Vous êtes sur la page 1sur 39
a fast paced and ep 32mm skemish minature war layers control groups of heroic Characters with unique powers bites. Face your opponent in ferodous combat wielding Your hero's unimaginable powers to forge the destiny ofthe world ‘Anima Tacs uses an innovative and dynamic system in which players yohed in their Characer's Actions throughout the Turn, Thanks ver miniature actiation and the ably to interrupt the other's rmoversents the adversaries won't have a moment of activ in the entre same. Anima Tats algo introduces an intutwe system of each Characte’s ‘ions. Every Unit po number of tion Point wich allow ito execute mary different Techniques and Special Ate, ‘Combat roups in Anima Tae red ofa smal number of high power Characters isu 3 the best selection of them and decide how to combine thei unique skis Nov. top wasting ime and enter ito this fantasic and epic world of, spectaclar combs few necessary components to ply a game of Anima ‘everything you'll ned to play urs to represent the Characters n your Por e cach Characters Charocterisis and abites, med 2 Character’ Abit orafect game play. tn, Stet, and Damage counters. The oro measuring tape you wl use to measure dances for Movement nd Reged Atacks 4 tble where batts can be presented, sary, the use of scenery elements ad 0 world of Gal. The book you are holding belongs ‘A new book that wal incorporate new elements and the game, in turn adding greater depth and varity to your games wil always announce the start ofa new Saga ‘This section s a review of the basic rules of Anima Tactics and explains the workings of its essential elements Dice, Rous, AND CHecks ‘To resolve actions, Anima Tactles use a tensided die, which we wil call a D10. Whenever a skill or effect requires you to rol a die, you ‘must rola tersided dle and add the result to the value you are puting {0 test. For example, to make an Attack you roll 1D10 and add the de result to your Attack attribute, and to make a Resistance Check you would do the same by adding your Resistance attribute. Sometimes, 2 rule or ability wil ask explicitly to test your Ablity by rolling a DS instead of D10. In this case, you use the same D10, but divide the result ‘two rounding up, as shown inthe following table Mopiriers AND ROUNDING Anima Tactics rols often have modifies, postive and negative, which fect the Abity putt test. These values are a number preceded by +/ stich teltushow much to add or subtract from the fnal result. For example, 4 Defense means we add 4 points tothe fal result ofthe Defense rol Other times, a Character willhave to dvide some ofits attributes or results in al In this case, the results always rounded down. Diericucty CHEcks Besides the previously mentioned checks, there fs another kind of heck called a Difficulty Check. Unie other checks, making a Difficulty Check doesn’t mean you add the result of the roll to an attribute, {rather to match of exceed the value required by the Abilty being necked. For example, ifthe Difficulty is 5*, the player must roll a result of $ or more with a D10 to be successful. Any other result means that "Character has failed inthe attempt. Dificulty Checks are used to st certain supernatural ables, escape from combat orto attempt to cate Hidden Units in the playing fed EATING ROLLS Unless an Abilty specifically states otherwise, a Character may never repeat a die roll more than once. For example, a player from (Church that uses the ablity Hand of Destiny to repeat an Attack oll cannot use the Equipment Card Eriol’s Tasman to roll the die in. When Opposed Rolls are made (ike ina sequence of Attack and the plyer that wishes to repeat the roll may wat to see the pponent’s roll before deciding whether or not to repeat. This way, an "acker could see the defender’s Dodge rol before deciding to repeat roll. Certain abilities, like Charge, Gross Points, and other special i allow a Character to roll two or more dice and choose the best ut. In this case, ifa player repeats that rol, they repeat with all of dice that were originally rolled a SupERIMPOSED SPECIAL ABILITIES Unies specially expressed otherwise, a Character cannot be affected ‘more than once by diferent copies ofan ability or power atthe same tie: For example, a minature inside the area of influence of multiple uses ofthe Special Abity Blessing would not add the two modifies. MEASUREMENTS ‘All measurements must be made from the edge ofthe minlature’s base: to determine the distance between two Characters, measure to the closest edge ofthe two bases. A player cannot measure the distance between a miniature and an objective before declaring the miniature’s ‘Actions. For example, a player that wants to Charge an e make a Ranged Attack must declare the Action bef distance between his Character and the target. Fit turns out that the ‘objective is out of range ofthe chosen Acton, the Attack i lost, oF the CCharge does not reach the enemy. ny Unit or BASIC RULES AND SPECIAL RULE All ofthe rules in this book are the basic norms of the game, bu many Characters have Special Skills that allow them to modify or even ignore the basic rules. In these cases, special rules are always. gv preference over base ones Kins oF Caps In Anima Tactics, there are three diferent kinds of cards that ‘must be considered when starting a game. They are: * Character Cards: These detail the states and special ablites of each ofthe Characters. + Advantage Cards: Advantage Cards are objects and powers that affect Characters or modify certain aspects of pay. Using these cards or adding them to a (Character has a cost in Levels that appears on each Card + Counter Card: This Card contains the counters that you will need to keep track ofthe Life Points and ‘other special States of each Character during the game. ‘They must be cut out before they can be used, PROBLEMS WITH THE RULES ‘Though this book attempts to resolve every prablem that may come up during a game, itis impossible to insure that no doubts or discrepancies wil appear sooner or later. There may be disagreements about whether or not Line of Sight exists, whether i is possible for a given Character to Charge, or any other aspect of play. Fist of all stay calm, and remember that this is only a game and the objective ‘of everyone is to have fun. Each side may reasonable express theit arguments ina friendly manner, but without wasting too much time. If the problem persists, each side should roll die, and the one that rolled highest decides the ruling. There wil be plenty of time after the game Is over to consider the question in detail aeresiiictiiticimaaiiiiaa Ni FACTIONS AND ORGANIZATIONS Parties in Anima T Afferent Factions, U ics are divided by Character affinity into three Dark, and Unaigned. These facions do not represent good oF ei rather the personal philesopty of each individu the force deep In their heart that drives their behav. For example, a Dark Character may be motiated by high ideals, but wal be willing t ross ary line to “Thus ight Characters are opposed to Dark ones, whereas Unalgned Characters walk a grey line between them. As we wil se in the section Organizing your Party, Light and Dark Characters cannot be combined, since their ethics Besides these affinities, each Character abo Organization. The Organizations are forces that wor radially diferent. belongs to a specific together toward ‘common goals, 0 Characters that belong tothe same one may without concer about whether they are Light or Dark. Their eth morality i set aside: as companions ina common struggle. they together to achieve thei goals. There are five main Organizations in Anim Tactics: The Sacred Holy Empire of Abel the Azur Allance, The Church, mae, and Wissenchat. There are aso many Characters that are not aligned with any ofthese forces, who are known as Wanderers. A player ‘may form a Party based onan Orgarization ial ofits Characters belong it (except for some Wanderers, a its explained in Organizing your Party) In this way Light and Dark Units may be combined inthe same Party. Unaligned Light CHARACTERS: KNOW YOUR UNITS ‘Anima Tactics is centered around Characters. Each Character is special individual, a unique individual gifted with incredible abies. A ‘Single Character in ths game Is capable of the most incredible feats, ike defeating an entire battalion of solders or even leveling a mountain ‘with amazing ease. Each Character in the game is represented by a Miniature, to show its postion on the table. Throughout these rules you wil notice that Characters are ako regularly referred to as Units. For ‘our purposes the two words are interchangeable. CuaRacteR ATTRIBUTES Each Character has 2 profile of attributes which numerically represents its capablity in the game: the higher the attribute, the better the Character. Characters also have a series of Speclal Abiltes , ee ee Eee ee combat or wth supernatural Abies. The higher this value, the easor ener suena ee its peer wince eC es SS ee pestrain rea lae emer oer] Peep ore ancien pet pee eae pekabo npeameey acme eae fer selene eink eer nr tint Ene. ee measures the Character’s natural ability to avoid an enemy's Pere ee ee ed Ser eee eee ee ee ee Ee aoe Cee ee ee Peer eats na eta Pee a eee bbefore defeat. If Characters Life Points are reduced to 0, it ed De ee ee ee eyed target of a negative effect, a dle i rolled to overcome the Level See ts ee ee ead peer ee et eee Ree et ad pee ee ee ed ee ees '8.- Action and Recovery Bar: The maximum number of Actions ‘a Character can take in a Turn and how many are recovered each Geahcneg tarde pec wletar diego cane Cee en ee pee ere hee Loos ints a Character recovers inthe Recovery Phase. nn ee ets to Characters, and oon reser that can be played on each one. ee en ‘er pain = cei one sey ero ages i onoe inate a Cee Loree ris pegreeeea nniats oie rag that provide them with unique Powers, wihich are listed beside the [i attributes. All ofthese Values are reflected in this book or in the cards that accompany the Units as a quick reference to their Basic Abiltes. Here i ais ofthe attributes and what they mean Special ABILITIES Besides their attribute, all Characters have innate sil that make them unique and diferent from the rest. Each works in a diferent way. as explained on the Character Card. Although itis impossible to make general statements about all the Abilities available to diferent Characters it simportant to notice a fundamental difference between them, depending oo whether they are Innate Abiltes or Special Abilis, The Innate Abilities are powers innate tothe Character, 32 no ‘Acton Points are spent to use them. In contrast, Special Abilities are techniques, spells, and powers that require the use of Action Points to be activated. They are easy to recognize because a number of spheres 2ppears beside them to indicate how many Points need to be used Bases anp FacinG Anima Tactics Characters don't use special rules for facing. Since they are capable of the most incredble feats, they are alvays aware of heir surroundings and are able to turn around to face any threat. So, 2 Character has no backside and is able to act freely throughout a 360" ange. There are three aiflerent sizes of base, according to the Characer’s mension. Small bases (30 mm) are used to represent. humanized ‘dividuals, the great majonty of Character used in the game. Medium ases (40 mm) are used for larger creatures and individuals, such as. ‘rmaus demons or true giants. Finally large bass (50 mm) are only sed for the mast colossal creatures, whose size is simply incomparable. ORGANIZING YOUR PARTY “The first step to take before starting a game of Anima Tactis is to cide haw many Levels you are going to pay. Ths factor determines ize of the batl, that i, the magnitude of the forces that face other. Phyers can spend Levels on Characters and Advantage Cards until they reach the total number of Levels agreed upon. Each horncter and Advantage has a set valve, which i sted on ts card. When you create your Party you must choose either a Faction "1 Organization asthe basis. Whichever you choose, don't forget 1h Anima Tactics Character isa unique individual, so you can’t ie ary one twice. However, a Character can appear on both sides ‘confrontation; in this case it's considered that one of the two is an —oostor taking the true Character's place, or it's someone else with -y similar abilities. The only exceptions to this rule are Organization 's (you can include one for every 150 Levels allowed to your Party 1 game), and Summons IF you play as a Faction, you must choose Light or Darkness. Since are opposed forces, no Party Including Characters from Light and Derkness can exist, but you can integrate as mary Unaligned Characters 1 ke, For example, a Party can consist of three Light Characters i Unallgned Characters, but it cannet contain a single Character ness, since there are aiedy Light Units. Ofcourse, nothing stops im creating a Paty consisting of nly Unalgned Characters. you decide to create your Party based on an Organization, you Lore Character Factions and frely mi Light and Darkness Units as all of them belong to the same Organization. You can also Wanderer Character each 200 Levels of Encounter ifyou like, mdered free agents temporary working for your forces. Besides, zations provide Organization Advantages, special abilities a Party simply by belonging to the Organization. The higher the Level nme, the greter Organization Advantages you wil receive course, organizing a good Party i more aficul that It appears, J must combine the abilities and Characteristics of each «to achieve the best tactical advantage. I's up to you. Janel. since their personals a ener ees. eres aeons as personal a Party and tactics a you like. Since in this eerie ny rule s NOT to combine Light have the Peete ADVANTAGE Cards B rs, you can alka inclde Advantage Cards as par of your To do so, you must pay for them with Levels, ust ike you would with Characters. Some of them (Equipment rs) must alvays be associated with Characters; when a play a Party, each of these cards must be allocated to a specific Unit. Ot ‘Advantages (Plots) are not associated with a specfic Character. Instead, they affect the entire game ‘Whatever the case, at the start of play your total number ‘Advantage Cards can never be greater than your number of Character: Iedoesn't matter whether they are Power, Equipment, or Plot card, the total number of them must be equal to or less than your Characters. For example, for a Party of seven Characters you can never have than seven Advantage Cards. Advantage Cards can be bought both the same Levels that are used to choose Character or with additional Ava tage Pints that players receive when the Encounter Level chosen (see Other Essential Elements, in Page 13) Excounter LEVELS In standard game, players will have 300 Levels to create their parties; we eal that Level Gamma, Ths only one ofthe many possble Here are details on a few ‘enaros avalable to players, however: models of games, and the Charactorstis of + ALPHA Levels: 100 Advantage Points: 10, N® of Leaders: None Organization Advantages: None Gnosis: 1 The mest basic Encounter Level. An Alpha Level Encounter takes ide meet in the same ee Characters on eac new Units or to recreate he average length of one of t 's ideal to try 0 BETA Advantage Points: 0 Organization Advantages: 1 Levels: 200 N° of Leaders: None Gnosis: 2 Beta Level sa good Lev fs that stil havea greater a simple duel between bvo or three Units. Leaders avalable, A normal fame at this Level usualy lasts from half an hour to an hour tactical interest ised, but one Organization Advantage is Advantage Points: 30 Ne of Leaders: 1 Organization Advantages: 1 Gnosis: 3 A Gamma Level game is most common, sinc cludes a Leader. Such a combat takes roups meet over a battlefield. At this allows a greater umber of Characters and 10 wellpre ‘must lear to organize their Party efficiently and make a maximum use of their forces combined action. A Gamma Level game il usually last between an hour and an hour and a haf + SIGMA Levels: 450 Advantage Points: 40 NeofLeaders:1 Organization Advantages: 2 Gnosis: 4 When a Gamma game fels smal for a group of players, they can “This isa huge confrontation, when cose to a ace off ina large scale battle. At this sof play and to recover from important losses and strike back effectively. The ers on each side Level. player has enough Characters to create several tac average length ofa game lite this s usualy longer than two hours. + OMEGA Levels: 600 N® of Leaders: 2 ‘Advantage Points: 60 Organization Advantages: 3 Gnosis: 6 ‘An Omega Level game's a holocaust of destruction with more than ten Characters from each side facing off in a malor conflict. The forces Unleszhed in such combats can devastate entire armies and desolate nat a doubt a nest experienced pliyers everything In kilometers. A batle of this size is with different and unique expe and forces each ofthe participants to make the most of the hundred of combinations avaiable between all ofthe Characters. Such a lar battle can easly last more than three hours Orwer Essentiat Evements Teams There are certain Characters that, because of their origins and ‘common abiltes, are able to form Teams together. Forming a Team takes two things, an Advantage Card that allows it, and all of the Characters that make up the group. For example, you can't make the Team Lords of the Abys (formed by Deadmoon, Hel, and Jerome) fyou only have He! and Jerome in your Party. Forming a Team ges certain benefits to the ‘There are other vital elements that every player must take into account when forming a Party. Here isa review of them: Leaders: Certain Characters are considered Leaders, which means £0 sty that they are exemplary with noteworthy abilities. A Player fn't required to use Leaders inthe Party, but may include one for each 250 Levels in pay. This means that ina smaller game (less than 250 Levels) no Leaders can be used, but in a game at 500, up to two ‘ould be included inthe Party. ‘Advantage Points: Advantage Points are extra Levels avalable to plivers to adjust their Party with addtional Advantages. These Points are equal to 10% ofthe total Levels inthe game and can ony be «sed for Advantage Cards, For example, in a Level 300 game, a player nas 30 Points available for Advantage Cards only giving a total of 330 Levels, Remember always that Advantage Points CANNOT be used for Characters, only for Equipment Cards, Powers, and Plot Cards ‘Organization Advantages: If2 player chooses an Organization, 3s the base of the Party the player receives a series of special benefits simply by belonging tit. The Party receives one Organization Advantage for each 200 Levels: that i, one at 200 Levels, two at 400, and three at 600 Levels oF more. These Ablities appear inthe Organization its and he player is free to choose whichever he prefers. ‘Gnosis: Points are a sort of wildeard players have that allows them +0 improve their als with addtional dice. Each Player receives a Gnosis, point foreach 100 Levels ofthe game. So, a 300 Level game gives three Gnosis Points, a 400 Level one four, and so on. For more information, ee the Grosis (Page 32). ‘member Characters, as explained onthe Card, A Tear formed exclusively bby Wanderer Characters can be included in an Orgarizat were a single Character So, an Azur Allance Paty could inc Jiang Pao, and Li Long af the three were a single Wandere arty as i Unit MPLE PARTY ea ror Pet eee peer Sots ey oe : essing of Fantasy Pete ir Roeser onto teeny peered ae eeeree) Muttipve PLavers ‘Anima Tactics i designed for sually h but itis also possible to organize games with three or mor There are special rules which need to be app depending on whether players pla in two teams, or all Ir the players choose to form teams, they must divide themselves nto two different sides. Each participant wil create {allowing the rules as normal, making sure thatthe total sum of Level side is the same. For example, four players coud organize Party separately, emselves in two agninst two with parties of 300 Levels each. Each player i fee to ply with a different Organlation or Faction, as long 3s members of the same team don't use the same Character more tha nce, This is, tw allied players could play one with Light (Faction) and 1t hive the sam Character in Parties have been created, both sides ro pla wth Abe! (Organization), but they co ch (Ike both including Kronen in thele Party). When th single Deployment roll and vei decided f ken, the members nit and then pass the am, who will do the same. This insures thelr miniatures inorder. After this is done, ni sm with a single dle rol, When actions are fof one side must decide who wil first activate a L fur to a player on the othe hat each de val aerate activating Characters and that nether wil ice i a row. ach player's Gross Points can be used only to augment heir Character’ ol, and cannot be wed to modlyalled Units rol. All ply has finished, each ode ‘of the Scenarios are apt for team pay. After the side add Another possbilty i or all plyers to fight agnnst each other. In these games, each acts independently to achieve victory over the rest. Players roll the dice separa nt order and initiative he Turn of play, and follow the results in descending order. When choo: nt Zanes, each side wil pick one side of the table if the number of players is not greater than four. Otherwise, the players ployment Zones to choose from. Add up Victory ng Deployn Poin yin the usual manner, each player only receives bits for enemies they eliminated or objectives they achieved. Not all Scenarios are appropriate for this sort of game. Playing written multiple players in mind can PREPARING THE GAME ‘Atthis point players can prepare the game, fllo PREPARING THE TABLE first step to set up a game isto prepare the table, The best choce isan area of 48 by 32 inches or 48 by 48 inches, although other sizes can be used if players agree. Then, the Scenery features must be placed. In general, t's best for all players to agree before the game on the positioning of Scenery and how many features are plac everyone works together, they can seta table up around a theme that's both and. doesn’t cause a tactical superiority for ether side. Setting up a table in ide over the other leads to n unbalance that may ruin the game for everyone volved. Imbalances slay a part inthe game. It can be interesting when one players stars an the other if, in return, the ment of Scenery Also i's inde Scenery provide an advantage the players don’t de a specific table setting, each one of hem ros adie tosee how many Scenery features he places: 1 oF 2, one 6, to; and 7 to 10, three, The sum of both rolls > ments used inthe game. Then, both players rol no wil set the first feature onthe table, ane then each one sition ofthe next ntl all are placed. No Scenery feature an be placed closer than 2 Inches from the edge ofthe area of play or Last, once al features are placed, both players agree on what each, element represents andthe rls that apply toi. there are bulls, it wil be necessary to set their acess points. Improvised SCENERY FEATURES i creativity. A shoebox can pay joyabe table to play on. If none are available, many jects can be used. It just takes a litle imagination an excellent cif, and the part ofa building or ancent runs Cuoosine THE SCENARIO The next step i to choose the Seenaro for the game, which means hoosing the victory concltions. Asa general rule, the basis ofa gome of Anima Tactics to defeat the opponent's forces ina fixed numbe f Tums, It's often more enjoyable to set different goals than simple combat. If players agree, diferent Scenarios can be used, as explained in Scenarios of Pay (Page 38) DepLovinc your Party Ina standard game, each pliyer’s Deployment Zone is set by a die rol. Whoever ros highest chooses one side ofthe table to use as he statin point for the Party. Then, another dies rolled to see who feploys first. The player who rols highest decides who postions the rst Character on the table, then players alternate deploying Characters their respective Deployment Zone, untl all Units are on the table, or more information, see Deployment (Diagram |. PREPARING CHARACTERS AND THEIR ADVANTAGES Each player places the Character Cards of his Party members on table and their associated Equipment and Power Cards beside rm. It's Important to note that players don’t have to reveal which uipment Card or Power i inked to each Unit untl the first time it used OF activated. This means that the Advantage Cards are placed ‘down next tothe Characters. For example, the Card Supernatural Veapon (which modifies the Attack attribute of the Ch ssesses It) does not need to be shown until the first time its user es an Altack, and a Healing Potion Card will tay hidden unti its cr uses it. The same apples to Plot Cards: they are kept in the ‘hand untd they are payed, fer this fs done, players should place Action Points on the «ctor Cards. On the first Turn of play all Characters start with " Points equal to thelr Recovery Value PLUS 1, This means that a acter with Recovery 3 starts with 4 Action Points. Some Characters have Special Ablties that require Upkeep, that sthatcan-be kept active by spencing a certain amount of Action per Turn. A player controling a Character wth Upkeep Abilities hoose to start the game with ary of those abilties a 1 Upkeep cost, instead of the full activation cost. For example, acter withthe ablty Stealth (Upkeep 1), could start the game 1 by paying one Action Point from their inital total ive by paying Decipinc wao Takes THE First ACTION ft to decide which player has the itative in the fist. th sides rol a die, and the sde that rols highest can 30 ats frst ady forthe game to start! Sees LOU ators To start a game, players must set the Characters in thelr Party In the part of the table named the Deployment Zone. In-a. normal Scenario, the Deployment Zone is 24 by & inches strip centerd along fone of the table sides, as shown in Diagram I. Within this area, each Player is free to place their miniatures as they ie. No Character may intally be placed outside this zone, unless the Scenario explktly states otherwise DIAGRAM I: Deployment Zone Abvanced DerLoyment Advanced Deployment is a Special Ability that allows a Character to be placed inthe play area up to a maximum distance of 16 inches bbeyond its Party's Deployment Zone. Advanced Deployment allows the Unitto be placed in any position, including Abrupt Terran or Elevations If both sides have Units with this ably, they cannot place Characters ‘within 4 Inches of an enemy Unit. Las UO Lung INFILTRATION Infiltration is one of the most useful and strategic stealth abies