If you and your opponent disagree with any of our rules, use a rule that you can both agree on. After the game, take your time and look it up again. Next time, it might be a bit clearer or a little easier to remember.
Sides and Players
7TV works best with two sides - or casts - fighting each other, each controlled by one or more players.
We find games with three or four sides, while possible, inevitably end up being unfair to one player who can suffer attacks from two sides at once. If you have more than two sides, you will have to make some adjustments to various rules to avoid slowing down play.
The rules have been written assuming the game is being played with two sides, each controlled by one player - the terms ‘side’ and ‘player’ are used to mean the same thing.
Size of Your Playing Area
7TV can be played on any table size from two square feet up to four square feet. We find games of 7TV are best played on a three-square-foot area. This allows room to manoeuvre before models get into shooting range with each other.
You can play on bigger - and smaller sized areas if you wish - a larger size will favour shooting; a smaller size (down to 2 square feet) will favour hand-to-hand combat. For episodes on a smaller playing area, consider halving the distances given for placing objective tokens (page 67) and start locations (page 69) to ensure no player has an unfair advantage. Apply your own common sense and creativity to achieve the ultimate goal: a satisfying game for both players.
Don’t forget that the size of the playing area also dictates the size of your script deck (see page 75) and ultimately the length of your game.
If you are playing a Feature Pack, the size of the playing area is set out in an Episode Guide in accordance with the needs of each narrative episode.
The Length of a Game
A game of 7TV usually lasts at least an hour, often longer depending on the size of your casts, your playing area, cups of tea consumed and the number of arguments about who would win in a fight between Superman and Mighty Mouse. So, while it’s difficult to be exact, here are a few pointers:
- Games played on a 2x2 playing area can last 45-60 minutes with casts of around 25 ratings.
- Narrative episodes with casts of 40+ ratings can take a couple of hours.
- Games with larger casts of over 50 ratings may take two hours or more.
Base Sizes
Models usually come on bases for stability; the size of a base can sometimes be important. The actual shape of the base isn’t important, so bases can be square, round or hexagonal. Bases are divided into the following size categories:
- Small 20mm
- Medium 25-32mm
- Large 40-50mm
- Massive 60+mm
Dice Rolls
Simple Rolls
When the dice are described as D6, you just roll and read the result. One die would be 1D6, three dice added together would be 3D6. 2D6+1 means roll two dice, add them together and then add 1. If you need to roll 1D3, simply roll
1D6 and halve the result, rounding up.
Examples of this sort of simple roll are initiative (page 71), falling (page 91) and using some ‘save’ special effects to protect against weapon effects.
When the roll is described using the ‘D6’ terminology, you cannot add stretch dice (see below).
Stretch Rolls
In other circumstances, you will start with one die, but you may add extra dice to a roll. These are known as stretch dice. If stretch dice are used, you should use the highest die roll as your basic result and then add any modifiers generated by the stretch dice. These are known as stretch rolls.
Examples include when defending (page 101), making a strike roll to attack (page 104) or when making a statistic test (page 60).
Adding Stretch Dice
Stretch dice are sometimes awarded through circumstance, but more often, they are bought by using plot points (see page 62).
If you obtain stretch dice from multiple sources, all of these dice are rolled together with the starting die. Your final result of your stretch roll is scored as follows:
- The result of your HIGHEST die.
- +1 for each remaining die that scores a 4, 5 or 6.
EXAMPLE: The Intrepid Adventurer is making a strike roll to try to take out an advancing Cultist. The Adventurer rolls one die plus two stretch dice, bought for a plot point each. The dice roll 2, 4 and 5.
Their score is calculated using the highest die roll (5) then
adding +1 for every die that scores 4 or above. Hence: 5 + 1 (for the 4) = 6. The 2 is discarded.
Is it going to be enough?
Disadvantaged
When a dice roll is described as disadvantaged, you roll the initial one die but cannot add stretch dice for any reason.
Rerolls
If you reroll any die, you must accept the second roll. You are not allowed to reroll it again for any reason.
Statistic Tests
Making a Statistic Test
Sometimes, models will have to make a statistic test to assess their performance in certain situations. To make a statistic test, you roll one die. You may add stretch dice to this roll if you so choose.
The test is passed if this stretch roll equals or exceeds the target number in the statistic test table.
Statistic Test Table
STATISTIC VALUE 1 2 3 4 5 6+ TARGET NUMBER 7+ 6+ 5+ 4+ 3+ 2+
Note: to pass a test with a statistic of 1, you will need to add at least one stretch die.
Initiative, strike and defence rolls are not statistic tests.
EXAMPLE: John has been suffering heavy losses in his world war episode and moves his Physician model in to assist. The Physician needs to pass a Mind statistic test to use its Medic special effect to heal its ally. The Physician’s Mind statistic is 4, so the target number on the statistic test table needed is a 4+. The life of its ally hangs in the balance, let’s hope the Physician has a steady hand and a lucky roll.
Opposed Statistic Tests
Sometimes, two models may become locked in a struggle of wits, dexterity or good old brawn. When a rule calls upon you to make an opposed statistic test with another model, both models roll one die and add the appropriate statistic value to the result. The model with the highest total wins the contest. Ties should be rerolled until there’s a winner - some tussles are hard-won!
Plot Points ✪
Plot points - represented by this symbol ✪ - are the key currency of the game. You will need them to activate models, and they can be vital in boosting your attacks or defensive capabilities. You will also use plot points to power star qualities, as well as some special effects and props. They are generated each turn, but make sure you spend them wisely!
How to Generate Plot Points
Plot points are generated each turn according to the models you have in play at that time. Models are in play if they are on the playing area and acting on your side (see page 106 explaining in play and removed from play).
Plot Points Are Generated at Various Times in the Game:
Initiative Roll - Page 71
- ✪ to each side for each tied initiative roll
- ✪✪ to the side that loses the initiative roll
Script Phase - Page 74
- ✪✪ to the side on screen if the face-down card is a finale card
- ✪✪ to each side if you choose to turn over two cards
Action Phase - Page 81
- ½ ✪ for each Extra in your cast (round up)
- ✪ for each Co-Star in your cast
- ✪✪ for each Star in your cast
- ✪ equal to the starting Health value of a Star or Co-Star when you reduce them to 0 Health and remove them from play
Carrying Forward Plot Points
Players carry forward plot points from one turn to the next. There is no limit to the number of plot points a player can have at any one time.
See pages 82 and 83 for detailed information on generating and using plot points.
What Do Plot Points Do?
Players use plot points to:
- Activate models
- Enhance combat
- Power some special effects and props
- Remove debilitating statuses
(The book illustrates these with sample star quality and special effect cards, not reproduced here.)
Spend Them Wisely
Players will have to make tough choices on how they use their limited number of plot points. For example, should you activate more models and make a greater number of actions, or activate fewer models but have those models act more effectively? Should you use your plot points to power props, or to recover from disabling statuses? Players can also use plot points to increase the chance of any of their models succeeding on an important roll, or to increase their chance of avoiding an incoming attack by buying stretch dice. See Spending Plot Points on page 83.
You’ll Need Some Counters
Plot points should be represented by physical counters to help players easily track this vital resource. We use small glass beads as plot point tokens, and these are available in the Core Accessory Set from our website. But you can use anything similar, small and identical, such as counters or pennies.
Keep a pile of unused plot points off-table within reach. When you gain plot points, take them from the pile unless otherwise indicated. When plot points are spent, they normally go back to the pile unless the rules say otherwise - the pile is meant to be a limitless resource.
Playing 7TV
Establishing 7TV’s theme of making a film or TV show, the structure of your game will follow that of a cinematic production:
Prologue
Decide the type of episode you will be playing, set up your playing area and prepare all the accessories you will need for your game.
The Scene
The cameras roll on the action, and you play your game! You will play through three acts, with each side taking turns to be on screen as they attempt to achieve their objectives. Each player’s turn consists of three phases:
- Script Phase
- Action Phase
- End Phase
Epilogue
And... Cut! When the episode ends, you will need to determine who was the winner and has achieved the ultimate victory!
Setting Up Your Games
During the prologue, players determine which episode they will play. We provide six episodes suitable for any cast size (see page 126 to 132). Or you can create your own - maybe there’s a particularly famous sequence from a TV show or film you want to act out. Follow this sequence when preparing for play:
- Determine the episode
- Determine the attacker and the defender
- Determine any tropes (optional)
- Place objective tokens
- Place the maguffin (optional)
- Determine start locations
- Place your models (in order)
- Create the script deck
- Create each player's prop store
- Roll for initiative
1. Determine Your Episode
One player should roll 1D6 and consult the table below to see which episode is to be played. If players specifically want to play one episode, just skip the die roll and play that episode. Each episode’s rules are detailed on pages 126 to 132.
| 1D6 | Episode | Description |
|---|---|---|
| 1 | The Battle | An all-out fight between the heroes and villains, normally the major turning point in, or the climax of, a film or TV episode. |
| 2 | The Escape | One cast has been discovered in enemy territory and the only course of action left is to fight and evade capture. |
| 3 | The Race | Both casts are attempting to reach the goal before the other cast can claim it. |
| 4 | The Raid | One cast is seeking to assassinate or defeat a member of the opposing cast. |
| 5 | The Rescue | One cast has captured an ally. The captors must prevent their enemies from rescuing the captive. |
| 6 | The Theft | One cast is attempting to steal something vital to the plot from their enemies. |
2. Determine the Attacker and the Defender
Both players should roll 1D6 and add the highest Mind statistic of any model in their cast. The player with the highest result can choose to be the attacker or the defender. This is important as it might influence where a player’s models can start.
3. Determine Any Tropes (Optional)
Cinema and television are filled with exciting hooks, terrible clichés, memorable plot twists, amazing locations, environmental hazards and spectacular action sequences that challenge cast members as they move through their storyline.
7TV refers to these as tropes and provides 18 in this rulebook (see page 145). These can be used to add infinite possibilities, exciting action and a wonderful tone to the existing six episodes.
Across older 7TV rulesets you will find similar rules. 7TV: Pulp called these perils and 7TV: Fantasy used the term encounters - but all performed the same function.
Tropes are entirely optional and will work with any of the six episodes.
4. Place Objective Tokens
Each episode uses these tokens to represent items of value that can be collected during play.Try to claim as many as you can, and prevent your opponent from doing the same. They will gain you victory points during the epilogue, and a Star or Co-Star claiming one will earn their side some much-needed plot points. Follow these steps to generate and place objective tokens:
- Roll 1D6 to determine how many objective tokens are used in your episode. Please note that tropes often state a specific number to use, and where to place them, so always check before play begins.
- The defender places the first token face down, then the players alternate placing them until they are all placed.
- Tokens cannot be placed closer than 12” to a player’s start location or within 6” of another token.
- Ideally, tokens should placed so that it is equally challenging for either side to reach them and players may wish to discuss episode-specific rules for placing them. For example, where one cast is composed of much faster moving models, they would have a distinct advantage if the tokens were equidistant from each cast.
Collecting Objective Tokens
Any model can collect objective tokens. When a model comes into base contact with a token, it must use a special action to pick it up. The player whose model picks it up should place it off the playing area but close to hand.
Any Star or Co-Star that claims an objective token will gain their side ✪✪ immediately.
Tropes and Objective Tokens
Some tropes may not use objective tokens at all, or have different conditions for collecting them. You may even design your own rules! So always be clear on these rules before play begins.
5. Place the Maguffin (Optional)
Any episode can feature the maguffin – the item the whole plot centres around. It might be a person, or an object of great power - but getting the maguffin is of critical importance to everyone! If you like narrative play, then the maguffin adds further tone to your 7TV games. There are ten maguffins listed on page 199.
If you choose to include the maguffin, then just choose the objective token furthest from any models to represent it. The maguffin counts as a normal objective token apart from the following:
- The player whose side claims it can draw one random maguffin card.
- The player can use this card at any time, but must discard it after use.
- The maguffin is worth 1D3 victory points at the end of the game.
6. Determine Cast Start Locations
Some episodes state where each cast will begin. This is usually close to one playing area edge or corner, with the opposing cast setting up likewise on the opposite edge or in the opposite corner. Use the following rules:
-
The defending player chooses one playing area edge. The attacking player automatically gets the opposite playing area edge.
-
Each side’s start location is anywhere from the back of their playing area edge up to 3” forwards from that edge.
-
Models are set up in the order below, anywhere in their side’s start location.
-
Models can be placed anywhere in the start location, but remember that models from the same unit are usually best placed together, and some other models might be better placed near to each other.
7. Place Your Models
Players place their models on the playing area in their start locations in this order:
- The defending player places their non-Espionage models.
- The attacking player places their non-Espionage models.
- The defending player places their Espionage models.
- The attacking player places their Espionage models.
For details on the Espionage special effect, see page 42. In older 7TV sets, this same special effect goes under different names: Spy and Sneaky. The same placement rules apply to those special effects.
8. Create the Script Deck
See page 74 for details on how to create the script deck you will use during the episode. Place the deck somewhere within the reach of both players.
9. Create Your Prop Store
Both players gain iconic items that might give that vital edge they need in the coming episode. There are ten props listed on page 180.
But before play begins, each player should determine the number of props in their cast’s prop store:
- Each Star or Co-Star you have in your cast adds one prop card to the prop store.
- Each model with the Prop special effect adds one prop card to the prop store.
- Also check cast members for any additional special effects that may give you bonus cards.
10. Roll for Initiative
Both sides should roll for initiative to determine who is first on screen - see page 71.
The Prologue
The Initiative Roll
An initiative roll is used to determine the order of play. It is made once, before a scene's first turn.
Unless otherwise indicated in a particular episode, to determine initiative, both sides should roll 1D6 and add the highest Mind statistic of the models in their cast.
If the result is a tie, both sides immediately gain ✪ and should roll again.
Further ties will result in additional ✪ gains and further rerolls.
The player that wins the initiative roll gets the first turn and is on screen.
The other player immediately gains ✪✪.
Alternatively, in Feature Packs and other pre-written games, read the And... Action! section of the episode to determine initiative.
Now... come out swinging!
The Scene
Turns & Phases
A scene is divided into turns. Each turn is further divided into three phases.
Turns
In one turn:
- Only a single player gets to act.
- The player taking the current turn is on screen.
Phases
The on screen player completes phases one to three of their turn:
The phases are: 1. Script phase, 2. Action phase, 3. End phase.
Once the on screen cast completes their end phase, play is handed over to the other player. Player one goes first and their cast is now on screen. Player two is then on screen and carries out their turn in the same manner.
Phase One: The Script Phase
The script phase indicates how much time is left to play out a scene. It uses the script deck to countdown to the episode's conclusion. In this phase, the on screen player will turn over one or two script cards from the script deck and play a single card. In effect, the script deck works as a countdown mechanic that determines the length of a game.
Players can accelerate their games by turning over two script cards in a single
turn, but they can only play one of these cards. Turning over two cards does earn the players additional plot points, however (see Flipping Two Script Cards on page 76). This means players will be able to activate more models or make their models’ actions more effective.
The script deck also brings unpredictable events into play because all the best films and TV shows rely on plot twists and the unexpected.
The script deck has three parts, mirroring the three acts that constitute most films and TV episodes. Players will work their way through the deck until it is exhausted. At this point, the scene will end. The three parts, and the order in which the deck is arranged, are:
-
ACT ONE: In the first act, the focus is on moving your cast into position. These cards mainly deal with movement and other incidental events.
-
ACT TWO: In the second act, the action is beginning to heat up. Cards from this act mainly focus on attacking the opposing cast.
-
FINALE: By the finale, things are red hot. Anything can happen in the last few minutes of an episode. Finale cards can have really explosive results!
The Script Deck
Script cards are used to track how many turns of play remain. Each one also details a random event or opportunity that you or your opponent may be able to take advantage of during play. The number of cards in the script deck is dependent on the table size you’re playing on, or set by the episode conditions.
Find the longest dimension of the table area you are playing on and consult the
table below.
| Table Size | Act One Cards | Act Two Cards | Finale Cards | Total |
|---|---|---|---|---|
| 2-3 feet | 5 | 5 | 5 | 15 |
| 4 feet | 6 | 6 | 6 | 18 |
| 5+ feet | 7 | 7 | 7 | 21 |
Separate the act one, act two and finale cards, and shuffle each pile. Deal the required number of finale cards face down in a convenient spot. Add the indicated number of act two cards on top of the finale cards, then the same number of act one cards on top of these. Place all the unused script cards to one side.
Naming Conventions in Genre Guides
In older boxed sets and newer genre guides, the script phase and decks were known by other names. Never fear - the rules are the same - but we have themed them to bring tone to each setting. Here are the alternative names used for the script deck in the earlier 7TV boxed sets:
| Inch High Spy-Fi | Apocalypse | Pulp | Fantasy | The 80s |
|---|---|---|---|---|
| Countdown | Doomsday | Cliffhanger | Trilogy | Script |
Using the Script Deck
In the script phase of each side’s first turn, flip over one card and play the effect on the card. On subsequent turns a player can choose to flip over one or two cards.
Flipping Two Script Cards
If two cards are flipped, then all sides immediately gain ✪✪ and the player on screen plays the effect on the last card flipped.
If the face down card is a red finale card, the side on screen immediately gains ✪✪.
Some script card effects take place immediately while some remain in play for the whole turn. At the end of the turn place the script card on the discard pile.
Genre Symbols (Optional Advanced Rule)
After the script card effect has been resolved, the on screen player may choose to play a genre effect. Their chosen genre must match one of the genre symbols coloured on the card and they must meet the conditions on page 200.
(Example script card shown in the book: Behind the Sofa - Dare you peek at the screen? Move one enemy into base contact with the closest piece of scenery.)
The Final Battle...
If there are no cards remaining in the script deck after the effects on the final card have been resolved, the scene will conclude at the end of this turn.
Using Playing Cards
If you do not own one of the published genre guides that contain a printed set of script cards then don’t worry, because you can use a standard deck of playing cards to track play instead.
Take a deck of playing cards and divide them into their suits. Three of the suits will represent the three acts:
- Clubs - act one
- Spades - act two
- Diamonds - finale
Follow the instructions on page 75 to determine the size of the deck. Then consult the card effects tables on the following pages when using the deck, matching the card face to the outcome.
Act One Card Effects (Clubs)
| Card | Effect | Genres |
|---|---|---|
| A♣ | Behind The Sofa. Dare you peek at the screen? Move one enemy into base contact with the closest piece of scenery. | Horror, Sci-Fi |
| K♣ | Blooper Reel. A chance to see that the stars of the show are only human. Choose one enemy Extra to become knocked down. | Fantasy, Historical |
| Q♣ | Hit Your Mark. Nailing the timing can mean the difference between a masterpiece and a straight-to-video. Choose one Extra in play and push that model up to 6". That model is also knocked down. | Action, Adventure |
| J♣ | Chase Sequence. Buckle up and prepare for screeching tyres or pounding hooves! Choose up to three ally Extras to immediately move up to 3" towards any enemy Star or Co-Star. | Action, Historical |
| 10♣ | Cutting Room Floor. The first cut is the deepest... Place the Blast 3" template anywhere on the playing area. Models touched by this template cannot activate next turn. |
Act Two Card Effects (Spades)
| Card | Effect | Genres |
|---|---|---|
| A♠ | Action Sequence. A flurry of fists, blades, explosions and dramatic deaths. Choose 1D3 allies not in base contact with any enemies. Each chosen model can make one immediate shoot attack. | Action, Adventure |
| K♠ | After the Watershed. Viewing is a little more risqué once the kids have been sent to bed. All enemies are disadvantaged against presence attacks this turn. | Horror, Sci-Fi |
| Q♠ | Big Break. Will you be the next big thing? Choose one ally Extra. This model can make one free strike immediately. If they fail, lose 1D3 plot points. | Fantasy, Historical |
| J♠ | Call Back. You're back, thanks to an unlikely plot twist or because viewers demanded it! Choose one enemy Extra that has been removed from play and place it within 2" of any other enemy. | Action, Historical |
| 10♠ | Continuity Error. Embarrassing for the director, funny for everyone else! One ally can remove one status, excluding Captured. One enemy receives that same status. |
Finale Card Effects (Diamonds)
| Card | Effect | Genres |
|---|---|---|
| A♦ | 18 Certificate. Warning! Excessive blood, bad language and nudity! All attacks that specify '0 Health' now inflict -1 Health this turn. | Horror, Sci-Fi |
| K♦ | Action-Packed. It's all going off in this thrilling climax! Choose up to three allies. Each chosen model can make one fight or shoot attack for free. The targets of these attacks count as disadvantaged. | Action, Adventure |
| Q♦ | Blow The Budget. This is the one scene everyone will be talking about for years to come. Just don't check the price tag. All Stars and Co-Stars activated this turn must use their star qualities. | Fantasy, Historical |
| J♦ | Cut! The crew wait to see if their work was good enough for the director's discerning eye. Choose a number of plot points to gain between 0 and 4. The enemy player gains the same amount. | Action, Historical |
| 10♦ | Final Reel. Your run time is nearly up... this picture needs to wrap. Each of your models can immediately move up to 2". |
Phase Two: The Action Phase
This phase is where you will make key decisions as your cast engages with the enemy.
When your cast is on screen, you will generate and spend your plot point resources to meet the episode's objectives and defeat your enemy. This section covers everything a player can do with their cast to achieve that.
Action Phase Summary
- Generate plot points - The on screen player gains ✪ according to the number and types of models they have in play in their cast.
- Remove debilitating statuses - At any point during their turn, a player can choose to remove a status from one of their models.
- Activate models - Once the on screen side has generated their plot points, they can choose to activate a number of models, one at a time.
- Spend a model's two actions - Once activated, each model has two actions and the player can choose to use them to move or attack, or use their profile's abilities or the cast's props.
Generate Plot Points ✪
The side on screen gains ✪ according to the models they currently have in play. Models are in play if they are on the playing area and acting on your side (see the section explaining in play and removed from play on page 106). Models that are afflicted by any statuses still count as in play.
Calculating Plot Points
The side on screen gains ✪ according to the models they currently have in play:
| Each model type in play | Extra | Co-Star | Star |
|---|---|---|---|
| Plot points generated (round up) | ½✪ | ✪ | ✪✪ |
EXAMPLE: The cast on screen has one Star, one Co-Star and five Extra models in play. They will gain ✪✪✪ for the Extras (2 ½ rounded up), ✪ for the Co-Star and ✪✪ for the Star, for a total of 6✪.
How Statuses Affect Plot Points
Some statuses (see page 175) can adversely affect plot point generation:
- Dominated models are still in play, but are counted as part of the opposing cast when it comes to plot point generation.
- Captured models do not generate plot points.
When Your Cast Has Been Axed
Once your cast has been axed (see page 112), you no longer gain ✪ for the Extras in your cast.
Does My Model Generate Plot Points?
- If your model is Dominated, it does NOT generate plot points for your cast this turn (it counts as part of the opposing cast).
- If your model is Captured, it does NOT generate plot points this turn.
- If your cast has been axed, ONLY Stars and Co-Stars can generate plot points this turn.
- Otherwise, the model CAN generate plot points this turn.
(The book presents this as a flowchart: "Is your model Dominated? Is your model Captured? Has your cast been axed?")
Spending Plot Points
Players Will Have to Make Tough Choices on How
They Use Their Limited Amounts of Plot Points
Quite simply, you can use plot points to activate more models or have fewer models acting more effectively.
Activate Models | Cost: ✪ Per Model
You can choose to activate any models in your cast to perform move, strike, free, passive or special actions - see page 84.
Buy Stretch Dice | Cost: ✪ Per Die
A player can increase the chance of a model succeeding with a strike action (see page 104), or to increase their chance of avoiding an incoming attack by buying stretch dice (see page 101).
Use Props, Star Qualities & Special Effects | Cost: Varies
These various effects provide a range of extraordinary results - with the more powerful requiring plot points to use. Costs are listed on the appropriate profile or accessory card.
Remove Statuses | Cost: Varies
At any point during their turn, the on screen player can choose to pay plot points to remove one status (see page 175) from a model in their cast. See the costs and requirements listed in the table below. The on screen player can do this as many times as they like throughout the turn.
| Status | Cost to Remove | Requirements |
|---|---|---|
| Captured | ✪ | Must first pass an opposed Spirit statistic test against its captor |
| Distracted | ✪ | - |
| Dominated | ✪ | Only if there are one or more ally models in base contact with the Dominated model |
| Immobilised | ✪ | Any other statuses must be removed first |
| Infected | - | Cannot be removed |
| On Fire | ✪ | - |
| Poisoned | ✪✪ | - |
| Scared | ✪ | - |
Activate Models
Activating a model costs ✪, which is returned to the unused plot point pile. Once a model has been activated, it can normally make up to two actions - see page 85. However, a model cannot activate if:
- It has already been activated that turn.
- It has the Immobilised or Stunned status.
- It has the Dominated status and this is the turn of the model’s original cast.
Followers Can’t Be Leaders
If a model is activated for free through the use of a special effect like Leader or Unit Leader, it cannot use any special effect that would then activate other models. For example, a model cannot use Leader 1 to activate another model that then activates a third model with Unit Leader.
Can My Model Activate?
- A model that has already been activated this turn cannot activate this turn.
- A model that is Immobilised or Stunned cannot activate this turn.
- If your model is Dominated, it cannot activate this turn; the enemy player gets to activate your model in their turn.
- Otherwise, this model can activate this turn.
(The book presents this as a flowchart.)
Spending a Model’s Two Actions
Once activated, each model has two actions and can choose to use them to move, attack or perform non-combat actions.
Each model can spend its actions on a variety of tasks once activated, but there are some restrictions - use the quick reference table on page 87 to see the cost
of each action and the maximum times a model may perform that action per activation.
Move Actions - See Page 88
A model making a move action can change the direction it is facing or move across the tabletop.
A model can take mwo move actions during its activation by using both its actions, unless it is suffering from a debilitating status (see page 175).
Strike Actions - See Page 97
Strike actions are essentially attacks. A model wishing to attack an enemy with a strike action can make one of the following per activation:
- A fight attack using brawl or a weapon
- A shoot attack using a ranged weapon
- A presence attack using its wits or strength of will
Strike Action Limitations - Per Activation
Unless otherwise stated, models cannot make:
- Two fight attacks
- Two shoot attacks
- Two presence attacks
- One fight and one shoot attack
Free Actions - See Page 108
Free actions never count towards the maximum of two actions you can make with a model during its activation, so you can move, shoot and make a free action, for example.
Making a statistic test and using a star quality or prop are examples of free actions. A model can make more than one free action during its activation. If the free action contains an attack, it does not count towards the limits above, under ‘Strike Actions’. Free actions are denoted by the 🅕 symbol on profile cards and
star qualities.
Passive Actions - See Page 109
A passive action is one that takes place without any effort from the model. Typically, they will affect the game’s prologue, or they might modify an action that the model makes.
Often, they are defensive and, as such, can be used in your enemy’s turn, even when your model is not activated. Passive actions are denoted by the 🅟 symbol on profile cards and star qualities.
Special Actions - See Page 110
Some actions or special effects require a small amount of time to take effect, and therefore don’t fit into either of the above categories. Special actions cost a model one of its actions. Examples include aiming a shoot weapon, using some special effects or picking up an objective token. Special actions are denoted by the 🅢 symbol on profile cards. Some special actions can also be used in synergy with other actions:
EXAMPLE: Ben’s Gunslinger finds itself in a standoff with Chloe’s Shapeshifter after tracking it across town. His Gunslinger has a Six-Shooter attack with 2 Shots. Usually, performing two shoot attacks in one activation is impossible, but the Six-Shooter’s weapon attack allows 2 Shots, so it fires twice at the ravenous beast - one silver bullet lands, but the other whizzes past!
Now on Chloe’s turn, she uses a move action and charges her Shapeshifter in, closing the gap. This awards the Shapeshifter with a free charge attack, but the Gunslinger avoids it. Chloe then uses her Shapeshifter’s Claws fight attack for the second action; this is allowed because the free charge attack does not count against the Shapeshifter’s actions. Will the Gunslinger meet a grizzly end?
| Action | Action Cost | Max Per Activation | Notes |
|---|---|---|---|
| MOVE | 1 | 2 | Travel up to 6" per action. See page 88. |
| Change facing | 1 | 2 | Models can end each move action facing any direction they like without penalty. However, to change the facing of a stationary model, a model must use a move action - page 88. |
| Charge | 0 | 1 | A model that ends its first move action within fight range of one or more enemies can make an immediate charge attack as a free action. See page 90. |
| Climb | 1 | 2 | One level per action. See page 90. |
| Enter a vehicle | 1 | 1 | A model must be adjacent to a vehicle that has not equalled its capacity. See page 190. |
Move Actions
In 7TV, all models move 6” per move action unless they have the Move X special effect. The Move X special effect gives a different maximum move distance (e.g. Move 8”) for each move action. Nevertheless, all move actions are always made towards a location in a model’s front zone.
- Models can make two move actions during their activation unless
otherwise noted.
- Some special effects such as Fly allow other forms of movement. Such moves are also 6” per move action, unless otherwise stated.
- Models cannot move through enemies, walls, buildings or vehicles. There must be enough space for a model to move its base between these battlefield obstructions or the moving model cannot move past them.
- Models can move through the bases of allies if there is room for the moving model’s base to be placed on the other side of the ally model(s) moved through.
- Models that suffer the Distracted status cannot spend a second move action in a turn unless they pass a Mind statistic test.
Back and Front Zones
All models are considered to have front and back zones, each of 180º, with the dividing line as shown in the book's diagram (front zone and back zone). Models cannot normally attack models that are wholly in their back zone. Models that are in both zones are considered to be in a model's front zone.
Facing
These zones determine the direction the model is facing. Models can end each move action facing any direction they like without penalty. However to change the facing of a stationary model, a model must use a move action.
EXAMPLE: Beau’s Sci-Fi survivor cast are searching a post-apocalyptic city overrun with giant irradiated insects! While trying to reach an objective token <1>, his Raider (R) is intercepted by Sarah’s ant queen (Great Monstrosity, GM) and her five giant ants (Mutated Vermin, MV)!
Beau’s path to the objective token is now blocked. His Raider cannot move through the Mutated Vermin as there is not space for the Raider’s base to move around them, and it cannot move through enemy models or buildings.
So Beau decides to run away! He activates the Raider with one plot point. As the model starts in a stationary position, it must spend it’s first Move action (1) to change it’s facing 180º. It’s second action (2) is also spent on a Move action to move 6” - back to the rest of it’s cast - ending its activation. Let’s hope the Raider has outrun the radioactive arthropods!
Charge Attacks
A model that ends its first move action within fight range of one or more opposing models can make an immediate charge attack as a free action. A charge is made using any fight attack the moving model has on its profile card that has the range to reach the target model. Players should resolve the charge attack before making any further actions with the charging model.
Models will not be able to make a charge attack if the target model was in the moving model’s back zone at the start of its move action, as the first move action
is used to change facing. Models can only make one charge attack per turn.
EXAMPLE: A Bold Bravo uses its first move action to rush a Goon that’s getting too close. It moves 4” and ends in base contact. As the Goon is in its fight range, the Bravo gets to make a charge attack against it as a free action. After the strike roll is made, the Bravo can still use its second action to do something if desired, including using a strike action to make a fight attack against the same model.
Climbing
When a playing area has vertical features like an ancient crumbling ruin, cliffside, or the walls of an enemy compound, you will need to divide it into vertical levels, each 2” in height. Models can climb (up or down) between levels using their actions, and sometimes by making a statistic test, depending on the nature of the climb involved.
Stairs
Models climbing via stairs simply use a move action to move horizontally as normal and will gain or lose height according to the horizontal distance they travel. No other rules apply for movement on stairs.
Ladders
Models climbing via ladders must use a move action to ascend or descend one level if they are immediately adjacent to the ladder. This action cannot be combined with horizontal movement.
EXAMPLE: Charlotte’s Assassin has made its kill and flees along the castle walls, two levels up, away from Dave’s pursuing Guards. The Assassin could turn to face them, or it could leap off the wall. But Charlotte realises that there’s climbable ivy growing on the walls and the Assassin is adjacent right now! She uses the Assassin’s two actions to move two levels down to the fields below, remaining in base contact with the vines at the end of its movement.
High Walls and Cliffs
These ascents and descents are the most tricky, as there are no ideal handholds. Models ascend and descend as per ladders, but in addition to using a move action, they must pass a Body statistic test for each move action. If this test is failed, the model still expends the action but does not move.
Doors
All doors are assumed to be normal-sized unless otherwise stated. Small and medium based models (see Base Sizes, page 57) can move through these doors
without penalty. Players should specify any larger-sized doors on the playing area before play begins.
A model can move through these doors without penalty if its base is equal to or smaller than the width of the door. Normal-sized doors are obstacles (see page 94) to models with the Large and Massive special effects.
Falls
Models can choose to drop from an edge to a lower level, or can fall as the result of an attack, such as being pushed by another model. A model that survives a successful strike while climbing must pass an immediate Body statistic test, or suffer a fall.
Place the dropping or falling model on the lowest level below the point from where it fell. Roll 1D6 for each level a model drops or falls and total the result. If the result is equal or greater than the model’s Defence statistic, it loses 1 Health and is knocked down. After you resolve the drop or fall, the model’s activation finishes.
EXAMPLE: Evie’s Daredevil attempts a cool backflip and falls 3 levels... embarrassing and painful. 3D6 is rolled, 1 die for each level, which results in 10.
This is higher than the Daredevil’s Defence of 8, so it loses 1 Health. The Daredevil only has 1 Health, so it is removed from play and Evie doesn’t need to worry about her model being knocked down.
Free Strikes
Models that use a move action to move out of the fight range of one or more enemy models will suffer one free strike from each enemy.
These free strikes take place as soon as the player states the activating model’s intention to move out of each enemy’s fight range (i.e. before the moving model begins its move action).
Each enemy eligible to make a free strike must choose one of its fight attacks
that has the required range to reach the moving model.
Moving models always count as disadvantaged (see page 102) against a free strike. Additionally, a model with the Shield special effect does not gain its bonus to its Defence.
Models can only suffer free strikes when moving in their player’s own action phase, and never during their opponent’s turn. Stunned and knocked down models can never make free strikes.
An enemy’s fight range is noted in the attacks section of its profile. This is normally base contact (0”), but some fight attacks have a range listed that allows free strikes to be made at greater distances. Models can free strike any number of models in one turn, but can only strike each model once.
Models suffer all the effects of a successful free strike immediately. This includes losing Health or receiving statuses. This means that if the moving model receives a status that hinders the rest of their turn, they must follow the effects of the status immediately. As a result, they remain in base contact with the enemy model(s).
Once all free strikes have been determined, the moving model can complete its move, providing no status effects prevent this.
EXAMPLE: Helen’s Thug attempts to make a break for freedom before Dylan’s Cop can slap the cuffs on. To do this, her Thug must leave base contact meaning that Dylan’s Cop gets to make a free strike. The Cop’s Truncheon attack is successful and the fleeing Thug suffers the Stunned status. This therefore immediately ends the Thug’s initial movement, as the Stunned status means it is knocked down.
Knocked Down
Models can be knocked down as a result of attacks, special effects or scenario conditions - or simply to hide behind cover! At the end of any of a model’s move actions, a player may voluntarily have an ally model knocked down. This could be to represent a model diving behind cover, or ducking out of sight of enemy fire.
Knocked down models are placed lying down on the table. While knocked down, a model cannot make fight attacks and can only move 2” with each move action spent.
When drawing line of sight to, or from, a knocked down model, use the closest part of the knocked down model. Knocked down models count as disadvantaged (see page 102) when attacking or defending against strikes. A knocked down model must use a move action to stand up. Knocked down models do not block line of sight.
Mounted Models
Models with the Mount special effect can be ridden by models with the appropriate Rider special effect. Both models generate plot points. They are activated separately (e.g. one plot point each) and may be targeted individually.
Riders
Mounting and dismounting each cost the Rider model a special action. Once mounted, the Rider:
- Is limited to one action per activation, and cannot make any Move actions until it dismounts
- May add one stretch die to all fight attacks against medium unmounted models
- Gains +2 Defence bonus while on its mount - but are considered a disadvantaged defender
Mounts
Once mounted:
- Always use the Mount’s Move to calculate the distance a model is moved
- Mount models may change their facing (see page 88) up to 180 degrees as a free action
- Massive models gain +2 to all fight and shoot attacks against models with the Mount special effect when they bear a rider
When a mount is removed from play, the Rider model is placed where the mount was removed and must pass a Body statistic test or be knocked down.
Obstacles
Obstacles can slow down models and make for a tactically challenging place to do battle. Examples include walls, hedges and ditches. Obstacles are typically only about 1” deep or high.
If the height and depth of the obstacle is not greater than the model’s height, the model can move across it as normal.
If the obstacle’s height or depth is greater than the model’s height, the model
must pass a Body statistic test. If the test is passed, the model can complete its movement. If the test is failed, the model ends its movement in base contact with the nearest side of the obstacle.
Models intending to cross an obstacle can only spend one of their actions moving this turn. A model can never cross an obstacle using their second move action.
EXAMPLE: Two Cops are chasing after an escaped Thug who’s just made it over a low perimeter wall. The wall is 3” away from the first Cop, so it can move its full move rate of 6” and be placed over the wall, but cannot move further. The second Cop is lagging behind and is 7” from the wall. Its first move action takes it to within 1” of the wall, but it is not allowed to spend a second action to get over the wall. So, it uses its second action to move adjacent to the wall.
Pushing Models
Pushes are usually part of a weapon effect, star quality or special effect. The rules will state when, and how far, a model can be pushed. When a model is pushed, move it the indicated distance directly away from the pushing model. If there is no room to move the pushed model this distance, move it as far as you can.
A pushed model must immediately pass a Body statistic test or it will be knocked down.
Pushed and pushing models never suffer free strikes from each other as a result of a push movement. Models can never be pushed off the playing area.
EXAMPLE: Amy’s Great Monstrosity has been chasing Jim’s Final Girl and finally gets her in range for a Tail Lash. The range of the Tail Lash is 2” and Pushes 4” directly away from the Great Monstrosity. The Final Girl moves the 4” and then must make a Body statistic test as a result of the Push weapon effect. She fails and is immediately knocked down. Perhaps this Final Girl won’t make it to the sequel after all...
Rough Ground
Rough ground is any part of the playing area where the going is difficult or broken. Rough ground can occur in small or large patches.
Examples of rough ground are swamp, bog, mud, dense woods, boulders, broken ground, soft sand, scree, steep (but not vertical) slopes and shallow water.
All movement through rough ground costs 2” of movement allowance for every 1” travelled.
Swimming
All models are assumed to be able to swim. Models can only move once in a turn when going through water. All movement through water costs 2” of movement allowance for every 1” travelled.
Windows
Models must spend a special action to move through windows.
Strike Actions
When a model uses a strike action, choose one attack listed on its profile card, which will indicate if it is a fight, shoot or presence attack. The term physical strikes is used to jointly refer to fight and shoot attacks.
Models are restricted in the number and type of attacks that can be used during their activation. Models cannot:
- Make two fight attacks, two shoot attacks or two presence attacks in any single activation
- Make a shoot attack and a fight attack within one activation
- Make shoot attacks if they are in fight attack range of an opposing model, but may make presence attacks under these circumstances
- Make any strike actions if they are affected by the Immobilised or Stunned status
Note that it is possible to combine fight and shoot attacks in the same turn by using some special effects or playing script or prop cards.
Here are the steps in making a strike action:
- Declare a target
- Determine line of sight
- Determine the range
- Defender makes a defence roll
- Attacker makes a strike roll
- If attacker is successful, determine weapon effects
1. Declare a Target
Before an attack is attempted, you must declare the target of that attack. A target is any model. You cannot target an area of ground, building or item of scenery unless the attack uses a template (Barrier, Beam, Blast 3”, Blast 5” or Teardrop - see Weapon Effects, page 170).
Attacks that do not use a template will affect only the target model. Attacks that do use a template will affect all models whose bases are under the template area. In these cases, resolve an attack against each target model, one at a time.
2. Determine Line of Sight
Is the Target Visible?
The target must be at least partially visible to the attacking model. If the target is a model, then part of that model’s head or body must be visible to the attacker.
Any part of the target model’s base (or the model if it has no base) must be in the front 180º of the attacking model - models cannot normally make attacks against targets that are behind them.
If a direct line from the attacking model to the target model passes through models with equal-sized or larger bases, the target model cannot be attacked. No clear line of sight can be drawn.
EXAMPLE: Hunkered on the roof of a building, Peter’s Sharpshooter (SS) has a choice of targets. Behind him is an enemy Soldier (SO), but attacking models can only target enemies in their front facing.
(In the book's diagram, the Sharpshooter (SS) has a Sarge (SA) obscured by Soldiers (SO), a VIP behind a low wall that can be targeted, and an enemy Soldier behind the Sharpshooter that cannot be targeted.) Peter spots Karl’s Sarge (SA), hoping to remove this unit leader. Unfortunately for Peter, some of Karl’s Soldiers are positioned in front of the Sarge, obscuring that model’s base. This makes the Sarge untargetable as the Soldiers block line of sight - effectively obscuring the Sharpshooter’s vision.
However, Peter sees that Karl has a VIP hunkering down behind a low wall. Due to it being partially visible, Peter’s Sharpshooter can take the shot.
Is the Target in Contact with Hard or Soft Cover?
If the target is in base contact with hard or soft cover and the line of sight is at least partially obscured from the attacker, the target gains the appropriate cover benefit.
Soft Cover
Soft cover is any terrain that obscures a model but does not significantly prevent an attack penetrating it. Examples of soft cover would be smoke, darkness, areas of light woodland, hedges or bushes. A model in base contact with, or obscured
by, soft cover gains +1 Defence from shoot attacks only. A defending model behind soft cover is disadvantaged and so cannot add stretch dice to its rolls.
Hard Cover
Hard cover is any terrain that both obscures a model and allows a decent degree of physical protection against an attack. Examples of hard cover would be a wall or building. A model in base contact with, or obscured by, hard cover gains +2 Defence from shoot attacks only. A defending model behind hard cover is disadvantaged and so cannot add stretch dice to its rolls.
Obstacles
Models can perform shoot attacks over obstacles as per the normal shooting rules. Models can also make fight and presence attacks over an obstacle, as long as the range on the attack line reaches the target. The defending model in this case gains +2 Defence and is disadvantaged, as per hard cover.
EXAMPLE: Claire’s Imperial Troopers are closing in on Isabel’s Freedom Fighters as blaster fire rains overhead. One of Isabel’s Freedom Fighters is behind a wall as it is shot at by one of the Imperial Troopers. The Imperial Trooper’s defence roll will be 8 (its base Defence statistic) +2 (due to the hard cover from the wall) + its initial 1D6 roll. Isabel cannot utilise a stretch roll here due to her model defending in cover. Isabel rolls a 1 for a total defence roll of 11 (8 from Defence + 2 for hard cover +1 for the die roll result). Claire begins laughing maniacally.
Is the Target Concealed by 3” of Woodland?
If the attack passes through 3” or more of woodland or hedge terrain, then the line of sight is blocked and the attack cannot be made.
If the target is out of the line of sight for any of the above reasons, the model’s strike action fails at this point and the action is spent.
3. Determine the Range
Each attack has a range listed in inches. If the attack does not use a template, then the distance between the attacking model and the target must be within the listed range of the attack.
No Pre-Measuring
In 7TV, there is no pre-measuring; therefore, if the attack doesn’t reach the target, it counts as an automatic miss and the strike action is spent.
Using Templates
If the Blast 3” or Blast 5” templates are used, it should be placed so that the centre of the template is no further from the attacker’s base than the maximum range of the attack.
The Barrier, Beam and Teardrop templates are placed according to the weapon effect descriptions on page 170.
Any models touched by a template are subject to a strike. When measuring distance to determine the range of an attack, use the closest part of the attacker’s base and the closest part of the target, or its base if it has one.
Making Defence and Strike Rolls
Once a model has been made the target of an attack, and the attacker is in range, it makes a defence roll. The attacker then makes a strike roll. The results of the strike are determined by comparing the results of these two rolls.
The defender makes a defence roll. The attacker makes a strike roll. If the strike roll equals or exceeds the defence roll, then the effects of the attack are applied.
4. Defender Makes a Defence Roll
The Defence Roll
The defending player must first determine the difficulty their attacker will have in successfully striking their model. In the heat of battle, conditions are always changing, and what could be an easy strike in one turn may become all but impossible in the next.
Calculate the defence roll as follows:
Defence roll = (A) the defender's Defence statistic + (B) any modifiers + (C) an initial die + (D) any stretch dice.
A. The Defending Model’s Defence Statistic
You always start with the Defence statistic of the defending model.
B. Any Modifiers That Apply
Add or subtract any of the following modifiers:
| Modifier | |
|---|---|
| For each status already affecting the defending model | -1 |
| Defender in soft cover (shoot attacks only) | +1 |
| Defender in hard cover (shoot attacks only) | +2 |
| Defender behind an obstacle (fight and presence attacks only) | +2 |
C. An Initial Die
Models always roll one die to add to their defence roll, unless they have the Stunned status. Stunned models do not roll any dice in steps C or D.
D. Stretch Dice
Unless their model is disadvantaged (see page 102), the defending player can spend any amount of ✪ to add +1 stretch die for each point spent. However, they must choose to add any stretch dice before they make their defence roll.
E. Roll the Dice and Find Your Total Defence Roll
Roll all the dice and pick the single highest die. Add +1 to this number for each additional 4 or higher rolled on any stretch dice purchased with plot points. Add this number to the Defence statistic and any modifiers to calculate the defence roll.
EXAMPLE: Alex’s Knight finds itself face-to-face with Will’s Brutish Footsoldier in a very unchivalrous duel. Will’s cast is currently on screen and he decides to attack Alex’s Knight with a Vicious Blade strike. Alex wants his Knight alive for the coming battle, so decides to spend ✪✪ to stretch the defence roll. Three dice are rolled (the initial die plus two more for the ✪✪ spent). The dice roll 2, 4 and 5. The 5 is the best result, so it is added to the Knight’s Defence of 8, and a further +1 is added to this due to the roll of a 4; the result of a 2 is useless and therefore ignored.
Defence Roll Modifiers
Statuses
When a defending model is afflicted by a status, it suffers the penalties of that status effect plus -1 to its Defence. Multiple statuses have a cumulative effect. For example, a model with three statuses would suffer a total of -3 to its Defence.
Disadvantaged Defenders
Defending models are disadvantaged when their combat readiness is less than optimal.
Disadvantaged models cannot add stretch dice to their rolls and skip step D of the defence roll process, although they still gain the initial one die in step C.
Defending models are disadvantaged while they are:
Distracted
Affected models have lost focus and are open to attack.
Immobilised
These models are rooted to the spot and are defenceless.
Knocked Down
Knocked down models do not have the full range of movement while on the ground, so find it harder to defend themselves. See page 93 for more details on knocked down models.
Stunned
Stunned models are in an even worse situation than knocked down models, having to rely almost solely on their natural toughness to avoid suffering the effects of a strike.
On Fire
Models On Fire have more immediate concerns than defending themselves.
Defending Against Charge Attacks
The impetus of a charge attack means defending models are often caught unawares.
Defending Against Free Strikes
Models attempting to get away from other models are putting more effort into moving than actively protecting themselves.
Defending Against an Attack from the Rear
Defending models cannot protect themselves properly against attacks they cannot see, and so are disadvantaged against attacks made by models wholly in their back zone.
Defending Behind Soft Cover
Models defending behind soft cover are disadvantaged, but gain +1 Defence from shoot attacks only.
Defending Behind Hard Cover or Obstacles
Models defending behind hard cover or obstacles are disadvantaged, but gain +2 Defence from shoot attacks only.
5. Attacker Makes a Strike Roll
The Strike Roll
The attacking player must now attempt to equal or exceed the defence roll in order to make an effective strike. Calculate the strike roll as follows:
Strike roll = (A) the strike number + (B) any modifiers + (C) an initial die + (D) any stretch dice.
A. The Strike Number of the Attack
You always start with the strike number of the attack being used. This is shown on the model’s profile card in the strike column.
B. Any Modifiers That Apply
Add or subtract any of the following modifiers:
| Modifier | |
|---|---|
| For each status already affecting the attacking model | -1 |
| Aimed shot | +1 |
C. An Initial Die
Attacking models roll one die to add to their strike roll.
D. Stretch Dice
The attacking player can spend any amount of ✪ to add +1 stretch die for each plot point spent. But they must choose to add any stretch dice before they make their strike roll.
E. Roll the Dice and Find Your Total Strike Roll
Roll all the dice and pick the single highest die. Add +1 to this number for each additional 4 or higher you rolled on any stretch dice purchase with plot points. Add this number to the Strike number and any modifiers to calculate the strike roll.
Strike Roll Modifiers
Statuses
Each status an attacking model has means its performance is compromised and its attacks will be less accurate. An attacking model suffers -1 to their strike number for each status it is affected by.
Aimed Shot
Models can spend a special action in the same turn to aim, which allows shoot
attacks to gain +1 to their strike number for this shot only. If weapons that use a template are aimed, all strike rolls made against models under the template gain this bonus.
Disadvantaged Attackers
Attacking models are disadvantaged when their combat readiness is less than optimal. Attacking models are disadvantaged while they are:
- Knocked down
- On Fire
- Attacking with a risky shot
Knocked Down
Knocked down models do not have the full range of movement while on the ground, so find it hard to make a competent attack. See page 93 for more details on knocked down models.
On Fire
Models On Fire have more immediate concerns than attacking other models.
Attacking with a Risky Shot
Models can make shoot attacks against enemies that are engaged in melee combat, but it’s considered risky! A target model is considered engaged if it has one or more enemies in the fight range of any of its fight attacks, or if any of its enemies have the target model in the fight range of any of their fight attacks. A shot against an engaged model is possible, but tricky, as combatants are constantly moving around and a clear shot is very difficult to make.
When a shoot attack is declared and the target model is engaged, the attacking model counts as disadvantaged. If the strike misses, the target model’s player may randomly choose one other model from either side in fight range of the original target model. The chosen model now counts as if it was the target of a successful strike by the attacking model.
6. If Attacker is Successful, Determine Weapon Effects
If a strike roll equals or exceeds a defence roll, the target model suffers the weapon effects of the strike as listed on the attacker’s profile card. This might include the loss of Health, the receiving of a status, or both.
A target model will also lose 1 Health if it receives two statuses of the same type.
To track a model's injuries, place wound and status tokens as appropriate next to the affected model.
Models reduced to 0 Health are immediately removed from play. If a player removes an enemy Star or Co-Star model from play, they immediately gain ✪ equal to that model's starting Health.
(Reminder graphic in the book: a model receiving two statuses of the same type suffers -1 Health.)
In Play and Removed from Play
Models are in play when they are on the playing area. It does not matter if they are knocked down, have one or more statuses, or have lost any Health. Models in play generate ✪ in the action phase, and when determining if a cast has been axed or not.
When a cast has more models removed from play than it has in play, that cast is considered at risk of being axed in the player’s next end phase (see page 112).
When a model is removed from play, it is taken off the playing area and placed to the side. Models can be removed from play as a result of attacks (usually by being reduced to 0 Health), episode conditions, or other special rules.
Models that are removed from play do not generate plot points for their cast in the action phase.
Free Actions
Free actions never count towards the maximum of two actions you can make with a model during its activation. Models can use any number of free actions during their activation, either before or after any other action. Free actions are denoted by the 🅕 symbol on profile cards.
If the free action contains an attack, it does not count towards the strike actions limitations on page 85.
Free actions include:
Making a Statistic Test
If you are required to make a statistic test this is considered a free action.
Making a Charge Attack
A model that ends its first move action within fight range of one or more opposing models can make an immediate charge attack as a free action (see page 90). Note that this attack does not count towards any strike limits for this activation.
Star Qualities
Each Star and Co-Star profile lists a star quality. Using a star quality is a free action, but a player must immediately pay the listed ✪ cost, as indicated in a star quality’s description.
Using a Prop
Stars, Co-Stars and Extras with the prop special effect can use a free action to use any prop in the player’s prop store (see page 180). There may be a ✪ cost or for using some props - and some may also require using a special action.
Using a Special Effect
Some special effects will state that they are classed as a free action when used. Note that the model must still be activated before these special effects can be used. However, some special effects may be limited to one use per turn - denoted with the ❶ symbol.
EXAMPLE: The Secret Agent moves for one action, shoots the Mastermind for their second action and then uses a free action to use a prop.
Passive Actions
Special effects identified as passive actions are always operating during a model’s activation. These are denoted by the 🅟 symbol on profile cards.
Sometimes, passive actions define a model’s inherent qualities (e.g. Large or Small), but they can also also denote special effects that affect defence rolls and enemy strikes during an opponent’s turn. Typically, they modify an action that the model makes, or serve as a reaction to changing circumstance
e.g. falling.
EXAMPLE: Callum’s Dog has just been the subject of Conor’s Killer Robot’s Metal Claw strike! Thankfully, Callum’s Dog avoided the fight attack and its passive special effect Fight Back triggers:
Fight Back 🅟❶ - After this model has been the target of a fight attack, it can make a fight attack against that enemy, if that enemy is in range of that attack.
This passive special effect reflects the Dog’s speed at retaliating and is therefore considered to be always active. This means that it can even be used within Conor’s (the enemy’s) turn without the activation cost.
Special Actions
Special actions allow models to perform more complex, often non-combat, tasks when they activate. As such, they require a little more concentration and cost a model one of its actions. These are denoted by the 🅢 symbol on profile cards.
Examples include aiming a shoot weapon, using certain special effects, or picking up an objective token.
Making an Aimed Shot
Models that spend a special action to aim a ranged weapon, gain +1 to their strike roll for the next shoot attack they make in the same action phase.
Claiming an Objective Token or Maguffin
When a model comes into base contact with an objective token or maguffin, it may pick it up by using a special action.
Using a Special Effect
Some special effects will state that they require a special action to be used. In addition, some special effects may be limited to one use per turn - denoted with the ➊ symbol.
Phase Three
The End Phase
In the end phase, the player on screen must follow these three steps in order.
A. Determine If Your Cast is Axed
The player on screen must now determine if their cast has been axed. A cast
is considered to be axed if it has more models removed from play than models in play. Note that the return of models to play for any reason could cause a previously axed cast to no longer be axed.
If their cast is axed, a player must make a Spirit statistic test (see page 60) using the Spirit statistic of any Star or Co-Star still in play. If there is no Star or Co-Star in play, the test is automatically failed.
If the test is passed, there is no effect. If the test is failed, the player must remove 1D6 of their models from play immediately.
Once a cast has been axed, its Extras no longer generate any plot points during the action phase.
B. Deal with Models on Fire
If the On Fire status has not been removed from a model before the end phase, you must roll 2D6 for each model still On Fire. If the result is equal to, or higher than, the model’s Defence statistic, the model will lose 1 Health immediately.
If the model has 1 or more Health remaining, the enemy player can move the affected model up to 3” in a direction of their choice. The model will stop if it makes contact with another model’s base or a solid obstacle (like a wall, building or vehicle).
C. Choose to Steal the Scene
Once per episode, a player can choose to steal the scene in their end phase. The decision costs nothing, but timing is everything, and it may mean the difference between victory and defeat. Use this token as a reminder of this special rule.
Stealing the Scene
A player must declare their intent to steal the scene in the end phase. Discard your token to show that you have stolen the scene for this episode.
When a player steals the scene, they may activate a single Star or Co-Star - even if they have already activated this turn.
However, the chosen model cannot activate any other models by any means (for example, with the Leader special effect).
But remember, if the top card on the script deck is a finale card then no player can steal the scene for the remainder of the episode. So pick your moment!
EXAMPLE: The villains have just taken their turn and the episode is at a critical moment. The villainous player decides to steal the scene to try and turn the tide of the battle. They decide to activate their Evil Overlord. That Star has already activated, but thanks to stealing the scene, they gain a second free activation, with two actions.
The Epilogue
And... Cut! That's a wrap! But who has given the best performance?
The episode will come to an end when one of the following occurs:
- One player has no models in play
- There are no script cards remaining on the pile after any end phase
- The conditions of the episode you are playing are reached
Now is the time to shake hands, discuss the game and see what you can learn to improve your chances next time! Once that’s all been done, you and your opponent can add up your victory points to see who came out on top in the episode.
Victory Points
Victory points (VPs) are a numerical score of how well you did during a scene. Each side should consult the table below and add up all the VPs they are entitled to.
| Victory Condition | Notes | VPs Gained |
|---|---|---|
| Enemy has no models in play | Do not also gain VP for axing the opponent cast | +2 |
| Enemy cast is axed | +1 | |
| Each objective token held | +1 | |
| Each enemy Star or Co-Star removed from play | Per Health that model had at the start of the scene | +1 |
| Scene special victory conditions | Varies by scene | + varies |
| Each enemy Star or Co-Star ends the scene with one or more statuses | +1 | |
| You hold the maguffin | +1D3 |
Levels of Victory
Clearly, you should know just how well you have beaten your opponent - have you just grazed through at great cost to yourself, or is your victory decisive and crushing to your enemy’s morale - at least until the sequel?
Subtract the lowest VP total from the highest and consult the table below.
| Victory Point Difference | Level of Victory |
|---|---|
| 0-1 | Draw |
| 2-3 | Minor Victory |
| 4-5 | Decisive Victory |
| 6-7 | Crushing Victory |
| 8+ | Epic Victory |
Example Turn
Georgia and Luca are playing an episode of their own pastiche titled: War Amongst the Stars. Georgia will play the heroic cast of smugglers and rebels while Luca will play the villainous cast of imperialists and evil space wizards.
Georgia’s heroic Adventure cast is 29 ratings and includes:
-
1 Loveable Scoundrel, Star - 10 ratings
-
1 Daring Rebel, Co-Star - 6 ratings
-
1 Commander, Extra - 3 ratings
-
5 Freedom Fighters, Extra - 2 ratings
Luca’s villainous Sci-Fi cast is 29 ratings and includes:
- 1 Evil Overlord, Star - 10 ratings
- 1 Ruthless Nemesis, Co-Star - 6 ratings
- 1 Commander, Extra - 3 ratings
- 6 Imperial Troopers, Extra - 2 or 3 models for 5 ratings
Luca’s Evil Overlord has the Magic User (1) special effect. He selects the Spark of Courage spell to be used for this game. He only gets one spell as specified by the (1) in the special effect name.
Act Two - Escape from Sky City
Georgia and Luca decided that the best episode type for their game will be ‘The Escape’. Georgia’s heroic cast has broken free from prison in Sky City and is fleeing to their shuttlecraft. After a dramatically appropriate screen wipe, we cut ahead to the action midway through Act Two: the prison break has been discovered and blasters have begun firing.
Villainous Player’s Turn
Luca’s villainous cast has two plot points remaining from his previous turn, while Georgia’s heroic cast has four.
Luca’s Script Phase
It’s the villainous turn on screen, so Luca turns over one Act Two script card:
OVERACTING – Someone better fetch the tissues, it’s about to get emotional. Choose any Star or Co-Star model. That model receives the Distracted status.
Luca immediately places the Distracted status on Georgia’s Loveable Scoundrel.
Luca’s Action Phase
Luca first calculates his plot points. So far, he has taken two Imperial Trooper losses so he has five Extras, one Co-Star and one Star. The five Extras generate ½ ✪ each rounding up totalling three plot points rounded up; the single Co-Star generates one plot point and the Star generates two plot points for a grand total of six added to Luca’s pool. With eight plot points to play with, Luca is feeling comfortable with his position and begins activating his models.
He spends one plot point to activate his Ruthless Nemesis and uses a move
action to position it closer to an enemy model. Luca then uses the Co-Star’s I Work Alone special effect:
I Work Alone ✪🅕❶ Centre the Blast 3” template on this model. All allies touched by the template are moved outside of the template. This does not incur free strikes. This model gains +1 to its physical strike rolls this turn.
As the symbols denote, Luca must pay one plot point ✪, to use this special effect. This is a free action that does not count towards the total actions in this model’s activation, but this special effect can only be used once per turn. Luca uses the template and moves the affected allies to the edge. Now that the Ruthless Nemesis is empowered by the +1 to its strikes, it targets the enemy Commander with a Signature Pistol shoot attack.
The attention then passes to the defender of the strike, and Georgia decides that she needs to protect her Commander due to its invaluable Unit Leader special effect. She pays ✪✪ to stretch its defence roll, rolling two extra dice. She rolls three dice and gets a 3, 3, 1 - a terrible result! Georgia takes 3 from the highest die rolled, plus 8 from its Defence statistic... and nothing else (as neither of the stretch dice rolled 4+). This gives a defence roll total of 11.
Luca decides this is an easy elimination and doesn’t add any stretch dice to the Ruthless Nemesis’ shoot attack. He rolls a 5, adds +7 for the weapon strike, and adds a further +1 from the Ruthless Nemesis’ earlier use of its I Work Alone special effect. This strike roll total of 13 beats the Commander’s defence total of 11, so inflicts -1 Health.
Georgia places a wound token on her Commander, leaving the model with 1 Health remaining. Luca follows up, stating his weapon has 2 Shots and primes to make the second attack. But Georgia reminds him that to use 2 Shots, a model must use two actions, and he has already spent a move action so the Ruthless Nemesis’ activation ends.
Luca moves on to his own Commander, activating it and deciding to use the Unit Leader special effect:
Unit Leader ✪🅕❶ Choose any number of allies in the Invasion Force or Rebel Faction unit within 6” that have not activated this turn. All of these allies can activate for free this turn.
All four of the Imperial Troopers remaining in the unit are within 6” and can
therefore activate if Luca spends just one plot point! Luca activates his Imperial Troopers and the remaining action of the Commander. In the messy gunfight that follows, he manages to remove two Freedom Fighters from play! Neither player added any stretch dice, due to both players running low on plot points.
Luca then activates the Evil Overlord and immediately uses the spell he chose during the set-up of the game:
Spark of Courage | Difficulty Spirit 9 Place the Blast 5” template within 10” of the spellcaster. Until your cast is next on screen, allies touched by the template can reroll one Defence die.
To perform the spell, Luca sets aside the magic pool, which is just one die and in line with the Magic User (1) special effect. To successfully use the spell, Luca must reach the difficulty, which is noted as Spirit 9. This means that he must achieve 9+ by rolling his magic pool and adding the Evil Overlord’s Spirit 4 statistic. Luca rolls a 1 which not only fails the spell (1+4 does not equal 9+) but triggers the backlash mechanic (due to rolling a 1 on any magic pool die). Luca rolls on the backlash table and gets a 6: the Distracted status.
Usually, this would mean that the spellcaster receives a status as a result of the backlash, but the Evil Overlord has a passive special effect:
Ruthless 🅟 This model can never receive the Distracted or Dominated statuses. It is never subject to risky shots.
Due to the special effect having the passive symbol, this means it’s always active, therefore the Evil Overlord doesn’t receive the Distracted status.
Failing to execute his original plan, Luca decides to switch up his tactics and use his Evil Overlord’s special effect:
Fearful Reverence 🅢 No enemy within 6” may benefit from the Unit Leader or Leader special effect until this model is next on screen.
The Evil Overlord is within 6” of both Georgia’s Daring Rebel and her Commander, rendering their effects useless in the next turn. Due to this special effect being a special action, it finishes the Evil Overlord’s activation and ends Luca’s turn on screen.
Luca’s End Phase
Luca has more models in play than not, so he does not need to check if his cast is axed. None of his cast is On Fire, so his turn is over.
Heroic Player’s Turn
Georgia’s Script Phase
Georgia’s begins by turning the next script card:
STAGE FRIGHT: Under the glare of the spotlights, even a pro can freeze. Choose one enemy to be disadvantaged until your cast is next on screen.
Georgia’s Action Phase
Georgia immediately chooses the Evil Overlord, seeing an opportunity to deal some damage. Then, she moves to plot point generation and counts her four remaining Extras that generate two plot points, one Co-Star providing one plot point, and one Star giving two plot points. This totals five (adding these to his remaining two) to create a pool of seven plot points.
Georgia activates her Loveable Scoundrel first. Georgia considers the fact that her Star is currently suffering the Distracted status, but decides that the Loveable Scoundrel can push through this debilitating status.
Georgia targets the enemy Imperial Trooper that had moved into base contact with the Loveable Scoundrel in the previous turn. She begins with the Disarming Smirk presence attack. Luca makes his defence roll and spends ✪ to buy an extra stretch die, resulting in a 5 and a 4 (a further +1) for a dice total of 6. So that’s 6, plus the trooper’s +8 Defence - which totals 14.
Georgia decides she will stretch the attack roll, as removing her enemy’s unit leader is invaluable. She pays for one additional stretch die and makes the roll with a 6 and 3. However, due to the Distracted status, she must reroll the highest die roll, and her new roll result is 3 and 3. Luca then kindly reminds her
that for every status a model is suffering when making an attack or defence roll, they must deduct 1 from the total result. So, 3 (from the initial die) +8 (from the weapon strike) -1 (from the Distracted status) totalling 10: a miss.
Collecting herself, Georgia decides that she should remove the status after all and pays ✪. She then uses the Loveable Scoundrel’s second action to use the Underhand Tactics fight attack against the Commander. This instance of making two strikes in one activation is only possible because players may pair a presence attack with either a shoot or fight attack.
This time, neither player buys stretch dice to improve their rolls as plot points are running low. Luca rolls a 2, +8 Defence to total a defence roll of 10. Georgia rolls 5, +7 (for the strike value) totalling 12 - a hit! Luca’s Commander receives the Stunned status as a result of the strike and, as part of the Stunned status’s effect, is immediately knocked down, so Luca lays his model prone.
This success ends the Loveable Scoundrel’s activation, so Georgia moves on to activating her Daring Rebel. Immediately, she uses the model’s star quality:
New Hope ✪ Stretch dice cannot be added to rolls defending against strikes made by this model, or to strikes made against this model, until the Daring Rebel is next on screen.
Unless otherwise stated, a star quality is considered a free action so the Daring Rebel lines up an Imperial Trooper and uses its Handgun. Luca cannot add stretch dice to his defence roll due to the New Hope star quality (he rolls 3 +8 Defence for a defence roll of 11). Georgia also doesn’t stretch the roll, but her initial die rolls 5, +7 from the weapon strike to give a total strike roll of 12. But before the weapon effect is conferred, the Imperial Trooper has the passive special effect Light Armour.
Light Armour 🅟
Whenever this model is the target of a successful strike, roll 1D6. On a roll of 6, the effects of the strike are ignored.
Luca kisses the die and rolls... a 1. The Imperial Trooper only has 1 Health to start with, and so is immediately removed from play. Georgia then uses her Daring Rebel’s 2 Shots weapon effect to take a second shot using its remaining action - targeting the Commander.
Again, Luca cannot add stretch dice to his roll due to Daring Rebel’s New Hope star quality. The Commander’s initial die rolls 5, + 8 Defence for a total of 13. Georgia pays for one stretch die and roll a total of 7, adds +7 from the weapon strike for a total strike roll of 14. A close win for Georgia, and the Commander receives a wound.
Georgia’s End Phase
Georgia counts her models that remain in play and isn’t axed, and none of her models suffer the On Fire Status, so play moves back to Luca for the next turn.
Georgia Steals the Scene!
Believing that she may have turned the tables on Luca, Georgia declares she will steal the scene in this turn. Once an episode, a player can choose to activate a single Star or Co-Star - even if they have already activated this turn. Georgia rolls up her sleeves and activates the Loveable Scoundrel again. Luca draws a deep breath and counts his plot points...
To Be Continued...
Can the fleeing heroes make their grand escape, or will they fall into the clutches of the sinister Empire? Stay tuned!
Chapter 03: Episodes
Games of 7TV are called episodes, inspired by the films and TV series we all love. A 7TV episode recreates just one epic scene of a television show or movie. In this chapter, we present six classic episodes of cinematic conflict that suit a huge variety of games. There are also three narrative episodes for you to pick and play. For more experienced players, we provide additional rules for further theming your games using tropes. And finally, there are campaign rules for those who love linking narrative games.
Playing Episodes
7TV can be played in a variety of different ways to suit taste, or the time available.
Open Play
If you just want a quick game or are learning the system, we recommend open play. This allows you to choose any profiles, following the regular ratings and genre rules (see page 22-25). Just choose one of the six episodes on pages 126 to 132.
Narrative Play
Many 7TV players enjoy creating their own backgrounds for TV shows and characters for a richer gaming experience. Players can still play any of the six types of episodes for a game, but can also choose to add further cinematic flair by:
-
Including a Director’s Cut to create additional victory conditions.
-
Adding themed special rules known as tropes (see page 145).
-
Customising profiles (see page 38) to better represent favourite characters.
There are three narrative episodes in this rulebook - pitting beloved archetypes from different genres against one another (see page 133). But 7TV is a sandbox, so we encourage players to create their own casts and episodes for their favourite cinematic sequences!
Campaign Play
Campaigns are simply linked narrative games. You may decide to embark on an epic quest over several gaming sessions. Here, your success or failure can impact subsequent games. The Ratings War rules (see page 166) offer a set of light campaign rules for this style of play.
Feature Packs
Feature Packs are ideal if you prefer not to create your own casts and just want to start playing 7TV in one of your favourite genres. There are several Feature Packs available from Crooked Dice.
Setting the Scene
Episodes of 7TV Are Described Using a Standard Format
Each of the six open play episode types detailed below follow this format. This format contains all the basic information you need to set up, play and conclude your games. Use these options instead of the standard steps set out in Chapter 02. All the six episodes are designed to be played on an area up to 3 feet by 3 feet.
Synopsis
This is the storyline that gives details of the motivation for each side during the scene.
Prologue
Set Up
Any additional rules that alter the playing area size, cast start locations, or where to place objective tokens will be given here.
The Scene
And… Action!
Initiative is determined normally for all scenes unless noted here.
Special Rules
If a scene uses any special rules, these will be noted in this section - always read these carefully before you start play.
Director’s Cut
Add some variety to scenes with a choice of further conditions. Three options are provided for each scene.
End Credits
A scene normally ends when one player has no models left in play, or when there are no script cards left. Find any other conditions that would end a scene here.
Epilogue
Victory Points
Victory points (VPs) are used to determine the winner of an episode. The rules for victory points are given on page 115, but if the episode uses any additional victory point conditions, they will be detailed here.
Open Play Episodes
The Battle
Synopsis
An all-out fight between the heroes and villains, normally the major turning point in, or the climax of, a film or TV episode. Whether it’s the conflict that begins it all, or the final showdown to conclude the drama, nothing will be the same after this battle.
Prologue
Set Up
Both sides set up their models according to the cast start locations rules on page 69.
The Scene
And… Action!
Determine initiative as normal.
Special Rules
Models within 6” of an objective token can each reroll one die every turn.
Director’s Cut
Add some variety to a Battle episode by including one of these conditions to your game:
- Blackout - The range of all shoot and presence attacks are halved in this scene.
- No Mercy - +1 VP if all your opposing player’s Extras are removed from play.
- Street Brawl - Models may not use any shoot attacks in this scene. Consider reducing the playing area to 2’x2’.
Epilogue
Victory Points
Use the standard victory point rules to determine the winner of this scene.
The Escape
Synopsis
One cast has been discovered in enemy territory. Whether they’re discovered while trying to slip through an airport unseen or attempting to infiltrate an embassy, their plan has failed and the only course of action left is to fight and evade capture.
Prologue
Set Up
Both sides set up their models according to the cast start locations rules on page 69.
The Scene
And… Action!
Determine initiative as normal.
Special Rules
The escaping cast are the defenders. The defenders must escape off the attackers’ starting location edge to escape. A model in the escaping cast can move off the playing area edge of its chosen escape route. Models doing so are considered to have escaped, and do not count as removed from play when determining axed tests. Vehicles cannot exit the playing area in this scene.
Director’s Cut
Add some variety to an Escape episode by including one of these conditions to your game:
- Assassination Attempt - Defenders can only escape the board if the attackers’ Star or Co-Star suffers a status.
- Escape Route - Set up a door in the centre of the attackers’ starting board edge. Defenders can only escape through this door.
- Escort Mission - The defenders gain a free VIP. They gain +1 VP if this model escapes.
Epilogue
Victory Points
If the defenders manage to escape with half their models or more, they gain +2 VP. If the attackers manage to prevent this, they gain +2 VP. The defenders do not gain VP for removing attacking Stars or Co-Stars from play. Instead, they gain +1 VP for each Star and Co-Star that manages to escape.
The Race
Synopsis
Both casts are attempting to reach the goal before the other cast can claim it. To compound matters, the location is unstable. Perhaps the roof is threatening to collapse, or the whole area is about to be destroyed at any moment by some other impending catastrophe!
Prologue
Set Up
Both sides set up their models according to the cast start locations rules on page 69.
The Scene
And… Action!
Determine initiative as normal.
Special Rules
Players gain ✪✪✪✪ if they choose to turn over two script cards.
Director’s Cut
Add some variety to a Race episode by adding one of these conditions to your scene:
- Difficult Path - When a model intends to make a second move action, they must pass a Body statistic test. If failed, the movement is halved.
- Dangerous Curves - Before the game starts, one player rolls 1D6. The first player to inflict statuses to their opponent’s cast equalling the number rolled gains +2 VP.
- The Chase - Each player gains six objective tokens, and both players should place six small terrain pieces equal distances apart around the board. Players can place one of their tokens each time a model is in base contact with one of the terrain pieces. The first player to place a token on each piece gains +2 VP.
Epilogue
Victory Points
Use the standard victory point rules to determine the winner of this episode.
The Raid
Synopsis
One cast is seeking to strike behind enemy lines, perhaps to assassinate or defeat a member of the opposing cast. Whether it is a personal vendetta or the culmination of a deep cover mission, they mean to confront and defeat their enemy at all costs.
Prologue
Set Up
Both sides set up their models according to the cast start locations rules on page 69.
The Scene
And… Action!
Determine initiative as normal.
Special Rules
The defending side gains one free VIP Extra to add to their cast, if they don’t already have one. This model is the target of the assassination attempt.
Director’s Cut
Add some variety to a Raid episode by including one of these conditions in your scene.
- Booby Traps - Any attacking model that collects an objective token must pass a Mind statistic test after doing so. If failed, they receive the Stunned status.
- Home Alone - In act two, Extras activate for free if they are more than 8” from any other model.
- Stakeout - If, at the end of the game, the attackers have any of their models in their starting table half, they lose 1 VP.
Epilogue
Victory Points
Use the standard victory point rules to determine the winner of this scene. In addition, the defenders gain +2 VP if the VIP is still alive, while the attackers gain +2 VP if they remove the VIP from play.
The Rescue
Synopsis
Maybe your enemies have kidnapped a loved one and trapped them in the highest tower or chained them to cliffside rocks! Simply, one cast has captured a member of the opposing cast. The captors must prevent their enemies from rescuing the captive.
Prologue
Set Up
The defending side gains one free VIP Extra to add to their cast, if they don’t already have one. Both sides set up their models according to the cast start locations rules on page 69. The captive VIP model is placed in base contact with the defending cast’s Star. The attackers must rescue the VIP and escape with them off any playing area edge in their start location area.
The Scene
And… Action!
Determine initiative as normal.
Special Rules
The VIP starts as Captured by the defending cast’s Star. If that Star is removed from play, the VIP can only move 1” towards the nearest ally model during each script phase. It can make no other actions.
If the model makes base contact with an ally model, it remains in base contact with that model (following the movement rules for Captured) until that model is removed from play. The VIP model can again only move 1” towards the next closest friendly model in the script phase.
If a member of the ally cast with the hostage following them moves into base contact with the edge of the playing area, they may take a special action to escape. Remove both models from the playing area, but do not count them as removed from play for the purposes of being axed.
If the freed VIP is not in base contact with an ally model, it may be recaptured by any enemy model in base contact that makes a successful strike against the VIP. Strikes do not damage the VIP’s Health or confer status effects other than Captured. The VIP generates plot points as normal for the cast by which it is held.
Director’s Cut
Add some variety to a Rescue episode by including one of these conditions in your scene:
- Counting The Cost - When the first card of each act is drawn, compare the total number of Extras in play on each side. The player with the highest number of Extras gains ✪.
- Outbreak - Roll 1D6 whenever an objective token is claimed. On a 4+, the opposing player may place one Zombie model within 6” of the token and follows the cameo rules (see page 146).
- Prison Break - The playing edge that a model can escape from with the VIP is only revealed after the VIP has been freed. When that happens, randomly determine a board edge to escape from.
Epilogue
Victory Points
Use the standard rules to allocate victory points. Additionally, when the game ends:
- If the VIP is still captured by the enemy cast, they gain +2 victory points.
- If the VIP is accompanied by a member of the ally cast, they gain +2 victory points.
- If a member of the ally cast has escaped with the VIP, the cast gains +3 victory points instead.
The Steal
Synopsis
One cast is attempting to steal a technological breakthrough, precious treasure, or ancient relic that is being transported in secret by the opposing cast.
Prologue
Set Up
Both sides set up their models according to the cast start locations rules on page 69.
The Scene
And… Action!
Determine initiative as normal.
Special Rules
The winner of initiative randomly chooses one maguffin before play begins (see page 199). The maguffin is given to any ally in their cast, and it should be made clear who has it. Only this model can use the maguffin. A model can take the maguffin from another ally in base contact by using a special action
- unless it has already been passed to another model in the same turn. If any model carrying the maguffin is reduced to 0 Health, replace the model with the maguffin token and leave it where the model was removed from play.
Director’s Cut
Include these conditions in a Steal episode to up the ante.
- Fortune And Glory, Kid… The maguffin is placed in the centre of the playing area rather than given to a model.
- It’s A Fake! - The defending player chooses two allies and states that they both have a maguffin. The defending player secretly writes down which one has the real maguffin. If the attacking player ever takes possession of the maguffin, inform them which one they have.
- Lookout - At the end of the game, the model on the highest terrain piece gains 1 VP. If two models are at the same height, they should make an opposed Body statistic test to determine the winner.
Epilogue
Victory Points
Use the standard victory point rules to determine the winner of this episode.
Chapter 04: Effects Department
No movie or TV show would be complete without effects. Whether it's fistfights or gunplay, make-up, props, CSO or CGI, or eye-popping stunt driving - action cinema and television thrive on spectacle. What arsenal of weapons will be available to your cast members? Will they be stunned, or infected, or set alight? What gadgets and equipment will help them survive in the trials they face? Will they wield magic, or leap into a supercharged roadster for some white-knuckle thrills?
Weapon Effects
Weapon effects describe the impact an attack has on a target. They are found in the right hand column of the attacks table on each profile card. Keywords keep information on profile cards to a minimum, but you can consult the full wording of the weapon effects below until you are familiar with each effect.
Some effects refer to the use of templates (e.g. Blast 3”, Beam, et cetera), which indicate a wider area of effect, or show which statuses are inflicted on the target(s). Many attacks have more than one effect, so the effects are listed to match the steps given in the strike rules.
EXAMPLE: A Knight’s Broadsword has the Deadly and -1 Health weapon effects. Deadly is listed first as it adds benefits to the strike roll itself. Once the attack is resolved successfully - the second -1 Health weapon effect is applied to the target.
In addition, you will also find weapon effects used in star qualities and special effects as well as in the outcomes of an episode’s special rules and encounters.
Types of Weapon Effects
0 Health
On a successful strike, the target loses no Health, but may still be subject to other effects as noted.
-1/ -1D3 / -1D6 Health
On a successful strike, the target loses this amount of Health.
2 Shots
This model can make two attacks with this weapon, if it uses a shoot action for each attack.
Barrier
Centre the long edge of the template against the shooting model’s base, making sure the entire template is in the shooting model’s front 180º arc. Roll separately against each model touched by the template.
Beam
Place the short edge of the template against the shooting model’s base, making sure the entire template is in the shooting model’s front 180º arc. Roll separately against each model touched by the template.
(The book shows template-placement diagrams for the Barrier, Beam and Blast 3" weapon effects, showing which models are targets and which are not, and the front and back of the attacker. The diagrams are not reproduced here.)
Blast 3”/5”
This template can be placed over an area of the table as well as a model. Roll separately against each model touched by the template.
Captured / Distracted / Dominated / Immobilised / Infected / On Fire / Poisoned / Scared / Stunned / Weakened
A successful strike confers the status to the target model (see page 175 to 179).
Deadly
The attacker gains one stretch die to their strike roll when making this attack.
Fast
This model can make two attacks with this weapon, if it uses a fight action for each attack.
Knocked Down
A successful strike knocks the target model down. Knocked down is not a status.
Push X”
The target of the attack can be pushed this distance away (see page 95) and is knocked down if it fails a Body statistic test. The attacking model can elect to move forwards to remain in base contact.
Readied
This model cannot add stretch dice to its shoot attacks if it fires this weapon after making a move action.
Spray
Centre the target model on the long edge of the Barrier template, making sure the long edge is in the shooting model’s front 180º arc. Roll once to strike all models touched by the template, using the highest Defence value amongst the affected models.
(Spray weapon effect diagram not reproduced: the target model is centred on the long edge of the Barrier template, in the shooting model's front arc.)
Teardrop
Place the small point of the cone against the shooting model’s base, and make sure the entire cone template is in the shooting model’s front 180º arc. Resolve an attack separately against each model under this template.
Thrown
The range of this shoot attack equals twice the attacker’s Body statistic.
Unreliable
If any strike dice score a 1, this strike has no effect.
Unwieldy
This attack cannot be used if the user has moved this turn. If this attack is made, the user cannot then move this turn.
(Teardrop weapon effect diagram not reproduced.)
Statuses
Receiving a Status
Models can receive various debilitating conditions while still remaining in play - these are known as statuses. Statuses can be received from attacks, special effects or star qualities - and even environmental hazards. They have a detrimental impact on models, impeding their ability to perform actions normally. There are ten statuses:
The ten statuses are: Captured, Distracted, Dominated, Immobilised, Infected, On Fire, Poisoned, Scared, Stunned, Weakened.
Any model suffering a status must abide by these basic rules:
- Models get a -1 modifier to their strike and defence rolls for each status they have.
- Models can only have each status once. If an effect would inflict a status that the model is already suffering, lose 1 Health instead.
- Statuses are tracked with the tokens (see page 276). Place the appropriate status token next to the affected model to track the effects during play.
Removing a Status
Players can spend any number of ✪ in their action phase to remove one status from one model for each ✪ spent (see page 83), with the exception of Poisoned.
(Reminder graphic in the book: a model suffers a -1 modifier to all strike and defence rolls for each status they have.)
Captured
Captured models have been grabbed, man-handled, held at sword-point or generally overpowered and are now in the clutches of the enemy.
- Captured models do not generate ✪ for their cast. When a captor activates, it receives the Captured model’s plot points e.g. ✪✪ for a Star, ✪ for a Co-Star and ✪ (rounded up) for an Extra.
- When a captor moves, the Captured model remains in base contact, moving the same distance.
- If models are Captured at a distance, the Captured model is moved immediately into base contact with its captor.
- An enemy model can hold only one model captive at a time. Captured models cannot be knocked down or receive any additional status.
- Captors cannot be Captured if they already hold a model captive.
- Captured models are automatically freed if their captor is reduced to 0 Health, removed from play, or subject to a status.
- Models with the Large or Massive special effects can never be Captured.
- Captors with captives can make presence attacks as normal - but cannot charge or make fight or shoot attacks.
- Captured models cannot be targeted or affected by any other model or effect.
- Captured models cannot be activated unless they are attempting to remove the Captured status and escape.
Attempting to Escape
To attempt to remove the Captured status and escape, the Captured model must first be activated for their normal plot point cost.
Then, as a free action, the model must pay ✪ and pass an opposed Spirit statistic test against its captor. The Captured model is disadvantaged on this roll.
If the model escapes successfully, it may take two actions as normal. If it fails, it can take no further actions.
Models that escape successfully can change their facing as a free move action before leaving base contact with their captor.
Models leaving base contact with their captor will suffer a free strike on escaping. Escaping models cannot be recaptured by their former captor during the turn in which they escaped (i.e. the captor cannot use any attack with a Captured weapon effect in an immediate free strike against escapees). Captured models remain in play until the end of an episode. Models held captive at the end of the episode count as being removed from play.
Distracted
Until the Distracted status is removed from a model, it must reroll the highest die on every roll it makes and accept the second result. Distracted models cannot spend a second Move action in a turn unless they pass a Mind statistic test.
Dominated
Dominated models might be charmed or entranced. No matter how it comes about, Dominated models now fully believe their former enemies are their allies and vice versa.
Models with this status count as being in play on the side that Dominated them. For all intents and purposes, the model has switched sides. Their new player can activate them and otherwise spend their ✪ on them in the same way as any other member of their own cast.
The Dominated model’s original player can spend ✪ to remove this status in their action phase only if there are one or more ally models in base contact with the Dominated model. Models that lose this status can be allocated ✪ by their original player and can activate in the same turn.
Immobilised
Immobilised models cannot activate and may take no further part in the action until their controlling player has paid ✪ to remove the status. Models that are
Immobilised always count as being disadvantaged.
However, a player cannot remove the Immobilised status while the model is affected by other statuses. A model must remove other statuses first, and then finally the Immobilised status. If the Immobilised status is removed, then the model is mobile and can be activated once more within the same turn.
Models with the Captured status cannot be Immobilised. An Immobilised model that is subsequently Captured loses its Immobilised status.
Immobilised models count as removed from play when determining if a cast is axed or not.
Infected
Models who are Infected carry a virulent strain of something nasty! While ‘alive’, this status cannot be removed with plot points in the usual manner. Once they reach 0 Health, lay the ‘Infected’ model down where it fell.
After the Infected model reaches 0 Health, the villainous player must roll 1D6 in the end phase of each turn to see if the model transforms into another profile, as denoted on the attacker’s profile card, e.g. Cursed Creature or Zombie. On a roll of 1, remove the Infected status and replace the fallen model with a standing model to represent the new profile. This new profile is now added to the opposing player’s cast.
In some genre guides, feature packs or episodes, the Infected status may suggest replacement profiles better themed for a setting. Please read the appropriate rules section carefully before playing these packs.
On Fire
Models On Fire are somewhere between having a flaming sleeve and being a raging inferno. Regardless, being On Fire is a distraction, and definitely should not be ignored.
If this status is not removed by a player’s end phase, an On Fire model might suffer wounds or death from the flames. Models that are On Fire always count as being disadvantaged.
If this status is not removed, the player controlling the model must roll 2D6 in the end phase. If this roll is equal to or higher than the model’s Defence statistic the model will lose 1 Health immediately.
If this model has one or more Health remaining, the opposing player can move the affected model up to 3” in a direction of their choice. The model will stop if it comes into contact with another model’s base or a solid obstacle (like a wall, building or vehicle).
Poisoned
A Poisoned model is affected by venomous bites or stings, magic spells with toxic effects, or envenomed weapons. Models must pay two plot points to remove the Poisoned status.
Scared
Scared models are shocked or terrified. They may not make presence attacks. To make a fight or shoot attack, Scared models must pass a Spirit statistic test or
must count their Strike number as half (rounded up) against enemy models.
Stunned
Stunned models are temporarily knocked out and are quite incapable of defending themselves. Stunned models are immediately knocked down, cannot be allocated any ✪ in the action phase, or make any attacks (including free attacks).
Models with the Stunned status are disadvantaged, and never get to roll any dice when defending against an attack. Simply use their Defence statistic with any applicable modifiers. Models that recover from this status are still knocked down.
Weakened
A Weakened model is fatigued, entangled, dazed or suffered minor damage. As such, it only gets one action when it is activated, but can otherwise act as normal.
Props
In previous boxed sets, props have been known as gadgets, gear and
artifacts - themed for each 7TV product. If you are using earlier versions of 7TV, then simply use this new term instead - the rules remain the same. Genre guides will continue to use the alternative terms to maximise the tone of the setting.
The Prop Deck
Before you begin playing any episode, you need to determine which props your cast plans to use against their enemies.
You may use one of the previously available decks (gadgets, gear or artifact) if you have one of the published boxed sets from Crooked Dice. A new prop deck for the props listed in this rulebook is available to buy from Crooked Dice. Alternatively, you can use a deck of standard playing cards and the table on page 183 to function as your prop deck.
Players should shuffle the prop deck and place it face down, but also close to
hand, as they may need to use the prop deck again during their episodes.
Drawing Prop Cards
After resolving initiative, each cast should determine the number of props in their prop store:
- Each Star or Co-Star you have in your cast adds one prop card to the prop store.
- Each model with the Prop special effect adds one prop card to the prop store.
In any order, each cast should draw TWICE this number of cards without looking. Now look at the cards. Select half these props (rounding up) to keep, and discard the remainder. Each player’s props can be used by any model in their cast eligible to use them, as set out on page 182.
Using Props
During play, any Stars and Co-Stars (and Extras with the Prop special effect) can play any of the props you have remaining in your prop store, if the requirement for their use is met. Each prop card lists its rules for play.
You can play a prop at the relevant point in the turn according to its rules. Playing a prop card is a free action unless otherwise stated.
Simply choose a prop card and the model using it. Apply the effects of the card then discard it.
You can play more than one prop, but you must fully resolve the effects of one before resolving the effects of the next.
These props do not prevent the model making its usual number of fight or shoot attacks. In effect, an attack gained from the prop is free.
If you don’t have a prop deck to hand, simply use the following playing cards to represent your props:
| Card | Prop | Play | Action | Cost | Effect |
|---|---|---|---|---|---|
| J♥ | Ancient Curio | Model's Activation | 🅕 | ✪✪ | An enemy in base contact with the model playing this card must pass a Spirit statistic test or receive the Dominated status. |
| 10♥ | Badge of Office | Model's Activation | 🅕 | None | This model may add one free stretch die to one presence attack this turn. |
| 9♥ | Bandages | Model's Activation | 🅢 | None | Restore 1 Health to this model. |
| 8♥ | Bloody Knife | Model's Activation | 🅕 |
Magic
What is Magic?
Throughout the history of cinema, filmmakers have sought to depict the many forms of magic - be it the whim of the gods, long-bearded sages practicing ancient lore, or cruel sorcerers making pacts with great and terrible forces.
In 7TV, all these concepts are contained within grimoires - dusty volumes and unspeakable tomes of arcane and forbidden knowledge that contain powerful spells. Only models with the Magic User (x) special effect have access to grimoires and can channel their potent magical energy.
Grimoires
This section contains four grimoires that harness elemental powers (see pages 186 and 187):
- The Book of Fire and Flame
- The Book of the Four Winds
- The Book of Stones
- The Book of Fifty Fathoms
Each grimoire has three spells of varying difficulty.
Genre guides and future Feature Packs may add further grimoires - or you can create your own!
Choosing Spells
Spells must be chosen before play begins - and these are the only spells that may be performed in the coming episode.
A model can learn a number of spells equal to its rank in the Magic User (x) special effect. These spells can be chosen freely from the grimoires listed on the profile card, and the same spell can be known by more than one model.
Performing Spells
Models with Magic User (x) can attempt to perform spells during their activation. When activated, they gain a number of D6 equal to their rank in Magic User (x), which becomes their magic pool for that activation. Any dice in the pool not used by the end of their activation are lost. No other dice can be added to these rolls.
To attempt a spell, a model must make a special action. This enables a model to attempt more than one spell per turn, but it cannot attempt the same spell twice in the same turn.
When attempting a spell, choose how many D6 from the model’s magic pool you are going to use. You can use any number of the D6 in the pool, but you must use at least one. Roll the chosen number of D6, total them and then add the model’s relevant statistic value, as stated by the spell. If the result is equal to or greater than the difficulty of the spell, it is considered a success and the effects are resolved immediately.
Backlash
If any of the D6 used to attempt a spell result in a natural 1 being rolled, the model performing the spell receives a random status. Roll 1D6:
- Poisoned
- Stunned
- Immobilised
- On Fire
- Weakened
- Distracted
If the spell was performed successfully, the effects of the spell are resolved before the backlash, then the model suffers the status. This represents the dangerous and chaotic nature of attempting to harness otherworldly powers.
Focus
A model may spend a special action to focus prior to attempting a spell. Focussing a spell confers a +1 bonus to the result of any spells attempted in that activation.
Targeting Spells
When targeting with a spell, the basic rules for determining a target, range and line of sight (see pages 97 and 98) still apply.
Grimoires and Spells
The Book of Fire and Flame
Studying this tome allows the mage to master the elemental fire, bending the inferno to their will.
Spark of Courage - Difficulty: Spirit 9. Place the Blast 5" template within 10" of the spellcaster. Until your cast is next on screen, allies touched by the template can reroll one Defence die.
Fireball - Difficulty: Mind 11. Place the Blast 3" template within 8" of this model. All models touched by the template receive the On Fire status and are knocked down.
Surtur's Hand - Difficulty: Spirit 13. Choose an enemy within 8" of the spellcaster. That enemy must make a Body statistic test. If unsuccessful, the chosen model suffers -1 Health. If that enemy would be removed from play as a result of this damage, centre the Blast 5" template on the point of death. All models touched by the template receive the Stunned status.
The Book of Four Winds
Poring over the long-winded passages of this fluttering volume grants the magician power over breeze and storm alike.
Breath of Life - Difficulty: Mind 9. You may restore 1 Health to, and remove the Poisoned, Weakened and/or Stunned statuses from all allies in base contact with the spellcaster.
Call Lightning - Difficulty: Mind 11. Choose a model within 8" of the spellcaster. Until that model is next on screen, it is statically charged. Any model that passes within 1" of this model is subject to a lightning discharge. Models can only be targeted by a discharge once per turn. Type: Shoot. Weapon Range: 1". Strike: +7. Weapon Effect: 0 Health, Knocked down.
Tempest - Difficulty: Spirit 13. Place the Barrier template anywhere in base contact with the spellcaster's front zone. All enemies touched by the template are Stunned. Any enemies within 2" of the outer edge of the template are Pushed 3".
The Book of Stones
The power of the Earth, of rock and rubble, is revealed to sorcerers reading this gritty grimoire.
Rockwall - Difficulty: Mind 9. Place the Barrier template within 3" of the spellcaster. The Barrier is 1 level high and cannot be destroyed. Raising the wall under models moves them to the top of the wall. The wall is removed from play when your cast is next on screen. Any models on top of the wall when it is removed from play suffer a fall from one level.
Stonehide - Difficulty: Mind 11. Until your cast is next on screen, any ally within 3" of the spellcaster may add +1 to their Defence.
Earthquake - Difficulty: Mind 13. Until your cast is next on screen, the entire playing area is considered rough ground. You may also remove one item of scenery no bigger than 4x4' from play. Any models on or in the scenery are placed where the scenery was removed and are knocked down. Any objective tokens or maguffin on or in the scenery are placed 4" away from where the scenery was removed. Players take turns placing the tokens, beginning with the player who performed the spell. All models in base contact with the spellcaster are also knocked down.
The Book of Fifty Fathoms
Sea-surge and river-run, darks depths and glittering waves are in thrall to those who wade through this strangely dry volume.
Healing Waters - Difficulty: Spirit 9. Place the Beam template in base contact with the spellcaster's front zone. Choose an ally touched by the template. That ally can recover 1 Health, up to its starting total. You may remove one status from any other ally touched by the template.
Charon's Gift - Difficulty: Spirit 11. Choose an ally of up to 3 ratings that has been removed from play. Return it to play in base contact with the spellcaster with 1 Health.
Wrath of the Kraken - Difficulty: Spirit 13. Place the Blast 3" template on a point within 6" of the spellcaster. You may make a total of three tentacle attacks against any enemies touched by the template. An enemy can only be attacked once per turn. Type: Fight. Weapon Range: 0". Strike: +7. Weapon Effect: -1 Health.
Vehicles
Vehicles are models which can be chosen for your cast in the same way as Extras - each has one or more genres, and you must have at least one Star or Co-Star in your cast with one or more of these genres to field that vehicle.
Vehicle Statistics
Vehicles have the following statistics:
- Capacity - The maximum number of small and medium based models that can be transported with the vehicle when it makes its movement. Large models count as two medium models. Massive models cannot be transported in vehicles.
- Speed - The maximum distance the vehicle can move in inches using one move action.
- Defence - A combination of handling, size and natural toughness.
- Armour - The chance that the natural structure of the vehicle can absorb a strike, negating the effects.
- Health - The amount of damage a vehicle can sustain.
(Sample vehicle profile cards for the Carriage and the Chopper are shown in the book.)
Vehicle Special Effects
Vehicle
A vehicle ignores all statuses but Immobilised and On Fire, cannot be knocked down, and is immune to presence attacks. Enemies gain one stretch dice when making a strike against a vehicle.
Stunts
Models in vehicles can also perform stunts. Check the backs of vehicle cards for stunts, and see if your driver can pull off any crowd-pleasing manoeuvres!
Vehicle Placement
Vehicles are deployed using the same rules as the rest of the cast. Any of your models can begin an episode as occupants of any vehicle, subject to the vehicle’s Capacity.
Plot Point Rules for Vehicles
Vehicles Do Not Generate Plot Points...
Vehicles do not generate ✪ in the action phase, and they do not count towards the number of models in your cast when calculating if your cast has been axed.
EXAMPLE: A cast comprises 14 models plus 1 vehicle. This cast will be
considered axed when it is reduced to 7 models (14 divided by 2), not 8 (15 divided by 2 = 7.5 rounded up).
...But Occupants of a Vehicle Do
Models in a vehicle during the action phase do count as being in play for the purposes of determining the number of ✪ a player gains.
Vehicle Activation
Vehicles can be activated at the cost of ✪ if there is an occupant that shares at least one genre with the vehicle. Vehicles can be activated by a model with the Unit Leader special effect as part of a unit activation. Activated vehicles gain two actions - but are limited to move or shoot actions.
Entering a Vehicle
An ally can become an occupant of a vehicle by using a move action if it is in base contact with the vehicle. If the vehicle has not equalled its Capacity, then the occupant is removed from the playing area and placed to the side, near the vehicle’s profile card. Ensure it is always obvious which model(s) are occupants.
Occupants Cannot Be Activated
Occupants cannot be allocated ✪ in the action phase. However, they do gain one free action each turn to use to:
- Enter or exit the vehicle
- Attempt a shoot or presence attack (see page 97).
- Perform stunts - A driver may also be able to use or perform stunts with the vehicle. See each vehicle profile card for its available stunts.
(Sample vehicle card back shown in the book:)
- Special effect Vehicle 🅟 - This vehicle ignores all statuses except Immobilised and On Fire, cannot be knocked down and is immune to presence attacks. Enemies gain one stretch die when making a strike against this vehicle.
- Stunts - If a driver can pass a Mind statistic test, it can perform the following stunt: On The Job ❶ - This vehicle may increase its Speed by 1" for each objective token held by the cast. If the episode does not use objective tokens, you may increase the vehicle's Speed by 1" for each prop card you discard instead.
Driver or Passenger?
On entering a vehicle, you must decide if the occupant is either the driver or a passenger, but the driver must meet the following conditions:
- If the vehicle only has one occupant, they are automatically deemed to be the driver.
- Only medium-sized models with a Mind score of 2+ are able to be drivers.
- Always use the driver’s statistics for any statistic tests required while the vehicle is activated.
Exiting a Vehicle
An occupant can exit a vehicle at the end of its player’s action phase as a free action. Occupants cannot exit a vehicle if they entered it in the same turn. Occupants exiting a vehicle must be placed adjacent to that vehicle, or at the closest point otherwise.
Vehicle Movement
Once a vehicle has an occupant, the player can use any of the vehicle’s two actions to move. Each move action spent will allow the vehicle to travel the number of inches indicated by its Speed statistic. Occupants in a vehicle are transported with the vehicle as it moves. Moving vehicles cannot:
- Cross obstacles.
- Climb ladders.
- Enter buildings through normal sized doors or windows.
- Vehicles cannot finish a move action behind where they started.
Damage to Vehicles
If a vehicle is the target of a successful strike roll, then make an Armour test for the vehicle for each point of Health lost.
Armour Tests
Roll 1D6. If the result is equal to or higher than the Armour value of the vehicle, the vehicle may ignore any loss of Health. You can use ✪ to purchase stretch dice for this roll.
If the Armour test is failed, the vehicle will suffer the effects of the strike.
In addition, one random occupant (use a D6 to determine the affected model) of the vehicle will also suffer the same effects on a 1D6 roll of 5+.
Vehicles Reduced to 0 Health
If a vehicle is reduced to 0 Health, all occupants will immediately lose 1 Health and receive the Stunned status. Place all occupants of the vehicle adjacent to the vehicle then remove the vehicle from play.
If a vehicle is On Fire when it is reduced to 0 Health, it will explode. All models within 3” must immediately pass a Body statistic test or lose 1 Health. Stretch dice cannot be added to these tests.
Collisions
Vehicles
Vehicles stop if they contact another vehicle. To check if either vehicle has sustained damage, players must make an opposed roll. They may not add stretch dice.
Opposed roll: 1D6 + distance travelled before impact versus 1D6 + opposing vehicle's Defence. The highest result wins. The loser must roll on the vehicle collision table on page 193 and apply the effect immediately.
Non-Vehicle Models
If a vehicle moves over the bases of any other models, then those models are pushed the minimum distance to get them out of the way of the vehicle (see pushing models, page 95).
Vehicle Collision Table
| 2D6 | Result | Effect |
|---|---|---|
| 2-3 | Death Race | The vehicle loses 1D6 Health. Make an Armour test for each lost point of Health. |
| 4 | Fast & Furious | The vehicle receives the On Fire status. |
| 5 | Breakdown | The vehicle receives the Immobilised status. |
| 6 | Crash | One occupant suffers -1 Health. |
| 7-9 | Duel | The vehicle loses 1D3 Health. Make an Armour test for each lost point of Health. |
| 10 | Cannonball Run | Your enemy may make a 2D6" move with your vehicle. Any models touched by the vehicle in its final position are pushed 4". |
| 11 | Gone in Sixty Seconds | You walk free from the wreck unscathed! No effects! |
| 12 |
Attacking from a Vehicle
Occupants can each make one shoot attack or presence attack as a free action, but only after any vehicle move action. Occupants inside a vehicle can never shoot twice or make two presence attacks in one activation.
Penalties from Firing from a Moving Vehicle
All attacks from occupants suffer a -1 strike roll modifier for each move action the vehicle has made so far that turn.
Vehicles with Shoot Attacks
A vehicle that is itself equipped with any shoot attacks can spend one action each turn attempting a strike action with its shoot attack.
This vehicle must have at least one occupant to make this shoot attack. These shoot attacks never suffer the strike penalty for the vehicle having moved in the same turn.
Chapter 06: Central Casting
This chapter lists all the profile cards to help you build your casts. Profile card attack-type icons (fight, shoot, presence) and genre icons are not reproduced in this transcription; use the genre tables in Chapter 01 for each profile's genres. Health is shown on the cards as circles and is given here as a number.
Profile Cards
Bold Blade
Heroic Star, 10 ratings
Description: By your sword, no one will live in chains. You might only have fourteen hours to save the earth, but you’ll do it because you know it’s right. Robbing from the rich to give to the poor is always just. You are a protector of the innocent, a righter of wrongs, a courageous – if sometimes reckless – champion of the oppressed with your own moral compass.
Examples: Brooding barbarians, flash rocketship pilots, and forest bandits redistributing wealth.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 4 | 10 | 3 | 4 | 5 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Flashing Blade | 0” | +9 | -1 Health |
| Forceful Sweep | 0” | +7 | Barrier, 0 Health, Push 2” |
| Improbable Shot | 8” | +7 | 0 Health, Stunned |
| Dramatic Entrance | 0” | +7 | Beam, 0 Health, Distracted |
Star Quality
- Who Wants To Live Forever? ✪✪🅕 - This model gains +2 to any strike rolls made this turn, but is then disadvantaged until it is next on screen.
Special Effects
- Blind Fury ✪🅕 - This model can make both fight and shoot attacks in the same activation.
- Blown Clear 🅟 - If touched by a template, move this model so that its base is touching the outside edge of the template. This model suffers no effects from the strike.
- Parry 🅟 - If this model is the target of a fight attack, you can make your opponent reroll one die. This model never suffers free strikes.
- The Bigger They Are... 🅟 - This model never receives the Scared status. This model may reroll one die when making physical strikes against Large, Leader, Massive or Unit Leader enemies.
Grizzled Veteran
Heroic Star, 10 ratings
Description: You’ve seen it all and you’ve shot a lot of it. From urban streets to steaming jungles, from outer worlds to inner city slums, you’ve faced off against lowlifes, serial killers, fanatics, terrorists, alien bugs, and big lugs.
Examples: Street-toughed cops, battle-hardened soldiers, and kind-hearted, underground mercenaries wrongfully accused.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 5 | 10 | 3 | 5 | 4 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Unarmed Combat | 0” | +9 | Fast, 0 Health, Weakened |
| Automatic Pistol | 12” | +9 | -1 Health |
| Jaded Taunt | 4” | +7 | 0 Health, Distracted |
| Surrender! | 8” | +7 | 0 Health, Knocked down |
Star Quality
- Highly Decorated ✪✪🅕 - Any allies within 6” gain a +1 bonus to all strike rolls until your cast is next on screen.
Special Effects
- Backup 🅢❶ - This model and 1D3 allies within 2”, may make a 4” move action immediately.
- Manhunter 🅟 - This model can ignore an enemy’s Camouflage or Espionage effects if they are within 8”. This model can move through wooded or rough ground as if it were clear ground.
- Quickdraw 🅕❶ - Allies’ Leader or Unit Leader special effects are extended by 3” for this turn.
- Too Old For This… 🅟 - Whenever this model would receive the Distracted, Scared or Stunned status, roll 1D6. On a roll of 4+, this model ignores that status.
Innocent Soul
Heroic Star, 10 ratings
Description: You weren’t asking for adventure, but you scarcely flinched when it came calling. Now you’ve left your dreary home, put your unremarkable past behind you, and set your feet on the road that goes ever on.
Examples: Farm kids a long way from the universe’s bright centre, bright-eyed smallfolk with a fondness for comfort, children and teenagers on the cusp of greater knowledge.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 3 | 10 | 3 | 4 | 5 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Self Defence | 0” | +8 | 0 Health, Weakened |
| ‘Stay Away!’ | 0” | +8 | Barrier, 0 Health, Push 3” |
| Reveal Weakness | 8” | +8 | 0 Health, Immobilised |
| Warm The Coldest Heart | 3” | +9 | 0 Health, Dominated |
Star Quality
- Big Heart ✪✪🅕 - Centre the Blast 5” template on this model. All allies touched by the template can remove the Captured, Dominated, Stunned and Weakened statuses.
Special Effects
- Fellowship 🅟 - You can include an Extra with 3 ratings or less in your cast for no cost. This Extra generates ✪ per turn, instead of the usual ½.
- Hero’s Journey 🅟 - When defending against a fight attack, this model can move 3” back from an enemy without incurring damage or a free strike. In the Finale, this model gains +1 to its strike and defence rolls.
- Pacifist 🅟 - For every turn that this model does not make a strike that confers a status, gain ✪. This model must activate to benefit from this ability.
- Wide-Eyed Wonder 🅟 - Whenever this model would receive the Distracted, Dominated or Scared status, roll 1D6. On a roll of 4+, this model ignores that status.
Intrepid Adventurer
Heroic Star, 10 ratings
Description: You’ll be making this up as you go, but you’re ready for the greatest adventure of all time.
Examples: Academics with a hands-on approach to archaeology, tomb raiders, athletic treasure seekers, and intrepid big-game hunters with an eye for the lost cities of the interior.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 5 | 4 | 10 | 4 | 4 | 4 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Brawl | 0” | +9 | 0 Health, Weakened |
| Bullwhip | 2” | +10 | Unwieldy, 0 Health, Captured |
| Revolver | 10” | +7 | -1 Health |
| Wry Quip | 4” | +8 | 0 Health, Distracted |
Star Quality
- Occupational Hazards ✪✪🅕 - Pick one item of terrain or obstacle within 6” of this model. Place the Blast 5” template on this terrain. Any models touched by the template receive the Poisoned status.
Special Effects
- Fight Back 🅟❶ - After this model has been the target of a fight attack, it can make a fight attack against that enemy, if that enemy is in range of that attack.
- It Belongs in a Museum 🅕 - If this model is within 6” of an objective token, place it in base contact with the token. It may collect objective tokens without using a special action.
- Ready for Adventure 🅟 - At the start of the game, set aside the Compass, Telescope and Well-Stocked Backpack prop cards. Whenever your cast claims an objective token, you may exchange it for one of these prop cards.
- Rope Swing 🅢 - Beam. This model moves the length of the template, pushing all enemies touched by it 1”. This movement ignores obstacles and rough ground.
Loveable Scoundrel
Heroic Star, 10 ratings
Description: They say that money makes the world go around. Well, it certainly gets your cogs turning.
Examples: Space captains, sozzled pirates, high-stakes gamblers, heisters, con artists, and thieves.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 5 | 10 | 4 | 4 | 4 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Brawl | 0” | +8 | 0 Health, Weakened |
| Underhand Tactics | 2” | +7 | 0 Health, Stunned |
| Shoots First | 10” | +8 | -1 Health |
| Disarming Smirk | 3” | +8 | 0 Health, Distracted |
Star Quality
- Usual Suspects ✪✪🅢❶ - Centre the Blast 5” template on this model. This model and any allies touched by the template can move 8” and are not subject to free strikes.
Special Effects
- A Chip And A Chair 🅟 - Whenever this model would receive the Captured, Dominated or Immobilised status, roll 1D6. On a roll of 4+, this model does not receive that status.
- Honour Among Thieves 🅢❶ - Make an opposed Body statistic test against an enemy in base contact. If successful, steal ✪ from your opponent. This model may move 3” away without incurring free strikes.
- Misdirection ✪🅕❶ - Make a free presence attack. You may not add stretch dice.
- Never Tell Me The Odds 🅢 - Enemies cannot add stretch dice when defending against this model’s next attack.
Masked Crusader
Heroic Star, 10 ratings
Description: Justice comes in many forms, but when due process fails to deliver, there’s just you. Anonymous behind your mask or an assumed identity, you are an avenging angel, dispensing righteous retribution to street thugs and criminal masterminds alike. But remember, great power must be used responsibly.
Examples: Nocturnal vigilantes, shadowy avengers, costumed patriots and caped custodians of justice and freedom.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 5 | 4 | 10 | 3 | 5 | 4 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Kapow! | 0” | +10 | Fast, 0 Health, Push 2” |
| Thunderpunch | 1” | +9 | 0 Health, Stunned |
| Wrist Launcher | 12” | +7 | 0 Health, Scared |
| Behind the Mask | 3” | +8 | 0 Health, Distracted |
Star Quality
- Slugfest ✪✪🅕 - Target all enemies within range with a Thunderpunch. Resolve a separate strike for each enemy.
Special Effects
- Aware 🅟 - This model can make fight attacks all round (360º) and never counts as having been attacked in the back zone. This model loses this special effect while Stunned.
- Bulletproof 🅟 - This model counts its Defence as +1 against all shoot and presence attacks.
- Changing Canon ✪🅢 - Choose one of the following: Golden Age – One enemy Extra in base contact receives the Captured status. Silver Age – Any allies in base contact may remove one status. Modern Age – One fight attack this turn inflicts -1 Health instead of the listed weapon effects.
- Inspirational 🅟 - Allies within 12” can reroll one die when defending against presence attacks.
Mysterious Stranger
Heroic Star, 10 ratings
Description: You’re a wanderer, drifting through worlds on the winds of time or the currents of space. Learned, compassionate and wise, you’re driven by a moral code to protect the innocent from evil, whatever its source. Like a storm, you arrive unexpectedly, sweeping the greedy, the unscrupulous and the malign before you, before moving on, restless and solitary.
Examples: Enigmatic eccentrics, itinerant monks, white wizards, and cryptic seers.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 4 | 10 | 5 | 4 | 5 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Melee Master | 0” | +8 | 0 Health, Weakened |
| Mystery Power | 2” | +7 | Spray, 0 Health, Immobilised |
| Cosmic Revelation | 6” | +9 | 0 Health, Scared |
| Legendary Intellect | 3” | +10 | 0 Health, Distracted |
Star Quality
- Deus Ex Machina ✪✪🅢 - Beam. All enemies touched by the template count their Defence at -1 for the rest of this turn.
Special Effects
- Guardian Angel 🅕❶ - When an ally suffers the effects of a strike, you may move this model to within 3” of that ally. This movement does not incur free strikes.
- Mind Tricks 🅟 - Perform any Difficulty 9 spell from any grimoire with a magic pool of 2 dice. You do not need to choose spells before play begins.
- One Day, I Shall Come Back... ✪🅢❶ - Roll 1D6. On a roll of 4+, this model recovers one Health, up to its starting Health value and may also remove the Dominated, Immobilised or Poisoned status.
- Personal Stake 🅟 - Choose an ally Extra at the start of the episode. This model adds 1” to their standard move action while that ally remains in play.
Secret Agent
Heroic Star, 10 ratings
Description: You’ve been stirred but rarely shaken in the service of your country. Ruthless, dedicated and licensed to kill, you have foiled global terrorists, megalomaniacs, and foreign powers. Sometimes suave, sometimes nondescript, you adopt guises appropriate to wherever you operate, from exotic locales to the rain-slicked backstreets of East Berlin.
Examples: Superspies, cold warriors, renegade operatives.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 5 | 5 | 10 | 3 | 4 | 4 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Nerve Pinch | 0” | +9 | 0 Health, Stunned |
| Explosive Gadget | 8” | +7 | Spray, 0 Health, On Fire |
| Silenced Pistol | 10” | +8 | -1 Health |
| Suave Comment | 3” | +7 | 0 Health, Distracted |
Star Quality
- Deep Cover ✪✪🅢❶ - Choose an enemy Extra within 12" of this model. Switch the models' locations.
Special Effects
- Bugged ✪🅕 - Until your cast is next on screen, this model gains any plot points spent by enemies for star qualities or special effects within 6”.
- Licence to Kill 🅟 - Gain ✪ for each enemy this model removes from play.
- Loner 🅟 - This model activates for free if it is more than 6” from any other model.
- Spycraft 🅟 - At the start of the game, set aside the Badge of Office, Grappling Hook and Lucky Cigarette Case. Whenever your cast claims an objective token, you may also claim one of these prop cards.
Daring Rebel
Heroic Co-Star, 6 ratings
Description: Always outnumbered and usually outgunned, you stand against oppression in all its forms: totalitarian empires, hideously mutated overlords, rigid military structures, even the state school system. From secret bases, platoon hideaways, the cab of a war rig, or a college library, you plan your righteous insurrection. What a lovely day for a little payback.
Examples: Dispossessed nobles, insubordinate soldiers, disenchanted law officers, defiant teens, crusading journalists.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 4 | 9 | 4 | 4 | 4 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Brawl | 0” | +8 | 0 Health, Weakened |
| Handgun | 12” | +7 | 2 Shots, -1 Health |
| Intense Negotiations | 3” | +8 | 0 Health, Distracted |
| Stall for Time | 6” | +8 | 0 Health, Immobilised |
Star Quality
- New Hope ✪🅟 - Stretch dice cannot be added to rolls defending against strikes made by this model, or to strikes made against this model, until the Daring Rebel is next on screen.
Special Effects
- Insurrectionist ✪🅕❶ - Place the Blast 3” template on this model. All models touched by the template may remove the Captured, Distracted or Stunned status.
- Leader 1 🅕 - Choose one ally within 6” that has not been activated this turn. The ally can be activated for no plot point cost.
- On the Run 🅟 - This model can add 1D6” of movement whenever it makes two consecutive move actions in a single turn.
- Strategist 🅟 - Enemy models within 6” of this model cannot use their Leader or Unit Leader special effects.
Everyman
Heroic Co-Star, 5 ratings
Description: It could happen to anyone…but it happened to you. An ordinary person caught up in extraordinary circumstances; your unremarkable, humdrum life has come to an end, interrupted by mad scientists with flash cars, aliens demolishing the planet, or your whole world being turned upside down. Just don’t panic about these stranger things…
Examples: Time-travelling teens, refugees in dressing gowns, roleplaying kids who find monsters are real.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 3 | 9 | 3 | 3 | 5 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Adrenaline Rush | 0” | +7 | Barrier, 0 Health, Push 1” |
| Hapless Throw | 6” | +7 | 0 Health, Stunned |
| Blind Panic | 3” | +8 | 0 Health, Distracted |
Star Quality
- Wrong Place, Wrong Time ✪❶ - Centre the Blast 5” template on this model. Any enemy touched by the template must pass a Mind statistic test. If they fail, they cannot target this model in their next turn.
Special Effects
- Duck! 🅟 - Whenever this model is the target of a successful strike, roll 1D6. On a roll of 5+, the effects of the strike are ignored.
- Lucky 🅟 - One ally in base contact with this model may reroll any one die this turn.
- Sink Or Swim 🅟 - For any failed strike against this model, gain ✪ or remove any status (except Infected) from this model.
- This Old Thing? - This Co-Star does not generate prop cards for your cast, but does gain one random maguffin before play begins. This maguffin can only be used by this Co-Star.
Final Girl
Heroic Co-Star, 6 ratings
Description: “Study hard and keep your knees together!” Your mother’s sage advice has served you well. You are smart, resourceful, and virginal - the arch nemesis of every high school vampire, escaped lunatic, freshman slasher, dream demon and predatory xenomorph. This is the night he’ll come home… and learn to regret it.
Examples: Teenage vampire killers, capable babysitters, ingenious dream warriors, tough space-tug pilots.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 9 | 4 | 4 | 4 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Desperate Scrap | 0” | +7 | 0 Health, Immobilised |
| Last Shot | 12” | +7 | Cannot Aim, Readied, -1 Health |
| Defiant Scream | 8” | +8 | 0 Health, Push 3” |
Star Quality
- Closet Healing ✪🅢 - When this model is at least 8” from an enemy model, it regains 1 Health, never exceeding the starting value.
Special Effects
- Home Alone 🅟 - This model activates for free if it is more than 6” from any ally model.
- Know Your Enemy 🅟 - When in base contact with an enemy Star or Co-Star, this model receives any plot points they spend on their star qualities, special effects or stretch rolls.
- Last Girl 🅟 - This model does not lose Health if it can pass a Spirit statistic test. No stretch dice may be added to this roll. When this model activates in the Finale, it gains one stretch die to physical strike rolls.
- No One Left Behind 🅕❶ - This model may remove the Captured, Immobilised or Scared status from an ally in base contact by rolling 4+ on 1D6.
Lone Survivor
Heroic Co-Star, 6 ratings
Description: Out where everything hurts, you travel the wastelands on foot or in the last of the supercharged interceptors. The world is in ruins and the survivors left grubbing in the dirt need a saviour, someone to deliver them from the raiders and cannibals, the mutants, and the new bloodsuckers. Just one person can make a difference.
Examples: Boys and their dogs, zombie-killing ex-cops, last people on earth, furious drivers in lawless futures.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 4 | 9 | 3 | 4 | 4 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Hooked Chain | 1” | +7 | 0 Health, Immobilised |
| Spiked Bat | 0” | +8 | -1 Health |
| Sawn-off Shotgun | 0” | +8 | Barrier, -1 Health |
| Unbridled Fury | 8” | +7 | 0 Health, Scared |
Star Quality
- Brutal Takedown ✪🅕❶ - This model may make a free Spiked Bat attack against any enemy in base contact suffering a status.
Special Effects
- Backpack Crafting 🅕❶ - This model may make a Mind statistic test. If successful, choose an ally within 6”. This turn, the first special effect or star quality with a ✪ cost the chosen model uses costs ✪ less.
- Doomsday Prepper 🅟 - During the prologue, select an item of scenery. When in base contact with this scenery, this model may reroll one defence die against any strikes.
- Last of Us 🅟 - Whenever this model would receive the Scared, Stunned or Weakened status, roll 1D6. On a roll of 4+, this model ignores that status.
- Wolf And Cub 🅟 - Before play begins, identify one ally Extra. If this model is within 4” of that ally, you gain ✪ immediately. If that ally is removed from play, you immediately lose half of your plot point pool (round up).
Loyal Sidekick
Heroic Co-Star, 5 ratings
Description: You might not be the dynamic one in your duo, but your constancy is never in question. Staunchly loyal, you’d put yourself in harm’s way for your partner, and even take a bullet if that’s what’s required. You’ll see your companion through to the end of the journey, pull your friend from the flames, and be there for the uncovering of every clue. Hurry up, the game’s afoot.
Examples: Attendants to great detectives, steadfast halflings, diminutive partners to adventuring archaeologists, time-travelling companions.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 3 | 9 | 3 | 4 | 4 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Flurry of Blows | 0” | +8 | 0 Health, Weakened, Push 2” |
| Handgun OR | 12” | +6 | 2 Shots, -1 Health, |
| Throwing Knives | 6” | +6 | 2 Shots, 0 Health, Immobilised |
| Leave Them Alone! | 4” | +7 | 0 Health, Distracted |
Star Quality
- In A Tight Corner ✪🅟 - If this model is in base contact with its boss model, it can make two fight attacks this turn.
Special Effects
- Anachronism - If your cast chose the Fantasy genre for this episode, you may not use the Handgun attacks for this profile.
- Faithful To The Last 🅟 - If this model’s nominated boss is subject to a successful strike, you can choose to deflect the effects of the strike onto this model if it is within 6” of the boss model.
- Sidekick 🅟 - Specify one ally to be boss When the specified boss is activated, this model can activate for free if it is within 6”. A boss can only have one sidekick.
- Teamwork 🅟 - When this model activates, choose two ally Extras within 6”. Those allies can reroll one die this turn.
Mythic Champion
Heroic Co-Star, 6 ratings
Description: Stepping from the mists of legend, you are a warrior of repute, a bearer of arcane talismans, a wielder of weapons miraculous. Blessed or cursed by your deities, you rise above the limits of mere mortals, sailing through clashing rocks to vanquish chimerical beasts and corrupt kings. Ready your knights for battle and let slip the dogs of war!
Examples: Classical heroes, legendary monarchs, warrior royalty.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 3 | 9 | 3 | 4 | 4 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Bull Rush | 0” | +8 | 0 Health, Push 2” |
| Flashing Blade | 0” | +8 | -1 Health |
| Javelin | 8” | +6 | Deadly vs Mount, -1 Health |
| Titan’s Wrath | 6” | +7 | 0 Health, Scared |
Star Quality
- Divine Onslaught ✪🅢❶ - Barrier. All allies touched by the template may add the Stunned status weapon effect to any fight attacks this turn.
Special Effects
- Brave 🅟 - This model never receives the Scared status. This model counts its strike as +1 against enemies with Scared weapon effects.
- Face Me, Coward! 🅢 - Choose an enemy within 6” to make an opposed Spirit statistic test. If the enemy fails, you may change its facing.
- Fight Back 🅟❶ - After this model has been the target of a fight attack, it can make a fight attack against that enemy, if that enemy is in range of that attack.
- Infamous 🅟 - Reroll one die when making presence attacks against enemies facing in this model's front zone.
Quirky Investigator
Heroic Co-Star, 6 ratings
Description: If it’s not elementary, it’s going be messy, a patchwork of blood and bullets and booze leading right up to a big front door and an even bigger smile. You’ll follow the clues, keeping an open mind, walking mean streets without becoming mean yourself. And even when you’ve nailed the perp, there might just be one more thing before the big sleep, sweetheart.
Examples: Great detectives, hard-boiled gumshoes, eccentric police officers, amateur sleuths, investigative journalists, meddling kids.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 9 | 4 | 3 | 4 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Cane | 1” | +7 | 0 Health, Weakened |
| Revolver | 10” | +6 | Deadly, -1 Health |
| Idiosyncratic Habits | 6” | +8 | 0 Health, Distracted |
| Reverse Psychology | 0” | +8 | 0 Health, Immobilised |
Star Quality
- Whodunnit? ✪🅢 - In the prologue, your enemy secretly nominates a guilty model of at least 3 ratings. During play, choose an enemy in base contact with this model. If it is the guilty model, immediately remove it from play and gain 1D3+1 plot points. If the guilty model is removed from play by other means, gain ✪✪.
Special Effects
- Mind Palace 🅟 - If this model ends its activation within 3” of an enemy Star or Co-Star, the enemy model must make an opposed Mind statistic test against this model. If the enemy fails, they lose ✪.
- Multitask ✪🅕 - This model can make a third action this turn, as long as it does not repeat the same action type (move, strike, special) twice.
- Parry 🅟 - If this model is the target of a fight attack, you can make the enemy reroll one die. This model never suffers free strikes.
- Spot Clue 🅕 - This model may move 8” if that move action will bring it into base contact with an objective token or maguffin.
Wise Mentor
Heroic Co-Star, 7 ratings
Description: The years weigh heavy, but they have brought wisdom and understanding. You recognise the dangers of youthful impetuousness and you’re there to guide the next generation of heroes to stand against whatever evil raises its ugly head. But you begin their training simply: fight without seeing, catch the fly, do not despair. You might even get your car polished, too.
Examples: Watchful librarians, reflective old knights, telepathic caretakers, sensei, grey wizards.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 9 | 3 | 3 | 5 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Bo Staff | 1” | +6 | Fast, 0 Health, Stunned |
| Moral High Ground | 5” | +8 | 0 Health, Weakened |
| Stern Rebuke | 3” | +8 | 0 Health, Distracted |
Star Quality
- Sage Advice ✪🅢❶ - Centre the Blast 3” template on this model. All allies touched by the template may remove the Immobilised, Scared and Weakened statuses.
Special Effects
- Inspirational 🅟 - Allies within 12” can reroll one die when defending against presence attacks.
- Magic User (2) 🅟 - This model may choose any spells from The Book of Four Winds and The Book of Stones.
- Spiritual Fortitude 🅢❶ - If this model is the target of a fight attack, you can make your opponent reroll one die. This model never suffers from free strikes.
- Teachable Moment ✪🅟 - Before you draw a script card, you may pay ✪ to have this model make a Mind statistic test. If successful, you may choose to look at the top three cards and return them in any order. Once per act.
Corrupt Authority
Villainous Star, 10 ratings
Description: With power comes opportunity. So maybe it’s time to make a little bit on the side, to fill your own coffers for a change, to cream a little off the top. And if anyone stands in your way, well, it’s time to exercise that power. You can have them locked up, or disappeared, or make a public example of them. Absolute power corrupts absolutely, so who needs an excuse?
Examples: Immoral politicians, dishonest cops, cult leaders, soulless dictators.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 4 | 10 | 4 | 4 | 5 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Letter Opener | 0” | +8 | 0 Health, Immobilised |
| Chekov’s Gun | 8” | +7 | -1 Health, Unreliable |
| Smear Campaign | 10” | +9 | 0 Health, Stunned |
| Soapbox Rhetoric | 0” | +8 | Barrier, 0 Health, Distracted |
Star Quality
- Demagogue ✪✪🅢 - All allies within 6” of this model can make an immediate presence attack as a free action.
Special Effects
- Above The Law 🅟 - This model can make both fight and shoot attacks in the same activation.
- Plausible Deniability 🅟 - This model gains ✪ whenever an ally fails any roll within 8”.
- Power Behind The Throne 🅟 - When within 6" of this model, ally Unit Leader and Leader special effects are extended by 3".
- Slippery Customer 🅕 - When defending against a fight attack, this model can move 1” back from an enemy without incurring the weapon effects or a free strike.
Dark Shadow
Villainous Star, 12 ratings
Description: Light offends you. Glade and grassland, rock and river, stone and sea, all must fall to darkness. You are ancient evil personified. Driven by an obscure but doubtless terrible purpose, you lay waste to the land, enslave its peoples, and spawn horrors to do your bidding. Strike! Strike now and cover the land in shadow.
Examples: Fallen angels, king vampires, ancient evils, spectral demigods.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 4 | 10 | 5 | 3 | 5 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Necrotic Touch | 0” | +7 | 0 Health, Infected |
| Chain Lightning | 0” | +7 | Beam, 0 Health, Stunned |
| Piercing Eye | 12” | +10 | 0 Health, Immobilised |
| Unholy Whispers | 6” | +9 | 0 Health, Dominated |
Star Quality
- Puppet Master ✪✪🅢 - Choose three allies within 8” that have not activated this turn. The chosen models can activate for free this turn and may use their own Leader or Unit Leader special effects at no cost.
Special Effects
- Magic User (3) 🅟 - This model may choose any spells from The Book of Fire and Flame, The Book of Stones or The Book of Fifty Fathoms.
- Shadow Form 🅕❶ - This model becomes intangible until the end of your turn. While intangible, it moves through scenery, obstacles, and other models. It is unaffected by Block and cannot be the target of physical strikes.
- Unyielding Evil 🅟 - If an enemy model enters base contact with this model, they are classed as disadvantaged.
- Infected (Zombie) - After an Infected enemy reaches 0 Health, you must roll 1D6 in every end phase. On a roll of 1, remove the Infected status and replace the fallen model with a standing Zombie model, who joins your cast.
Evil Overlord
Villainous Star, 10 ratings
Description: The world is your plaything. Bombard it with flaming hail, unleash nuclear fire upon its unsuspecting peoples, conquer humanity and use it to sustain your own ghastly appetites – or not. The choice is yours. Perhaps you’d prefer to rule the people and extend their agonies in their servitude to you. Have them fall on their sword. Execute them. Or are you being too kind?
Examples: Otherworldy conquerors, egocentric AIs, alien masters, malicious rulers.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 5 | 4 | 10 | 4 | 4 | 4 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Wicked Blade | 0” | +8 | -1 Health, On Fire |
| Spectral Grip | 6” | +8 | 0 Health, Immobilised |
| Imperious Temper | 6” | +8 | 0 Health, Scared |
Star Quality
- Command & Conquer ✪✪🅕 - Centre the Blast 5” template on this model. This turn, the Evil Overlord may use the star qualities and special effects of any model touched by the template.
Special Effects
- Fearful Reverence 🅟 - No enemy within 6” may benefit from the Unit Leader or Leader special effects until this model is next on screen.
- Imperial March 🅢 - Move into base contact with any ally within 2”. Repeat this until you choose to stop.
- Magic User (1) 🅟 - This model may choose any spells from The Book of Fire and Flame.
- Ruthless 🅟 - This model can never receive the Distracted or Dominated statuses. It is never subject to risky shots.
Great Monstrosity
Villainous Star, 11 ratings
Description: You may rise from the deeps to drive humanity mad, tread the glittering cities of earth beneath colossal feet, or surge from darkling skies to lay waste to village and castle alike. Whatever the case, you are a monster, a great engine of destruction impelled by a wanton desire to annihilate humanity. This time, it’ll be war, until even death itself has died.
Examples: Eldritch terrors, chitinous alien queens, marauding dragons and their kin, titanic creatures from the depths, rancorous dungeon dwellers.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 4 | 10 | 3 | 5 | 5 | 4 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Dreadful Maw | 0” | +9 | -1 Health |
| Tail Lash | 2” | +10 | 0 Health, Push 4” |
| Breath Weapon | 0” | +7 | Teardrop, 0 Health, On Fire |
| Ear-Splitting Screech | 8” | +8 | 0 Health, Scared |
Star Quality
- Kaiju ✪✪🅢 - Until the start of your next turn this model grows to a massive size. It gains +2 to all strikes, but enemies gain one stretch dice when making a physical strike against it.
Special Effects
- Broodlings ✪🅢❶ - Roll 1D3+1 and place that many Mutated Vermin within 3” of this model. These models can activate for free, but are removed from play at the end of your turn.
- Large 🅟 - Enemies gain one stretch die when making a physical strike against a Large model.
- Monstrous Hoard 🅕 - You may exchange two objective tokens or two prop cards for either the Ring of Power or Xenos Egg maguffins.
- Venomous 🅢 - This model may roll 1D6 after making a fight attack. On a roll of 5+, the chosen attack also applies the Poisoned status in addition to the usual weapon effect.
Kingpin
Villainous Star, 10 ratings
Description: The city is your turf, and the gangs answer to you and you alone. You’re the architect of protection rackets, numbers games, drug rings, money laundering, and making sure the DA gets paid off on time. And if someone gets in your way, you make them an offer they can’t refuse – unless they wanna sleep wid the fishes.
Examples: Mafia dons, cancerous chemists, cocaine smugglers, drug barons.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 5 | 4 | 10 | 4 | 4 | 4 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Meaty Fist | 0” | +9 | 0 Health, Weakened |
| Automatic Pistol | 12” | +8 | -1 Health |
| Blackmail | 0” | +8 | 0 Health, Immobilised |
| Do I Amuse You? | 6” | +8 | 0 Health, Scared |
Star Quality
- An Offer You Can’t Refuse ✪✪🅢 - Make one free action with two enemy Extras.
Special Effects
- Badda-Bing 🅟 - Any enemies within 6”, targeted by this model’s shoot attacks are disadvantaged.
- Greed Is Good ✪🅢 - Move an objective token or the maguffin 6” toward this model.
- Marching Powder 🅕❶ - This model gains an additional action this turn, but first receives the Distracted status.
- Sleeping With The Fishes 🅟 - If this model removes an enemy from play, one of your allies within 4” of this model may remove one status.
Mastermind
Villainous Star, 10 ratings
Description: Stupidity. The essence of humanity. How easy it is to plot and plan around their dim imaginings. You’re subtle, insidious, the Napoleon of crime – if Napoleon had won at Waterloo. You can topple governments, engineer the rise and fall of empires, break the bold and compromise the moral. Intuitive improvisation is the key to your genius.
Examples: Supervillains, over-reaching industrialists, arch criminals, alien schemers.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 4 | 10 | 5 | 3 | 4 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Shocking Grasp | 0” | +6 | 0 Health, Stunned |
| Platinum Pistol | 10” | +6 | 2 Shots, -1 Health |
| Chilling Monologue | 3” | +9 | 0 Health, Immobilised |
| Two Steps Ahead | 6” | +10 | 0 Health, Weakened |
Star Quality
- Endless Subordinates ✪✪🅕 - Choose an ally Extra of 2 ratings or less that has been removed from play. Your opponent returns the chosen model to play under your control within 8” of any of your models.
Special Effects
- Insane Confidence 🅟 - All of the models in your cast can count their Spirit as +1. If your cast becomes axed, all of the models in your cast must count their Spirit as -1.
- Partners In Crime 🅢❶ - If this model is within 6” of any ally Co-Star, these models (including the Mastermind) each gain one stretch die to Defence rolls.
- Plan B 🅟 - Whenever an enemy uses a special effect or star quality with a plot point cost within 8”, you gain that many ✪.
- Prop - This model adds one additional prop card to your prop store.
Sadistic Slasher
Villainous Star, 10 ratings
Description: Tonight, you’re coming home. The date and time are right for a bloody anniversary. No prison can hold you. Nor the state sanitarium. Not even death itself. You’ll stalk those pretty young things one by one through college corridors and sewer tunnels, around rambling houses and sleepaway camps. Tonight, they’ll all float… face down.
Examples: Masked maniacs, psychotic killers, dream demons, evil entities, tiny terrors, self-reflective slashers, scarred punishers.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 5 | 2 | 10 | 3 | 5 | 5 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Bloody Cleave | 0” | +9 | Deadly, -1 Health |
| Strangle | 0” | +10 | 0 Health, Weakened |
| Jump Scare | 0” | +7 | Barrier, 0 Health, Scared |
| Killer Stare | 6” | +8 | 0 Health, Immobilised |
Star Quality
- Slaughterhouse ✪✪🅢 - Beam. Make an attack against up to three enemies touched by the template, then move this model anywhere within the template.
Special Effects
- Back For The Sequel 🅟 - After this model is reduced to 0 Health, roll 1D6 in each of your End phases. On a roll of 5+, return this model to play on the nearest playing area edge with 1 Health, and award your opponent ✪. One return to play per scene.
- Final Destination 🅢 - If this model is not in the line of sight of any enemy, it may relocate up to 12” away, as long as it is placed at least 6” away from any enemy.
- Nightmare Fuel 🅟 - This model can never receive the Scared status. This model gains two stretch dice defending against presence attacks.
- ‘What Was That?!’ ✪🅢 - Place the Blast 5” template within 6” of this model. Any enemy touched by the template must be turned to face the centre of the template.
Warmonger
Villainous Star, 10 ratings
Description: The land is rightfully yours. Its people are dull-witted, barbarous, unfit to govern themselves. You’ll be delivering them from their own ignorance. Oh, they’ll resist of course – at least at first, but you can be persuasive. They’ll accept you in the end. Your armies, tanks, warplanes, and ruthless efficiency will see to that. Prepare for glory!
Examples: Arms dealers, dictators, egocentric officers, ideologues, imperialist, nationalists.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 5 | 4 | 10 | 3 | 4 | 5 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Whip | 2” | +10 | Unwieldy, 0 Health, Captured |
| Antique Pistol | 10” | +8 | Unreliable, -1 Health |
| Firing Squad | 4” | +7 | Spray, -1 Health |
| Cry Havoc! | 6” | +8 | 0 Health, Distracted |
Star Quality
- Bloody Conquest ✪✪🅢 - Make separate Antique Pistol strikes against up to 3 enemies within 4” that are suffering a status.
Special Effects
- Capture The Flag 🅟 - When this model collects an objective token, it gains a prop card if it can pass a Mind statistic test.
- Leader 1 🅕 - Choose one ally within 6” that has not been activated this turn. The ally can be activated for no plot point cost.
- Sound Off 🅟❶ - Any ally passing a Spirit statistic test within 6” of this model may remove one status per turn.
- Whites Of Their Eyes 🅟 - Allies within 8” making a shoot attack may reroll one strike die, if their target is within 4”.
Career Criminal
Villainous Co-Star, 6 ratings
Description: Only fools punch the clock. The whole blue-collar, working stiff, nine-to-five routine ain’t for you. You take your opportunities – and anything else – where you can find them, usually on the other side of the law. Crime’s given you a good living for a lot of years, not like those other poor saps. Hell, you can even afford to buy a cop a cup of coffee.
Examples: Gangsters, hoodlums, dangerous dames, criminal couples, heist crew.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 4 | 9 | 3 | 3 | 3 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Switchblade | 0” | +7 | Fast, Weakened |
| Pearl-handled Pistol OR | 12” | +7 | -1 Health |
| Tommy Gun | 8” | +7 | Spray, -1 Health |
| Death Threat | 4” | +6 | 0 Health, Scared |
Star Quality
- Public Enemy ✪🅕❶ - Centre the Blast 5” template on this model. As a free move action, this model may move 1” for each enemy touched by the template. This move does not incur free strikes.
Special Effects
- Blow the Bloody Doors Off ✪🅢 - Barrier. Remove any obstacle that is touched by the template. The area under the template is now rough ground.
- Fight Back 🅟❶ - After this model has been the target of a fight attack, it can make a fight attack against that enemy, if that enemy is in range of that attack.
- Protection Racket 🅟❶ - Any plot points spent by enemies defending against this model are awarded to your cast, unless they can pass a Spirit statistic test.
- Sleight Of Hand 🅟 - On your first turn of each act, look at the top two cards of the current act’s script deck, and put them back in any order.
Cruel Bully
Villainous Co-Star, 5 ratings
Description: The decisive application of fear is your speciality. Pick on the weak and the vulnerable. Do it long enough and anybody’ll give you what you want. Lunch money? Give the kid a bloody nose. A new romance novel? Hobble the guy. Don’t like the weird kid? Just wait ’til the school prom. Hey! Wake up. It’s time to die.
Examples: High school tormenters, spiteful prom queens, deranged care-givers, heavy-handed thugs.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 3 | 9 | 3 | 4 | 3 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Blunt Object | 0” | +8 | 0 Health, Stunned |
| Mean Right Hook | 1” | +8 | 0 Health, Weakened |
| Humiliate | 3” | +6 | 0 Health, Immobilised |
Star Quality
- Beatdown ✪🅢❶ - This model may make a Mean Right Hook attack against all models in base contact.
Special Effects
- Beat It, Loser! 🅟 - Immediately gain ✪ for each enemy this model removes from play.
- Give Me That! ✪❶ - Whenever your opponent discards a prop card, this model can make a Body statistic test. If successful, you may add that prop to your prop store.
- Never To Blame 🅢❶ - If this model suffers a successful strike, it may choose to apply that to an ally Extra within 6” and gain ✪.
- Torment ✪🅟 - Nominate one enemy model. This turn, the Cruel Bully and any allies within 3”of this model gain one stretch die on their first strike against the nominated enemy.
Mad Scientist
Villainous Co-Star, 6 ratings
Description: Ethics are an excuse for those without imagination. The world is your Petri dish; it’s time to free yourself from petty morality. Raise the dead! Transform the beasts! Inject those chemicals! And release that virus! It’s all in the name of science, and science should suffer no boundaries. Onwards to utopia!
Examples: Corpse-stitchers, callous vivisectionists, self-experimenters, naïve eccentrics.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 2 | 9 | 5 | 3 | 3 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Test Tube Smash | 1” | +7 | 0 Health, Poisoned |
| Experimental Firearm | 10” | +6 | 2 Shots, 0 Health, On Fire |
| Deranged Laughter | 6” | +7 | 0 Health, Distracted, Push 2” |
| Hypno Helmet | 0” | +7 | 0 Health, Dominated |
Star Quality
- It’s Alive!!! ✪🅢❶ - Roll 1D3+1 and place that many Zombies within 3” of this model. These models can activate for free, but are removed from play at the end of your turn.
Special Effects
- Ethics Violation ✪🅟❶ - After successfully hitting an enemy with a Test Tube Smash attack, the affected enemy must make a Body statistic test. If the enemy fails, they lose -1 Health and the Poisoned status remains.
- Prop - This model adds one additional prop card to your prop store.
- Surrounded By Idiots 🅟 - This model can add +1 to statistic tests and presence attack strikes when within 3” of any allies.
- Working Hypothesis 🅟❶ - This model can reroll one die per turn.
Red Right Hand
Villainous Co-Star, 6 ratings
Description: You don’t think, which makes doing the unthinkable easy. That’s why your boss trusts you. You are their instrument: subtle as a scalpel, blunt as a hammer, whatever they need. Unprincipled, vicious, and intimidating, you are unwavering in your devotion and unflinching in your obedience. What is thy bidding, master?
Examples: Criminal enforcers, hulking henchmen, cold-hearted torturers, evil knights.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 4 | 9 | 3 | 4 | 3 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Outlandish Weapon | 0” | +8 | Fast, -1 Health |
| Rend | 0” | +9 | 0 Health, Weakened |
| Envenomed Crossbow | 18” | +8 | Readied, 0 Health, Poisoned |
Star Quality
- Hat In The Ring ✪🅕❶ - Centre the Blast 3” template on this model. This model may make a free Outlandish Weapon attack against enemies touched by the template.
Special Effects
- Implacable 🅟 - This model can never receive the Scared or Dominated statuses. This model gains a stretch die to Defence against presence attacks.
- Signature Move 🅢❶ - Choose one of the following: Crush - All models in base contact are disadvantaged this turn. Power Throw - One enemy in base contact suffers a Push 3”. Roundhouse - 1D3 models in base contact are knocked down.
- Vanish ✪🅢 - Move this model 12” away without suffering free strikes. The effect can only be used as this model’s first action, and using it ends this model’s activation.
Robber Baron
Villainous Co-Star, 6 ratings
Description: The key to enjoying one’s wealth is to never run out of other people’s money. So, you squeeze and squeeze and bleed the people dry. Tax the smallfolk! Cut corners whenever you can; if the job’s too dangerous, you can always find other workers; strip-mine the planet. And watch the money fill your coffers. He who controls the flow of money, controls the world.
Examples: Feudal lords, greedy landowners, crooked capitalists, insidious industrialists, floating aristocrats.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 4 | 9 | 4 | 3 | 3 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Gold-Topped Cane | 1” | +7 | 0 Health, Stunned |
| Diamond-Inlaid Derringer | 6” | +7 | Deadly, -1 Health |
| GET BACK TO WORK! | 8” | +7 | 0 Health, Push 3” |
Star Quality
- Cutthroat Industry ✪🅟❶ - If an enemy moves within 3” of an objective token or maguffin, move the closest ally Extra into base contact with the rear zone of that enemy and make a free strike.
Special Effects
- Authority Figure 🅢 - No enemy within 6” may benefit from Unit Leader or Leader special effect until this model is next on screen.
- Hasty Construction 🅢 - Beam. This new ‘structure’ blocks line of sight until your cast is next on screen. Only one structure can be in play per turn.
- Urgent Business ✪🅢 - This model cannot move, attack or be attacked until it is next on screen, but receives the Distracted status.
- You’re Fired! 🅢 - Remove a single ally Extra within 6” from play. Gain 1D3+1 plot points.
Ruthless Nemesis
Villainous Co-Star, 6 ratings
Description: You don’t negotiate. You can’t be persuaded or bought off. You don’t feel compassion or guilt. And you’ll never stop until you’ve found your quarry. And when you do, then there’ll be a reckoning. Whether or not your prey is innocent, or good, or a pillar of the community is no concern of yours. All you need to remember is to stay on target.
Examples: Tireless bounty hunters, implacable cyborgs, pitiless machines, alien predators.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 4 | 9 | 3 | 4 | 3 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Coup De Grace | 0” | +8 | Deadly vs Knocked down, -1 Health |
| Signature Pistol | 12” | +7 | -1 Health |
| Throwing Knife | 8” | +7 | 2 Shots, 0 Health, Immobilised |
| Steely Glare | 4” | +6 | 0 Health, Distracted |
Star Quality
- Vendetta ✪🅕❶ - Place this model into base contact with an enemy Star or Co-Star within 8”. This does not trigger free strikes. These two models can only target each other until your cast is next on screen.
Special Effects
- Grim Satisfaction 🅟 - For each enemy reduced to 0 Health within 6” of this model, gain ✪.
- I Work Alone 🅕❶ - Centre the Blast 3” template on this model. All allies touched by the template are moved to its edge. This does not incur free strikes. This model gains +1 to their physical strike rolls this turn.
- On The Hunt 🅕❶ - Whenever an enemy completes a move action, you may move this model 3” toward that enemy. This movement does not trigger free strikes.
- Run Them Down 🅟 - If this model gains a free strike as a result of a charge attack, add +1 to their strike roll.
Sinister Mystic
Villainous Co-Star, 7 ratings
Description: May Day. Gather your coven. Anoint your knife. Prepare the sacrifice for the sabbat. Let the Goat of Mendes rise! Or usher the virgin into the great wicker cage, strike the flame, set the giant alight! Or else betray all that you have served for a share of shadow and dark power. Let monkeys take flight!
Examples: Satanic cult leaders, evil sorcerers, treacherous wizards, cackling witches.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 2 | 3 | 8 | 4 | 3 | 4 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Ornate Staff | 1” | +5 | 0 Health, Weakened |
| Eldritch Bolt | 8” | +7 | -1 Health, Push 2” |
| Shocking Chain | 0” | +7 | Beam, 0 Health, Immobilised |
| Evil Incantation | 3” | +8 | 0 Health, Scared |
Star Quality
- Forbidden Ritual ✪🅢❶ - Centre the Blast 3” template on this model. Allies touched by the template receive the Weakened status. For every ally weakened in this way, apply the On Fire status to an equal number of enemies within 6”.
Special Effects
- Counter Spell ✪🅕❶ - When this model is the target of a successful shoot attack, or spell, it may make an immediate Eldritch Bolt attack once it has received the effects of the enemy strike.
- Magic User (3) 🅟 - This model may choose any spells from The Book of Fire and Flame and The Book of Fifty Fathoms.
- Telekinesis 🅢 - Place the Blast 3” template within 8” of this model. Move any single model or obstacle that is completely covered by the template up to 4” in any direction.
Unstoppable Beast
Villainous Co-Star, 6 ratings
Description: Unleashed, you are a creature of primal power, running wild in the streets and rampaging at the head of a trail of destruction. You may beat your chest, howl at the moon, or stalk your prey with infinite patience, but you always pursue your quarry relentlessly, a savage predator with the scent of blood in your nostrils.
Examples: Mighty apes, killer sharks, jerry-built corpses, relentless aliens.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 3 | 9 | 2 | 4 | 3 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Maul | 0” | +8 | -1 Health, Knocked down |
| Smash | 0” | +9 | 0 Health, Stunned |
| Rip Up & Throw | 8” | +7 | 0 Health, Immobilised |
| Bestial Roar | 6” | +7 | 0 Health, Scared |
Star Quality
- Rampage ✪🅕❶ - Barrier. Remove any obstacle that is touched by the template and gain a free Rip Up & Throw attack.
Special Effects
- Animal Instincts 🅟 - This model activates for free if it can pass a Mind statistic test. It is always disadvantaged against presence attacks.
- Man's Red Fire 🅟 - This model may not move closer than 3" to an On Fire status token. If this model receives the On Fire status, it may not use the Regenerate special effect.
- Regenerate ✪🅕❶ - Roll 1D6. On a roll of 4+, this model recovers one Health, up to its starting Health value.
- Territorial 🅟 - This model gains +1 Defence vs physical strikes if it is in base contact with any item of scenery 4” or larger in any dimension. It is never affected by rough ground.
Agent
Neutral Extra, 3 ratings
Dressed in a sensible suit and discreetly armed, the Agent serves their country as an intelligence operative, security advisor or sanctioned assassin.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 4 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Brawl | 0” | +6 | 0 Health, Weakened |
| High Calibre Handgun | 12” | +7 | Deadly, -1 Health |
| Flash The Badge | 6” | +7 | 0 Health, Captured |
Special Effects
- Brave 🅟 - This model never receives the Scared status. This model counts its strike as +1 against enemies with Scared status weapon effects.
- Jurisdiction Friction ✪🅟 - This model can extend the range of an ally’s Unit Leader special effect by 6” for this turn.
- Unit Leader ✪🅕❶ - Choose any number of allies in the Law Enforcement or Security Detail unit within 6” that have not activated this turn. These allies can activate for free this turn.
Alien Invader
Villainous Extra, 2 ratings (or 5 For 3 Models)
Be they inquisitive greys, killer robots or lizards hiding in human form, they all want to rule our world and harvest its precious resources!
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 3 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Abduct | 0” | +6 | 0 Health, Immobilised |
| Ray Gun | 12” | +6 | 0 Health, On Fire |
| Unearthly Hullooo | 8” | +6 | 0 Health, Distracted |
Special Effects
- Death Ray 🅢 - Barrier. Pass a Mind statistic test to remove any obstacle that will fit under the Barrier template.
- Inhuman 🅟 - In your end phase, this model can automatically remove one of its statuses. This model cannot recover Health using the Medic special effect.
- Landing Party 🅟 - Only pay 7 ratings for a Shuttlecraft if you have this vehicle in your cast.
- Strength In Numbers 🅟 - This model can count their fight strike roll as +1 if the enemy target is in base contact with an ally with this special effect.
Assassin
Villainous Extra, 4 ratings
A dagger in the dark, a droplet of poison – murder is an art, and these shadowy killers have perfected it.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 4 | 8 | 3 | 3 | 3 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Assassin’s Touch | 0” | +8 | Deadly, 0 Health, Poisoned |
| Garotte | 0” | +7 | -1 Health, Immobilised |
| Throwing Knife | 6” | +7 | 2 Shots, 0 Health, Immobilised |
Special Effects
- Backstabber 🅟 - When attacking an enemy in their back zone, this model gains one stretch die to strike rolls.
- Hide 🅟 - If this model has a bonus from soft cover, hard cover or obstacles, then enemies making shoot attacks against this model automatically miss if the distance is more than half the attack’s range.
- On the Hunt 🅕❶ - Whenever an enemy completes a move action, you may move this model 3” toward that enemy. This movement does not trigger free strikes.
- Vanish ✪🅢 - Place this model 12” away without suffering free strikes. The effect can only be used as this model’s first action, and using it ends this model’s activation.
Brutish Footsoldier
Neutral Extra, 2 ratings
These heavy troops are the backbone of many a fighting force. Whether swearing loyalty to their clan, or serving a more sinister overlord, they are brutal adversaries.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 3 | 8 | 2 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Shield Shove | 0” | +7 | 0 Health, Push 2” |
| Vicious Blade | 0” | +7 | -1 Health |
Special Effects
- Brutish 🅟 - This model can move through enemy models. Move these models 1” out of the way of this model. All such movements are considered to be pushes.
- Run Them Down 🅟 - If this model gains a free strike as a result of a charge attack, add +1 to the strike roll.
- Shield 🅟 - Whenever this model’s front zone is the target of a successful strike, roll 1D6. On a roll of 5+, the effects of the strike are ignored.
Bystander
Neutral Extra, 1 ratings (or 2 For 3 Models)
From shoppers at the mall to concertgoer, bank robbery hostage or alien refugee, the Bystander’s role is to gawp, scream and run for the nearest exit.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 2 | 2 | 7 | 3 | 2 | 4 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Minimal Resistance | 0” | +4 | 0 Health, Weakened |
| Panic! | 8” | +5 | 0 Health, Distracted |
Special Effects
- Block 🅟 - Enemies moving to within 1” of this model must either end their movement or move into base contact with this model. This model cannot block if it is knocked down, Stunned or Captured.
Comic Relief
Neutral Extra, 1 ratings
Sometimes clumsy, often confused, this hapless ne’er-do-well always seems to do the wrong thing at the right time. Even a pratfall can sometimes save the day.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 2 | 1 | 7 | 3 | 2 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Lucky Punch | 0” | +4 | 0 Health, Weakened |
| Pratfall | 12” | +8 | 0 Health, Distracted |
Special Effects
- Bumbling Buffoon 🅟 - Before moving, this model must pass a Mind statistic test. If successful, it may move normally and gain ✪. However, if the test is failed it may only move 3”.
- Everyone Hates a Clown 🅟 - Any enemy making a shoot attack against a model within 6” of this model must pass a Mind statistic test. Enemies that fail must target this model instead.
- Miraculous Escape ✪🅟 - This model can ignore the effects of any strike it has just suffered if it can roll 3+ on 1D6.
- Unique - You can only have one model with this profile name in your cast.
Commander
Neutral Extra, 3 ratings
These skilled tacticians are trained leaders who shape the ebb and flow of battle, knowing the human cost of every decision.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 3 | 3 | 4 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Baton | 0” | +7 | 0 Health, Stunned |
| Blaster OR | 16” | +6 | Deadly, -1 Health |
| Handgun | 12” | +6 | 2 Shots, -1 Health |
| Cunning Tactics | 6” | +7 | 0 Health, Distracted |
Special Effects
- Military Training 🅟 - When this model makes a strike, it can choose to add +1 to its strike roll for every ✪ spent, instead of rolling the stretch dice.
- Unit Leader ✪🅕❶ - Choose any number of allies in the Invasion Force or Rebel Faction unit within 6” that have not activated this turn. These allies can activate for free this turn.
Cop
Heroic Extra, 2 ratings
Either pounding a beat down the mean streets of the big city or protecting the wild frontier, a lawman is sworn to protect and serve.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 3 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Handcuffs | 0” | +5 | 0 Health, Captured |
| Truncheon | 0” | +7 | 0 Health, Stunned |
| Handgun | 12” | +6 | 2 Shots, -1 Health |
| Arresting Manner | 3” | +6 | 0 Health, Immobilised |
Special Effects
- Anachronism - If your cast chose the Fantasy genre for this episode, you may not use the Handgun attacks for this profile.
- Block 🅟 - Enemies moving to within 1” of this model must either end their movement or move into base contact with this model. This model cannot block if it is knocked down, Stunned or Captured.
- Crowd Control ✪🅕❶ - Place the Blast 5” template anywhere on the playing area. Each ally, of 2 ratings or less, that has not activated this turn and is touched by the template can activate for free this turn.
- Protect & Serve 🅟 - While it is within 6” of at least two Protect & Serve allies, this model gains one stretch die to presence strike rolls.
Cultist
Villainous Extra, 2 ratings (or 5 For 3 Models)
The Cultist’s faith will sustain them through hardship on the march toward their god. The unbeliever will be converted or sacrificed - either is a fitting tribute to their foul pantheon.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 2 | 7 | 3 | 3 | 4 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Ritual Blade | 0” | +6 | -1 Health, Poisoned |
| Chilling Chant | 6” | +7 | 0 Health, Distracted |
Special Effects
- Fanatic 🅟 - This model adds +1 to their fight rolls against models in base contact with another Cultist with this special effect.
- Sacrifice 🅕❶ - You can choose to remove this model from play to gain ✪✪✪ at the end of its activation.
Cursed Creature
Villainous Extra, 1 ratings
Infected with a supernatural bite or unknown parasite, these tormented souls find their humanity ebbing away as they transform into... something else.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 2 | 8 | 2 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Maul | 0” | +7 | 0 Health, Knocked down |
| Rabid Fury | 0” | +6 | 0 Health, Poisoned |
Special Effects
- Ferocious 🅕❶ - This model may make a free fight attack against a single enemy with the Weakened status within its fight range.
- Inhuman 🅟 - In your end phase, this model can automatically remove one of its statuses. This model cannot recover Health using the Medic special effect.
Daredevil
Neutral Extra, 2 ratings
No police roadblock, bank truck or stunt ramp is safe. Whether in the driving seat or the cockpit, the Daredevil can drive in and out of danger with ease.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 4 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Brawl | 0” | +6 | 0 Health, Weakened |
| Trick Shot | 12” | +6 | 2 Shots, -1 Health |
| Reckless Stunt | 6” | +7 | 0 Health, Distracted |
Special Effects
- Aware 🅟 - This model can make fight attacks all round (360º) and never counts as having been attacked in the back zone. This model loses this special effect while Stunned.
- Brave 🅟 - This model never receives the Scared status. This model counts its strike as +1 against enemies with Scared status weapon effects.
- Hotshot 🅟 - It this model has entered a vehicle, it can activate that vehicle for free. It gains one stretch die when making Armour statistic tests.
- Motor Pool - Pay 1 less rating for any vehicle in your cast.
Dog
Neutral Extra, 1 ratings
There’s nothing more loyal than man’s best friend. Useful at helping folks in trouble or alerting their owners to danger - and also offering a nasty nip to intruders.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 0 | 8 | 1 | 3 | 4 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Frenzied Bite | 0” | +8 | 0 Health, Knocked down |
| Fierce Bark | 8” | +5 | 0 Health, Scared |
Special Effects
- Fight Back 🅟❶ - After this model has been the target of a fight attack, it can make a fight attack against that enemy, if that enemy is in range of that attack.
- Move 8” 🅟 - This model travels 8” with a single move action.
- Sixth Sense 🅟 - Enemies cannot use Camouflage, Espionage or Invisible if they are within 8” of this model, and instantly lose those benefits.
- Small 🅟 - This model can move through the bases of enemies.
Dog Handler
Neutral Extra, 2 ratings
Patrolling secure compounds, hunting escaped criminals and keeping public order during a riot, well-trained hounds are never far from their master’s heel.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 3 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Leash | 1” | +7 | Unwieldy, 0 Health, Weakened |
| Stay! | 8” | +8 | Immobilised vs Small , 0 Health |
Special Effects
- Seize And Subdue 🅟 - Any Dog allies that start their activation within 6” of this model can make a charge attack at the end of their first or second move action.
- Trainer 🅕 - When this model is activated, you can also activate up to three Dog allies within 6” that have not already activated this turn.
Enforcer
Villainous Extra, 3 ratings
A cut above your common leg-breaker, the Enforcer is part of an organised gang of goons, dreaming of the last big score before retirement to the Costa Patata.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 4 | 8 | 3 | 3 | 4 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Cosh | 0” | +7 | 0 Health, Stunned |
| Sawn-off Shotgun | 2” | +8 | Spray, -1 Health |
| Assault With Menaces | 1” | +7 | 0 Health, Distracted |
Special Effects
- Clean Getaway - Only pay 3 ratings for a Getaway Car if you add this vehicle in your cast.
- Stolen Goods ✪❶ - Whenever your opponent discards a prop card, this model can make a Spirit statistic test. If successful you may add that prop to your prop store.
- Unit Leader ✪🅕❶ - Choose any number of allies in the Criminal Gang unit within 6” that have not activated this turn. These allies can activate for free this turn.
Freedom Fighter
Neutral Extra, 2 ratings
For every galactic empire or oppressive government, there will be a group of rebels to oppose them. Their belief in freedom and their cause gives hope to all.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 4 | 8 | 3 | 3 | 4 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Brawl | 0” | +6 | 0 Health, Weakened |
| Short Sword | 0” | +6 | Fast, -1 Health |
| Blaster OR | 16” | +7 | Deadly, -1 Health |
| Submachine Gun | 12” | +7 | Spray, -1 Health |
Special Effects
- Anachronism - If your cast chose the Fantasy or Historical genre for this episode, you may not use the Blaster or Submachine Gun attacks for this profile. If you chose the Action genre, you may not use the Short Sword attack.
- Follow Up 🅕 - After this model makes a fight attack, it can move up to 2” if no enemies have this model in their fight range.
Goon
Villainous Extra, 1 ratings (or 2 For 3 Models)
Sometimes seen in boiler suits, or in gaudy matching outfits behind a maniacal villain, these faceless guards seem to come in an endless supply.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 7 | 2 | 3 | 2 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Bat | 0” | +6 | 0 Health, Weakened |
| Handgun OR | 12” | +6 | 2 Shots, -1 Health |
| Submachine Gun | 12” | +6 | Spray, -1 Health |
Special Effects
- Block 🅟 - Enemies moving to within 1” of this model must either end their movement or move into base contact with this model. This model cannot block if it is knocked down, Stunned or Captured.
- Can’t Hit A Barn Door 🅟 - If no activated Goons made a successful shoot attack this turn, gain ✪ in your end phase.
- Slow On The Uptake 🅟 - This model can only benefit from the Leader or Unit Leader special effects if it is within 3” of a model with either of these special effects.
Guard
Neutral Extra, 2 ratings (or 5 For 3 Models)
Acting as peacekeeping watchmen, Guards patrol town streets and castle hallways from their garrisons, warding off miscreants.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 7 | 3 | 3 | 2 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Polearm | 1” | +7 | Deadly vs Mount, -1 Health |
| Short Sword | 0” | +6 | -1 Health |
| At Sword Point | 0” | +5 | 0 Health, Captured |
Special Effects
- Block 🅟 - Enemies moving to within 1” of this model must either end their movement or move into base contact with this model. This model cannot block if it is knocked down, Stunned or Captured.
- Get Behind Me 🅟 - When an ally within 2” of this model is targeted by any physical strike, you can choose to have this model targeted instead, if this model is a legal target.
Gunslinger
Neutral Extra, 2 ratings
The town silences when the clip of the Gunslinger’s stirrups walks onto the main street. This place ain’t big enough for the both of ‘em.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 2 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Brawl | 0” | +6 | 0 Health, Weakened |
| Lasso | 2” | +7 | Unwieldy, 0 Health, Captured |
| Six-Shooter | 12” | +6 | 2 Shots, -1 Health |
Special Effects
- Posse 🅟 - This model gains one extra strike die if any allies within 3” with the Posse special effect are suffering a status.
- Quickdraw 🅕❶ - When this model is the subject of a shoot attack in their front zone, it may make a shoot attack against that target immediately after resolving its enemy’s first shoot attack.
- Rider (Steed) 🅢 - This model may mount or to dismount a model with the appropriate Mount special effect.
- Yee-Haw! 🅟 - Only pay 2 ratings for a Steed if you have this profile in your cast.
Heavy Weapons Team
Neutral Extra, 7 ratings
Some threats require a greater response to quell. So roll out the big guns with this two-person team and bring the noise!
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 3 | 3 | 4 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Brawl | 0” | +6 | 0 Health, Weakened |
| Heavy Machine Gun OR | 24” | +7 | Cannot Aim, Unwieldy, Blast 5”, -1 Health |
| Repeating Laser OR | 0” | +8 | Teardrop, -1 Health |
| Rocket Propelled Grenade | 24” | +9 | Unwieldy, Blast 3” vs Robot/ Vehicle models, -1D3 Health |
Special Effects
- Anachronism - If your cast chose the Action or Adventure genre for this episode, you may not use the Repeating Laser attacks for this profile.
- Military Training 🅕 - When this model makes a strike, it can choose to add +1 to its strike roll for every ✪ spent, instead of rolling the stretch dice.
- Teammates 🅕 - This profile can be represented with both models on a large base, or on two medium bases. If on two bases, both models must remain in base contact with each other at all times. This profile counts as one model for gaining ✪ and determining if your cast is axed, but two models if being carried by a vehicle.
- Unique - You can only have one model with this profile name in your cast.
Henchman
Villainous Extra, 4 ratings
Some goons are bigger, more brutal or just plain quirkier than the rest. Their methods may be peculiar and their conversation lacking, but their loyalty is unquestionable.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 3 | 8 | 3 | 3 | 3 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Martial Arts | 1” | +7 | Fast, 0 Health, Weakened |
| Vice-Like Grip | 0” | +7 | 0 Health, Captured |
| Silent Stare | 6” | +6 | 0 Health, Immobilised |
Special Effects
- Fall Guy 🅟❶ - The effects of a successful strike against this model can be redirected to an ally model within 2".
- Sidekick 🅟 - Specify one ally to be boss When the specified boss is activated, this model can activate for free if it is within 6”. A boss can only have one sidekick.
- Tough 🅟 - Roll 1D6 if this model receives the Stunned or Weakened statuses. On a roll of 4+, this model does not receive that status.
Imperial Trooper
Villainous Extra, 2 ratings (or 5 For 3 Models)
Every repressive empire needs legions of faceless soldiers to keep citizens in line. Clad in armour, their well-drilled formations can make a formidable force.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 3 | 3 | 2 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Rifle Butt | 0” | +7 | 0 Health, Stunned |
| Blaster | 16” | +6 | Deadly, -1 Health |
Special Effects
- Can’t Hit A Barn Door 🅟 - If no activated Imperial Troopers made a successful shoot attack this turn, gain ✪ in your end phase.
- Empire State Of Mind 🅟 - The model is disadvantaged against all presence attacks. However, it can increase the range of any ally’s Leader or Unit Leader special effect by 1”.
- Light Armour 🅟 - Whenever this model is the target of a successful strike, roll 1D6. On a roll of 6, the effects of the strike are ignored.
Kid
Neutral Extra, 1 ratings (or 2 For 3 Models)
Scared and often a liability, children in dangerous situations can prove to be surprisingly motivational to adults charged with protecting them.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 2 | 2 | 7 | 2 | 2 | 4 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Scrappy Resistance | 0” | +4 | 0 Health, Weakened |
| Cherubic Smile | 4” | +6 | 0 Health, Distracted |
Special Effects
- Danger Magnet 🅟 - Whenever this model ends its activation, any enemies within 8” may move 1” toward this model if they pass a Spirit statistic test.
- Juvenile 🅟 - When defending against a physical strike from a non-Juvenile enemy, this model gains one stretch die to defence rolls.
- Ready For Adventure 🅟 - At the start of the game, set aside the Compass, Telescope and Well-Stocked Backpack prop cards. Whenever your cast claims an objective token, you may exchange it for one of these prop cards.
- Strength In Numbers 🅟 - This model can count their fight strike roll as +1 if the enemy target is in base contact with another Kid with this special effect.
Killer Robot
Villainous Extra, 4 ratings
Soulless metal servitors, these automatons are devoid of fear and conscience. Acting on instruction or by pure reason, they carry out orders with tireless efficiency.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 9 | 2 | 4 | 4 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Metal Claw | 0” | +7 | -1 Health, Captured |
| Ray Gun OR | 12” | +7 | 0 Health, On Fire |
| Submachine Gun | 12” | +6 | Spray, -1 Health |
Special Effects
- Loner 🅟 - This model activates for free if it is more than 6” from any other model.
- Move 4” 🅟 - This model travels 4” with a single move action.
- Robot 🅟 - This model never receives the Dominated, Poisoned or Scared statuses. It gains one stretch die when defending against presence attacks.
- Steel Chassis 🅟 - Roll 1D6 if this model receives the Immobilised or Weakened statuses. On a roll of 5+, this model does not receive that status.
Knight
Neutral Extra, 4 ratings
Clad in heavy plate, Knights embody chivalric gallantry; protecting the weak and innocent, upholding justice across the kingdom; striking fear into the hearts of evil-doers.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 2 | 8 | 3 | 4 | 3 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Broadsword | 0” | +8 | Deadly, -1 Health, |
| Lance | 1” | +9 | Mounted only, Deadly, -1 Health, Knocked down |
| Shield Bash | 0” | +8 | 0 Health, Push 1” |
Special Effects
- Brave 🅟 - This model never receives the Scared status. This model counts its strike as +1 against enemies with Scared status weapon effects.
- Cavalry 🅟 - Only pay 2 ratings for a Steed if you have this profile in your cast.
- Heavy Armour ✪🅟 - Whenever this model is the target of a successful strike, roll 1D6. On the roll of a 5+, the effects of the strike are ignored.
- Rider (Steed) 🅢 - This model may mount or to dismount a model with the appropriate Mount special effect.
Love Interest
Neutral Extra, 3 ratings
Being the protagonist’s paramour is risky, but they always support their partner, no matter what. Sentimental and stalwart in equal measure – their love will conquer all!
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 2 | 3 | 8 | 3 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Defensive Slap | 0” | +5 | 0 Health, Weakened |
| Hands Off Buddy! | 6” | +6 | 0 Health, Push 2” |
| Creative Diversion | 0” | +6 | Barrier, 0 Health, Distracted |
Special Effects
- Let’s Patch You Up 🅢 - If this model passes a Mind statistic test, one ally in base contact can recover 1 lost Health up to its starting value. This special effect does not work on Robot or Electronic models. Prop This model adds one additional prop card to your prop store.
- True Love 🅟 - At the beginning of the game, declare one ally model. While the chosen model is in play, it gains +1 to strikes and defence rolls. If the Love Interest is removed from play, the ally model’s strikes and defence rolls suffer a -1 penalty.
- Underestimated ✪🅢 - This turn, enemies count as disadvantaged against strikes made by this model.
Magician
Neutral Extra, 4 ratings
Where would a ruler be without the sage guidance of a courtly mage? Part sorcerer, part lore master, Magicians are never afraid to give their opinion – welcome or not.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 7 | 4 | 3 | 3 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Oaken Staff | 1” | +7 | 0 Health, Knocked Down |
| Fiery Bolt | 8” | +6 | -1 Health, On Fire |
Special Effects
- Arcane Shield ✪🅟 - Whenever this model is the target of a successful strike, roll 1D6. On a roll of 5+, the effects of the strike are ignored.
- Charms and Potions 🅢 - If this model passes a Mind statistic test, you may remove a single Poisoned, Stunned or Weakened status from an ally in base contact.
- Magic User (2) 🅟 - This model may choose any spells from The Book of Fire and Flame, The Book of the Four Winds, The Book of Stones and The Book of Fifty Fathoms.
Mercenary
Neutral Extra, 4 ratings
These soldiers of fortune sell their services to the highest bidder. Well-armed and well-trained, they choose what cause to fight for and when to choose discretion over valour.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 4 | 8 | 3 | 3 | 2 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Combat Knife OR | 0” | +7 | Fast, -1 Health |
| Long Sword | 1” | +7 | Deadly, -1 Health |
| Crossbow OR | 18” | +8 | Readied, -1 Health |
| Submachine Gun | 12” | +7 | Spray, -1 Health |
Special Effects
- Ain’t Got Time To Bleed 🅟 - This model does not lose Health if it can pass a Body statistic test.
- Anachronism - If your cast chose the Fantasy or Historical genre for this episode, you may not use the Submachine Gun attack for this profile. If you chose the Action genre, you may not use the Long Sword attack.
- In It For The Money 🅢 - This model can trade one claimed objective token for ✪✪✪. No victory points can be claimed for traded objective tokens.
- Loner 🅟 - This model activates for free if it is more than 6” from any other model.
Militia
Neutral Extra, 1 ratings (or 2 For 3 Models)
Levied farmers and townsfolk must take up arms in times of crisis. Commanded by local lords or charismatic revolutionaries, these untrained conscripts fight for their liege.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 2 | 1 | 7 | 2 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Flaming Torch | 0” | +6 | 0 Health, On Fire |
| Pitchfork | 1” | +5 | Unwieldy, -1 Health |
Special Effects
- Follow Up 🅕 - After this model makes a fight attack, it can move up to 2” if no enemies have this model in their fight range.
- Mob 🅟 - This model can count their strike roll as +1 for every two allies with the Mob special effect within 4”, up to a total of +2.
- On the March 🅕 - This model can add 2” to one of its move actions this turn, but cannot make any strike actions.
Monster of the Week
Villainous Extra, 4 ratings
There’s truth about the things that go bump in the night… From boogeymen to failed experiments, the unimaginable monsters that dwell there are legend.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 3 | 8 | 2 | 4 | 3 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Smash | 0” | +8 | 0 Health, Stunned |
| Zzaap!* | 0” | +6 | Beam, 0 Health, Immobilised |
| Terrifying Roar | 6” | +7 | 0 Health, Scared |
Special Effects
- Choose Your Terror 🅟 - During the prologue, choose one of the following options for the rest of the episode: Brute - This model can move through enemy models, pushing them 2”. Construct* - This model gains access to the Zzaap! attack. Reptilian - The range of this model’s Smash attack is increased by 2”.
- Heavy Hide ✪🅟 - Whenever this model is the target of a successful strike, roll 1D6. On a roll of 5+, the effects of the strike are ignored.
- Mysterious 🅕❶ - When this model is out of the line of sight of any enemy, you may remove one status, except Captured or Dominated.
Mummy
Villainous Extra, 4 ratings
Entombed with their wealth by their worshippers, the Mummy returns to life when tomb raiders threaten the sanctity of their final resting place.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 0 | 8 | 2 | 3 | 3 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Lumbering Assault | 0” | +7 | 0 Health, Push 2” |
| Rotting Touch | 0” | +6 | -1 Health, Poisoned |
| Monstrous Moan | 8” | +5 | 0 Health, Scared |
Special Effects
- Feast of Worms 🅕 - When this model is activated, choose up to two ally Swarm Extras within 6”. Each of these allies can immediately move up to 2” as free actions.
- Kill It With Fire! 🅟 - If this model suffers the On Fire status, it may not use the Regenerate special effect.
- Living Dead 🅟 - This model never receives the Dominated, Poisoned or Scared status. It gains one stretch die when defending against presence attacks.
- Regenerate ✪🅕❶ - Roll 1D6. On a roll of 4+, this model recovers one Health, up to its starting Health value.
Mutant
Villainous Extra, 2 ratings
A mutant may be the next step in human evolution, the result of a science project gone wrong, an evolved killing machine, or a horrific ‘survivor’ of the apocalypse.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 1 | 8 | 2 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Claws | 0” | +6 | -1 Health, Poisoned |
| Hideous Appearance | 8” | +6 | 0 Health, Scared |
Special Effects
- Ambush 🅟 - This model may add +1 to all strike attacks made within 1” of hard or soft cover.
- Inhuman 🅟 - In your end phase, this model can automatically remove one of its statuses. This model cannot recover Health using the Medic special effect.
- Subterranean 🅢 - This model can relocate to any point on the playing area no closer than 6” to an enemy, as long as it is placed in base contact with an item of cover or scenery. This movement does not incur free strikes.
Mutated Vermin
Neutral Extra, 1 ratings (or 2 For 3 Models)
Warped through science or magic into scuttling infestations, these monsters prowl sewers, dungeons, and ruins with a deadly bite that stops prey in its tracks.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 1 | 8 | 1 | 2 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Choking Coil | 1” | +6 | 0 Health, Immobilised |
| Rabid Bite | 0” | +5 | -1 Health, Poisoned |
Special Effects
- Climb 🅟 - If this model falls, count the fall as though it were from two levels less. If this model falls two levels or less, it can continue its activation after the fall.
- Jump 🅢❶ - Move this model up to 5”. Any enemy models that this model moves over may make a free strike.
- Scuttle 🅕 - This model may change direction without using a move action.
- Small 🅟 - This model can move through the bases of enemies.
Noble
Neutral Extra, 3 ratings
The undisputed sovereign of their domain – be it the pages of history, enchanted lands or the local mall. Popular and good-looking, they command or demand attention!
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 3 | 3 | 4 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Gloved Slap | 0” | +6 | 0 Health, Weakened |
| Haughty Stare | 6” | +7 | 0 Health, Distracted |
Special Effects
- Blue Blood 🅟 - Enemies within 3” of this model cannot use their Leader or Unit Leader special effects.
- Cold Dismissal 🅢❶ - You can choose to remove one ally Extra from play to gain ✪✪✪.
- Overbearing 🅟 - Allies that start a move action within 3” of this model can add 1” to their movement.
- Unit Leader ✪🅕❶ - Choose any number of allies in the City Watch unit within 6” that have not activated this turn. These allies can activate for free this turn.
Phantom
Neutral Extra, 3 ratings
The phantom is a lost soul haunting the place of its death to drive off meddling mortals. It often seeks out something - or someone - to assist its journey.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 3 | 2 | 4 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Chilling Touch | 0” | +6 | -1 Health, Immobilised |
| Spectral Wail | 8” | +7 | 0 Health, Scared |
Special Effects
- Fly 6” 🅟 - When this model makes a move action, it never incurs movement penalties for rough ground or obstacles. Flyers can move over other models but must end each move action clear of the bases of any other models.
- Intangible ✪🅕 - While Intangible, this model can move through scenery, obstacles, and other models. This model is not affected by Block and cannot be the target of physical strikes. The Intangible state ends after this model makes a strike roll or at the end of the turn.
- Just Not There ✪🅟 - Whenever this model is the target of a successful strike, make an opposed Spirit statistic test against the enemy. If successful, the effects of the strike are ignored.
- Living Dead 🅟 - This model never receives the Dominated, Poisoned or Scared status. It gains one stretch die when defending against presence attacks.
Physician
Neutral Extra, 1 ratings
The deft hands of a surgeon, the quick wits of a medic or the healing herbs of a sage can be the deciding factor in keeping your people going in the battle.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 2 | 2 | 7 | 4 | 2 | 2 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Restrain | 0” | +4 | 0 Health, Immobilised |
| Hippocratic Oath | 6” | +6 | 0 Health, Weakened |
Special Effects
- Antidote 🅕❶ - This model may remove the Immobilised or Poisoned status from an ally in base contact by rolling 4+ on 1D6.
- Medic 🅢 - If this model passes a Mind statistic test, one ally in base contact can recover 1 lost Health up to its starting value. This special effect does not work on Robot or Electronic models.
Primal Warrior
Neutral Extra, 2 ratings
These may be a forgotten people or an ancient race from the old world - or even a less advanced alien race on a strange new world.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 3 | 8 | 2 | 3 | 2 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Spear | 1” | +7 | -1 Health |
| Bolas | 6” | +7 | 0 Health, Immobilised |
| Primitive Bow | 10” | +6 | -1 Health |
Special Effects
- Ambush 🅟 - This model may add +1 to all strike attacks made within 1” of hard or soft cover.
- Camouflage ✪🅟 - While using Camouflage, this model can move through other models and is not affected by the Block special effect. Enemies struck by a Camouflage model count as being attacked in the rear. The Camouflage state ends after this model makes a strike roll or at the end of the turn.
- Climb 🅟 - If this model falls, count the fall as though it were from two levels less. If this model falls two levels or less, it can continue its activation after the fall.
- Strength In Numbers 🅟 - This model can count their fight strike roll as +1 if the enemy target is in base contact with an ally with this special effect.
Raider
Neutral Extra, 2 ratings
Raiders are battle hardened warriors who pillage and plunder - terrorising everywhere from the high seas, to desert worlds to apocalyptic wastelands.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 3 | 8 | 2 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Spiked Bludgeon | 0” | +7 | 0 Health, Stunned |
| Blaster OR | 16” | +6 | Deadly, -1 Health |
| Shotgun | 8” | +7 | -1 Health |
Special Effects
- Anachronism - If your cast chose the Fantasy or Historical genre for this episode, you may not use the Blaster attack for this profile.
- Hotshot 🅟 - It this model has entered a vehicle, it can activate that vehicle for free. It gains one stretch die when making Armour statistic tests.
- Rider (Steed) 🅢 - This model may mount or to dismount a model with the appropriate Mount special effect.
- Scorched Earth ✪🅢 - Barrier. Remove any obstacle that is covered by the template. The area under the template is now rough ground.
- Shakedown 🅟 - After this model has made a successful attack, you may choose to ignore the weapon effect. Instead, your opponent must give you ✪.
Reporter
Neutral Extra, 1 ratings
With a nose for news, and little fear for their own mortality, the reporter is adept at getting into all sorts of trouble in search of a story.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 2 | 2 | 7 | 4 | 2 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Pen Prod | 0 | +4 | 0 Health, Weakened |
| Intrusive Microphone | 1” | +6 | 0 Health, Distracted |
| Probing Questions | 0” | +7 | 0 Health, Immobilised |
Special Effects
- Espionage - This model can be set up anywhere on the playing area, as long as it is no further than 12” from a non-Espionage ally. Espionage models are placed after all other models. Enemies cannot make strikes against a model with this special effect in their first turn of a scene.
- Loner 🅟 - This model activates for free if it is more than 6” from any other model.
- Spot Clue 🅕 - This model may move 8” if that move action will bring it into base contact with an objective token or maguffin.
Rogue
Neutral Extra, 2 ratings
With quick wits, an enticing grin, and a sharp blade, the rogue is the bane of the wealthy everywhere.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 3 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Rapier | 0” | +6 | Fast, -1 Health |
| Flintlock Pistol | 12” | +6 | Unreliable, -1 Health |
| Throwing Knife | 6” | +6 | 2 Shots, 0 Health, Immobilised |
Special Effects
- Agile 🅟 - This model gains one stretch die when making Body statistic tests. If this model falls, count the fall as though it were from two levels less. If this model falls two levels or less, it can continue its activation after the fall.
- Hide 🅟 - If this model has a bonus from soft cover, hard cover or obstacles, then enemies making shoot attacks against this model automatically miss if the distance is more than half the attack’s range.
- Steal ✪🅟❶ - Whenever your opponent discards a prop card, this model can make a Spirit statistic test. If successful, you may add that prop to your prop store.
Rookie
Neutral Extra, 2 ratings
Frequently underestimated by both bad guys and bureaucracy, the rookie is just trying to make a name for themselves and honour the badge they serve under.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 7 | 3 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Nightstick | 0” | +7 | 0 Health, Stunned |
| Handgun | 12” | +6 | 2 Shots, -1 Health |
| Miranda Warning | 3” | +6 | 0 Health, Immobilised |
Special Effects
- By the Book 🅟 - While it is within 4” of at least two allies, this model gains one stretch die to presence strike and defence rolls.
- Easily Underestimated 🅟 - This turn, enemies count as disadvantaged against strikes made by this model.
- Sidekick 🅟 - Specify one ally to be boss When the specified boss is activated, this model can activate for free if it is within 6”. A boss can only have one sidekick.
Sarge
Neutral Extra, 3 ratings
The sarge is responsible for overseeing the duty rosters and patrols, protecting anything from their local beat, forbidden cities, exotic palaces or industrial installations.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 3 | 3 | 4 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Brawl | 0” | +7 | 0 Health, Weakened |
| Short Sword | 0” | +6 | -1 Health |
| Handgun OR | 12” | +6 | 2 Shots, -1 Health |
| Submachine Gun | 12” | +6 | Spray, -1 Health |
| Barked Orders | 6” | +7 | 0 Health, Weakened |
Special Effects
- Anachronism - If your cast chose the Fantasy or Historical genre for this episode, you may not use the Submachine Gun attack. If you chose the Fantasy genre, you may not use the Handgun attack. If you chose the Action or Horror genres, you may not use the Short Sword attack.
- Battle-Hardened 🅟 - Whenever this model would receive the Distracted, Stunned or Weakened status, roll 1D6. On a roll of 5+, this model ignores that status.
- Unit Leader ✪🅕❶ - Choose any number of allies in the Military Outfit or Minion Squad units within 6” that have not activated this turn. These allies can activate for free this turn.
Scientist
Neutral Extra, 1 ratings
These scholarly types have turned their intelligence to either the advancement of either good or evil - through choice, ignorance or coercion.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 2 | 2 | 7 | 4 | 2 | 2 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Pipette Squirt | 1” | +4 | 0 Health, Poisoned |
| Technobabble | 6” | +6 | 0 Health, Distracted |
Special Effects
- Dangers Of R&D ✪🅢 - Randomly draw 1D3 prop cards and choose one card to keep, but receive the Stunned status.
- Repair 🅢 - If this model passes a Mind statistic, one Robot, Electronic or Vehicle ally in base contact can recover 1 lost Health.
Security Guard
Neutral Extra, 2 ratings (or 5 For 3 Models)
Patrolling a crime lord’s walled estate, a mega corporation’s remote test facility or the local mall, is all in a day’s work for those employed as private security.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 3 | 3 | 2 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Baton | 0” | +7 | 0 Health, Weakened |
| Taser | 4” | +6 | 0 Health, Stunned |
| Torch Dazzle | 6” | +7 | 0 Health, Distracted |
Special Effects
- Block 🅟 - Enemies moving to within 1” of this model must either end their movement or move into base contact with this model. This model cannot block if it is knocked down, Stunned or Captured.
- ‘Who Goes There?’ 🅟 - If this model is activated within 6” of an enemy, each Security Guard model in your cast that has not been activated this turn may make one free 2” move toward this model. Each model can only gain the free move once per turn.
Shapeshifter
Neutral Extra, 5 ratings
Once an ordinary human, now cursed to shift into a hideous beast under the light of the full moon, these lycanthropes are as relentless as they are ravenous for flesh.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 2 | 9 | 2 | 4 | 3 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Claws | 0” | +8 | -1 Health |
| Slavering Jaws | 0” | +7 | 0 Health, Infected |
| Bloodcurdling Howl | 8” | +5 | 0 Health, Scared |
Special Effects
- Bloodthirsty 🅟 - Gain ✪ whenever this model removes an enemy from play.
- Fight Back 🅟❶ - After this model has been the target of a fight attack, it can make a fight attack against that enemy, if that enemy is in range of that attack.
- Inhuman 🅟 - In your end phase, this model can automatically remove one of its statuses. This model cannot recover Health using the Medic special effect.
- Jump 🅢❶ - Move this model up to 5”. Any enemy models that this model moves over may make a free strike.
- Infected (Cursed Creature) - After an Infected enemy reaches 0 Health, you must roll 1D6 in every end phase. On a roll of 1, remove the Infected status and replace the fallen model with a standing Cursed Creature model, which joins your cast.
Sharpshooter
Neutral Extra, 3 ratings
Experts in precision targeting, these eagle-eyed specialists are trained to bring down specific targets, ascertain weak points and use their weapons with clinical accuracy.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 3 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Brawl | 0” | +6 | 0 Health, Weakened |
| Longbow OR | 24” | +6 | -1 Health |
| Rifle | 24” | +6 | -1 Health |
Special Effects
- Anachronism - If your cast chose the Fantasy genre for this episode, you may not use the Rifle attack for this profile.
- Hawk-Eye 🅟 - This model may reroll one die when making a shoot attack over 12”.
- Mark Your Target 🅕❶ - If this model can pass a Shoot statistic test, it may make an aimed shot (adding +1 to its strike roll for the next shoot attack made during its activation) as a free action.
Skeleton
Villainous Extra, 1 ratings (or 2 For 3 Models)
Skeletons are deathly entities animated to bring doom upon the living. Rising from their graves and sepulchres, their shrill screams send a shiver down the stoutest spine.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 3 | 7 | 1 | 2 | 1 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Rusty Sword | 0” | +6 | -1 Health, Poisoned |
| Shield Bash | 0” | +6 | 0 Health, Push 1” |
| Deathly Scream | 8” | +4 | 0 Health, Scared |
Special Effects
- Living Dead 🅟 - This model never receives the Dominated, Poisoned or Scared status. It gains one stretch die when defending against presence attacks.
- Shield 🅟 - Whenever this model’s front zone is the target of a successful strike, roll 1D6. On a roll of 5+, the effects of the strike are ignored.
Soldier
Neutral Extra, 2 ratings
A regular army private just hoping to see out their tour of duty intact, the soldier has been trained and equipped to deal with most conventional military threats.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 3 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Brawl | 0” | +6 | 0 Health, Weakened |
| Grenade | 6” | +6 | Blast 3”, -1 Health |
| Rifle | 24” | +6 | -1 Health |
Special Effects
- Military Training 🅟 - When this model makes a strike, it can choose to add +1 to its strike roll for every ✪ spent, instead of rolling the stretch dice.
- Semper Fi 🅟 - When this model is within 3” of an ally with Military Training, it gains one stretch die to defence rolls against presence attacks.
Space Commando
Neutral Extra, 2 ratings
Every space-faring civilisation needs professional troops tasked with defending the colonies from uprisings and xenomorphs, or ensuring galactic oppression.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 3 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Brawl | 0” | +6 | 0 Health, Weakened |
| Laser Rifle | 18” | +7 | -1 Health |
| Thermal Grenade | 6” | +6 | Blast 3”, 0 Health, On Fire |
Special Effects
- Bug Hunter 🅟❶ - This model may reroll one strike die against Inhuman or Robot enemies.
- Light Armour 🅟 - Whenever this model is the target of a successful strike, roll 1D6. On the roll of a 6, the effects of the strike are ignored.
- Military Training 🅟 - When this model makes a strike, it can choose to add +1 to its strike roll for every ✪ spent, instead of rolling the stretch dice.
Steed
Neutral Extra, 3 ratings (or 8 For 3 Models)
Trusty mounts can come on two or more legs. Ideal for travelling across frontier plains, chasing stagecoaches or scouting on snowy ice worlds.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 0 | 7 | 1 | 4 | 3 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Bucking Kick | 0” | +6 | -1 Health, Knocked down |
| Trample | 0” | +7 | 0 Health, Push 2” |
Special Effects
- Jump 🅢❶ - Move this model up to 5”. Any enemy models that this model moves over may make a free strike.
- Large 🅟 - Enemies gain one stretch die when making a physical strike against a Large model.
- Move 8” 🅟 - This model travels 8” with a single move action.
- Mount 🅟 - This model may be ridden by models with the appropriate Rider special effect. It can also move through other models, ignoring the Block special effect. Move these models the minimum distance to move their bases out of the way of this model. All such movements are considered to be pushes.
Swarm
Neutral Extra, 2 ratings (or 3 For 2 Models)
These clusters of ravenous creatures scuttle from the dark. They might burst free from their master, or some dank dungeon, devouring everything in their path.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 0 | 6 | 1 | 1 | 1 | 3 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Overrun* | 0” | +4 * 0 Health, Knocked down | 0 Health, Poisoned (* also |
| Virulent Bite* | 0” | +4 * see Swarm special effect) | 0 Health, Poisoned (* also |
Special Effects
- Flammable 🅟 - After paying a plot point to remove the On Fire status, this model must roll 1D6. It can only remove it on a roll of 5+.
- Hide 🅟 - If this model has a bonus from soft cover, hard cover or obstacles, then enemies making shoot attacks against this model automatically miss if the distance is more than half the attack’s range.
- Mass Attack ✪🅕❶ - This model may make one additional fight attack against an enemy in range.
- Swarm* 🅟 - This model is represented by many small creatures on a single large base. It may add a bonus equal to its current health to any fight attacks. This model never suffers from free strikes. This model can move through the bases of opposing models.
Thug
Villainous Extra, 2 ratings
Getting up close and personal and leaving some kind of broken-face calling card is what thugs do best. The simpler and more violent the job, the better.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 3 | 3 | 2 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Flick-Knife | 0” | +6 | -1 Health |
| Knuckledusters | 0” | +6 | Deadly, 0 Health, Weakened |
| Handgun | 12” | +6 | 2 Shots, -1 Health |
Special Effects
- Anachronism - If your cast chose the Fantasy genre for this episode, you may not use the Handgun attacks for this profile.
- Break In 🅟 - This model can move through any door or window in base contact. Place this model on the other side of the door or window. It may ignore obstacles.
- Shakedown 🅟 - After this model has made a successful attack, you may choose to ignore the weapon effect. Instead, your opponent must give you ✪.
Vampire
Villainous Extra, 5 ratings
An immortal creature of the night, the vampire watches over their herd from their castle, or surveys the nightclub for their prey in their endless thirst for blood.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 4 | 3 | 9 | 4 | 3 | 4 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Claws | 0” | +7 | -1 Health |
| Vampire’s Kiss | 0” | +6 | 0 Health, Infected |
| Hypnotic Gaze | 8” | +8 | 0 Health, Dominated |
Special Effects
- Drain ✪🅕 - Until your cast is next on screen, this model gains any plot points spent by enemies within 6” for star qualities or special effects.
- Living Dead 🅟 - This model never receives the Dominated, Poisoned or Scared status. It gains one stretch die when defending against presence attacks.
- Regenerate ✪🅕❶ - Roll 1D6. On a roll of 4+, this model recovers one Health, up to its starting Health value.
- Infected (Cursed Creature) - After an Infected enemy reaches 0 Health, you must roll 1D6 in every end phase. On a roll of 1, remove the Infected status and replace the fallen model with a standing Cursed Creature model, which joins your cast.
VIP
Neutral Extra, 0 ratings
The VIP is a politician, celebrity, head of industry, top scientist, one true love or girl with dragon-green eyes. Protecting them from danger is of the utmost importance.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 1 | 1 | 7 | 3 | 2 | 2 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Dismissive Wave | 0” | +3 | 0 Health, Weakened |
| Grand Entrance | 0” | +5 | Beam, 0 Health, Distracted |
Special Effects
- Irreplaceable 🅟 - If this model is within 4” of an ally in the action phase, you gain ✪ immediately. If this model is removed from play, you immediately lose half of your plot point pool (round up).
- Travels In Style - Only pay 3 ratings for a Carriage or Limo if you add this model to your cast.
- Unique - You can only have one model with this profile name in your cast.
Warrior
Neutral Extra, 2 ratings
Bloodshed is not a profession for these fighters - it’s a way of life. Valuing strength and honour above all else, these foot soldiers pursue glorious victory and a glorious death.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 8 | 2 | 3 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Sword | 0” | +7 | -1 Health |
| Shortbow | 12” | +6 | -1 Health |
| Throwing Axe | 6” | +7 | 0 Health, Stunned |
Special Effects
- Battle-Hardened 🅟 - Whenever this model would receive the Distracted, Stunned or Weakened status, roll 1D6. On a roll of 5+, this model ignores that status.
- Follow Up 🅕 - After this model makes a fight attack, it can move up to 2” if no enemies have this model in their fight range.
- Rider (Steed) 🅢 - This model may mount or to dismount a model with the appropriate Mount special effect.
Witch
Neutral Extra, 4 ratings
Witches are practitioners of shadowy spellcraft, boasting an array of powerful magic, and a strange connection to the fates of those around them.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 3 | 3 | 7 | 4 | 3 | 4 | 2 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Broomstick | 1” | +7 | 0 Health, Knocked down |
| Potion Smash | 6” | +6 | 0 Health, Poisoned |
| Hexed | 8” | +8 | 0 Health, Infected |
Special Effects
- Fly 7” 🅟 - When this model makes a move action, it never incurs movement penalties for rough ground or obstacles. Flyers can move over other models but must end each move action clear of the bases of any other models.
- Magic User (2) 🅟 - This model may choose any spells from The Book of Fire and Flame, The Book of the Four Winds, The Book of Stones and The Book of Fifty Fathoms.
- Toil And Trouble 🅟 - On your first turn of each act, look at the top two cards of the current act’s script deck, and put them back in any order.
- Infected (Mutated Vermin) - After an Infected enemy reaches 0 Health, you must roll 1D6 in every end phase. On a roll of 1, remove the Infected status and replace the fallen model with a standing Mutated Vermin model, which joins your cast.
Youth
Neutral Extra, 1 ratings
Occupying a limbo between child and adult, caught up in the currents of societal rules and familial expectations: this time can be make or break for who they will become.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 2 | 3 | 7 | 3 | 2 | 3 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Rebellious Swing | 0” | +4 | 0 Health, Weakened |
| Slingshot | 8” | +6 | 0 Health, Weakened |
| Backchat | 6” | +6 | 0 Health, Distracted |
Special Effects
- Hide 🅟 - If this model has a bonus from soft cover, hard cover or obstacles, then enemies making shoot attacks against this model automatically miss if the distance is more than half the attack’s range.
- Juvenile 🅟 - When defending against a physical strike from a non-Juvenile enemy, this model gains one stretch die to defence rolls.
- Youthful Optimism 🅢❶ - Choose an ally in base contact. You can remove one status from them, except Captured.
Zombie
Villainous Extra, 1 ratings (or 2 For 3 Models)
Zombies are the rotting, stinking hulks of the dead, risen from the grave. Onwards they shamble, until decay or damage drives them back into the ground.
| Fight | Shoot | Defence | Mind | Body | Spirit | Health |
|---|---|---|---|---|---|---|
| 2 | 0 | 6 | 1 | 3 | 1 | 1 |
| Attack | Range | Strike | Weapon Effect |
|---|---|---|---|
| Infected Bite | 0” | +5 | 0 Health, Infected |
| Rotting Nails | 0” | +5 | -1 Health |
Special Effects
- Living Dead 🅟 - This model never receives the Dominated, Poisoned or Scared status. It gains one stretch die when defending against presence attacks.
- Move 4” 🅟 - This model travels 4” with a single move action.
- Strength In Numbers 🅟 - This model can count their fight strike roll as +1 if the enemy target is in base contact with another Zombie with this special effect.
- Zombie Moan 🅕 - When this model is activated, choose up to two ally Extras within 6”. Each of these allies can immediately move up to 2” as free actions.
- Infected (Zombie) - After an Infected enemy reaches 0 Health, you must roll 1D6 in every end phase. On a roll of 1, remove the Infected status and replace the fallen model with a standing Zombie model, which joins your cast.
Carriage
Neutral Vehicle, 4 ratings
Before the combustion engine, a horsedrawn carriage was the only way to travel great distances in relative comfort - or style. But beware highwaymen and bandits!
| Capacity | Speed | Defence | Armour | Health |
|---|---|---|---|---|
| 5 | 8 | 8 | 5+ | 4 |
Special Effects
- Horse-Drawn - You must include at least one Steed profile in your cast to include a Carriage. However, only pay 2 ratings for a Steed.
- Stagecoach - Before play begins, draw one prop card at random from the prop deck. Set this card aside from your prop store. This prop can be used by any ally in base contact with the Carriage.
- Vehicle 🅟 - This vehicle ignores all statuses except Immobilised and On Fire, cannot be knocked down and is immune to presence attacks. Enemies gain one stretch die when making a strike against this vehicle.
Stunts
- If a driver can pass a Mind statistic test, it can perform the following stunt:
- At the Reins 🅟 - Roll 3D6 when checking on the vehicle collision table.
Chopper
Neutral Vehicle, 8 ratings
A chopper can be utilised to aid in surveillance, attack and rescue missions. They are vulnerable to weapons fire so must be used carefully.
| Capacity | Speed | Defence | Armour | Health |
|---|---|---|---|---|
| 4 | 16 | 8 | 5+ | 3 |
Special Effects
- Evasive Manoeuvre 🅢 - Any attacks made against this vehicle in the enemy’s next turn counts as disadvantaged.
- Fly 16” 🅟 - When this vehicle makes a move action, it never incurs movement penalties for rough ground or obstacles. Flyers can move over other models but must end each move action clear of the bases of any other models.
- Vehicle 🅟 - This vehicle ignores all statuses except Immobilised and On Fire, cannot be knocked down and is immune to presence attacks. Enemies gain one stretch die when making a strike against this vehicle.
Stunts
- If a driver can pass a Mind statistic test, it can perform the following stunt:
- Strafe 🅕❶ - A passenger ally can make a single free shoot attack against any one enemy the vehicle moves over.
Getaway Car
Neutral Vehicle, 4 ratings
Idling on the curb outside a bank, this motor is souped up for a fast exit. Cue thrilling pursuit scene - no cardboard box or market stall is safe!
| Capacity | Speed | Defence | Armour | Health |
|---|---|---|---|---|
| 4 | 12 | 8 | 5+ | 3 |
Special Effects
- Vehicle 🅟 - This vehicle ignores all statuses except Immobilised and On Fire, cannot be knocked down and is immune to presence attacks. Enemies gain one stretch die when making a strike against this vehicle.
Stunts
- If a driver can pass a Mind statistic test, it can perform the following stunt:
- On The Job ❶ - This vehicle may increase its Speed by 1” for each objective token held by the cast. If the episode does not use objective tokens, you may increase the vehicle’s Speed by 1” for each prop card you discard instead.
Jeep
Neutral Vehicle, 4 ratings
Suitable for cool valley kids, the rugged country-living outdoorsman and the military commander, the Jeep is an excellent off-road vehicle.
| Capacity | Speed | Defence | Armour | Health |
|---|---|---|---|---|
| 4 | 12 | 8 | 5+ | 3 |
Special Effects
- Four-Wheel Drive 🅟 - This vehicle never incurs movement penalties for rough ground or obstacles.
- Vehicle 🅟 - This vehicle ignores all statuses except Immobilised and On Fire, cannot be knocked down and is immune to presence attacks. Enemies gain one stretch die when making a strike against this vehicle.
Stunts
- If a driver can pass a Mind statistic test, it can perform the following stunt:
- Mobile Gun Platform 🅟 - Shoot attacks from occupants in this vehicle do not suffer the usual -1 penalty per move action.
Limo
Neutral Vehicle, 4 ratings
Arrive in style - or simply make a statement travelling in this elongated sedan. Enjoy its plush interior and drinks cabinet, and exchange banal pleasentaries with your salaried driver.
| Capacity | Speed | Defence | Armour | Health |
|---|---|---|---|---|
| 8 | 8 | 8 | 5+ | 4 |
Special Effects
- Drinks Cabinet 🅟 - Occupants in this vehicle never receive the Distracted or Scared statuses.
- Vehicle 🅟 - This vehicle ignores all statuses except Immobilised and On Fire, cannot be knocked down and is immune to presence attacks. Enemies gain one stretch die when making a strike against this vehicle.
Stunts
- If a driver can pass a Mind statistic test, it can perform the following stunt:
- Chauffeur 🅟 - Stars, Co-Stars and the VIP Extra may enter this vehicle without using a move action.
Motorbike
Neutral Vehicle, 2 ratings
Lightweight and affording little protection, it nevertheless offers high speeds and a vital cool factor needed when making your great escape or saving the world.
| Capacity | Speed | Defence | Armour | Health |
|---|---|---|---|---|
| 1 | 16 | 8 | 6+ | 2 |
Special Effects
- Kickstart 🅕❶ - This vehicle can change its facing as a free action.
- Vehicle 🅟 - This vehicle ignores all statuses except Immobilised and On Fire, cannot be knocked down and is immune to presence attacks. Enemies gain one stretch die when making a strike against this vehicle.
- Wind In Your Hair 🅟 - If this vehicle suffers a physical strike, roll 1D6. On a 1-3, apply the effects against the vehicle; on 4-6, apply the effects against the driver. Template weapons apply their effects to the vehicle and driver.
Stunts
- If a driver can pass a Mind statistic test, it can perform the following stunt:
- Stunt Jump 🅕❶ - Move this vehicle up to 8” over terrain and enemies without incurring free strikes. This must be its first action.
Shuttlecraft
Neutral Vehicle, 8 ratings
A shuttle descends from space to deliver visitors to strange new worlds – be they hungry lizards, inquisitive red shirts or galactic rebels setting down behind enemy lines.
| Capacity | Speed | Defence | Armour | Health |
|---|---|---|---|---|
| 8 | 12 | 8 | 4+ | 4 |
Special Effects
- Cargo Ramp 🅟 - Occupants exiting this vehicle can be placed up to 6” from the vehicle.
- Fly 12” 🅟 - When this vehicle makes a move action, it never incurs movement penalties for rough ground or obstacles. Flyers can move over other models but must end each move action clear of the bases of any other models.
- Vehicle 🅟 - This vehicle ignores all statuses except Immobilised and On Fire, cannot be knocked down and is immune to presence attacks. Enemies gain one stretch die when making a strike against this vehicle.
Stunts
- If a driver can pass a Mind statistic test, it can perform the following stunt:
- Reinforcements 🅕✪ - Once per act, when this vehicle is in base contact with any playing area edge, you may return to play one Extra of 2 ratings or less that has been removed from play.
Sports Car
Neutral Vehicle, 4 ratings
Need to outrun your opponents, define yourself in metal or get through that mid-life crisis? Then jump in this convertible ride and let 120mph winds blow your troubles away!
| Capacity | Speed | Defence | Armour | Health |
|---|---|---|---|---|
| 2 | 14 | 8 | 5+ | 3 |
Special Effects
- Evasive Manoeuvre 🅢 - Any attacks made against this vehicle in the enemy’s next turn counts as disadvantaged.
- Vehicle 🅟 - This vehicle ignores all statuses except Immobilised and On Fire, cannot be knocked down and is immune to presence attacks. Enemies gain one stretch die when making a strike against this vehicle.
Stunts
- If a driver can pass a Mind statistic test, it can perform the following stunt:
- Superior Handling ❶ - When making a move action, you may stop anywhere before the end of the movement distance, turn the vehicle and continue for the remainder of the movement.
Squad Car
Neutral Vehicle, 4 ratings
Blaring sirens herald the approach of those who protect and serve. Just make sure you are not the one who ends up in the caged back seats.
| Capacity | Speed | Defence | Armour | Health |
|---|---|---|---|---|
| 4 | 12 | 8 | 5+ | 3 |
Special Effects
- Blues and Twos 🅟 - Enemy models cannot use Camouflage, Espionage or Invisible if they are within 12” of this vehicle, and instantly lose those benefits.
- Vehicle 🅟 - This vehicle ignores all statuses except Immobilised and On Fire, cannot be knocked down and is immune to presence attacks. Enemies gain one stretch die when making a strike against this vehicle.
Stunts
- If a driver can pass a Mind statistic test, it can perform the following stunt:
- You’re Nicked! - Allies within 3” of this vehicle may add the Captured status to any fight attack this turn.
Supercar
Neutral Vehicle, 8 ratings
These prototypes can be the signature vehicle of a vigilante, spy or animated supergroup. Packed with gadgets, these wheeled wonders are the pinnacle of cool and glamour.
| Capacity | Speed | Defence | Armour | Health |
|---|---|---|---|---|
| 2 | 14 | 8 | 4+ | 4 |
Special Effects
- Gull-Wing Doors 🅟 - Occupants of this vehicle gain an extra stretch die when making presence attacks.
- Mind Of Its Own 🅟 - This vehicle can be activated without an occupant.
- Vehicle 🅟 - This vehicle ignores all statuses except Immobilised and On Fire, cannot be knocked down and is immune to presence attacks. Enemies gain one stretch die when making a strike against this vehicle.
Stunts
-
If a driver can pass a Mind statistic test, it can perform the following stunts:
-
88mph ✪🅕❶ - Turn over the top script card and play it immediately. Once per act.
-
Machine Gun Headlights 🅕❶ - This vehicle may make the following shoot attack:
Attack Range Strike Weapon Effect Machine Gun 12” +7 Spray, -1 Health
Truck
Neutral Vehicle, 4 ratings
Flatbeds and covered trucks have both military and commercial use, whether transporting soldiers or valuable cargo around the country.
| Capacity | Speed | Defence | Armour | Health |
|---|---|---|---|---|
| 10 | 10 | 8 | 5+ | 4 |
Special Effects
- Delivery 🅟 - This vehicle adds one additional prop card to your prop store.
- Vehicle 🅟 - This vehicle ignores all statuses except Immobilised and On Fire, cannot be knocked down and is immune to presence attacks. Enemies gain one stretch die when making a strike against this vehicle.
Stunts
- If a driver can pass a Mind statistic test, it can perform the following stunt:
- Reinforcements 🅕✪ - When this vehicle is in base contact with any playing area edge, you may return to play one Extra of 2 ratings or less that has been removed from play. Once per act.
Unmarked Car
Neutral Vehicle, 4 ratings
Cars come in every shape and size - perfect for getting from A to B. Look closer at some to see figures hunkered down, surrounded by take away boxes, keeping a careful watch.
| Capacity | Speed | Defence | Armour | Health |
|---|---|---|---|---|
| 4 | 10 | 8 | 5+ | 3 |
Special Effects
- Inconspicuous 🅟 - This vehicle can be set up 8” from your playing area edge.
- Vehicle 🅟 - This vehicle ignores all statuses except Immobilised and On Fire, cannot be knocked down and is immune to presence attacks. Enemies gain one stretch die when making a strike against this vehicle.
Van
Neutral Vehicle, 4 ratings
These all-purpose utility vehicles are the backbone of any country, moving everything from gold bullion to workman’s tools to patients to hospitals.
| Capacity | Speed | Defence | Armour | Health |
|---|---|---|---|---|
| 6 | 10 | 8 | 5+ | 4 |
Special Effects
- Delivery 🅟 - This vehicle adds one additional prop card to your prop store.
- Vehicle 🅟 - This vehicle ignores all statuses except Immobilised and On Fire, cannot be knocked down and is immune to presence attacks. Enemies gain one stretch die when making a strike against this vehicle.
Stunts
- If a driver can pass a Mind statistic test, it can perform the following stunt:
- Tools Of The Trade 🅟 - Models in base contact with this vehicle may add +1 to all statistic tests.
Appendices
Tokens & Templates
This is a full set of tokens and templates needed to play 7TV. Permission is given to photocopy these for personal use. You will need to print two halves of the Blast 5" template. (The printable token and template artwork - Beam, Blast 3", Barrier, Blast 5", Teardrop - and the book's index are not reproduced.)