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Special Rules Add-On

House Rules
 Shared Tactical Points
 Units that generate Tactical Points freely may share those with allied units within 1 Length.
 Free Hacks
 Moving out of Melee combat allows an immediate free melee attack from adjacent enemies.
 Defending Obstacle
 Units gain 1 Tactical Point when defending obstacles (doorways, passages, tunnels, paths, etc.)
 Rough Terrain
 Crossing rough terrain at any point during a move reduces a units total available movement for this turn by
1/2.
 Destroying Terrain
 When destroying terrain, the terrain make a defensive roll with a number of dice dependent on it's type.
 Wood - 2d6
 Stone - 3d6
 Metal - 4d6 + Armored
 Re-enforced Metal - 5d6 + Armored
 Other superior material - 6d6 + Armored
 Dangerous Terrain
 Some terrain may deal damage when entering it. When a units movement enters or crosses dangerous
terrain, roll a free hit against that unit.
 Lava - 4d6
 Poison Clouds - 3d6 + Poison on 4
 Quicksand - 3d6 + Pinned on 4
 Falling - 1d6 x (Distance/Unit Height) + Knockdown on 4
 Non-Uniform Squads
 When squad member with abilities that differ from the rest of the squad, than only those members with the
ability are activated when the ability is used. This DOES count as activating the entire unit. The abilities
DO NOT affect the rest of the squad unless it says so specifically.

Special Abilities
 Limiting Factors: Excepting of Ranged (cost 1), limit the number of special abilities to 2 for Squad Members,
3 for Commanders, and 4 for Tankmecha.
 Cost: $1 for Squad Members, $3 for Commanders, and $6 for Tankmecha. Add $1 to the base cost for
Ranged, and $2 for each Special Ability.
 Squads: The simplest way to purchase squads is to create a single squad member and then purchase 5-10
of them, thus the cost of the entire squad would be Squad Member Cost x (5 to 10) + Commander Cost
(Optional)
 A
 Adorable
 Gain 1 TP when attacked.
 Area of Effect
Grenades, bombs, similar effect attacks
 Area of Effect attacks roll the units standard attack dice, all units within 1/2 Length of the target must
defend against it as well. Attacker must indicate any adjustment due to Tactical Points BEFORE the
defenders make their defense roll.
 Armor Piercing
Look for specialized weapons, particularly sharp or powerful weapons, etc.
 Armor Piercing units successfully attack an Armored unit on 1 or 2

1|P a g e
Warning: Toymallet 40C should not be used to hit people on the head. It’s not a real mallet. Merely rules printed on paper.
Special Rules Add-On
 Artificial
Look for robots or constucts. If it breathes it doesn't count.
 Immune to abilities such as Creepy, Adorable, or anything that implies an emotional response.
 Assassin
Does it look sneaky and deadly?
 +2 Tactical Points when specifically attacking Commanders
 B
 Blast
Look for large beam weapons, flamethrowers, wide poisonous sprays, etc.
 Units with blast roll a single attack against all units, including allies, in a straight line 1 Length long. All
effected unit must defend against this attack. The Attacker must indicated any adjustments to die
result with tactical points BEFORE defenders roll.
 C
 Cleric
Look for holy symbols
 +1 d6 vs undead.
 Counter Attack
Look for units in the act of attacking or firing, units with both shield and weapon, etc.
 When making a defense roll, any result of 1-3 may be used to counter attack their attacker. Range is
limited to that of the base unit (Ranged or melee).
 Coward (Reduces cost by 2)
Look for small or timid looking units
 Cowardly units may not spend a Tactical Point to negate a Retreat Marker until they have made at
least 1 full retreating movement.
 Creepy
If you saw it in real life, would it keep you awake at night?
 On a successful attack against a squad, Creepy units force the surviving units to move away from the
Creepy unit 1/2 length.
 D
 Disruptor
Look for talismans, charms, force fields, beams, etc.
 A Disruptor that is within 1 length of a Magic/Tech-User can prevent them from sharing any Tactical
Points to their allies.
 Divide Fire #Standard
Look for superior warriors.
 May divide total attack dice between multiple targets during Shooting or Melee phase.
 E
 Entangle
Look for webbing, nets, ropes, etc.
 During the Movement Phase Entangling units may spend 1 Tactical Point to place a pinned marker on
a target. This Pinned marker may be negated with Tactical Points.
 Evil (Reduce Cost by 2)
Sinister looking units
 Automatic Free Hit within range (as per Watchover) on any retreating ally.
 Expert Marksman / Warrior
Look for focused looking shooters or aggressive fighters.
 Experts may set aside 1 attack die and treat it as an automatic 2.

2|P a g e
Warning: Toymallet 40C should not be used to hit people on the head. It’s not a real mallet. Merely rules printed on paper.
Special Rules Add-On
 F
 Flying
Look for wings, jet packs, rocket boots, etc.
 Ignore rough terrain and other obstacles. Gain Free Disengage vs Non-Flying units.
 Free Disengage
Does the unit look acrobatic or swift?
 May leave Melee without provoking free hacks
 G
 Group Fighters
Look for multiple units on a base or token, units with weapons traditionally used in groups like spears, rifles, etc.
 Group Fighters gain +1d6 when they attack while in base contact with 2 or more allies also possessing
the Group Fighter ability. The bonus die do not stack, 1d6 total regardless of the number of adjacent
allies.
 H
 Hero
Look for Brave or Epic looking units
 May set aside one attack or defend die and count it as an automatic 2 or a 5, as appropriate.
 I
 Immune to ...
Look for special defense related to the immunity in question
 The unit is immune to a particular special ability. The immunity must be noted at the time the unit is
created.
 Examples: Fearless (vs Creepy), Heartless (vs Adorable), Resistance (vs Poison), etc.
 Indirect Fire
Look for grenades, spell effects, archers, etc.
 Indirect Fire units may target units over obstacles that block Line of Sight, up to 1 length away.
 J
 K
 Knockback #Standard
Big clubs, orgre fists, huge guns, that sort of thing
 Knockback Units may spend a Tactical Point to force the target back 1/2 length.
 Knockdown
Long tails, heavy weapons, tripping hazards, etc.
 Units with knockdown may spend a Tactical Point to know the target down. Units which are knocked
down must use all movement to stand up, and attackers gain 1 Tactical Point when attacking them.
 L
 Leader
Look for markers of authority, medals, badges,headdresses etc.
 Leaders may share there own Tactical Points with any ally within Line of Sight.
 Lethal vs...
Look for marking indicating a favored enemy
 When a unit is attacking an enemy which he is Lethal against, 2's and 3's count as 1's. Lethal vs...
requires you to choose a favored enemy during creation. It must be fairly specific, such Zombies,
Orcs, Wizards, etc.
 M
 Magic/Tech Users
Look for magical powers, techno-gadgets, etc.
 Magic Users generate 1 Tactical Point per turn and may share it with any ally on the table within 2
lengths, regardless of Line of Sight.

3|P a g e
Warning: Toymallet 40C should not be used to hit people on the head. It’s not a real mallet. Merely rules printed on paper.
Special Rules Add-On
 Missiles #Standard
Unit must have missiles
 Unit has 1d6 Missiles (roll at start of game) that ignore Line of Sight.
 Mounted
Look for units riding something
 Mounted units count as attacking from higher ground vs non-mounted squads and commanders. Does
not apply when fighting Tankmechas.
 N
 Necromancer
Look for evil looking magical units
 Same as Regenerative, but may also return enemy units to the field under as allies. Add Undead trait
and reduce their attack/defend dice by 1. Units may be returned to the field during Movement Phase,
but may not be activated until the following round. 1 squad (5 members), 1 Commander (or a
commander and a squad of 5), or 1 Tankmecha may be returned to the field per round. Resurecting
units in this way requires Surplus Army Points to be spent equal to the cost of the units revived.
 O
 Oversized (Increase cost b 4)
Tankmecha of extreme sizes
 Tankmecha are by nature huge units. Occasionally one may exceed even the usual large size.
Oversized Tankmecha gain +1d6 and 1 Tactical Point against non-Oversized units. Oversized should
be restricted to the truly enormous, at least 3x the size of the average Tankmecha in your army. Limit
1 Oversized Tankmecha per battle.
 P
 Poison #MaybeOP
Look for venom, vials, goo, etc.
 Poisonous units may use a Tactical Point during an attack to place a Poison token on a target. At the
start of the Movement Phase, roll one die less than the Poisonous units attack dice (minimum 1) vs.
the poisoned target. If a squad contains poisonous units, but is not entirely poisonous, roll for the
poisonous members/commanders separately to determine TP available for poisoning.
 Push
Strong units or magical effects.
 Pushing units may spend a Tactical Point to immediately move a defender 1 base length away from
them in any direction. If this causes a defender to fall from a height greater than it's own height, roll
additional attack of 1d6.
 Q
 R
 Ranged (Only Increases cost by 1)
Look for guns, bows, lasers, etc.
 Ranged allows units to make attacks during the shoot phase, up to 2 lengths away.
 Rapid Attack #Standard
Look for multiple weapons
 Unit may make 2 attacks per round, instead of just 1.
 Reckless
Look for berzerkers, or units clearly rushing or without defenses
 Reckless units may only block with a 6. They also treat all 4's rolled as 2's and all 5's rolled as 3's.
They do not gain tactical points. Tankmecha may not be reckless due to their natural armored status.
If a squad is has a number of Reckless units, but is not entirely reckless, roll for the Reckless squad
members/commanders separately.

4|P a g e
Warning: Toymallet 40C should not be used to hit people on the head. It’s not a real mallet. Merely rules printed on paper.
Special Rules Add-On
 Recruiter / Summoner
Look for units with minions, magical powers, or appear charming
 Recuiters/Summoners may spend a Tactical Point to spend unused Army Point to add a new Squad,
Commander or Tankmecha to the battlefield. The new unit may not have any special abilities, and
may not act until the following round. When adding a new unit, roll 1d6. On a 1-2, they may add a
squad of 5 for 5 points. On a 2-4 they may add a Commander, or a squad of 5 with a
commander. and on a 5-6 they may add a Tankmecha. Once all surplus army points have been
spent, no new units may be summoned/recruited. Surplus points are shared with Regerative units.
 Regenerate #Standard
Look for medics, clerics, necromancers, etc.
 Unit with Regenerate may use unspent army points when activated during Movement Phase to return
fallen units to the battlefield. Deduct the value of the returned unit from the surplus points. When all
surplus points have been spent, no more units may be revived.
 Running Blow
Look for units shown moving while attacking
 Units with Running Blow may attack at the end of their movement during Movement Phase. If they
attack during the Movement Phase, they MAY NOT attack during the Shooting or Melee phase.
 S
 Savage
Look for bloody or viscous units.
 Savage units know only to attack and kill, with no thought of their own safety. On attack and defense,
6's count as a 1.
 Scanner #Standard
Look fro tech stuff (radar dishes, light beams, lenses) or natural features (animal ears/noses etc.)
 May attack Stealthed units.
 Scary Fast #Standard
Look for running or quick moving units
 Units may move double base Lengths.
 Scatter #Standard
Huge or explosive weapons
 On a successful attack against a squad the surviving squad members must immediately move away
from each other 1 Length. They squad may not attack until they have moved back into squad
formation. Scattered squad members roll only their own dice on defense.
 Shield Wall
Look for shields, or other broad physical defense
 Shiledwall units gain +1d6 when they defend while in base contact with 2 or more allies also
possessing the Shieldwall ability. The bonus die do not stack, 1d6 total regardless of the number of
adjacent allies.
 Slow
Look for big and heavy units, or short legged units.
 Reduce unit cost by 2. May only move half of base max-movement.
 Sniper #Standard
Look for long barreled guns, or unique looking ranged weapons
 Snipers may shoot anywhere on the battlefield, provided they have Line of Sight
 Strategist #MaybeOP
Look for smart looking units, units with maps, or units pointing at things.
 Strategist much choose to specialize in Attack or Defense. Attack Stategists treat 6's as Tactical
Points when attacking. Defense specialists treat 1's as Tactical Points when defending.

5|P a g e
Warning: Toymallet 40C should not be used to hit people on the head. It’s not a real mallet. Merely rules printed on paper.
Special Rules Add-On
 Stealth #Standard
Do they look sneaky?
 As part of their move Stealth units may enter or leave Stealth mode. So long as they are Stealthed,
these units may not attack or be attacked.
 Strong #Standard
Look for particularly resilient or abnormally well armored units.
 Ignore one successful attack.
 Stun #Standard
Blowguns, phasers, big bashy weapons are all good candidates
 Successful attacks cause enemy unit to remain inactive next round.
 T
 Tank Killer #Standard
Rocket launchers and large ranged weapons are a good indicator
 +2 Tactical Points when attacking Tankmecha
 Teleport #Standard
Handheld gadgets or magical powers
 During movement phase Teleporting units may move through obstacles and enemy units. They may
not be pinned.
 Tough
Look for particularly robust units
 Tough units do not die when successfully attacked. Instead they lose 1 attack/defense die. When the
last die is lost, then the unit is dead.
 Traps
Look for units holding gadgets weapons, mines, or minions.
 During the Shooting Phase units with Traps may place one trap marker on the table within Shooting
range. These traps are melee with Watchover, and have dice equal to one less than the unit placing
them (minimum of 1d6). Traps attack automatically when someone moves adjacent and are removed
from the field once they have attacked.
 U
 Undead
Look for zombies
 Gain one free Tactical Point when attacked by ranged units.
 V
 Vampiric
Look for vampire fangs, draining beams, tentacles, etc.
 May spend a Tactical Point to permanently remove 1d6 from the targets attack/defend dice.
 W
 (X) Walker
Does the unit represent, or it shown in, a specific biome type?
 Units with Walker ability ignore the effects of specific terrain types. Walker type (Forrest Walker,
Mountain Walker, Lava Walker, etc.) must be specified at creation.
 Watchover #Standard
Veteran or superior looking ranged units
 May make a 1 free attack against an enemy during Movement Phase if it comes within range.
 X
 Y
 Z

6|P a g e
Warning: Toymallet 40C should not be used to hit people on the head. It’s not a real mallet. Merely rules printed on paper.

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