GimmiX - The Universal Skirmish System

 This is a train of thoughts - if it doesn't make sense to you, don't worry; most of it does not make sense to me, either 😋






1 System

All settings


GimmiX - the universal skirmish system


1 Stat: Level


Level = Maximum number of Skills available

Rank = Number of dice available


Life? 2

Movement? 4"

Actions? (depends on protection)

Attack? -> Gimmick!

Everything else? -> Gimmick!


Initiative -> 1 card per miniature / postpone actions / multiple activations: postponed first 


Ranges: 8" (1H), 12" (2H), 16" (Sup)


Charge = regular action!

Push (instead of damage)


Untrained = untrained!




Stunts:

i wrote a set many years ago lol, basic idea was you had to pass a agility check, roll under your stat, the difficulty rating of the obstacle passed was the minus modifier to the stat. If it passed, your got a stunt bonus that could be used to boost a dice roll later.


Terrain interaction

So you can get a bit of john woo action, bouncing, sliding, leaping over terrain that grants like a stunt bonus


* distract - make an enemy look away or move away from you (like in movies where the character tosses a small stone or something and a guard turns that way, maybe goes to investigate - then the character can knock them over the head from behind or slip past them). This is a more subtle thing that shouldn't raise alarms and probably only affects only one opponent, or maybe 2 if they are together.

* disguise - whether donning a disguise prepared beforehand or improvising a disguise by taking a uniform, cultist robe/mask, or other items of clothing from an opponent (after knocking them out or killing them (but then you have to be careful about blood)) or by finding stuff in a locker room/changing room/store room/etc.

* diversion - causing commotion somewhere so guards go there. This is different from distraction in that it causes attention and could raise alarms or tension, but could also affect a large number of opponents.

* fast-talking - to do things like convince a guard to let you pass or to convince one opponent that another opponent is the real threat.

* remote sensing - like planting a bug or sensor in places you have been or sending some sort of sensing device or creature ahead of you or anywhere else or having some sort of sensor or detector carried with you that let's you detect stuff behind walls or that alerts you of approaching enemies or whatever.



Duel!


Initiative

Club -> Action: Fight with 1 die

Spades -> Action: Defense with 1 die

Heart -> Remove wound

Diamond -> Action: Supernatural OR Action: Investigate with 1 die


Scenarios:

Competitive

Feud

CTF

Bombing Run

King of the hill

Summoner / Leylines

Lunar Shards


Solo / Coop

Boss Fight / Capture Boss

Gathering (civilians, other stuff)

Investigation/Mystery




Introduction


At the beginning of this millenium I took a plunge:

I began with a hobby called "miniature wargaming".

At this time it was new and fascinating: Playing with tiny toy soldiers made from pewter or plastic and building worlds around them.

As I grew older, the hobby grew as well bringing on an ever ongoing flow of never ending creativity by so many designers.

I played a lot of games.

And I learned a lot about the things I liked about those games, and the things I did not like about them.

One of the things annoying me most is:

To play with my fantasy miniatures, I need ruleset X, to play with my pirates, I need ruleset Y, to pit my cowboys against some werewolves, I need ruleset Z.

I'm not exactly getting younger each day, you know?

I don't want to learn new rules for each game I play.

I wanted just one set of rules for each setting.

And I wanted the focus to be on the table with the miniatures - not on cards, where you tick off every hitpoint or item carried.

Just you and your miniatures - and that's all.

Heck - I wanted to pit cowboys versus aliens, knights with swords in shining armour against laser shooting maniacs and I wanted a zombie horde to run them all over.

*shrugs*

Even aftern an intensive search and after finding some rules claiming to be universal, I did not find any that actually come up to my understanding of "universal":

One set to rule them all!

It cannot be that hard, can it?

Oh yes ... it can.

And it took me a lot of work to write this set of rules.

But I can say, what you are now holding in your hands, is a set of miniature skirmish rules allowing you to play any setting you can dream up!

I gave my best to make it as enjoyable as possible - but I'm sure, you will like it!

And once you start seeing the versatility of the GimmiX system, I'll be glad to see you putting photos up of your gaming sessions.




Enjoy!

Kai



Alright,

here are the core ideas:


Each miniature is a "ganger".

Gangers have 2 basic stats which are equal for all gangers:

Movement: 4"

Life: 2


Additionally, each ganger has a Level and a Rank.

The Level tells you, how many gimmicks you may pick for a ganger. 

Also a ganger has a rank. The rank shows the maximum amount of dice you may allocate to a gimmick.

Finally, each ganger comes with an initial pool of Experience. Each point of Experience allows allocating 1 die to any 1 gimmick.

A Rookie comes at Rank 1, Level 1, 1 Experience. A Specialist comes at Rank 2, Level 2, 4 Experience. 

A Sidekick comes at Rank 3, Level 3, 9 Experience.

A Hero comes at Rank 3, Level 5, 15 Experience! 

Sidekicks and Heroes are the only gangers able to earn more experience and to level up! (See chapter "Campaigns / Leveling" for more details.)


Each ganger comes with equipment, too:

First and foremost, each ganger has one set of protection (abbreviated PR). Protection is either light, medium or heavy. Depending on the quality of protection you receive a Difficulty Modifier (DM) for actions targeted against you as well as a set number of actions (AA - Action allowance) you may perform during your activation.


Light Protection: DM +1 / AA 3

Medium Protection: DM +2 / AA 2

Heavy Protection: DM +3 / AA 1


Additionally to his protection, a ganger receives a set of items held in his hand.

Gangers are assumed to have two hands. You may equip a gimmick allowing for more hands.

See chapter "Armory" for details on how you could possibly equip your gangers.


Finally, a ganger has a certain size category:

Small gangers are size 1, medium gangers are size 2 and large gangers are size 3.

Miniatures wise, miniatures for small gangers usually are smaller than 25mm, medium gangers are 25mm-40mm and large gangers are >40mm from head to feet.


^

|

!!!!!!!!!!!!!!!!



To create your warband, you must field a Hero who becomes the leader of your warband.

Your warband can have one sidekick, too, but is not required to have one. Due to their higher versatility it is advisable to have one, though!

Before the start of a game agree with your players about the power level of a warband:

Add up all levels of your warband members (except for the Hero, as each warband must contain a Hero anyway) to get the power level of your warband.

For a game of roughly one hour, a power level of 15 is recommended.


As mentioned before:

A level determines the number of gimmicks you may pick for each ganger.

By picking a gimmick you may allocate a number of dice to the gimmick equal to your rank, and you may allocate a maximum number of dice equal to your experience.

Each die allocated to a gimmick is one chance to achieve 1 success!

All in all there are three categories of gimmicks:


1.) Action Gimmicks

Action Gimmicks allow for certain actions during a Gimmick Action.

Action Gimmicks are the most basic actions a ganger can perform.

Technically every ganger may perform any Action Gimmick during his activation. However, if he does not have at least one die allocated to an action gimmick, he rolls 2 dice taking the lower as his result.


2.) Active Gimmicks 

During a Gimmick Action you may use an Active Gimmick. 

An Active Gimmick looks like this:

Name

Requirements: Of all Action Gimmicks listed here at least one is required for you to be able to receive this gimmick

Difficulty: +4 -Investigate

Complexity: complex

Target: enemy

Must be in base to base contact to target.




"Action: Fight"

Required to perform the action "fight" with X dice.


"Action: Investigate

Required to perform the action "investigate" with X dice.


"Action: Shoot"

Required to perform the action "shoot" with X dice.


"Action: Supernatural"

Required to perform the action "supernatural" with X dice.

-> Difficulty = roll OWN PR or above.

X = multiplier for reach.


(4)


"Adrenaline"

Requirements: none

Difficulty: +1

Complexity: simple

Target: self

Receive 1+X additional actions this turn.

Next turn you cannot perform any action at all. You do not draw an initiative card, either.


"Arrest"

Requirements: Investigate

Difficulty: +4 -Investigate

Complexity: complex

Target: enemy

Must be in base to base contact to target.

Perform an "Action: Investigate" with a difficulty modifier equal to the target's rank. Deduct the result from 4 to receive the difficulty modifier for "Arrest".

Place X "Arrest" markers on target. A model can have at most 3 "Arrest" markers.

As long as there are any "Arrest" markers on the target, target is under your control, activates along with you and may only perform move actions ending in base to base contact to you.

Targets may try to break free by performing an "Action: Fight" with a difficulty modifier of +X. If they success, they can act normally.

An AI controlled model will always try to "break free" for each action per turn!


"Backstab"

Requirements: Fight

Difficulty: Your PR per 2" moved

Complexity: complex

Target: enemy

Perform up to 2 movement actions. When your movement ends in base to base contact to an opponent, you may perform X attack actions against that opponent immediately.

(Note: The difficulty for this Gimmick equals your PR for each full 2" moved. So if you have an PR of +1 and move 5", the difficulty becomes +1 times 2 (for full 2" moved twice) = +2.)


"Barrier"

Requirements: Supernatural

Difficulty: +1

Complexity: simple

Target: point within a reach of 5"

Create a barrier, 1" high at most 0.5" deep and up to X" long.


"Berserk"

Requirements: Fight

Difficulty: +2

Complexity: simple

Target: self

This gimmick can be kept up once activated. If kept up, it can only be deactivated during Upkeep. Receive +X" movement and +X dice for any attack rolls made.

Also, your PR is reduced by X.


"Blind"

Requirements: none

Difficulty: +1

Complexity: simple

Target: enemy

Target enemy within a reach of 5X" cannot draw line of sight to anyone during his next activation.


"Bloodlust"

Requirements: Fight

Difficulty: Target's PR

Complexity: simple

Target: enemy

Perform an "Action: Attack". If you wound your opponent, receive +X dice for your next use of a gimmick.


"Big Badaboom" 

Requirements: Shoot, Supernatural

Difficulty: +2 or +3, if no line of sight can be drawn

Complexity: simple

Target: Designate a target point within your weapon's reach if using "Action: Shoot". If using "Action: Supernatural", Designate a target point within a reach of 5".

Perform an "Action: Shoot" or "Supernatural".

Each miniature within a reach of 2" to the target point is attacked with X dice. 

(Note: Big Badaboom attacks allies and enemies alike!)

If you fail to roll at least 1 success, the "Big Badaboom" detonates in your own hands attacking you with 1 die, or 2 dice, if all dice rolled show up a result of 1 or 2.

Note: 

A sideeffect of "Big Badaboom" affects all models controlled by an AI and within 5" of the target point on their next activation: 

Roll a die. On a 1-3 the models spend their next action with moving away from the target point. On a 4-6 they move towards the target point. Add a bonus of +1 to +3, depending on how brave you think those models are or take -1 to -3 if you think the models are rather timid!

This side effect only works once per game, though!


"Bolt"

Requirements: Fight, Shoot, Supernatural 

Difficulty: +1

Complexity: simple

Target: ally, enemy

Target within a reach of 5" is attacked with 1 die. 

Then attack the closest target within X" to your original target the same way. 

Then attack the closest target within (X-1)" to the 2nd target the same way.

Then attack the closest target within (X-2)" to the 3rd target the same way.

Note: while your first target is an enemy (usually...), the bolt jumps onwards onto allies, if they happen to be closer targets!


"Bribe"

Requirements: none

Difficulty: target's rank

Complexity: simple

Target: enemy

If your target is carrying an object, he may use the "Defend" gimmick with your rank as the difficulty modifier. If he rolls more successes than you did, nothing happense.

Else he immediately drops the object and you may move it X" into any direction.


"Bullrush"

Requirements: Fight

Difficulty: Your PR

Complexity: complex

Target: yourself

Perform up to 2 movement actions in a straight line adding +X" to each. If you end your movement in base to base contact to an opponent AND used more than 1 movement action, you may perform one "Action: Fight" rerolling each die not showing a success once.


"Bypass Armour"

Requirements: Fight, Shoot

Difficulty: Target's PR

Complexity: complex

Target: enemy

Perform an "Action: Fight" or "Shoot"

You may flip X dice to the opposing face.


"Call of the siren"

Requirements: none

Difficulty: +1

Complexity: simple

Target: enemy

Perform a movement action. Gangers within 5X" (including yourself) cannot become the target of the "Command" gimmick until your next activation.


"Climb"

Requirements: none

Difficulty: Your PR

Complexity: simple

Target: Self

Perform 1 movement action. During this action you may use up to 3X" to climb any steep surface without aid, as long as you end your movement in a place you can stand in.


"Command"

Requirements: none

Difficulty: +1 per target for allies, +target's rank for enemies

Complexity: simple

Target: Decide before the beginning of the game: either ally or enemy. This decision remains for the entire game and cannot be changed.

Distribute X actions among all gangers targeted of a lower rank within a reach of 8".

The affected targets perform the actions immediately using their number of dice when needed.

Those actions are bonus actions received addionally to the regular actions of a ganger and can only be actions the target is able to perform due to his selection of Gimmicks.


"Control drone"

Requirements: none

Difficulty: +1 per drone

Complexity: simple

Target: your drone(s), if used during a "supernatural" action, enemy drones, too

This Gimmick allows you to field 1 drone right at the beginning of the game. 

A drone may be anthing requiring an additional miniature: an animal, a robot, a slave, a mindless golem, a demon,... you decide.

Each time you activate, your drones activate with you. This counts as their regular activation.

Perform X additional actions with drones that are within a reach of 1" to each other as long as none of these drones is more than 10" away from you.

OR remove X wounds from each targeted drone within a reach of 5".


"Counterspell"

Requirements: supernatural

Difficulty: number of target's successes

Complexity: simple

Target: enemy

If an enemy within a reach of 10X" just used an "Action: Supernatural", you may cancel its effect entirely. Also, the gimmick he tried to boost with his "Action: Supernatural" becomes unavailable to him for the next X turns.

This gimmick becomes unavailable to you until your next activation.


"Damage over Time"

Requirements: Fight, Shoot, Supernatural

Difficulty: Target's PR

Complexity: simple

Target: enemy

Perform an "Action: Fight", "Shoot" or "Supernatural". 

Instead of regular damage, the target receives X DoT counters. (You might want to use a six sided die to count DoTs.) During Upkeep perform 1 Fight Action against the target with 1 die. Then lower the stack by 1. Multiple DoTs from different actions may raise the stack of DoTs up to a maximum of 6.


"Dark Energy"

Requirements: Supernatural

Difficulty: +1

Complexity: simple

Target: enemy

Target an enemy within a reach of 3X". You do not need to be able to draw line of sight to your target! Your target receives X wounds. If your target has a gimmick allowing him to use the "Defend" gimmick, he may use it to reduce the wounds.


"Deadshot" 

Requirements: Shoot

Difficulty: +2

Complexity: complex

Target: self

Receive +X dice for your next "Action: Shoot".

Perform an "Action: Shoot". 

When shooting into melee, you always hit your intended target.

Also, you ignore the effects of cover.


"Defend"

Requirements: You receive this gimmick additionally as soon as you possess any gimmick explicitly allowing the use of this gimmick!

Difficulty: number of wounds received 

Complexity: out of turn action

Target: self

This gimmick can only be used in combination with another gimmick explicitly allowing the use of this gimmick!

To use the gimmick "Defend" you use the amount of dice allocated to the gimmick allowing you to use "Defend".

Whenever an "Action: Attack" or "Action: Shoot" affects you, you may use this gimmick to ignore X wounds received.


"Denounce"

Requirements: none

Difficulty: Target's level

Complexity: simple

Target: enemy

You may denounce a target within line of sight. All allies within a reach of 5" to you receive +X dice for their next attack on that target.


"Disspell"

Requirements: Supernatural

Difficulty: +3

Complexity: simple

Target: stack of markers

An enemy's stack of markers within a reach of 10" that has been caused by a Supernatural action is reduced by X.


"Distract"

Requirements: none

Difficulty: +1 per opposing model within 5"

Complexity: complex

Target: self

(Requires a duplicate of the miniature using "Distract")

Place a duplicate miniature within a reach of 2X" of yourself. If either you or your duplicate becomes a target of an action, remove either your ganger or the duplicate. The leftover miniature becomes your ganger (whereas the removed one has been the distraction).

Also, if during upkeep both miniatures are still on the board, remove either your ganger or the duplicate. The leftover miniature becomes your ganger (whereas the removed one has been the distraction).


"Dodge"

Requirements: none

Difficulty: Your own PR

Complexity: simple

Target: self

Until the beginning of your next activation, when affected by an "Action: Fight" or "Action: Shoot", ignore up to X successes rolled by opposing gangers.


"Drive by"

Requirements: shoot

Difficulty: Target's PR + vehicle's speed

Complexity: simple

Target: enemy

While in a moving vehicle you may activate along with the driver and use X times the "Action: Shoot", each one at a different target, if you want.

Discard any one initiative card afterwards.


"Farsight"

Requirements: Shoot, Supernatural

Difficulty: +1 per 5" to your target

Complexity: simple

Target: enemy

You may target a miniature that is up to X" away and could not be targeted due to your regular reach.


"Fly"

Requirements: none

Difficulty: Your PR

Complexity: complex

Target: self

Perform a movement action during wich you become airborne. If you happen to carry an object, that object drops to the ground.

You are now X" above ground. As you can fly at most 6" above ground, you might want to use a D6 to measure your height above ground.

While airborne you may only affect targets that are airborne, too. Then again, you cannot be the target of models that are not airborne.

(Sometimes the GimmiX world works in mysterious ways.)


"Focus" 

Requirements: none

Difficulty: +1 initially. Also +1 for each opposing model within 5".

Complexity: simple

Target: self

Reroll up to X dice during next action requiring rolling dice.


"Gamble"

Requirements: none

Difficulty: +1

Complexity: simple

Target: self

You may raise the difficulty modifier to up to +X. If you do, you receive X additional successes for each success rolled during your next action requiring a dieroll. 

If you fail to roll at least 1 success during your next action requiring a dieroll, you receive 1 wound.


"Greater Protection"

Requirements: none

Difficulty: +1 per ally within 2"

Complexity: simple

Target: self

You create a barrier around you with a reach of 2" centered on you. The barrier remains active until at most the upkeep phase of the next X turn(s).

While active, the barrier protects every ally inside from the next action targeting any one target inside the barrier.

That action gets cancelled immediately. Afterwards, the barrier is no longer existent.


"Growth"

Requirements: Supernatural

Difficulty: +2

Complexity: complex

Target: any point within reach not in base to base contact to another miniature

Place a 5" base within a reach of 10X". This base is a piece of terrain and can be any terrain (you decide). The placed terrain remains in place until the end of the game.


"Gunsmith CatZ"

Requirements: none

Difficulty: +1 for onehanded weapons, +2 for twohanded weapons, +3 for artillery.

Complexity: complex

Target: ally

Each target ally within a reach of 1" and with at least 1 jammed counter removes X jammed counters.


"Heal"

Requirements: none

Difficulty: +1 per ganger targeted

Complexity: complex 

Target: ally, enemy

Each target ganger within a reach of 1" removes X wounds. If an affected ganger hasn't acted yet on this phase, he may act on one of your consecutive turns.

(If using the special rule "insanity", add: Also remove X levels of insanity on each target.)


"Heal over Time"

Requirements: Fight, Shoot, Supernatural

Difficulty: Target's PR

Complexity: simple

Target: ally

Perform an "Action: Fight", "Shoot" or "Supernatural".

Instead of regular damage, the target receives X HoT counters. During Upkeep target removes 1 counter to remove 1 wound. Multiple stacks may raise the stack of HoTs up to a maximum of 6.

Note: If a miniature with a HoT loses its last Lifepoint, causing yet another wound on that miniature removes the HoT, too!


"Hurl"

Requirements: none

Difficulty: +1

Complexity: complex

Target: ally

You may hurl an ally that is 2 size classes smaller than you and in base to base contact to you up to 10X". The ally must land in a valid position.

When you have replaced your ally, perform an "Action: Fight" against the ally using 1 die for each full 10" hurled, replacing the difficulty modifier of the ally's PR with simply +1 instead. The ally may use the "Defend" gimmick with a number of dice equal to his rank and a difficulty modifier equal to his PR.


"Ignore Terrain"

Requirements: none

Difficulty: +1 per inch of terrain you want to pass

Complexity: simple

Target: self

Perform a movment action. You may ignore up to X" of impassable terrain as long as you end your movement in a position allowing others to draw line of sight to you.


"Illusion"

Requirements: Supernatural

Difficulty: +1 per illusion created

Complexity: complex

Target: self

Place 1-3 miniatures, the "illusion" within a reach of 1" to yourself. These illusions activate with you, but cannot do anything but move. 

If an illusion becomes a target of an action, it is removed from the game immediately and the action is lost. 

If you receive a wound, you can redirect it to an illusion. In that case, the illusion is removed from the game immediately.

Illusions last for X turns and are removed during Upkeep, once their "lifetime" runs out. 

As long as at least 1 illusion is active, you cannot create more illusions. 

When the last illusion is removed, this gimmick becomes unavaliable for the next X turns!


"Illusionary ground"

Requirements: Supernatural

Difficulty: +1

Complexity: complex

Target: any point within a reach of 10X"

Place an "illusionary ground" marker on the table. Until the beginning of your next activation, an area of X" around that marker becomes terrain you cannot enter. All other attributes of the affected terrain remain.

You may spend your first action of your next activation, to keep this gimmick active.


"Immobilize"

Requirements: none

Difficulty: Target's protection

Complexity: simple

Target: enemy

Perform an "Action: Fight", "Shoot" or "Supernatural".

Instead of regular damage, one target within a reach of 5" is denied its next X actions. You might want to use a D6 to show X. Multiple effect charges of "Immobilize" can stack up to a maximum of 6. Each Upkeep reduce the amount of remaining "charges" by 2. An affected target may try to break free by rolling his dice against a difficulty modificator equal to the number of remaining charges, but no larger than +3! If he breaks free, all remaining charges are removed immediately.


"Incite"

Requirements: none

Difficulty: Pick one: +1 for targets within a reach of 5", +2 for targets within a reach of 5" and 10", +3 for targets within a reach of 10" and 15"

Complexity: complex

Target: allies

All allies within reach may perform +X Movement actions when charging an enemy.


"Interrogate"

Requirements: Investigate

Difficulty: Target's difficulty modifier

Complexity: complex

Target: civilian

Required to receive clues from civilians!

Perform an "Action: Investigate" first to reduce Target's difficulty modifier by the number of successes rolled.

Receive X clues.


"Intimidate"

Requirements: none

Difficulty: Target's Rank

Complexity: simple

Target: enemy

If target wants to attack you, it needs to spend at least one action to roll an amount of successes equal to your rank (in consecutive actions, if necessary) at first, difficulty modifier +X. 


"Knockback/Break"

Requirements: Fight, Shoot, Supernatural

Difficulty: Target's PR

Complexity: simple

Target: enemy, object

Perform an "Action: Fight", "Shoot" oder "Supernatural".

Target one ganger or an object roughly the size of a human. Move that ganger or object to a position within a reach of X".

If you target an object at most the size of yourself and the object is immobile for whatever reason, the object breaks and is removed (examples: a stone, treestump, the remainder of a wall, a piece of a fence, a door, a window, a table, a computer, a firewall, a terminal, ...)


"Leap"

Requirements: none

Difficulty: Your PR 

Complexity: simple or complex

Target: self

Perform a movement action, sipmle or complex. 

During that movement you may leap in a straight line across a distance of up to X". Also, you may leap over obstacles up to 1"+0.5X" high.


"Mimic"

Requirements: none

Difficulty: +2

Complexity: copmlex

Target: self

Replace the Gimmick "Mimic" with a Gimmick of any ganger within a reach of 5" and within line of sight. This Gimmick becomes available for X uses. After these uses are expired, "Mimic" is unavailable for the remainder of the phase.


"Mission Target"

Requirements: none

Difficulty: variable

Complexity: simple

Target: object

This Gimmick gives you all the necessary skills to operate an object on the battlefield. You may decide, wheter you want to add or to remove X victory tokens.


"Morph"

Requirements: supernatural

Difficulty: Your PR 

Complexity: complex

Target: self

Morph into a different shape (animal or humanoid). While morphed you cannot use your "supernatural" Gimmick anymore. Instead you receive and may use the "fight" Gimmick and may allocate X dice on it.

Also you may have any kind of protection - which might change your PR. Morphing back is a simple action requiring no dieroll. You lose the "fight" gimmick when morphing back.


"No Quarters Given"

Requirements: Fight, Shoot

Difficulty: +Target's Rank

Complexity: complex

Target: enemy

Perform an "Action: Fight" or "Shoot".

If your target could use the "Defend" gimmick due to a passive gimmick, reduce his available dice by X.


"Poison"

Requirements: Fight, Shoot

Difficulty: Target's PR

Complexity: complex

Target: self

Perform an "Action: Fight" or "Shoot".

Target receives X markers "Poison" (you might want to use a D4 to count those markers). Poison markers stack, but only to a maximum of 4. During Upkeep target is attacked with 2 dice and a bonus equal to the amount of Poison Markers.


"Pull"

Requirements: Shoot

Difficulty: Target's PR

Complexity: simple

Target: enemy

Your target may be at most 5X" away.

Perform an "Action: Shoot".

Instead of dealing damage, you move your target up to 1" per wound not inflicted towards yourself.


"Ray"

Requirements: Shoot, Supernatural

Difficulty: Target's Arcane

Complexity: simple

Target: ally, enemy

Perform an "Action: Shoot" or "Supernatural".

Attack all targets on a straight line and within a reach of 10" individually with X dice each.

Note: The Ray attacks allies and enemies alike, if they happen to be within its area of effect!


"Raise/Lower"

Requirements: none

Difficulty: +1 per target

Complexity: simple

Target: ally, enemy within a reach of 5"

On his next action requiring a dieroll, each affected target receives either +X or -X per die.


"Regenerate"

Requirements: none

Difficulty: +1 initially, +1 per wound.

Copmlexity: additional

Target: self

Use once during upkeep to remove X wounds, even if incapacitated.

If you start the upkeep wounded and do not manage to roll at least 1 success, you do NOT turn incapacitated!

However, if you start the upkeep incapacitated and do not manage to roll at least 1 success, you still are removed from the game.

Other gimmicks which can remove wounds do not have any effect on you!


"Run&Gun"

Requirements: Shoot

Difficulty: +1

Complexity: complex

Target: enemy

Perform X movement actions. At any point during movement you may perform 1 "Action: Shoot". Due to the lack of precision, the target receives +1 die for defense, though!


"Sacrifice"

Requirements: none

Difficulty: target's PR 

Complexity: simple

Target: ally

You may sacrifice (=remove immediately from the game) any one ally within a reach of 2".

Receive +X automatic successes on your next action.


"Scare"

Requirements: none

Difficulty: +1 per affected ganger

Complexity: simple

Target: enemy

Perform a movement action.

Each targeted enemy within a reach of 2" immediately moves 2X" away from you. 

(If using the special rule "insanity", add: Each affected ganger raises his insanity by 1.)


"Search"

Requirements: Investigate

Difficulty: Clue's Difficulty Modifier

Complexity: complex

Target: self

You may reroll up to X dice during your now following "Action: Investigate".


"Shockwave"

Requirements: Fight, Supernatural

Difficulty: +2

Complexity: simple

Target: enemy

Perform an "Action: fight" against each enemy within a reach of 2" using X dice once as your one attack roll against each enemy.


"Sidestep"

Requirements: none

Difficulty: +1 per wound

Complexity: additional

Target: self

As soon as you receive a wound due to an "Action: Shoot" you may try to "Sidestep": Move X", but only, if this movement brings you into a position where the currently active ganger can no longer draw a line of sight to you. If you can move, remove all wounds from your ganger received from this attack.


"Skirmisher"

Requirements: Fight

Difficulty: +1

Complexity: complex

Target: enemy

Perform X movement actions. At any point during movement you may perform 1 "Action: Fight". Due to the lack of precision, the target may use the gimmick "Defense" with 1 die against this attack.


"Smoke"

Requirements: none

Difficulty: +1

Complexity: simple

Target: any point within 10" and line of sight

Place X smoke markers on target point. (You might want to use a D4 for doing so.)

At target point a smoke barrier blocks line of sight. Everything within a reach of X" and not obstructed by other terrain is covered in smoke (walk through: yes, see through: no)

During Upkeep reduce all remaining smoke markers by 1.

If you ever fail rolling at least 1 success when activating this gimmick, you have run out of components required to create smoke and cannot use this gimmick any more for the remainder of this game.


"Snatch"

Requirements: Fight

Difficulty: Target's PR

Complexity: simple

Target: enemy

Only works on an enemy carrying an object. 

Perform a movement action. At any point during your movement action you may perform an "Action: Fight"

If you roll at least 1 success, instead of receiveing damage your target drops the object. 

If you've got any successes left, you may now try to get a hold onto the object: 

Perform another test with a diffculty modifier equal to your PR. You may use any leftover successes as a bonus for the roll.

(Example: your specialist with the gimmicks "Action: Fight" and "Snatch" runs past an enemy with light protection carrying an object. The specialist tries to "snatch" the object. You roll a 4 and a 6: 2 successes. 1 success lets the enemy drop the object, the other success gives your specialist a +1 bonus on trying to get a hold onto the object.)


"Sneak"

Requirements: none

Difficulty: +1 initially, +1 per enemy ganger within 10".

Complexity: complex

Target: self

Perform 2 movement actions. Only enemies within 10" - X" can draw line of sight to you.


"Summon"

Requirements: Supernatural

Difficulty: +3

Complexity: overly complex (see below)

Target: Target point within a reach of 5"

This gimmick works in 2 steps:

During the first step, you have to achieve 3 successes. Each time you roll your dice to try to collect those successes, you spend one action. You may keep successes rolled during a previous action and you can collect successes over several actions. However, as soon as you receive a wound or do something else but trying to collect successes you lose all successes collected!

(Stand still, finish your incantation on time, and everything should be fine!)

As soon as you have the 3 successes rolled, discard any surplus success and immediately proceed with the next step:

Summon an Entity (Level X, Rank X, full experience) within reach. (To gather Xs here, roll your dice just once again.)

If you sacrifice (=remove from the game) one of your summoned Entities within 10", you receive one automatic result for each rank the sacrificed Entity had.

This sacrifice can be made during either step!

This gimmick does NOT allow you to control the summoned Entity and to activate it during your activation - you need to be an "Entity's master" for doing so!

Before the game starts, you have to work out the profile of one "Rookie Entitiy", one "Specialist Entity" and one "Sidekick Entity" each, as this will be your selection of Entities you are able to summon!


"Support"

Requirements: none

Difficulty: +1 per desired target.

Complexity: simple

Target: ally

X members of the warband within a reach of 5" receive +1 die for the next action requiring dice. This may be a defense action as if the target had the Gimmick "Defend"!


"Technician"

Requirements: none

Difficulty: +1 per desired target.

Complexity: simple

Target: ally

Each members within a reach of 1" may immediately remove X "jammed" markers.


"Telekinesis"

Requirements: Supernatural

Difficulty: +1 per target

Complexity: complex

Target: Scatterterrain

Move targeted pieces of terrain within a reach of 10" to another position within a reach of 5" to the original position.

Affected pieces of terrain can be at most X" wide, X" high and X" deep.


"Teleport"

Requirements: Supernatural

Difficulty: +3

Complexity: complex

Target: self

Designate a target point within your reach. Replace yourself to any position within a reach of 1" to the target point. Perform a non Supernatural action afterwards.

If you fail to roll at least 1 success, your opponent may replace you anywhere to a valid location within a reach of 5" to your target point. In that case you cannot perform any more actions during your activation.


"Throwing Weapon"

Requirements: Fight

Difficulty: +1

Complexity: simple

Target: enemy

You may target an enemy up to 5" away.

Perform a fight action using X dice instead your regular number of dice.


"Trapper" 

Requirements: none

Difficulty: +1

Complexity: simple

Target: Designate a target point within a reach of 2" to yourself.

Place a stack of X trap tokens within that reach thus building a trap. (Note: You might want to use a 4 sided die to represent the trap with the number of the die representing the number of trap tokens.) 

During Upkeep check each trap: If there are any miniatures within 1" per trap token on the stack, each of those miniatures is attacked with 1 die. Then the trap is removed.

Alternatively may remove X trap tokens from a stack of traps. Difficulty of this action is +2.


"Upgrade"

Requirements: none

Difficulty: +1 per number of turns this gimmick is intended to last

Complexity: complex

Target: self

Once per game you gain +X dice to use every time when using an action gimmick during the intended number of turns. 


"Vanish"

Requirements: Fight, Shoot, Investigate

Difficulty: +1

Complexity: additional action

Target: self

If you have not activated yet, you may use the "Defend" gimmick. If you do and survive the attack targeted at you, you may immediately use X actions to move in a straight line to a different location.

This counts as your activation.

Remove an initiative card afterwards.


"Wardance"

Requirements: Fight

Difficulty: +1 per opposing ganger in base to base contact

Complexity: simple

Target: self

Perform an "Action: Fight". Instead of dealing damage, until your next turn you may use the gimmick "Defense" as if you had it with a number of dice equal to the number of dice allocated to this gimmick, receiving a bonus of +X per die.


"Wasn't me"

Requirements: none

Difficulty: +number of wounds received

Complexity: out of turn

Target: self

You may use the gimmick "Defend" against any "Action: Fight" or "Action: Shoot". If you do and are still alive after defending, you may swap the position with any allied ganger within 2X".


"Whirling blades"

Requirements: Fight

Difficulty: +2

Complexity: out of turn

Target: self

You may use this gimmick only, if "Action: Fight" is the only action gimmick you have equipped!

If you haven't attacked this turn, you may use the Gimmick "Defense" with X dice against any "Action: shoot" targeted at you.


"Windrider"

Requirements: Supernatural

Difficulty: +1 per target

Complexity: complex

Target: ally, enemy

Perform X movement actions out of turn with each selected target within a reach of 10", placing them anywhere within their movement reach (yes, even on a higher platform...).


"You had my curiosity..."

Requirements: Fight

Difficulty: +targeter's level

Complexity: out of turn

Target: self

You may use the gimmick "Defend" against any action targeting you. If you become the target of a gimmick, you may perform this gimmick afterwards, if you have not received a wound yet.

Move X" directly towards the ganger that just used a gimmick on you.



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Passive Gimmicks


"7th sense"

Enemies targeting you from your rear side and up to 5X" away do not receive advantage!


"Ace"

Receive up to X automatic successes. You can receive each one of them only once per game!


"Agile"

You must be at least 2X" away to be eligible as a target for hostile ranged actions.


"Alternate Attack"

Deceide before the game on either ability which is active for the entire game and cannot be switched out:

Either X times per game you may use your "Action: Fight" gimmick to attack an enemy ganger up to 5" away.

Or X times per game you may use your "Action: Shoot" gimmick to attack an enemy ganger in base to base contact.


"Antimagic Aura"

Each ganger within 5X" receives the gimmick "Defend" and has to use it against any "Action: Supernatural" targeted at him - no matter whether allied or hostile!


"Arcane Protection"

When targeted by a Supernatural action, you may opt to change the difficulty modifier to +X.


"Barricade"

Opposing gangers must keep a distance of at least 0.5X" to you. If they do not keep that distance, they are moved into base to base contact immediately and their current action ends.


"Burrow"

Instead of a regular movement action, you may move X" under the ground. While under ground, you cannot become a target. You cannot carry objects, either.

You may come back to the surface during any movement action and you may move your remaining distance there.

You may want to use a marker to show your miniature is below ground.


"Bull Rush"

When performing a charge, you may move an additional +X" per movement action and you may roll +X dice for your "Action: Attack"


"Catfall"

When falling, you may fall an additional X" without taking damage.


"Cannoneer"

When performing an "Action: Shoot" with an artillery weapon, you may move the missile X" into any direction after it lands.


"Chameleon Skin"

As long as you are om base to base contact with a piece of terrain and if you are attacked by an "Action: shoot", you may use the gimmick "Defend".


"Clingy"

When an enemy tries to move out of base to base contact with you, you may follow up X".


"Confuse"

During upkeep you may perform 1 movement action with X opponents controlled by the AI.


"Cruel Aura"

All models (allies and enemies alike) within 10" have their movement reduced by X".


"Dark Vision"

You can see up to 10X" in darkness.


"Dauntless"

You can have up to X opposing miniatures beyond the first in base to base contact without having to reroll your successes. 

Start counting at 1 for the 1+Xth opponent when counting disadvantages.


"Daddy Cool"

At the beginning of the game select X levels worth of opposing gangers. The selected ganger(s) will not perform any action targeting you directly. 

Oh, they believe in you ...

You can have only 1 "Daddy Cool" gimmick in your entire warband!


"Distraction"

Each enemy ganger within 5X" has to pick the "Distraction" as target for their next action, if possible.


"Disguise"

Before an opposing ganger can attack you, he has to perform an "Action: Investigate" first, difficulty +X. For each success he rolls, you may be at most 10" away to become a valid target!

As soon as you are in combat with an opposing ganger (whether as attacker or attacked!), this gimmick is no longer available for the remainder of the game!


"Dodge"

When you are shot at and the shot does not cause a wound, you may move X" immediately.


"Drone Mastery"

You may field X additional drones.


"E pluribus unum"

When incapacitated during Upkeep, replace the ganger with X Rookies. Each of those Rookies comes with the Gimmick "fight" and light protection and is removed upon receiving the 1st hit!


"Entity Master"

Entities summoned by you are under your control.

You are allowed to activate your summoned Entity during your activation as long as the Entity's rank is equal to or lower than X.

Also, you may create up to X additional profiles for each rank of Entities, thus having a larger variety of Entities you can summon.


"Entry from above"

At the beginning of the game you are not placed on the table. Instead, during Upkeep of no later than turn X you are placed in a random position. (See chapter "random appearances" for details.)

You may move X" immediately once.


"Evade"

When a charge is declared against you, you may move X" immediatley.


"Everybody's darling"

When you are removed from the game, all allied gangers within 5X" to your last position on the table receive X dice they may use once during their next activation.


"Extra Limbs"

You have +X additional hands available to hold items or even objects with. Each of these items might be used for an attack.


"Eyes of the eagle"

Can only be used in conjunction with an "Action: shoot". When shooting into melee, you can ignore up to X other gangers aside from your intended target in that melee. As long as there are as many or less gangers than your target plus the ignored ones, you always hit your intended target.


"Faith"

You may ignore the first X Levels of insanity. Once you reach the levels you don't ignore, insanity works as described.


"Famous"

Civilians within 10X" treat you as their objective on their decision matrix.


"Fearsome"

If a ganger (allied or hostile) wants to target you for any action, he has to roll a number of dice equal to his rank with a difficulty modifier of +X.

For each success rolled, he may target you with 1 action.


"Formation"

(Note: this gimmick works best with miniatures on squared or rectangled bases.)

As long as you are in base to base contact to at least one other allied ganger, you and at most X other allied gangers may build a "formation" by standing in base to base contact.

A formation is valid, as long as one ganger stands in base to base contact to at least one other ganger.

All gangers within the formation must have this gimmick!

A formation allows for 1 initiative card per ganger and may act during any phase an initiative card allows.

At the end of the phase during which a formation activates remove one initiative card from your hand for each ganger that has been in the formation at the beginning of the phase.

Gangers with the gimmick "Formation" must have either the gimmick "Action: Fight" or the gimmick "Action: Shoot". Each ganger in a formation can have either or even both of them. 

So, in a formation of 3, 2 gangers could have the "Action: fight" whereas 1 ganger could have the "Action: shoot". 

All gangers of a formation act as a unit.

As soon as an initiative card allows them to act, act with all gangers of a formation at once: When one of them moves, all of them move. When one of them shoots, all of them shoot. And so on ..

A formation receives a number of actions according to the ganger with the lowest count of actions inside the formation at the beginning of their activation.

When performing an "Action: Fight" or "Action: Shoot" all gangers within the formation having the proper action gimmick contribute their dice to the roll.

For an "Action: Fight" it is sufficient, if only one ganger in the formation has base to base contact to the target.

For an "Action: Shoot" all gangers of the formation are required to be able to draw line of sight to the intended target. If one ganger cannot draw line of sight, the formation as a whole cannot shoot at the target.

For an "Action: Shoot" you will have to use a separate jam die for each contributing ganger. A ganger with a jammed weapon needs to unjam it or else the whole formation cannot perform an "Action: Shoot".

When one ganger within a formation is the target of an allied "Command" gimmick, you may opt to target all gangers within the formation at once.

Note: During a movement action a formation may break due to individual gangers not being able to keep the base to base contact. In that case, only those gangers being able to keep up the formation may continue acting, while the gangers left behind lose their remaining actions for this turn.


"Frenzy"

You receive +X additional Life. Your miniature is not placed prone upon receiving a wound. For each wound you have you receive 1 additional action upon activation. However, each ganger targeting you with an "Action: Fight", "Action: Shoot" or "Action: Supernatural" receives a bonus of +1 per wound you've got.

While wounded you cannot become the target of an "Action: investigate". Also, you cannot become a target of the "Command" gimmick or any gimmick that could move your miniature around or that could control your actions in any way.

Once you become incapacitated, your miniature is immediately removed from the game.


"Honor Guard"

X of your Rookies in your gang receive 1 of your gimmicks. Each Honor Guard receives the same gimmick and can assign 1 die to it.


"Hunter"

Pick one type of opponent controlled by the AI. Receive +X dice when attacking that type of opponent.

(Note: when equipping an AI opponent with this Gimmick, you chose "player controlled ganger" as the opponent type automatically!)


"Hunter's mark"

Once per game you may place the Hunter's Mark on a target opponent within 10X".

For the remainder of the game, all models attacking the marked target receive +1 die for doing so.


"Immortal"

You cannot receive wounds. However, you have to assign X Rookies as your personal followers. 

Those Rookies can not have this gimmick as well!

Once those Rookies are eliminated from the game, you are removed from the game, too.


"Infectious"

During Upkeep you must immediately perform an "Action: Fight" against any ganger within X" (ally or enemy alike) separately using a number of dice equal to the number of dice allocated to this gimmick and a difficulty modifier equal to the attacked ganger's individual level.

The ganger may defend against this attack as if he had the gimmick "Defend" with a number of dice equal to his rank.


"Infiltrate"

During setup you may start anywhere whithin 10X" of your corner.


"Inspiration"

All other gangers of the same warband and at least partially within 2X" recieve a bonus of +1 every time they roll dice.

This cannot raise the result above 6!

This Skill does not affect the owner of this gimmick!


"Link"

May use the line of sight of any allied model within a reach of 10X" to use any active Gimmick.


"Loner"

Rookies cannot receive the "Loner" gimmick.

You cannot become the target of the "Command" gimmick. 

You do receive X additional gimmicks. You may allocate X dice to each of them.


"Martyr"

When you are removed from the game, you may perform immediately X times the "Action: Fight" or the "Action: Shoot". If you don't have either of them, your gimmick "Martyr" becomes replaced with the according Action gimmick. Assign the number of dice allocated to the gimmick "Martyr" to your new Action gimmick.

Remove your miniature afterwards.


"Masquerade"

At the beginning of the game you are not placed on the table. Instead, during Upkeep of no later than turn X you may replace any own OR opposing Rookie with yourself. Send the Rookie back to his starting area and transfer any wounds from him to yourself.


"Meat Shield"

As long as you are within X" to a ganger of a higher rank, that ganger counts as "in cover".

If the ganger of higher rank receives a wound, you may take the wound instead.


"Medium"

Each "Action: Supernatural" targeted at you receives a bonus of +X per die.


"Miner 49er"

You receive +X dice on your "Action: Investigate" when trying to unearth treasures.

(This is a very scenario specific skill!)


"Monk"

You may not have any weapon equipped but you can have the "Action: Fight" gimmick. Gangers attacked by you receive the gimmick "Defend" against your attacks.

You may use the gimmick "Defend" whenever you are the target of an "Action: Shoot" receiveing a bonus of +X to each die.


"Mount"

You are a mount within size class X able to carry at most X riders. Your rider(s) activate along with you. Discard an initiative card for each of them afterwards.

For movement purposes use the movement of the mount, whereas for attack purposes use an "Action: Fight" or "Action: Shoot" from each rider separately.

A rider can only perform an "Action: Fight" or an "Action: Shoot" but cannot use another gimmick while mounted.


"Musician"

When receiving a command from an ally, you may pass the command on to any other allied ganger within 5X".


"Navigate vehicle"

While inside a vehicle you may perform a movement action moving 5X" turning by up to 90° up to X times at any point during the movement action.


"Nimble"

You may act during the first X phases of a turn. Discard any initiative card afterwards.


"Nullify"

Once per game you may cancel all ongoing effects within 10X" centered on yourself.


"Pathology"

Receive X additional clues when successfully investigating an incapacitated ganger. Remove the ganger from the game after your investigation.


"Preparation"

Place X additional clue tokens on the playing field, each of them at least 10" away from your setup zone.


"Protect"

All gangers of the same warband and within X" may use the "Defend" gimmick with 1 die.

Note: Only 1 "Protect" gimmick can be active on a ganger at any given time! So even if a ganger is within reach of 2 or more "Protect" gimmicks, he still only receives 1 defense die!

However, a ganger can add this defense die to any defense dice he already has gotten from other gimmicks.


"Quick"

During a movement action move an additional X".


"Raise Morale"

Gangers of the same warband of a lower rank and within 4X" may reroll any failed die during an attack roll.


"Riposte"

Whenever a melee attack fails to score at least X wounds on you, you may perform an "Action: Fight".


"Silent"

Gangers further away than 8"-X" cannot react to this ganger's actions.


"Soul Reaver"

Receive a "soul" marker each time a miniature within 10X" to you is removed from the game. 

Before the game starts, select one of the following options which remains active as the only option during the rest of the game:

Either: During your activation you must use each soul marker as a bonus of +1 for any one die you roll. This bonus can only be used once. Each soul marker still in your possession during upkeep causes 1 wound.

Or: At the beginning of your next activation transfer all of your soul markers to an ally within 10X". The ally must use each soul marker as a bonus of +1 for any one die he rolls. This bonus can only be used once. Each soul marker still in his possession during upkeep causes him 1 wound.


"Split attack"

Must have the "Action: Shoot" gimmick!

May split your dice rolled for attack to attack up to X targets within reach.


"Slayer"

Must have the "Action: Shoot" or "Action: Fight" gimmick!

Before the game starts, determine one kind of AI controlled enemies.

When attacking your determined enemy, you receive +X on each attack die for doing so.


"Static"

You are an immobile object. At the beginning of the game you can be placed anywhere on the table.

With your other gimmicks you affect every other ganger (ally or enemy alike) in your zone of control, which is 10X", centered on you.

Once a ganger enters your zone of control, you affect that ganger immediately once. 

If a ganger is inside your zone of control during upkeep, you affect him again.


"Suicide commando"

As soon as you are in base to base contact to at least one other ganger, you may cause X wounds automatically to each of them. 

If an affected ganger has a gimmick allowing him to deny that damage, he may use it.

You are removed from the game.


"Superdupernatural"

When determining the reach for an "Action: Supernatural", you may add an additional +X" per success.


"Swim"

During your movement action you may move 2X" through water.


"Tactician"

As long as this ganger is alive, when drawing cards for initiative, you may draw an additional X cards and discard any X cards from your hand afterwards.


"Therapist"

Receive X clues, when you heal another ganger entirely from at least 3 levels of insanity during consecutive actions.


"Thrall"

When another ganger targets you with the gimmick "Sacrifice" he receives a bonus of +X on each die.


"Thug"

Whenever an "Action: Fight" is performed within 5X" of yourself, you may move immediately 1" towards the combatants.


"Unjam"

You may unjam one of your ranged weapons up to X times per game as a free action.


"Veteran"

Must have any gimmick allowing the use of the "Defend" gimmick.

Reroll up to X failed defense dice.


"Whirlwind"

Must have the "Action: Fight" gimmick.

Using one "Action: Fight", you may attack up to X targets in base to base contact to you. Roll the dice for each target individually.



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