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‘Anima eis Isa fast paced and ep 320mm skemsh mine War game wh contol groups of heroic Craratera wth unique powers and exceptional abies. Face your opponer: in fredous combat wing your hero's unimaginable powers to forge Une ces of the word Anima Taetes uses an innostve and dynamite i which ples are volved ip ther Characters Actions througout the Tua Thanks’ te rominear minature sciation anc the bit to interrupt the others rmovernenss the adversaries won't have a moment of inact inthe entre 2 Tats ako introduces an intutne ystem of each Characters Patios, Every Unt possesses 2 certan number of Aetion Points, which alow it to execute mary dierent Techniques and Special Abies. ‘Combat gous in Anima Thetes reformed fa small umber of high powerful Characters te up to you to choose the bes selection of them and decide howto combine their unique sil ‘Now, stop wasting me and creer inte this fatasuc and epic word of spectacular combs. gure. An You willnced Toeies. Hi necessary components ta play & game of Anima Ph everything you'l need to play “Toctes meets to represent the Cheri your Party 5. wich indude cach Choracter’s Characters aed, + Acvamoge cards thet modty o Character’ Abitis a ff gome ply + Anassotmert of Actin, State, crt Danae ccutes +A 10 ded de + Arlee or © mecsuring tape you wile tomeasire dzances for Mave and Ranged Aree + Aboord oro tbe nhere batts co beret erted + Altnough ' 0t completely necessary, the use of scenery elements ad 0 Aira T ties & composed of Sagas, which isto say, important happenings that will bring about changes in the course of events o he world of Gala, The Book you are holding belongs to Saga 1 and I. A new book that wil incorporate new elements and Characters to he game, in urn adding greater depth and variety to your games wil always announce the start ofa new Sage. a ‘This section Is a review of the basic rules of Anima Tati and ‘plains the workings ofits essential elements, Dice, Rous, AND CHECKS To resolve actions, Arima Tacs use a tended die, which we wil call a D10. Whenever a skil or effect requires you to rol adie, you nust roll tensided dle and add the result to the value you are puting ‘o test. For example, to make an Attack you rol 1D10 and add the die result to your AMtack atbibute, and to make a Resistance Check you vould do the same by adding your Resistance attnbute. Sometimes, a rule or ably will ak explicitly to test your Abilty by rong a DS instead of D0. In this case, you use the same D10, but divide the result {wo rounding up, as sown inthe following table: MobiFIeRs AND ROUNDING Aoima Tactics ols often have modifies, postive and negative, which fect the Abily put to tet. These values are a number preceded by / hel ushow much to add or subtract from the final result. For expe, 4 Defense means we add 4 points tothe final result of the Defense rol Other umes a Character wil have to Ge some ofits attbutes or resus in all In ths case, the result ways rounded down, Dirricucry Ceci Besides the previously mentioned checks, there is another kind of heck called a Difficulty Check. Unie other checks, making a Difficulty heck doesn’t mean you add the result of the roll to an attribute, Dut rather to match or exceed the value required by the Ablity being hecked. For example, ithe Difficulty is 5+, the player mus rola result 5 or more with a D10 to be successful. Any other result means that © Character has failed inthe attempt. Dificuty Checks are used to est Certain supernatural ablities, escape from combat orto attempt to cate Hidden Unis inthe plying fed REPEATING ROLL Unless an Abilty specifically states otherwise, a Character may "ver repeat a dle roll more than once. For example, a payer from "© Church that uses the ability Hand of Destiy to repeat an Attack cannot use the Equpment Card Eriol's Taleman to roll the die in. When Opposed Rolls are made ke ina sequence of Attack and ode), the player that wishes to repeat the rll may valt to see the nents roll before deciding whether or not to repeat. This way, an ackar could see the defender’s Dodge roll before deciding to repeat 9 roll, Certain abilties, lke Charge, Gnosis Point, and other special allow a Character to roll two or more dice and choose the best In this case, fa player repeats that roll, they repeat with all of dice that were originally rolled Superimposen SpeciaL ApiLiTies Unless specicaly expressed otherwie, Character cannotbe affected ‘more than once by ferent copes ofan ablty or power atthe same time, For example, a minature inside the area of influence of multiple uses of the Specie Abity Blesing vould not add the two modes. MEASUREMENT: All measurements must be made from the edge of the iniature’s base; to determine the dstance between two C the closest edge ofthe two bases. A player cannot between a miniature and an objective before declaring the miniature’s ‘Aetions. For example, a player that wants to Charge an enemy Unit or make a Ranged Altack must declare the Action before measuring the the dstance distance between his Character and the target. Iie turns out thatthe objective Is out of range ofthe chosen Action, the Attack is lost or the Charge does not reach the enemy. BASIC RULES AND SPECIAI All ofthe rules in this book are the basi norms of the game, but many Characters have Special Skis that allow them to modify or even ignore the basic rules. In these enses, special rules are always given preference over basic ones, Kins oF Caps In Anima Tactics, there are three diferent kinds of cards tha must be considered when starting a game. They are * Character Cards: These detal the statistics and special abilities of each ofthe Characters. + Advantage Cards: Adantage Cards are objects and powers that affect Characters or modify. certain aspects of play. Using these cards or adding them to a ‘Qharaceer has 2 cost in Level that appears on each Card, + Counter Card: This Card contains the counters that you will need to keep track ofthe Lie Points and ‘other special States of each Character during the game. ‘They must be cut out before they can be used, PROBLEMS WITH THE RULES ‘Though this book attempts to resolve every problem that may ‘ome up during a game, itis impossible to inure that no doubts oF discrepancies will appear sooner or later. There may be disagreements about whether or not Line of Sight exists, whether itis posible for a given Character to Charge, or any other aspect of pla. Fist of all, stay calm, and remember that this is only a game and the objective of everyone is to have fun. Each side may reasonable express their arguments ina friendly manner, but without wasting too much time. If the problem persists, each side should rolla die, and the one that rolled highest decides the ruling. There will be plenty of time after the game & over to consider the question in detail FACTIONS AND ORGANIZATION ‘Anima Tact is around Characters. Each ndividva, a unique alted with incredble inth Cuaracter ATTRIBUTES ea een eit rome) eee) Sar a ne Presale ane o eer = cer wil inflict with each hit i aneeeersee ahaa Bee eee ar ree tes eee inching the type eee papier nate ey anne Paes ae loser as ae as eel Seen re ee te ee a pre eay 8.- Action and Recovery Bar: The maxim eee ee ee Actions Points the Char eee oe 9.- Category: There are three Char remem epee er ee eee Teen te Lec ate ae SPECIAL ABILITIES Besides their attributes, all Characters have inate sil thet make them unique an diffrent from the rest. Each works in a diferent way, a8 explained on the Character Card, Although itis imposible to rake general statements about all the Ablities availabe to