Marvel at War

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MARVEL WARS

These rules are meant to be played in the spirit of the Warhammer 40K 9th edition which can be found for
free in this link: Warhammer 40K 9th edition official core rules. With the following modifications:
1. Units and Squads
a. A squad can be build with models from all over the body of existing or custom made Marvel
United miniatures.
b. There are no requirements as to how to build a squad with these exceptions:
i. A squad is considered “UNITED” when all its units share a keyword (For example,
Mutant, or Avenger) thus gaining access to their full potential skillsets.
ii. Squads can only contain one leader or one mastermind unless an ability states
otherwise.
iii. Squads can be built at 25, 40, 50, 75, 80 or 100 points.
iv. Players can have multiple squads in their teams.
c. Every hero is denominated as a “Unit” unless a special rule allows for more models to be in the
same unit as a hero (Ultron, Cyclops, Red Skull)

2. Terrain follows the same rules as WH40K.

3. Turn Structure is the same as WH40K except there are no morale phases:
a. Command Phase:
i. There are no command points, or any interaction required in command phase.
ii. During the command phase of each player is where points are tallied for objectives
captured or agendas fulfilled.
b. Movement Phase
i. Same rules as WH40K, except there are no coherency rules
c. Shooting Phase
i. Same rules as WH40K
d. Psychic phase
i. It is replaced by the Manifest Powers phase
ii. Each unit data sheet specifies what can that unit do in that phase.
e. Charge Phase
i. Same rules as WH40K, except there are no coherency rules.
f. Fight Phase
i. Same rules as WH40K
g. Morale Phase
i. There is no morale phase
ABILITIES LISTS
During the Manifest Powers phase, units that can manifest powers can choose one power per manifestation
allowed from the lists below, as described in their data sheets, or you can roll 2D6 to manifest 2 random
powers per manifestation allowed

D6 Superhuman Abilities
1 SUPERHUMAN SPEED
Manifest with a value of 6. If manifested and your squad is UNITED, unntil the start of your next phase you
can reroll Advance rolls and charge rolls made for this unit. In addition, Until the start of your next Manifest
Powers phase, if this unit starts the Fight phase within Engagement Range of an enemy unit, it fights first that
phase.
2 SUPERHUMAN STRENGHT
Manifest with a value of 6. If manifested and your squad is UNITED, until the start of your next Manifest
Powers phase, add 1 to Strength, Toughness and Attacks characteristics.
3 SUPERHUMAN REFLEXES
Manifest with a value of 5. If manifested and your squad is UNITED, then until the start of your next Manifest
Powers phase this unit has a 4+ invulnerable save and, when resolving an attack made against this unit
subtract 1 from the hit roll.
4 SUPERHUMAN WRATH
Manifest with a value of 7. If manifested and your squad is UNITED, select the nearest enemy unit that is
within engagement range. Roll one D6 for each model in that unit; for each 6 that unit suffers 1 mortal wound.
5 SUPER SIGHT
Manifest with a value of 6. If manifested and your squad is UNITED, until the start of your next Manifest
powers phase, each time this unit makes a ranged attack, you can re-roll the hit roll and the target does not
receive the benefits of cover against that attack.
6 EXHAUSTION.
No power is manifested.
D6 Psi Abilities
1 NULL ZONE
Manifest with a value of 7. If manifested and your squad is UNITED, If manifested, Until the start of your next
Manifest Powers phase, while a unit is within 6” of this unit, each time an attack is made against that unit,
invulnerable saving throws cannot be made against that attack.
2 PSYCHIC SCOURGE
Manifest with a value of 6. If manifested and your squad is UNITED, select an enemy unit 18" of and visible
to this UNIT. Then, roll one D6 and add this UNIT’s Leadership characteristic to the result. Your opponent
then rolls one D6 and adds that unit’s Leadership characteristic to the result. If your total is higher than your
opponents, the selected unit suffers D3 mortal wounds; if it is equal to your opponent’s total, the selected unit
suffers 1 mortal wound; if it is less than your opponent’s total, nothing happens.

3 PSYCHIC FORTRESS
Manifest with a value of 6. If manifested and your squad is UNITED, then until the start of your next Manifest
Powers phase, while a friendly UNITED unit is within 6" of this, they have a 5+ invulnerable save.

4 FURY OF THE COSMIC MIND


Manifest with a value of 6. If manifested and your squad is UNITED, select one enemy model that is within
18" of and visible to this unit. Draw a line between any part this unit’s base and any part of the selected
model’s base (or hull); the selected models unit, and every other enemy unit that this line passes over or
through, suffers 1 mortal wound.
5 OBSCURING MIND
Manifest with a value of 7. If manifested and your squad is UNITED,, select one enemy unit that cannot FLY
and is within 18" of and visible to this unit, that unit suffers 1 mortal wound. Until the start of your next
Psychic phase, halve that unit’s Move characteristic and subtract 2 from Advance rolls and charge rolls made
for it.

6 TELEPATHIC ASSAULT
Manifest with a value of 5. If manifested and your squad is UNITED, select one enemy unit within 24" of and
visible to this unit. Roll 2D6 and add 2 to the result; that unit suffers 1 mortal wound for each point by which
the total exceeds the highest Leadership characteristic of models in that unit.
D6 Energy Manipulation Abilities

1 ENERGY BLAST
Manifest with a value of 5. Add 1 to the roll for the value of this psychic power for each other attempt that has
been made to manifest this power by a unit from your squad in this phase. If manifested and your squad is
UNITED, the closest enemy unit within 18" of and visible to the unit suffers D3 mortal wounds. If the result of
the roll for the value test was 11 or more, that unit suffers D6 mortal wounds instead.

2 EXHAUSTION.
No power is manifested.

3 ENERGY EXPLOSION
Manifest with a value of 6. If manifested and your squad is UNITED, Select one enemy Unit within 8”, that
unit suffers 1 Mortal wound. If that unit is a Cyborg, or a metal unit, it suffers 2 mortal wounds instead.

4 EXHAUSTION.
No power is manifested.

5 ENERGIZED FISTS
Manifest with a value of 7. If manifested and your squad is UNITED, select one friendly Mutant model that is
within 12" of this unit and visible to them. Until the start of your next Manifest powers phase, add 2 to that
model’s Strength and Attacks characteristics. If the result of the roll for value test was 11 or more, add 3 to
that model’s Strength and Attacks characteristics instead.

6 EXHAUSTION.
No power is manifested.
DATA SHEETS
The rest of these pages contain the data sheets of every unit. Below you will find an example with
explanation of what each part of the data sheet.

Stats sections:

Move (M): This is the speed at which a model moves across the battlefield. If a model has a Move of ‘-’ it is
unable to move at all.

Weapon Skill (WS): This tells you a model’s skill at handto-hand fighting. If a model has a Weapon Skill of ‘-’
it is unable to fight in melee at all.

Ballistic Skill (BS): This shows how accurate a model is when shooting with ranged weapons. If a model
has a Ballistic Skill of ‘-’ it has no proficiency with
ranged weapons and cannot make attacks with ranged weapons at all.

Strength (S): This indicates how physically strong a model is and how likely it is to inflict damage in handto-
hand combat.

Toughness (T): This reflects the model’s resilience against physical harm.

Wounds (W): Wounds show how much damage a model can sustain before it succumbs to its injuries.

Attacks (A): This tells you how many times a model can strike blows in hand-to-hand combat. If a model has
an Attacks of ‘-’ it is unable to fight in melee at all.

Leadership (Ld): This reveals force of will, chrisma or perception, also how courageous, determined or self-
controlled a model is.

Save (Sv): This indicates the protection a model’s armour gives.


Abilities Sections:
Many units have one or more special abilities; these will be described here.

Weapons Sections:
In the condensed datasheets, weapons are given a number that corresponds to annotated pictures of the
miniature, rather than being named. Weapons are described with the following characteristics:

Range: How far the weapon can shoot. Weapons with a range of ‘Melee’ are melee weapons and can only be
used in hand-to-hand combat. All other weapons
are ranged weapons. Some weapons have a minimum and maximum range, for example 6"-48"; such weapons
cannot target units that are wholly within the shorter range.

Type: These are all explained under the Shooting and Fight phases of the basic rules. These types are denoted
by symbols on the condensed datasheet.

Strength (S): How likely the weapon is to wound a foe. If a weapon’s Strength lists ‘User’, it is equal to the
bearer’s Strength characteristic. If a weapon lists a modifier (e.g. ‘+1’ or ‘x2’), modify the bearer’s Strength
characteristic as shown (e.g. if a weapon’s Strength was ‘x2’, and the bearer had a Strength of 6, that weapon
has a Strength of 12).

Armour Penetration (AP): How good the weapon’s attacks are at getting through armour.

Damage (D): The amount of damage inflicted by a successful wound.

Abilities: If any abilities apply to attacks made with this weapon profile, they are listed here

KEYWORDS
Datasheets have a list of keywords, separated into Faction keywords and other keywords. The former can be
used to help guide which models to include in an army, but otherwise both sets of keywords are functionally
the same
X MEN
6

Professor X - Power 7
No NAME M WS BS S T W A Ld Sv
1 Professor X 5" 4+ 3+ 3 5 6 4 9 2+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES

Units Damage and not Destroyed


Mobile Cerebro Unit 18" Heavy 2 5 -2 D3
Can't chare in the charge phase
Psi Plasma blades Melee Melee Plus 1 -3 2
X-Men United. Illuminati. Psychic: Can manifest 3 powers from the Psi Abilities list during the
manifest powers phase

Psi Shield: Unit has invulnerable save 4+


ABILITIES Telepathic Cloak: If this unit is being targetted for an attack, roll D6, on a 5+ This unit cannot be
targeted by ranged attacks during the shooting phase unless it is the closest unit in range.

Repulsor Seat boost: Each time this unit Advances, do not make an Advance roll. Instead, until the end
of the phase, add 6" to the Move characteristic of models in this unit.
KEYWORDS: Leader, Psychic, X men, Mutant, Alpha Level. Omega Class. Hero.

Scott Summers, "Cyclops" - Power 6


No NAME M WS BS S T W A Ld Sv
1 Cyclops 6" 3+ 2+ 5 5 5 4 8 3+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Optic Blasters 24" Assault D6 4 -2 1 Attacker Assigns Wounds.
Plus 1 to hit rolls for each Enemy
Combat Training Melee Melee User -1 D6
in engagement range
X-Men United. Mutant: During the Manifest powers phase, This unit may manifest 1 power from the Energy
Manipulation Abilities list
Lead with example: If your Squad is United, Include one more leader in your squad.
Unleashed Energy Blast: Once Per Battle, Roll d6 for each unit within 18". 5+ inflict D3 mortal wounds

ABILITIES Secondary team: Secondary team: This unit can deploy including 1 other X MEN model with power
level under 3 or with up to 3 Mutant Trainee units.
Team Strategist (Aura): During your command phase, roll D6:
- 1 - 3: One X Men unit within 6" counts as remained static after it moved and advanced.
- 4 - 5: In addition, one X men unit within 6" can fight again in the fight phase.
- 6: In addition, One X men unit within 6" can Shoot again in the shooting phase.

KEYWORDS: Leader, Alpha Level, First Class, Blue Team, X men, Mutant, Hero.
6

Jean Grey - Power 6


No NAME M WS BS S T W A Ld Sv
1 Jean Grey 6" 4+ 4+ 4 4 4 5 7 3+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Psionic Blasts 24" Blasters D6 5 -1 1 Blast

Each time an attack is made with


Telekinetic Weapons Melee Melee 6 -3 2 this weapon, that attack
automatically hits the target

X-Men United. Inhuman. Psychic: Can manifest 2 powers from the Psi abilities list

Telekinetic Flight: During the move phase. This unit may move and advance as if it had only move. Do
ABILITIES not roll to advance, instead advanced 6
Mental Deflection: Psi Ability, During the manifest powers phase. Roll 2d6 when an enemy manifests
a power and add +1. I the result is higher than the manifested power, the enemy suffers 1 mortal wound
and does not manifest the power.
KEYWORDS: Inhuman, Phoenix Force, First Class, Gold Team, Psychic, X men, Mutant, Hero.

James Logan Howlett, "Wolverine" - Power 5


No NAME M WS BS S T W A Ld Sv
1 Wolverine 6" 2+ 4+ 7 6 6 5 7 4+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Each time an attack made with this
Assault Weapon 24" Assault D3 4 -1 D6 weapon defeats an enemy unit,
this unit can shoot again with it.

Each time an attack is made with


Adamantium Claws Melee Melee Plus 2 -4 2 this weapon, each roll of 6 inflicts
an additional wound

X-Men United. Mutant: This unit can manifest 1 power from the Superhuman abilities list. Lone
Hero (Aura): If no other friendly unit is within 12" of this unit, add 1 to his BS, WS and S

ABILITIES Healing Factor: Once during your command phase, remove 1 wound from this unit.
Rage: If this unit was charged on, it can fight first in the fight phase.
Living Weapon: If this unit charged or performed a heroic intervention, add 1 to his attack value and 1
to hit rolls
KEYWORDS: Weapon X, X Force, Avenger, X men, Mutant, Hero, Beta Level. Metal
6

Ororo Munroe, "Storm" - Power 5


No NAME M WS BS S T W A Ld Sv
1 Storm 14" 3+ 3+ 5 5 4 3 9 3+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Each time an attack made with this
weapon targets a unit within half
Lightning Bolt 36" Rapid Fire 4 4 -1 D3
range, that attack has a Damage
characteristic of D6

Each time an attack is made with


this weapon,only 1 attack is rolled.
Super Heated
Melee Melee If a hit is scored, enemy unit
plasma
suffers 2D3 mortal wounds and
the attack sequence ends.

Each time an attack is made with


Thunder Fists Melee Melee x2 -3 4 this weapon, subtract 1 from that
attack’s hit roll.

X-Men United. Mutant: This unit can manifest 2 powers from the Energy Manipulation list.
Whirlwind: Substract 3 from charge rolls made against this unit.

High Altitude Flight: This unit can move across enemy units and does not consider vertical distances
ABILITIES when moving across terrain. During deployment, you can set up this unit in the skies instead of setting it
up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases,
you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Electromagnetic Pulse: Once at the end of your movement phase, roll 1D6 for every unit you passed
through. For every result of 6, those enemy units suffer 1 mortal wound.Rage: If this unit was charged
on, it can fight first in the fight phase.

KEYWORDS: Fly, X men, Mutant, Hero, Omega Level

Henry McCoy "Beast" - Power 4


No NAME M WS BS S T W A Ld Sv
1 Beast 8" 2+ 4+ 5 5 5 4 6 4+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Each time the bearer fights, it
makes 1 additional attack with this
Feral Claws Melee Melee User -2 1 weapon. Each time an attack is
made with this weapon, you can re-
roll the wound roll.
Each time an attack is made with
Power Fist Melee Melee x2 -3 2 this weapon, subtract 1 from that
attack’s hit roll.

X-Men United. Mutant: This unit can manifest 2 powers from the Super Human abilities list.
Boundless Strike: This unit can declare Multiple Charges to enemies within 3" of one another. IF it
does, this unit attacks first in the fight phase and adds 2 to his attack characteristic . After this unit
ABILITIES fights, it can fall back up to 5" and end up even inside engagement range of any enemy unit in range
Rage: If this unit was charged on, it can fight first in the fight phase.
Intimidation: In the shooting phase, ranged attacks targeting this unit substract 2 from their hit rolls if
done at half the attacker's weapon range.
KEYWORDS: Fly, X men, Mutant, Hero, Beta Level, Secret Avenger
"Mutant Trainee" - Power 1
No NAME M WS BS S T W A Ld Sv
1 Mutant Trainee 6" 4+ 4+ 4 2 1 3 7 4+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Asaault Rifle 24" Assault 3 5 -1 1

Random Mutations: Roll 2 times on any Abilities list, this unit can manifest 1 of the powers rolled
ABILITIES
during the manifest powers phase.

KEYWORDS: Gold team, Blue Team, X men, Mutant, Hero.

Raven Darkhölme, "Mystique" - Power 6


No NAME M WS BS S T W A Ld Sv
1 Mystique 6" 3+ 2+ 4 5 4 5 8 3+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Each time an attack is made with
this weapon, an unmodified wound
Energy Beam Pistol 12" Rapid Fire 3 4 -2 1 roll of 6 inflicts 1 mortal wound on
the target in addition to any normal
damage.
Skull Explosives 8" Grenade 2 6 -2 4
During the shooting phase, Enemy
Power-Drainer 12" - - - - units within range cannot select
energy weapons to shoot.

When the bearer fights, it makes 1


Shapeshifter Blade Melee Melee x2 -1 1
additional attack with this weapon.

Mutant: This unit can manifest 2 power from the superhuman abilities list.
Metamorph: Once per battle, Select an enemy unit within 6" and roll 1D6 plus their leadership
characteristic. IF the result is lower than 1D6 plus the leadership characteristic of this unit, that unit is
removed from the battlefield, and this unit is placed anywhere in the battlefield 6" away from any
enemy unit or within 3" from any objective. The removed enemy unit can be deployed in the next
ABILITIES reinforcements step of your opponent within 10" of their deployment battlefield edge.
Psychic Resistant: During the manifest powers phase, all psychic abilities targetting this unit substract
2 from their rolls.
Martial Arts: During the fight phase, this unit adds 1 to its attack characteristic for each enemy in
engagement range of it and can target more than one enemy unit when performing attacks.
Healing Factor: During your command phase, Remove 1 wound from this unit.

KEYWORDS: Villain, Metamorph, Brotherhood of Mutants, X Men, Mutant, Hero, Alpha Level
Erik Lehnsherr, "Magneto" - Power 7
No NAME M WS BS S T W A Ld Sv
1 Magneto 6" 3+ 3+ 6 5 6 4 9 2+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
If this unit remained stationary
Mag-Launcher 24" Heavy D6 6 -3 D3 during the movement phase,
Damage is D6
This unit can target different units
Magnetic Blast 18" Assault 4 5 -1 D3+1
for each attack using this weapon.
Each time an attack made with this
weapon is allocated to a VEHICLE
Mag-Enhancers Melee Melee x2 -4 D3
model, that attack has a Damage
characteristic of 6.

Mutant: This unit can manifest one of these powers during the manifest powers phase:
1. Ballistic rage: Manifest with a value of 6. If manifested, select 3 enemy units within 24" even if not
in sight. Roll 1D6 for each unit. On 4+ each unit targetted suffers 1 mortal wound.
2. Call metal unto me: Manifest with a value of 5, If manifested, until the start of your next manifest
powers phase, this unit substracts 1 to hit rolls made against it.
3. Levitate: Manifest with a value of 6. If manifested, select this unir or any other firendly unit within
9". Until the start of your next manifest powers phase, That unit can move through enemy units and
terrain.
ABILITIES Magneto's Helmet: This unit cannot be the target of Psi abilities.
Magneto's Armor: This unit has a 4+ Invulnerable save.
Repulsor field: Charges against this unit substract 3 to their rolls.
Fight until Death: If this unit would be destroyed, Do not remove this unit from play - it can shoot or
fight after the attacking model’s unit has finished making attacks. After resolving this unit's attacks, it is
then removed.
Master of Metal: Enemy units with the Keyword Metal, suffer 1 additional mortal wound in addition
to all other wounds this unit attacks make. In addition, charges made agains this unit by Metal enemy
units require 4" extra range to be succesful.

KEYWORDS: Mastermind, Villain, Brotherhood of Mutants, X Men, Mutant, Hero, Omega Level
6

Victor Creed, "Sabertooth" - Power 4


No NAME M WS BS S T W A Ld Sv
1 Sabertooth 6" 2+ 4+ 5 6 5 5 6 4+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Each time an attack is made with
Claws Melee Melee User -2 1 this weapon, each roll of 6 inflicts
an additional wound

X-Men United. Mutant: This unit can manifest 1 power from the Superhuman abilities list.
Relentless Hunt: at the end of the Reinforcements step of your opponent's Movement phase, this unit
ABILITIES can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit
that was set up as Reinforcements this turn and that is within 12" of this unit when doing so

Healing Factor: Once during your command phase, remove 1 wound from this unit.
KEYWORDS: Villain, Weapon X, X Force, Brotherhood of Mutants, Mutant, Beta Level.

Cain Marko, "Juggernaut" - Power 5


No NAME M WS BS S T W A Ld Sv
1 Juggernaut 8" 3+ 5+ 6 6 7 4 6 3+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Each time the bearer fights, it
makes 1 additional attack with this
Power Helmet Melee Melee 8 -1 D3
weapon and no more than 1 attack
can be made with this weapon.

Each time an attack is made with


Power Fist Melee Melee x2 -3 2 this weapon, subtract 1 from that
attack’s hit roll.

X-Men United. Mutant: This unit can manifest 2 powers from the Superhuman abilities list.
Unstoppable Force: During the Charge phase, this unit can add his Strenght chacarteristic to its charge
ABILITIES roll. This unit can fall back and charge again targetting enemy unit within 8" in the same turn. During the
fight phase, this unit always fights first.
During the fight phase, this unit can attack again after it has already done so once.
KEYWORDS: Villain, Brotherhood of Mutants, X Men, Thunderbolts, Mutant, Beta Level.
AVENGERS

Carol Danvers, "Captain Marvel" - Power 7


No NAME M WS BS S T W A Ld Sv
1 Captain Marvel 10" 3+ 4+ 5 6 6 5 8 2+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES

During the fighting phase, this unit can attack


Nega Bands Melee Melee x2 -3 D3
again, substract 1 to each attack roll.

For each enemy unit defeated by this unit's


Kree Energy Gun 36" Assault 3 7 -1 D6
attack, it can perform an additional attack.

Photonic Blasts 24" Rapid Fire 4 5 -2 2

Supersonic Flight: During the movement phase, instead of advancing, this unit can move up to 20" and count as
remained stationary.
ABILITIES Superhuman: This unit can manifest 2 powers form the Super Human Abilities table during the manifest powers
phase.
Kree Armor: This Unit Has invulnerable save of 3+

KEYWORDS: Super Human. Avenger. Hero. Kree Starforce.

Bruce Banner, "The Hulk". - Power 8


No NAME M WS BS S T W A Ld Sv
1 The Hulk 6" 2+ 4+ 7 8 7 3 6 4+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES

If this unit charged during the charge phase,


Smashing Fists Melee Melee User -4 D6
this damage becomes D6+2

Superhuman: This unit can manifest 1 power form the Super Human Abilities table during the manifest powers
phase.
Only making it angrier: For every wound this unit has sustained, it increases 1 to his attack characteristic.
Jump: During the movement phase, this Unit can move exactly 18" in a straight line, passing through enemy units
ABILITIES
and terrain. At the end of the move, every enemy unit at 3" suffers 1 mortal wound.
Unstable Nature: During the fight phase, This unit may inflict 1 wound on itself to allow it to fight again. Then Roll
D6 and add the number of wounds this unit has taken. If this is higher than its current Ld Characteristic, this unit
inflicts D3 mortal wounds on allied units within 6" of it.
KEYWORDS: Super Human. Avenger. Hero. Hulk Family
Anthony Stark, "Iron Man" - Power 6
No NAME M WS BS S T W A Ld Sv
1 Iron Man 8" 3+ 3+ 5 5 5 5 8 4+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Each time an attack is made with this
Beam: Repulsor Rays 24" Rapid Fire 4 4 -1 1 weapon, that attack automatically hits the
target.
Each time an attack is made with this
weapon profile, an unmodified wound roll of 6
Beam: Unibeam 12" Heavy D3 5 -2 D6
inflicts 1 mortal wound on the target in
addition to any normal damage.

Beam: Laser beam 36" Heavy 1 8 -3 3

Each time an unmodified hit roll of 1 is made


for an attack with this weapon profile, if the
Ballistic: Smart Missiles 48" Heavy 1 8 -2 6 bearer did not Remain Stationary in your
previous Movement phase, it suffers 1 mortal
wound after shooting with this weapon.
Each time an attack made with this weapon
Ballistic: Melting barrage 12" Assault 2 8 -4 D6 targets a unit within half range, that attack
has a Damage characteristic of D6+2.
Each time an attack is made with this
Armor Weapon: Hammer Melee Melee x2 -4 5
weapon, subtract 1 from that attack’s hit roll.
Each time the bearer fights, it makes 1
additional attack with this weapon. Each time
Armor Weapon: Blade Melee Melee User +3 -3 2
an attack is made with this weapon, you can
re-roll the wound roll.

Ironman Suit Battle ready: During the shooting phase, this unit can select two profiles from Beam weapons and
one profile from ballistic weapons to shoot. During the fight phase, this unit can select from either armor weapon
profile to fight.
ABILITIES
Targeting computer: This unit can reroll each attack roll once during the shooting phase.
Hulk Buster: If this unit remained stationary during the movement phase, then in the fight phase it can inflict D6
mortal wounds to an enemy within engagement range, then his activation ends.

KEYWORDS: Avenger. Illuminati. S.H.I.E.L.D. Leader. Hero. Superhuman Registration Act. Metal
Natasha Romanoff, "Black Widow" - Power 4
No NAME M WS BS S T W A Ld Sv
1 Black Widow 6" 2+ 2+ 4 4 5 4 7 3+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Each time an attack is made with this
Oculus Carbine 24" Rapid Fire 2 4 -1 2 weapon, the target does not receive the
benefits of cover against that attack.

Paired Combat Each time this unit fights with this weapon, it
Melee Melee User +2 -2 2
Batons can perform 1 additional attack.

Super Spy: This unit receives the benefits of heavy cover when in light cover, and from light cover when not in
cover.
Spy Intelligence: During the reinforcements step, this unit can shoot as if it were your Shooting phase, but can only
ABILITIES target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 18" of this unit when
doing so.
Spy tactics: At the beggining of the Charge phase, this unit can be placed in to strategic reserves and deployed again
in the next reinforcement phase anywhere on the battlefield more than 9" from any enemy unit.
KEYWORDS: Spy. Avenger. Hero. S.H.I.E.L.D. Secret Avengers

Steve Rogers, "Captain America" - Power 6


No NAME M WS BS S T W A Ld Sv
1 Captain America 6" 2+ 2+ 6 5 6 5 9 3+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES

If this unit charged during the charge phase,


Elite Automatic Rifle 24" Assault 3 4 -1 2
this damage becomes D6+2

Each time an attack is made with this


Shield Toss 16" Rapid Fire 3 5 -2 2 weapon against a Masters of Evil unit, add 1
to that attack’s hit roll.

Each time an attack is made with this


weapon, subtract 1 from that attack’s hit roll,
Combat Knuckles Melee Melee x2 -4 D3+1 and if that attack is allocated to a Masters of
Evil unit, that attack has a Damage
characteristic of 4.

Super Soldier: This unit can manifest 1 power form the Super Human Abilities table during the manifest powers
phase.
Vibranium Shield: This unit has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for it.
ABILITIES I can do this all day: When this unit would be defeated in the fight phase, it instead can fight again targetting all
enemy units within engagement range. After this unit fights, remove it from the battlefield and place it in strategic
reserves. During any of your reinforcements steps, this unit can be deployed with 1 wound remaining anywhere in the
battlefield at 9" away from any enemy units and 6" away from any battlefield edge.
KEYWORDS: Leader. Super Human. Avenger. Hero. S.H.I.E.L.D. Secret Avengers. Super Soldier
Scott Lang, "Ant Man" - Power 4
No NAME M WS BS S T W A Ld Sv
1 Ant Man 5" 3+ 3+ 4 4 6 4 8 3+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Each time an attack is made with this
weapon, an unmodified wound roll of 6 inflicts
Wrists Gauntlets 12" Rapid Fire 2 5 -3 2
1 mortal wound on the target in addition to
any normal damage.

Each time an attack is made with this


Powered Gauntlets Melee Melee x2 -4 D3+1
weapon, subtract 1 from that attack’s hit roll.

Grow: During the movement phase, this unit can move twice its movement and count as stayed stationary. During
the charge and fight phases, he is considered to be within engagement range at 3". This unit fights first if it was
charged in to.
ABILITIES Reduce: At the end of the fight phase, remove this unit from the battlefield and set it in the Reinforcements
area. This unit can return in any of the subsequent reinforcement steps at more than 12" from any enemy unit.
Shrinking Disk: During the shooting phase, roll D6. In a result of 5+, this unit can target an enemy unit within 6"
and reduce its Strenght and Toughness characteristics by 1.
KEYWORDS: Spy. Avenger. Hero. Secret Avengers.

Nadia "Hope" Van Dyne, "The Wasp" - Power 4


No NAME M WS BS S T W A Ld Sv
1 The Wasp 5" 3+ 3+ 4 4 4 4 7 3+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Each time an attack is made with this
weapon, an unmodified wound roll of 6 inflicts
Wasp Stings 36" Raid fire 4 4 -1 1
1 mortal wound on the target in addition to
any normal damage.

Each time an attack is made with this


Wing Razors Melee Melee x2 -4 D3+1
weapon, this unit can fight one additional time

Airstrike: During deployment, you can set up this unit in the skies instead of setting it up on the battlefield. If you
do so, then in the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the
battlefield that is more than 9" away from any enemy models. It can shoot immediately upon deploying s if it was in
the shooting phase.
ABILITIES
Reduce: At the end of the fight phase, remove this unit from the battlefield and set it in the Reinforcements
area. This unit can return in any of the subsequent reinforcement steps at more than 12" from any enemy unit.
Shrinking Disk: During the shooting phase, roll D6. In a result of 5+, this unit can target an enemy unit within 6"
and reduce its Strenght and Toughness characteristics by 1.
KEYWORDS: Spy. Avenger. Hero. G.I.R.L.
Tony Masters, "Taskmaster" - Power 6
No NAME M WS BS S T W A Ld Sv
1 Taskmaster 6" 2+ 2+ 5 4 5 4 7 3+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Profile 1:
Each time an attack is made with this
Mimic: Energy Claws Melee Melee Plus 2 -4 2 weapon, each roll of 6 inflicts an additional
wound

Colt .45 Caliber


18" Rapid Fire 2 5 -2 2
Pistol

Profile 2:
Each time an attack is made with this
weapon against a Masters of Evil unit, add 1
Mimic: Shield Toss 16" Rapid Fire 3 5 -2 2
to that attack’s hit roll. This weapon can
target units that are not visible to the bearer.

Mimic: Sword of Each time the bearer fights, it makes 1


Melee Melee User -2 1
Speed additional attack with this weapon.

Profile 3:
Each time an attack made with this weapon
Mimic: Moon shaped
6" Rapid Fire 4 4 -1 D3 targets a unit within half range, that attack
blades
has a Damage characteristic of D3+2.

After this unit fights for the first time during


Mimic: Electric
Melee Melee 6 -3 1 the fight phase, it can fall back 3" and shoot
Batons
as if it were on the shooting phase

Mimicry: During the shooting phase this unit must select 1 weapon profile to shoot with. During the fighting phase,
this unit must select 1 weapon profile to fight with.
Stalwart Defense: Each time this unit fires Overwatch, it scores hits on unmodified hit rolls of 2+, instead of 6.
Inescapable Death: You can deploy this unit in Strategic Reserves. After an enemy unit has been set up on the
ABILITIES battlefield during the reinforcements step, you can set up thi unit anywhere on the battlefield that is within 18" of that
enemy unit and more than 9" away from any enemy units. This unit can, at the end of the phase, shoot as if it were
your Shooting phase, but until the end of the phase it can only target the enemy unit that was just set up on the
battlefield.

KEYWORDS: Mercenary. H.A.M.M.E.R. Villain. S.H.I.E.L.D. Secret Avenger


"Ultron" - Power 7
No NAME M WS BS S T W A Ld Sv
1 Ultron 10" 3+ 3+ 8 7 12 4 9 2+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Can only shoot with this weapon If this unit
Plasma Cannon 48" Heavy D6+2 10 -5 D6 remained stationary. Ifthe targetted unit is
less than half range the damage is D6+3

Enemy uits within 5" of target enemy unit


Concussion blasters 24" Assault 4 6 -2 D3
suffer 1 mortal wound

Each time an unmodified hit roll of 1 is made


for an attack with this weapon profile, if the
Smart Missiles 48" Heavy 1 8 -2 6 bearer did not Remain Stationary in your
previous Movement phase, it suffers 1 mortal
wound after shooting with this weapon.

Fly: During the movement phase, instead of advancing this unit can be given 10" more movement. In addition, this
unit can move through enemy units and terrain while advancing.
Tractor Beam: During your opponent's manifest powers phase, this unit acts first. This unit can target an enemy unit
and move it 6" away from any other friendly unit. During your own manifest powers phase, this unit can target an
enemy unit and move it 6" closer to any other friendly unit.
Encephalo-beam: During your manifest powers phase you can target an enemy unit within 24". That unit suffers
ABILITIES
D3+1 mortal wounds. If the target enemy is a PSychic, it suffers D6+2 wounds instead.
Adamantium Body: This unit has an invulnerable save of 3+.
Age of ultron: This unit can be deployed with up to 3 Ultron Slaves as part of the same unit. Increase the power level
of this unit by one for each Ultron slave in it. Once Per battle, roll D6+1 for every wound this unit has suffered.
Deploy a "Ultron Slave" as part of this unit within 2" of it.

KEYWORDS: Villain, Mastermind, Cyborg. Herald of Galactus. Metal. Masters of Evil

"Ultron Slave" - Power 1


No NAME M WS BS S T W A Ld Sv
1 Ultron Slave 10" 5+ 5+ 4 3 1 4 8 4+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES

Hand Concussion
18" Assault 2 5 -1 D3
Blaster

Reassembly protocols: If this unit was destroyed during any phase. After the enemy unit completes its attacks, this
unit may roll D6. On a 5+ this unit reassembles itself and is deployed back in the battlefield no more than 2" away
ABILITIES from an allied unit but outside engagement range of enemy units.
Bodyguard: While this unit remains within 2" of an allied unit targetted by an enemy unit attack, those attacks made
by enemy units require to target this unit instead.
KEYWORDS: Cyborg. Slave Unit. Metal
Johann Shmidt, "The Red Skull" - Power 7
No NAME M WS BS S T W A Ld Sv
1 Ultron 6" 2+ 2+ 6 5 6 5 9 3+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES

Can only shoot with this weapon If this unit


Plasma Cannon 48" Heavy D6+2 10 -5 D6 remained stationary. Ifthe targetted unit is
less than half range the damage is D6+3

Enemy uits within 5" of target enemy unit


Concussion blasters 24" Assault 4 6 -2 D3
suffer 1 mortal wound

Each time an attack is made with this


weapon, subtract 1 from that attack’s hit roll,
Combat fists Melee Melee x2 -4 D3+1 and if that attack is allocated to a Super
Soldier Super human or Mutant, that attack
has a Damage characteristic of 4.

Dust of Death: During the manifest powers phase, this unit can target an enemy unit within 6". Roll 3D6, for each 6+
that unit suffers 1 mortal wound.
Hail Hydra: This unit can be deployed with up to 3 Hydra Soldiers as part of the same unit. Increase the power level
of this unit by one for each Hydra unit in it. This unit can have a total of 5 Hydra soldiers.
Strategic Genius: After deployment, before battle starts, Allied units deployed within 6" of this unit can move up to
their movement value even if that would place them outside their deployment area. In addition, during any phase, an
ABILITIES
allied unit within 12" of this unit might be removed from the battlefield and placed in strategic reserves, that unit can
be redeployed during any of the following reinforcement steps.
Super Soldier: This unit can manifest 1 power form the Super Human Abilities table during the manifest powers
phase.
Immortality through cloning: Once per battle, IF this unit is defeated, place this unit within 18" of your
battlefield edge with only 3 wounds remaining.

KEYWORDS: Villain, Mastermind, Super Soldier, Hydra. Masters of Evil

"Hydra Soldier" - Power 1


No NAME M WS BS S T W A Ld Sv
1 Hydra Soldier 6" 4+ 4+ 4 2 1 3 7 4+
Equipped with
WEAPON RANGE TYPE S AP D ABILITIES
Asaault Rifle 24" Assault 3 5 -1 1

Cut off one head: If this unit is defeated, roll D6. On a 6+ deploy 2 Hydra soldiers within 3" of an allied unit.
ABILITIES Bodyguard: While this unit remains within 2" of an allied unit targetted by an enemy unit attack, those attacks made
by enemy units require to target this unit instead.

KEYWORDS: Villain. Soldier. Hydra

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