7tv Core Rulebook 090823
7tv Core Rulebook 090823
SKIRMISH
                            RULES
                             REVISED SECOND EDITION
           C O R E                 R U L E B O O K
C I N E M A T I C S K I R M I S H I N G I N T H E W O R L D S O F C U LT T V & F I L M
CINEMATIC
SKIRMISH
RULES
REVISED SECOND EDITION
CROOKED DICE GAME DESIGN STUDIO
14 Mill Lane, Woodhall Spa,
Lincolnshire, LN10 6QZ
email: mail@crooked-dice.co.uk
crooked-dice.co.uk
ISBN 978-1-9993729-9-6
Printed by Scantech.
opening
CREDITS
LEAD DESIGNER                 ILLUSTRATIONS
DEDICATED TO
                                 THE PROFILE                     26
                                 Front of the card               26
                                 Back of the card                29
                                 EXAMPLE CASTS                   51
                                 Sci-Fi cast                     51
                                 Fantasy cast                    52
                                 Action cast                     53
02 HOW TO PLAY                       55   THE SCENE                         72
introduction
 Welcome!
 TUNE IN FOR THIS REVISED EDITION
 OF THE 7TV CORE RULES, DESIGNED
 TO BE USED WITH ALL OF OUR SECOND
 EDITION CINEMATIC SKIRMISH GAME
 EXPANSIONS.
     WHAT IS 7TV?
     IT’S A MINIATURE SKIRMISH GAME
     7TV has lots of similarities with other miniatures games. In addition to these rules,
     you’ll need an opponent to play against, miniature models, dice, some tokens, and
     a flat surface to play on. You and your rival will each choose your forces and pit
     them against one another in any setting you can imagine, from seedy city streets
     to terraformed Mars, to lost temples and post apocalyptic wastelands. 7TV’s
     borders are the limits of your imagination and your love of film and TV.
     Does this make a great difference? No and yes. No, because you can play 7TV
     like any other skirmish game - if you want to. You can just choose your models
     and fight your battles. Yes, because it makes 7TV much more light-hearted. It’s
     very tongue-in-cheek and it doesn’t take itself too seriously. The fact that the
     game is framed as a film or TV production gives it a very different feel. It’s fast
     and flexible and a lot of fun.
          Department X never let their guard down, not even in the staff room.
                                                                                    11
G E N R E G U I D E
                                                     ER FI
                                                       EO
                                                   ST I-
                                                 H
                                                     ADVISORY WARNING
                                                 CONTAINS ROGUE TRADERS, HIGH
                                                 SCORES & LETHAL WEAPONS
•   7TV: Inch High Spy-Fi is set in the high-octane spy-fi action of the 1960s
    and 70s. Spies, minions, masterminds, ghosts, aliens, henchmen, coppers
    and rubber monsters are all waiting for you.
•   7TV: Pulp goes back to the 1930s and 40s to explore the thrilling
    adventures of the classic cliffhanger serials with jet packs, jungle temples,
    rocketships, cyclopean horrors, dastardly deathtraps and countless perils!
•   7TV: Fantasy explores the myriad worlds of fantasy film, TV and fiction.
    You can wield sword and spell as you recreate scenes from your favourite
    epic fantasies, barbarian adventures and mythic movies - or invent your
    own tabletop blockbusters. Sweeping stories of good vs evil are at your
    fingertips.
•   7TV: The 80s fires up the VCR and presses ‘Play’ on the classic action,
    glitz and glamour of this colourful, exciting decade!
Supported by themed accessories, genre guides are a quick and easy way to
enrich your games of 7TV. In no time, you’ll feel like a shrewd studio boss, an
accomplished director, or a flamboyant media mogul.
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         After Barron mysteriously disappeared from his Monaco yacht, his son
         Michael led the charge into the age of the video nasty, producing cheap
         slasher and monster flicks to titillate new audiences such as Zombie Drill
         Eaters, The Last House on Earth and Radland Racers.
     •   8TV owner Len Brady, an Australian media tycoon, bought up and retooled
         many of Barron’s old properties (The Man From 2000 becoming Time Lost,
         and Adam Kismet Associates resurfacing as Kismet), which he syndicated
         to networks worldwide. Brady’s ‘ideas factory’ embodied the 80s, producing
         such classics as the hi-tech movie 8-Bittallion; the hard-hitting TV series
         Pitch Darkness; and the glamour and greed of glitzy sci-fi soap Santa Clara.
     In the worlds of 7TV, budgets were low, performances were hammy, and sets
     wobbled, but despite their meagre production values, these screen gems
     transported audiences to amazing worlds filled with dashing heroes and
     despicable villains. Luckily, the Crooked Dice archivists have rediscovered many
     of the productions previously thought lost or else largely forgotten. From these
     reclaimed movies and serials, we’re producing various Feature Packs to enable
     you to play through classic productions that never were… but could have been.
13
14
     It’s been eight years and four boxed sets since we released 7TV Second Edition.
     At the time we were just focussed on producing one great set of cinematic
     skirmish rules. We didn’t anticipate that we’d be producing a new boxed game
     every two years!
     Over that time, circumstances changed, and the game evolved as we added new
     elements to each box and honed the mechanics. But that rapid expansion also
     meant an increasing number of existing players were unsure about what exactly
     formed the essential 7TV ruleset. Consequently, we felt it was time to step back
     and develop a definitive core rulebook that clarified everything, both for 7TV
     veterans and for new players.
     The core rulebook draws together the rules from all our previous boxed sets into
     a single resource. With it, you’ll be able to enjoy all the flavours of cinematic
     skirmish fun.
     NEW TO 7TV?
     If you are new to 7TV, never fear - all you need is between these pages. You can
     play just with this book and never have to buy anything else!
     COMMON TERMS
     As our rules are based on film and TV action, 7TV renames several commonly
     used game terms to better reflect the setting. For example:
     •    The models that comprise your side are collectively called a cast.
     •    Your cast is made up of Stars, Co-Stars and Extras.
     •    Your cast and its members are always referred to as ally/allies, and your
          opponents as enemy/enemies.
     •    Any abilities your models may possess are known as special effects.
     •    Stars and Co-Stars have unique special effects called star qualities.
     •    The relative value of your models and your cast is measured in ratings
     •    The games you play are called episodes, and all the action takes place
          during a scene.
     •    The player who is taking the current turn is on screen.
     •    The currency of the game is plot points.
     •    Statuses can be received from attacks, special effects or star qualities
          - and even environmental hazards.
                                                                                    15
•   A pack (or two) of standard playing cards to use as a stand-in script deck
    (see page 77), prop cards and maguffins
•   Three or more six-sided dice
•   Around 20 counters such as coins or beads
•   A tape measure is needed to measure range
•   And finally some suitable models and a willing opponent!
PROFILE CARDS
All the profile cards used in this rulebook are available as a free download from
the Crooked Dice website or to purchase as a printed deck.
ACCESSORY CARDS
An accessory pack that includes a deluxe set of printed cards for use with the
Core Rulebook is also available. It includes:
•   39 script cards
•   Ten prop and ten maguffin cards
•   Six genre cards
•   Four grimoires
16
                                                                                     17
NEW TERMS
•   The script deck and script phase - The maximum length of a game of 7TV
    is determined by a deck of cards. This deck has been known by different
    names - the countdown deck, the cliffhanger deck, et cetera - in different
    versions of the game. Genre guides will continue to use bespoke terms to
    evoke the tone of each setting, but in this rulebook we use the terms
    script deck and script phase as the new standard - see page 74.
•   Props - The Stars, Co-Stars and Extras in games of 7TV are buffed by a
    deck of special cards. These have been variously termed gadgets, gear and
    artifacts. Genre guides will continue to use bespoke terms to deepen the
    tone of each setting, but in this rulebook, we use the term props as the new
    standard to describe them - see page 180.
•   Action symbols - To help identify the type of action each star quality and
    special effect requires, we have introduced a simple symbol key - see page 29.
NEW RULES
                                     CAST CREATION
                 IN THIS CHAPTER, YOU’LL LEARN HOW TO CREATE MEMORABLE CASTS OF
CAST BUILDING
                MINIATURES FIRST!
                While Crooked Dice has a huge and varied range of miniatures, 7TV is
                miniatures agnostic. You can use any miniature you have in your collection. And
                if, like many gamers, you have some odd figures bought on a whim, 7TV might
                be the perfect opportunity to get them onto the tabletop.
                So, the simplest way to build a cast is around your model collection - just assign
                profiles to those models you think best fit the look, or the theme, of a game
                you’d like to play.
                NARRATIVE IS KING!
                Since 7TV is a narrative skirmish game that simulates action scenes from
                fictional films and TV shows, you can craft intricate production histories for TV
                series or movies you’d like to make. Alternatively, you can mash up different TV
                tropes or genre conventions, or pastiche your favourite productions.
                In these cases, cast creation becomes character design, where you can draft
                character backstories, consider the old enmities existing between heroes
                and their arch enemies, or chart the tensions and friendships between team-
                members. By uniting your love of gaming with dreams of running your own
                film or TV company, those characters can become embroiled in fiendish plots,
                explosive set pieces, and thrilling climaxes, all of which add depth to your
                cinematic skirmishes.
CAST MEMBERS
                                                                                     CAST BUILDING
Your cast will contain models with a mixture of attributes, skills (known as
special effects) and attacks to provide you with variety and a range of tactical
and strategic choices:
•   STAR - The principal actor. These are the prime movers of your show and
    will be in the forefront of any action.
•   CO-STARS - The supporting cast. Co-Stars get less screen time but are
    usually more numerous. They can offer highly useful additional special
    effects to your team.
•   EXTRAS - Extras vary from unique personalities to run-of-the-mill civilians.
    But each one has key skills to help you swing the tide of battle.
•   If you choose a heroic cast, then all your Stars, Co-Stars and Extras must be
    heroic or neutral.
•   If you choose a villainous cast then all your Stars, Co-Stars and Extras must
    be villainous or neutral.
•   If you choose a neutral cast, then all Stars and Co-Stars must be neutral -
    but Extras can be from any affiliation.
It is possible to have two heroic or two villainous casts facing off against each
other - perhaps they are warring fantasy cultures or city states, or involved in a
survivalist faction war, or competing allied spy organisations? Regardless, feel
free to pit any cast against any other in 7TV – anything is possible!
    22
                                   CHOOSE A GENRE
                   IN THE FILM AND TELEVISION INDUSTRY, THE CONCEPT OF GENRE IS
CAST BUILDING
                In 7TV, genres provide a theme to your cast and give a choice of genre effects,
                tailored to evoke the atmosphere and tropes of a particular genre.
                When first creating a cast, players pick a preferred genre. You are free to choose
                any of the six genres based on personal taste or the benefits of the genre effects.
                In fact you can choose a different genre each time you play a game. There are
                six genres used in the 7TV Core Rulebook.
                                                                                      CAST BUILDING
                   Alternate History, Epic, Period Piece, Samurai, Western
                   Recreate the battles of yesteryear or reimagine conflicts that
                   never were. This genre brings history to life, as seen on TV.
                   Nations march to war and cultures clash as forces follow or
                   flout medieval chivalry, the code of Bushido, the law of the
                   West and the chain of command. History is yours to rewrite.
 HISTORICAL
                   Cosmic, Folk, Ghost, Monster, Slasher, Zombie
                   The fear of the unknown, and those who bump back against
                   things in the night. This genre shines a flickering flashlight
                   on all manner of monsters, both human and… other. Rubber-
                   suited teatime scares, disquieting folky cults, paranormal
                   investigations and uncanny threats to sanity itself all slither,
   HORROR          chant or shuffle across the screen.
Each genre comes with unique genre effects. But to access these, you must
include some cast members of the same genre - so don’t forget this when
building your casts! Find out more about the genre rules and how to use their
effects on page 200.
    24
                You will find the ratings value of a Star, Co-Star or Extra on the front of each
                profile card. To find your cast’s total ratings, simply add the ratings of all the
                models you have included in your cast. Remember to multiply the points cost on
                profile cards representing multiple models by the number of models in your cast
                (e.g. if you have three Extras worth 2 ratings each, the overall cost will
                be 6 ratings).
                Even if you are just playing a friend in a one-off battle, you’ll want to consider
                the ratings of your cast as games will play better if both sides are balanced. If
                the ratings are equal, then both casts should have an equal chance of success
                in the game. So when building your casts, decide on a total ratings level, then
                choose the profiles up to this value.
                CAST SIZE
                The more models you have in your cast, the higher the overall ratings value and
                the larger the battle – so you might wish to agree a ratings limit depending on
                your preferred style of play, the models you have available, or your experience.
                New players may wish to begin with a small cast as they learn the rules, while
                more experienced players may wish for larger battles. A typical starting game is
                best played with 25 ratings per cast. This will allow six to ten models in each cast:
                The larger the ratings, the longer your game may take to play. A full-on
                cinematic spectacle might pit casts of 75-100 ratings against one another,
                but be prepared to spend several hours on an episode of this magnitude.
                FEATURE PACKS
                Feature Packs contain a series of linked episodes with profile cards for set casts,
                often including named Stars, Co-Stars and Extras. As you play through the
                episodes, the actions of you and your opponent will determine the events that
                befall those characters.
                                                                                                        25
CAST MIX
                                                                                                        CAST BUILDING
Games of 7TV play best with a cast made up of all profile types - Stars, Co-
Stars and Extras. A good mixed handful of Extras will allow you to generate the
healthy pool of plot points (see page 82) needed to help your cast be effective.
However, the 7TV system is balanced and flexible enough for you to field a
star-studded cast or an ensemble cast of Stars and Extras, depending on your
casting choices.
A cast usually has at least one Star or Co-Star, but you can include more if
you like. But don’t underestimate the benefits of Extras. You can hire a lot
more for the same ratings cost; and the more Extras you employ, the more
                                                                                     PRODUCTION NOTES
plot points they generate for your cast.
    Your choice of Star(s) and Co-Star(s) will also determine which Extras you
    can utilise. Choose carefully when building your cast, as only Extras from
    the same genre as your Star and Co-Star can be included.
TYPES OF EXTRAS
While Extras aren’t explicitly categorised, they can be grouped into three broad
categories:
•    Background Talent - The rank and file of any cast. These profiles tend to
     draw from a common pool of skills (special effects) and attacks, but they are
     cheap to recruit. E.g. Freedom Fighter, Goon, Guard, Warrior
•    Bit Players - Higher rated combatants with more varied and improved attacks
     and tailored special effects. E.g. Mercenary, Ninja, Sharpshooter
•    Supporting Actors - An eclectic mix of profiles that vary in cost and ability
     and are often limited to specific genres. However, each brings unique special
     effects to a cast. E.g. Heavy Weapons Team, Monster of the Week, Physician
Including models from each of these groups is not essential, but it can provide
greater depth to casts - and greater tactical options.
UNITS
Some Extras gain benefits from operating under a commander - identified by
models with the Unit Leader special effect (see page 37).
    26
                                          THE PROFILE
                 EACH MODEL HAS A PROFILE - A RECORD OF ITS ABILITIES AND ATTACKS -
                THAT DETERMINES EXACTLY WHAT IT CAN DO DURING A GAME. ALL YOU NEED
CAST BUILDING
                FRONT OF CARD
                PROFILE NAME                              DEFENCE - Agility, natural toughness
                This might be the name of an              and a measure of the ability to stay
                archetype (e.g. Secret Agent) or a        standing. Defence statistics are
                named character, as is common             around 8 for a standard Extra, 9 for a
                in Feature Packs.                         Co-Star and 10 for a Star.
                                                                                                                                   CAST BUILDING
                              HEROIC STAR                       10                         HEROIC CO-STAR                      6
               5                                       3                         4                                   4
               5                                       4                         4                                   4
               10                                      4                         9                                   4
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
      Explosive
                         8”      +7      Spray, 0 Health, On Fire
                                                                        Handgun          12”    +7      2 Shots, -1 Health
      Gadget
                                                                        Intense
      Silenced Pistol   10”     +8       -1 Health                      Negotiations
                                                                                          3”    +8      0 Health, Distracted
      Suave
                         3”      +7      0 Health, Distracted
                                                                        Stall for Time    6”    +8      0 Health, Immobilised
      Comment
HEALTH HEALTH
                        ➊   AGENT                                                        chopper
                            NEUTRAL EXTRA                       3                         NEUTRAL VEHICLE                      8
                                 ➋                              ➌
               3                                       4
               3                                       3
               8                                       3
              ➍                                        ➍
      ATTACK            RANGE STRIKE     WEAPON EFFECT
      Flash The
                         6”      +7      0 Health, Captured                      4                                    8
      Badge
                                                                                 16 ➑                       ➑ 5+
                                  ➏
HEALTH ➐ HEALTH
                ATTACKS
                Attacks listed on a model’s profile                   Many profiles also have unique
                card come with pre-calculated Strike                  attacks, which are either not widely
                values. They are represented by one                   available or are specific to certain
                of three symbols, depending on                        cultures or species. Most models have
CAST BUILDING
                whether the attack is a fight, shoot                  multiple attacks in their attack box
                or presence attack.                                   which details:
                                                                      • Type - One of three symbols will
                                                                          indicate whether the attack is a
                                                                          fight, shoot or presence attack.
                   FIGHT        SHOOT       PRESENCE                  • Attack - The name of the attack.
                FIGHT ATTACKS                                         • Range - The maximum range in
                Almost all models have some form of                       inches you can make an attack
                basic fight attack - be it a weapon or                    with this weapon, measured from
                natural ability - like claws or a bite.                   the attacker to the target model.
                                                                      • Strike - The number you add to
                SHOOT ATTACKS                                             your dice roll when you make an
                Any ranged attack from thrown rocks,                      attack. The higher the better (see
                modern ballistic weapons or laser                         page 104).
                blasters from the far future.                         • Weapon Effect - Any special rules the
                                                                          attack may have (see page 170).
                PRESENCE ATTACKS                                      • OR - If any attack is listed as OR,
                Presence attacks represent a model’s                      the player must choose just one of
                strength of will, charisma or quirky                      the two attacks before play begins,
                personality traits associated with their                  and only use that one attack
                role or character.                                        during the next scene.
                   EXAMPLE: Jane is playing a scene out of her favourite spy thriller and has
                   chosen some Agent models to act as backup.
                                        High Calibre
                                        Handgun
                                                       12”    +7       Deadly, -1 Health
                                        Flash The
                                        Badge
                                                        6”    +7       0 Health, Captured
                   The Agent has a standard Brawl fight attack, able to tussle with its close
                   quarters combat training. It has a 0” range denoting that they must be in
                   base contact with an enemy to use it and it will deal the weakened status on
                   a successful strike. The Agent also has a High Calibre Handgun for their
                   shoot attack. The range is good and the weapon effect is Deadly and -1
                   Health, the Deadly making it easier to strike the enemy successfully; the
                   Agent is clearly best at range. Finally, the Agent has a presence attack of
                   Flash the Badge. This conveys the Agent’s arresting ability, allowing them to
                   make their enemies surrender at range with the Captured status in the effects.
                                                                                                        29
                                                                                                        CAST BUILDING
Stars usually have 3 Health, Co-Stars      conditions, so always study a profile’s
have 2 Health and Extras’ Health can       special effects before play begins to
vary. Vehicles often have larger Health    gain every advantage! Their varying
values. When a model’s Health is           potency means some special effects
reduced to 0, it is removed from play.     have additional costs to use - either
                                           plot points or a special action.
GENRE(S)
The genre symbols for each model           ACTION SYMBOLS
determine if it can join your cast or      Both star qualities and special effects
not. Your choice of Star(s) and Co-        use a simple key to identify the type of
Star(s) will also determine which          action the ability requires and any plot
Extras you can utilise in your cast.       point costs:
BACK OF CARD
STAR QUALITY
Each Star and Co-Star profile includes
a star quality. Unless otherwise               STAR QUALITY
                                               New Hope ✪🅟                  Leader 1 🅕
specified, a model can use its star            Stretch dice cannot be       Choose one ally within
quality once per turn, before or after        added to rolls defending      6” that has not been
any action it performs, as a free action      against strikes made by      activated this turn. The
                                              this model, or to strikes    ally can be activated for
(see page 108).                               made against this model,     no plot point cost.
                                              until the Daring Rebel is
                                              next on screen.              On the Run 🅟
To use a star quality, a player must                                       This model can add 1D6”
immediately pay the listed plot point         SPECIAL EFFECTS             of movement whenever it
(aka ✪) cost specified on the profile         Insurrectionist ✪🅕❶         makes two consecutive
                                             Place the Blast 3”           move actions in a single
card.                                                                     turn.
                                             template on this model.
                                             All models touched by the    Strategist 🅟
                                             template may remove the      Enemy models within 6”
                                             Captured, Distracted or      of this model cannot use
                                             Stunned status.              their Leader or Unit Leader
                                                                          special effects.
    30
                HEROIC STARS
                                        Barbarian Avengers, Ray Gun           Action, Fantasy,
                Bold Blade                                                                              10
                                       Rocketeers and Outlaw Archers             Historical
                                         Anti-Hero Cops, Seasoned
                Grizzled Veteran      Spymasters, Experienced Soldiers,    Action, Horror, Sci-Fi       10
                                          Benevolent Mercenaries
                                      Destined Underdogs, Coming-of-
                                                                             Action, Historical,
                Innocent Soul          Age Teens, Wide-Eyed Children,                                   10
                                                                                  Fantasy
                                           Big-Hearted Halflings
                                          Audacious Archaeologists,
                                                                             Adventure, Horror,
                Intrepid Adventurer    Wise-cracking Treasure Hunters,                                  10
                                                                                 Fantasy
                                              Fearless Explorers
                                      Spice Smugglers, Drunken Pirates,
                Loveable Scoundrel                                        Adventure, Horror, Sci-Fi     10
                                       Con Artists, Charming Heisters
                                            Costumed Vigilantes,
                                            Mutant Superheroes,            Adventure, Historical,
                Masked Crusader                                                                         10
                                         Crime-Fighting Champions,                Sci-Fi
                                           Courageous Custodians
                                           Time-Travelling Exiles,
                Mysterious Stranger   Supernatural Guides, Kingmaking      Fantasy, Horror, Sci-Fi      10
                                         Magicians, Wise Wanderers
                                         Super Spies, Cold Warriors,
                                                                             Action, Adventure,
                Secret Agent                Undercover Spooks,                                          10
                                                                                 Historical
                                           Ruthless Counterspies
                                                                                             31
                                                                                             CAST BUILDING
PROFILES                         EXAMPLES                        GENRES            RATINGS
HEROIC CO-STARS
                      Feisty Nobles, Outspoken Servants,
Daring Rebel                Insubordinate Soldiers,        Adventure, Historical     6
                               Unruly Students
                      Time-Travelling High School Kids,
                                                            Action, Adventure,
Everyman                   Homespun Protectors,                                      5
                                                            Historical, Horror
                          Accidental Adventurers
                       Vampire Slayers, Moral Heroines,
Final Girl                    Space Survivors,                 Horror, Sci-Fi        6
                          Travelling Companions
                      Haunted Orphans, Omega People,
Lone Survivor                                                  Horror, Sci-Fi        6
                        Road Warriors, Zombie Killers
                           Faithful Friends, Junior
Loyal Sidekick             Counterparts, Steadfast           Action, Fantasy         5
                        Caregivers, Trusted Associates
                      Once and Future Kings, Legendary
Mythic Champion                                             Fantasy, Historical      6
                         Warriors, Questing Gallants
                         Eccentric Sleuths, Hardboiled
Quirky Investigator    Investigators, Shabby Detectives     Action, Adventure        6
                              and Meddling Kids
                          Arcane Guides, Enigmatic
Wise Mentor               Librarians, Sage Masters,           Fantasy, Sci-Fi        7
                             Enlightened Hermits
    32
                VILLAINOUS STARS
                                     Immoral Capitalists, Company
                Corrupt Authority      Men, Sadistic Governors,          Action, Historical, Horror      10
                                        Unscrupulous Nobles
                                      Ancient Evils, King Vampires,
                Dark Shadow         Spectral Demi-gods, Rulers of Hell     Fantasy, Horror, Sci-Fi       12
                                        and Infernal Dimensions
                                    Malevolent Knights, Otherworldly
                Evil Overlord        Conquerors, Megalomaniacal          Adventure, Fantasy, Sci-Fi      10
                                        Machines, Alien Fiends
                                        Alien Queens, Lovecraftian
                Great Monstrosity      Horrors, Diabolical Dragons,        Fantasy, Horror, Sci-Fi       11
                                              Colossal Beasts
                                    Mob Bosses, Vengeful Drug-lords,         Action, Adventure,
                Kingpin                                                                                  10
                                         Notorious Gangsters                     Historical
                                        Comic Book Supervillains,
                                                                             Action, Adventure,
                Mastermind               Insidious Industrialists,                                       10
                                                                                 Historical
                                    Archcriminals, Alien Manipulators
                                       Deathless Stalkers, Dream
                Sadistic Slasher    Demons, Axe-wielding Caretakers,      Historical, Horror, Sci-Fi     10
                                     Killer Clowns, Historical Killers
                                          Wicked Arms Dealers,
                                         Power-Crazed Generals,              Action, Adventure,
                Warmonger                                                                                10
                                          Die-Hard Imperialists,                  Fantasy
                                          Fanatical Nationalists
                                                                                                33
                                                                                                CAST BUILDING
PROFILES                         EXAMPLES                         GENRES              RATINGS
VILLAINOUS CO-STARS
                         Gangster Couples, Scarred
Career Criminal           Hoodlums, Sharp Dressed            Action, Adventure          6
                       Goodfellas, Trusted Consiglieres
                             High School Thugs,
Cruel Bully             Aggressive Teens, Sly Sneaks,     Action, Adventure, Horror     5
                            Heartless Attendants
                      Frankensteinian Monster-Makers,
                           Uncaring Vivisectors,
Mad Scientist                                                   Horror, Sci-Fi          6
                          Deranged Experimenters,
                            Self-Made Monsters
                        Brutal Henchmen, Menacing
Red Right Hand          Vassals, Callous Executors,          Fantasy, Historical        6
                            Merciless Assassins
                      Oppressive Landowners, Malicious
Robber Baron                                                 Action, Adventure          6
                       Magnates, Planetary Despoiler
                      Armoured Bounty Hunters, Dogged
Ruthless Nemesis                                              Historical, Sci-Fi        6
                          Pursuers, Stalking Aliens
                        Sinful Satanists, Malevolent
Sinister Mystic         Sorcerers, Turncoat Wizards,         Fantasy, Historical        7
                               Wicked Witches
                            Monarchs of the Jungle,
                             Rampaging Primates,
Unstoppable Beast      Killer Fish, Patchwork Monsters,    Fantasy, Horror, Sci-Fi      6
                              Alien Shapeshifters,
                              Implacable Cyborgs
    34
                The majority of Extras provided here are Neutral and affiliated to both casts.
                Those more pure of heart, or just downright despicable, are limited to heroic or
                villainous casts. Full profile cards and descriptions can be found in the Central
                Casting chapter (page 207).
                                                                                                   CAST BUILDING
EXTRA PROFILE         AFFILIATION                 GENRES                          RATINGS
Love Interest           Neutral                      All                             3
Magician                Neutral              Fantasy, Historical                     4
                                         Action, Adventure, Fantasy,
Mercenary               Neutral                                                      4
                                              Historical, Sci-Fi
Militia                 Neutral     Adventure, Fantasy, Historical, Horror   1 or 2 for 3 models
Monster of the Week    Villainous     Adventure, Fantasy, Horror, Sci-Fi             4
Mummy                  Villainous   Adventure, Fantasy, Historical, Horror           4
Mutant                 Villainous               Horror, Sci-Fi                       2
                                       Adventure, Fantasy, Historical,
Mutated Vermin          Neutral                                              1 or 2 for 3 models
                                               Horror, Sci-Fi
Noble                   Neutral                      All                             3
                                       Adventure, Fantasy, Historical,
Phantom                 Neutral                                                      3
                                               Horror, Sci-Fi
Physician               Neutral                      All                             1
Primal Warrior          Neutral     Adventure, Fantasy, Historical, Sci-Fi           2
                                         Action, Adventure, Fantasy,
Raider                  Neutral                                                      2
                                              Historical, Sci-Fi
Reporter                Neutral           Action, Adventure, Horror                  1
Rogue                   Neutral        Adventure, Fantasy, Historical                2
Rookie                  Neutral       Action, Adventure, Horror, Sci-Fi              2
Sarge                   Neutral                      All                             3
Scientist               Neutral       Action, Adventure, Horror, Sci-Fi              1
Security Guard          Neutral       Action, Adventure, Horror, Sci-Fi      2 or 5 for 3 models
Shapeshifter            Neutral          Fantasy, Historical, Horror                 5
                                         Action, Adventure, Fantasy,
Sharpshooter           Villainous                                                    3
                                              Historical, Sci-Fi
Skeleton               Villainous   Adventure, Fantasy, Historical, Horror   1 or 2 for 3 models
Soldier                 Neutral       Action, Adventure, Horror, Sci-Fi              2
Space Commando          Neutral               Adventure, Sci-Fi                      2
    36
UNITS
                                                                                                               CAST BUILDING
A unit is a group of models rallied under a unit leader. The table below details
the models and the troops considered to be in a unit. Unit members can benefit
from the Unit Leader special effect- see profile cards - enabling their unit leader
to activate multiple models at one time.
UNIT REQUIREMENTS
Any unit members listed will benefit from the Unit Leader special effect if
they are within range. You do not need to include all types, or the maximum
number of members listed to gain this benefit. However, a unit leader cannot
activate more than the maximum members listed for each type.
                                                                                            PRODUCTION NOTES
    EXAMPLE:
    EXAMPLE -Claire       playing with
                 Mike is building      her Sci-Fi
                                   a Sci-Fi       cast which
                                            cast which        includes
                                                       includes        a
                                                                 a Commander
    Commander,    five
    and five Alient    Imperialone
                     Invaders,  Troopers andTrooper
                                   Imperial   a Shuttlecraft. Although all the
                                                    and one Shuttlecraft.
    Troopers and the Shuttlecraft are within range of the Commander’s Unit
    Leader special effect, the Invasion Force unit is limited to a maximum
    of four Imperial Troopers, so only four troopers and the vehicle will benefit
    from the Unit Leader special effect during his activation.
                We have also ensured that the set of profiles provided are balanced, so making
                adjustments could cause some inconsistencies. We’d recommend agreeing
                customised profiles with your opponents before play begins. Then see how they
                play and make any further changes to ensure you haven’t created an ineffectual
                weakling or unstoppable tank!
                To help you develop balanced profiles, follow the steps below and apply the
                suggested modifiers to a chosen Stars or Co-Star’s ratings.
                Remember that if you want the final result to be heroic, you’ll have to pick a
                heroic Star or Co-Star to start with. And vice versa for the villains.
                                          2. ADJUST STATISTICS
                Adjustment to statistics are limited to the following:
                                                                                        CAST BUILDING
                           3. ADJUST GENRES
Swapping genres will give Stars and Co-Stars access to a different set of Extras
to affiliate to their casts.
                                           SPECIAL EFFECTS
                   SPECIAL EFFECTS ARE SKILLS AND QUALITIES THEMED FOR EACH
CAST BUILDING
                Special effects provide additional rules which state exactly when and how a
                special effect can be used. The rules of a special effect always supersede any
                other rules. The following special effects are those that Stars and Co-Stars may
                add or swap during customisation. You can also find them on the Stars, Co-Stars
                and Extras profiles in Chapter 06 - Central Casting (see page 207).
                ACTION SYMBOLS
                In games of 7TV, models can usually make two actions per turn. Some special
                effects cost one action to use. Other special effects are free. To identify the type
                of action each special effect requires, we have developed a simple key. We have
                also indicated any plot point costs (✪) a special effect might incur (see page 83).
                   🅕         Free action
                   🅟         Passive action
                   🅢         Special action
                   ❶         One use per turn
                   ✪         One plot point to use
                   ✪✪        Two plot points to use
                AMBUSH 🅟
                This model may add +1 to all strike attacks made within 1” of hard or soft cover.
                AWARE 🅟
                This model can make fight attacks all round (360º) and never counts as
                having been attacked in the back zone. This model loses this special effect
                while Stunned.
                BACKSTABBER 🅟
                When attacking an enemy in its back zone, this model gains one stretch die to
                strike rolls.
                BLOCK 🅟
                Enemies moving to within 1” of this model must either end their movement
                or move into base contact with this model. Models cannot block if they are
                knocked down, Stunned or Captured.
                BLOODTHIRSTY 🅟
                Gain ✪ whenever this model removes an enemy from play.
                                                                                     41
                                                                                     CAST BUILDING
BRAVE 🅟
This model never receives the Scared status This model counts its strike as +1
against enemies with Scared status weapon effects.
BREAK IN 🅟
This model can move through any door or window in base contact. Place this
model on the other side of the door or window. It may ignore obstacles.
CAMOUFLAGE ✪🅟
While using Camouflage, this model can move through other models and is not
affected by the Block special effect. Enemies struck by a Camouflage model
count as being attacked in the rear. The Camouflage state ends after this model
makes a strike roll or at the end of the turn.
CLIMB 🅟
If this model falls, count the fall as though it was from two levels less. If this
model falls two levels or less, it can continue its activation after the fall.
DEMOLISH ✪🅢
Barrier. Remove any obstacle that is touched by the template. The area under
the template is now rough ground.
DISGUISE 🅟
When targeted by a fight attack, this model can choose to withdraw 1” before
the strike is made. The enemy’s action is still spent.
DODGE 🅟
When defending against a fight attack, this model gains one stretch die.
ELECTRONIC 🅟
This model can never be Poisoned or Stunned.
EMOTIONLESS 🅟
This model can never receive the Scared status. This model gains one stretch
die to Defence against presence attacks.
    42
                ESPIONAGE
CAST BUILDING
                FIGHT BACK 🅟❶
                After this model has been the target of a fight attack, it can make a fight attack
                against that enemy, if that enemy is in range of that attack.
                FLY X” 🅟
                When this model makes a move action it never incurs movement penalties for
                rough ground or obstacles. Flyers can move over other models but must end
                each move action clear of the bases of any other models.
                FOLLOW UP 🅕
                After this model makes a fight attack, it can move up to 2” if no enemies have
                this model in their fight range.
                HACKER ✪🅕
                If this model passes a Mind statistic test, it can immediately activate any Robot
                or Electronic Extra with no more than 1 Health anywhere on the playing area and
                perform one action with that Extra.
                HIDE 🅟
                If this model has a bonus from soft cover, hard cover or obstacles, then enemies
                making shoot attacks against this model automatically miss if the distance is
                more than half the attack’s range.
                HOTSHOT 🅟
                If it has entered a vehicle, this model can activate it for free. It may roll one
                stretch die when making Armour statistic tests.
                HYPNOTISE 🅢
                Choose any non-Robot or non-Electronic enemy with no more than 1 Health
                within 4”. That enemy receives the Dominated status. Only one enemy can be
                hypnotised at any one time by this model.
                IMMUNITY 🅟
                Whenever this model would receive the Distracted, Captured or Immobilised
                status, roll 1D6. On the roll of 4+, this model ignores that status.
                                                                                      43
INFAMOUS 🅟
                                                                                      CAST BUILDING
This model can add +1 to the strike value of its presence attacks when attacking
an enemy model that is entirely in its front zone.
INHUMAN 🅟
In your end phase, this model can automatically remove one of its statuses. This
model cannot recover Health using the Medic special effect.
INTANGIBLE ✪🅕
While Intangible, this model can move through scenery, obstacles, and other
models. This model is not affected by Block and cannot be the target of physical
strikes. The Intangible state ends after this model makes a strike roll or at the
end of the turn.
INVISIBLE ✪🅟
While using Invisible, this model can move through other models and is not
affected by the Block special effect. Enemies struck by an Invisible model count
as being attacked in the rear. The Invisible state ends after this model makes a
strike roll or at the end of the turn.
INVULNERABLE ✪🅟
This model can ignore the effects of any physical strike it has just suffered if it
can roll 4+ on 1D6.
LEADER X 🅕
Choose X ally within 6” that has not been activated this turn. The ally can be
activated for no plot point cost.
LIGHT ARMOUR 🅟
Whenever this model is the target of a successful strike, roll 1D6. On the roll of
a 6, the effects of the strike are ignored.
LIVING DEAD 🅟
This model never receives the Dominated, Poisoned or Scared status. It may roll
one stretch die when defending against presence attacks.
LONER 🅟
This model activates for free if it is more than 6” from any other model.
LUCKY 🅟
One ally in base contact with this model may reroll any one die this turn.
    44
                This model may choose any spells from the listed grimoires. It gains a number of
                D6 equal to its rank (x), which becomes its magic pool for that activation.
                MEDIC 🅢
                If this model passes a Mind statistic test, one ally in base contact can recover
                1 lost Health up to its starting value. This special effect does not work on Robot
                or Electronic models.
                MOUNT 🅟
                This model may be ridden by models with the appropriate Rider special effect.
                It can also move through other models ignoring the Block special effect. Move
                these models the minimum distance to move their bases out of the way of this
                model. All such movements are considered to be pushes.
                MOVE X” 🅟
                This model travels X” with a single move action.
                MULTITASK ✪🅕
                This model can make a third action this turn, as long as it does not repeat the
                same action type (move, strike, special) twice.
                ON THE HUNT 🅕❶
                Whenever an enemy completes a move action, you may move this model 3”
                toward that enemy. This movement does not trigger free strikes.
                PARRY 🅟
                If this model is the target of a fight strike, you can make your opponent reroll
                one die. This model never suffers free strikes.
                PROP
                This model adds one additional prop card to your prop store.
                REPAIR 🅢
                If this model passes a Mind statistic test, one Robot, Electronic or Vehicle ally
                in base contact can recover 1 lost Health.
                RIDER (X) 🅢
                This model may mount or to dismount a model with the appropriate Mount
                special effect.
                                                                                    45
ROBOT 🅟
                                                                                    CAST BUILDING
This model never receives the Dominated, Poisoned or Scared status. It may roll
one stretch die when defending against presence attacks.
RUTHLESS 🅟
This model can never receive the Distracted or Dominated statuses. It is never
subject to risky shots.
SCREAMER 🅟
This model can activate without ✪ if there are one or more enemies within 6”.
SHAKEDOWN 🅟
After this model has made a successful attack, you may choose to ignore the
weapon effect. Instead your opponent must give you ✪.
SIDEKICK 🅟
Specify one ally to be boss. When the specified boss is activated, this model can
activate for free if it is within 6”. A boss can only have one sidekick.
SINGLE BOUND 🅢❶
Move this model up to 8”. It may move over enemies without incurring free
strikes.
SIXTH SENSE 🅟
Enemies cannot use Camouflage, Espionage
or Invisible if they are within 8” of this
model, and instantly lose those benefits.
SMALL 🅟
This model can move through the bases
of enemies.
SPOT CLUE 🅕
This model may move 8” if that move
action will bring it into base contact with an
objective token or maguffin.
STREETWISE 🅕
This model may remove the Distracted and
Immobilised status by rolling 4+ on 1D6.
This special effect can be used during your
opponent’s turn. You can add extra dice to
this roll.
    46
CAST BUILDING
                STEAL ✪🅟❶
                Whenever your opponent discards a prop card, this model can make a Spirit
                statistic test. If successful, you may add that prop to your prop store.
                TACTICS 🅕
                When this model is activated, choose up to two ally Extras within 6”. Each of
                these allies can immediately move up to 2” as free actions.
                TOUGH 🅟
                Roll 1D6 if this model receives the Stunned or Weakened statuses. On a roll of
                4+ this model does not gain that status.
                VANISH ✪🅢
                Place this model 12” away without suffering free strikes. The effect can only be
                used as this model’s first action, and using it ends this model’s activation.
                VETERAN 🅟
                Whenever this model would receive the Scared, Stunned or Weakened status,
                roll 1D6. On a roll of 4+, this model ignores that status.
                WILD THING 🅟
                This model can move through wooded or rough ground as if it were clear ground.
                It may ignore obstacles and the Poisoned status.
                                                                                   47
5. ADJUST ATTACKS
                                                                                   CAST BUILDING
Stars and Co-Stars already have powerful attacks, so any attacks added to a
profile can only be from those listed on the attack tables on pages 48 and 49.
Use these tables to calculate the strike number of the new attack.
                                          ATTACK TABLES
                           BELOW ARE THE ATTACKS THAT PLAYERS CAN PICK FROM
                              WHEN CUSTOMISING THEIR STARS AND CO-STARS
CAST BUILDING
                FIGHT ATTACKS
                WEAPON           RANGE      STRIKE =       WEAPON EFFECTS        GENRE LIMITS
                Axe/Stone Axe     0”      Fight + Body     -1 Health                 All
                Bladed Weapon     0”      Fight + Body     -1 Health                 All
                                                           Fast, 0 Health,
                Bo Staff          1”      Fight + Body                               All
                                                           Stunned
                Brawl             0”      Fight + Body     0 Health, Weakened        All
                Club/Cosh/Mace    0”     Fight + Body +1   0 Health, Stunned         All
                Flaming Torch     0”     Fight + Body +1   0 Health, On Fire         All
                                                           -1 Health,
                Garrotte          0”      Fight + Body                               All
                                                           Immobilised
                Handcuffs         0”     Fight + Body -1   0 Health, Captured        All
                Katana            0”      Fight + Body     Deadly, -1 Health         All
                Knife/Dagger      0”      Fight + Body     Fast, -1 Health           All
                                                           Fast, 0 Health,
                Martial Arts      1”     Fight + Body +1                             All
                                                           Weakened
                                                           Deadly vs Mount,
                Spear/Trident     1”      Fight + Body                               All
                                                           -1 Health
                                                           0 Health,
                Staff             1”     Fight+Body +1                               All
                                                           Knocked down
                                                           Unwieldy, 0 Health,
                Whip              2”     Fight + Body +1                             All
                                                           Captured
                                                                                       49
                                                                                       CAST BUILDING
SHOOT ATTACKS
WEAPON                RANGE      STRIKE =     WEAPON EFFECTS         GENRE LIMITS
Blaster                16”      Shoot +3      Deadly, -1 Health       Sci-Fi only
Crossbow               18”      Shoot +4      -1 Health, Readied          All
                                              Unreliable,
Flintlock Pistol       12”      Shoot +3                                  All
                                              -1 Health,
Handgun                12”      Shoot +3      2 Shots, -1 Health          All
High Calibre Pistol    12”      Shoot +4      Deadly, -1 Health           All
Machine Gun            16”      Shoot +3      Spray, -1 Health            All
                                              Barrier, 0 Health,
Net                   Thrown   Shoot + Body                               All
                                              Captured
Pulse Rifle            12”      Shoot +4      -1 Health               Sci-Fi only
                                                                    Adventure and
Ray Gun                12”      Shoot +4      0 Health, On Fire
                                                                      Sci-Fi only
Shortbow               12”      Shoot +3      -1 Health                   All
Shotgun                 8”      Shoot +4      -1 Health                   All
                                              0 Health +
Sling                   6”      Shoot +3                                  All
                                              Stunned
                                              Deadly vs Mount,
Spear                 Thrown   Shoot + Body                               All
                                              -1 Health
                                                                       Action,
                                              0 Health,
Torch Dazzle            6”      Shoot +4                           Adventure, Horror
                                              Distracted
                                                                    and Sci-Fi only
    50
CAST BUILDING
                              EXAMPLE CASTS
      HERE ARE THREE EXAMPLES OF SIMPLE CASTS MADE FROM THE
                                                                                                      CAST BUILDING
      PROFILES AVAILABLE IN THIS BOOK TO HELP DEMONSTRATE THE
              BREADTH OF THE CASTS YOU MIGHT CREATE
SCI-FI CAST
Claire is new to 7TV so decides on a small number of profiles to help her get to
grips with the rules. Claire has several choices for her Star, including Corrupt
Authority and Warmonger, but settles on an Evil Overlord (10 ratings). To keep
things manageable, Claire decides against including a Co-Star in her first cast.
Claire has lots of choices for Extras, but must choose those affiliated with
her Star’s three genres - Action, Adventure and Sci-Fi. She feels the Imperial
Trooper works best for the armoured models she intends to field - plus she can
buy three for 5 ratings! Those profiles also feature in an Invasion Force unit, so
Claire wisely adds a Commander (3 ratings) to take advantage of that profile’s
Unit Leader special effect. Claire doesn’t want too large a cast for her first game,
so decides to just add three Security Guards - again taking advantage of the
group purchase bonus - paying only 5 ratings for three models.
Claire’s final cast is 23 ratings with a good spread of profiles with fight and
shoot attacks that also take advantage of Unit rules. Plus, all the profiles have
the Sci-Fi genre - so she can take advantage of the advanced genre rules should
she choose to use them in the future.
                                                                                3 SECURITY GUARDS
              EVIL OVERLORD
                                                                                3 IMPERIAL TROOPERS
              COMMANDER
    52
                FANTASY CAST
                Shaun is an experienced player who wants to create a fantasy cast based on his
CAST BUILDING
                favourite book and movie about a wizard and a group of daring dwarves taking
                a halfling burglar on an epic quest to restore a king. His first challenge is to
                decide who to choose as a Star - the inexperienced burglar, the exiled king or
                the mighty wizard? Feeling the clue is in the title of the book - Shaun picks an
                Innocent Soul with a Wise Mentor Co-Star for his wandering wizard and a Mythic
                Champion for the exiled dwarven king. A Star and two Co-Stars is a hefty 22
                ratings, but Shaun knows the extra plot points these models generate are very
                useful during games. Plus, he can now draw on any Extras from the Action,
                Fantasy, Historical, Horror and Sci-Fi genres that these Co-Stars are affiliated to.
                For the core of his cast, Shaun chooses Warriors to represent the dwarven treasure
                hunters. He doesn’t want to include the whole company - as he has a rating limit
                on his game in mind - so he simply chooses four for 8 ratings. Shaun also wants
                a bit of variety in his cast, so he looks for cinematic inspiration in the form of
                the ursine skinchanger. From the suitable profiles, he considers the Monster of
                the Week profile, but thinks the Shapeshifter (5 ratings) is the best narrative fit.
                That’s a grand total of 35 ratings. Shaun is pleased he’s got a good reflection of
                some of the iconic scenes and characters. The Wise Mentor also enables Shaun to
                use the Magic rules - something he’s enjoyed before. The Warrior Extras are a great
                staple - plus the Shapeshifter really packs a punch - truly an unexpected party!
                           INNOCENT SOUL
WISE MENTOR
MYTHIC CHAMPION
                                                                                                                SHAPESHIFTER
                                                                                                   4 WARRIORS
                                                                                                     53
ACTION CAST
Simon wants to represent a beloved show from his childhood. But to represent
                                                                                                     CAST BUILDING
the ensemble cast of these nomadic soldiers of fortune could work out pricey if
he includes a full set of Stars and Co-Stars for this team of four. There’s a clear
Star with the cigar chewing military front-man, so Simon picks the Grizzled
Veteran. But what profiles to choose for the rest of this crack commando unit?
Simon tries something a little different and chooses two Stars, as he feels the
Loveable Scoundrel is a good fit for the team’s charming con man. Plus, two Stars
in a cast brings benefits, generating extra plots points and powerful star qualities.
But that means he has to compromise on the rest of the ensemble. However, as a
fan of narrative play, Simon likes the idea of trying out an eclectic mix of profiles.
So he plumbs for the tough Mercenary for the group’s strongman and the Comic
Relief for the mad-cap pilot - both have an interesting mix of attacks and special
effects, which should be fun to play. For the rest of the cast, Simon decides to
represent the various helpless locals that the team fought for week after week. He
chooses a Reporter, a Love Interest and a couple of Kids as generic supporting
cast - perhaps some desperate townsfolk that our team will have to help defeat a
ruthless ranch owner, biker gang or corrupt small-town sheriff?
And finally, this team would not be complete without their iconic vehicle - so
Simon chooses to add a Van to his cast too. That’s a round 35 ratings - I love it
when a plan comes together!
GRIZZLED VETERAN
LOVEABLE SCOUNDREL
MERCENARY
COMIC RELIEF
                                                                                               VAN
                   LOVE INTEREST
REPORTER
                                   2 KIDS
CHAPTER    02
 HOW TO
 PLAY
 WHEN THE DIRECTOR SHOUTS ‘ACTION’,
 YOU NEED TO HIT YOUR MARKS AND GET
 READY TO GIVE IT YOUR ALL!
                                          THE BASICS
                    REGARDLESS OF WHETHER YOU HAVE PLAYED MANY MINIATURE
                      SKIRMISH GAMES, OR 7TV IS YOUR FIRST, HERE ARE SOME
                        BASIC PRINCIPLES TO HELP YOU NAVIGATE THE GAME
              If you’re not sure of a rule, by all means look it up. If you can’t find it, just roll a
              die to resolve the problem and move on. If you and your opponent disagree with
              any of our rules, use a rule that you can both agree on. After the game, take your
              time and look it up again. Next time, it might be a bit clearer or a little easier to
              remember.
              We find games with three or four sides, while possible, inevitably end up being
              unfair to one player who can suffer attacks from two sides at once. If you have
              more than two sides, you will have to make some adjustments to various rules to
              avoid slowing down play.
              The rules have been written assuming the game is being played with two sides,
              each controlled by one player - the terms ‘side’ and ‘player’ are used to mean
              the same thing.
              You can play on bigger - and smaller sized areas if you wish - a larger size will
              favour shooting; a smaller size (down to 2 square feet) will favour hand-to-hand
              combat. For episodes on a smaller playing area, consider halving the distances
              given for placing objective tokens (page 67) and start locations (page 69) to
              ensure no player has an unfair advantage. Apply your own common sense and
              creativity to achieve the ultimate goal: a satisfying game for both players.
                                                                                       57
Don’t forget that the size of the playing area also dictates the size of your script
deck (see page 75) and ultimately the length of your game.
                                                                                       HOW TO PLAY
    If you are playing a Feature Pack, the size of the playing area is set out in
    an Episode Guide in accordance with the needs of each narrative episode.
•   Games played on a 2x2 playing area can last 45-60 minutes with casts of
    around 25 ratings.
•   Narrative episodes with casts of 40+ ratings can take a couple of hours.
•   Games with larger casts of over 50 ratings may take two hours or more.
BASE SIZES
Models usually come on bases for stability; the size of a base can sometimes be
important. The actual shape of the base isn’t important, so bases can be square,
round or hexagonal. Bases are divided into the following size categories:
•   Small		20mm
•   Medium 		  25-32mm
•   Large		40-50mm
•   Massive 		 60+mm
   58
                                          DICE ROLLS
                ALL DICE ROLLS ARE MADE USING SIX-SIDED DICE, BUT THERE ARE
              TWO WAYS OF GENERATING A RESULT: SIMPLE ROLLS AND STRETCH ROLLS
                             TO WHICH YOU CAN ADD EXTRA DICE
              SIMPLE ROLLS
              When the dice are described as D6, you just roll and read the result. One die
              would be 1D6, three dice added together would be 3D6. 2D6+1 means roll two
              dice, add them together and then add 1. If you need to roll 1D3, simply roll
HOW TO PLAY
              Examples of this sort of simple roll are initiative (page 71), falling (page 91)
              and using some ‘save’ special effects to protect against weapon effects.
              When the roll is described using the ‘D6’ terminology, you cannot add stretch
              dice (see below).
              STRETCH ROLLS
              In other circumstances, you will start with one die, but you may add extra
              dice to a roll. These are known as stretch dice. If stretch dice are used, you
              should use the highest die roll as your basic result and then add any modifiers
              generated by the stretch dice. These are known as stretch rolls.
              Examples include when defending (page 101), making a strike roll to attack
              (page 104) or when making a statistic test (page 60).
              If you obtain stretch dice from multiple sources, all of these dice are rolled
              together with the starting die. Your final result of your stretch roll is scored
              as follows:
Their score is calculated using the highest die roll (5) then
                                                                                       HOW TO PLAY
   adding +1 for every die that scores 4 or above.
   Hence: 5 + 1 (for the 4) = 6. The 2 is discarded.
5 +1 +0
Is it going to be enough?
DISADVANTAGED
When a dice roll is described as disadvantaged, you roll the initial one die but
cannot add stretch dice for any reason.
REROLLS
If you reroll any die, you must accept the second roll. You are not allowed to
reroll it again for any reason.
                                     STATISTIC TESTS
                 FEATS OF STRENGTH, QUICK WITS AND WILLPOWER WILL BE NEEDED
                    TO SURVIVE ON SCREEN... GET READY TO TEST YOUR METTLE!
              The test is passed if this stretch roll equals or exceeds the target number in the
              statistic test table.
              Note: to pass a test with a statistic of 1, you will need to add at least one
              stretch die.
                 EXAMPLE: John has been suffering heavy losses in his world war episode
                 and moves his Physician model in to assist. The Physician needs to pass
                 a Mind statistic test to use its Medic special effect to heal its ally. The
                 Physician’s Mind statistic is 4, so the target number on the statistic test
                 table needed is a 4+. The life of its ally hangs in the balance, let’s hope
                 the Physician has a steady hand and a lucky roll.
                                                      PLOT POINTS ✪
                                  PLOT POINTS ARE THE LIFEBLOOD OF 7TV. THEY MOTIVATE YOUR CAST TO
                                    GIVE A GREAT PERFORMANCE... BUT WILL YOU EVER HAVE ENOUGH?
                                 Plot points - represented by this symbol ✪ - are the key currency of the game.
                                 You will need them to activate models, and they can be vital in boosting your
                                 attacks or defensive capabilities. You will also use plot points to power star
                                 qualities, as well as some special effects and props. They are generated each
                                 turn, but make sure you spend them wisely!
HOW TO PLAY
                                 See pages 82 and 83 for detailed information on generating and using plot
                                 points.
                                                                                                                                          63
                                                                                                                       PRODUCTION NOTES
                                             STAR QUALITY
                                            Beatdown ✪🅢❶                  Never To Blame 🅢❶
                                            This model may make a         If this model suffers a
                                            Mean Right Hook attack        successful strike, it may
                                            against all models in base    choose to apply that to an
                                            contact.                      ally Extra within 6” and
                                                                          gain ✪.
                                                                                                                                          HOW TO PLAY
                                            SPECIAL EFFECTS
                                             Beat It, Loser! 🅟            Torment ✪🅟
                                             Immediately gain ✪ for       Nominate one enemy
                                            each enemy this model         model. This turn, the Cruel
                                            removes from play.            Bully and any allies within
                                                                         3”of this model gain
                                            Give Me That! ✪❶             one stretch die on their
                                            Whenever your opponent       first strike against the
                                            discards a prop card,        nominated enemy.
                                           this model can make a
                                           Body statistic test. If
                                           successful, you may add
                                           that prop to your prop
                                           store.
Keep a pile of unused plot points off-table within reach. When you gain plot
points, take them from the pile unless otherwise indicated. When plot points are
spent, they normally go back to the pile unless the rules say otherwise - the pile
is meant to be a limitless resource.
   64
                                                                                           PLAYING 7TV
                    EVERY EPISODE OF 7TV IS DIVIDED INTO THE SAME STRUCTURE
              PROLOGUE
              Decide the type of episode you will be playing, set up your playing area and
              prepare all the accessories you will need for your game.
HOW TO PLAY
              THE SCENE
              The cameras roll on the action, and you play your game! You will play through
              three acts, with each side taking turns to be on screen as they attempt to
              achieve their objectives. Each player’s turn consists of three phases:
              •   Script Phase
              •   Action Phase
              •   End Phase
              EPILOGUE
              And... Cut! When the episode ends, you will need to determine who was the
              winner and has achieved the ultimate victory!
                   SYDNEY
                   BARRON
                   PRESEN TS
the prologue
BEFORE THE CAMERAS ROLL,
YOU WILL NEED TO SCOUT
YOUR LOCATION, FIND YOUR
CAST’S STARTING POSITIONS
AND FINALISE YOUR SCRIPT
AND PROPS
                            HOW TO PLAY
   66
                                                                                       HOW TO PLAY
7TV refers to these as tropes and provides 18 in this rulebook (see page 145).
These can be used to add infinite possibilities, exciting action and a wonderful
tone to the existing six episodes.
     Across older 7TV rulesets you will find similar rules. 7TV: Pulp called these
     perils and 7TV: Fantasy used the term encounters - but all performed the
     same function.
Tropes are entirely optional and will work with any of the six episodes.
1.    Roll 1D6 to determine how many objective tokens are used in your episode.
      Please note that tropes often state a specific number to use, and where to
      place them, so always check before play begins.
2.    The defender places the first token face down, then the players alternate
      placing them until they are all placed.
3.    Tokens cannot be placed closer than 12” to a player’s start location or
      within 6” of another token.
4.    Ideally, tokens should placed so that it is equally challenging for either
      side to reach them and players may wish to discuss episode-specific rules
      for placing them. For example, where one cast is composed of much faster
      moving models, they would have a distinct advantage if the tokens were
      equidistant from each cast.
   68
              Any Star or Co-Star that claims an objective token will gain their side ✪✪
              immediately.
                  Some tropes may not use objective tokens at all, or have different conditions
                  for collecting them. You may even design your own rules! So always be clear
                  on these rules before play begins.
              If you choose to include the maguffin, then just choose the objective token
              furthest from any models to represent it. The maguffin counts as a normal
              objective token apart from the following:
              •    The player whose side claims it can draw one random maguffin card.
              •    The player can use this card at any time, but must discard it after use.
              •    The maguffin is worth 1D3 victory points at the end of the game.
•    The defending player chooses one playing area edge. The attacking player
     automatically gets the opposite playing area edge.
•    Each side’s start location is anywhere from the back of their playing area
     edge up to 3” forwards from that edge.
                                                                                         HOW TO PLAY
•    Models are set up in the order below, anywhere in their side’s start location.
•    Models can be placed anywhere in the start location, but remember that
     models from the same unit are usually best placed together, and some other
     models might be better placed near to each other.
    For details on the Espionage special effect, see page 42. In older 7TV sets,
    this same special effect goes under different names: Spy and Sneaky. The
    same placement rules apply to those special effects.
                                                badge of office
                                                                                lucky cigarette case
PROP
              But before play begins, each player should determine the number of props in
              their cast’s prop store:
              •   Each Star or Co-Star you have in your cast adds one prop card to the
                  prop store.
              •   Each model with the Prop special effect adds one prop card
                  to the prop store.
              •   Also check cast members for any additional special effects that
                  may give you bonus cards.
THE PROLOGUE
If the result is a tie, both sides immediately gain ✪ and should roll again.
                                                                                        HOW TO PLAY
Further ties will result in additional ✪ gains and further rerolls.
The player that wins the initiative roll gets the first turn and is on screen.
Alternatively, in Feature Packs and other pre-written games, read the And...
Action! section of the episode to determine initiative.
              THE SCENE
              THIS IS WHERE THE MAGIC HAPPENS.
              CAMERAS ARE ROLLING... QUIET ON
              SET... LIGHTS... CAMERA... ACTION!
HOW TO PLAY
                                                                                                                   73
THE SCENE
TURNS
In one turn:
                                                                                                                   HOW TO PLAY
•   Only a single player gets to act.
•   The player taking the current turn is on screen.
PHASES
The on screen player completes phases one to three of their turn:
Then play passes to the other player, who is now on screen and takes their turn
in the same manner. The game proceeds until one side wins, by meeting the
victory conditions for the episode.
           Player one goes first.                     Player two is now on screen and carries   PRODUCTION NOTES
        Their cast is now on screen.                     out their turn in the same manner.
PHASE ONE
              In this phase, the on screen player will turn over one or two script cards from
              the script deck and play a single card. In effect, the script deck works as a
              countdown mechanic that determines the length of a game.
              Players can accelerate their games by turning over two script cards in a single
HOW TO PLAY
              turn, but they can only play one of these cards. Turning over two cards does earn
              the players additional plot points, however (see Flipping Two Script Cards on
              page 76). This means players will be able to activate more models or make their
              models’ actions more effective.
              The script deck also brings unpredictable events into play because all the best
              films and TV shows rely on plot twists and the unexpected.
              The script deck has three parts, mirroring the three acts that constitute most
              films and TV episodes. Players will work their way through the deck until it is
              exhausted. At this point, the scene will end. The three parts, and the order in
              which the deck is arranged, are:
              •   ACT ONE: In the first act, the focus is on moving your cast into position.
                  These cards mainly deal with movement and other incidental events.
              •   ACT TWO: In the second act, the action is beginning to heat up. Cards from
                  this act mainly focus on attacking the opposing cast.
              •   FINALE: By the finale, things are red hot. Anything can happen in the last
                  few minutes of an episode. Finale cards can have really explosive results!
Find the longest dimension of the table area you are playing on and consult the
                                                                                                       HOW TO PLAY
table below.
  TABLE SIZE     ACT ONE CARDS      ACT TWO CARDS    FINALE CARDS        TOTAL
    2-3 feet           5                  5                5                 15
     4 feet            6                  6                6                 18
    5+ feet            7                  7                7                 21
Separate the act one, act two and finale cards, and shuffle each pile. Deal the
required number of finale cards face down in a convenient spot. Add the indicated
number of act two cards on top of the finale cards, then the same number of act
one cards on top of these. Place all the unused script cards to one side.
              If the face down card is a red finale card, the side on screen immediately
              gains ✪✪.
              Some script card effects take place immediately while some remain in play for
              the whole turn. At the end of the turn place the script card on the discard pile.
              Take a deck of playing cards and divide them into their suits. Three of the suits
              will represent the three acts:
              Follow the instructions on page 75 to determine the size of the deck. Then
              consult the card effects tables on the following pages when using the deck,
              matching the card face to the outcome.
                                                                                                 77
 A♣     Behind The Sofa. Dare you peek at the screen? Move one enemy into           Horror,
        base contact with the closest piece of scenery.                             Sci-Fi
 K♣     Blooper Reel. A chance to see that the stars of the show are only          Fantasy,
        human. Choose one enemy Extra to become knocked down.                      Historical
Hit Your Mark. Nailing the timing can mean the difference between Action,
                                                                                                 HOW TO PLAY
 Q♣     a masterpiece and a straight-to-video. Choose one Extra in play and        Adventure
        push that model up to 6”. That model is also knocked down.
 J♣     Chase Sequence. Buckle up and prepare for screeching tyres or               Action,
        pounding hooves! Choose up to three ally Extras to immediately move        Historical
        up to 3” towards any enemy Star or Co-Star.
10♣     Cutting Room Floor. The first cut is the deepest... Place the Blast        Adventure,
        3” template anywhere on the playing area. Models touched by this             Horror
        template cannot activate next turn.
 9♣     Do Not Adjust Your Set. Transmission is interrupted! You can move any       Fantasy,
        number of your models up to 3” each in any direction. Then the enemy         Sci-Fi
        player may do the same, with the same number of models.
 8♣     End Of Part One. The ads are rolling. Put the kettle on before the show    Adventure,
        returns. The enemy player must immediately discard half                    Historical
        their ✪, rounding up.
 7♣     Hogging The Limelight. One star always shines brightest. Choose one         Fantasy,
        ally to make one additional strike immediately, regardless of what they      Horror
        have already done this turn.
 6♣     Off-Camera Action. Sometimes, the off-screen drama can be more              Action,
        exciting! Choose one ally. This model can immediately make one action.      Sci-Fi
 5♣     Quiet on Set! Camera are rolling... silence please... No models can use    Historical,
        presence attacks this turn.                                                  Horror
 4♣     Script Editing. Start cutting scenes! Choose one ally and one enemy         Action,
        model and immediately swap their positions.                                 Fantasy
 3♣     Set Change. Mind your backs around the flats! Choose one item of           Adventure,
        scenery and move it 1D3”, pushing any models clear of it by 2”.              Sci-Fi
 2♣     Starstruck. Heads turn in the presence of such talent. Choose an enemy        Any
        Star or Co-Star. All allies within 3” must be turned to face this model.     Genre
   78
               K♠    After the Watershed. Viewing is a little more risqué once the kids              Horror,
                     have been sent to bed. All enemies are disadvantaged against                    Sci-Fi
                     presence attacks this turn.
                                                                                                    Fantasy,
HOW TO PLAY
                     Big Break. Will you be the next big thing? Choose one ally Extra. This model
               Q♠
                     can make one free strike immediately. If they fail, lose 1D3 plot points.      Historical
               J♠    Call Back. You’re back, thanks to an unlikely plot twist or because             Action,
                     viewers demanded it! Choose one enemy Extra that has been removed              Historical
                     from play and place it within 2” of any other enemy.
              10♠    Continuity Error. Embarrassing for the director, funny for everyone            Adventure,
                     else! One ally can remove one status, excluding Captured. One                    Horror
                     enemy receives that same status.
               9♠    Critics’ Choice. Your show is on everyone’s screens and on everyone’s           Fantasy
                     lips. Star qualities cost one less plot point to use this turn.                  Sci-Fi
               8♠    Diva! Work that intense attitude and those wild demands - you have a           Adventure,
                     reputation to maintain! Choose one of your Stars or Co-Stars. No strikes       Historical
                     may be made against this model until the start of your next turn.
               7♠    Dodgy Prop. Damn these cheap production values! Until your cast is              Fantasy,
                     next on screen, all props cost an additional one plot point to use.              Horror
               6♠    Location Filming. The mood lightens when out of the studio. You may             Action,
                     immediately remove one status from any one ally.                                Sci-Fi
               5♠    Overacting. Fetch the tissues, it’s about to get emotional. Choose any         Historical,
                     Star or Co-Star model. That model receives the Distracted status.                Horror
               4♠    Stage Fright. Under the glare of the spotlights, even a pro can freeze.         Action,
                     Choose one enemy to be disadvantaged until your cast is next on screen.         Fantasy
               3♠    Stock Footage. Stretch the budget with some archival video. Choose             Adventure,
                     one script card from the discard pile and play it immediately.                   Sci-Fi
               2♠    Stuntman Required. Leave it to the professionals... Place the Blast               Any
                     3” template anywhere on the playing area. Any Extras touched by the              Genre
                     template receive the Scared status.
                                                                                                   79
       Blow The Budget. This is the one scene everyone will be talking about         Fantasy,
 Q♦    for years to come. Just don’t check the price tag. All Stars and Co-Stars     Historical
                                                                                                   HOW TO PLAY
       activated this turn must use their star qualities.
 J♦    Cut! The crew wait to see if their work was good enough for the                Action,
       director’s discerning eye. Choose a number of plot points to gain             Historical
       between 0 and 4. The enemy player gains the same amount.
10♦    Final Reel. Your run time is nearly up... this picture needs to wrap.         Adventure,
       Each of your models can immediately move up to 2”.                              Horror
 9♦    Inevitable Explosion. It’s the ubiquitous big bang! Place the Blast            Fantasy
       5” template anywhere on the table. Models touched by this template              Sci-Fi
       receive the On Fire status and are knocked down.
 8♦    Last Chance To Impress. It’s your last chance to leave your mark on           Adventure,
       the audience and director alike. You can use star qualities this turn         Historical
       without paying any ✪ cost.
 7♦    Memorable Score. A classic tune helps drives the action! This turn,            Action,
       all stretch dice purchased gain the +1 bonus on 3+ instead of 4+.              Sci-Fi
 6♦    Plot Armour. No matter how many bullets, blades and fists are thrown,          Fantasy,
       they are deflected by ‘plot’. Choose one ally. Until they are next on           Horror
       screen, that ally cannot be the target of any strike.
 5♦    Plot Twist. You lead the audience down a familiar path, now is the            Historical,
       time to subvert all expectations. Look at the top three script cards and        Horror
       choose which one to play.
 4♦    Practical Effects. It’s not all green screen and CGI... sometimes you need     Action,
       the real deal! All props are free to use until your cast is next on screen.    Fantasy
 3♦    Re-Cast. Firing that ‘difficult’ actor means reshoots are required. Choose    Adventure,
       an ally of no more than 3 Health at its maximum. Restore it to full Health.     Sci-Fi
 2♦    Wilhelm Scream. Enemies are dispatched in style! Choose one of your              Any
       models to make an immediate strike. If this strike removes an enemy             Genre
       from play, you gain ✪✪✪.
80
     HOW TO PLAY
                                                                                  81
PHASE TW0
When your cast is on screen, you will generate and spend your plot point
resources to meet the episode’s objectives and defeat your enemy. This section
covers everything a player can do with their cast to achieve that.
                                                                                  HOW TO PLAY
     GENERATE PLOT
                          The on screen player gains ✪ according to the
        POINTS            number and types of models they have in play in
                          their cast.
                        ACTIVATE
                                       Once the on screen side has
                        MODELS         generated their plot points, they
                                       can choose to activate a number of
                                       models, one at a time.
                                 The side on screen gains ✪ according to the models they currently have in play.
                                 Models are in play if they are on the playing area and acting on your side (see
                                 the section explaining in play and removed from play on page 106). Models that
                                 are afflicted by any statuses still count as in play.
                                      EXAMPLE: The cast on screen has one Star, one Co-Star and five Extra
                                     • models in play. They will gain ✪✪✪ for the Extras (2 ½ rounded up), ✪ for
                                      the Co-Star and ✪✪ for the Star, for a total of 6✪.
                                 •    Dominated models are still in play, but are counted as part of the opposing
                                      cast when it comes to plot point generation.
                                 •    Captured models do not generate plot points.
Quite simply, you can use plot points to activate more models or have fewer
models acting more effectively.
                                                                                        HOW TO PLAY
BUY STRETCH DICE | COST: ✪ PER DIE
A player can increase the chance of a model succeeding with a strike action (see
page 104), or to increase their chance of avoiding an incoming attack by buying
stretch dice (see page 101).
                                                             ACTIVATE MODELS
                                      ONCE PLOT POINTS HAVE BEEN GENERATED, THE SIDE ON SCREEN
                                     CAN CHOOSE TO ACTIVATE ANY NUMBER OF MODELS, ONE AT A TIME
                                 Activating a model costs ✪, which is returned to the unused plot point pile.
                                 Once a model has been activated, it can normally make up to two actions - see
                                 page 85. However, a model cannot activate if:
HOW TO PLAY
                                                                   NO
                                                             Is your model
                                                  YES
                                                         Immobilised or Stunned?
NO
YES
Each model can spend its actions on a variety of tasks once activated, but there
are some restrictions - use the quick reference table on page 87 to see the cost
                                                                                                         HOW TO PLAY
of each action and the maximum times a model may perform that action per
activation.
A model can take mwo move actions during its activation by using both its
actions, unless it is suffering from a debilitating status (see page 175).
    •     t
              x2                  x2                   x2             +
    •
    •
         TWO FIGHT          TWO SHOOT            TWO PRESENCE       ONE FIGHT & ONE
          ATTACKS            ATTACKS               ATTACKS           SHOOT ATTACK
   86
              Making a statistic test and using a star quality or prop are examples of free
              actions. A model can make more than one free action during its activation. If the
              free action contains an attack, it does not count towards the limits above, under
              ‘Strike Actions’. Free actions are denoted by the 🅕 symbol on profile cards and
HOW TO PLAY
star qualities.
              Often, they are defensive and, as such, can be used in your enemy’s turn, even
              when your model is not activated. Passive actions are denoted by the 🅟 symbol
              on profile cards and star qualities.
                 Now on Chloe’s turn, she uses a move action and charges her Shapeshifter
                 in, closing the gap. This awards the Shapeshifter with a free charge attack,
                 but the Gunslinger avoids it. Chloe then uses her Shapeshifter’s Claws fight
                 attack for the second action; this is allowed because the free charge attack
                 does not count against the Shapeshifter’s actions. Will the Gunslinger meet
                 a grizzly end?
                                                                                                                 87
                                                                                                                 HOW TO PLAY
  Climb                  1          2        One level per action. See page 90.
                                             A model must be adjacent to a vehicle that has not equalled
  Enter a vehicle        1          1
                                             its capacity. See page 190.
                                             To get up, or to voluntarily choose to lie your model down,
  Knocked down           1          2
                                             each costs an action. See page 93.
  Swim                   1          1        Half movement. See page 95.
                                             You may not make both fight and shoot
STRIKE                   1          1
                                             attacks in a single activation (see page 85).
  Fight attack           1          1        Using a brawl or hand weapon.
  Shoot attack           1          1        Using a ranged weapon.
  Presence attack        1          1        Using your wits or demeanor.
FREE                     0          -        See page 108.
                                             Models cannot exit a vehicle if they entered it in the same
  Exit a vehicle         0          -
                                             turn. See page 191.
  Statistic test         0          -        See page 60.
  Use a star quality     0          -        Some star qualities may require additional actions - see profile.
  Use a prop             0          -        Some props may require additional actions - see prop.
PASSIVE                  0          -        See page 109.
SPECIAL                  1          2        See page 110.
  Aimed shot             1          1        See page 105.
  Claiming an
                         1          1        See page 68.
  objective token
  Mounting or
                         1          2        See page 93.
  Dismounting
  Moving through
                         1          2        See page 95.
  windows
  Performing a spell     1          2        See page 185.
       Focus a spell     1          1        See page 185.
   88
                                                             MOVE ACTIONS
                                    USE MOVE ACTIONS TO NEGOTIATE TERRAIN AND ENGAGE THE ENEMY
                                   •   Models can make two move actions during their activation unless
              PRODUCTION NOTES
                                       otherwise noted.
                                   •   Some special effects such as Fly allow other forms of movement.
                                       Such moves are also 6” per move action, unless otherwise stated.
                                   •   Models cannot move through enemies, walls, buildings or vehicles.
                                       There must be enough space for a model to move its base between
                                       these battlefield obstructions or the moving model cannot move
                                       past them.
                                   •   Models can move through the bases of allies if there is room for the
                                       moving model’s base to be placed on the other side of the ally model(s)
                                       moved through.
                                   •   Models that suffer the Distracted status cannot spend a second move
                                       action in a turn unless they pass a Mind statistic test.
                                 FACING
                                 These zones determine the direction the model is facing. Models can end each
                                 move action facing any direction they like without penalty. However to change
                                 the facing of a stationary model, a model must use a move action.
                                                                              89
    MV                       BUILDING
                                                                GM
                                                     MV
                         R
                                                                              HOW TO PLAY
                                             MV
                                                               MV
                                                     MV
Beau’s path to the objective token is now blocked. His Raider cannot
move through the Mutated Vermin as there is not space for the Raider’s
base to move around them, and it cannot move through enemy models
or buildings.
                             BUILDING                           GM
                                                     MV
                         R      1
                                             MV
                                                               MV
            2
                                                     MV
So Beau decides to run away! He activates the Raider with one plot point.
As the model starts in a stationary position, it must spend it’s first Move
action (1) to change it’s facing 180º. It’s second action (2) is also spent
on a Move action to move 6” - back to the rest of it’s cast - ending its
activation. Let’s hope the Raider has outrun the radioactive arthropods!
   90
              CHARGE ATTACKS
              A model that ends its first move action within fight range of one or more
              opposing models can make an immediate charge attack as a free action. A
              charge is made using any fight attack the moving model has on its profile card
              that has the range to reach the target model. Players should resolve the charge
              attack before making any further actions with the charging model.
              Models will not be able to make a charge attack if the target model was in the
              moving model’s back zone at the start of its move action, as the first move action
HOW TO PLAY
is used to change facing. Models can only make one charge attack per turn.
                 EXAMPLE: A Bold Bravo uses its first move action to rush a Goon that’s
                 getting too close. It moves 4” and ends in base contact. As the Goon is
                 in its fight range, the Bravo gets to make a charge attack against it as a
                 free action. After the strike roll is made, the Bravo can still use its second
                 action to do something if desired, including using a strike action to make
                 a fight attack against the same model.
              CLIMBING
              When a playing area has vertical features like an ancient crumbling ruin,
              cliffside, or the walls of an enemy compound, you will need to divide it into
              vertical levels, each 2” in height. Models can climb (up or down) between levels
              using their actions, and sometimes by making a statistic test, depending on the
              nature of the climb involved.
              STAIRS
              Models climbing via stairs simply use a move action to move horizontally as
              normal and will gain or lose height according to the horizontal distance they
              travel. No other rules apply for movement on stairs.
              LADDERS
              Models climbing via ladders must use a move action to ascend or descend
              one level if they are immediately adjacent to the ladder. This action cannot be
              combined with horizontal movement.
                 EXAMPLE: Charlotte’s Assassin has made its kill and flees along the castle
                 walls, two levels up, away from Dave’s pursuing Guards. The Assassin could
                 turn to face them, or it could leap off the wall. But Charlotte realises that
                 there’s climbable ivy growing on the walls and the Assassin is adjacent right
                 now! She uses the Assassin’s two actions to move two levels down to the fields
                 below, remaining in base contact with the vines at the end of its movement.
                                                                                      91
DOORS
All doors are assumed to be normal-sized unless otherwise stated. Small and
medium based models (see Base Sizes, page 57) can move through these doors
                                                                                      HOW TO PLAY
without penalty. Players should specify any larger-sized doors on the playing area
before play begins.
A model can move through these doors without penalty if its base is equal to or
smaller than the width of the door. Normal-sized doors are obstacles (see page
94) to models with the Large and Massive special effects.
FALLS
Models can choose to drop from an edge to a lower level, or can fall as the result
of an attack, such as being pushed by another model. A model that survives a
successful strike while climbing must pass an immediate Body statistic test, or
suffer a fall.
Place the dropping or falling model on the lowest level below the point from
where it fell. Roll 1D6 for each level a model drops or falls and total the result.
If the result is equal or greater than the model’s Defence statistic, it loses
1 Health and is knocked down. After you resolve the drop or fall, the model’s
activation finishes.
              FREE STRIKES
              Models that use a move action to move out of the fight range of one or more
              enemy models will suffer one free strike from each enemy.
              These free strikes take place as soon as the player states the activating model’s
              intention to move out of each enemy’s fight range (i.e. before the moving model
              begins its move action).
              Each enemy eligible to make a free strike must choose one of its fight attacks
HOW TO PLAY
              Moving models always count as disadvantaged (see page 102) against a free
              strike. Additionally, a model with the Shield special effect does not gain its
              bonus to its Defence.
              Models can only suffer free strikes when moving in their player’s own action
              phase, and never during their opponent’s turn. Stunned and knocked down models
              can never make free strikes.
              An enemy’s fight range is noted in the attacks section of its profile. This is
              normally base contact (0”), but some fight attacks have a range listed that
              allows free strikes to be made at greater distances. Models can free strike any
              number of models in one turn, but can only strike each model once.
              Models suffer all the effects of a successful free strike immediately. This
              includes losing Health or receiving statuses. This means that if the moving
              model receives a status that hinders the rest of their turn, they must follow the
              effects of the status immediately. As a result, they remain in base contact with
              the enemy model(s).
              Once all free strikes have been determined, the moving model can complete its
              move, providing no status effects prevent this.
KNOCKED DOWN
Models can be knocked down as a result of attacks, special effects or scenario
conditions - or simply to hide behind cover! At the end of any of a model’s move
actions, a player may voluntarily have an ally model knocked down. This could be
to represent a model diving behind cover, or ducking out of sight of enemy fire.
Knocked down models are placed lying down on the table. While knocked
down, a model cannot make fight attacks and can only move 2” with each
move action spent.
                                                                                    HOW TO PLAY
When drawing line of sight to, or from, a knocked down model, use the closest
part of the knocked down model. Knocked down models count as disadvantaged
(see page 102) when attacking or defending against strikes. A knocked down
model must use a move action to stand up. Knocked down models do not block
line of sight.
MOUNTED MODELS
Models with the Mount special effect can be ridden by models with the
appropriate Rider special effect. Both models generate plot points. They are
activated separately (e.g. one plot point each) and may be targeted individually.
RIDERS
Mounting and dismounting each cost the Rider model a special action. Once
mounted, the Rider:
•   Is limited to one action per activation, and cannot make any Move actions
    until it dismounts
•   May add one stretch die to all fight attacks against medium unmounted
    models
•   Gains +2 Defence bonus while on its mount - but are considered a
    disadvantaged defender
MOUNTS
Once mounted:
•   Always use the Mount’s Move to calculate the distance a model is moved
•   Mount models may change their facing (see page 88) up to 180 degrees as
    a free action
•   Massive models gain +2 to all fight and shoot attacks against models with
    the Mount special effect when they bear a rider
When a mount is removed from play, the Rider model is placed where the mount
was removed and must pass a Body statistic test or be knocked down.
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              OBSTACLES
              Obstacles can slow down models and make for a tactically challenging place to
              do battle. Examples include walls, hedges and ditches. Obstacles are typically
              only about 1” deep or high.
              If the height and depth of the obstacle is not greater than the model’s height,
              the model can move across it as normal.
              If the obstacle’s height or depth is greater than the model’s height, the model
HOW TO PLAY
              must pass a Body statistic test. If the test is passed, the model can complete
              its movement. If the test is failed, the model ends its movement in base contact
              with the nearest side of the obstacle.
              Models intending to cross an obstacle can only spend one of their actions moving
              this turn. A model can never cross an obstacle using their second move action.
                 EXAMPLE: Two Cops are chasing after an escaped Thug who’s just made it
                 over a low perimeter wall. The wall is 3” away from the first Cop, so it can
                 move its full move rate of 6” and be placed over the wall, but cannot move
                 further. The second Cop is lagging behind and is 7” from the wall. Its first
                 move action takes it to within 1” of the wall, but it is not allowed to spend
                 a second action to get over the wall. So, it uses its second action to move
                 adjacent to the wall.
PUSHING MODELS
Pushes are usually part of a weapon effect, star quality or special effect. The rules
will state when, and how far, a model can be pushed. When a model is pushed,
move it the indicated distance directly away from the pushing model. If there is no
room to move the pushed model this distance, move it as far as you can.
                                                                                        HOW TO PLAY
Pushed and pushing models never suffer free strikes from each other as a result
of a push movement. Models can never be pushed off the playing area.
   EXAMPLE: Amy’s Great Monstrosity has been chasing Jim’s Final Girl and
   finally gets her in range for a Tail Lash. The range of the Tail Lash is 2”
   and Pushes 4” directly away from the Great Monstrosity. The Final Girl
   moves the 4” and then must make a Body statistic test as a result of the
   Push weapon effect. She fails and is immediately knocked down. Perhaps
   this Final Girl won’t make it to the sequel after all...
ROUGH GROUND
Rough ground is any part of the playing area where the going is difficult or
broken. Rough ground can occur in small or large patches.
Examples of rough ground are swamp, bog, mud, dense woods, boulders, broken
ground, soft sand, scree, steep (but not vertical) slopes and shallow water.
All movement through rough ground costs 2” of movement allowance for every
1” travelled.
SWIMMING
All models are assumed to be able to swim. Models can only move once in a turn
when going through water. All movement through water costs 2” of movement
allowance for every 1” travelled.
WINDOWS
Models must spend a special action to move through windows.
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     HOW TO PLAY
                                                                                                        97
                                STRIKE ACTIONS
MODELS CAN USE STRIKE ACTIONS TO MAKE FIGHT, PRESENCE AND SHOOT
    ATTACKS TO DISABLE AND REMOVE ENEMY MODELS FROM PLAY
                                                                                     PRODUCTION NOTES
  When a model uses a strike action, choose one attack listed on its profile
  card, which will indicate if it is a fight, shoot or presence attack. The term
  physical strikes is used to jointly refer to fight and shoot attacks.
  Models are restricted in the number and type of attacks that can be used
  during their activation. Models cannot:
                                                                                                        HOW TO PLAY
  •        Make two fight attacks, two shoot attacks or two presence attacks in
           any single activation
  •        Make a shoot attack and a fight attack within one activation
  •        Make shoot attacks if they are in fight attack range of an opposing
           model, but may make presence attacks under these circumstances
  •        Make any strike actions if they are affected by the Immobilised or
           Stunned status
  Note that it is possible to combine fight and shoot attacks in the same
  turn by using some special effects or playing script or prop cards.
      1.   Declare a target
      2.   Determine line of sight
      3.   Determine the range
      4.   Defender makes a defence roll
      5.   Attacker makes a strike roll
      6.   If attacker is successful, determine weapon effects
1. DECLARE A TARGET
Before an attack is attempted, you must declare the target of that attack. A
target is any model. You cannot target an area of ground, building or item of
scenery unless the attack uses a template (Barrier, Beam, Blast 3”, Blast 5”
or Teardrop - see Weapon Effects, page 170).
Attacks that do not use a template will affect only the target model. Attacks that
do use a template will affect all models whose bases are under the template
area. In these cases, resolve an attack against each target model, one at a time.
   98
              Any part of the target model’s base (or the model if it has no base) must be in
              the front 180º of the attacking model - models cannot normally make attacks
              against targets that are behind them.
HOW TO PLAY
              If a direct line from the attacking model to the target model passes through
              models with equal-sized or larger bases, the target model cannot be attacked.
              No clear line of sight can be drawn.
                      SO
                                                                            SO
                                                                 SO
                                                                                      SA
                                SS                                         SO
                                                                 VIP
                                                                                 BUILDING
                        BUILDING
                                                          WALL
                             can be targeted
                             cannot be targeted
SOFT COVER
Soft cover is any terrain that obscures a model but does not significantly prevent
an attack penetrating it. Examples of soft cover would be smoke, darkness, areas
of light woodland, hedges or bushes. A model in base contact with, or obscured
                                                                                       HOW TO PLAY
by, soft cover gains +1 Defence from shoot attacks only. A defending model
behind soft cover is disadvantaged and so cannot add stretch dice to its rolls.
HARD COVER
Hard cover is any terrain that both obscures a model and allows a decent degree
of physical protection against an attack. Examples of hard cover would be a
wall or building. A model in base contact with, or obscured by, hard cover gains
+2 Defence from shoot attacks only. A defending model behind hard cover is
disadvantaged and so cannot add stretch dice to its rolls.
OBSTACLES
Models can perform shoot attacks over obstacles as per the normal shooting
rules. Models can also make fight and presence attacks over an obstacle, as long
as the range on the attack line reaches the target. The defending model in this
case gains +2 Defence and is disadvantaged, as per hard cover.
If the target is out of the line of sight for any of the above reasons, the model’s
strike action fails at this point and the action is spent.
 100
              NO PRE-MEASURING
              In 7TV, there is no pre-measuring; therefore, if the attack doesn’t reach the
              target, it counts as an automatic miss and the strike action is spent.
HOW TO PLAY
              USING TEMPLATES
              If the Blast 3” or Blast 5” templates are used, it should be placed so that the
              centre of the template is no further from the attacker’s base than the maximum
              range of the attack.
              The Barrier, Beam and Teardrop templates are placed according to the weapon
              effect descriptions on page 170.
                                                                                      HOW TO PLAY
        A                    B                    C                   D
    DEFENDER’S          PLUS ANY            PLUS AN              PLUS ANY
     DEFENCE            MODIFIERS          INITIAL DIE         STRETCH DICE
     STATISTIC
                                               1 DIe             ?        ?
A. THE DEFENDING MODEL’S DEFENCE STATISTIC
You always start with the Defence statistic of the defending model.
C. AN INITIAL DIE
Models always roll one die to add to their defence roll, unless they have the
Stunned status. Stunned models do not roll any dice in steps C or D.
D. STRETCH DICE
Unless their model is disadvantaged (see page 102), the defending player can
spend any amount of ✪ to add +1 stretch die for each point spent. However,
they must choose to add any stretch dice before they make their defence roll.
              STATUSES
              When a defending model is afflicted by a status, it suffers the penalties of that
              status effect plus -1 to its Defence. Multiple statuses have a cumulative effect.
              For example, a model with three statuses would suffer a total of -3 to its Defence.
              DISADVANTAGED DEFENDERS
              Defending models are disadvantaged when their combat readiness is less
              than optimal.
                 Disadvantaged models cannot add stretch dice to their rolls and skip
                 step D of the defence roll process, although they still gain the initial
                 one die in step C.
DISTRACTED
Affected models have lost focus and are open to attack.
IMMOBILISED
These models are rooted to the spot and are defenceless.
KNOCKED DOWN
                                                                                  HOW TO PLAY
Knocked down models do not have the full range of movement while on the
ground, so find it harder to defend themselves. See page 93 for more details
on knocked down models.
STUNNED
Stunned models are in an even worse situation than knocked down models,
having to rely almost solely on their natural toughness to avoid suffering the
effects of a strike.
ON FIRE
Models On Fire have more immediate concerns than defending themselves.
                          A                    B                C                   D
                       STRIKE              PLUS            PLUS AN             PLUS ANY
                      NUMBER               ANY            INITIAL DIE        STRETCH DICE
HOW TO PLAY
                                         MODIFIERS
                   ADD THIS NUMBER TO
                  YOUR DICE ROLL WHEN
                   YOU MAKE AN ATTACK
                                                             1 DIe             ?        ?
              A. THE STRIKE NUMBER OF THE ATTACK
              You always start with the strike number of the attack being used. This is shown
              on the model’s profile card in the strike column.
              C. AN INITIAL DIE
              Attacking models roll one die to add to their strike roll.
              D. STRETCH DICE
              The attacking player can spend any amount of ✪ to add +1 stretch die for each
              plot point spent. But they must choose to add any stretch dice before they make
              their strike roll.
STATUSES
Each status an attacking model has means its performance is compromised and
its attacks will be less accurate. An attacking model suffers -1 to their strike
number for each status it is affected by.
AIMED SHOT
Models can spend a special action in the same turn to aim, which allows shoot
                                                                                        HOW TO PLAY
attacks to gain +1 to their strike number for this shot only. If weapons that use a
template are aimed, all strike rolls made against models under the template gain
this bonus.
DISADVANTAGED ATTACKERS
Attacking models are disadvantaged when their combat readiness is less than
optimal. Attacking models are disadvantaged while they are:
•   Knocked down
•   On Fire
•   Attacking with a risky shot
KNOCKED DOWN
Knocked down models do not have the full range of movement while on the
ground, so find it hard to make a competent attack. See page 93 for more
details on knocked down models.
ON FIRE
Models On Fire have more immediate concerns than attacking other models.
When a shoot attack is declared and the target model is engaged, the attacking
model counts as disadvantaged. If the strike misses, the target model’s player
may randomly choose one other model from either side in fight range of the
original target model. The chosen model now counts as if it was the target of a
successful strike by the attacking model.
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A target model will also lose 1 Health if it receives two statuses of the same type.
+ = -1 HEALTH
                                 When a cast has more models removed from play than it has in play, that cast is
                                 considered at risk of being axed in the player’s next end phase (see page 112).
                                 When a model is removed from play, it is taken off the playing area and placed
                                 to the side. Models can be removed from play as a result of attacks (usually by
                                 being reduced to 0 Health), episode conditions, or other special rules.
                                 Models that are removed from play do not generate plot points for their cast in
                                 the action phase.
      HOW TO PLAY
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 108
                                            FREE ACTIONS
                   SOME ACTIONS ARE QUICK, REACTIVE OR REQUIRE LITTLE EFFORT
              Free actions never count towards the maximum of two actions you can make
              with a model during its activation. Models can use any number of free actions
              during their activation, either before or after any other action. Free actions are
              denoted by the 🅕 symbol on profile cards.
              If the free action contains an attack, it does not count towards the strike actions
              limitations on page 85.
HOW TO PLAY
              STAR QUALITIES
              Each Star and Co-Star profile lists a star quality. Using a star quality is a free
              action, but a player must immediately pay the listed ✪ cost, as indicated in a
              star quality’s description.
              USING A PROP
              Stars, Co-Stars and Extras with the prop special effect can use a free action to
              use any prop in the player’s prop store (see page 180). There may be a ✪ cost or
              for using some props - and some may also require using a special action.
                 EXAMPLE: The Secret Agent moves for one action, shoots the Mastermind
                 for their second action and then uses a free action to use a prop.
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                          PASSIVE ACTIONS
       SOME ACTIONS ARE ALWAYS OPERATING, WITHOUT THE MODEL
            NEEDING TO SPECIFY WHEN THEY’RE USING THEM
                                                                                                      HOW TO PLAY
e.g. falling.
   EXAMPLE: Callum’s Dog has just been the subject of Conor’s Killer
   Robot’s Metal Claw strike! Thankfully, Callum’s Dog avoided the fight
   attack and its passive special effect Fight Back triggers:
       Fight Back 🅟❶ - After this model has been the target of a fight
       attack, it can make a fight attack against that enemy, if that enemy
       is in range of that attack.
   This passive special effect reflects the Dog’s speed at retaliating and
   is therefore considered to be always active. This means that it can even
   be used within Conor’s (the enemy’s) turn without the activation cost.
                                             SPECIAL EFFECTS
                                              Fight Back 🅟❶                Sixth Sense 🅟
                                              After this model has        Enemies cannot use
                                             been the target of a fight   Camouflage, Espionage
                                             attack, it can make a        or Invisible if they are
                                             fight attack against that    within 8” of this model,
                                            enemy, if that enemy is in    and instantly lose those
                                            range of that attack.         benefits.
                                            Move 8” 🅟                     Small 🅟
                                            This model travels 8” with    This model can move
                                            a single move action.         through the bases of
                                                                          enemies.
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                                                          SPECIAL ACTIONS
                  SOME ACTIONS ARE MORE COMPLEX AND NEED GREATER ATTENTION
              Special actions allow models to perform more complex, often non-combat, tasks
              when they activate. As such, they require a little more concentration and cost a
              model one of its actions. These are denoted by the 🅢 symbol on profile cards.
              Models that spend a special action to aim a ranged weapon, gain +1 to their
              strike roll for the next shoot attack they make in the same action phase.
                STAR QUALITY
                Divine Onslaught ✪🅢❶          Fight Back 🅟❶
                Barrier. All allies touched   After this model has
                by the template may           been the target of a fight
                add the Stunned status        attack, it can make a
                weapon effect to any fight    fight attack against that     SPECIAL EFFECTS
                attacks this turn.            enemy, if that enemy is in     Backstabber 🅟                  On the Hunt 🅕❶
                                              range of that attack.          When attacking an enemy
                SPECIAL EFFECTS                                                                             Whenever an enemy
                                              Infamous 🅟                     in their back zone, this       completes a move action,
                Brave 🅟                                                      model gains one stretch
                                              Reroll one die when                                           you may move this model
                This model never receives                                    die to strike rolls.
                                              making presence attacks                                      3” toward that enemy.
                the Scared status. This
                                              against enemies facing in     Hide 🅟                         This movement does not
                model counts its strike as
                                              this model's front zone.      If this model has a bonus      trigger free strikes.
                +1 against enemies with
                Scared weapon effects.                                      from soft cover, hard cover    Vanish ✪🅢
                                                                            or obstacles, then enemies     Place this model 12”
                Face Me, Coward! 🅢                                          making shoot attacks
                Choose an enemy within                                                                    away without suffering
                                                                           against this model             free strikes. The effect
                6” to make an opposed                                      automatically miss if the
                Spirit statistic test. If                                                                 can only be used as this
                                                                           distance is more than half     model’s first action, and
                the enemy fails, you may                                   the attack’s range.
                change its facing.                                                                        using it ends this model’s
                                                                                                          activation.
      HOW TO PLAY
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 112
PHASE THREE
In the end phase, the player on screen must follow these three steps in order.
              is considered to be axed if it has more models removed from play than models
              in play. Note that the return of models to play for any reason could cause a
              previously axed cast to no longer be axed.
              If their cast is axed, a player must make a Spirit statistic test (see page 60)
              using the Spirit statistic of any Star or Co-Star still in play. If there is no Star or
              Co-Star in play, the test is automatically failed.
              If the test is passed, there is no effect. If the test is failed, the player must
              remove 1D6 of their models from play immediately.
              Once a cast has been axed, its Extras no longer generate any plot points during
              the action phase.
              If the model has 1 or more Health remaining, the enemy player can move the
              affected model up to 3” in a direction of their choice. The model will stop if
              it makes contact with another model’s base or a solid obstacle (like a wall,
              building or vehicle).
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                                                                                          HOW TO PLAY
A player must declare their intent to steal the scene in the end phase.
Discard your token to show that you have stolen the scene for this episode.
When a player steals the scene, they may activate a single Star or Co-Star -
even if they have already activated this turn.
However, the chosen model cannot activate any other models by any means
(for example, with the Leader special effect).
But remember, if the top card on the script deck is a finale card then no player
can steal the scene for the remainder of the episode. So pick your moment!
   EXAMPLE: The villains have just taken their turn and the episode is at a
   critical moment. The villainous player decides to steal the scene to try and
   turn the tide of the battle. They decide to activate their Evil Overlord. That
   Star has already activated, but thanks to stealing the scene, they gain a
   second free activation, with two actions.
 114
              THE epilogue
              AND... CUT! THAT’S A WRAP! BUT WHO
              HAS GIVEN THE BEST PERFORMANCE?
HOW TO PLAY
                                                                                           115
THE EPISODE WILL COME TO AN END WHEN ONE OF THE FOLLOWING OCCURS:
Now is the time to shake hands, discuss the game and see what you can learn to
improve your chances next time! Once that’s all been done, you and your opponent
can add up your victory points to see who came out on top in the episode.
                                                                                            HOW TO PLAY
VICTORY POINTS
Victory points (VPs) are a numerical score of how well you did during a scene. Each
side should consult the table below and add up all the VPs they are entitled to.
LEVELS OF VICTORY
Clearly, you should know just how well you have beaten your opponent - have
you just grazed through at great cost to yourself, or is your victory decisive and
crushing to your enemy’s morale - at least until the sequel?
Subtract the lowest VP total from the highest and consult the table below.
                                     EXAMPLE TURN
              Georgia and Luca are playing an episode of their own pastiche titled: War
              Amongst the Stars. Georgia will play the heroic cast of smugglers and rebels
              while Luca will play the villainous cast of imperialists and evil space wizards.
              Luca’s Evil Overlord has the Magic User (1) special effect. He selects the Spark
              of Courage spell to be used for this game. He only gets one spell as specified by
              the (1) in the special effect name.
                  OVERACTING – Someone better fetch the tissues, it’s about to get emotional.
                  Choose any Star or Co-Star model. That model receives the Distracted status.
He spends one plot point to activate his Ruthless Nemesis and uses a move
                                                                                        HOW TO PLAY
action to position it closer to an enemy model. Luca then uses the Co-Star’s
I Work Alone special effect:
As the symbols denote, Luca must pay one plot point ✪, to use this special
effect. This is a free action that does not count towards the total actions in
this model’s activation, but this special effect can only be used once per turn.
Luca uses the template and moves the affected allies to the edge. Now that the
Ruthless Nemesis is empowered by the +1 to its strikes, it targets the enemy
Commander with a Signature Pistol shoot attack.
The attention then passes to the defender of the strike, and Georgia decides that
she needs to protect her Commander due to its invaluable Unit Leader special
effect. She pays ✪✪ to stretch its defence roll, rolling two extra dice. She rolls
three dice and gets a 3, 3, 1 - a terrible result! Georgia takes 3 from the highest
die rolled, plus 8 from its Defence statistic... and nothing else (as neither of the
stretch dice rolled 4+). This gives a defence roll total of 11.
Luca decides this is an easy elimination and doesn’t add any stretch dice to the
Ruthless Nemesis’ shoot attack. He rolls a 5, adds +7 for the weapon strike,
and adds a further +1 from the Ruthless Nemesis’ earlier use of its I Work Alone
special effect. This strike roll total of 13 beats the Commander’s defence total of
11, so inflicts -1 Health.
Georgia places a wound token on her Commander, leaving the model with 1
Health remaining. Luca follows up, stating his weapon has 2 Shots and primes
to make the second attack. But Georgia reminds him that to use 2 Shots, a
model must use two actions, and he has already spent a move action so the
Ruthless Nemesis’ activation ends.
 118
              Luca moves on to his own Commander, activating it and deciding to use the
              Unit Leader special effect:
              All four of the Imperial Troopers remaining in the unit are within 6” and can
HOW TO PLAY
              therefore activate if Luca spends just one plot point! Luca activates his Imperial
              Troopers and the remaining action of the Commander. In the messy gunfight that
              follows, he manages to remove two Freedom Fighters from play! Neither player
              added any stretch dice, due to both players running low on plot points.
              Luca then activates the Evil Overlord and immediately uses the spell he chose
              during the set-up of the game:
              To perform the spell, Luca sets aside the magic pool, which is just one die and
              in line with the Magic User (1) special effect. To successfully use the spell,
              Luca must reach the difficulty, which is noted as Spirit 9. This means that he
              must achieve 9+ by rolling his magic pool and adding the Evil Overlord’s Spirit
              4 statistic. Luca rolls a 1 which not only fails the spell (1+4 does not equal 9+)
              but triggers the backlash mechanic (due to rolling a 1 on any magic pool die).
              Luca rolls on the backlash table and gets a 6: the Distracted status.
              Usually, this would mean that the spellcaster receives a status as a result of the
              backlash, but the Evil Overlord has a passive special effect:
                 Ruthless 🅟
                 This model can never receive the Distracted or Dominated statuses. It is
                 never subject to risky shots.
              Due to the special effect having the passive symbol, this means it’s always
              active, therefore the Evil Overlord doesn’t receive the Distracted status.
              Failing to execute his original plan, Luca decides to switch up his tactics and
              use his Evil Overlord’s special effect:
                                                                                     119
   Fearful Reverence 🅢
   No enemy within 6” may benefit from the Unit Leader or Leader special
   effect until this model is next on screen.
The Evil Overlord is within 6” of both Georgia’s Daring Rebel and her
Commander, rendering their effects useless in the next turn. Due to this special
effect being a special action, it finishes the Evil Overlord’s activation and ends
Luca’s turn on screen.
                                                                                      HOW TO PLAY
LUCA’S END PHASE
Luca has more models in play than not, so he does not need to check if his cast
is axed. None of his cast is On Fire, so his turn is over.
   STAGE FRIGHT: Under the glare of the spotlights, even a pro can freeze.
   Choose one enemy to be disadvantaged until your cast is next on screen.
Georgia activates her Loveable Scoundrel first. Georgia considers the fact
that her Star is currently suffering the Distracted status, but decides that the
Loveable Scoundrel can push through this debilitating status.
Georgia targets the enemy Imperial Trooper that had moved into base contact
with the Loveable Scoundrel in the previous turn. She begins with the Disarming
Smirk presence attack. Luca makes his defence roll and spends ✪ to buy an
extra stretch die, resulting in a 5 and a 4 (a further +1) for a dice total of 6.
So that’s 6, plus the trooper’s +8 Defence - which totals 14.
Georgia decides she will stretch the attack roll, as removing her enemy’s unit
leader is invaluable. She pays for one additional stretch die and makes the
roll with a 6 and 3. However, due to the Distracted status, she must reroll the
highest die roll, and her new roll result is 3 and 3. Luca then kindly reminds her
 120
              that for every status a model is suffering when making an attack or defence roll,
              they must deduct 1 from the total result. So, 3 (from the initial die) +8 (from
              the weapon strike) -1 (from the Distracted status) totalling 10: a miss.
              Collecting herself, Georgia decides that she should remove the status after
              all and pays ✪. She then uses the Loveable Scoundrel’s second action to use
              the Underhand Tactics fight attack against the Commander. This instance of
              making two strikes in one activation is only possible because players may pair a
              presence attack with either a shoot or fight attack.
HOW TO PLAY
              This time, neither player buys stretch dice to improve their rolls as plot points
              are running low. Luca rolls a 2, +8 Defence to total a defence roll of 10. Georgia
              rolls 5, +7 (for the strike value) totalling 12 - a hit! Luca’s Commander receives
              the Stunned status as a result of the strike and, as part of the Stunned status’s
              effect, is immediately knocked down, so Luca lays his model prone.
                 New Hope ✪
                 Stretch dice cannot be added to rolls defending against strikes made by
                 this model, or to strikes made against this model, until the Daring Rebel
                 is next on screen.
                                                                                    121
Unless otherwise stated, a star quality is considered a free action so the Daring
Rebel lines up an Imperial Trooper and uses its Handgun. Luca cannot add
stretch dice to his defence roll due to the New Hope star quality (he rolls 3 +8
Defence for a defence roll of 11). Georgia also doesn’t stretch the roll, but her
initial die rolls 5, +7 from the weapon strike to give a total strike roll of 12.
But before the weapon effect is conferred, the Imperial Trooper has the passive
special effect Light Armour.
Light Armour 🅟
                                                                                     HOW TO PLAY
   Whenever this model is the target of a successful strike, roll 1D6. On a
   roll of 6, the effects of the strike are ignored.
Luca kisses the die and rolls... a 1. The Imperial Trooper only has 1 Health
to start with, and so is immediately removed from play. Georgia then uses her
Daring Rebel’s 2 Shots weapon effect to take a second shot using its remaining
action - targeting the Commander.
Again, Luca cannot add stretch dice to his roll due to Daring Rebel’s New Hope
star quality. The Commander’s initial die rolls 5, + 8 Defence for a total of 13.
Georgia pays for one stretch die and roll a total of 7, adds +7 from the weapon
strike for a total strike roll of 14. A close win for Georgia, and the Commander
receives a wound.
TO BE CONTINUED...
Can the fleeing heroes make their grand escape, or will they fall into the
clutches of the sinister Empire? Stay tuned!
CHAPTER      03
 episodes
 GAMES OF 7TV ARE CALLED EPISODES,
 INSPIRED BY THE FILMS AND TV SERIES
 WE ALL LOVE.
                             PLAYING EPISODES
                7TV SUITS A VARIETY OF STYLES OF PLAY. YOU CAN PLAY ONE-OFF
                   BATTLES, STORY-LED GAMES OR EVEN LONGER CAMPAIGNS
7TV can be played in a variety of different ways to suit taste, or the time available.
           OPEN PLAY
           If you just want a quick game or are learning the system, we recommend open
           play. This allows you to choose any profiles, following the regular ratings and genre
           rules (see page 22-25). Just choose one of the six episodes on pages 126 to 132.
           NARRATIVE PLAY
           Many 7TV players enjoy creating their own backgrounds for TV shows and
           characters for a richer gaming experience. Players can still play any of the six
           types of episodes for a game, but can also choose to add further cinematic flair by:
           There are three narrative episodes in this rulebook - pitting beloved archetypes
           from different genres against one another (see page 133). But 7TV is a sandbox,
           so we encourage players to create their own casts and episodes for their
           favourite cinematic sequences!
           CAMPAIGN PLAY
           Campaigns are simply linked narrative games. You may decide to embark on
           an epic quest over several gaming sessions. Here, your success or failure can
           impact subsequent games. The Ratings War rules (see page 166) offer a set of
           light campaign rules for this style of play.
                                                                                                                                                                      F E A T U R E                                               P A C K
                                         VISIT AMAZING WORLDS
           FEATURE PACKS                  AND CONQUER THE UNIVERSE!
           Feature Packs are ideal if you prefer not to create
           your own casts and just want to start playing 7TV
           in one of your favourite genres. There are several
           Feature Packs available from Crooked Dice.
                                        7TV games. Players can pit their           can play a cast of heroic Radium
                                        wits in a short linked campaign in         Rangers or the villainous Uranian
                                        some of your favourite cinematic           Empire. Each cast can play through
           player to use, or overcome, as  the story progresses.                                                                                                                            RICK RHODES AND THE
                                       CONTENTS
                                        80 page episode guide • 17 profiles cards • 10 accessory cards
                                        You will require 7TV: PULP to play this Feature Pack.
                                                                                                                                                                      PIRATES OF LUNA CITY
                                                                                                                                                                       CROOKED DICE GAME DESIGN STUDIO PRESENTS A PINNACLE PACIFIC PICTURES PRODUCTION
                                         Crooked Dice Game Design Studio © 2022 • Miniatures and video tape not included.                                                  “PIRATES OF LUNA CITY” STARRING SIMON BLACKSMITH AND DOROTHY ROSEWOOD
                                                                                                                                                                       DIRECTED BY ROBERT HALL PRODUCED BY SPENSER PACKARD DISTRIBUTED BY PINNACLE ARTISTS
Each of the six open play episode types detailed below follow this format. This
format contains all the basic information you need to set up, play and conclude your
games. Use these options instead of the standard steps set out in Chapter 02.
All the six episodes are designed to be played on an area up to 3 feet by 3 feet.
SYNOPSIS
This is the storyline that gives details of the motivation for each side during
the scene.
PROLOGUE
SET UP
Any additional rules that alter the playing area size, cast start locations, or
where to place objective tokens will be given here.
                                                                                        EPISODES
THE SCENE
AND… ACTION!
Initiative is determined normally for all scenes unless noted here.
SPECIAL RULES
If a scene uses any special rules, these will be noted in this section - always
read these carefully before you start play.
DIRECTOR’S CUT
Add some variety to scenes with a choice of further conditions. Three options
are provided for each scene.
END CREDITS
A scene normally ends when one player has no models left in play, or when there
are no script cards left. Find any other conditions that would end a scene here.
EPILOGUE
VICTORY POINTS
Victory points (VPs) are used to determine the winner of an episode. The rules
for victory points are given on page 115, but if the episode uses any additional
victory point conditions, they will be detailed here.
126
                                     THE BATTLE
           SYNOPSIS
           An all-out fight between the heroes and villains, normally the major turning
           point in, or the climax of, a film or TV episode. Whether it’s the conflict that
           begins it all, or the final showdown to conclude the drama, nothing will be the
           same after this battle.
           PROLOGUE
           SET UP
           Both sides set up their models according to the cast start locations rules on
           page 69.
           THE SCENE
           AND… ACTION!
EPISODES
           SPECIAL RULES
           Models within 6” of an objective token
           can each reroll one die every turn.
           DIRECTOR’S CUT
           Add some variety to a Battle episode by
           including one of these conditions to your
           game:
           EPILOGUE
           VICTORY POINTS
           Use the standard victory point rules to
           determine the winner of this scene.
                                                                                         127
                           THE ESCAPE
SYNOPSIS
One cast has been discovered in enemy territory. Whether they’re discovered while
trying to slip through an airport unseen or attempting to infiltrate an embassy, their
plan has failed and the only course of action left is to fight and evade capture.
PROLOGUE
SET UP
Both sides set up their models according to the cast start locations rules on
page 69.
THE SCENE
AND… ACTION!
Determine initiative as normal.
                                                                                          EPISODES
SPECIAL RULES
The escaping cast are the defenders. The defenders must escape off the
attackers’ starting location edge to escape. A model in the escaping cast can
move off the playing area edge of its chosen escape route. Models doing so
are considered to have escaped, and do not count as removed from play when
determining axed tests. Vehicles cannot exit the playing area in this scene.
DIRECTOR’S CUT
Add some variety to an Escape episode by including one of these conditions
to your game:
EPILOGUE
VICTORY POINTS
If the defenders manage to escape with half their models or more, they gain
+2 VP. If the attackers manage to prevent this, they gain +2 VP. The defenders
do not gain VP for removing attacking Stars or Co-Stars from play. Instead, they
gain +1 VP for each Star and Co-Star that manages to escape.
128
                                        THE RACE
           SYNOPSIS
           Both casts are attempting to reach the goal before the other cast can claim it.
           To compound matters, the location is unstable. Perhaps the roof is threatening
           to collapse, or the whole area is about to be destroyed at any moment by some
           other impending catastrophe!
           PROLOGUE
           SET UP
           Both sides set up their models according to the cast start locations rules on
           page 69.
           THE SCENE
           AND… ACTION!
EPISODES
           SPECIAL RULES
           Players gain ✪✪✪✪ if they choose to turn over two script cards.
           DIRECTOR’S CUT
           Add some variety to a Race episode by adding one of these conditions to your
           scene:
           •   Difficult Path - When a model intends to make a second move action, they
               must pass a Body statistic test. If failed, the movement is halved.
           •   Dangerous Curves - Before the game starts, one player rolls 1D6. The first
               player to inflict statuses to their opponent’s cast equalling the number rolled
               gains +2 VP.
           •   The Chase - Each player gains six objective tokens, and both players should
               place six small terrain pieces equal distances apart around the board.
               Players can place one of their tokens each time a model is in base contact
               with one of the terrain pieces. The first player to place a token on each piece
               gains +2 VP.
           EPILOGUE
           VICTORY POINTS
           Use the standard victory point rules to determine the winner of this episode.
                                                                                        129
                              THE RAID
SYNOPSIS
One cast is seeking to strike behind enemy lines, perhaps to assassinate or
defeat a member of the opposing cast. Whether it is a personal vendetta or the
culmination of a deep cover mission, they mean to confront and defeat their
enemy at all costs.
PROLOGUE
SET UP
Both sides set up their models according to the cast start locations rules on
page 69.
THE SCENE
AND… ACTION!
                                                                                         EPISODES
Determine initiative as normal.
SPECIAL RULES
The defending side gains one free VIP Extra to add to their cast, if they don’t
already have one. This model is the target of the assassination attempt.
DIRECTOR’S CUT
Add some variety to a Raid episode by including one of these conditions in your
scene.
•   Booby Traps - Any attacking model that collects an objective token must pass
    a Mind statistic test after doing so. If failed, they receive the Stunned status.
•   Home Alone - In act two, Extras activate for free if they are more than 8”
    from any other model.
•   Stakeout - If, at the end of the game, the attackers have any of their models
    in their starting table half, they lose 1 VP.
EPILOGUE
VICTORY POINTS
Use the standard victory point rules to determine the winner of this scene. In
addition, the defenders gain +2 VP if the VIP is still alive, while the attackers
gain +2 VP if they remove the VIP from play.
130
                                     THE RESCUE
           SYNOPSIS
           Maybe your enemies have kidnapped a loved one and trapped them in the
           highest tower or chained them to cliffside rocks! Simply, one cast has captured
           a member of the opposing cast. The captors must prevent their enemies from
           rescuing the captive.
           PROLOGUE
           SET UP
           The defending side gains one free VIP Extra to add to their cast, if they don’t
           already have one. Both sides set up their models according to the cast start
           locations rules on page 69. The captive VIP model is placed in base contact
           with the defending cast’s Star. The attackers must rescue the VIP and escape
           with them off any playing area edge in their start location area.
EPISODES
           THE SCENE
           AND… ACTION!
           Determine initiative as normal.
           SPECIAL RULES
           The VIP starts as Captured by the defending cast’s Star. If that Star is removed
           from play, the VIP can only move 1” towards the nearest ally model during each
           script phase. It can make no other actions.
           If the model makes base contact with an ally model, it remains in base contact
           with that model (following the movement rules for Captured) until that model
           is removed from play. The VIP model can again only move 1” towards the next
           closest friendly model in the script phase.
           If a member of the ally cast with the hostage following them moves into base
           contact with the edge of the playing area, they may take a special action to
           escape. Remove both models from the playing area, but do not count them as
           removed from play for the purposes of being axed.
           If the freed VIP is not in base contact with an ally model, it may be recaptured
           by any enemy model in base contact that makes a successful strike against the
           VIP. Strikes do not damage the VIP’s Health or confer status effects other than
           Captured. The VIP generates plot points as normal for the cast by which it is held.
                                                                                       131
DIRECTOR’S CUT
Add some variety to a Rescue episode by including one of these conditions in
your scene:
•   Counting The Cost - When the first card of each act is drawn, compare the
    total number of Extras in play on each side. The player with the highest
    number of Extras gains ✪.
•   Outbreak - Roll 1D6 whenever an objective token is claimed. On a 4+, the
    opposing player may place one Zombie model within 6” of the token and
    follows the cameo rules (see page 146).
•   Prison Break - The playing edge that a model can escape from with the VIP
    is only revealed after the VIP has been freed. When that happens, randomly
    determine a board edge to escape from.
                                                                                        EPISODES
EPILOGUE
VICTORY POINTS
Use the standard rules to allocate victory points. Additionally, when the game ends:
•   If the VIP is still captured by the enemy cast, they gain +2 victory points.
•   If the VIP is accompanied by a member of the ally cast, they gain
    +2 victory points.
•   If a member of the ally cast has escaped with the VIP, the cast gains
    +3 victory points instead.
132
                                      THE STEAL
           SYNOPSIS
           One cast is attempting to steal a technological breakthrough, precious treasure,
           or ancient relic that is being transported in secret by the opposing cast.
           PROLOGUE
           SET UP
           Both sides set up their models according to the cast start locations rules on
           page 69.
           THE SCENE
           AND… ACTION!
           Determine initiative as normal.
EPISODES
           SPECIAL RULES
           The winner of initiative randomly chooses one maguffin before play begins
           (see page 199). The maguffin is given to any ally in their cast, and it should
           be made clear who has it. Only this model can use the maguffin. A model can
           take the maguffin from another ally in base contact by using a special action
           - unless it has already been passed to another model in the same turn. If any
           model carrying the maguffin is reduced to 0 Health, replace the model with the
           maguffin token and leave it where the model was removed from play.
           DIRECTOR’S CUT
           Include these conditions in a Steal episode to up the ante.
           •   Fortune And Glory, Kid… The maguffin is placed in the centre of the playing
               area rather than given to a model.
           •   It’s A Fake! - The defending player chooses two allies and states that they
               both have a maguffin. The defending player secretly writes down which one
               has the real maguffin. If the attacking player ever takes possession of the
               maguffin, inform them which one they have.
           •   Lookout - At the end of the game, the model on the highest terrain piece
               gains 1 VP. If two models are at the same height, they should make an
               opposed Body statistic test to determine the winner.
           EPILOGUE
           VICTORY POINTS
           Use the standard victory point rules to determine the winner of this episode.
                                                                                     133
              NARRATIVE EPISODES
          WE PRESENT THREE NARRATIVE EPISODES FEATURING
        SCREEN ICONS FROM A RANGE OF GENRES FOR YOU TO TRY
These three examples range in depth and complexity to help players become
more familiar with the possible mechanics they can include in their games.
A narrative episode differs from open play, in that it specifies:
So for your enjoyment, Crooked Dice Studios are proud to present this triple bill:
                            HISTORICAL VS HORROR
                            Robin Hood and his men follow the monstrous
                                                                                      EPISODES
                            tracks to the mist-wreathed village of Winterly…
                            Will Robin and his brave band of outlaws live to
                            see the sunrise, or will they fall foul to the devil-
                            worshipping sorcerer Count Belaqua and his
                            diabolical servants?
                            ADVENTURE VS FANTASY
                            Adventuring archaeologist Anna ‘Anaheim’ Smith
                            uncovers a lost world under the iron grip of an
                            immortal tyrant. To free the people of Hyperia,
                            Smith must contend with fanatical cultists and
                            giant lizards that time forgot!
                            ACTION VS SCI-FI
                            The dashing and dangerous Hemingford Grey,
                            the Secret Service’s top agent, is sent to infiltrate
                            the moonbase of a mad mastermind. But with a
                            countdown ticking, can Grey save the planet and
                            make it back to Earth in time for Martinis with
                            Miss World?
134
      EPISODES
                                                                                     135
NARRATIVE EPISODE
SYNOPSIS
The very Devil himself stalks the lands in search of fresh souls, summoned by
deranged diabolist Count Belaqua! A sinister crew of cloven-hoofed horrors are
eager to drag villagers off into the night. Can Robin and his Merry Men stop them?
CAST
Robin leads a brave outlaw band from the Historical genre. The heroic
(defending) cast is 34 ratings and consists of:
                                                                                      EPISODES
•   Little John (Sarge, 3 ratings)
•   Five Outlaws (Warriors, 10 ratings)
•   Friar Tuck (Physician, 1 rating)
LOCATION
The village of Winterly is surrounded by wattle
fences with an entrance and exit. The village is only
small and, on this darkest of all nights, Winterly is
an ominous, haunted place. Trees stand outlined
against the dim moon, their forms shaken by a
howling wind. Unseen shapes stir in the shadows
and thickets - woodland creatures, or something
much, much worse?
136
           SET UP
           The 3’x3’ playing area represents the small village of Winterly and the
           surrounding woods. In the centre of the playing area is the village itself.
           Two thatched houses and a larger manor house are surrounded by wattle
           fences. A road runs north to south through the village.
           In the east of the village lies a barn. Nearby, an ox cart sinks into the
           mud. To the west is a stable for horses. Scattered around the outskirts
           of the fenced village are trees that block movement and line of sight,
           and areas of deep mud that count as rough ground.
           AND... ACTION!
           Initiative is determined as normal
           in each turn.
                                                                                                  137
SPECIAL RULES
BY SATAN’S CLAW
This scene uses the Hostage Situation trope found on page 149.
•      The   stable
•      The   manor house’s front doors
•      The   barn
•      The   ox cart
To search the terrain, a model must use a special action and pass a Mind
statistic test. If successful, roll 1D6 on the table below to see what prop they
have found. Each item of terrain can only be searched once. If Robin or Marion
                                                                                                   EPISODES
successfully searches the terrain, they may gain Wayland’s Blade instead of
rolling on the table below, but this can only be gained by one model. Follow the
Using Props rules (see page 182) when playing any of these props.
VICTORY POINTS
In addition to the usual victory conditions on page 115, gain additional victory
points in this scene:
NARRATIVE EPISODE
           SYNOPSIS
           Adventuring academic, Anna ‘Anaheim’ Smith’s research leads her to the earth’s
           core. But what dangers await in the strange jungles and crumbling city deep
           within this hollow world?
           CASTS
           Anaheim Smith is joined by her loyal student assistant Felica Whittingham,
           and her treasure-hunting rival (and sometimes love interest) Curtis Drake. The
           explorers include guides and guns-for-hire in case the famed archaeologist runs
           into trouble. This heroic (attacking) cast from the Adventure genre is 34 ratings
           and consists of:
           This underground realm of Hyperia is ruled by the immortal Queen Arinna and
           her fervant worshipers. Her Neanderthal soldiers oppress the jungle peoples,
           and her loyal priests sacrifice them to their ancient gods to extend Arinna’s life.
           The villainous (defending) Fantasy cast is 35 ratings and consists of:
                                                                             n
Villainous set up area
                                                                                          EPISODES
                                                        Heroic set up area
LOCATION
Deep beneath the earth’s crust lies the lost world of Hyperia. Crumbling ruins
of some once mighty civilisation lie amidst volcanic jungles populated by giant
reptiles. At the Pyramid of Sacrifice, Queen Arinna oversees wicked rituals to
sustain her eternal life.
SET UP
The playing area should be 3’x3’ and represents the jungle ruins of a lost world.
In the centre of the playing area is the Pyramid of Sacrifice, which is surrounded
by a lava moat that is 2” wide. The pyramid is 11 square inches at the base. It is
two levels high, with stairs leading to the top. At the centre of the topmost level is
a sacrificial altar.
Scattered around the playing area are jungle woodlands which are treated as
soft cover and rough ground if passed through. Crumbling ruins (hard cover) are
dotted amongst the undergrowth, blocking movement and line of sight.
The heroic cast set up on the eastern board edge. The villainous cast set up
within 6” of the western board edge.
Players should set up six objective tokens as described by the Cursed Treasure
trope on page 151. Objective token number 6 must be placed next to the
sacrificial altar on the highest level of the pyramid.
140
           AND... ACTION!
           Initiative is determined as normal.
           SPECIAL RULES
           TOMB RAIDERS
           This scene uses the Cursed Treasure trope found on page 151. If a 1 is rolled
           on the Cursed Treasure table, just remove the sacrificial altar, not the whole
           ziggurat! Or players may agree to ignore this result completely, and roll on the
           table again.
           Models must pass a Body statistic test to attempt to climb the altar and pry out the
           diamond. If they succeed, they immediately gain the Holy Grail maguffin. If they
           fail, they immediately receive the Dominated status and join the villainous cast.
           VICTORY POINTS
           In addition to the usual victory conditions on page 115, gain additional victory
           points in this scene if:
NARRATIVE EPISODE
SYNOPSIS
From his secret Omega Moonbase, evil mastermind Urquhart Feldspar
holds the world to ransom with a devastating interplanetary missile. Sent to
infiltrate Omega is the Secret Service’s finest operative, the suave yet ruthless
Hemingford Grey.
But the superspy has his work cut out for him. He must stop the missile launch,
find the kidnapped Prime Minister’s daughter, the current Miss World, and
defeat Feldspar. So with the countdown ticking, can Grey save the planet and
deliver the PM’s daughter to her father unharmed?
CASTS
Grey has not infiltrated Moonbase Omega alone. He is joined by fellow agent
                                                                                     EPISODES
Chastity Rayne and Quartermaster, the eccentric boffin who designs the agent’s
extraordinary gadgets. Grey leads a crack team of secret service officers. This
heroic (attacking) Action cast is 40 ratings and consists of:
Feldspar’s forces consist of the deadly Ms Lynch and a seemingly endless supply
of boiler-suited minions. The evil genius has also enlisted the rogue scientist
Professor Kerensky, who is overseeing the missile’s launch and fielding his
experimental Omegatron robots. The villainous (defending) Sci-Fi cast is 40
ratings and consists of:
           LOCATION
           Moonbase Omega is a structure as cold as Feldspar’s heart. At its centre is
           the missile - overlooked by launch control booths and laboratories. Fuel lines
           snake across the metal floor between stacks of crates and barrels containing the
           rocket’s deadly payload.
           SET UP
           The playing area should be 3’x3’ and represents the moonbase’s launchpad.
           The northern and eastern playing edges are raised by one level and house a
           number of control centres, labs and viewing stations. A balcony with ramps
           leads down to the ground level. In the middle of the eastern balcony is a bridge
           that joins to the missile that juts up from the ground floor.
           The heroic cast sets up anywhere within 3” of the southern playing area edge.
           The villainous cast sets up anywhere on the northern balcony.
           Follow step 4 on page 67, but place six numbered objective tokens. Each
           objective token represents a stack of crates or barrels, which might hold prizes
           or dangers for both players.
           AND... ACTION!
           Initiative is determined as normal.
                                                                                               143
SPECIAL RULES
KISS KISS BANG BANG
Models can collect objective tokens as usual and gain the standard victory point
awards. However, when a player collects a token, first consult the table below.
                                                                                                EPISODES
DISARMING THE MISSILE
The missile can only be disarmed in the finale phase. Any heroic model in base
contact with the missile on the bridge can use a special action to attempt to find
the code to abort the launch sequence. Have both players roll 3D6:
•     If any of the faces of either player’s dice match, the villainous player must
      remove one die on their next attempt. If the heroic player rolls a 6, they may
      choose to roll the die again.
•     Once the villainous player has no dice left to roll, the missile is disarmed.
If the finale phase ends and the missile isn’t disarmed, it is launched and
Feldspar takes his first step towards world domination!
VICTORY POINTS
In addition to the usual victory conditions on page 115, players may gain
additional victory points in this scene:
                               TROPES
            TROPES CAN ADD INFINITE POSSIBILITIES, EXCITING
               ACTION AND CINEMATIC MOMENTS TO SCENES
Cinema and television are filled with exciting hooks, plot twists, surprising
events, amazing locations, environmental hazards, and spectacular action
sequences. Sometimes, though, these become a little overused and cliche. This
is the world of tropes.
Tropes are entirely optional and can be used in addition to any of a scene’s
existing special rules.
USING TROPES
Tropes can be used in any scene, but the 18 tropes in this rulebook are labelled
with a suggested genre. However, feel free to plug and play mechanics into other
genres, or indeed your own scripted games.
                                                                                    EPISODES
When appropriate, the trope rules trump the episode or scene special rules for:
Some tropes suggest maguffins (see page 198) to use for a scene. Others will
require you to generate a deck of cameo profiles for other performers that may
wander on set. These are controlled by a simple reactions table (see page 147).
One trope per scene should be sufficient, but you can add more if you wish. Just
be aware that the more tropes you choose, the more rules and mechanics you
will need to remember!
CHOOSING TROPES
When choosing a trope, do on eof the following:
•   Randomly choose one of the three available for each genre by rolling 1D3.
•   Choose the trope that best suits the tone or narrative of your game.
146
           CAMEOS
           The cameo rules are used in conjunction with other tropes to determine the
           reactions of any background performers that may randomly appear on the
           tabletop.
           PLACEMENT
           When a trope triggers a cameo, replace the objective token with an appropriate
           model unless otherwise stated. The on screen cast always places a cameo model
           unless otherwise specified by the trope. Cameos are always placed facing the
           cast that places them.
           REACTIONS
           Once the cameo is placed, unless otherwise stated, immediately roll on the
           cameo reactions table on page 147 to determine its initial reaction. Then, in
           each player’s end phase (apart from the first turn it appears), roll again for each
           cameo and immediately apply the effect from the cameo reactions table.
EPISODES
           ATTACKS
           In subsequent end phases, any cameos that are in base contact with any other
           model (including other cameos) will always attack instead of rolling on the table.
           If any cameo reaches the edge of the playing area, it ends its activation and
           turns 180°.
           Cameos are always classed as enemy models when using star qualities and
           special effects against them. The cast that removes a cameo model from play
           gains victory points equal to the cameo’s starting Health. Any cast members
           removed from play by cameo attacks do not count towards victory points for
           either side.
           Players can add stretch dice to a cameo’s strike and defence rolls. Plot point
           costs for any cameo’s special effects must be paid out of the controlling player’s
           plot point pool. Statuses can be removed from cameos (see page 175). Any
           player can pay to remove a status from any cameo when their cast is on screen.
           Cameo models having the Dominated status removed from them cannot be
           allocated plot points for the use of special effects or the removal of statuses.
           Trope rules always take precedence over the rules for scenes (e.g. The Battle,
           The Race, et cetera) and for profile cards. If players wish to use cameos as a
           cast, or part of a cast, they may do so. However, tropes featuring cameos should
           not be used at the same time.
                                                                                            147
                                                                                             EPISODES
 8    Also Starring. The player who placed this cameo moves it to anywhere in their
      opponent’s half of the playing area. The model may be moved into base contact
      with other models.
 9    Rising Star! The attacking player may immediately activate the cameo and
      make two actions for free.
10    After the Watershed! The cameo makes a move action towards the nearest
      member of the defender’s cast and attacks if it enters base contact with that
      model.
11    Attack of the Giggles! The cameo moves twice, ignoring all other models, in the
      direction it is facing. It ignores any obstacles but cannot end its movement inside
      a piece of terrain. Any models it moves into base contact with are knocked down.
12    Effects Sequence! The cameo uses two special effects if possible.
      It does not require plot points to do this. The special effects
      should be chosen by the player whose cast is on screen.
148
ACTION TROPE
                                          CITY RIOT
           TENSIONS ON THE STREET HAVE ESCALATED. NOW BOTH CASTS MUST SURVIVE
             A RIOT, TRAPPED INSIDE A CITY THAT’S READY TO TEAR ITSELF APART
           SET UP
           Follow step 4 on page 67, but place six numbered objective tokens face up on
           the playing area.
                  knocked down.
             2    Rioter. Place a Mobster next to the numbered token. It immediately activates.
                  The Mobster follows the rules for cameos.
             3    Choking Fumes. Centre the Blast 5” template over the numbered token. All
                  models touched by the template must pass a Body statistic test or all rolls are
                  disadvantaged until the end of their next turn.
             4    Rabid Mutt. Place a Dog model next to the numbered token. It immediately
                  activates. The Dog model follows the rules for cameos.
             5    Tussle. Choose the closest enemy model from the numbered token. It must
                  make an opposed Fight statistic test against Fight 4. If it loses, it receives the
                  Weakened status.
             6    Wildfire. Choose an enemy model within 6” of the numbered token. Make the
                  following attack against them - Strike: +7. Effect: 0 Health, On Fire.
                                                                                     149
ACTION TROPE
                HOSTAGE SITUATION
        TAKEN PRISONER BY BANK ROBBERS OR MERCENARIES,
    THERE ARE PEOPLE IN DANGER WHO ARE DESPERATE TO BE SAVED
SET UP
Follow step 4 on page 67, but place five objective tokens - numbered 1 to 5.
Each objective token represents a hostage to be taken to safety or to prison.
Token number 1 represents a VIP.
                                                                                      EPISODES
    an ally model.
•   If a model with a hostage is removed from play, leave the objective
    token where the model fell.
ACTION TROPE
           SET UP
           In the centre of the table, place a terrain piece to represent the bomb. Then
           place four objective tokens following step 4 on page 67.
           The attacking player must deactivate the bomb, but before that, they must
           remove its security measures represented by the objective tokens.
           At the end of the game, the attacking models gain +1 VP for each security
           measure removed and +2 VP if they have deactivated the bomb.
           The defending player gains +1 VP for each security measure still in play and
           +2 VP if the bomb is still active.
                                                                                               151
ADVENTURE TROPE
                   CURSED TREASURE
       WHETHER ANCIENT PIRATE GOLD OR AN ITEM BELONG TO
   SOME FORGOTTEN DAMNED SOUL, THIS RARE TREASURE IS CURSED,
       AND THOSE WHO TRY TO CLAIM IT MAY END UP THE SAME
SET UP
Place a terrain piece in the centre of the playing area to represent an altar,
crypt, podium or similar scenery. Follow step 4 on page 67 to generate and
place objective tokens. The highest-numbered token number represents the
maguffin and must be placed on this central terrain piece.
                                                                                                EPISODES
Models in possession of the Cursed Treasure are immune to presence attacks,
but all special effects cost an extra ✪ to use. If any model in possession of the
maguffin is removed from play, leave the maguffin on the table. Another model
in base contact can collect it with a special action.
Once the maguffin has been collected, roll 1D6 in the player’s end phase and
consult the below table to see what event occurs:
ADVENTURE TROPE
                                     LOST WORLDS
             FORGOTTEN CITIES LYING IN UNDISCOVERED CORNERS OF THE WORLD
              ARE OFTEN FILLED WITH TREACHEROUS TERRAIN. STEP WITH CARE!
           SET UP
           Follow step 4 on page 67 to generate and place objective tokens. Before play
           begins, both players must agree which one terrain type all objective tokens represent
           from the table below. Or choose the terrain type randomly, by rolling 1D6.
ADVENTURE TROPE
SET UP
Follow step 4 on page 67, but place six numbered objective tokens, ensuring all
objective tokens are face down so their numbers cannot be seen.
                                                                                             EPISODES
  2    Snakes! The model that collected the objective token must defend immediately
       against a +8 strike. If the attack is successful, the model receives the
       Poisoned status.
  3    Ancient Guardian. Replace the collected objective token with a skeleton model
       that activates immediately. The skeleton follows the cameo rules.
  4    Complex Puzzle. The model that collected the objective token must make a
       Mind statistic test. If it passes, it gains ✪✪. If it fails, your cast lose 1D3 ✪.
  5    Water of Vitality. Remove one status or restore 1 Health from the model
       that collected the objective token.
  6    Fabled Treasure. The model that collected this objective token gains the
       Treasure Map maguffin. See page 199.
154
FANTASY TROPE
                                        TAVERN CRAWL
              SECLUDED TAVERNS DRAW IN TRAVELLERS OF MANY KINDS, BOTH
           TEMPERATE AND TEMPERAMENTAL. YOU HAVE DECIDED TO VISIT THEM ALL
           SET UP
           Follow step 4 on page 67, but place six numbered objective tokens, ensuring all
           objective tokens are face down so their numbers cannot be seen.
                  Alfred always does a price check before buying his magic items.
                                                                                               155
FANTASY TROPE
                 THERE BE DRAGONS
  THE SKY DARKENS AND A TERRIBLE ROAR ECHOES ABOVE THE CLOUDS.
    THE GREAT BEAST DIVES FROM THE SKY, UNLEASHING ITS FURY ON
          ALL WHO TREMBLE BENEATH ITS MONSTROUS WINGS
The great serpent can smell your treasures! Whenever a prop card is played, the
player using the prop must roll 2D6 and apply the effects on the table below
immediately.
                                                                                                EPISODES
         remaining objective tokens. These bonus plot points can be collected by any
         model moving into base contact with them as a free action.
  6-8    Storm of Wings. The force of the circling dragon’s powerful wings is too much
         to withstand. Any model within 8” of any playing area edge is knocked down.
   9     A Gruesome Boon. The torn body of an old wizard falls from the dragon’s
         claws. Choose the model with the highest Mind from each cast to make an
         opposed Mind statistic test. The victorious cast gains a random maguffin (see
         page 199). If this result is rolled more than once, the victorious cast may heal
         1 Health as they rifle through the dead wizard’s satchel.
 10-11   Shadow of Death. The dragon brings a sense of foreboding to
         those cowering beneath its shadow. Choose an enemy model.
         This model receives the Scared status.
  12     Cavernous Maw. Sensing weakness,
         the dragon strikes against its most
         vulnerable prey. Your opponent may choose
         a model from your cast to remove from play
         as they are swallowed whole by the beast.
         You must pay your opponent ✪✪ for a Star
         to ignore the effects, or ✪ for a Co-Star
         or Extra model.
156
FANTASY TROPE
           SET UP
           Follow step 4 on page 67, but place six objective tokens to represent a type of
           terrain or environmental challenge. When a model collects an objective token
           roll 2D6 and consult the table below and apply the effects immediately.
           CAMEO DECK
           Before play begins shuffle these profile cards into a pile to form your cameo
           deck for this scene: Dog, Brutish Footsoldier, Primal Warrior, Swarm. Whenever
           the Wandering Monster result is rolled on the table below, place one random
           cameo model in base contact with the objective token and then consult the
           cameo reactions table (see page 147) on how to control that model.
             2     Hexed! Your cartographer has got lost… This model may not activate in their
                   player’s next turn and does not generate plot points whilst lost.
             3     Crag and Cliffs. Mind your footing… Roll 3D6. If the result is equal to or greater
                   than the model’s Defence statistic, the model takes a tumble and suffers -1
                   Health and is knocked down.
             4     Hills and Valleys. Climbing picturesque dales can be hard going. Centre the Blast 5”
                   template on the objective token. This area counts as rough ground for this scene.
             5     Endless Plains. There is nowhere to hide in the wide-open spaces. Draw one
                   card from the cameo deck. 1D3 models of this profile type appear and all follow
                   the same cameo reactions.
            6-7    Wandering Monster! Draw one profile card from the cameo deck.
             8     Deep Woods. Woodland trails and dark forests line your route. Each model
                   within 4” of this token gains a soft cover bonus until they are next on screen.
             9     Blazing Sun. Shield your eyes! Any models making shoot attacks within 12” of
                   this token are disadvantaged until the collecting model’s cast is next on screen.
             10    Raging River! Beware of surging torrents! This model may make an immediate
                   free 8” Move. The model is not subject to free strikes during this movement.
             11    Hermit’s Hovel. Rest and recover! Roll 1D6: 1) Makeshift den! Draw from the cameo
                   deck; 2-5) A hearty meal! Gain ✪, 6) Healed! Restore 1 Health to this model.
             12    Borderland Keep. Help is at hand! One Warrior joins your cast until the end of
                   the turn. They activate for free, but do not count towards axing.
                                                                                            157
HISTORICAL TROPE
                           BATTLEFIELD
        THE STENCH OF DEATH LINGERS LIKE A PLAGUE OVER THE
   BLOOD-DRENCHED PLAIN. A CROW’S CAW FRACTURES THE GHOSTLY
      SILENCE THAT HAS DESCENDED AFTER THE SCREAMS OF WAR
SET UP
The entire playing area is a blood-washed, corpse-strewn battlefield. Follow step
4 on page 67, but place six numbered objective tokens, ensuring all objective
tokens are face down so their numbers cannot be seen.
                                                                                             EPISODES
        strike or it is pushed back 2”.
  2     Scavengers. Corpse-robbers are looting the armour, weapons and trinkets found
        amongst the fallen. When this model claims the objective token, the robbers
        flee, dropping a sack of valuable goods. You gain ✪✪.
  3     Sickening Stench. The stench of rotting corpses becomes overwhelming. Centre
        the Blast 5” template on the objective token. All models touched by the template
        receive the Weakened status.
  4     The Fog of War. Acrid smoke chokes the battlefield and stings the eyes. When
        this model claims the objective token, it is moved 10” in any direction and
        receives the Distracted status. The opposing player decides in which direction
        the model should be moved, and its facing.
  5     Vermin. Foul creatures have found a home inside and underneath the corpses,
        feasting on the rotting flesh. When the objective token is claimed, the rats bite
        and scratch the model, which receives the Poisoned status.
  6     Left for Dead. A soldier groans nearby, clinging to life. Before the model claims
        the objective token, roll 1D6:
        •    On a roll of 1-3, this model ignores the dying soldier and claims the token.
        •    On a roll of 4-6, this model must leave the objective token unclaimed and
             immediately move 12” towards its starting edge as it takes the soldier to
             the nearest battlefield chirurgeon. Restore this model to full Health.
158
HISTORICAL TROPE
                                             RAIDERS
               A DISTANT RUMBLE. A CLOUD OF DUST. THEN, OVER THE RIDGE, YOU SEE
                STRANGE BANNERS AS MARAUDERS RAMPAGE ACROSS YOUR LANDS…
           When the last script card of each act is drawn, ignore its effects. Instead, the
           player who drew this card must roll 1D6 for each model in play and apply the
           effects on the appropriate attacker or defender table below immediately:
           •    At the end of act one all models in the defender’s half of the playing area
                are affected.
           •    At the end of act two all models in the attacker’s half of the playing area
                are affected.
           •    In the finale, all models in play are affected.
                     ✪ for a Co-Star.
               3-4   Dragged From Your Home! This model is knocked down and is pushed 1D6”
                     towards their starting edge.
                5    Acts of Vengeance! This model may make an immediate free strike against any
                     enemy model within 3”.
                6    Father’s Forge! You rescue a treasured heirloom from the ashes. Draw a prop
                     card. Only one draw per act. Subsequent rolls of 6 have no effect.
HISTORICAL TROPE
When the first script card of each act is drawn, roll 1D6. Apply the effect on the
table below.
                                                                                          EPISODES
        activate Extra models on their next turn.
  4     Turn of Fate. The tapestry of fate reweaves its broken threads. The battle
        goes not as you expect. Each cast must swap the positions of their two
        highest-rated models.
  5     Fickle Fortunes. Strange gifts incur strange costs. Fate decides the penalty.
        For the entire act, when using any prop, roll 1D6:
        •    On a 1-3, you must pay one extra ✪ to use the prop.
        •    On a 4-6, you may use the prop without paying the ✪ cost.
  6     Rise, Rise on the Bones of Fallen Foes. The vanquished will bring you wealth,
        but not wisdom. For the remainder of this act, your cast gains ✪ equal to the
        starting Health value of any enemy model removed from play.
160
HORROR TROPE
                               GRAVEYARD SHIFT
                    WHEN NOT PROVIDING THE OBLIGATORY FUNERAL SCENE FOR
                  A TRAGIC BACKSTORY, THIS LOCATION IS FILLED WITH ODDBALLS,
                      DRY ICE AND THE FUNK OF FORTY THOUSAND ZOMBIES...
           When the first model is removed from play each turn, roll 2D6 and apply the
           effects on the table below:
             5      The Fog. A thick mist rolls across the cemetery. The range of all attacks is
                    halved for the remainder of this act.
             6      Trip On My Grave. Some poor soul forgets their surroundings and falls into
                    a recently prepared plot. Choose an ally to be knocked down.
             7      Ashes to Ashes... A tear-jerking memorial leaves you emotionally drained.
                    No allies can make presence attacks until your cast is next on screen.
             8      Ghost Story. Urban legends exchanged amongst the tombstones send a
                    chill down your spine. Choose an enemy to receive the Distracted status.
             9      Child’s Play. Where is that creepy children’s song coming from? Choose an
                    enemy to receive the Scared status.
             10     Six Feet Under. Someone is confined in a casket - buried alive! Choose an
                    enemy to receive the Immobilised status.
             11     Tropes of the Living Dead. You can place 1D3 Zombie models within 6” of
                    any enemy Extra. In each player’s end phase, roll on the cameo reactions table
                    to determine the Zombie’s reactions.
             12     The End... Or Is It? An undead hand bursts from a grave! Your opponent
                    may choose a model from your cast to remove from play as they are dragged
                    back to hell! You must pay your opponent ✪✪ for a Star to ignore the effects,
                    or ✪ for a Co-Star or Extra model.
                                                                                             161
HORROR TROPE
                     HAUNTED HOUSE
     FROM CREEPY CASTLES AND MOONLIT MANSIONS TO ABANDONED
      MURDER HOUSES, YOU MUST TAKE CARE ONCE YOU CROSS THE
        THRESHOLD. YOU NEVER KNOW WHAT YOU MIGHT FIND…
SET UP
Follow step 4 on page 67, but place six numbered objective tokens, ensuring all
objective tokens are face down so their numbers cannot be seen.
                                                                                              EPISODES
    2      Creaking Floorboards. The floor is rotten! It crumbles away beneath your
           feet and you disappear into the darkness! Remove this model from play and
           place a die where it disappeared. In each end phase, roll the die. On a roll of
           5+, they are returned to play.
    4      Mirror in the Attic! This peculiar glass transforms you! Until the start of the
           next act, replace this model with a Mutant profile. If reduced to 0 Health,
           replace the Mutant with the original profile card and this model receives the
           Stunned status. The model remains under the control of its player.
    6      Revolving Bookshelf. Hidden behind the shelves is a secret passage.
           You may immediately activate a single ally who has yet to activate this turn.
    8      I ain’t ‘fraid of no ghost! Roll 1D6: 1) Possessed! The model receives the
           Dominated status; 2-5) Busting! Remove any statuses other than Captured
           from this model; 6) A friendly ghost! A Phantom joins your cast for the
           remainder of the act. Place a Phantom model next to any ally. The Phantom
           does not generate plot points or count towards axing.
   10      The Black Knight. The suit of armour in the entrance hall springs to life!
           The player not claiming the objective token can place one Knight model
           within 3” of this objective token. In each player’s end phase, roll on the
           cameo reactions table to determine the Knight’s reactions.
   12      What Lies Beneath? You brave the basement and unearth a cursed heirloom.
           All your props and maguffins cost one extra plot point to use for the
           remainder of this scene.
162
HORROR TROPE
                          UNIVERSAL HORRORS
                  SOME LEGENDARY MONSTERS CAN LIE DORMANT FOR DECADES.
                     BUT THESE RESTLESS NIGHTMARES ALWAYS RETURN...
           SET UP
           Follow step 4 on page 67, but only place three numbered objective tokens,
           ensuring all objective tokens are face down so their numbers cannot be seen.
           The highest-numbered token number represents the maguffin.
           CAMEO DECK
           Before play begins, shuffle the following profile cards into a pile to form a
           cameo deck for this chapter: Mummy, Mutant, Shapeshifter, Vampire.
           THE MAGUFFIN
           THE NECRONOMICON
           The maguffin represents an evil tome of
           unimaginable power. The player picking
           up the maguffin can roll three dice, after
           they have activated all their other models.
SCI-FI TROPE
                              BAD ROBOT
  THE MACHINES ARE REVOLTING! ROBOTS, REPLICANTS, ANDROIDS AND
       GYNOIDS - IF THEY’RE A BENEFIT, IT’S NO ONE’S PROBLEM
Immediately after a player draws every third script card (3, 6, 9,12, 15) roll
2D6 and consult the table below:
                                                                                                EPISODES
  5     I Did What I Did For Maria. An android messiah leads the oppressed to freedom.
        All ally Extras may make a free 1” Move this turn.
  6     Programmed to Serve You. The ultimate servant... until it malfunctions.
        No props can be played until your cast is next on screen.
  7     Synthetic Human. An unpredictable creation at best. Roll 1D6. On a roll of 1-3,
        gain a plot point. On a roll of 4-6, pay a plot point to your opponent. If you have
        no plot points, your model with the highest rating receives the Weakened status.
  8     More Human Than Human. Before activating a model, make a Mind statistic test.
        Any model that fails the test develops a temporary empathic response and may
        not make any attack with a -1 Health effect this turn.
  9     Morose Machine. It may have a brain the size of a planet, but it’s so depressed.
        Until your cast is next on screen, all statistic tests are made at -1.
  10    Galactic Peacekeeper. Be peaceful or be pacified. Until your cast is next on screen,
        no model may make a fight or shoot attack without receiving the Stunned status.
  11    ‘I Was Giving Myself an Oil Job.’ Robots can be slippery customers. Stretch dice
        cannot be added to fight attacks until your cast is next on screen.
  12    Judgment Day. Replace the claimed objective token with a Killer Robot
        model. The Killer Robot follows the rules for cameos (see page 146).
164
SCI-FI TROPE
           SET UP
           The defender chooses a piece of scenery no more than 3” in diameter to
           represent the gate. When a turn ends with any model within 6” of the chosen
           scenery, roll 2D6 and consult the table below. One effect per turn.
SCI-FI TROPE
SET UP
Follow step 4 on page 67, but place six numbered objective tokens, ensuring all
objective tokens are face down so their numbers cannot be seen.
                                                                                                 EPISODES
  3    Three Million Years From Home. Help the friendly alien build a communication
       device to contact his world. You may exchange one of your props for three plot points.
  4    Chest Burster! The objective token is an alien egg... which explodes. Centre
       the Blast 5” template on the token. All models touched by the template receive
       the Infected status. Infected models transform into Mutated Vermin.
  5    Red Weed. The ground is choked with alien vegetation. Until your cast is next
       on screen, all models may only make one Move action per activation.
  6    The Dream of a Lifetime. Your highest-rated model has been chosen for a
       special mission amongst the stars. Their robot replacement cannot use their
       Star Quality until your Star returns when your cast is next on screen.
  7    All Out of Bubble Gum. You have an overwhelming desire to consume. You
       may buy an extra prop of your choice from the prop deck for two plot points.
  8    ‘They’re Here Already!’ You may give the Dominated status to one enemy Extra.
  9    Close Encounter. You may return any one of your models that has been removed
       from play to the playing area for one turn. Place the model in base contact with
       its highest-rated ally. All normal rules apply to the returned model.
  10   ‘You’ll Need Bigger Guns.’ All Shoot attacks this turn add 3“ to their range.
  11   The Warmest Place to Hide. Replace one of your Extras with a Shapeshifter model.
       The Shapeshifter activates immediately for free and attacks the nearest model. After
       its attack, remove the Shapeshifter from play and return the replaced Extra.
  12   Space Vampires! Alien parasites have arrived to feed indiscriminately on
       everyone’s lifeforce. All Stars and Co-Stars must make a Spirit statistic test.
       Any model failing that test loses 1 Health.
166
CAMPAIGN PLAY
           You will need one or more opponents, and each of you will need a cast built to
           the same ratings value. You can spend less but you can’t spend more.
           Decide on the number of games you are going to play. If you’ve only got one
           opponent, make it an odd number to avoid a draw at the end. If you have loads
EPISODES
           of opponents, either play each other once, or set a maximum number of games
           - this is good if you have a time limit for when you want the ratings war to end.
           You can either choose each type of episode to be played or, if you prefer,
           randomly determine them type.
           If there’s more than two of you playing, decide the matches however you like.
           In between episodes, all your Stars, Co-stars, Extras and Vehicles return to full
           Health, and props are refreshed with every episode.
           At the end of each episode, tally the VPs earned and add them to any VPs earned
           from previous episodes played. Record this total and keep it somewhere safe.
                                                                                        167
AWARDS
As your cast acquires victory points, your Star’s reputation in show business
increases - and they possibly win awards for their work. To represent this, the
accumulation of victory points will confer awards on your Star.
When a cast’s sum total of VPs equals or exceeds the totals listed below, the Star
gains the corresponding reward. The awards are cumulative so, for example, when
a cast’s sum total of VPs is 21 or greater, the Star will have all seven awards.
                                                                                         EPISODES
                                        free once per scene.
     6       Ensemble Performance       Your cast may include an Extra of no more
                                        than 3 ratings for free.
     9       Lucky Break                Your Star may reroll any one dice roll during
                                        each scene.
    12       A Word From Our Sponsor    Your cast gains one extra prop in each scene.
    15       Red Carpet Couple          One ally Co-Star or Extra gains the
                                        Sidekick special effect.
    18       Actor/Director             Your Star gains the Leader 1 special effect.
    21       The Golden Statue          Gain one free maguffin per scene.
                                  WEAPON EFFECTS
                RAID THE PROPS DEPARTMENT FOR A .44 MAGNUM OR A LASER SWORD!
               Weapon effects describe the impact an attack has on a target. They are found in
               the right hand column of the attacks table on each profile card. Keywords keep
               information on profile cards to a minimum, but you can consult the full wording
               of the weapon effects below until you are familiar with each effect.
               Some effects refer to the use of templates (e.g. Blast 3”, Beam, et cetera),
               which indicate a wider area of effect, or show which statuses are inflicted on the
               target(s). Many attacks have more than one effect, so the effects are listed to
               match the steps given in the strike rules.
               In addition, you will also find weapon effects used in star qualities and special
               effects as well as in the outcomes of an episode’s special rules and encounters.
               0 HEALTH
               On a successful strike, the target loses no Health, but may still be subject to
               other effects as noted.
               2 SHOTS
               This model can make two attacks with this weapon, if it uses a shoot action for
               each attack.
               BARRIER
               Centre the long edge of the template against the shooting model’s base, making
               sure the entire template is in the shooting model’s front 180º arc. Roll separately
               against each model touched by the template.
               BEAM
               Place the short edge of the template against the shooting model’s base, making
               sure the entire template is in the shooting model’s front 180º arc. Roll
               separately against each model touched by the template.
                                                                                 171
                                    TARGET                              NOT A
                                                                       TARGET
                                                TARGET
BARRIER WEAPON EFFECT
                           TARGET
                                       Barrier
                                       FRONT
                                                               BACK
                                                NOT A
                                               TARGET                   TARGET
       FRONT
TARGET
TARGET
                                                                                  EFFECTS DEPT
                                             TARGET
BACK
TARGET
                           NOT A
                                                       FRONT
TARGET TARGET
                            NOT A
                           TARGET                                       NOT A
                                                                       TARGET
                                          TARGET
 172
               BLAST 3”/5”
               This template can be placed over an area of the table as well as a model. Roll
               separately against each model touched by the template.
               DEADLY
               The attacker gains one stretch die to their strike roll when making this attack.
               FAST
               This model can make two attacks with this weapon, if it uses a fight action for
               each attack.
               KNOCKED DOWN
               A successful strike knocks the target model down. Knocked down is not a status.
               PUSH X”
               The target of the attack can be pushed this distance away (see page 95) and is
               knocked down if it fails a Body statistic test. The attacking model can elect to
               move forwards to remain in base contact.
               READIED
               This model cannot add stretch dice to its shoot attacks if it fires this weapon
               after making a move action.
EFFECTS DEPT
               SPRAY
               Centre the target model on the long edge of the Barrier template, making sure
               the long edge is in the shooting model’s front 180º arc. Roll once to strike all
               models touched by the template, using the highest Defence value amongst the
               affected models.
SHOOTING MODEL
                                                TARGET MODEL
                                                                                           TARGET
                         BACK
                                                       NOT A
                                                      TARGET                                NOT A
                                                                  TARGET                   TARGET
                                                                                   173
TEARDROP
Place the small point of the cone against the shooting model’s base, and make
sure the entire cone template is in the shooting model’s front 180º arc. Resolve
an attack separately against each model under this template.
THROWN
The range of this shoot attack equals twice the attacker’s Body statistic.
UNRELIABLE
If any strike dice score a 1, this strike has no effect.
UNWIELDY
This attack cannot be used if the user has moved this turn. If this attack is
made, the user cannot then move this turn.
TARGET
                            NOT A                                       TARGET
                           TARGET
TARGET
TARGET
TARGET TARGET
                                                                                    EFFECTS DEPT
                      NOT A
                     TARGET
                                                  TARGET
                                                                      NOT A
                                                                     TARGET
            TARGET
FR                              NOT A
  ON
     T                         TARGET
                                STATUSES
              WHEN THE SCRIPT DEMANDS SOME ADDED PERIL,
         PERFORMERS MIGHT BE CALLED UPON TO ACT THEIR SOCKS OFF
RECEIVING A STATUS
Models can receive various debilitating conditions while still remaining in
play - these are known as statuses. Statuses can be received from attacks,
special effects or star qualities - and even environmental hazards. They have
a detrimental impact on models, impeding their ability to perform actions
normally. There are ten statuses:
                                                                                                         EFFECTS DEPT
•       Models get a -1 modifier to their strike and defence rolls for each status
        they have.
•       Models can only have each status once. If an effect would inflict a status
        that the model is already suffering, lose 1 Health instead.
•       Statuses are tracked with the tokens (see page 276). Place the appropriate
        status token next to the affected model to track the effects during play.
REMOVING A STATUS
Players can spend any number of ✪ in their action phase to remove one status
from one model for each ✪ spent (see page 83), with the exception of Poisoned.
                                                                     -2
                                                                                     PRODUCTION NOTES
    •
            REMEMBER...
          A MODEL SUFFERS
    •                                                              MODIFIER
          A -1 MODIFIER TO                              -1
    •
           ALL STRIKE AND
           DEFENCE ROLLS                                -1
                                                             =      TO ALL
                                                                   STRIKE &
          FOR EACH STATUS                                          DEFENCE
    •        THEY HAVE!                                             ROLLS
 176
               CAPTURED
               Captured models have been grabbed, man-handled, held at sword-point or
               generally overpowered and are now in the clutches of the enemy.
               •   Captured models do not generate ✪ for their cast. When a captor activates,
                   it receives the Captured model’s plot points e.g. ✪✪ for a Star, ✪ for a
                   Co-Star and ✪ (rounded up) for an Extra.
               •   When a captor moves, the Captured model remains in base contact, moving
                   the same distance.
               •   If models are Captured at a distance, the Captured model is moved
                   immediately into base contact with its captor.
               •   An enemy model can hold only one model captive at a time. Captured
                   models cannot be knocked down or receive any additional status.
               •   Captors cannot be Captured if they already hold a model captive.
               •   Captured models are automatically freed if their captor is reduced to
                   0 Health, removed from play, or subject to a status.
               •   Models with the Large or Massive special effects can never be Captured.
               •   Captors with captives can make presence attacks as normal - but cannot
                   charge or make fight or shoot attacks.
               •   Captured models cannot be targeted or affected by any other model or effect.
               •   Captured models cannot be activated unless they are attempting to remove
                   the Captured status and escape.
EFFECTS DEPT
               ATTEMPTING TO ESCAPE
               To attempt to remove the Captured status and escape, the Captured model must
               first be activated for their normal plot point cost.
               Then, as a free action, the model must pay ✪ and pass an opposed Spirit statistic
               test against its captor. The Captured model is disadvantaged on this roll.
               If the model escapes successfully, it may take two actions as normal. If it fails, it
               can take no further actions.
               Models that escape successfully can change their facing as a free move action
               before leaving base contact with their captor.
               Models leaving base contact with their captor will suffer a free strike on
               escaping. Escaping models cannot be recaptured by their former captor during
               the turn in which they escaped (i.e. the captor cannot use any attack with a
               Captured weapon effect in an immediate free strike against escapees). Captured
               models remain in play until the end of an episode. Models held captive at the
               end of the episode count as being removed from play.
                                                                                    177
DISTRACTED
Until the Distracted status is removed from a model, it must reroll the highest
die on every roll it makes and accept the second result. Distracted models cannot
spend a second Move action in a turn unless they pass a Mind statistic test.
DOMINATED
Dominated models might be charmed or entranced. No matter how it comes
about, Dominated models now fully believe their former enemies are their allies
and vice versa.
Models with this status count as being in play on the side that Dominated them.
For all intents and purposes, the model has switched sides. Their new player
can activate them and otherwise spend their ✪ on them in the same way as any
other member of their own cast.
The Dominated model’s original player can spend ✪ to remove this status in
their action phase only if there are one or more ally models in base contact with
the Dominated model. Models that lose this status can be allocated ✪ by their
original player and can activate in the same turn.
IMMOBILISED
Immobilised models cannot activate and may take no further part in the action
until their controlling player has paid ✪ to remove the status. Models that are
                                                                                     EFFECTS DEPT
Immobilised always count as being disadvantaged.
However, a player cannot remove the Immobilised status while the model is
affected by other statuses. A model must remove other statuses first, and then
finally the Immobilised status. If the Immobilised status is removed, then the
model is mobile and can be activated once more within the same turn.
               INFECTED
               Models who are Infected carry a virulent strain of something nasty! While ‘alive’,
               this status cannot be removed with plot points in the usual manner. Once they
               reach 0 Health, lay the ‘Infected’ model down where it fell.
               After the Infected model reaches 0 Health, the villainous player must roll 1D6
               in the end phase of each turn to see if the model transforms into another profile,
               as denoted on the attacker’s profile card, e.g. Cursed Creature or Zombie. On
               a roll of 1, remove the Infected status and replace the fallen model with a
               standing model to represent the new profile. This new profile is now added to
               the opposing player’s cast.
                 In some genre guides, feature packs or episodes, the Infected status may
                 suggest replacement profiles better themed for a setting. Please read the
                 appropriate rules section carefully before playing these packs.
               ON FIRE
               Models On Fire are somewhere between having a flaming sleeve and being a
               raging inferno. Regardless, being On Fire is a distraction, and definitely should
               not be ignored.
               If this status is not removed by a player’s end phase, an On Fire model might
               suffer wounds or death from the flames. Models that are On Fire always count as
               being disadvantaged.
EFFECTS DEPT
               If this status is not removed, the player controlling the model must roll 2D6 in
               the end phase. If this roll is equal to or higher than the model’s Defence statistic
               the model will lose 1 Health immediately.
               If this model has one or more Health remaining, the opposing player can move
               the affected model up to 3” in a direction of their choice. The model will stop if
               it comes into contact with another model’s base or a solid obstacle (like a wall,
               building or vehicle).
                                                                                       179
POISONED
A Poisoned model is affected by venomous bites or stings, magic spells with
toxic effects, or envenomed weapons. Models must pay two plot points to
remove the Poisoned status.
SCARED
Scared models are shocked or terrified. They may not make presence attacks. To
make a fight or shoot attack, Scared models must pass a Spirit statistic test or
                                                                                        EFFECTS DEPT
must count their Strike number as half (rounded up) against enemy models.
STUNNED
Stunned models are temporarily knocked out and are quite incapable
of defending themselves. Stunned models are immediately knocked down,
cannot be allocated any ✪ in the action phase, or make any attacks (including
free attacks).
Models with the Stunned status are disadvantaged, and never get to roll any
dice when defending against an attack. Simply use their Defence statistic
with any applicable modifiers. Models that recover from this status are still
knocked down.
WEAKENED
A Weakened model is fatigued, entangled, dazed or suffered minor damage. As
such, it only gets one action when it is activated, but can otherwise act as normal.
 180
                                                                   PROPS
                                      NO SCREENPLAY WOULD BE COMPLETE WITHOUT THE ACTORS BEING
                                            ARMED WITH AN ARRAY OF EQUIPMENT! PLUS, THINK
                                                OF THE MERCHANDISING OPPORTUNITIES...
                                      In previous boxed sets, props have been known as gadgets, gear and
               PRODUCTION NOTES
                                      artifacts - themed for each 7TV product. If you are using earlier versions
                                      of 7TV, then simply use this new term instead - the rules remain the same.
                                      Genre guides will continue to use the alternative terms to maximise the
                                      tone of the setting.
                                  You may use one of the previously available decks (gadgets, gear or artifact)
                                  if you have one of the published boxed sets from Crooked Dice. A new prop
                                  deck for the props listed in this rulebook is available to buy from Crooked Dice.
                                  Alternatively, you can use a deck of standard playing cards and the table on
                                  page 183 to function as your prop deck.
                                  Players should shuffle the prop deck and place it face down, but also close to
EFFECTS DEPT
hand, as they may need to use the prop deck again during their episodes.
                                  •   Each Star or Co-Star you have in your cast adds one prop card to the
                                      prop store.
                                  •   Each model with the Prop special effect adds one prop card to the
                                      prop store.
                                  In any order, each cast should draw TWICE this number of cards without looking.
                                  Now look at the cards. Select half these props (rounding up) to keep, and
                                  discard the remainder. Each player’s props can be used by any model in their
                                  cast eligible to use them, as set out on page 182.
      EFFECTS DEPT
181
 182
               USING PROPS
               During play, any Stars and Co-Stars (and Extras with the Prop special effect)
               can play any of the props you have remaining in your prop store, if
               the requirement for their use is met. Each prop card lists its rules for play.
               You can play a prop at the relevant point in the turn according to its rules.
               Playing a prop card is a free action unless otherwise stated.
               Simply choose a prop card and the model using it. Apply the effects of the card
               then discard it.
               You can play more than one prop, but you must fully resolve the effects of one
               before resolving the effects of the next.
               These props do not prevent the model making its usual number of fight or shoot
               attacks. In effect, an attack gained from the prop is free.
EFFECTS DEPT
ancient curio
If you don’t have a prop deck to hand, simply use the following playing cards to
represent your props:
                                                     ✪
 CARD    PROP                PLAY          ACTION   COST   EFFECT
                                                           An enemy in base contact with
         Ancient            Model’s                        the model playing this card
  J♥                                        🅕       ✪✪
         Curio             Activation                      must pass a Spirit statistic test
                                                           or receive the Dominated status.
                                                           This model may add one free
         Badge              Model’s
 10♥                                        🅕       None   stretch die to one presence
         of Office         Activation
                                                           attack this turn.
                            Model’s
  9♥     Bandages                           🅢       None   Restore 1 Health to this model.
                           Activation
                                                           An enemy in base contact with
         Bloody             Model’s                        the model playing this card
  8♥                                        🅕        ✪
         Knife             Activation                      must pass a Spirit statistic test
                                                           or receive the Scared status.
                                                           Any obstacle or small piece of
                                                           scenery that can be covered
                            Model’s
  7♥     Compass                            🅢        ✪     completely by the Barrier
                           Activation
                                                           template may be removed from
                                                                                                EFFECTS DEPT
                                                           the playing area.
                                                           Choose any point 12” away.
         Grappling          Model’s                        Place this model at that point
  6♥                                        🅕       None
         Hook              Activation                      immediately. This does not
                                                           incur free strikes.
         Lucky
                        When defending                     The target ignores the effects
  5♥     Cigarette                          🅟       ✪✪ of a strike.
                        against a strike
         Case
                                                           The range of one of this
                            Model’s
  4♥     Telescope                          🅟        ✪     model’s shoot attacks is
                           Activation
                                                           doubled this turn.
                                                           An enemy in base contact with
         Wanted             Model’s                        the model playing this card must
  3♥                                        🅕        ✪
         Poster            Activation                      pass a Body statistic test or
                                                           receive the Immobilised status.
         Well-stocked       Model’s                        You may remove any one status
  2♥                                        🅢       None
         Backpack          Activation                      from this model.
 184
                                                       MAGIC
                   MAGIC IN 7TV TAKES MANY FORMS - DEPENDING ON THE DIRECTOR’S
                     TASTE AND WHAT THE SPECIAL EFFECTS BUDGET WILL ALLOW!
               WHAT IS MAGIC?
               Throughout the history of cinema, filmmakers have sought to depict the many
               forms of magic - be it the whim of the gods, long-bearded sages practicing
               ancient lore, or cruel sorcerers making pacts with great and terrible forces.
               In 7TV, all these concepts are contained within grimoires - dusty volumes and
               unspeakable tomes of arcane and forbidden knowledge that contain powerful
               spells. Only models with the Magic User (x) special effect have access to
               grimoires and can channel their potent magical energy.
               GRIMOIRES
               This section contains four grimoires that harness elemental powers (see pages
               186 and 187):
               Genre guides and future Feature Packs may add further grimoires - or you can
               create your own!
               CHOOSING SPELLS
               Spells must be chosen before play begins -
               and these are the only spells that may be
               performed in the coming episode.
PERFORMING SPELLS
Models with Magic User (x) can attempt to perform spells during their activation.
When activated, they gain a number of D6 equal to their rank in Magic User (x),
which becomes their magic pool for that activation. Any dice in the pool not used
by the end of their activation are lost. No other dice can be added to these rolls.
To attempt a spell, a model must make a special action. This enables a model to
attempt more than one spell per turn, but it cannot attempt the same spell twice
in the same turn.
When attempting a spell, choose how many D6 from the model’s magic pool you
are going to use. You can use any number of the D6 in the pool, but you must
use at least one. Roll the chosen number of D6, total them and then add the
model’s relevant statistic value, as stated by the spell. If the result is equal to or
greater than the difficulty of the spell, it is considered a success and the effects
are resolved immediately.
BACKLASH
If any of the D6 used to attempt a spell result in a natural 1 being rolled, the
model performing the spell receives a random status. Roll 1D6:
1. Poisoned
                                                                                          EFFECTS DEPT
   2.   Stunned
   3.   Immobilised
   4.   On Fire
   5.   Weakened
   6.   Distracted
If the spell was performed successfully, the effects of the spell are resolved
before the backlash, then the model suffers the status. This represents the
dangerous and chaotic nature of attempting to harness otherworldly powers.
FOCUS
A model may spend a special action to focus prior to attempting a spell.
Focussing a spell confers a +1 bonus to the result of any spells attempted in
that activation.
TARGETING SPELLS
When targeting with a spell, the basic rules for determining a target, range and
line of sight (see pages 97 and 98) still apply.
 186
                                                                                     EFFECTS DEPT
ally within 3” of the spellcaster may      it to play in base contact with the
add +1 to their Defence.                   spellcaster with 1 Health.
                                 VEHICLES
         VEHICLES CAN TRANSPORT MODELS QUICKLY ACROSS THE
         BATTLEFIELD, CARRY WEAPONS, AND OFFER A DEGREE OF
          PROTECTION TO THOSE INSIDE OR HIDING BEHIND THEM
Vehicles are models which can be chosen for your cast in the same way as
Extras - each has one or more genres, and you must have at least one Star or
Co-Star in your cast with one or more of these genres to field that vehicle.
VEHICLE STATISTICS
Vehicles have the following statistics:
                                                                                   EFFECTS DEPT
                                                      chopper
               carriage                                NEUTRAL VEHICLE        8
               NEUTRAL VEHICLE        4
                                                4                        8
           5                     8
                                                16                       5+
           8                     5+
                                                        HEALTH
                     HEALTH
 190
               STUNTS
               Models in vehicles can also perform stunts. Check the backs of vehicle cards for
               stunts, and see if your driver can pull off any crowd-pleasing manoeuvres!
               VEHICLE PLACEMENT
               Vehicles are deployed using the same rules as the rest of the cast. Any of
               your models can begin an episode as occupants of any vehicle, subject to the
               vehicle’s Capacity.
               VEHICLE ACTIVATION
               Vehicles can be activated at the cost of ✪ if there is an occupant that shares at
               least one genre with the vehicle. Vehicles can be activated by a model with the
               Unit Leader special effect as part of a unit activation. Activated vehicles gain
               two actions - but are limited to move or shoot actions.
               ENTERING A VEHICLE
               An ally can become an occupant of a vehicle by using a move action if it is in
               base contact with the vehicle. If the vehicle has not equalled its Capacity, then
               the occupant is removed from the playing area and placed to the side, near the
               vehicle’s profile card. Ensure it is always obvious which model(s) are occupants.
                                                                                                                    191
DRIVER OR PASSENGER?
On entering a vehicle, you must decide if the
occupant is either the driver or a passenger, but
the driver must meet the following conditions:
•   If the vehicle only has one occupant, they are automatically deemed to be
    the driver.
•   Only medium-sized models with a Mind score of 2+ are able to be drivers.
•   Always use the driver’s statistics for any statistic tests required while the
    vehicle is activated.
                                                                                                                     EFFECTS DEPT
EXITING A VEHICLE
An occupant can exit a vehicle at the end of its player’s action phase as a free
action. Occupants cannot exit a vehicle if they entered it in the same turn.
Occupants exiting a vehicle must be placed adjacent to that vehicle, or at the
closest point otherwise.
VEHICLE MOVEMENT
Once a vehicle has an occupant, the player can use any of the vehicle’s two
actions to move. Each move action spent will allow the vehicle to travel the
number of inches indicated by its Speed statistic. Occupants in a vehicle are
transported with the vehicle as it moves. Moving vehicles cannot:
•   Cross obstacles.
•   Climb ladders.
•   Enter buildings through normal sized doors or windows.
•   Vehicles cannot finish a move action behind where they started.
 192
               DAMAGE TO VEHICLES
               If a vehicle is the target of a successful strike roll, then make an Armour test for
               the vehicle for each point of Health lost.
               ARMOUR TESTS
               Roll 1D6. If the result is equal to or higher than the Armour value of the
               vehicle, the vehicle may ignore any loss of Health. You can use ✪ to purchase
               stretch dice for this roll.
If the Armour test is failed, the vehicle will suffer the effects of the strike.
               COLLISIONS
EFFECTS DEPT
               VEHICLES
               Vehicles stop if they contact another vehicle. To check if either vehicle has
               sustained damage, players must make an opposed roll. They may not add
               stretch dice.
                           1D6 +
                    DISTANCE TRAVELLED
                       BEFORE IMPACT
                                                  vs                  1D6 +
                                                            OPPOSING VEHICLE’S DEFENCE
               The highest result wins. The loser must roll on the vehicle collision table on
               page 193 and apply the effect immediately.
               NON-VEHICLE MODELS
               If a vehicle moves over the bases of any other models, then those models are
               pushed the minimum distance to get them out of the way of the vehicle (see
               pushing models, page 95).
                                                                                         193
                                                                                          EFFECTS DEPT
PENALTIES FROM FIRING FROM A MOVING VEHICLE
All attacks from occupants suffer a -1 strike roll modifier
for each move action the vehicle has made so far that turn.
                                                    INJURIES
                          WHILE NOT SUITABLE FOR ALL GENRES, INJURIES CAN BE ADDED
                             TO YOUR GAMES TO ADD EXTRA FLAVOUR OR GRITTINESS
                 Players may choose to inflict a horrible physical injury on their own damaged
                 model instead of losing Health.
                 Remember that choosing to take an injury is down to the player whose model is
                 about to lose Health, not the opposing player.
                 Shuffle the injury cards face down and draw one at random. The injury table
                 summarises the nature of each injury and its effects:
INJURY TABLE
                 Place the injury card next to the affected model’s profile card to track the effects
                 during play. Any special effects, spells or props that can restore Health can also
                 be used to remove an injury.
      ADVANCED RULES
197
 198
                                           MAGUFFINS
                   ANY EPISODE CAN FEATURE A MAGUFFIN - THE ITEM THE WHOLE PLOT
                 CENTRES AROUND. IT MIGHT BE A PERSON, OR AN OBJECT OF GREAT POWER
                 - BUT GETTING THE MAGUFFIN IS OF CRITICAL IMPORTANCE TO EVERYONE!
                 Players who enjoy narrative play may choose to replace one of the objective
                 tokens used in all games (see page 68) with a maguffin to add some cinematic
                 flavour to their games.
                 Some tropes (see page 145) also suggest specific maguffins to help theme
                 games. Crooked Dice Genre Guides include additional maguffins tailored to
                 each setting, and Feature Packs often add additional cards to suit the storyline
                 of their campaigns.
The maguffin counts as a normal objective token but with a few additional rules:
                 •   The player whose side claims it can draw one random maguffin card.
                 •   The player can use this card at any time, but must discard it after use.
                 •   The maguffin is worth 1D3 victory points at the end of the game.
ADVANCED RULES
                                                                                             199
                                       GENRE EFFECTS
                   THE GENRE OF YOUR CAST ISN’T JUST ABOUT THE SORT OF CHARACTERS
                  IN THE SHOW. IT’S ALSO ABOUT THE SORT OF EVENTS THAT HAPPEN TO THEM.
                 WHAT IS GENRE?
                 There are six core genres used in the 7TV Core Rulebook (see page 22). These are
                 umbrella categories that cover the cinematic oeuvres that 7TV captures on the
                 tabletop. Each provides different benefits - known as genre effects - during an
                 episode and is tailored to evoke the atmosphere and tropes of a particular genre:
                 CHOOSING A GENRE
                 Before the episode starts, each player selects their preferred genre card, setting
                 it next to their profile cards. These are no restrictions - players are free to choose
                 any card they like from the six genres, based on personal taste or the benefits
                 of the genre effects. However, to play some genre effects requires you to have
                 at least a Star or Co-Star of the same genre to use the effect - so don’t shoot
                 yourself in the foot!
G E N R E C A R D G E N R E C A R D
ER FI
                                                                                                                                                                              ER FI
                                                                                    EO
                                                                                                                                                                                EO
                                                                                ST I-
                                                                                                                                                                            ST I-
                                                                                H
                                                                                                                                                                            H
            CROOKED DICE GAME DESIGN STUDIO PRESENTS A 7TV STUDIOS PRODUCTION                          CROOKED DICE GAME DESIGN STUDIO PRESENTS A 7TV STUDIOS PRODUCTION
    7TV CORE RULEBOOK GENRES “ACTION” DIRECTED BY TERRY YOUNG PRODUCED BY SIDNEY BARRON           7TV CORE RULEBOOK GENRES “ADVENTURE” DIRECTED AND PRODUCED BY SPENSER PACKARD
                   FILMED IN TECHNICOLOR DISTRIBUTED BY BARNA ARTISTS                                    FILMED IN TECHNICOLOR DISTRIBUTED BY PINNACLE PACIFIC PICTURES
                             ACTION                                                                           ADVENTURE
CALLING REINFORCEMENTS                                                                    UNCHARTED TERRITORY 		
Plot Point Cost: None                                                                     Plot Point Cost: None
Restrictions: None                                                                        Restrictions: None
Effect: All Extras with the Action genre                                                  Effect: All Extras with the Adventure
may activate for free this turn.                                                          genre may activate for free this turn.
one ally. Any enemies touched by the                                                      objective tokens if they are within 3”
template are disadvantaged until your                                                     of a token, and may do so as a free
cast is next on screen.                                                                   action.
G E N R E C A R D G E N R E C A R D
HISTORICAL
ER FI
                                                                                                                                                                                             ER FI
                                                                                                     EO
                                                                                                                                                                                               EO
                                                                                                 ST I-
                                                                                                                                                                                           ST I-
                                                                                                 H
                                                                                                                                                                                           H
                            CROOKED DICE GAME DESIGN STUDIO PRESENTS A 7TV STUDIOS PRODUCTION                         CROOKED DICE GAME DESIGN STUDIO PRESENTS A 7TV STUDIOS PRODUCTION
                      7TV CORE RULEBOOK GENRES “FANTASY” DIRECTED AND PRODUCED BY DONATELLA DE LORENZO         7TV CORE RULEBOOK GENRES “HISTORICAL” DIRECTED AND PRODUCED BY DONATELLA DE LORENZO
                                 FILMED IN TECHNICOLOR DISTRIBUTED BY MINERVA AVVENTURE                                    FILMED IN TECHNICOLOR DISTRIBUTED BY MINERVA AVVENTURE
                                             FANTASY                                                                          HISTORICAL
                 GATHERING THE PARTY		                                                                     ROUND UP THE POSSE! 		
                 Plot Point Cost: None                                                                     Plot Point Cost: None
                 Restrictions: None                                                                        Restrictions: None
                 Effect: All Extras with the Fantasy                                                       Effect: All Extras with the Historical
                 genre may activate for free this turn.                                                    genre may activate for free this turn.
G E N R E C A R D G E N R E C A R D
ER FI
                                                                                                                                                                                ER FI
                                                                                    EO
                                                                                                                                                                                  EO
                                                                                ST I-
                                                                                                                                                                              ST I-
                                                                                H
                                                                                                                                                                              H
             CROOKED DICE GAME DESIGN STUDIO PRESENTS A 7TV STUDIOS PRODUCTION                          CROOKED DICE GAME DESIGN STUDIO PRESENTS A 7TV STUDIOS PRODUCTION
   7TV CORE RULEBOOK GENRES “HORROR” DIRECTED BY ROMEO A GEORGIO PRODUCED BY SIDNEY BARRON       7TV CORE RULEBOOK GENRES “SCI-FI” DIRECTED BY SCOTT RIDLEY PRODUCED BY SIDNEY BARRON
                    FILMED IN TECHNICOLOR DISTRIBUTED BY BARNA ARTISTS                                         FILMED IN TECHNICOLOR DISTRIBUTED BY BARNA ARTISTS
                               HORROR                                                                                       SCI-FI
THINGS THAT GO BUMP                                                                          BEAM ME UP
IN THE NIGHT                                                                                 Plot Point Cost: None
Plot Point Cost: None                                                                        Restrictions: None
Restrictions: None                                                                           Effect: All Extras with the Sci-Fi genre
Effect: All Extras with the Horror genre                                                     may activate for free this turn.
may activate for free this turn.
                                                                                             FIRST CONTACT
LET’S SPLIT UP...                                                                            Plot Point Cost: ✪
Plot Point Cost: ✪                                                                           Restrictions: Requires a Co-Star or
Restrictions: Requires a Co-Star or                                                          Star of this genre in your cast.
Star of this genre in your cast.                                                             Effect: Any charge attack or
                                                                                                                                                                                         ADVANCED RULES
Effect: Choose one of your Stars or Co-                                                      attack made against a disadvantaged
Stars that is not in base contact with                                                       enemy gains two stretch dice to its
an enemy. This model can relocate                                                            strike roll this turn.
anywhere on the playing area at least
6” from any enemy models.                                                                    OUTBREAK
                                                                                             Plot Point Cost: ✪✪
VIDEO NASTY                                                                                  Restrictions: Requires a Star of this
Plot Point Cost: ✪✪                                                                          genre in your cast.
Restrictions: Requires a Star of this                                                        Effect: Choose 1D3 enemy Extras
genre in your cast.                                                                          that are more than 6” from one of
Effect: Your cast gains ✪✪ for any                                                           their Stars or Co-Stars to make a Body
model in play suffering the Scared                                                           statistic test. If they fail, they receive
status.                                                                                      the Poisoned status.
 204
                    Department X                         Y                                         Y
                  PARANORMAL EXTERMINATORS
                  PROGRAMME GUIDE
                    Exterminators                        Y
                    Paranormal                                                            Y
                  SHIVA PROGRAMME
                  GUIDE
                    SHIVA                     Y
                                                                                       205
  Militia                 Y
  Raiding                            Y
  Savagery                                      Y
  Science                                                                      Y
  Survival                                                 Y
  Uncanny                                                                      Y
  Wasters                                                             Y
PULP BOXED SET
  Amazing Tales                                                                Y
  Crimebusters                                             Y
  Gangland Stories                                         Y
  Mystery Theatre         Y
  Thrilling Adventures               Y
                                                                                        ADVANCED RULES
  Weird Menace                                                        Y
FANTASY BOXED SET
  Epic Fantasy                                  Y
  Folktale                                                            Y
  Historical Fantasy                                       Y
  Mythic Fantasy          Y
  Pen & Paper Fantasy                Y
  Sword & Sorcery                    Y
CHAPTER    06
 CENTRAL
 casting
 THIS CHAPTER LISTS ALL THE PROFILE
 CARDS TO HELP YOU BUILD YOUR CASTS.
                                                                   EXAMPLES
                                                                   Street-toughed cops,
                                                                   battle-hardened soldiers, and
STAR QUALITY                                                       kind-hearted, underground
Highly Decorated ✪✪🅕               Quickdraw 🅕❶                    mercenaries wrongfully
Any allies within 6” gain          Allies’ Leader or Unit
                                   Leader special effects
                                                                   accused.
a +1 bonus to all strike
rolls until your cast is next      are extended by 3” for
on screen.                         this turn.
                                   Too Old For This… 🅟
SPECIAL EFFECTS                    Whenever this model
Backup 🅢❶                          would receive the
This model and 1D3 allies          Distracted, Scared or
within 2”, may make a 4”           Stunned status, roll 1D6.
move action immediately.           On a roll of 4+, this model
Manhunter 🅟                        ignores that status.
This model can ignore an
enemy’s Camouflage or
Espionage effects if they
are within 8”. This model
can move through wooded
                                                                                                         CENTRAL CASTING
or rough ground as if it
were clear ground.
 210
                                                           Reveal
                                                           Weakness
                                                                            8”      +8       0 Health, Immobilised
                       You face the unknown
                       courageously, even if               Warm The
                                                                            3”      +9       0 Health, Dominated
                                                           Coldest Heart
                       your naïveté gives you a
                       bad feeling about it.
                                                                                    HEALTH
                       EXAMPLES
                       Farm kids a long way from
                       the universe’s bright centre,
                       bright-eyed smallfolk with a
                       fondness for comfort, children   STAR QUALITY
                       and teenagers on the cusp of     Big Heart ✪✪🅕                     can move 3” back from an
                                                        Centre the Blast 5”               enemy without incurring
                       greater knowledge.                                                 damage or a free strike.
                                                        template on this model.
                                                        All allies touched by the         In the Finale, this model
                                                        template can remove the           gains +1 to its strike and
                                                        Captured, Dominated,              defence rolls.
                                                        Stunned and Weakened              Pacifist 🅟
                                                        statuses.                         For every turn that this
                                                                                          model does not make
                                                        SPECIAL EFFECTS                   a strike that confers a
                                                        Fellowship 🅟                      status, gain ✪. This
                                                        You can include an Extra          model must activate to
                                                        with 3 ratings or less            benefit from this ability.
                                                        in your cast for no cost.         Wide-Eyed Wonder 🅟
                                                        This Extra generates ✪            Whenever this model would
                                                        per turn, instead of the          receive the Distracted,
                                                        usual ½.                          Dominated or Scared
CENTRAL CASTING
                             HEALTH                                   EXAMPLES
                                                                      Academics with a hands-on
                                                                      approach to archaeology,
                                                                      tomb raiders, athletic treasure
STAR QUALITY                                                          seekers, and intrepid big-
Occupational Hazards                                                  game hunters with an eye for
✪✪🅕                                the token. It may collect          the lost cities of the interior.
Pick one item of terrain or        objective tokens without
obstacle within 6” of this         using a special action.
model. Place the Blast 5”
                                   Ready for Adventure 🅟
template on this terrain.
                                   At the start of the game,
Any models touched by
                                   set aside the Compass,
the template receive the
                                   Telescope and Well-
Poisoned status.
                                   Stocked Backpack prop
SPECIAL EFFECTS                    cards. Whenever your cast
                                   claims an objective token,
Fight Back 🅟❶
                                   you may exchange it for
After this model has
                                   one of these prop cards.
been the target of a fight
attack, it can make a              Rope Swing 🅢
fight attack against that          Beam. This model
enemy, if that enemy is in         moves the length of the
range of that attack.              template, pushing all
                                                                                                              CENTRAL CASTING
                       EXAMPLES                                                     HEALTH
                       Space captains, sozzled
                       pirates, high-stakes
                       gamblers, heisters, con
                       artists, and thieves.
                                                       STAR QUALITY
                                                       Usual Suspects                    Honour Among
                                                       ✪✪🅢❶                              Thieves 🅢❶
                                                       Centre the Blast 5”               Make an opposed Body
                                                       template on this model.           statistic test against an
                                                       This model and any allies         enemy in base contact. If
                                                       touched by the template           successful, steal ✪ from
                                                       can move 8” and are not           your opponent. This model
                                                       subject to free strikes.          may move 3” away without
                                                                                         incurring free strikes.
                                                       SPECIAL EFFECTS                   Misdirection ✪🅕❶
                                                       A Chip And A Chair 🅟              Make a free presence
                                                       Whenever this model               attack. You may not add
                                                       would receive the                 stretch dice.
                                                       Captured, Dominated or
                                                                                         Never Tell Me The Odds 🅢
                                                       Immobilised status, roll
                                                                                         Enemies cannot add
                                                       1D6. On a roll of 4+, this
                                                                                         stretch dice when
                                                       model does not receive
                                                                                         defending against this
CENTRAL CASTING
                                                       that status.
                                                                                         model’s next attack.
                                                                                                      213
           EXAMPLES
           Enigmatic eccentrics, itinerant
           monks, white wizards, and
           cryptic seers.                    STAR QUALITY
                                             Deus Ex Machina ✪✪🅢                 One Day, I Shall
                                             Beam. All enemies touched           Come Back... ✪🅢❶
                                             by the template count               Roll 1D6. On a roll of 4+,
                                             their Defence at -1 for the         this model recovers one
                                             rest of this turn.                  Health, up to its starting
                                                                                 Health value and may also
                                             SPECIAL EFFECTS                     remove the Dominated,
                                             Guardian Angel 🅕❶                   Immobilised or Poisoned
                                             When an ally suffers the            status.
                                             effects of a strike, you            Personal Stake 🅟
                                             may move this model to              Choose an ally Extra at the
                                             within 3” of that ally. This        start of the episode. This
                                             movement does not incur             model adds 1” to their
                                             free strikes.                       standard move action
                                             Mind Tricks 🅟                       while that ally remains
                                             Perform any Difficulty 9            in play.
                                             spell from any grimoire
                                             with a magic pool of 2 dice.
                                             You do not need to choose
                                             spells before play begins.
                                                                                                          215
                                                                    EXAMPLES
                                                                    Superspies, cold warriors,
                                                                    renegade operatives.
STAR QUALITY
Deep Cover ✪✪🅢❶                      Loner 🅟
Choose an enemy Extra                This model activates for
within 12" of this model.            free if it is more than 6”
Switch the models'                   from any other model.
locations.                           Spycraft 🅟
SPECIAL EFFECTS                      At the start of the game,
                                     set aside the Badge of
Bugged ✪🅕
                                     Office, Grappling Hook
Until your cast is next on
                                     and Lucky Cigarette Case.
screen, this model gains
                                     Whenever your cast claims
any plot points spent by
                                     an objective token, you
enemies for star qualities or
                                     may also claim one of
special effects within 6”.
                                     these prop cards.
Licence to Kill 🅟
Gain ✪ for each enemy this
model removes from play.
                                                                                                           CENTRAL CASTING
 216
                       righteous insurrection.
                       What a lovely day for a
                       little payback.                                            HEALTH
                       EXAMPLES
                       Dispossessed nobles,
                       insubordinate soldiers,
                       disenchanted law officers,       STAR QUALITY
                       defiant teens, crusading         New Hope ✪🅟                        Leader 1 🅕
                       journalists.                     Stretch dice cannot be             Choose one ally within
                                                        added to rolls defending           6” that has not been
                                                        against strikes made by            activated this turn. The
                                                        this model, or to strikes          ally can be activated for
                                                        made against this model,           no plot point cost.
                                                        until the Daring Rebel is          On the Run 🅟
                                                        next on screen.                    This model can add 1D6”
                                                        SPECIAL EFFECTS                    of movement whenever it
                                                                                           makes two consecutive
                                                        Insurrectionist ✪🅕❶                move actions in a single
                                                        Place the Blast 3”                 turn.
                                                        template on this model.
                                                        All models touched by the          Strategist 🅟
                                                        template may remove the            Enemy models within 6”
                                                        Captured, Distracted or            of this model cannot use
                                                        Stunned status.                    their Leader or Unit Leader
CENTRAL CASTING
                                                                                           special effects.
                                                                                                         217
                                                                   EXAMPLES
                                                                   Time-travelling teens, refugees
                                                                   in dressing gowns, roleplaying
STAR QUALITY                                                       kids who find monsters
Wrong Place, Wrong Time            Lucky 🅟                         are real.
✪❶                                 One ally in base contact
Centre the Blast 5”                with this model may reroll
template on this model.            any one die this turn.
Any enemy touched by
                                   Sink Or Swim 🅟
the template must pass
                                   For any failed strike
a Mind statistic test. If
                                   against this model, gain
they fail, they cannot
                                   ✪ or remove any status
target this model in their
                                   (except Infected) from this
next turn.
                                   model.
SPECIAL EFFECTS                    This Old Thing?
Duck! 🅟                            This Co-Star does not
Whenever this model is             generate prop cards for
the target of a successful         your cast, but does gain
strike, roll 1D6. On a roll        one random maguffin
of 5+, the effects of the          before play begins. This
                                                                                                          CENTRAL CASTING
                                                                   EXAMPLES
                                                                   Boys and their dogs, zombie-
STAR QUALITY                                                       killing ex-cops, last people
Brutal Takedown ✪🅕❶
                                                                   on earth, furious drivers in
This model may make a free          may reroll one defence die     lawless futures.
Spiked Bat attack against           against any strikes.
any enemy in base contact           Last of Us 🅟
suffering a status.                 Whenever this model
SPECIAL EFFECTS                     would receive the Scared,
                                    Stunned or Weakened
Backpack Crafting 🅕❶
                                    status, roll 1D6. On a roll
This model may make
                                    of 4+, this model ignores
a Mind statistic test. If
                                    that status.
successful, choose an ally
within 6”. This turn, the           Wolf And Cub 🅟
first special effect or star        Before play begins,
quality with a ✪ cost the           identify one ally Extra. If
chosen model uses costs             this model is within 4”
✪ less.                             of that ally, you gain ✪
                                    immediately. If that ally
Doomsday Prepper 🅟
                                    is removed from play, you
                                                                                                         CENTRAL CASTING
                       EXAMPLES
                       Attendants to great detectives,   STAR QUALITY
                       steadfast halflings, diminutive   In A Tight Corner ✪🅟                Sidekick 🅟
                       partners to adventuring           If this model is in base            Specify one ally to be boss
                       archaeologists, time-travelling   contact with its boss               When the specified boss is
                       companions.                       model, it can make two              activated, this model can
                                                         fight attacks this turn.            activate for free if it is
                                                                                             within 6”. A boss can only
                                                         SPECIAL EFFECTS                     have one sidekick.
                                                         Anachronism
                                                                                             Teamwork 🅟
                                                         If your cast chose the
                                                                                             When this model
                                                         Fantasy genre for this
                                                                                             activates, choose two ally
                                                         episode, you may not use
                                                                                             Extras within 6”. Those
                                                         the Handgun attacks for
                                                                                             allies can reroll one die
                                                         this profile.
                                                                                             this turn.
                                                         Faithful To The Last 🅟
                                                         If this model’s nominated
                                                         boss is subject to a
                                                         successful strike, you
CENTRAL CASTING
                                                                   EXAMPLES
                                                                   Classical heroes, legendary
                                                                   monarchs, warrior royalty.
STAR QUALITY
Divine Onslaught ✪🅢❶              Fight Back 🅟❶
Barrier. All allies touched       After this model has
by the template may               been the target of a fight
add the Stunned status            attack, it can make a
weapon effect to any fight        fight attack against that
attacks this turn.                enemy, if that enemy is in
                                  range of that attack.
SPECIAL EFFECTS
                                  Infamous 🅟
Brave 🅟
                                  Reroll one die when
This model never receives
                                  making presence attacks
the Scared status. This
                                  against enemies facing in
model counts its strike as
                                  this model's front zone.
+1 against enemies with
Scared weapon effects.
Face Me, Coward! 🅢
Choose an enemy within
6” to make an opposed
                                                                                                          CENTRAL CASTING
                       EXAMPLES
                       Great detectives, hard-boiled
                       gumshoes, eccentric police       STAR QUALITY
                       officers, amateur sleuths,       Whodunnit? ✪🅢
                       investigative journalists,       In the prologue, your enemy        If the enemy fails, they
                                                        secretly nominates a guilty        lose ✪.
                       meddling kids.
                                                        model of at least 3 ratings.       Multitask ✪🅕
                                                        During play, choose an             This model can make a
                                                        enemy in base contact              third action this turn, as
                                                        with this model. If it is the      long as it does not repeat
                                                        guilty model, immediately          the same action type (move,
                                                        remove it from play and            strike, special) twice.
                                                        gain 1D3+1 plot points.
                                                        If the guilty model is             Parry 🅟
                                                        removed from play by other         If this model is the target
                                                        means, gain ✪✪.                    of a fight attack, you can
                                                                                           make the enemy reroll
                                                        SPECIAL EFFECTS                    one die. This model never
                                                        Mind Palace 🅟                      suffers free strikes.
                                                        If this model ends its             Spot Clue 🅕
                                                        activation within 3” of an         This model may move 8”
CENTRAL CASTING
                                                                 EXAMPLES
                                                                 Watchful librarians, reflective
                                                                 old knights, telepathic
STAR QUALITY                                                     caretakers, sensei,
Sage Advice ✪🅢❶                   Spiritual Fortitude 🅢❶         grey wizards.
Centre the Blast 3”               If this model is the target
template on this model.           of a fight attack, you can
All allies touched by the         make your opponent reroll
template may remove the           one die. This model never
Immobilised, Scared and           suffers from free strikes.
Weakened statuses.                Teachable Moment ✪🅟
SPECIAL EFFECTS                   Before you draw a script
                                  card, you may pay ✪ to
Inspirational 🅟                   have this model make
Allies within 12” can reroll      a Mind statistic test.
one die when defending            If successful, you may
against presence attacks.         choose to look at the top
Magic User (2) 🅟                  three cards and return
This model may choose             them in any order. Once
any spells from The Book          per act.
of Four Winds and The
                                                                                                         CENTRAL CASTING
Book of Stones.
 224
                       EXAMPLES
                       Immoral politicians, dishonest
                       cops, cult leaders, soulless
                       dictators.                       STAR QUALITY
                                                        Demagogue ✪✪🅢                     Power Behind
                                                        All allies within 6” of           The Throne 🅟
                                                        this model can make               When within 6" of this
                                                        an immediate presence             model, ally Unit Leader
                                                        attack as a free action.          and Leader special effects
                                                                                          are extended by 3".
                                                        SPECIAL EFFECTS
                                                                                          Slippery Customer 🅕
                                                        Above The Law 🅟
                                                                                          When defending against
                                                        This model can make both
                                                                                          a fight attack, this model
                                                        fight and shoot attacks in
                                                                                          can move 1” back from an
                                                        the same activation.
                                                                                          enemy without incurring
                                                        Plausible Deniability 🅟           the weapon effects or a
                                                        This model gains ✪                free strike.
                                                        whenever an ally fails any
                                                        roll within 8”.
CENTRAL CASTING
                                                                                                         225
                           HEALTH                                   EXAMPLES
                                                                    Fallen angels, king vampires,
                                                                    ancient evils, spectral
                                                                    demigods.
STAR QUALITY
Puppet Master ✪✪🅢                   it moves through scenery,
Choose three allies within          obstacles, and other
8” that have not activated          models. It is unaffected by
this turn. The chosen               Block and cannot be the
models can activate for             target of physical strikes.
free this turn and may use          Unyielding Evil 🅟
their own Leader or Unit            If an enemy model enters
Leader special effects at           base contact with this
no cost.                            model, they are classed as
SPECIAL EFFECTS                     disadvantaged.
Magic User (3) 🅟                    WEAPON EFFECT
This model may choose               Infected (Zombie)
any spells from The Book            After an Infected enemy
of Fire and Flame, The              reaches 0 Health, you must
Book of Stones or The               roll 1D6 in every end phase.
Book of Fifty Fathoms.              On a roll of 1, remove
Shadow Form 🅕❶
                                                                                                          CENTRAL CASTING
                       EXAMPLES
                       Otherworldy conquerors,
                       egocentric AIs, alien masters,
                                                        STAR QUALITY
                       malicious rulers.
                                                        Command & Conquer                  Imperial March 🅢
                                                        ✪✪🅕                                Move into base contact
                                                        Centre the Blast 5”                with any ally within 2”.
                                                        template on this model.            Repeat this until you
                                                        This turn, the Evil Overlord       choose to stop.
                                                        may use the star qualities         Magic User (1) 🅟
                                                        and special effects of             This model may choose
                                                        any model touched by the           any spells from The Book
                                                        template.                          of Fire and Flame.
                                                        SPECIAL EFFECTS                    Ruthless 🅟
                                                        Fearful Reverence 🅟                This model can never
                                                        No enemy within 6” may             receive the Distracted or
                                                        benefit from the Unit              Dominated statuses. It
                                                        Leader or Leader special           is never subject to risky
                                                        effects until this model is        shots.
                                                        next on screen.
CENTRAL CASTING
                                                                                                            227
                                                                     EXAMPLES
                                                                     Supervillains, over-reaching
                                                                     industrialists, arch criminals,
STAR QUALITY
                                                                     alien schemers.
Endless Subordinates                Partners In Crime 🅢❶
✪✪🅕                                 If this model is within 6”
Choose an ally Extra of 2           of any ally Co-Star, these
ratings or less that has            models (including the
been removed from play.             Mastermind) each gain one
Your opponent returns               stretch die to Defence rolls.
the chosen model to play            Plan B 🅟
under your control within           Whenever an enemy uses
8” of any of your models.           a special effect or star
SPECIAL EFFECTS                     quality with a plot point
                                    cost within 8”, you gain
Insane Confidence 🅟
                                    that many ✪.
All of the models in your
cast can count their                Prop
Spirit as +1. If your cast          This model adds one
becomes axed, all of the            additional prop card to
models in your cast must            your prop store.
                                                                                                            CENTRAL CASTING
                       EXAMPLES
                       Gangsters, hoodlums,
                       dangerous dames, criminal
                                                      STAR QUALITY
                       couples, heist crew.                                              Fight Back 🅟❶
                                                      Public Enemy ✪🅕❶
                                                      Centre the Blast 5”                After this model has
                                                      template on this model.            been the target of a fight
                                                      As a free move action, this        attack, it can make a
                                                      model may move 1” for              fight attack against that
                                                      each enemy touched by              enemy, if that enemy is in
                                                      the template. This move            range of that attack.
                                                      does not incur free strikes.       Protection Racket 🅟❶
                                                                                         Any plot points spent
                                                      SPECIAL EFFECTS                    by enemies defending
                                                      Blow the Bloody Doors
                                                                                         against this model are
                                                      Off ✪🅢
                                                                                         awarded to your cast,
                                                      Barrier. Remove any
                                                                                         unless they can pass a
                                                      obstacle that is touched
                                                                                         Spirit statistic test.
                                                      by the template. The area
                                                      under the template is now          Sleight Of Hand 🅟
                                                      rough ground.                      On your first turn of each
CENTRAL CASTING
                          HEALTH                                EXAMPLES
                                                                High school tormenters,
                                                                spiteful prom queens,
                                                                deranged care-givers, heavy-
                                                                handed thugs.
STAR QUALITY
Beatdown ✪🅢❶                     Never To Blame 🅢❶
This model may make a            If this model suffers a
Mean Right Hook attack           successful strike, it may
against all models in base       choose to apply that to an
contact.                         ally Extra within 6” and
                                 gain ✪.
SPECIAL EFFECTS
                                 Torment ✪🅟
Beat It, Loser! 🅟                Nominate one enemy
Immediately gain ✪ for           model. This turn, the Cruel
each enemy this model            Bully and any allies within
removes from play.               3”of this model gain
Give Me That! ✪❶                 one stretch die on their
Whenever your opponent           first strike against the
discards a prop card,            nominated enemy.
this model can make a
Body statistic test. If
successful, you may add
                                                                                                      CENTRAL CASTING
                       boundaries. Onwards to
                       utopia!
                                                           Hypno Helmet     0”     +7      0 Health, Dominated
                       EXAMPLES                                                  HEALTH
                       Corpse-stitchers, callous
                       vivisectionists, self-
                       experimenters, naïve
                       eccentrics.
                                                        STAR QUALITY
                                                        It’s Alive!!! ✪🅢❶                Prop
                                                        Roll 1D3+1 and place             This model adds one
                                                        that many Zombies within         additional prop card to
                                                        3” of this model. These          your prop store.
                                                        models can activate for          Surrounded By Idiots 🅟
                                                        free, but are removed            This model can add +1
                                                        from play at the end of          to statistic tests and
                                                        your turn.                       presence attack strikes
                                                                                         when within 3” of any
                                                        SPECIAL EFFECTS                  allies.
                                                        Ethics Violation ✪🅟❶
                                                                                         Working Hypothesis 🅟❶
                                                        After successfully hitting
                                                                                         This model can reroll one
                                                        an enemy with a Test
                                                                                         die per turn.
                                                        Tube Smash attack, the
                                                        affected enemy must
                                                        make a Body statistic test.
                                                        If the enemy fails, they
CENTRAL CASTING
                           HEALTH                                  EXAMPLES
                                                                   Criminal enforcers, hulking
                                                                   henchmen, cold-hearted
                                                                   torturers, evil knights.
STAR QUALITY
Hat In The Ring ✪🅕❶             Signature Move 🅢❶
Centre the Blast 3”             Choose one of the following:
template on this model.         Crush - All models
This model may make a           in base contact are
free Outlandish Weapon          disadvantaged this turn.
attack against enemies
touched by the template.        Power Throw - One enemy
                                in base contact suffers a
SPECIAL EFFECTS                 Push 3”.
                       EXAMPLES
                       Feudal lords, greedy landowners,
                       crooked capitalists, insidious
                                                          STAR QUALITY
                       industrialists, floating
                                                          Cutthroat Industry                  Hasty Construction 🅢
                       aristocrats.                       ✪🅟❶                                 Beam. This new ‘structure’
                                                          If an enemy moves within            blocks line of sight until
                                                          3” of an objective token            your cast is next on
                                                          or maguffin, move the               screen. Only one structure
                                                          closest ally Extra into base        can be in play per turn.
                                                          contact with the rear zone
                                                                                              Urgent Business ✪🅢
                                                          of that enemy and make a
                                                                                              This model cannot move,
                                                          free strike.
                                                                                              attack or be attacked until
                                                          SPECIAL EFFECTS                     it is next on screen, but
                                                                                              receives the Distracted
                                                          Authority Figure 🅢
                                                                                              status.
                                                          No enemy within 6” may
                                                          benefit from Unit Leader            You’re Fired! 🅢
                                                          or Leader special effect            Remove a single ally Extra
                                                          until this model is next            within 6” from play. Gain
                                                          on screen.                          1D3+1 plot points.
CENTRAL CASTING
                                                                                                         237
                                                                   EXAMPLES
                                                                   Tireless bounty hunters,
                                                                   implacable cyborgs, pitiless
STAR QUALITY
                                                                   machines, alien predators.
Vendetta ✪🅕❶
Place this model into base           the template are moved
contact with an enemy                to its edge. This does not
Star or Co-Star within 8”.           incur free strikes. This
This does not trigger free           model gains +1 to their
strikes. These two models            physical strike rolls this
can only target each other           turn.
until your cast is next on           On The Hunt 🅕❶
screen.                              Whenever an enemy
SPECIAL EFFECTS                      completes a move action,
                                     you may move this model
Grim Satisfaction 🅟
                                     3” toward that enemy.
For each enemy reduced to
                                     This movement does not
0 Health within 6” of this
                                     trigger free strikes.
model, gain ✪.
                                     Run Them Down 🅟
I Work Alone 🅕❶
                                     If this model gains a free
Centre the Blast 3”
                                                                                                          CENTRAL CASTING
                                     strike as a result of a
template on this model.
                                     charge attack, add +1 to
All allies touched by
                                     their strike roll.
 238
                       EXAMPLES
                       Satanic cult leaders, evil                                  HEALTH
                       sorcerers, treacherous wizards,
                       cackling witches.
                                                         STAR QUALITY
                                                         Forbidden Ritual ✪🅢❶               Magic User (3) 🅟
                                                         Centre the Blast 3”                This model may choose
                                                         template on this model.            any spells from The Book
                                                         Allies touched by the              of Fire and Flame and The
                                                         template receive the               Book of Fifty Fathoms.
                                                         Weakened status. For               Telekinesis 🅢
                                                         every ally weakened in             Place the Blast 3”
                                                         this way, apply the On Fire        template within 8” of this
                                                         status to an equal number          model. Move any single
                                                         of enemies within 6”.              model or obstacle that is
                                                         SPECIAL EFFECTS                    completely covered by the
                                                                                            template up to 4” in any
                                                         Counter Spell ✪🅕❶
                                                                                            direction.
                                                         When this model is the
                                                         target of a successful
                                                         shoot attack, or spell, it
                                                         may make an immediate
CENTRAL CASTING
                               HEALTH                              EXAMPLES
                                                                   Mighty apes, killer sharks,
                                                                   jerry-built corpses, relentless
                                                                   aliens.
STAR QUALITY
Rampage ✪🅕❶                         Regenerate ✪🅕❶
Barrier. Remove any                 Roll 1D6. On a roll of 4+,
obstacle that is touched            this model recovers one
by the template and gain            Health, up to its starting
a free Rip Up & Throw               Health value.
attack.                             Territorial 🅟
SPECIAL EFFECTS                     This model gains +1
                                    Defence vs physical
Animal Instincts 🅟                  strikes if it is in base
This model activates for            contact with any item of
free if it can pass a Mind          scenery 4” or larger in
statistic test. It is always        any dimension. It is never
disadvantaged against               affected by rough ground.
presence attacks.
Man's Red Fire 🅟
This model may not move
closer than 3" to an On
                                                                                                            CENTRAL CASTING
                                 3                                     4                               3                                    3
                                 3                                     3                               3                                    3
                                 8                                     3                               8                                    3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
                        High Calibre
                                        12”        +7     Deadly, -1 Health
                                                                                              Ray Gun         12”    +6       0 Health, On Fire
                        Handgun
                                                                                              Unearthly
                        Flash The                                                             Hullooo
                                                                                                              8”     +6       0 Health, Distracted
                        Badge
                                         6”        +7     0 Health, Captured
HEALTH HEALTH
                                                                                          effect.
                                                                                                                                      241
                4                                   3                             4                                      2
                4                                   3                             3                                      3
                8                                   3                             8                                      3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
      Assassin’s
                       0”     +8      Deadly, 0 Health, Poisoned
                                                                         Shield Shove     0”       +7       0 Health, Push 2”
      Touch
                                                                         Vicious Blade    0”       +7       -1 Health
      Garotte          0”     +7      -1 Health, Immobilised
HEALTH HEALTH
                                 2                                   3                                       2                                    3
                                 2                                   2                                       1                                   2
                                 7                                   4                                       7                                    3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
                        Minimal
                                         0”        +4   0 Health, Weakened
                                                                                                  Lucky Punch      0”      +4       0 Health, Weakened
                        Resistance
                                                                                                  Pratfall         12”     +8       0 Health, Distracted
                        Panic!           8”        +5   0 Health, Distracted
HEALTH HEALTH
COMMANDER                                                            COP
These skilled tacticians are trained leaders                         Either pounding a beat down the mean
who shape the ebb and flow of battle,                                streets of the big city or protecting the
knowing the human cost of every decision.                            wild frontier, a lawman is sworn to protect
                                                                     and serve.
                    Commander                                                                      COP
                          NEUTRAL EXTRA                        3                                 HEROIC EXTRA                     2
                3                                     3                             3                                     3
                3                                     3                             3                                     3
                8                                    4                              8                                     3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
       Cunning                                                             Arresting
       Tactics
                        6”     +7       0 Health, Distracted
                                                                           Manner
                                                                                            3”      +6       0 Health, Immobilised
HEALTH HEALTH
                                    3                                    3                                   3                                     2
                                    2                                    3                                   2                                     3
                                    7                                   4                                    8                                     3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
                         Chilling
                                          6”      +7       0 Health, Distracted
                                                                                                    Rabid Fury       0”      +6       0 Health, Poisoned
                         Chant
HEALTH HEALTH
DAREDEVIL                                                         DOG
No police roadblock, bank truck or stunt                          There’s nothing more loyal than man’s best
ramp is safe. Whether in the driving seat or                      friend. Useful at helping folks in trouble or
the cockpit, the Daredevil can drive in and                       alerting their owners to danger - and also
out of danger with ease.                                          offering a nasty nip to intruders.
                   DAREDEVIL                                                                  dog
                        NEUTRAL EXTRA                         2                           NEUTRAL EXTRA                      1
               3                                    4                            4                                       1
               3                                     3                           0                                    3
               8                                     3                           8                                    4
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
HEALTH HEALTH
                                 3                                      3                                 3                                       3
                                 3                                      3                                 4                                       3
                                 8                                      3                                 8                                      4
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
                                                                                                 Assault With
                                                                                                 Menaces
                                                                                                                   1”        +7     0 Health, Distracted
HEALTH HEALTH
               3                                      3                          3                                   2
               4                                      3                          3                                   3
               8                                      4                          7                                   2
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
HEALTH HEALTH
                  GUARD                                                                      GUNSLINGER
                  Acting as peacekeeping watchmen,                                           The town silences when the clip of the
                  Guards patrol town streets and castle                                      Gunslinger’s stirrups walks onto the main
                  hallways from their garrisons, warding                                     street. This place ain’t big enough for the
                  off miscreants.                                                            both of ‘em.
                                           Guard                                                                  gunslinger
                                          NEUTRAL EXTRA                         2                                     NEUTRAL EXTRA                       2
                                                                       OR   5 FOR 3 MODELs
                                 3                                     3                                     3                                    2
                                 3                                     3                                     3                                    3
                                 7                                     2                                     8                                    3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
                        At Sword
                                         0”    +5         0 Health, Captured
                                                                                                    Six-Shooter     12”       +6     2 Shots, -1 Health
                        Point
HEALTH HEALTH
                3                                       3                                4                                     3
                3                                       3                                3                                     3
                8                                       4                                8                                     3
       Repeating
                           0”    +8        Teardrop, -1 Health
                                                                                Silent Stare      6”    +6        0 Health, Immobilised
       Laser OR
HEALTH HEALTH
                                  3                                   3                                    2                                    2
                                  3                                   3                                    2                                    2
                                  8                                   2                                    7                                    4
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
HEALTH HEALTH
                3                                      2                          4                                     3
                3                                      4                          2                                     4
                9                                      4                          8                                     3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
HEALTH HEALTH
   presence attacks.
 252
                                  2                                      3                                 3                                    4
                                  3                                      3                                 3                                    3
                                  8                                      3                                 7                                    3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
                         Defensive
                                          0”        +5     0 Health, Weakened
                                                                                                  Oaken Staff      1”       +7    0 Health, Knocked Down
                         Slap
                                                                                                  Fiery Bolt       8”       +6    -1 Health, On Fire
                         Hands Off
                         Buddy!
                                          6”        +6     0 Health, Push 2”
                         Creative
                         Diversion
                                          0”        +6     Barrier, 0 Health, Distracted
HEALTH HEALTH
                                                         as disadvantaged against
                                                         strikes made by this
                                                         model.
                                                                                                                                              253
MERCENARY                                                          MILITIA
These soldiers of fortune sell their services                      Levied farmers and townsfolk must take up
to the highest bidder. Well-armed and well-                        arms in times of crisis. Commanded by local
trained, they choose what cause to fight for                       lords or charismatic revolutionaries, these
and when to choose discretion over valour.                         untrained conscripts fight for their liege.
                     Mercenary                                                             MILITIA
                         NEUTRAL EXTRA                      4                              NEUTRAL EXTRA                         1
                                                                                                                        OR   2 FOR 3 MODELs
                4                                    3                            2                                      2
                4                                    3                            1                                      3
                8                                    2                            7                                      3
       ATTACK         RANGE STRIKE     WEAPON EFFECT                     ATTACK          RANGE STRIKE      WEAPON EFFECT
       Combat
       Knife OR
                       0”      +7      Fast, -1 Health                   Flaming Torch    0”      +6       0 Health, On Fire
       Submachine
       Gun
                       12”     +7      Spray, -1 Health
HEALTH HEALTH
                                 4                                     2                               4                                     2
                                 3                                     4                               0                                     3
                                 8                                     3                               8                                     3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
                        Terrifying                                                             Monstrous
                        Roar
                                         6”      +7       0 Health, Scared
                                                                                               Moan
                                                                                                                8”     +5       0 Health, Scared
HEALTH HEALTH
                     is increased by 2”.
                                                                                                                                                  255
               3                                    2                               3                                        1
               1                                     3                              1                                     2
               8                                     3                              8                                     3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
      Hideous
                       8”       +6     0 Health, Scared
                                                                           Rabid Bite       0”        +5     -1 Health, Poisoned
      Appearance
HEALTH HEALTH
                  NOBLE                                                              PHANTOM
                  The undisputed sovereign of their domain –                         The phantom is a lost soul haunting the
                  be it the pages of history, enchanted lands                        place of its death to drive off meddling
                  or the local mall. Popular and good-looking,                       mortals. It often seeks out something - or
                  they command or demand attention!                                  someone - to assist its journey.
                                            Noble                                                           phantom
                                           NEUTRAL EXTRA                         3                            NEUTRAL EXTRA                      3
                                 3                                      3                           3                                     3
                                 3                                      3                           3                                     2
                                 8                                     4                            8                                     4
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
HEALTH HEALTH
               2                                   4                             4                                      2
               2                                   2                             3                                      3
               7                                   2                             8                                      2
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
      Hippocratic
                     6”      +6       0 Health, Weakened
                                                                        Bolas            6”       +7       0 Health, Immobilised
      Oath
                                                                        Primitive Bow    10”      +6       -1 Health
HEALTH HEALTH
                  RAIDER                                                           REPORTER
                  Raiders are battle hardened warriors who                         With a nose for news, and little fear for
                  pillage and plunder - terrorising everywhere                     their own mortality, the reporter is adept
                  from the high seas, to desert worlds to                          at getting into all sorts of trouble in search
                  apocalyptic wastelands.                                          of a story.
                                          Raider                                                          REPORTER
                                          NEUTRAL EXTRA                     2                                 NEUTRAL EXTRA                           1
                                 4                                   2                             2                                        4
                                 3                                   3                             2                                        2
                                 8                                   3                             7                                         3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
                        Spiked
                                         0”       +7    0 Health, Stunned
                                                                                          Pen Prod           0        +4       0 Health, Weakened
                        Bludgeon
                                                                                          Intrusive
                        Blaster OR      16”     +6      Deadly, -1 Health                 Microphone
                                                                                                             1”       +6       0 Health, Distracted
HEALTH HEALTH
                     SPECIAL EFFECTS
                     Anachronism                       Scorched Earth ✪🅢              SPECIAL EFFECTS
                     If your cast chose the            Barrier. Remove any            Espionage                            Loner 🅟
                     Fantasy or Historical genre       obstacle that is covered       This model can be set up             This model activates for
                     for this episode, you may         by the template. The area      anywhere on the playing              free if it is more than 6”
                     not use the Blaster attack        under the template is now      area, as long as it is no            from any other model.
                     for this profile.                 rough ground.                  further than 12” from                Spot Clue 🅕
                     Hotshot 🅟                         Shakedown 🅟                    a non-Espionage ally.                This model may move 8”
                     It this model has entered         After this model has made      Espionage models are                 if that move action will
                     a vehicle, it can activate        a successful attack, you       placed after all other               bring it into base contact
                     that vehicle for free. It         may choose to ignore the       models. Enemies cannot               with an objective token or
                     gains one stretch die when        weapon effect. Instead,        make strikes against a               maguffin.
                     making Armour statistic           your opponent must give        model with this special
                     tests.                            you ✪.                         effect in their first turn of
                                                                                      a scene.
                     Rider (Steed) 🅢
CENTRAL CASTING
ROGUE                                                               ROOKIE
With quick wits, an enticing grin, and a sharp                      Frequently underestimated by both bad guys
blade, the rogue is the bane of the wealthy                         and bureaucracy, the rookie is just trying to
everywhere.                                                         make a name for themselves and honour the
                                                                    badge they serve under.
                          Rogue                                                             Rookie
                          NEUTRAL EXTRA                         2                           NEUTRAL EXTRA                       2
                3                                     3                            3                                     3
                3                                     3                            3                                     3
                8                                     3                            7                                     3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
       Flintlock
                        12”    +6       Unreliable, -1 Health
                                                                          Handgun         12”       +6     2 Shots, -1 Health
       Pistol
                                                                          Miranda
       Throwing                         2 Shots, 0 Health,                Warning
                                                                                           3”       +6     0 Health, Immobilised
       Knife
                        6”     +6       Immobilised
HEALTH HEALTH
                  SARGE                                                                SCIENTIST
                  The sarge is responsible for overseeing the                          These scholarly types have turned their
                  duty rosters and patrols, protecting anything                        intelligence to either the advancement
                  from their local beat, forbidden cities, exotic                      of either good or evil - through choice,
                  palaces or industrial installations.                                 ignorance or coercion.
                                           Sarge                                                              Scientist
                                          NEUTRAL EXTRA                       3                                 NEUTRAL EXTRA                         1
                                 3                                    3                               2                                     4
                                 3                                    3                               2                                     2
                                 8                                    4                               7                                     2
                        ATTACK          RANGE STRIKE     WEAPON EFFECT
                                                                                             ATTACK           RANGE STRIKE     WEAPON EFFECT
                        Brawl            0”    +7        0 Health, Weakened
                                                                                             Pipette Squirt    1”     +4       0 Health, Poisoned
                        Short Sword      0”    +6        -1 Health
                                                                                             Technobabble      6”     +6       0 Health, Distracted
                        Handgun OR      12”    +6        2 Shots, -1 Health
                        Submachine
                        Gun
                                        12”    +6        Spray, -1 Health
HEALTH HEALTH
                     SPECIAL EFFECTS
                     Anachronism                       Unit Leader ✪🅕❶                    SPECIAL EFFECTS
                     If your cast chose the            Choose any number of               Dangers Of R&D ✪🅢                  Repair 🅢
                     Fantasy or Historical genre       allies in the Military Outfit      Randomly draw 1D3 prop             If this model passes a
                     for this episode, you may         or Minion Squad units              cards and choose one               Mind statistic, one Robot,
                     not use the Submachine            within 6” that have not            card to keep, but receive          Electronic or Vehicle
                     Gun attack. If you chose          activated this turn. These         the Stunned status.                ally in base contact can
                     the Fantasy genre, you            allies can activate for free                                          recover 1 lost Health.
                     may not use the Handgun           this turn.
                     attack. If you chose the
                     Action or Horror genres,
                     you may not use the Short
                     Sword attack.
                     Battle-Hardened 🅟
                     Whenever this model
CENTRAL CASTING
               3                                      3                                   4                                     2
               3                                      3                                   2                                     4
               8                                     2                                    9                                     3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
HEALTH HEALTH
                  SHARPSHOOTER                                                     SKELETON
                  Experts in precision targeting, these eagle-                     Skeletons are deathly entities animated to
                  eyed specialists are trained to bring down                       bring doom upon the living. Rising from their
                  specific targets, ascertain weak points and                      graves and sepulchres, their shrill screams
                  use their weapons with clinical accuracy.                        send a shiver down the stoutest spine.
                                 Sharpshooter                                                          Skeleton
                                          NEUTRAL EXTRA                        3                         VILLAINOUS EXTRA                        1
                                                                                                                                      OR     2 FOR 3 MODELs
                                 3                                    3                            4                                     1
                                 3                                    3                            3                                  2
                                 8                                    3                            7                                     1
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
HEALTH HEALTH
                3                                     3                              3                                       3
                3                                     3                              3                                       3
                8                                     3                              8                                       3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
HEALTH HEALTH
                  STEED                                                                        SWARM
                  Trusty mounts can come on two or more legs.                                  These clusters of ravenous creatures scuttle
                  Ideal for travelling across frontier plains,                                 from the dark. They might burst free from
                  chasing stagecoaches or scouting on snowy                                    their master, or some dank dungeon,
                  ice worlds.                                                                  devouring everything in their path.
                                          steed                                                                          swarm
                                         NEUTRAL EXTRA                            3                                      NEUTRAL EXTRA                          2
                                                                       OR     8 FOR 3 MODELs                                                        OR      3 FOR 2 MODELs
                                 3                                        1                                    3                                        1
                                 0                                     4                                       0                                        1
                                  7                                    3                                       6                                        1
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
Bucking Kick 0” +6 -1 Health, Knocked down Overrun* 0” +4* 0 Health, Knocked down
HEALTH HEALTH
THUG                                                                 VAMPIRE
Getting up close and personal and leaving                            An immortal creature of the night, the
some kind of broken-face calling card is what                        vampire watches over their herd from their
thugs do best. The simpler and more violent                          castle, or surveys the nightclub for their prey
the job, the better.                                                 in their endless thirst for blood.
                             THUG                                                           Vampire
                        VILLAINOUS EXTRA                     2                               VILLAINOUS EXTRA                       5
               3                                     3                               4                                      4
               3                                     3                               3                                      3
               8                                     2                               9                                      4
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
HEALTH HEALTH
                  VIP                                                                 WARRIOR
                  The VIP is a politician, celebrity, head of                         Bloodshed is not a profession for these
                  industry, top scientist, one true love or girl                      fighters - it’s a way of life. Valuing strength
                  with dragon-green eyes. Protecting them                             and honour above all else, these foot soldiers
                  from danger is of the utmost importance.                            pursue glorious victory and a glorious death.
                                              VIP                                                           Warrior
                                          NEUTRAL EXTRA                       0                               NEUTRAL EXTRA                       2
                                 1                                    3                              3                                     2
                                 1                                    2                              3                                     3
                                 7                                    2                              8                                     3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
                        Dismissive
                                        0”        +3     0 Health, Weakened
                                                                                            Sword            0”      +7       -1 Health
                        Wave
                                                                                            Shortbow        12”      +6       -1 Health
                        Grand
                        Entrance
                                        0”        +5     Beam, 0 Health, Distracted
                                                                                            Throwing Axe     6”      +7       0 Health, Stunned
HEALTH HEALTH
WITCH                                                               YOUTH
Witches are practitioners of shadowy                                Occupying a limbo between child and adult,
spellcraft, boasting an array of powerful                           caught up in the currents of societal rules
magic, and a strange connection to the                              and familial expectations: this time can be
fates of those around them.                                         make or break for who they will become.
                        witch                                                               Youth
                       NEUTRAL EXTRA                        4                               NEUTRAL EXTRA                         1
               3                                     4                             2                                     3
               3                                     3                             3                                    2
               7                                     4                             7                                     3
ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT
HEALTH HEALTH
   of Fire and Flame, The            the Infected status and           model gains one stretch
   Book of the Four Winds,           replace the fallen model          die to defence rolls.
   The Book of Stones and            with a standing Mutated
   The Book of Fifty Fathoms.        Vermin model, which joins
                                     your cast.
268
      CENTRAL CASTING
                                                                                                                                             269
ZOMBIE                                                                      CARRIAGE
Zombies are the rotting, stinking hulks of                                  Before the combustion engine, a horsedrawn
the dead, risen from the grave. Onwards they                                carriage was the only way to travel great
shamble, until decay or damage drives them                                  distances in relative comfort - or style. But
back into the ground.                                                       beware highwaymen and bandits!
                        Zombie                                                                   carriage
                       VILLAINOUS EXTRA                        1                                   NEUTRAL VEHICLE                  4
                                                    OR     2 FOR 3 MODELs
               2                                       1
               0                                     3
               6                                       1
                                                                                         5                                    8
                                                                                         8                                   5+
HEALTH HEALTH
                                                                               SPECIAL EFFECTS
   SPECIAL EFFECTS                                                             Horse-Drawn                     Vehicle 🅟
   Living Dead 🅟                     Zombie Moan 🅕                             You must include at least       This vehicle ignores
   This model never receives         When this model is                        one Steed profile in your       all statuses except
   the Dominated, Poisoned           activated, choose up to                   cast to include a Carriage.     Immobilised and On
   or Scared status. It              two ally Extras within 6”.                However, only pay 2             Fire, cannot be knocked
   gains one stretch die             Each of these allies can                  ratings for a Steed.            down and is immune to
   when defending against            immediately move up to                    Stagecoach                      presence attacks. Enemies
   presence attacks.                 2” as free actions.                       Before play begins, draw        gain one stretch die when
                                                                                                               making a strike against
   Move 4” 🅟                         WEAPON EFFECT                             one prop card at random
                                                                               from the prop deck. Set         this vehicle.
   This model travels 4” with
                                     Infected (Zombie)
   a single move action.
                                     After an Infected enemy
                                                                               this card aside from your       STUNTS
                                                                               prop store. This prop can
   Strength In Numbers 🅟             reaches 0 Health, you
                                                                                                               If a driver can pass a
                                                                               be used by any ally in          Mind statistic test, it can
   This model can count their        must roll 1D6 in every                    base contact with the           perform the following
   fight strike roll as +1 if
                                                                                                                                              CENTRAL CASTING
                                4                                  8                          4                                 8
                               16                                 5+                          12                               5+
HEALTH HEALTH
JEEP                                                          LIMO
Suitable for cool valley kids, the rugged                     Arrive in style - or simply make a statement
country-living outdoorsman and the military                   travelling in this elongated sedan. Enjoy its
commander, the Jeep is an excellent off-road                  plush interior and drinks cabinet, and exchange
vehicle.                                                      banal pleasentaries with your salaried driver.
                         JEEP                                                           limo
                      NEUTRAL VEHICLE                4                               NEUTRAL VEHICLE                 4
             4                                 8                           8                                   8
            12                                5+                           8                                  5+
HEALTH HEALTH
                                                                 this vehicle.
 272
                  MOTORBIKE                                                        SHUTTLECRAFT
                  Lightweight and affording little protection, it                  A shuttle descends from space to deliver
                  nevertheless offers high speeds and a vital                      visitors to strange new worlds – be they hungry
                  cool factor needed when making your great                        lizards, inquisitive red shirts or galactic rebels
                  escape or saving the world.                                      setting down behind enemy lines.
                                      Motorbike                                                   Shuttlecraft
                                          NEUTRAL VEHICLE                2                               NEUTRAL VEHICLE                  8
                                1                                  8                            8                                   8
                               16                                 6+                           12                                  4+
HEALTH HEALTH
                     If this vehicle suffers a      first action.                     Vehicle 🅟                      with any playing area
                     physical strike, roll 1D6.                                       This vehicle ignores           edge, you may return to
                     On a 1-3, apply the effects                                      all statuses except            play one Extra of 2 ratings
                     against the vehicle; on                                          Immobilised and On Fire,       or less that has been
                     4-6, apply the effects                                           cannot be knocked down         removed from play.
                     against the driver.
                                                                                                                             273
            2                                  8                            4                                 8
            14                                5+                           12                                5+
HEALTH HEALTH
                  SUPERCAR                                                         TRUCK
                  These prototypes can be the signature vehicle                    Flatbeds and covered trucks have both
                  of a vigilante, spy or animated supergroup.                      military and commercial use, whether
                  Packed with gadgets, these wheeled wonders                       transporting soldiers or valuable cargo
                  are the pinnacle of cool and glamour.                            around the country.
                                      Supercar                                                             truck
                                         NEUTRAL VEHICLE                  8                               NEUTRAL VEHICLE                4
                               2                                    8                           10                                 8
                              14                                   4+                           10                                5+
HEALTH HEALTH
                                                     Range      12”
                     down and is immune to
                                                     Strike      +7
                     presence attacks. Enemies
                                                     Effect     Spray, -1 Health
                     gain one stretch die when
                     making a strike against
                     this vehicle.
                                                                                                                            275
             4                                8                           6                                  8
            10                               5+                           10                                5+
HEALTH HEALTH
                              APPENDICES
      TOKENS & TEMPLATES
      This is a full set of tokens and templates needed to play 7TV. Permission is
      given to photocopy these for personal use. You will need to print two halves of
      the Blast 5” template.
                  277
Beam
blast 3”
       BARRIER
278
blast 5”
TEARDROP
280
      Simon Hatch, Chuck Couch, Blax The Kleric, Vondorffy, Shay Wallace, Bruce Laing,
      Wanderingdragon, Peter J, Matt Ballert, Derek, Paul Kelly, Tavis Hill, Andy Bascombe,
      Lee Mark Upton, Rob Deakin, Alex Applegate, Jonesy, Alan Hall, Alfonso Moiron Couceiro,
      Scott Parkin, Seajaysee, Ben Counsell, David Williamson, Paul Smith, Mark Ward, Ant,
      Robyn Jamie Stott, Peter Manhoudt, Ian Short, Kris Kelly, Niibl, Ray, Gavin Meakings,
      Dave Harrison, Graeme Rigg, Ron Carnegie, C. Kettering, Darth Tater, Paul Dowsland,
      Kieron Mulholland, Jack Hawksmoor, Bobbie, Audio Dee, Mark Stevens, Paul Grindrod,
      Ben Brownlie, Michael, Carl Packham, Simon Burch, Blipvertus, Jake, Matthew Leahy,
      John Duxbury, Michael Gellar, Erik B, Mike Jarvis, Peter L, Judgement Dave, Max
      Hardenbrook, Andrew Beirne, Timothy Coakley, Robert Mcintyre, Andy Macphee, Adrian
      Henson, Peter Melvin, Darren Mcmahon, Markus Kemper, Horselover Fat, Tim Abbot-Cole,
      John Austin, E.j. Blaauw, Bob Munsil, Bob Hambleton, Mike Jones, Mike Marshall, Paul
      Leuschen, Andrew Snowdon, Nick Buchanan, Nick H, Ryan Potter, Peter Jordan,
      Snottlebocket, John Paul Messerly, Johannes Svedqvist, John Patrick, Thomas Patterson,
      Anima Games, Gerald Smith, Shaun Pike, Dave Wetton, Hawley Poppet, Jon Cleaves, Mike
      Strefford, Ian Riach, Lindsay Fraser Webster, Mike Nudd, Daniel Feldhaus, Philip Amos,
      Mark Bedford, James Aldridge, David Ratcliffe, Mark Caple, Craig Horne, Stephen
      Cochrane, Cadef, Jonathan Potter, Eric Sarlin, Simon Quinton, Henryspaintshop, Dennis E,
      Christopher Flux, Royal Blacksmith, Francesco Poggesi, James Mcwee, Caldon, Ian,
      Catherine Deaville, George Chambers, Dan Lawall, Antony Bedford, Jeffrey Messina, Jon
      Finn, Jon Hickson, Craig Parent, Nicholas Caldwell, Duncan Ludlow, Ian Fielder, The
      Creative Fund By Backerkit, James Berhalter, Aidan Moran, Mike Davey, Mark Winnington,
      The Phalanx Consortium, Duncan Watson, Jorge Robles, Cat O’mighty, David Beards, Boris,
      Alistair, Schubacca, Stephen Rodger Benson, Wohli, Achab, Ruben Rigillo, Adrian F. Nash,
      James Cotgrave, Multiverse, Alexander C. Guilbert, Kevin Spiller, Brad Parks, Finn Newick,
      David S, Mike Ditchburn, Elaleman, Mathieu Perreault-Dorion, Fouquet Nicolas, Jeremy
      Mahieu, David Robertson, David Leppink, Mark Horton, Stephen Swift, Charles S., Justin
      Salmon, David Thomas, Mike Herrington, Wellender, Bd, Evan Pound, Phil Clarke, Bruce
      Buchner, Matthew Budney, James Brooks, Ian Gregory, Phil Hill, Alexander Carraro,
      Raymond Keyworth, Sl, Matthew Slade, Clearhorizon Miniatures, Tim Greenwood, Jeffrey
      James Smith, Gav Foster, Trauchessec, Charles Decker, Malcolm Norman, Philipp Hall, Nh
      Perfect Cat, Douglas Templeton, Gerard Van Druten, Doug Burton, Orko, Mmacgregor,
      Willmer Martinez, Neil Shuck, Bill Treadwell, Jonathan Turner, Parker Goblinking, Dom Sore,
      Uwe Schumacher, Michael Thompson, Matthew James Barlow, Jamie Swaffer, Iain Smedley,
      Christian Lindke, Alan Borthwick, Dave Hickman, Gary Hughs, Sander Tijssen, Mark
      Warden, Shawn Hutson, Charles, Fernando Arteaga, Ierocis, Ariel Pereira, Gunter Vogler,
      Steve Townsend, Nameless1, Thorsten Kuebler, Brett Murawski, Kore Aeronautics, Torin,
                                                                                              281
Kitbash Games, Neil Bishop, Chris, Rodney Leary, Sean Borthwick, Colin Jack, Big Fat Fred,
Steve Weidner, Res In Aere, John Paul Stubbings, Murray Smith, Buekya, Kjgrant, Broonkah,
Mark Evans, Terry Watson, Sapper Joe, Naff101, Adrian Ritoridis, Crowe, James Rushmer,
Pablo Fernández, Rich Hiner, Nurglehh, William De Prêtre, Dave Hermann, Jonathan Cox,
Kevin Ellingham, Jo Seaman, Jason Mirosavich, Steven Charlton, Phil Stone, Mark,
Christian Kretschmer, Colin Peake, Kustenjaeger, Enelson, Alan Bundock, Gauthier Pierre,
Greg Waugh, Harrison Payne, Hart, Dustin Bainbridge, Andrew Kirkwood, Chris Meyer,
William Fraser, Matt Spooner, Stefan Tremblay, Jesus, Michael Blair, Chris G,
Petepeterepeat, Nick Brownlow, Kevin Clark, Fraser Mcallister, Chris Wong, David Brown, Z,
Markstarter, Jason Whittle, Simon Clarke, Chris Harris, Armen, Michael, Neil, Terry
Bermingham, John Ivicek Jr, Gavin Thorpe, Joe Meyer, Scott Robertson, Luis Pastor, Michael
Bradford, Beau Schultz, Jason Coffey, Niccoló Mancini, Sixofspades, Damien Hansen, Andy
Sangar, Chris Boynton, Brian Gurd, Dean D Wilson, Martin Fraser, Ken Mccarron, Gareth
Brown, Greg Priebe, Carl, Damon Richardson, Joshua Thomas Hart, Chris Hanneman, Paul
M. M. D. Jacobus, Anna Hosick-Kalahan, James Van Horn, Ron Hart, Jefferson Powers, Trip
Tucker, Theblacksheep, Andrew Steele, David Hadskey, Mel Follmer, Art, Mark Sykes, Eric
Wight, Tim Kopecky, Michael Abbott, Kirk Bollinger, Art Kenney, Gene Archibald, Mark Piper,
Nat Sahlstrom, Mike Schaefer, Earl J. Woods, Gary Johnson, Jeffrey Rixon, Temoore, Tired
World Studio, Cory Rosenberger, Daniel Hoard, Martin Schardt, Steve Large, Bradford
Morin, Christian Nord, Nelson Rumley, Peter Evanko, Waffles Enjoyer, Rodney E, Marco
Stähle, Graham Doman, Jonathan Hay, Iain Mcdonald, David, Scott Palmer, Phil Brewer,
Peter Jackson, Stuart Atkins, Chris Gibson, Stefan Lohr, Anson Li, Gwynplaine, Warren
Sistrom, Doug, Lou Bui, Lance Bennett, Grant Michael Mckenna, Jason Cunningham,
Maleville, James Titterton, Peter, Andy, Cyrano, Richard Dagger, Jon Capp-Isaksen, Tomg,
Happy Gelatinous Cube, Brian Webb, Robin Fitton, Bydalbaxter, James Parker, Christopher
Jason Wray, T.a. Donnelly, Benjamin, Paul, Adam Chance, Owlglass, Paul Baker, Gary
Bohon, Dusty Joe, Benson Green, Juan Mancheño, Fredrik Torp, Improbabletoaster, Anthony
Meekings, Steven Aldan, Adam Steel, Natepeace, Adrian, A Davies, Giles Allison, Clive
Luke, Mark Denny, Scott Maynard, Ernie Henderson, Thomas Markwart, Mike Hutchinson,
Neil Nickson, Artisgreat, Simon Kuenzle, Jan Thiele, Chris, Joel Badeaux, Brent Sims, Ian
Greaves, Simon White (Great White Miniatures), Chris S. Aka Pepsiman, Peter Brown, H.p.
Lovescrafts, Justin-Rei Kurosawa, Michael R. Innella, Andrew Franke, Andrew John Carless,
Clyon, Simon Robinson, Lemmotlow, Ian Weighill, Mark S, Tcaustin, Mark S, Peter
Grimwood, Allan Coleman, Tim Moggeridge, Chris Hunter, Steven Hudkins, Banjo, Nicola
Brunoni, Kurt Ericson, Max Cebulla, Dain Lybarger, André Schacht, James R Waddell,
Robert Affection, Matt & Becca Oliver, Andy Matthews, Morgan Rees, Timothy Link, Mario A.
Ovalle De Leon, Wayne Bollands, Matthew Lilley, Justin Unsworth, Thecrankylawyer, Richard
282
      Tennison, Ilkka Tuomioja, Morgan Brown, Thom, Unseen Giraffe, Dawn, Terry Silverthorn,
      Antar Howarth, Rushputin, Roxanne Clark, Steve, William, John Canales, Jörg Cas, John
      Tailby, Edwin Mark Dakin, D Kelly, Mark Carper, Onincognito, David Walker, Glenn Young,
      Sinobeetle, M. Haviland, Nils Anker Tønner-Oldefar, Alex Hancock, Jesús Javier Fernández
      López, Ethan Mcmahon, Alain R., Cory Cook, Jaume, Richard Hampshire, Stephen Vine,
      Liam Eyers, Anthony Pryor, Cathy Winton, Andrew Dyer, Stephen Gibson, Sam Birnbaum,
      Phil Harvey, Dr. Matt Lee, Sarti, Graydebowen, Muris, Robert Green, Peter Collins, Peter
      Salekin, Maciej Mazur, Jonathan Korman, Rhea Myers, Nathan Bass, The Collector,
      Stephen, Troy, Russell Auer, Bernd, Herb Seifert, Fishfood, Andrea Magnani, Niko, Frank
      Reynolds, Kevin Dallimore, Ali Almeshal, Jonathan Moore, Robin Lee Chadwick, Matt Allen,
      Pablo Suárez, Andrew Tabbutt, John Clements, Chris Loisel, Manchu, Harmelinde, Wendigo,
      Anthony Ferguson, Travis Smith, Farseer, Stu Maclean, Chris Harris, Luke Applebee, Craig
      Cameron, Duncan, William Newall, Gary Thomson, Peter Chatfield, Agrayday, Bob Giglio,
      Dennis O’toole, Carlos Andino, Anthony Charles Hoskins, Craig Woodfield, Stephen
      Hallowich, Ian Oneil, Cardiackangaroo, Vj Morph, Tim Chant, Bernhard Holmok, Preston
      Poland, Manxam, Future Sam, Gregory Anderson, Richard Gammon, Lawrence Alman, Steve
      Wilson, Bryn Jones, Cullin Gardner, Andrew Brockhouse, Brandubh, Rowskin, Robert
      Swailes, Faulkopf, Jonathan Heitz, D Richards, Brian Eppelheimer, Jafo, Justin Nelissen,
      Jesse, Michael Ford, Colin, John Savage, Konstantin Von Portatius, Bouet, Andrew Abrook,
      Tim Watson, Mike Burns, Loren Conner, Eugene Hui, Jeremy Holley, Burton Campbell, The
      Zombie Ritual, James Faltum, Brian Weisberg, Mark Gevers, Michael Gunn, Jamie Truscott,
      Alex Hunter, D Trace, Duncan Adams, Paul Campbell, Michael Ordidge, Christopher, Neil
      Brandxgames, Holly Feagin, Peter Wright, Dj_221, Aaron Nelson, Josh, Dkeith2011, Arthur
      Ivers, Urbanwulf, Foreshadow, Jhonny Therus, Pierre Gravelat, Vincent Stella, Shane,
      Jojogeo, Elspiff, Christopher Nolan, Paul Delaney, Chris White, Geoffm, Todd Johnston,
      Andrew Mauney, Ace Fortune, Matthew Hall, Colton Hoerner, Matthew Peasley, Liam
      Mckinstry, Notprop, Aragorn Weinberger, Andy Phippen, Richard Lane, Mal Edge,
      Alessandro, Simon Painter, Daniel Attenberger, Douglas Hamilton, Mathias, Stacy Young,
      Dominic Lafford, Edward Duggan, Stephen Molyneaux, Clayton Swears, Drjekyll325, Big
      Pommie Dave, Mike, Paul Thorgrimson, George M, Paul Hempsall, Bones Bsmith, Paul
      Fells, Glorified Gutsy Gaming, Roberto Pavarini, Hbcomics, R31, Pierre Chum, Chris
      Nasipak, Michael Heslop, Jeff Lee, Dice Cavern Games, Paul Gothard, Neil Reynolds, Ed
      Sires, Steve Pugh, Chad Mastbergen, Neil Mcgurk, Narzoth, Scott Kunian, Stuart Dalton,
      Kevin Jones, Robert Cavric, Mathew Roberts, James ‘Jimi’ Hamer, Dan C, Bodge Sanders,
      Daniel Clauss, Andrew Kitchingman, Pascal, Thomas Meckler, Arden Winter, Too Beaucoup,
      Andrew Fretwell, P J Norris, Simon Slater, Carl Mawson, Tony Barr, Stpehen Wenzell, Ian
      Wilson, John Matic, Chad Watts, Howard Bishop, Steve Foulston, Ryan Caputo, Adrian
      Ludlow, Gareth Tomkins, Richard Wykoff, Geoff Barrall, Mark Paxton, Phillip Powell, Mark
      Ashe, Mickael Ellberg, Ivan Pledger, Daniel Quintanilla Tamez, Christian Preuss
                                                                                         283
                       BIBLIOGRAPHY
SOURCES OF INSPIRATION
To help you develop your own episodes of 7TV, we’ve provided lists of films and
tv shows you might find inspirational. These lists are far from definitive and no
doubt you’ll have your own ideas about the films and TV serials you’d like to
make for deployment on the tabletop.
                             INDEX
A                        D                         G
Actions, 85              Deadly, 172               Genre, 22
Action phase, 81         Declaring a target, 97    Genre effects, 200
Action symbols, 29, 40   Defence rolls, 100-101    Grimoires, 184, 186-
Activating models, 83,     Modifiers, 102          187
84                       Defence statistic, 26     H
Aimed shot, 105, 110     Director’s cut, 125       Hard cover, 99
Ally/allies, 14          Distracted status, 177    Health, 29
Attacks, 28              Disadvantaged, 59           Losing health, 170
Axed, 82, 112              Attackers, 105          High walls, 91
B                          Defenders, 102          I
Back and front zones,    Dominated status, 177     Immobilised status, 177
88                       Doors, 91                 Infected status, 178
Barrier, 170             E                         In play, 106
Base sizes, 57           End phase, 112            Initiative roll, 71
Beam, 170                Enemy/enemies, 112        Injuries, 196
Blast 3”, 100, 172       Epilogue, 114             K
Blast 5”, 100, 172       Episodes, 126-132         Knocked down, 93
Body statistic, 26       Escaping from captured,   L
C                          176                     Ladders, 90
Cameos, 146              Example casts, 51-53      Levels of Victory, 115
Campaign play, 166       Example turn, 116         Line of sight, 98
Captured status, 176     Extras, 21                M
Cast mix, 25               Extra profiles 240-     Magic, 84
Cast size, 24              269                     Maguffins, 68, 198
Charge attacks, 90       F                         Mind statistic, 26
Cliffs, 91               Facing, 88                Mounted models, 93
Climbing, 90             Fast, 172                 Move actions, 88
Collecting objective     Falling, 91               O
tokens, 68               Fight attacks, 28         Objective tokens, 67
Co-Stars, 21             Fight statistics, 26      Obstacles, 94, 99
  Heroic Co-Star         Free actions, 108         On Fire status, 178
  profiles, 216-223      Free strikes, 92          Opposed statistic tests,
  Villainous Co-Star                               60
  profiles, 232-239
Customising Stars
& Co-Stars, 38
288
      P                        S                         T
      Passive actions, 109     Scared status, 179        Teardrop, 173
      Phases, 73               Scene, 72                 Templates, 15, 170-
      Playing area size, 56    Script deck, 69, 75       173, 277-279
      Plot points, 62          Script phase, 69, 74        Targeting, 97, 100
        Calculating, 82        Shoot attacks, 28         Thrown, 173
        Generating, 82         Shoot statistic, 26       Tokens, 15, 67, 113,
        Spending, 83           Sides and players, 56     276
      Poisoned status, 179     Simple rolls, 58            Wound tokens, 106
      Pre-measuring, 100       Soft cover, 99            Tropes, 145
      Presence attacks, 28,    Special actions, 110      Turns, 73
      97                       Special effects, 29, 40   U
      Prologue, 65, 125        Spells, 184               Unit Leader, 37
      Props, 180-183             Choosing, 184           Units, 37
        Prop store, 70           Performing, 185         Unreliable, 173
      Pushing models, 95       Spirit statistic, 26      Unwieldy, 173
      Push X”, 95, 172         Spray, 172                V
      R                        Stairs, 90                Vehicles, 189
      Range, 100               Stars, 21                   Activation, 190
      Ratings, 24                Heroic Star profiles,     Attacking from a
      Readied, 172               208-215                   vehicle, 193
      Removed from play, 106     Villainous Star           Collisions, 192
      Removing statuses, 83,     profiles, 224-231         Damage to vehicles,
      175                      Star qualities, 29          192
      Rerolls, 59              Statistics, 26              Entering, 190
      Risky shot, 105            Statistic tests, 60       Exiting,191
      Rough ground, 95         Statuses, 175-179           Placement, 190
                               Stealing the scene, 113     Plots points, 190
                               Stretch rolls, 58           Movement, 191
                               Strike actions, 85, 97      Stunts, 190
                               Strike rolls, 104           Vehicle profiles, 269-
                                 Modifiers, 105            275
                               Stunned status, 179       Victory points, 115
                               Swimming, 95              W
                               Synopsis, 125             Weakened status, 179
                                                         Weapon effects, 170-
                                                         173
                                                         Windows, 95