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MC Rules ENG.Pdf ® 1 In the distant future, the solar system, under the control of vast financial blocs known as the Megacorporations, is on the brink of disaster. These powerful companies control everything from city maintenance to the declaration of war, and those who are not employed by the Megacorporations have been crushed beneath them. Always hungry and eager for more power, the Megacorporations have pushed the boundaries of human exploration and technology even as they make war against one another. But now, they have pushed too far. On exploratory missions to the outer planets of Pluto and Nero, an ancient force of ex- treme evil has been awakened. First came the disruptive Dark Symmetry, then the Apos- tle Algeroth and his infernal Dark Legion, hell-bent on the destruction of all humanity. Unable to unite, humankind would have been doomed if not for the Brotherhood, a grim sect of fanatical zealots who have set themselves against the forces of darkness and evil, using the holy power of their Art to fight the demons back to the hells whence they came. Welcome to the chaos of a universe under siege. Welcome to the Mutant Chronicles Col- lectible Miniatures Game. In this game you will take the role of a military leader from one of the Megacorpora- tions, a general of one of the five Dark Apostles, or a spiritual war leader of the Broth- erhood. As commander, you will assemble and guide an army against your opponents, relying on speed, cunning, and brute strength in an attempt to capture and hold stra- tegic points on the battlefield and ultimately destroy the enemy force. In the end, there can be only one victor… will it be you? AVaiLabLE NOW: COMinG SOON: Human Factions Human Faction Capitol Imperial Bauhaus Demon Faction Ilian Brotherhood Demon Faction Algeroth 2 MUTanT CHROnicLES STARTER SET CONTENTS • Rulebook • 6 prepainted miniatures: Ezoghoul, Necromutant Defiler, Technomancer, Free Marine Soldier, Martian Banshee Sergeant, Ranger Elite • 52 unit reference cards • 46 command cards • 2 order pool cards • 30 order tokens • 8 custom dice • 40 wound tokens • 10 victory zone tokens • Double-sided postermap terrain board COMPONENT DESCRIPTIONS This section contains a more detailed look at the game components listed above, and a description of their functions in the game. MiniaTURES Miniatures represent the positions of your army’s units on the postermap terrain board. The color of the base of each miniature shows its rank (Gold, Silver, or Bronze). On the bot- tom of the base is collector information with COMinG SOON: that unit’s name, which can be used to match the unit with the proper unit reference card. The bottom of each unit’s base also lists set information and number for that piece. 3 UniT REFEREncE CARDS Unit Reference Cards are used to provide at-your-fingertips information on the statistical prowess (speed, health, attack dice, and command icons) and special abilities of the units that comprise your army. The information is presented in the following manner: 1 6 4 2 7 11 5 10 9 3 8 ANATOMY OF A UNIT REFERENCE CARD 1. Unit Name: The unit name is used to 7. Health: This is the starting and maxi- identify and refer to a piece. mum health of the unit. If the value of wounds dealt to this unit equals or exceeds 2. Faction: This symbol indicates the fac- this health value, the unit is destroyed. tion to which the unit belongs. 8. Game Text: Keywords and special abili- 3. Image: This is an image of the unit. ties possessed by this unit are listed here, along with any unique actions the unit can 4. Rank: This symbol indicates the unit’s take. rank (Gold, Silver, or Bronze). 9. Hex Size: One or two small hexes, 5. Command Icons: These icons are com- indicating whether the unit is single- or pared with the icons on command cards to double-based. determine whether or not a unit can play a specific card. In order to play a command 10. Collector Information: Set symbol, card, a unit must be able to match all the unit number, and rarity. command icons that are depicted on that card. 11. Traits: These are the traits the unit pos- sesses. Some game effects interact with 6. Attack Dice: This area shows the quan- certain traits but not with others. tity and type of dice that are rolled when this unit makes an attack. It also shows whether that unit has any rerolls when it makes an attack. 4 COMMAND CARDS Command cards represent special skills or maneuvers that your units can use at certain moments throughout the battle. 2 1 4 3 5 7 8 9 6 ANATOMY OF A COMMAND CARD 1. : The title is used to identify and 5. Effect: The second part of the text box refer to a command card. will explain the effect of the card. 2. Faction Symbol: This is the faction to 6. Buyback Price: Some command cards which the command card belongs. have a buyback price, which allows you to return them to your resource pool after 3. Command Icons: These icons are com- they are used. pared with the icons on a unit reference card, to indicate whether or not that unit 7. Buyback Symbol: This infinite sign indi- can play this card. In order to play a com- cates that the card has a buyback price. mand card, a unit must be able to match all the command icons on the command card. 8. Rank: This symbol indicates the rank value (Gold, Silver, or Bronze) of the com- 4. Play Restriction: The first part of the mand card, which is primarily important text box will tell you when, and under for army-building purposes. what circumstances, a unit can use that card. The play restrictions on a command 9. Collector Information: Set symbol and card are formatted in italics. card number. 5 ORDER POOL CARDS These cards are used to store your army’s unused order tokens while you are playing the game. At the beginning of a round you will place all of your available orders on this card, and move them off the card or onto the board as you assign them. used Orders ORDER TOKENS These tokens are assigned to the units in your army as you play the game, and they allow those units to take actions. The actions are: move, attack, guard, and use a special ability. DicE There are eight custom dice, two each of four different colors. These dice are used in combat. The dice are themed and designed in the following manner: Red Die: Light melee (close combat) attack Yellow Die: Heavy melee (close combat) attack Green Die: Light ranged attack Blue Die: Heavy ranged attack In general, melee attacks are more powerful than ranged attacks, but don’t have as much accuracy. Light attacks are slightly more accurate than their heavy counter- parts, but don’t do as much damage. 6 WOUnd TOKENS These tokens record the amount of damage that has been dealt to the units in your army. When a unit is wounded, you will place a wound token that records the amount of dam- age dealt to that unit in a slot on the unit’s base. As more damage is dealt (or healed), you will change the token(s) assigned to the unit. If the value of wounds equals or exceeds a unit’s health, that unit is destroyed. VicTORY ZONE TOKENS Victory zones are key strategic areas that will dictate the flow of the battle when you are playing a tournament-style game. At the beginning of the game, seven of them are randomly placed onto highlighted areas of the map, and during the battle they provide special effects and victory points to the army holding the zone. MAP VicTORY ZONE TOKEN holding the Command Bun ker at the end of a round, you If one of your units is may recover one of your Command Bunker used Bronze or Silver commander cards. VZ 1 - Command Bunker If one of your units is holding the Command Bun- ker at the end of a round, you may recover one of your used Bronze or Silver commander cards. VZ 1 7 POSTERMAP TERRain BOARD This is the map on which you will fight your battles, and an explanation of some of its graphical elements. DEPLOYMENT ZONE Units of one army start here. HindERING TERRain Impedes movement. COVER Impedes movement; provides protection from attacks. VicTORY ZONE A victory zone token will be placed here in a tournament game. WALLS NODES Block line Used to measure of sight and “center to center” movement. for line of sight calculations. 8 GaME SETUP The first thing you will need to do to play the Mutant Chronicles Collectible Miniatures Game is to assemble an army. For your first game, a Skirmish, we recommend using one of the two pre-constructed Skirmish armies that are included in the Mutant Chronicles Starter Set. Find the following components, and separate them in the following manner. These are the armies you and your opponent will use in your first game. Algeroth Capitol Necromutant Defiler (Gold unit) Ranger Elite (Silver unit) Ezoghoul (Silver unit) Martian Banshee Sergeant (Silver unit) Technomancer (Bronze unit) Free Marine Soldier (Bronze unit) Gold Order Token Gold Order Token Silver Order Token Gold Order Token Bronze Order Token Bronze Order Token Dark Aura (Gold command card) Bait and Switch (Gold command card) Flow of Acid (Silver command card) Command Intercept (Silver command card) Invoke Terror (Bronzecommand card) Fire at Will (Bronze command card) Notice that there are three Gold, three Silver, and three Bronze components to each army.
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