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Base Set

CHUNKY FIGHTERS

Base Set

CHUNKY FIGHTERS

Minimum need: 4 marker, 1d6, 1d8, 1d20

Minimum need: 4 marker, 1d6, 1d8, 1d20

WIZARD
Head 1d6

#1-2

KO
Body 1d6

Legs 1d6

#1-3

Ability

Init. 1d20

#1

Body 1d6

3
#2-4

1
#1

Head 1d6

#2-4

1
#1

Legs 1d6

3
#3

#5

#6

Weap. 1d6

2
#1-2

#4-5

#3-5

#1

#6

3
#2-3

4
#4

#5

#6

Ice

Fire

Lightning

Stone

Darkness

Punch

Sword

Crossbow

Hammer

(W)

(M)

(M)

(S)

(S)

(S)

(W)

(M)

(M)

(S)

DOUBLE CASTING

When using Lightning, Stone or Darkness weapon the


Wizard can choos to attack 2 Fighters separately
with the Weak Hit Die.

Ability

CHIVALRY

0
#1-4 1
#1-3 1
#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

#6-8

Disarm 1d8
#3-8

Block Disarm
#6-7

Legs

(S)

Attack Dice
Block 1d8

#1

Morning
Star

When attacking nonhuman Fighters, the Knight use


always the Strong Hit Die. The Knight cannot attack
from female Fighters.

Attack Dice

Strike 1d8

#6

Knife

Hit 1d6

W
M
S

Init. 1d20

crippled

#4

#5-6

#2-3

KO
#5-6

#2

#1

KO

#4-6

crippled

Weap. 1d6

#3-6

KO

KNIGHT

#8

Head

Hit 1d6

W
M
S
Strike 1d8

Block 1d8

0
#1-4 1
#1-3 1
#1

#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

#6-8

Disarm 1d8
#3-8

Block Disarm
non-female
#6-7

Legs

#8

Head

Base Set

CHUNKY FIGHTERS

Base Set

CHUNKY FIGHTERS

Minimum need: 4 marker, 1d6, 1d8, 1d20

Minimum need: 4 marker, 1d6, 1d8, 1d20

TENTACLE MONSTER
Head 1d6

#1-2

KO
Body 1d6

1
#1

Ability

2
#1

#1

Init. 1d20

Body 1d6

#2-4

#1-2

Legs 1d6

#1-2

Weap. 1d6

#5-6

2
#3-4

2
#1-3

#5-6

#4-6

#1

2
#2

#3

#4

#5

#6

Tentacle

Tentacle

Knife

Pistol

Rifle

Hand bomb

Heavy Rifle

Bazooka

(W)

(M)

(S)

(W)

(M)

(M)

(M)

(S)

(S)

LIMB SUPERIORITY

The tentacle monster can never be disarmed. The


Tentacle Monster auto-disarm any Fighter without a
disarm-roll.

Ability

PERFECT AIM

When attacking with Rifle or Heavy Rifle every


Called Shot is a success on 1d8 #6-8 regardless at the
target part of the Fighter

Attack Dice

Strike 1d8

Tentacle

Attack Die

Hit 1d6

W
M
S

Init. 1d20

crippled

#5-6

#3-4

KO

#4-6

Head 1d6

KO

#5-6

#2-3

crippled

Weap. 1d6

#5-6

#2-4

KO
Legs 1d6

#3-4

SOLDIER

Block 1d8

0
#1-4 1
#1-3 1
#1

#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

#6-8

Disarm 1d8
#3-8

Block Disarm
#6-7

Legs

#8

Head

Hit 1d6

W
M
S
Strike 1d8

Block 1d8

0
#1-4 1
#1-3 1
#1

#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

#6-8

Disarm 1d8
#3-8

Block Disarm
#6-7

Legs

#8

Head

Extra Set

CHUNKY FIGHTERS

Extra Set

CHUNKY FIGHTERS

Minimum need: 4 marker, 1d6, 1d8, 1d20

Minimum need: 4 marker, 1d6, 1d8, 1d20

ROBOT
Head 1d6

#1-3

KO
Body 1d6

Legs 1d6

#1

2
#1

1
#1

Body 1d6

Legs 1d6

3
#3

(M)

REACTIVATION
SEQUENCE

#2-4

1
#1-2

#4

(M)

#5

#6

Weap. 1d6

#5-6

2
#3-5

2
#1

2
#2-4

Machinegun

Missle

Tentacle

Bite

(M)

(S)

(S)

(W)

(M)

Ability

PLANT ANATOMY

Attack Dice

Strike 1d8

Block 1d8

0
#1-4 1
#1-3 1
#1

#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

#6-8

Disarm 1d8
#3-8

Block Disarm
#6-7

Legs

3
#5

#6

Spined
Tentacle

Poison

(S)

(S)

The only way to kill the Carnivorous Plant is by


destroying its Head or Legs. Destroying the
Carnivorous Plants Body has the same effect as
destroying the Legs of a normal Fighter.

Attack Die

Hit 1d6

W
M
S

4
#3-6

2 Arms

Every attack would destroy the Robot, causes it to


shut down instead. Reduce the hitted part to its
lowest level. On each robots turn roll 1d8 and
reactivate it on #8. The Robot restart fighting on the
next turn. If the deactivated Robot is your last
Fighters, you lose the Match.

1
#1

Init. 1d20

#6

#2

KO

Laser Beam Electropistol

(W)

#1

crippled

#4-6

#2

Head 1d6

KO
#4-6

#2-3

Arm

Ability

Init. 1d20

#2-3

crippled

Weap. 1d6

#4-6

KO

CARNIVOROUS PLANT

#8

Head

Hit 1d6

W
M
S
Strike 1d8

Block 1d8

0
#1-4 1
#1-3 1
#1

#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

#6-8

Disarm 1d8
#3-8

Block Disarm
#6-7

Legs

#8

Head

Extra Set

CHUNKY FIGHTERS

Extra Set

CHUNKY FIGHTERS

Minimum need: 4 marker, 1d6, 1d8, 1d20

Minimum need: 4 marker, 1d6, 1d8, 1d20

AMAZON (female)
Head 1d6

#1-3

KO
Body 1d6

Legs 1d6

#1-3

Ability

Init. 1d20

#1-2

Body 1d6

#1

Legs 1d6

3
#2

#4

Boomerang

Bow

Blowpipe

(W)

(M)

(M)

#5

Clawed
Knuckles

(S)

#6

Weap. 1d6

#4-6

2
#1-2

Init. 1d20

3
#3-4

2
#1-2

#5-6

3
#3-4

crippled

#3

AVENGE THE FALLEN

#1-3

KO

#3-6

Head 1d6

KO

#4-6

crippled

Weap. 1d6

#4-6

KO

GOLEM

#1

#5-6

3
#2-3

Strike 1d8

#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

Punch

Foot

Head

(S)

(S)

(W)

(M)

(M)

(S)

Ability

PROTECTIVE RUNES

#6-8

Disarm 1d8
#3-8

Block Disarm
Legs

When Golems Body and Legs are at full health, the


Golem receve no damage from successfully blocked
attack and it can attack without penalty on the
following turn.

Attack Die

#6-7

#6

Hand

Block 1d8

0
#1-4 1
#1-3 1

#4-5

Tiger

Attack Dice
#1

Spear

Whenever another Fighter of your team dies, change


the Amazons Head, Body and Legs to theirs
maximum level.

Hit 1d6

W
M
S

#8

Head

Hit 1d6

W
M
S
Strike 1d8

Block 1d8

0
#1-4 1
#1-3 1
#1

#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

#6-8

Disarm 1d8
#3-8

Block Disarm
#6-7

Legs

#8

Head

Mega Set

CHUNKY FIGHTERS

Mega Set

CHUNKY FIGHTERS

Minimum need: 4 marker, 1d6, 1d8, 1d20

Minimum need: 4 marker, 1d6, 1d8, 1d20

SKELETON (undead)
Head 1d6

#1-2

KO
Body 1d6

1
#1-2

KO
Legs 1d6

Ability

#5-6

2
#3-4

2
#1-3

Init. 1d20

Body 1d6

Legs 1d6

2
#2

#1-2

#1-2

#4

#5

#6

Weap. 1d6

#6

#3-5

#1-2

2
#3-4

Club

Trident

Feet Bone

Scimitar

Iron Club

Slime spit

Slime cube

(W)

(M)

(M)

(M)

(S)

(S)

(W)

(M)

Whenever another Fighter dies or lose a body part,


the Skeleton may add 1 HP to anyone of its body
parts. This ability can be used to recover a lost Legs
die.

Ability

NO WEAK SPOT

Strike 1d8

0
#1-4 1
#1-3 1
#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

#6-8

Disarm 1d8
#3-8

Block Disarm
#6-7

Legs

#5-6
Slime
Hammer

(S)

Attack Die
Block 1d8

#1

The Slime Tower will not die until all of its body
parts are destroyed. Its considered Crippled when it
has less than 3 body parts. The Slime Tower can use
First Aid to recover lost body parts but only if the
others parts are at 3 HP

Attack Dice
Hit 1d6

W
M
S

3
#6

Arm Bone

SCAVENGER

3
#6

#3-5

#1-2

Init. 1d20

crippled

#3

#3-5

crippled

#4-6

#1

Head 1d6

crippled

#5-6

crippled

Weap. 1d6

#3-4

SLIME TOWER

#8

Head

Hit 1d6

W
M
S
Strike 1d8

Block 1d8

0
#1-4 1
#1-3 1
#1

#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

#6-8

Disarm 1d8
#3-8

Block Disarm
#6-7

Legs

#8

Head

Mega Set

CHUNKY FIGHTERS

Mega Set

CHUNKY FIGHTERS

Minimum need: 4 marker, 1d6, 1d8, 1d20

Minimum need: 4 marker, 1d6, 1d8, 1d20

SPACE RANGER (female)


Head 1d6

#1-3

KO
Body 1d6

Legs 1d6

#1-3

Ability

Init. 1d20

2
#4-5

2
#1-2

#6

#3-5

#1

Body 1d6

Legs 1d6

3
#3

#4

#5-6

Laser Pistol

Laser Rifle

Mine

Forcefield

(W)

(M)

(S)

(S)

(S)

Weap. 1d6

When the Space Ranger is equipped whit the


Forcefield choose to protect any one Fighters. As
long as the Space Ranger is equipped with the
Forcefield, that Fighter take no damage from any
attack. The Space Ranger cannot attack while is
equipped with Forcefield.

Ability

#4-6

1
#1-2

Init. 1d20

werewolf

3
#3-4

2
#1-2

#5-6

3
#3-4

crippled

Foot

FORCEFIELD

#1-3

KO

#6

#2

Head 1d6

KO

crippled

Weap. 1d6

#4-6

KO

WEREWOLF (female)

#1-4

Strike 1d8

0
#1-4 1
#1-3 1
#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

#6-8

Disarm 1d8
#3-8

Block Disarm
#6-7

Legs

werewolf

#5-6

Human
attack

Werewolf
attack

(W)

(S)

SHAPE SHIFTER

Before the game begins, roll 1d6 to determine the


starting form: #1-4 Human, #5-6 Werewolf. As an
action you may attempt to change form in the same
way. The Werewolf cannot be disarmed. If the
Werewolf takes 2 or more hit while in Wolf form, set
all her body parts to the lower level.
Attack Die

Block 1d8
#1

5
#5-6

Attack Dice
Hit 1d6

W
M
S

werewolf

#8

Head

Hit 1d6

W
M
S
Strike 1d8

Block 1d8

0
#1-4 1
#1-3 1
#1

#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

#6-8

Disarm 1d8
#3-8

Block Disarm
#6-7

Legs

#8

Head

Ultra Set

CHUNKY FIGHTERS

Ultra Set

CHUNKY FIGHTERS

Minimum need: 4 marker, 1d6, 1d8, 1d20

Minimum need: 4 marker, 1d6, 1d8, 1d20

THE BEAR
Head 1d6

#1-2

KO
Body 1d6

Legs 1d6

#1

Ability

Init. 1d20

2
#2

#1-2

#5-6

Body 1d6

#1

Legs 1d6

3
#2-4

#1-3

Weap. 1d6

Init. 1d20

#1-6

3
#1-2

#3-6

crippled

#5-6

#4-6

KO

#3-6

Head 1d6

KO
#3-4

crippled

Weap. 1d6

#3-6

KO

ZOMBIE (undead)

#1-4

2
#5-6

Fish

Claw

Bite

Claw

Bite

(W)

(M)

(S)

(W)

(M)

MASSIVE

The Bear gets 2 chances to roll a successful block

Ability

LIVING DEAD

Any Attack to the Zombis Body that deal less than 3


hit, deal no hit instead. The only way to defeat a
Zombi is to destroy its Head or deal 3 hit at ones to
its Body

Attack Dice

Attack Die

Hit 1d6

W
M
S
Strike 1d8

Block 1d8

0
#1-4 1
#1-3 1
#1

#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

#6-8

Disarm 1d8
#3-8

Block Disarm
#6-7

Legs

#8

Head

Hit 1d6

W
M
S
Strike 1d8

Block 1d8

0
#1-4 1
#1-3 1
#1

#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

#6-8

Disarm 1d8
#3-8

Block Disarm
#6-7

Legs

#8

Head

Ultra Set

CHUNKY FIGHTERS

Ultra Set

CHUNKY FIGHTERS

Minimum need: 4 marker, 1d6, 1d8, 1d20

Minimum need: 4 marker, 1d6, 1d8, 1d20

GUNSLINGER
Head 1d6

#1-3

KO
Body 1d6

Legs 1d6

#1-2

Ability

Init. 1d20

2
#3-4

2
#1-2

#5-6

Body 1d6

Legs 1d6

2
#2

#1-2

#1-2

#4

#5

#6

Weap. 1d6

Init. 1d20

2
#3-4

2
#1

#5-6

3
#2-3

crippled

#3

#3-6

KO

#3-6

#1

Head 1d6

KO

crippled

Weap. 1d6

#4-6

KO

LEGENDARY HUNTER

#1

#4-6

2
#2

#3

#4

#5

Pistol

Gun

Rifle

Dynamite

2 Pisols

Holy Cross

Wood Spike

Holy Water

Whip

(W)

(M)

(M)

(M)

(S)

(S)

(W)

(M)

(M)

(M)

QUICK DRAW

The Gunslinger always attack first each round

Ability

HOLY WEAPON

0
#1-4 1
#1-3 1
#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

#6-8

Disarm 1d8
#3-8

Block Disarm
#6-7

Legs

(S)

Rifle

(S)

Attack Die
Block 1d8

#1

#6
Silver
Bullet

When Legendary Hunter si equipped with Holy Cross,


Holy Water, Silver Bullets all attack deal 1 extra Hit
against Werewolf and Undeads

Attack Dice

Strike 1d8

Punch

Hit 1d6

W
M
S

#8

Head

Hit 1d6

W
M
S
Strike 1d8

Block 1d8

0
#1-4 1
#1-3 1
#1

#1-2

Miss

1
#5-6 2
#4-6 2
#2-5

#3-5

Body

#6

#6-8

Disarm 1d8
#3-8

Block Disarm
#6-7

Legs

#8

Head

____ Set

CHUNKY FIGHTERS

____ Set

CHUNKY FIGHTERS

Minimum need: 4 marker, 1d6, 1d8, 1d20


Head

Body

Legs

Weap.

Minimum need: 4 marker, 1d6, 1d8, 1d20

Init. 1d20

Head

Body

Legs

Weap.

Block

Disarm

Ability

Ability

Attack Dice

Attack Die

Hit

Block

W
M
S
Strike

Init. 1d20

0
#___1
#___ 1

1
#___ 2
#___ 2

#___

#___

Miss

#___

#___

Block Disarm
#

Body

#___

Disarm

Legs

Hit

W
M
S
Strike 1d8

Head

0
#___1
#___ 1

1
#___ 2
#___ 2

#___

#___

Miss

#___

#___

Block Disarm
#

Body

#___

Legs

Head

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