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 NiFACTIONS 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 meanSpecial 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 hoursOrwer 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
UnitMPLE 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 runsCuoosine 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
LungINFILTRATION
Infiltration is one of the most useful and strategic stealth abies