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Author Topic: New Anima TTG from Fantasy Flight Games  (Read 5423 times)

Offline loki

  • Scientist
  • Posts: 302
New Anima TTG from Fantasy Flight Games
« on: August 11, 2006, 04:51:20 PM »
Anima: Tactics Faction Starter
Based on the Anima: Beyond Fantasy roleplaying game setting, Anima: Tactics is a no-holds barred, skirmish-level miniatures combat game that pits heroic characters against each other in the struggle between Light and Dark. Get into the game with a Light or Dark starter game that includes two characters, rules, dice, character and asset cards, action counters and more. Increase your force and tactical flexibility with heroic character blisters containing a highly detailed metal miniature, a character card, asset card, and all the action counters you need.

Anima: Tactics Good Faction Starter
Anima: Tactics Dark Faction Starter
To Retail for: $19.99

Boosters
Increase your force and tactical flexibility with heroic character blisters containing a highly detailed metal miniature, a character card, asset card, and all the action counters you need.

Anima: Tactics Neutral Faction Faust Orbatos
Anima: Tactics Neutral Faction Akio Kageshima
Anima: Tactics Neutral Faction Dereck Shezzad
Anima: Tactics Neutral Faction Lin Pao
Anima: Tactics Dark Faction Harod
Anima: Tactics Light Faction Kaine D'Elacreu
To Retail for: $9.99

Here is a link to the concet artist:

http://wen-m.deviantart.com/gallery/










Offline knoxville

  • Mr. Happiness
  • Mad Scientist
  • Posts: 747
    • ЯEAKTOR.MINIATURES
New Anima TTG from Fantasy Flight Games
« Reply #1 on: August 11, 2006, 07:01:05 PM »
The figures look interesting. I should have a closer look (aka buy some) :D
I was there the day that Horus fell.
ЯEAKTOR.MINIATURES

Offline loki

  • Scientist
  • Posts: 302
New Anima TTG from Fantasy Flight Games
« Reply #2 on: August 15, 2006, 09:41:37 AM »
Link for the Homepage:

www.animarpg.com

Offline loki

  • Scientist
  • Posts: 302
New Anima TTG from Fantasy Flight Games
« Reply #3 on: November 28, 2006, 06:00:38 PM »
Parts of the official rules:


Some rules: I hope that after reading you will be excited by the game ! I'am!

Winning
The standard scenario is that the player with the most levels
on the table at the end of 10 turns is the winner.

Character Card
All of a character’s Attributes are printed on its associated card.
This indicates the character’s abilities, special skills, and powers.
Each Character Card includes the following information:
1.- Attack: The character’s offense value. The higher this
number, the easier it will be to hit your enemies in combat.
2.- Damage: The power of your attacks. The higher this
number, the more damage each hit will do.
3.- Defense: The character’s base defensive value. The higher
this number, the harder it is for your enemies to hit you in
combat.
4.- Armor: The unit’s base armor value. The higher this number,
the lower the damage will be when your enemies hit you.
5.- Life points: The amount of damage the character can
receive before suffering defeat.
6.- Resistance: The character’s capability to resist special
effects and state attacks.
7.- Speed: The character’s movement values. The first number
is the distance in inches the character can move while walking,
and the second is the distance the character can run. The
numbers framed beneath these values only apply if the optional
rules for play with game boards are in use.
8.- Action and Recovery Bar: This section indicates the
maximum number of actions a character may take and how
many actions the character recovers during the Recovery Phase
of each turn. The total number of spheres is the total number
of actions a character can take per turn, while the number
of illuminated spheres is the number of Actions the character
recovers in the Recovery Phase.
9.- Category: There are three categories: Mystic, Fighter, and
Prowler.
10.- Affiliation: The group of the character.
11.- Faction: The alignment of the character. It can be Light,
Darkness and Unaligned.
12.- Special Abilities: Powers, techniques, and spells available
to certain characters. Like Basic abilities, each costs the number
of Action points equal to the number of spheres next to it.
13.- Character Level: The unit’s cost in points.

Advantage cards

Advantages are special objects and abilities that have an
influence on the character. Each costs points to add to a
character or to play.

Counter card

This card contains the counters you’ll need to keep track of
things like a character’s State and Life Points during play. You will
need to cut them apart before playing for the first time.
Ability Cards
This card contains all the basic abilities which are common to
all characters. Each costs Action points equal to the number of
spheres next to the ability. This card also contains a list with the
meaning of each of the game state icons.

PREPARING FOR THE GAME

Before starting a game of Anima Tactics, a little preparation
is needed.
Organizing your party
The first step is to decide how many levels the game will be.
This determines the size of the battle. Players can spend levels
on Characters and advantage cards up to the agreed-upon level
total for the game. A standard game is 250 Levels, but the
best for beginners are games of 150 levels to 200 levels, which
recreate small skirmishes. For larger battles, you can play with
300 or 400 levels. Games with 500 or more levels are true
pitched battles between armies.
The level cost of each character appears in the lower part of
its character card.
When building your team, keep in mind that every character in
Anima Tactics is a unique individual, so you can’t choose the
same character twice, unless that character’s card expressly allows
it. However, the same character can appear on different sides in the
confrontation (in this case, one of the characters is a mere imposter
that’s imitating the real character). Another important limitation
when you create your party is that you can’t unite characters
from opposing Factions. Three different factions are included in the
first Saga: Light, Darkness, and Unaligned. Light and Darkness are
opposing groups, so it is not possible to combine miniatures from
those factions in the same party. Unaligned characters are neutral
and can be used in parties of any faction.
Also, some characters belong to certain organization, like
Samael, Church or Wissenschaft. If you want, you may compose
a party using only characters from one organization. If this is the
case, you can ignore the Light or Darkness factions as long as all
your characters belong to the same organization.
You may also include Advantage cards as part of your force.
Add each chosen Advantage card’s level cost to your force, just
as you would a Character. Your total number of Advantage cards
at the start of play can never be greater than the total number of
your starting characters.
Of course, planning a good party is more difficult than it
appears, since you have to know how to combine the abilities
and special abilities of each character to create the best tactic.
How you go about this is up to you.
Prepare the table and the scenery
Now, you set up the table where you are going to play. We
recommend a play area of 48 inches by 48 inches, although if
you like you can play on a different sized table.
At this point, each player rolls a die and checks the following
for the result: 1-3 one Scenery feature, 4-6 two Scenery features,
and 6-10 three Scenery features. The combined results are the
number of Scenery features that will be used in the game. Both
players then roll again, with the high roller placing the first
Scenery feature. Players alternate until all Scenery features have
been placed. Scenery features may not be placed within 3 inches
of the table’s edge, and no closer than 1 inch from any other
one of them.

HOW TO PLAY
Now let’s see the how the game works.
Phases and Turns
Each Turn of play is made up of three different Phases: Recovery,
Maintenance and Action. All players complete all of their activity
in each Phase before play moves on to the next Phase. When all
players have moved their characters during the Action Phase, the
Turn has ended, and the next Turn starts. A summary of actions in
each Turn follows, with more details afterward:
1- Recovery
-Straighten all of your cards.
-Recover your character’s actions.
2- Maintenance
-Pay upkeep for your special abilities.
-Remove the corresponding State counters.
3- Action
-Move your characters.
-Use your Advantage cards.
Recovery Phase: First, straighten all of your cards. In this
Phase, characters recover as many actions as their Recovery
Attribute allows. Recovery is shown by the number of illuminated
spheres. Regardless of the number of actions a character may
recover in a turn, a character may never have more Actions than
their total number of spheres.
Maintenance Phase: Some Special Abilities have Upkeep,
which requires spending a certain number of actions to keep their
effects active. During this phase, remove the Action counters
necessary to maintain the abilities you desire to remain active.
Also, you must remove a counter for each type of State effect
your character is in. That is, if the character suffers two different
State, remove one counter for each type.

Actions
The Anima Tactics system is based on actions. Each turn,
each character has a specified number of actions it may attempt. A
character may attempt as many actions as it has Action counters on
its card. As the character uses actions, the counters are removed.
Not all Abilities have the same Action point cost. Defending,
for example, only costs one action point, while Attack or Charge
cost two and three points, respectively. Remove a number of
counters from the card equal to the cost of the Ability used.
Of course, if your character doesn’t have enough Action points
available, you can’t use the Ability.
A character can perform actions and abilities in any order that you
wish. A character can also repeat actions as you like. For example,
a character with four or more points can Attack twice (Attack costs
two points). The only exceptions are Movement actions and the
Seek ability, which can each only be done once per turn.
You don’t have to use all of a character’s action points
before you declare that the character is finished for that Turn.
Sometimes, it is much wiser to reserve a few Action counters to
have more available in the next Turn or for reactive actions.

Recovery and Total Actions
Regardless of the number of Actions a character may be allowed
to recover, he may never have more Actions than the total number
of spheres in his card. Any above that number are ignored. For
example, a character with a maximum of four Actions available
per turn ends his turn with two Action points remaining.
Although his Recovery value is 3, in the next Recovery
Phase the character will have his maximum of four
Actions, no more.

Movement
A player may choose to have a character
move at one of three different movement
rates. However, unlike other actions,
a character can only move once per
Turn, regardless of the number
of Action points available. So,
a character that declares Run
cannot Walk or do Free Movement
in the same turn.
A character can not move if
it is in Hand-to-hand combat;
first it must Escape from
combat.

Free Movement: Any character can move 2 inches without
using any Action points. Free Movement can be used reactively,
so the character can intercept a Charge against a friend unit
(although not to avoid a charge against itself).
Walk: The first number in the Speed icon on a character’s
card is the distance in inches the character moves while walking.
When walking, a character can change direction and turn at will,
as long as the total distance walked is not greater than the card’s
indicated movement rate.
Run / Charge: When running or charging, a character
moves as many inches as the second number in the Speed icon.
Unlike walking, a running character must move in a straight
line and cannot turn or change direction. The character can be
moved through any scenery

Basic abilities
Basic abilities are actions available to all characters.
Attack (2 Actions)
Attack allows a character to strike an enemy character in
combat. When a character attacks, the player rolls a die and
adds the result to the character’s Attack value to see if he hits
the enemy or not. If he has the Distance Attack ability, he can
choose to target an enemy that’s within his range of fire.
Charge (3 Actions , Once per Turn)
When a character Charges, it attacks an enemy by running
at it, using its momentum to gain an advantage. The character
moves at its listed Running Speed and the player then rolls a
die for the attack, adding +2 to the roll. Like running, when
a character Charges it must move in a straight line, called the
Line of Charge. A character can’t Charge against an enemy it’s
already engaged in combat with. Although it is an Attack action,
Charging also counts as a Movement action, so a character
can only Charge once per turn, and may conduct no other
Movement action.
Dodge (1 Action, Reactive)
Dodge is a Reactive Action used to attempt to avoid damage
from hand-to-hand or ranged attacks. When an enemy declares
the intention to attack a character, the targeted character can
spend an Action point to roll a die and add the result to its
Defense. This Action must be declared before the attacking
player rolls the die.
Counterattack (3 Actions, Reactive)
A Counterattack is a form of hand-to-hand defense by which
the attacked character takes advantage of a successful Dodge
to attack back at his enemy. Like a Dodge Action, the player
rolls a die and adds the result to his Defense. If no damage is
dealt by the attacker (without counting the Armor value), the
Counterattack Action allows the defender to make an automatic
Attack Action against the enemy, but applying -2 to his roll.
Walk (1 Action, Once per Turn)
Allows the character to move as many inches as the first
number of its Speed Attribute. The character can change
direction at will during movement. Like all Movement Actions, it
can only be used once per Turn.
Run (2 Actions, Once per Turn)
Allows the character to move as many inches as the second
number of its Speed Attribute. Unlike Walking, the character
must Run in a straight line. Like all Movement Actions, it can only
be used once per Turn.
Escape (1 Action)
Escape allows a character to disengage from hand-to-hand
combat. To do so, the player must roll a die, and if the result
is 6 or more, the Escape attempt is successful. The character
can then spend action points normally on a Movement Action
to get further away.
Seek (1 Action, Once per Turn)
Seek is an action that allows a character to discover an enemy
character hidden within its Zone of Control if there is Line of
Sight to the hidden character. To do so, the player rolls a die,
with a result of 8 or more meaning that all hidden units in the
Zone of Control are made visible.
A character can only attempt to Seek once per turn, whether
or not it is successful.

Special Abilities

Unlike Basic Abilities which are available to all characters, most
characters have unique Special Abilities. Each character has its own
Special Abilities and their cost(s) listed on its Character card. Some
of these Special Abilities modify the rules for normal defenses,
attacks or counterattacks. Follow the normal rules for these
actions, applying the modifiers from Special Abilities as needed.
There are three types of Special Ability: Magic, Ki, and
Deception.

Capabilities and Powers

Many characters have capabilities or natural powers that
work automatically, without spending Actions. Here are some
examples of the most common.
Ranged Attack: If a character has this Ability, its normal
attacks are projectiles which are able to reach enemies at
a distance. The range of the attack is always specified on the
character’s card.
Flight: A character which can fly has the ability to move
above any obstacle or scenery feature with no reduction to its
movement. Also, it can Charge over enemy units without being
intercepted. Only another flyer unit would be able to intercept it.

Hide

Some characters are able to use the Special
ability Hide. While they are hidden, they cannot
be the object of any hand-to-hand attack,
ranged attack, effect, or interception; simply
put, enemy characters are considered not to be
aware of their presence. Other players cannot
declare any attack or Special Ability against the
hidden character. When a hidden character
makes an attack or performs any offensive
action, the character is revealed and loses the
state of hidden. It is also possible to detect a
hidden character by using the Seek ability.
A character cannot hide if it is already in the
Zone of Control of an enemy character.
COMBAT
The fundamental element of Anima Tactics
is combat, when different characters exchange
blows, spells, and special techniques in order
to defeat their adversaries. Let’s look at how
combat flows.

Hand-to-hand Combat

Hand-to-hand combat takes place when the
bases of two enemy characters are touching.
In this case, we say that both characters are
engaged in combat. If a character’s base is
in contact with more than one enemy, it can
choose which to attack or, if it has enough
Actions, do multiples attacks against various
enemy characters. Characters engaged in handto-
hand combat cannot make ranged attacks.
If a character engaged in hand-to-hand combat
wishes to break away, it must first make a
successful Escape Action.
Attacking and hitting an enemy character: Whether
through the Action Attack, a Charge, or a Special Ability, a
character can try to hit an enemy unit in combat. To do so, the
player rolls a die and adds the result to the character’s Attack
Attribute. The attack is successful if the sum is equal to or
greater than the defender’s Defense value. If the result is lower,
the attack has failed with no other consequences. If the attack
is successful, the amount by which the sum exceeds the Defense
value is called the Level of Success.
Whatever the difference in values, a result of 10 on an attack roll
is automatically a success, even if the Defense value is still higher.
Defending and Counterattacks: In response to an
Attack, a defender can use an Action to try to evade or block
the blow. A Dodge Action is reactive and allows the defender to
roll a die and add the result to the character’s Defense Attribute.
A Counterattack works the same way, except that if the Defense
Action is successful and the attack deals no damage, the defender
can automatically make an Attack Action against the enemy at no
additional cost, but with a -2 to the roll. In either case, Defense
must be declared before the attacker rolls the die.
Calculating Damage: If an attacking character successfully
hits (by meeting or exceeding the enemy Defense value) an enemy
character, the Level of Success is added to the attacker’s Damage
Attribute. The defender’s Armor value is then subtracted from
the Level of Success, and the result is the Life Points the defender
loses. So, a character with a Damage Attribute of 3 that achieves
four Levels of Success in an Attack removes 7 Life points, minus
the defender’s Armor value.

Ranged Attacks

An attack attempt by a character with the ability to launch
projectiles, spells, or use Ki techniques at greater than hand-tohand
combat distance is called a Ranged Attack. Ranged Attacks
use the same system as hand-to-hand attacks, except that no
Counterattacks are possible against Ranged Attacks. To attack an
enemy using a Ranged Attack, the enemy unit must be in the Line
of Sight of the attacking character and within the range of the
attack form, which is listed on the attacker’s Character card.
Unlike hand-to-hand combat, there are special modifiers that
affect the Attack value of the attacking character.
Penalties to Ranged Attack values are cumulative.
Long Range: When a Ranged Attack is made against a unit
that is farther than half the attack’s listed range, the Attack
suffers a -1 penalty. For example, a Ranged Attack with a range
of 16 inches will suffer a -1 penalty when targeting an enemy
more than 8 inches away.
Cover: When the target is partially covered by scenery features
or there are minor obstacles in the attacker’s Line of Sight to
the target, the Attack receives a -2 penalty to their Attack value.
Normal size characters don’t acts as cover in the Line of Sight. For
more information about cover, see the Scenery section.
Character Engaged in Hand-to-hand Combat: Ranged
Attacks against characters already engaged in hand-to-hand
combat receive -1 to their Attack value.
Superior Position: A character at a higher elevation that
its target receives +1 to its Attack value. Also, Superior Position
attacks cannot be intercepted by other units via the Cover rule.

Damage and Death

As a character receives Damage, it progressively loses
Life Points. To keep track of how much Damage a character
has received, place counters on its character card. When a
character’s Life Points reach 0, the character has died or is out
of combat, and must be removed from play.
Resistances
Special Abilities with the Effect keyword require a Resistance
roll versus the target to determine whether they have any effect.
The Effect may be automatic, as are certain spells, or it may
cause Damage, as do some poison attacks. All Effects have a
difficulty level, which implies how hard it is for the characters
to resist the Effect. When a Resistance roll is needed, all the
affected characters must roll a die and add its Resistance value
to the result. If the sum is greater than the difficulty level of the
Special ability, the target is not affected.

STATE

Some characters can put themselves or others into different
States, which may cause advantages or disadvantages. To indicate
that a character is in a State, put a number of State counters on
its card equal to the level of the State. For example, a character
affected by a level 2 Haste spell will have two Haste counters on it.
State effects don’t last forever: remove one counter of each
type of State during Maintenance phase. When no counters for
a specific State are left on a character’s card, the character is no
longer under the effect of that State.

Types of State include the following:
Haste: The character recovers an additional Action during
Recovery Phase.
Shield: The character’s Armor value is raised by 4.
Healing: The character recovers 2 LPs at the beginning of the
turn.
Protection: The character’s Resistance value is raised by 4.
Poison: The character loses a Life Point for each Action it does.
So, when the character Attacks, it loses 2 Life Points. Apply the
effect as soon as the Action is completed.
Blind: Causes a penalty of 4 points to the affected character’s
Attack value.
Doom: When you remove one Doom state counter during the
Maintenance Phase, roll a die for the affected character; if the result
is 8, 9, or 10, the character loses all remaining LPs immediately.
Slow: The character recovers one less Action during Recovery
Phase.
Seal: The character cannot use Special Abilities.
Paralyzed: The character is paralyzed and cannot use any
Actions during the Turn.
Berserker: A character affected by Berserker receives +1 Attack
value and +1 Damage value. However, upon being activated,
the character must always immediately Charge (action points
permitting) against the closest enemy character and use all of its
Actions for attacking. It cannot use any Actions for Defense.

ADVANTAGE CARDS

Advantage Cards are an element that greatly increases the
versatility and diversity of Anima Tactics games. They are
modifiers that affect characters or conditions of play in exchange for
a number of Levels points paid while building your force. You can
never have more Advantage cards than the number of characters
you start the game with. There are two kinds of Advantage cards.
Equipment and Powers
Equipment and Power cards are placed on characters at the
beginning of play. Once you have placed a piece of Equipment or
Power on a character, you cannot move it to a different character
at any time during the game. Some have a limited number of uses,
after which they are discarded, while others are have a continuous
effect. If a piece of Equipment or Power does not have the word
“Automatic” in its description, it requires Actions to use.
Some objects and abilities can only be played on certain
categories of characters. A character may never have more then
one equipment or power card attached to it per game.
Plot
Plot cards allow you to modify certain aspects of the game,
such as moving scenery features or rerolling dice. Unless the
card reads otherwise, they can be played at any time. You keep
your Plot cards in your hand, hidden from your opponent until
you decide to use them.


You will also find in the rules set OPTIONAL SCENARIOS and OPTIONAL RULES FOR BOARD GAMES

Offline Westfalia Chris

  • Cardboard Warlord
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  • Posts: 7523
  • Elaborate! Elucidate! Evaluate!
New Anima TTG from Fantasy Flight Games
« Reply #4 on: November 28, 2006, 06:14:38 PM »
Hmmm, I like the style, which is more than I can say for most Fantasy Stuff...

Offline PeteMurray

  • Parapsychologist
  • Scatterbrained Genius
  • Posts: 2330
  • Cardinal Murray
New Anima TTG from Fantasy Flight Games
« Reply #5 on: November 28, 2006, 06:33:00 PM »
Notice how many games these days are being played on small boards, with only a few figures?

I blame Rich and .45 Adventures for starting the trend.  8)

 

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