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Fanhunter Batallitas

Fanhunter Batallitas Rulebook

Table of Contents

Table of Contents

  • Components
    • Boards
    • Counters
    • Cardboard noses
  • Basic Game Concepts
    • Attributes
    • Weapons
    • Squads (Escuadras)
    • Dice rolls (Tiradas de dados)
    • Dice modifiers
    • Event cards
    • Repeating rolls
  • Rules
    • How to Start Playing Fanhunter Batallitas
    • Turn Order
    • Initiative
    • Actions
    • Generic actions
    • Movement
    • Doors
    • Brawling (Tortas)
    • Shooting
    • Line of Sight
    • Range
    • Firing One Shot
    • Empty and Obstructed Cells
  • Arsenal
    • Close Combat Weapons
    • Firearms
    • Heavy Weapons
    • Armour
  • Squads (Escuadras)
    • Tintín Macutes Squad
    • Fanhunters Squad
    • Fans Squad
    • Lethal Fans Squad
  • Scenarios
    • Scenario 1: The Last Game
    • Scenario 2: Shopping
    • Scenario 3: Drums in the Dark
    • Scenario 4: Long Live Rock
    • Scenario 5: War Games
    • Scenario 6: Streets of Fire
  • Event Cards
    • Papal Event Cards
    • Rebel Event Cards

Components

This booklet contains all the rules needed to play Fanhunter Batallitas, including six scenarios ready to start emptying magazines. Besides the rules, Fanhunter Batallitas includes several more components, which we will detail below.

Boards

Fanhunter Batallitas contains four beautiful game boards printed in full colour on both sides (that is, a total of eight different game boards), divided into square cells. These boards simulate the streets and various buildings of Barnacity (or of any other big city you like), and represent the battlefield where the epic skirmishes of the game take place. If you clean your glasses and look carefully, you will see that each of them has a number from 1 to 8 printed in one corner. When you play any of the scenarios included in this rulebook, these numbers will tell you which boards to use and in what position to place them. Furthermore, in an unprecedented display of talent in applied game design engineering, the eight boards fit together on all sides.

The Fanhunter Batallitas boards represent various types of terrain, which can affect the movement or the combat of the miniatures to varying degrees. Each cell of the board is considered part of one of these terrain types according to the drawing that appears in it. The possible terrain types are:

Clear

These cells are considered empty and do not affect movement or combat at all.

Obstacles

These are small clutter and obstructions that touch the noses but can be bypassed with a little skill. Any junk or terrain accident that reaches a nose at most up to knee height is considered an obstacle (yes, we know, noses do not have knees, but more or less that is it). Some examples of obstacles that appear on the Fanhunter Batallitas boards are streams of water, dense vegetation, piles of rubbish, etc.

Cells with obstacles do not block line of sight (we will explain Line of Sight later) and can be entered by paying 1 action point more than normal (that is, entering a cell with an obstacle costs two action points instead of one).

Minor obstructions

Minor obstructions are obstructions larger than obstacles, but that reach at most up to the height of the nose's chest. Most furniture one can find on a Fanhunter Batallitas board, such as tables, sofas, park benches, etc., are minor obstructions. Minor obstructions do not block line of sight at all, but they are impassable. You cannot enter a cell occupied by one, not even by the lining. In combat, minor obstructions can grant cover from enemy fire (yes, this is also explained later, don't worry).

Major obstructions

Like minor obstructions, but big. These are any junk or clutter that measures above the nose's chest. Some examples of major obstructions are trees, rubbish containers, fridges, interior walls, etc. These obstructions are not only impassable, but also, to top it all off, block line of sight.

Walls and doors

Walls are just that, walls. They are usually placed between cells and, like major obstructions, block line of sight and cannot be crossed. Doors, when closed, work exactly like walls. When open, they can be crossed and do not block line of sight (you don't know how stupid I feel writing this). The procedure for opening and closing doors is explained a little later.

Occupied cells

An occupied cell is any cell that contains a nose. Occupied cells, like major obstructions, are impassable and block line of sight.

How to determine the terrain type

Throughout Fanhunter Batallitas games, you will be forced to deal with more than one confusing situation when determining whether such and such a cell is empty, obstructed, or what the hell. In case doubts arise about which terrain type affects a cell (because the drawing of one terrain type does not cover it entirely, because the cell contains several different terrain types, etc.), it will be considered of the terrain type that occupies the greatest area of the cell. For example, if a cell contains a rubbish bin (obstacle), but apart from that is empty, it is considered an empty cell. In another example, a cell that contains both a pile of rubbish (obstacle) and a sofa bed (minor obstruction) will be considered obstructed, since the sofa bed occupies more of the cell than the pile of rubbish.

Counters

Fanhunter Batallitas includes a pair of cardboard sheets with a mess of counters and markers that are used during the game.

These counters are: 10 numbered markers from 0 to 9 on both sides, 8 open-door markers, 6 bird/ambush markers, 6 ambush/alert markers, 6 alert/bird markers (of course, writing rules is a pain), 6 initiative markers (3 papal and 3 rebel), 3 shopping cart markers, 2 signal markers, 1 secret passage marker, 1 teddy bear marker, 5 explosion templates and 24 event cards (12 papal and 12 rebel). Cut them all out (use a cutter and a ruler, and when you finish count your fingers; if you still have ten you have done it right) and, if you can, keep them separately in small plastic bags.

Cardboard noses

This game also includes a sheet of beautiful cardboard noses to cut out, enough to play all the scenarios included in this booklet (if you need more to set up a megabrawl, make colour photocopies, or better yet, buy another copy of the game). However, our marketing chief, who is a genius, has recommended that we say Fanhunter Batallitas is infinitely better if you use our wide range of beautiful resin figurines. Buy our models, paint the squads with your own hands, and you will turn your Fanhunter Batallitas games into a sensation of orgiastic ecstasy similar to that produced by a Marian apparition. And, while we are at it, we can change our car, which would not hurt either...

Basic Game Concepts

Attributes

In Fanhunter Batallitas, the noses under each player's command are described by five attributes that differentiate them from one another and define their abilities on the battlefield. The five basic attributes are:

  • Actions: Possibly the most important attribute. It indicates the action points the nose has available to move, shoot, crack necks, etc. We copied it from another game so we would not have to warm our heads...
  • Shooting: A very useful skill for winning plush toys at fairground booths. It is used to attack at range, whether by firing a weapon or throwing some blunt object.
  • Combat: The skill of flipping sharp objects without losing an eye. It is used to attack in close combat.
  • Muscles: How buff and macho the nose is. It is used to determine the damage it causes with a clean whack.
  • Pupae: They indicate how tough the nose is, and the amount of lead its body can tolerate before biting the dust. Most noses tend to have two Pupae, although some mega-heroes, ultra-villains, mutazoids and other colourful folk of the Fanhunter world may have three or more.

In addition to the five basic attributes, the noses of Fanhunter Batallitas have a varied list of quirks and flaws that affect their behaviour in the game, which are explained in full detail later (patience).

Weapons

The protagonists of Fanhunter Batallitas usually delegate all their reasoning capacity to the barrel of the weapon they wield, and to that end, towards the end of this book you will find a beautiful catalogue of artefacts for destruction, mutilation and major death. For now, however, it will be enough to know the basic attributes of weapons. There are five:

  • Type: In Fanhunter Batallitas there are four types of weapons: close combat, short, long and heavy. The type of weapon indicates how many action points it costs to use. In addition, short weapons are the only ones that can be fired at an adjacent target, and heavy weapons have special rules (limited ammunition, area of effect, etc.).
  • Rate of Fire (RoF): Indicates how much lead you can stick into the enemy in one go. Each time the nose spends action points to fire the weapon, it may unload as many shots as its RoF.
  • Range (Rng): The number of cells the weapon can be fired at. There are two firing distances, short and long. Short distance is within the weapon's range, and it is the optimum distance to use it. Long distance is beyond the weapon's range and at most up to double of it. It is a hassle, because the weapon loses precision and you don't even hit the Yeti. A weapon cannot be fired beyond double its range. Close combat weapons have no range and only affect the cell adjacent to the nose.
  • Pupae (Pupita): Indicates the size of the chunk that can be inflicted on the target, or into how many portions its body may be scattered. The higher the pupae value of a weapon, the worse for whoever is in front of it. If the pupae value is the word "Mu" followed by a number, it means the weapon has a pupae value equal to the Muscles of the user, plus the number indicated (for example, a weapon with pupae Mu+2 used by a nose with Muscles 2 would have a pupae value of 4).
  • Notes: Indicates whether the weapon has any kind of special rules, such as limited ammunition, area of effect and so on. All these special rules are explained throughout the rulebook, or in the description of the weapon in question, properly speaking. So everyone rest easy.

Squads (Escuadras)

In Fanhunter Batallitas the noses act grouped in squads, trained to fight together. The number and characteristics of each squad can vary, although the most common configuration is five noses, one of them standard (generally one of them with a heavy weapon), plus a leader. A squad of Tintín Macutes, for example, is five normal Macutes and a Macute sergeant. For game purposes, the members of a squad must remain more or less together, if they do not want to be left without orders and get pummelled a lot (you'll see, you'll see).

Dice rolls (Tiradas de dados)

Fanhunter Batallitas uses normal six-sided dice. As you may have noticed, these are not included in the game, but with three or four white ones and one of another colour you will be doing very well, so we will not make a drama of this either (take them from grandad's Parcheesi set or something like that). In Fanhunter Batallitas, several dice are usually thrown at once and their results are read separately, without adding the dice thrown (for example, if three dice are thrown and a 4, a 3 and a 6 come up, the result must be read as 4, 3 and 6, not as 13, which would be the total sum). As a general rule throughout the whole game, a dice roll will succeed if at least one of them rolls a 5 or more (that is, a five or a six), and will fail if all the dice thrown roll a result of four or less (do you understand or do you need a drawing?). Of course, in a game like this things are never so easy, and to that end we have pulled the infernal die out of our sleeve.

The infernal die (drum roll)

Whenever a shooting or close combat dice roll is to be made, in addition to the indicated number of dice a die of another colour will be thrown, which we will call the infernal die. The infernal die is used to determine whether, in addition to hitting or missing the roll, a super-success or a capital screw-up has been achieved. Basically, if the infernal die comes up with a result of 2 to 5, it is ignored completely (the infernal die never counts as a success or a failure; it is only used to determine criticals and screw-ups). Now then, if the result of the infernal die is a 6 and, in addition, the roll has succeeded, it is considered a critical success. If, on the contrary, the infernal die rolls a 1 and, in addition, the roll has failed, it is considered a screw-up. The results of criticals and screw-ups vary in each situation and are explained later, in the corresponding sections. Yes? Fine.

Dice modifiers

In some sections of the game, certain modifiers apply to dice rolls, which can make rolls throw more or fewer dice than normal (for example, a shooting roll may receive modifiers for the distance to the target, because the target is in cover, etc.).

If by this procedure the number of dice to be thrown is reduced to zero or less, you cannot make the dice roll in question. That's all.

Event cards

Fanhunter Batallitas includes two decks of twelve event cards, one for the papal side and another for the rebel side. These cards greatly affect the course of the game, but there is no need to go on at length about how they work here, because they are self-explanatory (each card says what it does and when it can be played). The only thing to bear in mind is that if a contradiction or a tangle of rules arises between a card and this rulebook, the text of the card takes precedence.

At the start of the game, the two decks of event cards are shuffled separately, and each player may draw up to two cards from their corresponding deck for each squad they have available for that game (for example, if they are going to bring two squads they will draw a total of four cards). And here is where the rule that is the ruin and downfall of Fanhunter Batallitas comes in. If any of the participating squads is made up of painted figurines, instead of the cardboard noses included in this game (let's not kid ourselves), the player who controls it receives three cards for that squad, instead of two. For this rule to be effective, all the noses of the squad must be genuine beautiful resin figurines made in Farsa's Wagon, and be conveniently painted (and correspond to the squad's configuration; you may not paint six white Don Depresores and say they are Tintín Macutes with conjunctivitis). Yes, yes, our ulterior motive is obvious.

Repeating rolls

Event cards, besides being playable directly, have another use that is equally useful as it is hilarious. At any moment of the game, a player may discard from their hand an event card of their choice, to repeat a dice roll they have just made and whose result has not turned out well for them (for example, a screw-up). In that case, the result of the roll is ignored completely and the dice are thrown again. You may even repeat a dice roll that the opponent has made you fail or screw up automatically when you play an event card on them.

Of course, you can only repeat a roll that you have made yourself. You may not discard an event card to force another player to repeat one of their dice rolls. Ah, and the same dice roll cannot be repeated more than once. Clear? Fine.

Rules

How to Start Playing Fanhunter Batallitas

If you are reading this section, you are a complete melon. How do you play this? Well, you read the rules, choose a scenario, set it up, divide up the sides and off you go. It's a cinch. Do try to play the scenarios as they come in this booklet, since they are arranged in increasing order of difficulty (the first two are simpler, the third and fourth add a little complexity, and in the fifth and sixth all the rules of the game apply in full).

Turn Order

Each turn, initiative markers are drawn from a hat. Each marker drawn indicates which side must activate one of its squads (markers with a Fanhunter badge correspond to the papal forces, while markers with a bomb correspond to the Resistance). The noses of the activated squad may carry out various actions, such as moving or, on the contrary, thrashing the enemy, according to a number of action points that can be spent. When the squad has finished its business, another marker is drawn from the hat and the player to whom it belongs activates one of their squads, and so on until all the markers have been drawn and all the squads have been activated once. Then all the markers are put back in the hat and a new turn begins. The game continues in this way until the owner of the game has to leave, because it is early tomorrow morning, or one of the two sides accomplishes its mission and wins the game.

Initiative

In Fanhunter Batallitas, unlike other games without any substance or foundation, the order in which squads act changes from one turn to the next. Take as many initiative markers of each side as there are squads of that side taking part in the game (note: squads, not noses), put them in a hat, a shoe or another opaque container and shake it. Draw a marker from the hat and announce which side it represents. The player of that side chooses one of their squads, activates it and carries out with it all the actions it wishes to take (how and when are explained later). This is called the "Squad action phase". Once the squad action phase has been completed (that is, all the desired actions have been carried out with the noses that make it up), the previous operation is repeated: another initiative marker is drawn, and the player to whom it belongs activates one of their squads. And so on until all the squads in play have been activated once (and only once). Then all the markers are put back in the hat (all this I have already explained, didn't I?), and the next turn begins. It is important to remember that each squad can only be activated once per turn, as I told you. If a squad has been totally annihilated during the previous turn, one of the initiative markers of the corresponding side is removed from the hat and rejoice.

Actions

When a squad is activated, each nose that makes it up may carry out a variable number of actions, based on the action points it has available. The noses of a squad may act in any order, but each one of them must complete all the actions it wishes to carry out that turn before moving on to the next nose. This is called the "Nose action phase" (today we are original). Once a nose has completed its action phase, its turn is over, and it can no longer be turned back and reactivated to carry out more actions, even if it still has points left to spend. As long as it has enough points, a nose may carry out any combination of the actions in the following list, in any order. A nose does not have to use all its action points, but it cannot accumulate points from one turn to the next. The actions contemplated in Fanhunter Batallitas are as follows. Nice, eh? Well, imagine when you know what all this is for and how it works.

Movement actions

  • Move one cell forward: 1 action point.
  • Move one cell backward or sideways: 2 action points.
  • If entering or leaving a building: +1 action point.
  • If the cell the nose moves into contains an obstacle: +1 action point.
  • Turn a facing (90°): 1 action point.

Brawling actions (tortas)

  • Make a close combat attack: 1 action point.
  • Fire a short or long-range weapon: 2 action points.
  • Fire a heavy weapon: 3 action points.
  • Go on Alert: 3 action points.

Miscellaneous actions

  • Carry out a generic action: 2 action points.
  • Unjam a weapon (desencasquillar un arma): 3 action points.
  • Remove a Pájara marker: 4 action points.

Generic actions

In some cases, a Fanhunter Batallitas scenario may require the noses to carry out some kind of action that is not reflected in the table above, such as opening or closing a door, pressing a button on a wall, picking up an object from the floor, jumping through a window, etc. In those cases, unless the specific rules of that scenario say otherwise, this is considered a "generic action". A generic action costs 2 action points.

Movement

The beautiful, as well as functional, Fanhunter Batallitas game boards are divided into nice cells so that the noses can roam over them. A nose may move to any adjacent cell in the direction its owner chooses, including diagonally, as long as the cell is empty and the required action points are paid. A nose cannot move to an occupied or obstructed cell, nor through a wall or a closed door (as for obstructed, occupied cells and so on, we have already explained that, so don't sweat it). A nose also cannot move diagonally if both lateral cells of the cell it is moving into are obstructed, occupied, or are walls or closed doors (do you understand or are we getting into concepts that are too advanced?).

Mind you, one must differentiate occupied and obstructed cells from obstacle cells. A nose can perfectly well cross an obstacle cell, and even stay in it and dance a jig if it feels like it. Simply, moving into an obstacle cell costs 1 action point more than normal (for example, if the nose moved into the cell immediately behind it, it would normally cost 2 points, but if that cell is an obstacle it will cost 3 points).

When a nose moves, it keeps its original facing. To change facing, one action point must be spent for each 90° turn you wish to make. And yes, if the nose wants to change facing while in an obstacle cell, it also costs one extra action point. Yes, we are such bores.

Doors

Crossing an open door costs no additional action points (unless the cell the nose moves into is an obstacle, of course). If the door is closed, it must be opened first. To open a door, the nose must be situated in a cell directly in front of the door and facing it, carry out a generic action, and place an "open door" marker next to the door to show it. Closing a door is also a generic action, but the nose does not need to be facing the door; it is enough that it stands in front of it, spends the action points, and removes the "open door" marker.

An open door does not interfere with line of sight at all, but a closed door blocks it completely, just like a wall. At the start of a game all doors are considered closed unless the scenario being played specifies otherwise.

Double doors

Double doors are those that occupy two cells instead of one. When opening a double door, the nose may choose to open it completely, or to open only one part (it does not have to be the part directly in front of it; whichever it prefers). Exactly the same applies when closing a double door, believe it or not. To open or close a double door completely, it is enough for the nose to be situated facing any part of the door. Opening or closing a double door completely costs no additional action points; the usual generic action is enough.

Oh my God, the curtains!

By the way, as you will have seen, on some of the Fanhunter Batallitas boards there are curtains instead of doors. Well, all calm: curtains are also considered doors, and they work exactly like them in every respect.

Brawling (Tortas)

Well, now we are getting to the juicy part; the butchery begins. Combat in Fanhunter Batallitas is as simple as it is lethal. Basically, the attacking nose throws as many dice as its Combat or Shooting attribute (depending on the instrument it is using), and if it manages to get at least one success (that is, a 5 or a 6 on any of the dice), it hits, and passes on to roll for pupae. For the pupae roll, as many dice are thrown as the pupae value indicated by the weapon, and each success counts (in this roll the successes accumulate; the more the better), each one a pupa lost by the target. When the target's pupae reach zero, see you later, Lucas. Easy, no? Well, let's complicate it.

Shooting

To be able to open fire on their fellows, the attacking nose must meet two basic requirements: 1) be able to trace a line of sight (LoS) to the target, and 2) that said target be within the range of the weapon one intends to use to fry it.

Line of Sight

A nose can only shoot at what it can see, so to begin with it must be facing its target. A nose can shoot at everything in front of it, that is, its three adjacent frontal cells, the five cells following these, the seven following those, and so on (explained like this you will not understand a thing, but the diagram provided here will clear it up).

[Diagram: "Line of Sight": the cells in front of a nose are shaded where they are visible to it; the sidebar notes that shaded cells show the nose's line of sight.]

[Diagram: "Example of Line of Sight": in the diagram, noses A and B have line of sight to the shaded cell, while noses C and D do not.]

If you are playing with the cardboard noses included in this game, you should not have problems determining their facings, since they only have a front and a back. If, on the contrary, you are using our beautiful resin figurines (wise choice), in case of doubt the figurine is always facing where its nose points.

Once the facing is correct, LoS is traced by drawing an imaginary line (in confusing cases you can use a ruler to check it) from the centre of the cell in which the attacking nose stands to the centre of the cell in which the target stands. If this line is not interrupted by any major obstruction, by a cell occupied by another nose, or by other visual impediments, such as the range of a flamethrower (this business about flamethrowers is explained in the Arsenal section), then there is LoS and the nose can shoot. Otherwise it cannot open fire, since it is unable to see its target. Cells containing obstacles do not block LoS.

Diagonal line of sight

If the LoS passes exactly between two cells (which usually happens when trying to trace a line to a cell diagonally), it will only be interrupted if both of the two cells between which it passes contain some element that would normally block LoS (a major obstruction, a nose, etc.). If one of the two cells blocks LoS and the other does not, it is considered that there is LoS.

Range

What, do we have LoS? Yes? Fine. Now it is time to establish the distance to the target in cells (counting the cell in which the target is, but not the cell in which the attacker is), and to compare that number with the weapon's range value. If the target is at a distance equal to or less than the weapon's range, it is considered short distance. If it is at a distance greater than the weapon's range but not more than double that, it is considered long distance. If the target is more than double the weapon's range away, the distance is considered impossible and the weapon cannot be fired.

Firing One Shot

Once LoS has been established, the distance to the target has been measured, and it has been verified that the target is legal, the attack can proceed. The nose throws as many dice as its Shooting attribute indicates, minus one die if the target is at long distance, and reads the result as follows:

  • Success (that is, at least one of the dice has rolled a 5 or a 6): The bullet went in, and one may pass directly to the pupae roll, as explained below.
  • Failure (that is, all the dice have rolled 4 or less): The shot has not hit the target, but the game goes on; there are thousands of prizes.
  • Critical (at least one of the dice has rolled a 5 or a 6, and in addition the infernal die has rolled a 6): The same as a Success, but in addition the weapon causes automatic pupae (see Pupae).
  • Screw-up (all the dice have rolled 4 or less, and in addition the infernal die has rolled a 1): The same as a Failure, but in addition the weapon jams (unless the weapon's description indicates another effect).

Empty and Obstructed Cells

Can you shoot at empty or obstructed cells? Yes, dad. Opening fire on an empty or obstructed cell is resolved exactly like any other shot (you must have LoS and everything else). The only thing that logically happens is that no pupae are caused to any nose (unless it is an area-effect weapon, as we will now explain). Apart from that, the Fanhunter Batallitas rules do not contemplate damaging urban furniture (in the Fanhunter world, furniture is lined with kevlar), so shooting at a cell containing a fridge, a sofa, a grand piano or similar, besides being an unnecessary display of vandalism and immaturity, is a waste of ammunition and a crowning piece of stupidity.

Rate of Fire

Each weapon has a Rate of Fire (RoF) value, which indicates the maximum number of shots that can be fired with it each time action points are spent to fire it. For each shooting action the nose carries out, it may fire as many times as the RoF of the weapon in question indicates. This is called a burst. The various shots of a burst may be aimed at the same target or be spread among different targets, and the attacker may assign them as it resolves each shot. For example, if a weapon has an RoF of 2, it may first fire at a target and then decide whether it is interested in planting the second shot in the same guy (for example, if it did not manage to finish him off with the first), or in another one.

The only restriction when shooting at different targets within the same burst is that each shot may only be aimed at a cell adjacent to the previous shot (if any of the shots lands in an empty cell it is lost, of course). Naturally, all the shots of the burst must comply with the rules of LoS and range.

Example of a burst: in the attached diagram, nose A is firing a burst with a weapon whose RoF is 3. The first shot is aimed at nose B; the second shot is aimed at a cell adjacent to the first (which is empty, so it is lost); and the third shot is aimed at nose C, which stands in a cell adjacent to the second shot.

Area-Effect Weapons

Area-effect weapons (in Fanhunter Batallitas there are two: grenades and flamethrowers) work in a somewhat different way from ordinary weapons. The shot is resolved as for any other weapon, but if it misses, it means the shell has been deflected away from the target, and it is necessary to know where it ended up, lest by ricochet it hook somebody. The missed shot of an area-effect weapon is deflected a number of cells equal to the result of one die, in a straight line. If the miss was a normal failure, the direction of the deflection is chosen by the player who fired, but if the miss was a screw-up, the direction is chosen by the opponent (important: area-effect weapons do not jam, so you laugh more). If, as a result of a deflection, the shot reaches a wall, a major obstruction (not a minor one) or the corner of the board, and there are still cells left to deflect through, it will rebound and continue deflecting through the cells that remain, as shown in the diagram on the next page.

Another nice feature of area-effect weapons is that with a single shot they can unleash death and devastation over a wide area. Once the final impact point of a flamethrower, a grenade or any other junk of this kind has been determined (whether the shot hit or missed), an explosion marker is placed centred on that cell. Any nose located in the cell on which the explosion marker is centred eats the pupae dice indicated by the weapon in question, and all the other noses located in any of the other cells covered by the marker eat one pupae die fewer than those indicated by the weapon. If some of the cells covered by the marker are on the other side of a wall (that is, on the far side with respect to the cell where the explosion is centred), they are not affected.

[Diagrams: "Area-effect weapons and ricochets": three diagrams show the possible directions in which a deflection can rebound. Dashed arrows show the direction of deflection before the rebound, solid arrows the direction after the rebound.]

Shooting Restrictions

Besides being unable to shoot at impossible distance, a nose may not open fire on the leader of a squad unless it is the nearest enemy (this is explained in more detail in the section on leaders). Nor may a nose shoot at adjacent noses, unless it uses a short weapon, or unless the shot lands in that cell as a consequence of the deflection of an area-effect weapon.

Alert Shot

The alert shot is a special type of shot that is carried out during the action phase of other squads, which makes it all the more annoying. An alert shot may be made with short or long weapons, but not with heavy weapons (unless a specific heavy weapon says otherwise). To go on alert, a nose must pay 3 action points and take an alert marker. From then on, the nose may shoot, without spending any action points, at any enemy target that carries out an action, whatever that action is (turning a facing, moving one cell, shooting, etc.), provided it is within its firing arc and line of sight (the nose must, of course, also comply with all the rules concerning range, LoS, shooting restrictions, etc.). If a nose on alert wants to fire at another nose that is in turn firing a burst, it may insert its shot between the shots of the burst. It is not necessary to wait for the other nose to empty its whole burst before using the alert shot.

A nose on alert suffers the following restrictions:

  • It throws one less shooting die.
  • It can only shoot at short distance.
  • It cannot fire a heavy weapon (unless the description of that weapon says otherwise).
  • The RoF of the weapon being used is always considered to be 1 (nothing, not even precision or any other nonsense).

A nose stops being on alert when one of the following occurs:

  • It carries out any action that costs action points (for example, if it goes on alert and then moves one cell, it stops being on alert).
  • It is attacked in close combat.
  • It is hit by a shot.
  • It rolls a screw-up when shooting.
  • Its squad is activated in the following turn.

Cover

A nose that tries to move hiding behind the various obstacles the terrain offers has a considerably longer life expectancy than one that crosses the battlefield running bare-chested with its underpants on its head. So, if fire is opened on a nose located immediately behind a minor obstruction (if it is a major obstruction there is no LoS, so we don't know what the hell we are talking about), the target is considered to be in cover, and the attacker throws one die less for shooting and one die less for pupae.

[Diagram: "Cover": three diagrams show a shot that passes through the cell next to the minor obstruction, and a shot that does not.]

To be in cover, the target must be adjacent to the obstructed cell, and the LoS of the shooter must pass through that cell; if not, it does not count. Cover is of no use in close combat.

Example of cover: in the attached diagram, nose A is in cover from nose B and nose C, but not from nose D, which is ready to happily slit its neck.

Jamming and Unjamming

Generally, when a nose rolls a screw-up when shooting, the weapon it is using jams. In that case the nose receives a jam marker and may not fire that weapon again until it is unjammed. To unjam a weapon, it is enough for the nose to spend 3 action points and pull the trigger again, and back to the dance.

Limited Ammunition

In Fanhunter Batallitas, short and long weapons are considered to have enough ammunition to rain lead on the enemy in a murderous and sinister way throughout a whole game, without worrying about anything (have you ever seen, in a John Woo film, someone run out of bullets? Well, exactly). But not so with heavy weapons, oh no! Each heavy weapon has, in its description, a limited number of ammunition, which indicates the shots (shots, not bursts) that can be fired with it before the ammunition in the magazine runs out. When the ammunition of a weapon runs out, the nose may reload it (as long as it has spare magazines, of course) by carrying out two consecutive generic actions (one to remove the spent magazine and another to insert the new one). Once the magazine is renewed, one may continue the dance until it is emptied again. It is not necessary to exhaust a magazine completely in order to reload the weapon. A nose may change the magazine of a weapon at any time, although once this is done the magazine that has been removed is considered completely empty, and it may not be put back in again, even if it still had ammunition left. Clear?

Close Combat

To attack in close combat, the nose must be adjacent to its target and facing it, and spend 1 action point to deliver the punch. It then throws as many dice as its Combat attribute and reads the results as follows:

  • Success (that is, at least one of the dice has rolled a 5 or a 6): Love impact. The attacker may pass on to roll for pupae, as explained later.
  • Failure (that is, all the dice have rolled 4 or less): The defender's dodging skill, or the attacker's own need, has prevented the blow from connecting. What matters is taking part...
  • Critical (at least one of the dice has rolled a 5 or a 6, and in addition the infernal die has rolled a 6): The same as a Success, but in addition the weapon causes automatic pupae (see Pupae).
  • Screw-up (all the dice have rolled 4 or less, and in addition the infernal die has rolled a 1): The same as a Failure, but in addition the one who is hit is the attacker, and the defender may pass on to roll for pupae using any of the close combat weapons it carries.

Tough Enemies

Evidently it is not the same to cross swords with a ninja champion as it is with Stephen Hawking, so if the defender's Combat attribute is greater than that of the attacker, the attacker throws one die less than normal.

Sweeping Attacks

Close combat weapons can be somewhat frustrating compared to firearms. While with the latter you can shoot from a distance, with close combat weapons you must stand next to the target, and you can only lay on the blows one at a time. The others let you use them from the balcony of your own house, and besides you can slam half a dozen sugared almonds on someone all at once. So why would I want a katana instead of a submachine gun? For that there are sweeping attacks, my friend.

Some close combat weapons allow sweeps, a particularly bloody manoeuvre if carried out in the middle of big brawls. A sweep consists of closing your eyes, spinning the weapon with all your strength and hoping the sun rises in the west, which allows, with a little luck, several idiots to be sliced with one blow. A nose carrying out a sweep may describe a complete circle with its weapon, attacking once every opponent located adjacent to it. The starting point of the sweep may be any cell the nose is facing, and from there all the attacks are resolved separately and in order, in the direction chosen by the attacker. By this procedure the nose may attack even those cells it is not facing. The sweeping attack only stops when one of these cases occurs:

  • An obstructed cell or a wall is reached.
  • A cell occupied by a nose of the same side is reached.
  • A screw-up is obtained in any of the attacks.
  • A complete circle has been described around the attacker.

(The source text says "these three cases" but lists four; all four are transcribed as printed.)

Of course, a sweep is not as precise and fruitful as a conventional attack, so the attacker throws one die less of combat and one die less of pupae (if it hits, obviously) than normal. A sweep costs the same action points as a normal close combat attack. Weapons with sweeping capacity may also carry out normal attacks, but the attacker must announce which type of attack it is going to carry out (normal or sweep) before it starts throwing dice.

[Diagrams: "Examples of sweeping attacks": three diagrams show where a sweep should end properly. In the first case the attacker (A) runs into a wall. In the second case it runs into a nose of its own side. In the third case the attack ends after describing a complete circle around the attacker.]

Surprise Attacks

If a nose attacks in close combat a nose that is facing away from it, it throws one extra die to hit and one extra die to determine the pupae. To be facing away, the defender must be facing the same direction as the attacker, and be in one of its three frontal cells (what, you don't understand that? Look at the picture, look at the picture, soul of God...). In case the attacker rolls a screw-up on the combat roll, it is ignored. Instead, the defender has the option of turning around and facing its opponent, somehow, and without spending action points.

Pupae

So far, this rulebook has devoted a good part of its length to detailing various systems to reduce the enemy to a pulsating mush of pulp, but we have not said a word about the sensations the human body experiences exactly when a shell opens a hole in its chest the size of a human head, or what happens exactly to your teeth when you bite into a sandwich of anchovies with a mortar grenade hidden inside. Let's talk about pupae.

Once it has been determined that an attack, whether at range or in close combat, succeeds, the pupae roll is made. All weapons have a pupae value that indicates the number of dice to be thrown. In the case of close combat weapons, their pupae value is equal to the word Mu (yes, like cows) followed by a number. This means the number of dice to be thrown equals the Muscles attribute of the striking nose plus the indicated number (for example, a nose with Muscles 3 using a close combat weapon with pupae Mu+2 would throw a total of 5 pupae dice).

Each pupae die on which a success is obtained (a 5 or a 6) causes one pupa to the victim. This is the only roll in the whole game where the number of successes obtained matters, since the more hits you land, the more crippled you leave the poor wretch. The total pupae caused must be subtracted from the victim's Pupae attribute. When the Pupae attribute of a nose is reduced to zero or less, the nose kicks the bucket and its figurine is removed from the game. (Most noses that appear in Fanhunter Batallitas only withstand a pair of pupae, so the margin for butchery is totally guaranteed.)

Example of surprise attacks: in the first diagram, nose A is behind nose B and in one of the three frontal cells of B, so B can stab A by surprise with total calm. In the second diagram it cannot, but that is by no means the point, let's go on.

Automatic pupae

When a critical is rolled shooting or attacking in close combat, the target automatically suffers a pupa. For example, a nose that hits its opponent with a bazooka would normally throw four pupae dice and cause its opponent as many pupae as successes obtained on that roll. If, on the other hand, it hit with a critical, it throws the four dice and then adds one extra pupa to those obtained on the roll. In area-effect weapons, the automatic pupa applies to all those affected by the blast wave.

Stunning pupae

There is a subtle difference between hitting someone with a ham bone and unloading a bazooka in their face. Some weapons, such as truncheons, frying pans, fists and similar, are not as lethal as others, and are called contusion weapons. These weapons have an asterisk (*) in their pupae value. Contusion weapons do not cause pupae; instead, the victim receives a pájara marker for each success obtained on the roll.

The Pájara

In some situations in the game, such as when receiving pupae from a contusion weapon, when going out of command, or when suffering the effects of some screw-up, a nose may receive a pájara marker. The marker is placed under the nose and stays with it until the nose is eliminated from the game or the marker is removed by spending 4 action points. A nose with a pájara marker suffers the following restrictions:

  • It may not shoot.
  • It may not attack in close combat.
  • Whenever it is shot at or attacked in close combat, the attacker throws one extra shooting or combat die.

(The term "pájara" is kept as printed in the source; it is the name of the marker.)

A nose cannot accumulate more than one pájara marker. If it already has one and receives a second pájara marker, it automatically suffers one pupa instead. For example, a nose attacked with a clean punch (puñetazo), whose enemy obtains three successes on the subsequent pupae roll, should in theory receive three pájara markers (a punch has a pupae value of Mu*). But no, mate. As it can only have one, it will actually receive one pájara marker and suffer two pupae, for the other two successes on the roll.

Leaders

Each squad in Fanhunter Batallitas has a charismatic leader, a valiant brave who leads his men without hesitation under the rain of fire and lead being unleashed over the board. Leaders are important to the development of the game, so they have their own special rules, which we will now explain.

Rule number 1: Let's go, girls!

All squads begin the game with a leader, which we will call the original leader. All original leaders have the Leadership knack (coña de liderazgo), which allows them to share their action points among all the members of their squad. (You waste time; the knacks and flaws are explained in another section.)

Rule number 2: Command distance

As we have said, squads are combat units trained to fight together, and they work better if their members stay relatively close to each other, so that they can clearly hear the shouts and insults their leader hurls at them. The first thing a player must do upon activating a squad, before carrying out actions with any of the noses that compose it, is to check which of them are within "command distance" and which are "out of command". A nose is considered to be in command distance if it is at most six cells away from its leader. Likewise, a nose more than six cells from its leader is considered "out of command". Distance is traced by counting along the shortest path from the nose to the leader of the squad (counting the cell where the leader is, but not the cell where the nose is), ignoring any obstacle or occupied cell that lies in between (including walls, closed doors or similar). A nose in command distance may carry on as it pleases, but a nose out of command receives a pájara marker somehow.

Example of command distance: in the diagram, a squad is spread across the board. Given that the leader of this squad is nose A, if the squad were activated at this moment, noses B, C and D would be in command distance, while noses E and F would be out of command and would receive a pájara marker, for cowardice.

Oh, by the way! I suppose what I am about to say is Captain Obvious stuff, but given the average intellectual level of this game's potential clientele, it is better not to take chances, so here goes: the leader of a squad is always in command distance of itself (applause).

Rule number 3: Don't even touch the boss

As we already mentioned a few pages back, a nose cannot shoot at a cell containing a squad leader unless that leader is its nearest enemy. This rule applies to all shooting weapons, including area-effect ones. However, the leader may be affected indirectly by the blast radius of an area-effect weapon that has impacted in an adjacent cell, or by an area-effect weapon that has impacted by chance in its own cell (for example, a grenade that misses its shot and is deflected into its cell). It is always possible to attack a squad's leader in close combat.

Rule number 4: The leader is dead, the rage is over

When the original leader of a squad is eliminated, the player who controls it must immediately designate a new leader from among the members of the squad who are still intact. This new leader is called the provisional leader, and from then on all the rules concerning squad leaders apply to it. Of course, the provisional leader does not acquire the Leadership knack merely by becoming leader (although if it already had it, it may put it into practice without any problem). If the provisional leader of a squad also goes off giving birth to panthers (damn, what a day the squad is having), a new provisional leader is determined by the same procedure.

Knacks and Flaws

All the noses in Fanhunter Batallitas have a series of cool skills that we call knacks (coñas) and flaws (taras), which affect their behaviour on the battlefield. Each of the existing knacks and flaws in this holy game is detailed below.

Knacks

  • Command (Comando): Noses with this knack are masters of secrecy, and they are dying to smear their faces with cow plasters and infiltrate behind enemy lines, so all movement actions cost them one action point less than normal (although they will cost at least 1 point). To top it off, noses with this knack may move through (yes, I said through) cells occupied by other noses of their own side (it is not necessary for them to belong to the same squad), as if those cells were empty, although obviously they cannot end their movement in a cell occupied by another nose. No, nor can they cross walls or other obstructions. Let's not go on.

  • Strategy (Estrategia): A nose with the strategy knack is endowed with an incredible capacity to read what is happening at every moment on the battlefield and get the most out of it (fall back by squads and launch a surprise attack with the incinerators!). Therefore, the player who controls this squad may decide at what exact moment to activate it, instead of having to wait for one of its initiative markers to come out. At any moment when an initiative marker must be drawn to see whose turn it is, the player may announce that he uses the strategy knack of the nose, remove one of his markers from the hat, and automatically activate that squad. Obviously, he can only activate the squad in which the nose with the strategy knack stands (although if he has several squads with noses that have this knack, he may choose which of them to activate). If several players from different sides want to use this knack at the same time, priority goes to the player who has gone the longest without activating a squad.

  • Leadership (Liderazgo): A nose with this knack has the capacity to direct the members of its squad in combat, giving them direct orders, harangues when morale flags, and other ultra-fascist things. In game terms, this nose may distribute its action points among all the members of its squad (itself included, obviously) as it pleases. Furthermore, it need not wait to activate itself to spend them; it may do so throughout the turn as necessary. The only restriction on the use of this knack is that, although several noses of the same squad may have it, only the leader of the squad may put it into practice (whether the original leader or the provisional one).

As the leadership nose spends its action points, the count must be kept by placing next to it a marker showing how many have been spent so far during the turn (in the game we include some numbered markers from 0 to 9 which will come in handy for this). When the leadership nose is activated to carry out its own action phase, it may spend all the action points remaining to it, or keep some for the members of its squad who act after it. A nose may perfectly well combine its own action points with its leader's action points (for example, spending one of each to carry out an action that costs two points). The leader's action points that have not been spent when the squad's action phase is over are lost. Such is life.

  • Mastery (Maestría): A nose with the mastery knack is an expert butcher in close combat, a meat grinder whether armed with a broadsword, a broken milk carton or its own bare hands. So it may carry out sweeping attacks with any close combat weapon it is using. And not only that: it also does not suffer the penalty of throwing one less combat die and one less pupae die when making a sweeping attack.
  • Precision (Precisión): These noses are elite marksmen, capable of opening a second navel in someone's forehead at more than a kilometre's distance, with the wind against them and using a shotgun that fires cork stoppers. You know: William Tell, Martin Riggs, Lee Harvey Oswald... In game terms, when a nose with the precision knack uses a short or long-range weapon (not a heavy one), it has a +1 to the RoF of that weapon (that is, it may fire one shot more than normal, spending the same action points).

Flaws (Taras)

  • Antipathy (Antipatía): The nose is out to kill with the other members of its squad. They spend the day insulting each other, stealing each other's sandwiches, wiping snot on each other's shirts and other antisocial behaviour. A clear example of this are the fans of the Resistance. Among Otakus, Rolmasters, Marvel Zombies, DC Addicts and other riffraff, they are always arguing over whether Spiderman's is longer (the web) than Green Lantern's (the lantern), or who wins in a punch-up, Cthulhu or Son Goku. As a result of all this, a nose with the antipathy flaw may not share leadership action points with its squad mates. That is, if the leader passes it points, it may not pass points to any other member of the squad during that turn. If there is more than one nose with this flaw in a squad, the restrictions apply to everyone.
  • Atrophy (Atrofia): A nose with this flaw suffers from some kind of psychotronic dysfunction, has strong dandruff, its lips twitch, it suffers its haemorrhoids in silence, it has been built with junk materials (or call it whatever you like), but the fact is that it has something that makes it less effective in combat than it should be. Therefore, before starting the game, the player who has in any of its squads noses with the atrophy flaw must subtract -1 from one of the attributes of each such nose. The chosen attribute need not necessarily be the same for all the atrophied noses of the same squad.
  • Inept (Inepto): Only the original leader of a squad can be inept. This flaw defines the leader as a complete idiot, a singular dolt with the reaction speed of a marmot and a disastrous strategist, capable of getting the worst out of his men at the most critical moments, and of sacrificing his entire squad without even noticing. A squad with an inept leader gives the player who controls it one event card fewer at the start of the game (that is, one instead of the usual two). In addition, the members of a squad with an inept leader must pay one action point more than normal to go on alert. This penalty disappears if the inept leader is eliminated (there is always an accident...).
  • Hate (Odio): Noses with the hate flaw feel a visceral and unhealthy anger towards some particular enemy, which is specified in their description (for example, Fans hate the Tintín Macutes). If at any moment the nose is three cells or less away from another nose it hates, and has LoS to it, it must head towards that nose by the path that costs the fewest action points and, if it manages to get adjacent and still has points left, viciously attack it in close combat. If the target survives, the nose will keep attacking it in close combat until it eliminates it or runs out of action points. If it remains in this situation and receives leadership points, it may only use them to keep attacking the target in close combat, until it stops receiving leadership points or the target is finally finished off. If the nose is placed at the same time two cells or less away from several noses it hates, the player controlling it may choose which of them to go for.

The player who controls a clumsy nose is not obliged to decide which type of actions the poor fool will concentrate on that turn until the moment it must act, but as soon as it starts to spend action points it can no longer back out and change its mind.

Arsenal

[Illustrations of each weapon are omitted; the stat tables and rules text are transcribed.]

Close Combat Weapons

Hand weapon

TypePupaeNotes
Close combatMu*Every nose carries one

By hand weapon we mean any more or less blunt junk, liable to be used to crack the opponent's skull when nothing better is at hand. Although not indicated in its description, all the noses in Fanhunter Batallitas are considered to carry a hand weapon. Fanhunters or Macutes, for example, carry knives and truncheons as standard issue, while Fans may resort to dirty penknives, broken bottles, baseball bats smeared with poison, particularly sharpened frying pans, Bibles signed by Mike Tyson, or other improvised weapons. Hand weapons are considered contusion weapons.

Katanote

TypePupaeNotes
Close combatMu+1Sweeping

The katanote, of cast and monofilament plastic steel, is one of the most popular close combat weapons on the streets of Barnacity, due to its low cost, its beautiful look, and its ease in emptying several stomachs onto the pavement with a single slice. Katanotes may carry out sweeping attacks.

Chainsaw

TypePupaeNotes
Close combatMu+2If you roll a screw-up, you hit yourself

The favourite contact weapon of the Lethal Fans, which they usually complement with a hockey mask or a mask made of Fanhunter skin. It is the perfect gadget for making slices of Tintín Macute, although its poor manoeuvrability and the excessive enthusiasm usually displayed by its users when they brandish it can prove fatal. If a nose obtains a screw-up when attacking with a chainsaw, instead of being hit by its opponent, what happens is that its hand slips and it plugs itself in, applying the pupae roll to itself, somehow.

Firearms

Pistolón

TypeRngRoFPupaeNotes
Short412Can use 2 at a time

By pistol (pistolón) is meant any short weapon of small or medium calibre. The standard pistol of the papal troops is the S&W 45 "Streetkleaner", while the rebels have lately been using quite a lot the Korean model Katoe P-5, because when you buy it they give you lucky cookies and you get entered in a raffle for a trip to EuroDick. A particularity of pistols is that, due to their small size, a nose may use two of them at once. In that case, for all effects, everything is treated as if the nose carried a single pistol, with a +1 to RoF. If a screw-up is rolled when firing with two pistols, only one of them jams, so one may continue firing shots, although obviously the +1 RoF bonus will be lost until the first pistol is unjammed.

Submachine gun (Subfusil)

TypeRngRoFPupaeNotes
Long622Can use 2 at a time

Submachine guns are perhaps the most popular firearms in Fanhunter Batallitas. Papal troops tend to favour the Ratatá MK-40 model by K-Pow Enterprises, while the rebels use any example they can get their hands on, from the lovable Uzis of a lifetime to the Italian Pastichetti T-11 models, remodelled from fairground shotguns. In fact, they are all very similar. They are light machine guns that spit medium-calibre ammunition at high speed, and they are at their best at short distances, as with the cologne in the advert. As with pistols, two submachine guns may be carried at once, and exactly the same rules apply in this respect.

Blunderbuss (Fusilaco)

TypeRngRoFPupaeNotes
Long823

Blunderbusses fire bursts of high-penetration explosive ammunition, opening holes the size of an ox's eyes wherever they strike. The MK-32 model from K-Pow Enterprises is the classic standard-issue weapon of the Fanhunter troops, although due to its high production cost only two Fanhunters per squad are equipped with it. The rebels have not seen one of these even in paint since they confused a shipment of surface-to-air missiles with one of surface-to-surface missiles, and, when trying to bring down a Fanhunter helicopter, they blew up their own secret arms store in the Barnacity suburbs.

Heavy Weapons

Cañonaco

TypeRngRoFPupaeNotes
Heavy1234Alert; limited ammunition (12)

The MK-69 "Maximal Karnage" cannon from K-Pow Enterprises is a large-calibre weapon that fires high-velocity explosive ammunition with a piercing head, which makes it an effective meat grinder capable of stopping a charging rhinoceros dead. Its easy handling (you pull the trigger and people die) has led the papal high command to choose it as a support weapon for the Tintín Macute squads, who prove incapable of correctly using more sophisticated weapons, such as flamethrowers (they do not distinguish the barrel from the butt and always end up shooting their own lines) or grenades (they have an astonishing ease for pulling the pin and dropping the grenade). Despite being a heavy weapon, the cannon may fire on alert.

Flamethrower (Flambeador)

TypeRngRoFPupaeNotes
Heavy414Area effect; limited ammunition (6); two screw-ups and it explodes, and the explosion lasts one turn

The OUCH-15 flamethrower, made by the Franco-Chiprian corporation Picadilly Systems, is the standard support weapon of the Fanhunter squads. It is a heavily armoured brute that fires supercharged plasma explosive micromissiles, which guarantee that anything in front of it looks like a birthday cake trampled by a flock of goats.

Lest that be not enough devastation, the effects of the flamethrower last a full turn. When it is fired, the explosion marker remains on the board until the squad of the nose that fired it is activated again, in the following turn. A flamethrower's explosion marker blocks LoS and is impassable while it remains on the board.

Although flamethrowers are fairly fearsome devastation devices, they tend to overheat very easily. If a nose rolls a screw-up when firing a flamethrower, it must note it on its squad sheet. If a second screw-up is obtained, the projectile is not fired. Instead, the flamethrower explodes amid great fanfare and pyrotechnics, and an explosion marker is placed on the cell where the nose that fired it stands. This marker is treated exactly like a normal flamethrower impact, with the only exception that no pupae dice are thrown for the nose that was handling it; instead, that nose automatically suffers four pupae, for being a klutz.

Grenades (Granadas)

Fragmentation grenades (Granadas de fragmentación)

TypeRngRoFPupaeNotes
Heavy414Area effect; limited ammunition (variable)

Tear gas grenades (Granadas lacrimógenas)

TypeRngRoFPupaeNotes
Heavy413*Area effect; limited ammunition (variable); the explosion lasts one turn

In Fanhunter Batallitas there are two different types of grenades, the GM (Grossen Massaker)-17, which is fragmentation, and the GM-19, which is tear gas. Between both models there are a number of notable differences. While fragmentation grenades cause four pupae dice, and the explosion marker is removed from the board as soon as its effects have been resolved, tear gas grenades are contusion weapons, cause three pupae dice, and their effects last a full turn, as happens with flamethrowers. The explosion marker of a tear gas grenade remains on the board until the squad of the nose that threw it is activated again, in the following turn. The explosion of a tear gas grenade blocks LoS, but it can be crossed as if it were obstructed terrain (that is, paying +1 action point per cell), without anything odd happening. If the cell affected by the tear gas grenade is already an obstacle, both effects are cumulative (that is, to enter the cell one must pay a total of +2 action points: +1 for the obstacle and +1 for the tear gas grenade).

Grenades, like the rest of the heavy weapons, have limited ammunition, but this number is variable. In the description of each nose armed with grenades, the exact quantity it carries is indicated. In such cases, the player who controls that squad must decide how many of these grenades are fragmentation and how many are tear gas. Obviously this choice is forever, like diamonds, and once play has begun there is no changing one's mind.

Armour

In Fanhunter Batallitas, only the papal troops have armour to protect them from being turned into salami, but such is war. The Fans have no dough to equip themselves with armour (they blow it all on comics, twenty-sided dice and gummy sweets), and besides they have more than enough balls to go out and shoot with their chests bare (or it may be that they get blind drunk on cheap wine and pot before each mission). The armour available in Fanhunter Batallitas is as follows:

Combat backpack (Mochila de combate)

The contents of the Tintín Macutes' backpack are one of the unsolved mysteries of the Fanhunter world, like the extinction of the dinosaurs or the prophecies of Fátima. Hardly anyone knows, but the Macutes fill their backpacks with little Cantimpalo sausages, copies of the Tintín comic in Lepe, Milú plush toys and other dear objects that make their condition as personality-less clones more bearable, as well as the long hours of watch patrolling the streets of Barnacity, a city that can sometimes prove extremely cruel to a cloned Frenchman invader (tear gas victim). As a result, the Macutes' soft little backpack guarantees them some protection in combat. When a Tintín Macute is attacked in close combat from behind, the attacker throws no extra combat die nor pupae die for the fact of attacking it by surprise (stop wrinkling your snout and read the rule in question, which is back there). Apart from this, the rest of the rules concerning surprise attacks apply to it normally.

Kevlar

Kevlar is a fine vest made from nylon and flexible sheets of ultra-plastic armour ionised to the seventh degree, and it is the standard protection worn by Fanhunters. When a nose with kevlar is attacked with a short or long weapon (not heavy weapons or close combat weapons), the attacker throws one pupae die fewer than normal.

Metakevlar

A metakevlar is like kevlar but in a flashy, over-the-top way. It is an experimental new model, currently available only to the sergeants of the Fanhunter squads. Its composition is similar to that of kevlar but more heavily loaded with armour, snugger in fit, and with more badges and coloured insignia, which gives it an appearance halfway between Judge Dredd, a bullfighter and a Drag Queen.

When a nose equipped with a metakevlar is attacked by any type of weapon (whether short, long, heavy, close combat, or ramming (a topos)), the attacker throws one pupae die fewer than normal.

Squads (Escuadras)

In the two following pages all the squads available in Fanhunter Batallitas are described in detail, including the configuration and special rules for each of them. Each scenario in this rulebook details how many squads will take part and of what type. All you have to do before starting to play is photocopy the squad sheet that appears at the end of this booklet several times, fill in those you will need with the data of each squad, and off you go, easy as pie.

Column key: Acc. = Actions; Disp. = Shooting; Comb. = Combat; Musc. = Muscles; Pupas = Pupae. Knacks and flaws are explained in the Basic Game Concepts section.

Tintín Macutes Squad

NoseAcc.Disp.Comb.Musc.PupaeKnacks and flawsArsenal
1 Sgt. Macute52222Leadership, atrophy, inept, clumsyPistol and katanote / Combat backpack
2 Tintín Macutes42222Atrophy, clumsySubmachine gun / Combat backpack
2 Tintín Macutes42222

Fanhunters Squad

NoseAcc.Disp.Comb.Musc.PupaeKnacks and flawsArsenal
1 Sgt. Fanhunter63332Leadership, precisionPistol and 3 grenades / Metakevlar
2 Fanhunters63332—Blunderbuss / Kevlar
2 Fanhunters63332—

Fans Squad

NoseAcc.Disp.Comb.Musc.PupaeKnacks and flawsArsenal
1 Lethal Fan, to choose (*)63333(see Lethal Fans squad)Variable (depending on the type of Lethal Fan)
2 Fans (Role players / Wargamers)52322Antipathy, hate (Tintín Macutes)Submachine gun
2 Fans (Marvel Zombies / DC Addicts)52322

(*) The original leader of a Fans squad is a Lethal Fan. When setting up the squad, the player may choose which type of Lethal Fan prefers to lead, from among the three different types appearing in a Lethal Fans squad.

Lethal Fans Squad

NoseAcc.Disp.Comb.Musc.PupaeKnacks and flawsArsenal
2 Lethal Fans (DJs)63333Command, strategy, leadership (**), mastery, hate (Fanhunters), precisionSubmachine gun and 2 grenades
2 Lethal Fans (Otakus)63333Command, strategy, leadership (**), mastery, hate (Fanhunters), precisionSubmachine gun and katanote
2 Lethal Fans (Rolmasters)6333

(**) All Lethal Fans have the leadership knack, so the player may decide which of them will be the original leader of the squad before starting the game.

Scenarios

The mock-epic quotations opening each scenario, and the sidebars addressed to the reader, are flavour and are omitted; the scenario summaries, set-up and special rules are transcribed.

Scenario 1: The Last Game

Summary

A group of friends (the Fans squad) is playing the final session of Las Básculas de Nyarlatopepe (a terrifying role-playing campaign about an overweight Evil God who tries to dominate the world) when they hear sirens in the street. Someone has snitched to the authorities about the existence of their secret den, and two Tintín Macute squads are getting ready to make a raid. Although they know how papal raids work, it is most likely that when the smoke of the shots clears there will be nobody left to stop them...

Board

Board 1, with arrows marking the sides through which the papal forces may enter.

Forces

  • Papal forces: 2 Tintín Macute squads.
  • Rebel forces: 1 Fans squad.

Deployment

The Tintín Macutes may enter the board through any free cell on the sides indicated by an arrow in the diagram. The only restriction is that all the components of the same squad must enter through the same side of the board. The Fans may start the game in any free cell inside the club building, facing whichever way they like. The only restriction on this is that the squad's leader must begin the game in the toilet cell, with the door closed (the shotgun blast caught him peeing).

Special rules and other sailor's yarns

  • Length of the game: Both players must keep count of the turns completed. At the end of turn 12 (yes, twelve), the game ends somehow, the noses still standing remain, and the victory conditions are consulted to see which side has won. Obviously, if one side is annihilated before turn 12, there is no need to keep up the pantomime.

  • For a laugh (para cagarse): During the first two turns of play, the leader of the Fans squad may not carry out any action that costs points, nor use its leadership knack (it is very busy wiping its rear end and pulling up its trousers). This restriction ceases to apply from the third turn of play.

  • The secret door (La puerta secreta): As you will have observed, the board in this scenario has two entrance doors to the building, one double and one normal. The double door presents no major problems, but the normal door is considered a secret door, used by the Fans to escape when things go badly for them. Therefore, throughout the game this door may only be opened from inside the building, and only a Fan or Lethal Fan may open or close it.

Objectives and victory conditions

The papal side wins the game if the entire Fans squad is annihilated before the end of turn 12. The rebel side wins if turn 12 is reached and some Fan or Lethal Fan is still in play, or if both Tintín Macute squads have been completely annihilated before that moment.

Board 1 notes (from the sidebar)

  • Cars are major obstructions, except the front bonnet of the Fanhunter prison van and the rear bonnet of the crashed car, which are minor obstructions.
  • Rubbish cubes and rubble piles next to the building are minor obstructions; the skip is a major obstruction.
  • The two cells in front of the double entrance doors of the club are considered empty.
  • Items next to the crashed car (the wheel, the door, the iron bars, etc.) are obstacles.
  • The game shop is a major obstruction; tables, chairs and other junk are minor obstructions.
  • The toilet cell is considered empty, as is the cell containing a small piece of fallen wall.

Scenario 2: Shopping

Summary

A squad of Resistance Fans has managed to intercept a load of Paul Naschy video films that the Fanhunters were about to transport to the crematorium, and they are going to hold a screening this very afternoon at their secret base. But first they have to go down to the supermarket to buy snacks for the screening, and as luck would have it, the supermarket is being watched by a Fanhunter squad, who know that the Fans' craving for beer and munchies will end up making them come out of hiding. Since it is the only supermarket in the neighbourhood that opens on Saturday afternoons, the scuffle seems inevitable...

Board

Board 2, with a solid arrow and a dashed arrow marking the entry sides.

Forces

  • Papal forces: 1 Fanhunter squad.
  • Rebel forces: 1 Fans squad.

Deployment

Both contenders begin the game off the board. The Fans may enter through the side marked by the solid arrow in the diagram. The Fanhunters may enter from the side marked by the dashed arrow.

Special rules and other sailor's yarns

  • Shopping (Las compras): The Fans have come shopping here, and they have no intention of leaving without having done so. For a nose to take a product from a shelf, it is enough for it to stand in a cell adjacent to some column of products and carry out a generic action. When taking a product, the nose must decide whether it is a bag of snacks (piltrachos) or a litre of beer (litrona) (this is also important when determining the winner of the scenario). There is no limit to how many products a nose may carry, but for each one it carries it will subtract -1 from its action points for the rest of the game. To remember how many products a nose carries, it is enough to note it on its squad sheet, or to place under it one of the numbered markers included in the game (white numbers for litronas, red numbers for bags of snacks). If the nose is eliminated, all the products it carried are removed from the game.

  • Shopping trolleys (Los carritos): A less cumbersome and certainly more fun option for grabbing the supermarket's products is to steal a shopping trolley from the store and fill it up. Taking a trolley from the row is resolved in the same way as opening a door. The nose stands adjacent to and facing the row of trolleys, carries out a generic action (two action points), and a trolley marker is placed next to the nose (we think we have included some). In this scenario up to three trolleys may be in play at the same time, although each nose may only carry one.

A nose with a trolley subtracts -1 from its action points for the rest of the game, but it may take as many products as it likes from the shelves without suffering any other penalty (that is, it does not accumulate another -1 for each product it takes). All the products it takes are considered to be inside the trolley.

  • Abandoned trolleys (Carritos abandonados): A nose may abandon the trolley and all its contents on any cell it is in, simply by announcing it (this costs no action points). An abandoned trolley is considered an obstacle in the cell it occupies. Any nose that stands on a cell with an abandoned trolley may grab it (provided it does not already carry one) by carrying out a generic action. If the nose that grabs the trolley was carrying products, from that moment on they are all considered to be inside the trolley. If a nose with a trolley is eliminated from the game, the trolley is left abandoned in the cell where the nose was taken out.

Objectives and victory conditions

The Resistance wins this scenario if it manages to take off the board, through whichever side or sides it can, any number of Fans who together carry a total of three (3) bags of snacks and three (3) litronas. The papal side wins by preventing this from happening.

Board 2 notes (from the sidebar)

  • The door: The double entrance door to the supermarket is automatic, so no action points are needed to open or close it. It opens by itself, entirely (both halves), each time a nose stands in any of the four cells directly in front of it, in any facing. As soon as the nose moves away, the door closes by itself again.
  • Supermarket: The row of trolleys and the entrance counter are minor obstructions. The counter's little flap is considered a minor obstruction while closed. The food columns are major obstructions.
  • Storeroom: All the furniture, piles of boxes, hams and other utensils of the storeroom are minor obstructions. The doors of the cold room may only be opened from outside (they may be closed from inside, but you have to be very stupid).

Scenario 3: Drums in the Dark

Summary

A Fanhunter squad has fallen into the trap. They should have realised that the little brat they were chasing, for shuffling a Magic deck in public, was leading them up the garden path. But they did not suspect him, even though he was wearing a flashy giant rabbit costume, and every time they were about to lose sight of him he would stop and signal them, shouting "Eoh! Eoh! Over here, over here!". Now the little brat has finally managed to give them the slip, and that is when they realised they are lost in the middle of the Suburbio, in the arse end of the world, in full Fan Lethal territory. It is raining, it is dark, horror and death lurk at every corner, and on top of it all they have run out of Kleenex...

A Fanhunter squad has got lost in the Suburbio, the most dangerous, purulent and megachunky neighbourhood of Barnacity. A Fan Lethal squad is lurking in the area and intends to pick them off Predator-style before they have any chance to return to civilisation.

Board

Board 3, with a dashed arrow marking the entry side of the Fanhunters.

Forces

  • Papal forces: 1 Fanhunter squad.
  • Rebel forces: 1 Fan Lethal squad.

Deployment

Both sides begin the game off the board. The Fanhunters may enter through the side marked with a dashed arrow in the diagram, and the Fan Lethals may do so through the side marked with a solid arrow.

Special rules and assorted extras

  • This place gives me the creeps (Este lugar me da escalofríos): In this scenario the Fanhunter squad finds itself in hostile territory, which it does not know and in which it is not used to fighting. Therefore, its command distance throughout the whole game will be only four cells, instead of the usual six.

Objectives and victory conditions

The papal side wins if at least two Fanhunters manage to leave the board through the side opposite to the one they entered. The rebel side wins, of course, by preventing this from happening.

Board 3 notes (from the sidebar)

  • All cells that are mostly covered by water are considered obstacles.
  • The piles of junk in some cells (the pile of wood or the fallen wall) are minor obstructions.
  • The beds on this board are simply mattresses on the floor, so they count only as obstacles.
  • The rest of the furniture and junk on the board are considered minor obstructions.
  • The planks laid at the entrance of the buildings are just for show and do not affect the game in any way.

Scenario 4: Long Live Rock

Summary

The Panderets, at last in Barnacity! After their successful clandestine tour through all of Dick's Europe, the reputable North Korean techno-folk-brit-pop-rock-trip-hop alternative band (number 1 on the subversive list Los Cuarenta Criminales, with their single D'You Know What I Mean, Alejín?) has finally called at our city. They are finishing the sound check, and in a couple of hours they will take the stage. The box-office queues go round the block and... But what is all that commotion in front of the door? Shouts, shots, sirens, explosions? Will it be the fans, fighting among themselves to be the first to get the singer to sign their bras? Uh oh, we fear the worst...

A subversive rock band is about to perform at the city's most spectacular restaurant. However, the news has reached the ears of Alejo, who has been trying for months to take on these "shit punks", and he has sent two Tintín Macute squads to the venue with strict orders to reduce the members of the band to charcoal. The Resistance, of course, cannot allow this, and must do the impossible to protect the lives of these music stars.

Board

Two boards placed side by side (boards 4 and 5), with an arrow on the left edge marking the entry side of the papal forces.

Forces

  • Papal forces: 2 Tintín Macute squads.
  • Rebel forces: 1 Fans squad.

Deployment

The rebel player may deploy three Fans of their choice on any free cell of the scenario. These three Fans will be referred to from now on as "the rock band". Another of the Fans begins on any cell behind the bar (he is the owner of the venue), and another on any free cell adjacent to one of the venue's tables (a waiter). The leader of the squad (the band's artistic agent) begins behind the stage curtains, on any cell adjacent to the curtain that opens onto the stage.

The Tintín Macutes begin off the board. One of their squads may enter on the first turn of play, while the other must wait until the second turn (remember to add a papal initiative marker when this happens). The Macutes may enter through the side of the board indicated by an arrow in the diagram.

Special rules and assorted extras

  • Armament: The three members of the rock band do not carry weapons (they are tied up with the instruments). To pick up their weapons they must stand on some cell behind the stage curtains and carry out a generic action (two points, a pittance). From that moment on they are considered to have their normal weapons.
  • The rock band: At the start of the game, both players must note in some way which are the three noses that begin the game on the board (a simple method is to mark them with a cross on the rebel player's squad sheet). These three noses will be referred to throughout the scenario as "the rock band". They are quite important to the development of the game, since they will determine which of the two sides wins (you will see this under Objectives and victory conditions).
  • The secret passage: At the start of the scenario, the papal player takes the two decoy markers and the secret passage marker, turns them face down on the table, shuffles them a little and places them at random (that is, without looking at which is which) on three empty cells of their choice on board no. 5. Once placed, they may look secretly at which is which, without revealing it to the rebel player. During the game the rebel player may reveal these markers simply by placing one of their noses on the cell where they are. If the revealed marker is a decoy, it is removed from the game without further effect. If, on the contrary, it is the secret passage marker, it means that the nose has found a conduit to the BNC sewers, which definitively places it out of reach of the papal claws. To cross the secret passage, it is enough to stand on the cell where it is and carry out a generic action. Tintín Macutes may not cross the secret passage, nor even stand on the cell where it is. Once a nose has crossed the secret passage, it is considered completely out of the game and may not return, not even if it begs for it.

Objectives and victory conditions

The rebel side wins the scenario if the three Fans of the rock band leave the board by crossing the secret passage. If only two manage to escape, the game is considered a draw. If only one rocker saves its skin, or if all three are eliminated, the papal side is the one who celebrates victory.

Board 4 notes (from the sidebar)

  • Going up or down from the stage counts as entering an obstructed cell.
  • The bar is a minor obstruction. The door from the bar to the dining room is at the same height as the bar, so when it is closed it counts only as a minor obstruction. The other doors on the board are normal.
  • The stairs on the left lead directly to the toilets, although the toilets themselves cannot be accessed (they are always occupied). The balustrade is a minor obstruction.
  • The tables, stools, the stage's drum kit, the storeroom boxes, the kitchen appliances and all the other junk on the board are minor obstructions. However, the cells inside the bar and the kitchen and storeroom are considered empty for movement purposes.

Scenario 5: War Games

Summary

A squad of Fan Lethals has infiltrated the offices of the megacorporation Nontiendo Games and has nicked the original CD-ROM of a famous video game from its safe. The trouble is that, in the meantime, the building's silent alarm has been triggered, and before you can say knife the surroundings have become a hot zone, with two Tintín Macute squads posted in front of the main door and another Fanhunter squad on its way. What looked like a quiet white-glove robbery is on its way to degenerating into an orgy of blood and fire.

Board

Boards 6, 7 and 8, placed in a row, with an arrow on the left edge marking the entry side of the papal forces.

Forces

  • Papal forces: 2 Tintín Macute squads, plus 1 Fanhunter squad as reinforcement (appearing on turn 8).
  • Rebel forces: 1 Fan Lethal squad.

Special rules and assorted extras

  • The videogame: The videogame that the Fan Lethals have come to steal is represented by the teddy bear marker. At the start of the game the rebel player must choose one of their noses, which will be the one carrying the videogame (that is, the teddy bear marker). If that nose is eliminated, the teddy bear marker remains in the cell where the nose was at the moment it was reduced to rubble. To pick up the videogame from the floor (yes, papal noses may also pick it up), it is enough to stand in the same cell and carry out a generic action. A nose may also leave the videogame on the floor, or pass it to another adjacent nose, by carrying out a generic action. Each side may only pass the videogame from hand to hand (or voluntarily leave it on the floor) once per turn.

  • Reinforcements (Refuerzos): At the start of turn 8 of the game (if the game has not ended before, of course), put one extra papal initiative marker in the hat. The papal player receives the reinforcement of a complete Fanhunter squad, who may enter the game as soon as they are activated, from any side of the board of their choice.

  • The slider (El deslizador): In this scenario Fan Lethals (but not Macutes or Fanhunters) are allowed to enter the cell of the slider (deslizador) in the garage of board no. 8, although it is an obstruction. A nose may only enter the slider through one of its two doors, and it may not do so by moving diagonally. Entering the slider counts as crossing an obstructed cell (that is, it costs 2 action points). While a nose is inside the slider, it can only be attacked in close combat from a cell adjacent to the door, it can only be shot at through the front of the vehicle, and it is considered to have cover. A nose may not move around inside the slider; it can only enter or leave it. At most two Fan Lethals may fit in the slider.

  • Time limit (Tiempo límite): Both players must keep track of the turns completed. At the end of turn 12 of play, the game is automatically concluded just as it stands, and the victory conditions are consulted to see who has won.

Objectives and victory conditions

The rebel side wins the scenario if at least one Fan Lethal manages to escape in the slider on board no. 8, carrying the videogame with it. To escape in the slider, the Fan Lethals must get inside and carry out two consecutive generic actions: one to open the garage door with the remote control (unless someone has already opened it during the scenario by another procedure), and the other to start the slider and zoom off. These two generic actions may be carried out by two different noses, but both noses must be inside the slider.

The papal side, for its part, wins the scenario if it wipes out the entire Fan Lethal squad before this happens, if the Fan Lethals leave in the slider without carrying the videogame, or if turn 12 ends and the rebel side has not achieved its objective.

Board notes for boards 5 to 7 (from the sidebars)

  • Alley (headed "Tablero 5"): The piles of rubbish next to the containers are obstacles, while the largest pile in the corner (the one with boxes and so on) is a minor obstruction. The rubbish containers are major obstructions. The rest of the cells in the alley, despite having more junk than a henhouse perch, are considered empty.
  • Buildings: All the piles of boxes in the two warehouses are considered major obstructions. The rest of the junk and furniture on the board are considered minor obstructions.
  • Board 6: The angel statue is a major obstruction. The fountain surrounding it is a minor obstruction. Trees are major obstructions, while benches are only minor obstructions. The rest of the cells on the board are considered empty.
  • Board 7: All the furniture and other junk on this board, including the desks with computers, indoor plants, the reception counter, etc., are minor obstructions. The reception counter's door is a small flap, so when closed it counts only as a minor obstruction. The two doors leaving reception (the one giving onto the street and the one giving onto the interior of the building) are automatic, and work under the same rules as the supermarket entrance door of Board 2.

Scenario 6: Streets of Fire

The introductory quotation of this scenario (the papal leader's grievance about his posters) is flavour and is omitted.

Summary

Two Tintín Macute squads and a Fanhunter squad are conducting a sweep of the neighbourhood to locate a secret entrance to the catacombs of Barnacity, which the Resistance uses to carry out its vandalism without being seen. To keep the papal troops from getting their way, the Resistance has organised an urban guerrilla with the scant personnel it had to hand: a Fans squad and a Fan Lethal squad. Fun guaranteed.

Boards

In this scenario the players decide which boards are used and their exact placement. First, the papal player chooses one board (whichever they feel most fond of) and puts it into play. Then the rebel player selects another board and also places it into play, connected to the first along whichever side they damn well please. The two players continue alternately until a total of four boards has been placed.

Forces

  • Papal forces: 2 Tintín Macute squads and 1 Fanhunter squad.
  • Rebel forces: 1 Fans squad and 1 Fan Lethal squad.

Deployment

All squads begin the game off the board, and enter the battlefield as they are activated. To decide where each side enters, the player who must go first chooses whichever side of the board they like best. From then on, all squads of their side must enter through that side, while all squads of the opposing side must enter through the side directly opposite the board.

Special rules and other nonsense

  • The secret passage: At the start of the game, the rebel player takes the two decoy markers, the teddy bear marker and the secret passage marker, gives them a couple of passes in a three-card-monte style, and places them at random (that is, without looking at them) on four empty cells of the board of their choice. Once placed, they may look secretly at which is which, without revealing it to the papal player. The papal side may reveal these markers during the game: simply a Tintín Macute or Fanhunter must stand on the cell containing a marker and carry out a generic action.
    • If the revealed marker is a decoy, it is removed from the game without further effect.
    • If it is the teddy bear marker, it is a booby-trap bomb that explodes immediately. Resolve it as if it were the explosion of a fragmentation grenade that has just landed in that cell, and remove the teddy bear marker from the game.
    • If the revealed marker is the secret passage, the game ends somehow and the papal side wins.

Objectives and victory conditions

The papal side wins the scenario if a Fanhunter or Tintín Macute reveals the secret passage marker. The rebel side wins the scenario if it prevents this from happening by completely eliminating all the papal squads in play, so that they can get stuffed.

Board notes for boards 6 to 8 (from the sidebars)

  • Board 8, house (headed "Tablero 8"): The wooden porch that gives access to the building is only for show and has no effect on the game. The wooden columns of the porch may be considered minor obstructions if LoS passes right over them. All the furniture and junk in the house are minor obstructions, except the kitchen fridge, which is a major obstruction.
  • Board 8, garage: The wooden fence that gives onto the garage is not very tall, so it represents only a minor obstruction. The garage slider is a major obstruction in its entirety, except for the front bonnet, which is considered only a minor obstruction. The rest of the cells in the garage count as empty.

Event Cards

Fanhunter Batallitas includes two decks of twelve event cards: twelve papal event cards (marked "Evento Papal") and twelve rebel event cards (marked "Evento Rebelde"). Their text is transcribed below.

Papal Event Cards

¡¡Preeet!!

Play on any enemy nose that is about to make a shooting or close combat attack, but before it rolls the dice. The affected shot or close combat attack automatically suffers a screw-up. This card counts exactly as if a screw-up had been obtained on the dice roll.

¡¡Ka-boom!!

Play when a short or long firearm (not a heavy one) carried by a nose jams. The weapon explodes in the nose's face, and the nose immediately suffers as many pupae dice as the weapon normally causes. If the nose survives that vivid experience, it may not use the weapon again for the rest of the game.

Imagen de Dick

Play at the start of a turn, before drawing any initiative marker. All Tintín Macutes in play (including the Macute sergeants) suffer a collective hallucination in which Papa Alejo I appears to them in swimming trunks; as a result they experience a shudder and a rush of adrenaline, and gain +1 to all their attributes until the end of the turn.

¿Quieres que te lea tus derechos, escoria?

Play on a Fan (not a Lethal Fan) that has LoS to the leader of any Fanhunter squad. The Fanhunter sergeant tries to intimidate the Fan with the words "tall fella, raise your hands or I'll blow your balls off". Roll one die. On a result of 1 to 4 the Fan does not surrender but craps itself a little, and receives a pájara marker. On a result of 5 or 6 the Fan craps itself completely, throws away its weapons and surrenders, a lost cause. The Fan is removed from the game immediately and counts as eliminated for the objectives of the scenario.

¡¡Fuego al máximo!!

Play at any moment (including during the action phase of an enemy squad) on a Fanhunter armed with a short or long firearm (not a heavy one). The nose receives the order to open fire at full blast and without thinking about tomorrow, so it may immediately carry out a free burst of fire, without spending action points. However, this continuous hail of lead and death will cause the Fanhunter's weapon to jam as soon as the burst has been resolved, no matter what.

¡¡Envíen Refuerzos!!

Play during the action phase of a Fanhunter or Tintín Macute squad. You may bring into play two extra Fanhunters or Tintín Macutes, who become part of that squad. These reinforcements may be of any variety of those that include a squad of that type, except that they may not be sergeants or carry heavy weapons. The reinforcements may enter the board through any side chosen by your opponent (provided there is at least one free cell, of course), but both players must complete the whole action phase of their squads as soon as you play this card.

¡¡He dicho que bombardeen nuestra posición!!

Play during the action phase of any Fanhunter squad. This card allows you to order, by radio, a carpet bombing of the combat zone, in the hope of annihilating every living Fan. You may throw up to three fragmentation grenades onto three cells of your choice on the board, except inside buildings. To determine the exact point of impact of the grenades, roll one die for each. On a result of 1 to 3 the grenade lands on the chosen cell; a 4 or a 5 is a miss; and a 6 is considered a screw-up (and remember to roll for deviations if they miss or screw up).

¿Hudson? ¿Apone? ...les dije que se replegaran...

Play when an enemy squad of your choice is activated. The leader of that squad lets itself be carried away by panic under fire (war is hell, war is hell), and gets the sweats, the baby talk ("I can't, I can't") and the stammering, so it immediately receives a pájara marker and may not use its Leadership knack (if it has one) during this turn.

La suerte del enano

Play when an enemy nose carries out a shot or a close combat attack, after it has rolled the dice. The nose in question automatically fails the said shot or close combat attack, regardless of whatever result it has obtained on the dice. This card counts exactly as if the dice roll had failed, but it is not considered a screw-up.

Traidor ajuqueroso

Play at the start of a turn (before drawing any initiative marker), on a Fan (not a Lethal Fan) who is not carrying heavy weapons. The said Fan is in reality a Fanhunter infiltrated into the Resistance. The traitor immediately changes sides and joins a Fanhunter squad of your choice. Its attributes, knacks, flaws and arsenal do not vary in the slightest, but from now on it is considered a Fanhunter for all purposes. If there is no Fanhunter squad in play, the miserable traitor is considered the only member of its own squad (remember to add another papal initiative marker to the hat).

¡¡Cli-cli-clik!! (two copies)

Play when an enemy nose carries out a shot, after it has rolled the dice. The nose in question automatically fails its shot and its weapon jams, regardless of what result it obtained on the dice, so too bad for it. This card affects even firearms that do not jam normally, such as flamethrowers or grenades. The result of this card is not considered a screw-up.

Rebel Event Cards

Si alguien encuentra mi brazo, recuperad el Rolex

Play when a Fan or Lethal Fan loses pupae as a result of a shot or a close combat attack. The nose in question grits its teeth and turns its cape into a cloak, completely ignoring the pupae that the attack has just caused it. Treat this card exactly as if the total of pupae suffered had been zero.

¡¡Preeet!!

Play on any enemy nose that is about to make a shot or a close combat attack, but before it rolls the dice. The said shot or close combat attack automatically suffers a screw-up. This card counts exactly as if a screw-up had been obtained on the dice roll.

¡¡Vamos nenes, por el sargento!!

Play at the start of a turn, before drawing any initiative marker. Choose any Fan or Fan Lethal squad that has lost its original leader. All the noses that make up that squad decide to pay one last tribute of valour, heroism and stupidity to their charismatic leader fallen in combat, and so until the end of the turn they gain +3 action points and the clumsy flaw.

Booby Trap

Play this card before the game begins. Place the teddy bear marker (yes, we have included one) on any empty cell of the board that contains no obstruction. Each time an enemy nose enters that cell or an adjacent one, roll one die. On a 1 to 4 nothing happens, but on a 5 or a 6 the nose grabs the teddy bear. In that case remove the marker from the game, place an explosion marker in its place, and treat it exactly like the explosion of a fragmentation grenade.

Imagen de Milú

Play at the start of a turn, before drawing any initiative marker. All Tintín Macutes in play (including the sergeants) suffer a collective hallucination in which the little dog Milú is run over by a hay baler. Roll one die for each Tintín Macute and immediately apply the result indicated by the following table:

  • 1-3: Amacuco (a fit of rage). The Macute receives a pájara marker.
  • 4-5: Amnesia. The Macute suffers one pupa.
  • 6: Final embolism. The Macute is removed from the game.

Petardo humano

Play on any Lethal Fan during its action phase. The said Lethal Fan was wearing under its tabard an explosive vest full of dynamite sticks, and has decided to pull the pin and blow up, shouting "Take that, you bastards!!". Place an explosion marker centred on the Lethal Fan, and treat it exactly as the result of a screw-up when firing a flamethrower.

¡¡Cli-cli-clik!!

Play when an enemy nose carries out a shot, after it has rolled the dice. The nose in question automatically fails its shot and its weapon jams, regardless of what result it obtained on the dice, so too bad for it. This card affects even firearms that do not jam normally, such as flamethrowers or grenades. The result of this card is not considered a screw-up.

Líder nato

Play at any moment, on the provisional leader (not the original leader) of a Fan squad (not a Lethal Fan squad). The nose in question acts as the troops' heart, recalls scenes from films like Patton, Paths of Glory or We Were Soldiers, and shows signs of a steadfastness and a pair of balls that would make Sergeant Rock jealous, so it gains +1 action point and the leadership knack for the rest of the game.

¿Qué dice de los incineradores?

Play at the start of a turn, before drawing any initiative marker. The intercommunicators of the papal troops are jammed by a group of Resistance hackers, who replace the orders of the papal high command with a recital of Tyrolean songs. You may grab up to three pájara markers and attach them to any three Tintín Macutes and/or three Fanhunters. You may not assign more than one pájara marker per nose, nor place a pájara marker on a nose that already has one.

Furia sesina

Play on any Fan or Lethal Fan as soon as its squad is activated. The chosen nose starts to shout war cries such as "we will die killing", "we will grease the tracks of our tanks with their blood", or "yippee-ki-yay, motherfuckers", until it enters an unmanageable state of kamikaze feverishness, which gives it +2 to all its attributes until its squad is activated again, in the following turn. At that moment its attributes return to normal, and the nose automatically receives a pájara marker.

La suerte del enano

Play when an enemy nose carries out a shot or a close combat attack, after it has rolled the dice. The nose in question automatically fails the said shot or close combat attack, regardless of what result it obtained on the dice roll. This card counts exactly as if the dice roll had failed, but it is not considered a screw-up.

(The source prints this card twice on the sheet; both copies are transcribed as printed.)

  • Rate of Fire
  • Area-Effect Weapons
  • Shooting Restrictions
  • Alert Shot
  • Cover
  • Jamming and Unjamming
  • Limited Ammunition
  • Close Combat
  • Tough Enemies
  • Sweeping Attacks
  • Surprise Attacks
  • Pupae
  • The Pájara
  • Leaders
  • Knacks and Flaws
  • Clumsy (Zoquete): A nose with this flaw is a complete idiot for whom walking and chewing gum at the same time causes authentic pain, so it is only capable of concentrating on one thing at a time. Each turn, the player controlling a clumsy nose must decide on which type of actions the aforementioned nose will concentrate, and all other actions it attempts that are not of the same type will cost it one action point more than normal. The three existing types of actions are movement actions (moving or turning), brawling actions (attacking in close combat, shooting or going on alert) and miscellaneous actions (generic actions, unjamming a weapon or removing pájara markers). For example, if the player chooses that the nose concentrates that turn on movement actions, it may move or turn its facing without any problem, but shooting, attacking in close combat, unjamming its weapon and everything else will cost it one extra action point.
  • Atrophy, clumsy
    Pistol and katanote / Combat backpack
    1 Tintín Macute42222Atrophy, clumsyCannon / Combat backpack
    2 submachine guns / Kevlar
    1 Fanhunter63332—Flamethrower / Kevlar
    Antipathy, hate (Tintín Macutes)
    2 pistols
    1 Fan (Fanzine writer)52322Antipathy, hate (Tintín Macutes)Pistol and 6 grenades
    3
    Command, strategy, leadership (**), mastery, hate (Fanhunters), precision
    Pistol and chainsaw