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7tv Core Rulebook 090823

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100% found this document useful (4 votes)
3K views289 pages

7tv Core Rulebook 090823

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 289

CINEMATIC

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

First published in Great Britain in 2023


© Crooked Dice Game Design Studio

All rights reserved. No part of this publication


may be reproduced or transmitted in any form or
by any mean, electonic or mechanical, including
photocopying, recording, or any information storage
or retrieval system, without prior permission in
writing from the publisher.

A catalogue copy of this book is available from the


British Library.

ISBN 978-1-9993729-9-6

Printed by Scantech.
opening
CREDITS
LEAD DESIGNER ILLUSTRATIONS

Karl Perrotton Ste Brotherstone,


Stéphane Enjolras,
DEVELOPMENT TEAM Andrew Maclachlan,
Dave Needham
Glenn Allan, Claire Bolton,
Conor Dwyer, Helena Nash, SCULPTORS
Morgan Nash, Peter Wright
Michael Anderson,
7TV PLAYTESTERS Jim Bowen, Iain Colwell,
Stéphane Enjolras, Mark
James Aldridge, Christopher Evans, George Fairlamb,
Flux, Matt Lilley, Mike Shane Hoyle, Matthew Kent,
Marshall, Kieron Andrew May, Ian Mountain,
Mulholland, Adrian Nash, Pedro Navarro, Ari Níelsson,
Shaun Pike, Simon Quinton, Bob Olley, John Pickford,
Beau Schultz, Mike Strong Andrew Rae, James Sherriff,
Ernst Veingart, Kev White,
GRAPHIC DESIGN Drew Williams, Stavros
Zouliatis
Karl Perrotton,
Dave Needham FIGURE PAINTERS

PHOTOGRAPHY Jon Atter, Simon Bradley,


Kevin Dallimore, Mark Dixon,
Kevin Dallimore, Callum France, Mystic
Simon Bradley Spirals, Andrew Taylor

DEDICATED TO

Peter Wright, a good friend,


and a terrible influence
contents
INTRODUCTION 9 01 CAST BUILDING 19

TUNE INTO 7TV 10 CAST CREATION 20


What is 7TV? 10 There’s no wrong way 20
Behind the scenes 12 Cast members 21
But first… are you
ABOUT THIS RULEBOOK 14 a hero or a villain? 21
New to 7TV? 14
Common terms 14 CHOOSE A GENRE 22
What do you need to play? 15 DECIDE YOUR RATINGS 24
What’s different Cast size 24
in this rulebook? 17 Cast mix 25

THE PROFILE 26
Front of the card 26
Back of the card 29

HEROIC STARS & CO-STARS 30


VILLAINOUS STARS & CO-STARS 32
EXTRAS & VEHICLES 34
UNITS 37

CUSTOMISING STARS & CO-STARS 38


1. Choose a Star or Co-Star 38
2. Adjust statistics 38
3. Adjust genres 39
4. Adjust special effects 39
5. Adjust attacks 47

EXAMPLE CASTS 51
Sci-Fi cast 51
Fantasy cast 52
Action cast 53
02 HOW TO PLAY 55 THE SCENE 72

THE BASICS 56 TURNS AND PHASES 73


Just have fun! 56
Sides and players 56 PHASE ONE: THE SCRIPT PHASE 74
Size of your playing area 56 The script deck 75
The length of a game 57 Using playing cards 76
Base sizes 57
PHASE TWO: THE ACTION PHASE 81
DICE ROLLS 58
Simple rolls 58 GENERATE PLOT POINTS ✪ 82
Stretch rolls 58 Calculating plot points 82
How statuses affect plot points 82
STATISTIC TESTS 60
Making a statistic test 60 SPENDING PLOT POINTS 83
Opposed statistic tests 60 Activate models 83
Buy stretch dice 83
PLOT POINTS ✪ 62 Use props, star qualities
How to generate plot points 62 and special effects 83
What do plot points do? 63 Remove statuses 83

PLAYING 7TV 64 ACTIVATE MODELS 84


Spending a model’s two actions 85
THE PROLOGUE 65
MOVE ACTIONS 88
SETTING UP YOUR GAMES 66 All models move 6” unless… 88
1. Determine the episode 66 Back and front zones 88
2. Determine the attacker Charge attacks 90
and the defender 67 Climbing 90
3. Determine any tropes (optional) 67 Doors 91
4. Place objective tokens 67 Falls 91
5. Place the maguffin (optional) 68 Free strikes 92
6. Determine start locations 69 Knocked down 93
7. Place your models 69 Mounted models 93
8. Create the script deck 69 Obstacles 94
9. Create your prop store 70 Pushing models 95
10. Roll for initiative 70 Rough ground 95
Swimming 95
THE INITIATIVE ROLL 71 Windows 95
STRIKE ACTIONS 97 OPEN PLAY EPISODES 126
1. Declare a target 97 The Battle 126
2. Determine line of sight 98 The Escape 127
3. Determine the range 100 The Race 128
4. Defender makes The Raid 129
a defence roll 101 The Rescue 130
5. Attacker makes a strike roll 104 The Steal 132
6. If attacker is successful,
determine weapon effects 106 NARRATIVE EPISODES 133
The Sherwood Devil 135
FREE ACTIONS 108 Queen of the Sun 138
PASSIVE ACTIONS 109 The Moon is Not Enough 141
SPECIAL ACTIONS 110
TROPES 145
PHASE THREE: THE END PHASE 112 Using tropes 145
A. Determine if your Choosing tropes 145
cast is axed 112 Cameos 146
B. Deal with models On Fire 112 City riot 148
C. Choose to steal the scene 113 Hostage situation 149
Ticking time bomb 150
THE EPILOGUE 114 Cursed treasure 151
Victory points 114 Lost worlds 152
Levels of victory 115 The doomed temple 153
Tavern crawl 154
EXAMPLE TURN 116 There be dragons 155
Villainous players turn 116 The road goes ever on… 156
Heroic players turn 119 Battlefield 157
Raiders 158
03 EPISODES 123 Sign and portents 159
Graveyard shift 160
PLAYING EPISODES 124 Haunted house 161
Open play 124 Universal horrors 162
Narrative play 124 Bad robot 163
Campaign play 124 Gate to the edge of forever 164
Watch the skies! 165
SETTING THE SCENE 125
Synopsis 125 CAMPAIGNS: THE RATINGS WAR 166
Prologue 125 Playing a ratings war 166
The Scene 125 Record victory points 166
Epilogue 125 Awards 167
Ending a ratings war 167
04 EFFECTS DEPARTMENT 169 05 ADVANCED RULES 195

WEAPON EFFECTS 170 INJURIES 196

STATUSES 175 MAGUFFINS 198


Receiving a status 175 Choosing the maguffin 198
Removing a status 175 Placing the maguffin 198

PROPS 180 GENRE EFFECTS 200


The prop deck 180 What is genre? 200
Drawing prop cards 180 Choosing a genre 200
Using props 182 Using a genre effect 200
Genres in older second
MAGIC 184 edition products 204
What is magic? 184
Grimoires 184 06 CENTRAL CASTING 207
Choosing spells 184
Performing spells 185 HEROIC STARS 208
Grimoires and spells 186 HEROIC CO-STARS 216
VILLAINOUS STARS 224
VEHICLES 189 VILLAINOUS CO-STARS 232
Vehicle statistics 189 EXTRAS 240
Vehicle special effects 190 VEHICLES 269
Vehicle placement 190
Plot point rules for vehicles 191 APPENDICES 276
Vehicle activation 191
Entering a vehicle 191 TOKENS & TEMPLATES 276
Exiting a vehicle 192 THANKS TO OUR BACKERS 280
Vehicle movement 192 BIBLIOGRAPHY 283
Damage to vehicles 192 INDEX 287
Collisions 192
Attacking from a vehicle 193
8
9

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.

7TV is a wargame that enables you to re-


create the action set pieces of your favourite
movies and TV series, or invent entirely new
productions straight out of your imagination
- on the tabletop! Pitting action heroes in
adventures against diabolical masterminds,
zombie hordes, invading aliens, monstrous
horrors and vile sorcerers is easy with 7TV’s
intuitive and dynamic ruleset.
10

TUNE INTO 7TV


THE CINEMATIC SKIRMISH GAME
INSPIRED BY CLASSIC FILMS AND TV SHOWS

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.

IT’S ALSO A METAGAME


7TV is not like other wargames. Rather than fighting battles, you’ll be directing
action set pieces. Your models are a cast of Stars, Co-Stars and Extras. Each
will have a ratings value to help you balance your casts. The games you play are
called episodes, and you’ll be using a script deck, prop cards and plot points to
make things even more interesting. If you lose, your cast is not killed off, it is
axed. You follow the script and use your props until the credits roll.

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

IT’S A CELEBRATION OF CULT TV AND FILM


7TV developed from a love of action-adventure film and TV in all its variety. To
capture this richness, our genre guides are themed around different types of TV
shows and movies. These genre guides open a vast range of gaming possibilities
for you to explore:

• 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: Apocalypse is set in the post apocalyptic, gritty video-nasty age!


Fight across a world full of zombies, survivors, mutants, giant ants, brutal
mohican-sporting raiders and simian overlords!

• 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.
12

BEHIND THE SCENES


To bring these elements together, 7TV exists in a shared universe of fictional film
and TV studios, which brought to the world a marvellous catalogue of classic
cliffhangers, cult TV shows, fantasy epics and video nasties spanning almost a
century of screen magic:

• Pinnacle Pacific Pictures, an independent American film studio run by the


larger-than-life adventurer-turned-producer Spenser Packard during the 30s
and 40s. Pinnacle produced some of the best cinema serials of the golden
age: Rick Rhodes in Rhodes to the Stars (1940), Dr Prospero (1941),
Shakedown in the Sleeping City (1941) and Trials of the Lizardmen (1942).

• Barron Studios was the brainchild of Sidney Barron, an independent TV


producer who scared children into hiding behind the sofa with his weekly
tales of spies (Department X), time travel (The Man From 2000), weird
science and a host alien and robot monsters in ARC (aka Albion Rocket
Consortium).

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.

• Minerva Avventure, an Italian film studio owned and administered by


formidable producer-director Donatella De Lorenzo. Minerva’s titles
stand out amongst the greatest fantasy productions of our time: Warrior
of Atlantis, Nomads of Ice and Fire, Sinbad and the Forbidden Isle, The
Crowned Lands, Stronghold, and the tales of Orsa the Fearless.

• 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

ABOUT THIS RULEBOOK


THIS BOOK IS FULLY COMPATIBLE WITH ALL PREVIOUS SECOND EDITION
7TV BOXED SETS (INCH HIGH SPY-FI, APOCALYPSE, PULP AND FANTASY)

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

WHAT DO YOU NEED TO PLAY?


In drawing together this edition, we have tried to make it as accessible and
friendly to a gamer’s budget as we could. So if you are playing 7TV just using
this rulebook (i.e. without a genre guide), you can use household gaming
supplies. You’ll need:

• 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.

TOKENS & TEMPLATES


Templates and tokens are reproduced in the appendices (see page 276). An
accessory pack that includes a colour printed MDF set is available from the
Crooked Dice webstore. It includes:

• 20 plot point counters and three six-sided dice


• Status and objective tokens
• Barrier, Beam, Blast 3”, Blast 5” and Teardrop templates
• Two steal the scene tokens

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

WHAT’S DIFFERENT IN THIS RULEBOOK?


We have edited all content and layout to help improve clarity and navigation
- including new production notes to help you find important rules quickly. We
have also standardised a few terms that differ across the older boxed sets, but
never fear - the rules themselves stay exactly the same!

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

• Genre - In previous versions of 7TV, genre has been an organising principle


to help players build coherent casts. In this rulebook, we have improved
the rules for genre to increase freedom of play. We have introduced six core
genres that span the main televisual and cinematic genres and provide
themed advantages during play. Genre guides will continue to use bespoke
genres to capture the tone of each setting, but we have provided a guide to
enable those players with our older products to take advantage of the new
rules. You can read more about genres on pages 22 and 200.

• Vehicles - These have differed across previous sets, so we have consolidated


the rules for this revised edition. Vehicles essentially act as deployment
cards - with full vehicle combat (see in 7TV: Apocalypse) planned for a
standalone future supplement. In addition, we have tweaked the rules to
streamline vehicle statistics (with a standard Speed attribute) and introduced
more cinematic features such as stunts and collision rules - see page 189.
CAST
BUILDING
NOW’S YOUR CHANCE TO BRING YOUR
FAVOURITE MOVIE OR TV SHOW TO THE
TABLETOP - OR TO CREATE AN ENTIRELY
NEW PRODUCTION! SO WHAT TYPE OF
CAST WILL YOU PLAY WITH 7TV?
Will you play a globe-trotting academic
and his stalwart sidekicks in their search
for ancient artifacts? Perhaps your cast
will be a brave fellowship embarking on
an epic quest? Or will you be a ragtag
collection of heroes trying to rescue a
princess from a hidden fortress? Or are
you drawn to dark villainy and attempting
to hold the world to ransom?
20

CAST CREATION
IN THIS CHAPTER, YOU’LL LEARN HOW TO CREATE MEMORABLE CASTS OF
CAST BUILDING

CHARACTERS TO RECREATE YOUR FAVOURITE TV SHOWS OR FILMS OR


DEVELOP YOUR OWN CINEMATIC PRODUCTIONS

THERE’S NO WRONG WAY...


Building a 7TV cast is quick and easy - and there’s no wrong way to do it. To
help you, here are some common approaches you can use when designing casts.

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.

THE EXPERIENCE OF CINEMA!


If your approach to wargames is more hysterical than historical, then 7TV’s
cinematic ruleset allows you to capture your favourite film sequences on
the tabletop. Send archetypal versions of beloved character into the middle
of breakneck chases, daring rescues, hideous death traps and outlandish
explosions. Will your characters find endless happy ever afters, or will they
succumb to the rampaging rubber monsters?
21

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.

BUT FIRST… ARE YOU A HERO OR A VILLAIN?


7TV casts are either heroic, villainous or neutral. Each Star, Co-Star and Extra
has its affiliation stated on its profile card:

• 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

A MEANS OF CATEGORISING TYPES OF FILM FOR PRODUCTION,


MARKETING AND AUDIENCE RECEPTION PURPOSES

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.

Cop, Crime, Disaster, Martial Arts, Spy, War


Go big with guns, fists and roundhouse kicks. This genre
embodies every movie, TV show and video game where action
is king. Secret agents, soldiers, cops and criminals clash
in explosive, property-damaging widescreen. Attack, move,
ACTION strike a pose for the camera, and attack again.

Comedy, Pulp, Superhero, Swashbuckler


Explore the unknown and fight for your ideals, be they
justice, greed or personal glory. This genre tunes in to
classic serials, the golden age of Hollywood and timeless
adventure shows and comic books. Larger than life
combatants race against the clock - often faster than
a speeding freight train - or unravel mysteries with a
ADVENTURE wisecrack or menacing monologue.

Dark, Epic, High, Sword & Sorcery, Urban


Uncover a world of myth and magic in an age undreamed
of, or investigate the dark corners of the modern world. This
genre breathes life into cinematic tales of swords, sorcery
and the supernatural. Embark on epic quests of light against
darkness, wage war to claim ultimate power, or struggle for
FANTASY victory over a centuries-old foe.
23

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.

Cyberpunk, Dystopian, Post-Apocalyptic, Space Opera


The dream of better living through technology, or the
nightmare of science gone mad? This genre explores the
possibilities of tomorrow’s world as envisaged on film and TV.
Artificial lifeforms, genetic mutations, interplanetary warfare,
global apocalypses and steam-driven retrotech. The future’s
SCI-FI so bright, you gotta wear shades.

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

DECIDE YOUR RATINGS


7TV USES A POINTS SYSTEM CALLED RATINGS TO ASSIGN VALUE TO A STAR,
CAST BUILDING

CO-STAR OR EXTRA. THE RATINGS VALUE OF YOUR CAST INDICATES THE


SIZE AND SCOPE OF YOUR PRODUCTION

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:

• A starter cast might be 20-30 ratings.


• A basic cast could be 40-50 ratings.
• A large cast would be considered over 50 ratings.

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

TO KNOW ABOUT A STAR, CO-STAR OR EXTRA IS GIVEN ON ITS PROFILE CARD

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.

PROFILE TYPE MIND - The mental prowess of a


This will denote if a model is heroic, model - be it sharp wits or book
villainous or neutral, and if it is a smarts.
Star, Co-Star, Extra or a Vehicle.
BODY - The size, physical strength
RATINGS and athleticism of a model.
This number represents the
effectiveness and value of the model SPIRIT - Courage, staying power and
in the game. Ratings are used to leadership.
determine the size of your cast.
VEHICLE STATISTICS
STATISTICS As machines, vehicles have a different
Most models have six statistics: Fight, range of statistics (see page 189 for
Shoot, Defence, Mind, Body and more on vehicles).
Spirit. Each has a numerical rating.
CAPACITY - The maximum number of
Fight, Shoot, Body, Mind and Spirit models that can be transported within
statistics normally range from 1 the vehicle.
to 6, with 6 being the highest. A
statistic of 0 is possible and means SPEED - The maximum distance the
‘does not apply’. As an example, vehicle can move in inches using one
an average warrior would have a move action.
3 in all of these statistics.
DEFENCE - A combination of
FIGHT - A measure of how well a handling, size and natural toughness.
model can throw a punch, swing a
machete, or use their claws. ARMOUR - The chance that the
natural structure of the vehicle can
SHOOT - How keen is a model’s absorb a strike, negating its effects.
vision? How steady is their trigger
finger?
27

secret agent Daring Rebel

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

Nerve Pinch 0” +9 0 Health, Stunned Brawl 0” +8 0 Health, Weakened

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

Brawl 0” +6 0 Health, Weakened


➎ High Calibre
Handgun
12” +7 Deadly, -1 Health

Flash The
6” +7 0 Health, Captured 4 8
Badge
16 ➑ ➑ 5+

HEALTH ➐ HEALTH

PROFILE CARD KEY


➊ Profile name ➍ Statistics ➐ Genres
➋ Profile type ➎ Attacks ➑ Vehicle statistics
➌ Ratings ➏ Health
28

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.

ATTACK RANGE STRIKE WEAPON EFFECT

Brawl 0” +6 0 Health, Weakened

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

HEALTH SPECIAL EFFECTS


Health is an indication of the amount of A model can perform all kinds of
injury a model can take before it exits cinematic effects during a scene.
the scene and is removed from play. Some provide benefits before a game
starts while others may affect victory

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:

Choose carefully when building


🅕 Free action
your cast as only Extras from 🅟 Passive action
the same genre as your Star and 🅢 Special action
Co-Star may be included in ❶ One use per turn
your cast. ✪ One plot point to use
✪✪ Two plot points to use

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 & CO-STARS


HERE ARE 16 HEROIC STAR AND CO-STAR ARCHETYPE PROFILES
CAST BUILDING

TO GET YOU STARTED IN THE WORLD OF 7TV

PROFILES EXAMPLES GENRES RATINGS

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 & CO-STARS


HERE ARE 16 VILLAINOUS STAR AND CO-STAR ARCHETYPE
CAST BUILDING

PROFILES TO CHALLENGE YOUR HEROES


PROFILES EXAMPLES GENRES RATINGS

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

EXTRAS & VEHICLES


CAST BUILDING

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).

EXTRA PROFILE AFFILIATION GENRES RATINGS


Action, Adventure, Historical,
Agent Neutral 3
Horror, Sci-Fi
Alien Invader Villainous Adventure, Sci-Fi 2 or 5 for 3 models
Assassin Villainous All 4
Brutish Footsoldier Neutral Adventure, Fantasy, Historical, Sci-Fi 2
Bystander Neutral All 1 or 2 for 3 models
Comic Relief Neutral All 1
Commander Neutral Action, Adventure, Sci-Fi 3
Cop Heroic All 2
Cultist Villainous All 2 or 5 for 3 models
Adventure, Fantasy, Historical,
Cursed Creature Villainous 1
Horror, Sci-Fi
Daredevil Neutral Action, Adventure, Sci-Fi 2
Dog Neutral All 1
Dog Handler Neutral All 2
Action, Adventure, Fantasy,
Enforcer Villainous 3
Historical, Sci-Fi
Action, Adventure, Fantasy,
Freedom Fighter Neutral 2
Historical, Sci-Fi
Goon Villainous Action, Adventure, Sci-Fi 1 or 2 for 3 models
Guard Neutral Adventure, Fantasy, Historical 2 or 5 for 3 models
Gunslinger Neutral Action, Adventure, Fantasy, Historical 2
Heavy Weapons Team Neutral Action, Adventure, Sci-Fi 7
Henchman Villainous All 4
Imperial Trooper Villainous Action, Adventure, Sci-Fi 2 or 5 for 3 models
Kid Neutral All 1 or 2 for 3 models
Killer Robot Villainous Action, Adventure, Horror, Sci-Fi 4
Knight Neutral Fantasy, Historical 4
35

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

EXTRA PROFILE AFFILIATION GENRES RATINGS


CAST BUILDING

Steed Neutral All 3 or 8 for 3 models


Swarm Neutral All 2 or 3 for 2 models
Action, Adventure, Fantasy,
Thug Villainous 2
Historical, Sci-Fi
Vampire Villainous Adventure, Fantasy, Historical, Horror 5
VIP Neutral All 0
Warrior Neutral Adventure, Fantasy, Historical, Sci-Fi 2
Witch Villainous Adventure, Fantasy, Historical, Horror 4
Youth Neutral All 1
Zombie Villainous Adventure, Fantasy, Horror, Sci-Fi 1 or 2 for 3 models

VEHICLE PROFILE AFFILIATION GENRES RATINGS


Carriage Neutral Adventure, Fantasy, Historical, Horror 4
Chopper Neutral Action, Adventure, Horror, Sci-Fi 8
Getaway Car Neutral Action, Adventure 4
Jeep Neutral Action, Adventure, Horror, Sci-Fi 4
Limo Neutral Action, Adventure, Sci-Fi 4
Motorbike Neutral Adventure, Fantasy, Sci-Fi 2
Shuttlecraft Neutral Adventure, Sci-Fi 8
Sports Car Neutral Action, Adventure, Horror, Sci-Fi 4
Squad Car Neutral Action, Adventure, Horror, Sci-Fi 4
Supercar Neutral Action, Adventure, Sci-Fi 8
Truck Neutral Action, Adventure, Horror, Sci-Fi 4
Unmarked Car Neutral Action, Adventure, Horror, Sci-Fi 4
Van Neutral Action, Adventure, Horror, Sci-Fi 4
37

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 Leader ✪🅕❶


Choose any number of allies in the <name> unit within 6” that have not
activated this turn. All of these allies can activate for free this turn.

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.

UNIT UNIT LEADER UNIT MEMBERS


City Watch Noble 1-6 Guards, 1 Knight,1 Dog Handler and 1-3 Dogs, 1 Steed
Criminal Gang Enforcer 1-6 Thugs, 1 Henchman, 1 Assassin, 1 Getaway Car
1-4 Alien Invaders, 1-4 Imperial Troopers,
Invasion Force Commander
1 Monster of the Week, 1 Shuttlecraft
Law Enforcement Agent 1-6 Cops, 1 Rookie, 1 Sharpshooter, 1 Squad Car
1-6 Soldiers, 1 Heavy Weapons Team,
Military Outfit Sarge
1 Physician, 1 Jeep or Truck
1-8 Goons, 1 Scientist, 1 Killer Robot
Minion Squad Sarge
or 1 Heavy Weapons Team, 1 Chopper
1-6 Freedom Fighters, 1-3 Space Commandos,
Rebel Faction Commander
1 Daredevil, 1 Jeep or Shuttlecraft
1-6 Security Guards, Dog Handler and 1-3 Dogs,
Security Detail Agent
1 VIP, 1 Limo
38

CUSTOMISING STARS & CO-STARS


STARS AND CO-STARS DON’T HAVE TO BE PLAYED ‘OFF THE PEG’. YOU CAN
CAST BUILDING

MODIFY THEM TO BUILD YOUR OWN SCREEN ICONS

Customising your Stars and Co-Stars is a straightforward process. It enables you


to create your own specific heroes and villains, or match a profile to a model
already in your collection. However, any adjustments should be kept within the
‘spirit of 7TV’. Remember, the game is not about the biggest gun or the best
sword arm, so any tournament min/max adjustments are positively discouraged!

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.

1. CHOOSE A STAR OR CO-STAR


Pick the Star or Co-Star that is the closest to the character you want to develop.

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.

Ratings are for each instance of a change.

2. ADJUST STATISTICS
Adjustment to statistics are limited to the following:

ADJUSTMENT RATINGS COST

Models cannot adjust Health -

For each +1 Defence +2

Adjust up to two statistics by +1 +1

Adjust up to two statistics by -1 -1


39

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.

ADJUSTMENT RATINGS COST

Swap up to 1 listed genre for another +1

4. ADJUST SPECIAL EFFECTS


These powerful abilities are tailored to each profile, so again, limits are
imposed on the number that can be swapped - and the special effects
available. The range of special effects that can be swapped or added is limited
to a list of the special effects provided on pages 40 to 46, with exceptions
given in the table below.

ADJUSTMENT RATINGS COST

Swap 1-2 special effects FREE

Add Magic User (x) special effect per level (x) +2

Remove up to 1 special effect -1

Every ✪ associated with a swapped or added special effect


+1 per ✪
e.g. Regenerate ✪ costs +1 rating to swap, +2 ratings to add.
If the model does not already have the Move (x) special effect,
count its movement as 6”. If it does have the Move (x) special
effect, count its movement as the value in brackets. If the final +1/-1 per inch
move value is greater or less then 6, gain the Move (x) special
effect, noting the new move rate, i.e. Move 5”.
40

SPECIAL EFFECTS
SPECIAL EFFECTS ARE SKILLS AND QUALITIES THEMED FOR EACH
CAST BUILDING

PROFILE, ALLOWING MODELS TO PERFORM EXCITING CINEMATIC ACTIONS

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

This model can be set up anywhere on the playing area, as long as it is no


further than 12” from a non-Espionage ally. Espionage models are placed after
all other models. Enemies cannot make strikes against a model with this special
effect in their first turn of a scene.

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

MAGIC USER (X) 🅟


CAST BUILDING

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

Who you gonna call?

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.

To prevent some attacks becoming anachronistic, there are further genre


restrictions too, so double-check the attack tables once you have chosen a genre
to avoid your pirate captain turning up to a fight with a laser sword!

ADJUSTMENT RATINGS COST


Swap up to 1 attack for another attack of the
same attack type (e.g. fight, shoot, presence) FREE
from the attack tables on pages 48 and 49.
Add up to 1 new attack from the attack tables
+1
on pages 48 and 49.
48

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

Beryl hated posing for work photos.


51

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!

All the basic rules of the game


are explained in this chapter. We will give
you the full studio tour - taking you step-
by-step through every stage: how to prepare
your games; the turn sequence; dice
mechanics and the central combat system.
56

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

JUST HAVE FUN!


7TV is meant to be fun, even though it’s a competitive game where you are
attempting to tactically beat your opponent. If you’re winning, try to win with
grace, and if you’re losing, try to learn from your defeat.
HOW TO PLAY

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.

SIDES AND PLAYERS


7TV works best with two sides - or casts - fighting each other, each controlled by
one or more players.

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.

SIZE OF YOUR PLAYING AREA


7TV can be played on any table size from two square feet up to four square feet.
We find games of 7TV are best played on a three-square-foot area. This allows
room to manoeuvre before models get into shooting range with each other.

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.

THE LENGTH OF A GAME


A game of 7TV usually lasts at least an hour, often longer depending on the
size of your casts, your playing area, cups of tea consumed and the number
of arguments about who would win in a fight between Superman and Mighty
Mouse. So, while it’s difficult to be exact, here are a few pointers:

• 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

1D6 and halve the result, rounding up.

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).

ADDING STRETCH DICE


Stretch dice are sometimes awarded through circumstance, but more often,
they are bought by using plot points (see page 62).

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:

• The result of your HIGHEST die.


• +1 for each remaining die that scores a 4, 5 or 6.
59

EXAMPLE: The Intrepid Adventurer is making a strike roll to try to


take out an advancing Cultist. The Adventurer rolls one die plus
two stretch dice, bought for a plot point each. The dice roll 2, 4 and 5.

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.

It’s the Rozzers!


60

STATISTIC TESTS
FEATS OF STRENGTH, QUICK WITS AND WILLPOWER WILL BE NEEDED
TO SURVIVE ON SCREEN... GET READY TO TEST YOUR METTLE!

MAKING A STATISTIC TEST


Sometimes, models will have to make a statistic test to assess their performance
in certain situations. To make a statistic test, you roll one die. You may add
stretch dice to this roll if you so choose.
HOW TO PLAY

The test is passed if this stretch roll equals or exceeds the target number in the
statistic test table.

STATISTIC TEST TABLE


STATISTIC VALUE 1 2 3 4 5 6+
TARGET NUMBER 7+ 6+ 5+ 4+ 3+ 2+

Note: to pass a test with a statistic of 1, you will need to add at least one
stretch die.

Initiative, strike and defence rolls are not statistic tests.

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.

OPPOSED STATISTIC TESTS


Sometimes, two models may become locked in a struggle of wits, dexterity or
good old brawn. When a rule calls upon you to make an opposed statistic test
with another model, both models roll one die and add the appropriate statistic
value to the result. The model with the highest total wins the contest. Ties
should be rerolled until there’s a winner - some tussles are hard-won!
HOW TO PLAY
61
62

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

HOW TO GENERATE PLOT POINTS


Plot points are generated each turn according to the models you have in play at
that time. Models are in play if they are on the playing area and acting on your
side (see page 106 explaining in play and removed from play).

PLOT POINTS ARE GENERATED AT VARIOUS TIMES IN THE GAME:


PRODUCTION NOTES

INITIATIVE ROLL - PAGE 71


• ✪ to each side for each tied initiative roll
• ✪✪ to the side that loses the initiative roll

SCRIPT PHASE - PAGE 74


• ✪✪ to the side on screen if the face-down card is a finale card
• ✪✪ to each side if you choose to turn over two cards

ACTION PHASE - PAGE 81


• ½ ✪ for each Extra in your cast (round up)
• ✪ for each Co-Star in your cast
• ✪✪ for each Star in your cast
• ✪ equal to the starting Health value of a Star or Co-Star when you
reduce them to 0 Health and remove them from play

CARRYING FORWARD PLOT POINTS


Players carry forward plot points from one turn to the next. There is no limit to
the number of plot points a player can have at any one time.

See pages 82 and 83 for detailed information on generating and using plot
points.
63

WHAT DO PLOT POINTS DO?


Players use plot points to:

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.

POWER SOME REMOVE


ACTIVATE ENHANCE SPECIAL EFFECTS DEBILITATING
MODELS COMBAT AND PROPS STATUSES

SPEND THEM WISELY


Players will have to make tough choices on how they use their limited number of
plot points. For example, should you activate more models and make a greater
number of actions, or activate fewer models but have those models act more
effectively? Should you use your plot points to power props, or to recover from
disabling statuses? Players can also use plot points to increase the chance of
any of their models succeeding on an important roll, or to increase their chance
of avoiding an incoming attack by buying stretch dice. See Spending Plot Points
on page 83.

YOU’LL NEED SOME COUNTERS


Plot points should be represented by physical counters to help players easily
track this vital resource. We use small glass beads as plot point tokens, and
these are available in the Core Accessory Set from our website. But you can use
anything similar, small and identical, such as counters or pennies.

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

Establishing 7TV’s theme of making a film or TV show, the structure of your


game will follow that of a cinematic production:

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

CROOKED DICE HOME ENTERTAINMENT PRESENTS


GOWAN DAVID HART
ANTONY PAT MC
PRODUCTION “DRACULA” STARRING VALENTINE
A BARRON STUDIOS & MINERVA AVVENTURE
DISTRIBUTED BY BARNA ARTISTS
DIRECTED AND PRODUCED BY SIDNEY BARRON
65

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

SETTING UP YOUR GAMES


During the prologue, players determine which episode they will play. We provide
six episodes suitable for any cast size (see page 126 to 132). Or you can create
your own - maybe there’s a particularly famous sequence from a TV show or film
you want to act out. Follow this sequence when preparing for play:

1 Determine the episode


2 Determine the attacker and the defender
HOW TO PLAY

3 Determine any tropes (optional)


4 Place objective tokens
5 Place the maguffin (optional)
6 Determine start locations
7 Place your models (in order)
8 Create the script deck
9 Create each player’s prop store
10 Roll for initiative

1. DETERMINE YOUR EPISODE


One player should roll 1D6 and consult the table below to see which episode is
to be played. If players specifically want to play one episode, just skip the die roll
and play that episode. Each episode’s rules are detailed on pages 126 to 132.

1D6 EPISODE DESCRIPTION


1 The Battle An all-out fight between the heroes and villains, normally the
major turning point in, or the climax of, a film or TV episode.
2 The Escape One cast has been discovered in enemy territory and the
only course of action left is to fight and evade capture.
3 The Race Both casts are attempting to reach the goal before the
other cast can claim it.
4 The Raid One cast is seeking to assassinate or defeat a member of
the opposing cast.
5 The Rescue One cast has captured an ally. The captors must prevent
their enemies from rescuing the captive.
6 The Theft One cast is attempting to steal something vital to the plot
from their enemies.
67

2. DETERMINE THE ATTACKER AND THE DEFENDER


Both players should roll 1D6 and add the highest Mind statistic of any model in
their cast. The player with the highest result can choose to be the attacker or the
defender. This is important as it might influence where a player’s models can start.

3. DETERMINE ANY TROPES (OPTIONAL)


Cinema and television are filled with exciting hooks, terrible clichés, memorable
plot twists, amazing locations, environmental hazards and spectacular action
sequences that challenge cast members as they move through their storyline.

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.

4. PLACE OBJECTIVE TOKENS


Each episode uses these tokens to represent items of value that
can be collected during play.Try to claim as many as you can,
and prevent your opponent from doing the same. They will gain
you victory points during the epilogue, and a Star or Co-Star
claiming one will earn their side some much-needed plot points.
Follow these steps to generate and place objective tokens:

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

COLLECTING OBJECTIVE TOKENS


Any model can collect objective tokens. When a model comes into base contact
with a token, it must use a special action to pick it up. The player whose model
picks it up should place it off the playing area but close to hand.

Any Star or Co-Star that claims an objective token will gain their side ✪✪
immediately.

TROPES AND OBJECTIVE TOKENS


HOW TO PLAY

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.

5. PLACE THE MAGUFFIN (OPTIONAL)


Any episode can feature the 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! If you like narrative play, then the maguffin adds
further tone to your 7TV games. There are ten maguffins listed on page 199.

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.

HOLY GRAIL Xeno Egg


ALIEN METEORITE

MAGUFFIN MAGUFFIN MAGUFFIN


69

6. DETERMINE CAST START LOCATIONS


Some episodes state where each cast will begin. This is usually close to one
playing area edge or corner, with the opposing cast setting up likewise on the
opposite edge or in the opposite corner. Use the following rules:

• 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.

7. PLACE YOUR MODELS


Players place their models on the playing area in their start locations in this order:

1. The defending player places their non-Espionage models.


2. The attacking player places their non-Espionage models.
3. The defending player places their Espionage models.
4. The attacking player places their Espionage models.

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.

8. CREATE THE SCRIPT DECK


See page 74 for details on how to create the script deck you will use during the
episode. Place the deck somewhere within the reach of both players.

ACT ONE ACT TWO FINALE

SCRIPT SCRIPT SCRIPT


70

badge of office
lucky cigarette case

PLAY: Model’s Activation, 🅕


HOW TO PLAY

PLAY: When defending against a strike, 🅟


COST: None
COST: ✪✪
EFFECT: This model may add one
free stretch die to one presence EFFECT: The target ignores the effects
attack this turn. of a strike.

PROP

9. CREATE YOUR PROP STORE


Both players gain iconic items that might give that vital edge they need in the
coming episode. There are ten props listed on page 180.

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.

1O. ROLL FOR INITIATIVE


Both sides should roll for initiative to determine who is first on screen -
see page 71.
71

THE PROLOGUE

THE INITIATIVE ROLL


AN INITIATIVE ROLL IS USED TO DETERMINE THE ORDER OF PLAY.
IT IS MADE ONCE, BEFORE A SCENE’S FIRST TURN

Unless otherwise indicated in a particular episode, to determine initiative,


both sides should roll 1D6 and add the highest Mind statistic of the models
in their cast.

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.

The other player immediately gains ✪✪.

Alternatively, in Feature Packs and other pre-written games, read the And...
Action! section of the episode to determine initiative.

Now... come out swinging!


72

THE SCENE
THIS IS WHERE THE MAGIC HAPPENS.
CAMERAS ARE ROLLING... QUIET ON
SET... LIGHTS... CAMERA... ACTION!
HOW TO PLAY
73

THE SCENE

TURNS & PHASES


A SCENE IS DIVIDED INTO TURNS.
EACH TURN IS FURTHER DIVIDED INTO THREE PHASES

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:

SCRIPT PHASE ACTION PHASE 3 END PHASE

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.

PLAYER ONE TURN PLAYER TWO TURN


Once the
on screen cast
completes their
1 SCRIPT PHASE 1 SCRIPT PHASE
end phase, play is
handed over to the
other player.
2 ACTION PHASE 2 ACTION PHASE

3 END PHASE 3 END PHASE


74

PHASE ONE

THE SCRIPT PHASE


THE SCRIPT PHASE INDICATES HOW MUCH TIME IS LEFT TO PLAY OUT A SCENE.
IT USES THE SCRIPT DECK TO COUNTDOWN TO THE EPISODE’S CONCLUSION

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!

ACT ONE ACT TWO FINALE

SCRIPT SCRIPT SCRIPT


75

THE SCRIPT DECK


Script cards are used to track how many turns of play remain. Each one also
details a random event or opportunity that you or your opponent may be able
to take advantage of during play. The number of cards in the script deck is
dependent on the table size you’re playing on, or set by the episode conditions.

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.

NAMING CONVENTIONS IN GENRE GUIDES PRODUCTION NOTES


In older boxed sets and newer genre guides, the script phase and decks were
known by other names. Never fear - the rules are the same - but we have
themed them to bring tone to each setting. Here are the alternative names
used for the script deck in the earlier 7TV boxed sets:

Inch High Spy-Fi Apocalypse Pulp Fantasy The 80s

Countdown Doomsday Cliffhanger Trilogy Script


76

USING THE SCRIPT DECK


In the script phase of each side’s first turn, flip over one card and play the
effect on the card. On subsequent turns a player can choose to flip over one
or two cards.

FLIPPING TWO SCRIPT CARDS


If two cards are flipped, then all sides immediately gain ✪✪ and the player
on screen plays the effect on the last card flipped.
HOW TO PLAY

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.

GENRE SYMBOLS (OPTIONAL ADVANCED RULE)


After the script card effect has been resolved, BEHIND
THE SOFA
the on screen player may choose to play a
Dare you peek
genre effect. Their chosen genre must match at the screen?
one of the genre symbols coloured on the card Move one enemy into
and they must meet the conditions on page 200. base contact with the
closest piece of scenery.

THE FINAL BATTLE...


If there are no cards remaining in the script deck
after the effects on the final card have been resolved,
the scene will conclude at the end of this turn.

USING PLAYING CARDS


If you do not own one of the published genre guides that contain a printed set
of script cards then don’t worry, because you can use a standard deck of playing
cards to track play instead.

Take a deck of playing cards and divide them into their suits. Three of the suits
will represent the three acts:

• Clubs - act one


• Spades - act two
• Diamonds - finale

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

ACT ONE CARD EFFECTS (CLUBS)


CARD EFFECT GENRES

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

ACT TWO CARD EFFECTS (SPADES)


CARD EFFECT GENRES

A♠ Action Sequence. A flurry of fists, blades, explosions and dramatic Action,


deaths. Choose 1D3 allies not in base contact with any enemies. Adventure
Each chosen model can make one immediate shoot attack.

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

FINALE CARD EFFECTS (DIAMONDS)


CARD EFFECT GENRES

A♦ 18 Certificate. Warning! Excessive blood, bad language and nudity! Horror,


All attacks that specify ‘0 Health’ now inflict -1 Health this turn. Sci-Fi
K♦ Action-Packed. It’s all going off in this thrilling climax! Choose up to Action,
three allies. Each chosen model can make one fight or shoot attack for Adventure
free. The targets of these attacks count as disadvantaged.

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

THE ACTION PHASE


THIS PHASE IS WHERE YOU WILL MAKE KEY DECISIONS
AS YOUR CAST ENGAGES WITH THE ENEMY

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.

ACTION PHASE SUMMARY

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.

REMOVE At any point during their turn, a player can choose


DEBILITATING
STATUSES
to remove a status from one of their models.

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.

SPEND A MODEL’S Once activated, each model has two


TWO ACTIONS actions and the player can choose to
use them to move or attack, or use their
profile’s abilities or the cast’s props.
82

GENERATE PLOT POINTS ✪


THE ON SCREEN PLAYER NOW GAINS ✪ ACCORDING TO THE NUMBER
AND TYPES OF MODELS THEY HAVE IN PLAY IN THEIR CAST

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.

CALCULATING PLOT POINTS


The side on screen gains ✪ according to the models they currently have in play:
HOW TO PLAY

Each model type in play EXTRA CO-STAR STAR

Plot points generated (round up) ½✪ ✪ ✪✪

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✪.

HOW STATUSES AFFECT PLOT POINTS


Some statuses (see page 175) can adversely affect plot point generation:

• 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.

WHEN YOUR CAST HAS BEEN AXED


Once your cast has been axed (see page 112), you no longer gain ✪ for the
Extras in your cast.
PRODUCTION NOTES

DOES MY MODEL GENERATE PLOT POINTS?

Is your model Is your model Has your cast


Dominated? Captured? been axed?

YES YES NO NO YES

This model CAN ONLY Stars and Co-


This model does NOT
generate plot points Stars CAN generate
generate plot points this turn
this turn plot points this turn
83

SPENDING PLOT POINTS


PLAYERS WILL HAVE TO MAKE TOUGH CHOICES ON HOW
THEY USE THEIR LIMITED AMOUNTS OF PLOT POINTS

Quite simply, you can use plot points to activate more models or have fewer
models acting more effectively.

ACTIVATE MODELS | COST: ✪ PER MODEL


You can choose to activate any models in your cast to perform move, strike, free,
passive or special actions - see page 84.

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).

USE PROPS, STAR QUALITIES & SPECIAL EFFECTS | COST: VARIES


These various effects provide a range of extraordinary results - with the more
powerful requiring plot points to use. Costs are listed on the appropriate profile
or accessory card.

REMOVE STATUSES | COST: VARIES


At any point during their turn, the on screen player can choose to pay plot points
to remove one status (see page 175) from a model in their cast. See the costs
and requirements listed in the table below. The on screen player can do this as
many times as they like throughout the turn.

STATUS COST TO REMOVE REQUIREMENTS


Must first pass an opposed Spirit statistic test
Captured ✪
against its captor
Distracted ✪ -
Only if there are one or more ally models in
Dominated ✪
base contact with the Dominated model
Immobilised ✪ Any other statuses must be removed first
Infected - Cannot be removed
On Fire ✪ -
Poisoned ✪✪ -
Scared ✪ -
Stunned ✪ -
Weakened ✪ -
84

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

• It has already been activated that turn.


• It has the Immobilised or Stunned status.
• It has the Dominated status and this is the turn of the model’s original cast.

FOLLOWERS CAN’T BE LEADERS


If a model is activated for free through the use of a special effect like Leader
or Unit Leader, it cannot use any special effect that would then activate other
models. For example, a model cannot use Leader 1 to activate another model
that then activates a third model with Unit Leader.
PRODUCTION NOTES

CAN MY MODEL ACTIVATE?

Has the model already


YES activated this turn?

NO
Is your model
YES
Immobilised or Stunned?

NO

Is your model Dominated? NO

YES

The enemy player gets


This model cannot This model can
to activate your model
activate this turn activate this turn
in their turn
85

SPENDING A MODEL’S TWO ACTIONS


Once activated, each model has two actions and can choose to use them to
move, attack or perform non-combat actions.

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.

MOVE ACTIONS - SEE PAGE 88


A model making a move action can change the direction it is facing or move
across the tabletop.

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).

STRIKE ACTIONS - SEE PAGE 97


Strike actions are essentially attacks. A model wishing to attack an enemy with a
strike action can make one of the following per activation:

• A fight attack using brawl or a weapon


• A shoot attack using a ranged weapon
• A presence attack using its wits or strength of will

STRIKE ACTION LIMITATIONS - PER ACTIVATION


PRODUCTION NOTES

• UNLESS OTHERWISE STATED, MODELS CANNOT MAKE:

• t
x2 x2 x2 +


TWO FIGHT TWO SHOOT TWO PRESENCE ONE FIGHT & ONE
ATTACKS ATTACKS ATTACKS SHOOT ATTACK
86

FREE ACTIONS - SEE PAGE 108


Free actions never count towards the maximum of two actions you can make
with a model during its activation, so you can move, shoot and make a free
action, for example.

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.

PASSIVE ACTIONS - SEE PAGE 109


A passive action is one that takes place without any effort from the model.
Typically, they will affect the game’s prologue, or they might modify an action
that the model makes.

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.

SPECIAL ACTIONS - SEE PAGE 110


Some actions or special effects require a small amount of time to take effect,
and therefore don’t fit into either of the above categories. Special actions cost a
model one of its actions. Examples include aiming a shoot weapon, using some
special effects or picking up an objective token. Special actions are denoted by
the 🅢 symbol on profile cards. Some special actions can also be used in synergy
with other actions:

EXAMPLE: Ben’s Gunslinger finds itself in a standoff with Chloe’s


Shapeshifter after tracking it across town. His Gunslinger has a Six-Shooter
attack with 2 Shots. Usually, performing two shoot attacks in one activation
is impossible, but the Six-Shooter’s weapon attack allows 2 Shots, so it
fires twice at the ravenous beast - one silver bullet lands, but the other
whizzes past!

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

ACTION MAX PER


ACTION NOTES
COST ACTIVATION
MOVE 1 2 Travel up to 6” per action. See page 88.
Models can end each move action facing any direction they
Change facing 1 2 like without penalty. However, to change the facing of a
stationary model, a model must use a move action - page 88.
A model that ends its first move action within fight range of
Charge 0 1 one or more enemies can make an immediate charge attack
as a free action. See page 90.

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

ALL MODELS MOVE 6” UNLESS...


In 7TV, all models move 6” per move action unless they have the Move X special
effect. The Move X special effect gives a different maximum move distance (e.g.
Move 8”) for each move action. Nevertheless, all move actions are always made
towards a location in a model’s front zone.
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• 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.

BACK AND FRONT ZONES


All models are considered to have
front and back zones, each of 180º,
with the dividing line as shown.
FRONT
Models cannot normally attack models BACK
that are wholly in their back zone. Models
that are in both zones are considered to
be in a model’s front zone.

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.
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EXAMPLE: Beau’s Sci-Fi survivor cast are searching a post-apocalyptic


city overrun with giant irradiated insects! While trying to reach an
objective token <1>, his Raider (R) is intercepted by Sarah’s ant queen
(Great Monstrosity, GM) and her five giant ants (Mutated Vermin, MV)!

MV BUILDING
GM
MV
R

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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!
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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
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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.
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HIGH WALLS AND CLIFFS


These ascents and descents are the most tricky, as there are no ideal handholds.
Models ascend and descend as per ladders, but in addition to using a move
action, they must pass a Body statistic test for each move action. If this test is
failed, the model still expends the action but does not move.

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

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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.

EXAMPLE: Evie’s Daredevil attempts a cool


backflip and falls 3 levels... embarrassing
and painful. 3D6 is rolled, 1 die for each
level, which results in 10.

This is higher than the Daredevil’s Defence


of 8, so it loses 1 Health. The Daredevil
only has 1 Health, so it is removed from
play and Evie doesn’t need to worry about
her model being knocked down.
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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
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that has the required range to reach the moving model.

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.

EXAMPLE: Helen’s Thug attempts to make a break for freedom before


Dylan’s Cop can slap the cuffs on. To do this, her Thug must leave base
contact meaning that Dylan’s Cop gets to make a free strike. The Cop’s
Truncheon attack is successful and the fleeing Thug suffers the Stunned
status. This therefore immediately ends the Thug’s initial movement, as
the Stunned status means it is knocked down.
93

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.

Lady Winterly sometimes waited ages for a bus.


95

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.

A pushed model must immediately pass a Body statistic test or it will be


knocked down.

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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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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:

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• 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.

Here are the steps in making a strike action:

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

2. DETERMINE LINE OF SIGHT


IS THE TARGET VISIBLE?
The target must be at least partially visible to the attacking model. If the target is
a model, then part of that model’s head or body must be visible to the attacker.

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.
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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.

EXAMPLE: Hunkered on the roof of a building, Peter’s Sharpshooter (SS)


has a choice of targets. Behind him is an enemy Soldier (SO), but attacking
models can only target enemies in their front facing.

SO
SO
SO
SA
SS SO
VIP
BUILDING
BUILDING
WALL

can be targeted
cannot be targeted

Peter spots Karl’s Sarge (SA), hoping to remove


this unit leader. Unfortunately for Peter, some of
Karl’s Soldiers are positioned in front of the Sarge,
obscuring that model’s base. This makes the Sarge
untargetable as the Soldiers block line of sight -
effectively obscuring the Sharpshooter’s vision.

However, Peter sees that Karl has a VIP hunkering


down behind a low wall. Due to it being partially
visible, Peter’s Sharpshooter can take the shot.
99

IS THE TARGET IN CONTACT WITH HARD OR SOFT COVER?


If the target is in base contact with hard or soft cover and the line of sight is
at least partially obscured from the attacker, the target gains the appropriate
cover benefit.

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

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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.

EXAMPLE: Claire’s Imperial Troopers are closing in on Isabel’s Freedom


Fighters as blaster fire rains overhead. One of Isabel’s Freedom Fighters is
behind a wall as it is shot at by one of the Imperial Troopers. The Imperial
Trooper’s defence roll will be 8 (its base Defence statistic) +2 (due to the
hard cover from the wall) + its initial 1D6 roll. Isabel cannot utilise a stretch
roll here due to her model defending in cover. Isabel rolls a 1 for a total
defence roll of 11 (8 from Defence + 2 for hard cover +1 for the die roll
result). Claire begins laughing maniacally.

IS THE TARGET CONCEALED BY 3” OF WOODLAND?


If the attack passes through 3” or more of woodland or hedge terrain, then the
line of sight is blocked and the attack cannot be made.

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

3. DETERMINE THE RANGE


Each attack has a range listed in inches. If the attack does not use a template,
then the distance between the attacking model and the target must be within
the listed range of the attack.

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.
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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.

Any models touched by a template are subject to a strike. When measuring


distance to determine the range of an attack, use the closest part of the
attacker’s base and the closest part of the target, or its base if it has one.

MAKING DEFENCE AND STRIKE ROLLS


Once a model has been made the target of an attack, and the attacker is
in range, it makes a defence roll. The attacker then makes a strike roll.
The results of the strike are determined by comparing the results of these
two rolls.

THE DEFENDER THE ATTACKER IF THE STRIKE ROLL


MAKES A MAKES A EQUALS OR EXCEEDS
DEFENCE ROLL STRIKE ROLL THE DEFENCE ROLL
THEN THE EFFECTS
OF THE ATTACK ARE
APPLIED
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4. DEFENDER MAKES A DEFENCE ROLL


THE DEFENCE ROLL
The defending player must first determine the difficulty their attacker will have
in successfully striking their model. In the heat of battle, conditions are always
changing, and what could be an easy strike in one turn may become all but
impossible in the next.

Calculate the defence roll as follows:

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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.

B. ANY MODIFIERS THAT APPLY


Add or subtract any of the following modifiers:

• For each status already affecting the defending model -1


• Defender in soft cover (shoot attacks only) +1
Defender in hard cover (shoot attacks only) +2
• Defender behind an obstacle (fight and presence attacks only) +2

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.

E. ROLL THE DICE AND FIND YOUR TOTAL DEFENCE ROLL


Roll all the dice and pick the single highest die. Add +1 to this number for
each additional 4 or higher rolled on any stretch dice purchased with plot
points. Add this number to the Defence statistic and any modifiers to calculate
the defence roll.
102

EXAMPLE: Alex’s Knight finds itself face-to-face with Will’s Brutish


Footsoldier in a very unchivalrous duel. Will’s cast is currently on screen
and he decides to attack Alex’s Knight with a Vicious Blade strike. Alex
wants his Knight alive for the coming battle, so decides to spend ✪✪ to
stretch the defence roll. Three dice are rolled (the initial die plus two
more for the ✪✪ spent). The dice roll 2, 4 and 5. The 5 is the best result,
so it is added to the Knight’s Defence of 8, and a further +1 is added to
this due to the roll of a 4; the result of a 2 is useless and therefore ignored.
HOW TO PLAY

DEFENCE ROLL MODIFIERS

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.

Mind the gap!


103

Defending models are disadvantaged while they are:

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.

DEFENDING AGAINST CHARGE ATTACKS


The impetus of a charge attack means defending models are often caught
unawares.

DEFENDING AGAINST FREE STRIKES


Models attempting to get away from other models are putting more effort into
moving than actively protecting themselves.

DEFENDING AGAINST AN ATTACK FROM THE REAR


Defending models cannot protect themselves properly against attacks they
cannot see, and so are disadvantaged against attacks made by models wholly
in their back zone.

DEFENDING BEHIND SOFT COVER


Models defending behind soft cover are disadvantaged, but gain +1 Defence
from shoot attacks only.

DEFENDING BEHIND HARD COVER OR OBSTACLES


Models defending behind hard cover or obstacles are disadvantaged, but gain
+2 Defence from shoot attacks only.
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5. ATTACKER MAKES A STRIKE ROLL


THE STRIKE ROLL
The attacking player must now attempt to equal or exceed the defence roll in
order to make an effective strike. Calculate the strike roll as follows:

A B C D
STRIKE PLUS PLUS AN PLUS ANY
NUMBER ANY INITIAL DIE STRETCH DICE
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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.

B. ANY MODIFIERS THAT APPLY


Add or subtract any of the following modifiers:

• For each status already affecting the attacking model -1


• Aimed shot +1

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.

E. ROLL THE DICE AND FIND YOUR TOTAL STRIKE ROLL


Roll all the dice and pick the single highest die. Add +1 to this number for each
additional 4 or higher you rolled on any stretch dice purchase with plot points. Add
this number to the Strike number and any modifiers to calculate the strike roll.
105

STRIKE ROLL MODIFIERS

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.

ATTACKING WITH A RISKY SHOT


Models can make shoot attacks against enemies that are engaged in melee
combat, but it’s considered risky! A target model is considered engaged if it has
one or more enemies in the fight range of any of its fight attacks, or if any of its
enemies have the target model in the fight range of any of their fight attacks.
A shot against an engaged model is possible, but tricky, as combatants are
constantly moving around and a clear shot is very difficult to make.

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.
106

6. IF ATTACKER IS SUCCESSFUL, DETERMINE WEAPON EFFECTS


If a strike roll equals or exceeds a defence roll, the target model suffers the
weapon effects of the strike as listed on the attacker’s profile card. This might
include the loss of Health, the receiving of a status, or both.

A target model will also lose 1 Health if it receives two statuses of the same type.

To track a model’s injuries, place wound and status


tokens as appropriate next to the affected model. WOUND TOKEN

Models reduced to 0 Health are immediately


HOW TO PLAY

removed from play. If a player removes an enemy


STATUS TOKEN
Star or Co-Star model from play, they immediately
gain ✪ equal to that model’s starting Health.
PRODUCTION NOTES

REMEMBER... A MODEL RECEIVING


TWO OF THE SAME STATUS LOSES 1 HEALTH

+ = -1 HEALTH

IN PLAY AND REMOVED FROM PLAY


Models are in play when they are on the playing area. It does not matter if they
are knocked down, have one or more statuses, or have lost any Health. Models
in play generate ✪ in the action phase, and when determining if a cast has been
axed or not.

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.
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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

Free actions include:

MAKING A STATISTIC TEST


If you are required to make a statistic test this is considered a free action.

MAKING A CHARGE ATTACK


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 (see
page 90). Note that this attack does not count towards any strike limits for this
activation.

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.

USING A SPECIAL EFFECT


Some special effects will state that they are classed as a free action when used.
Note that the model must still be activated before these special effects can
be used. However, some special effects may be limited to one use per turn -
denoted with the ❶ symbol.

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.
109

PASSIVE ACTIONS
SOME ACTIONS ARE ALWAYS OPERATING, WITHOUT THE MODEL
NEEDING TO SPECIFY WHEN THEY’RE USING THEM

Special effects identified as passive actions are always operating during a


model’s activation. These are denoted by the 🅟 symbol on profile cards.

Sometimes, passive actions define a model’s inherent qualities (e.g. Large


or Small), but they can also also denote special effects that affect defence
rolls and enemy strikes during an opponent’s turn. Typically, they modify an
action that the model makes, or serve as a reaction to changing circumstance

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.
110

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.

Examples include aiming a shoot weapon, using certain special effects, or


picking up an objective token.

MAKING AN AIMED SHOT


HOW TO PLAY

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.

CLAIMING AN OBJECTIVE TOKEN OR MAGUFFIN


When a model comes into base contact with an objective token or maguffin,
it may pick it up by using a special action.

USING A SPECIAL EFFECT


Some special effects will state that they require a special action to be used.
In addition, some special effects may be limited to one use per turn - denoted
with the ➊ symbol.

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
111
112

PHASE THREE

THE END PHASE


ONCE THE ON SCREEN PLAYER HAS FINISHED ACTIVATING MODELS
AND REMOVING STATUSES, PROCEED TO THE END PHASE

In the end phase, the player on screen must follow these three steps in order.

A. DETERMINE IF YOUR CAST IS AXED


The player on screen must now determine if their cast has been axed. A cast
HOW TO PLAY

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.

B. DEAL WITH MODELS ON FIRE


If the On Fire status has not been removed from a model before the end phase,
you must roll 2D6 for each model still On Fire. If the result is equal to, or higher
than, the model’s Defence statistic, the model will lose 1 Health immediately.

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).
113

C. CHOOSE TO STEAL THE SCENE


Once per episode, a player can choose to steal the scene in
their end phase. The decision costs nothing, but timing is
everything, and it may mean the difference between victory
and defeat. Use this token as a reminder of this special rule.
STEAL THE SCENE TOKEN
STEALING THE SCENE

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:

• One player has no models in play


• There are no script cards remaining on the pile after any end phase
• The conditions of the episode you are playing are reached

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.

VICTORY CONDITION NOTES VPs GAINED


Do not also gain VP for axing
Enemy has no models in play +2
the opponent cast
Enemy cast is axed +1
Each objective token held +1
Each enemy Star or Co-Star Per Health that model had
+1
removed from play at the start of the scene
Scene special victory conditions Varies by scene + varies
Each enemy Star or Co-Star ends the
+1
scene with one or more statuses
You hold the maguffin +1D3

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.

VICTORY POINT DIFFERENCE LEVEL OF VICTORY


0-1 Draw
2-3 Minor Victory
4-5 Decisive Victory
6-7 Crushing Victory
8+ Epic Victory
116

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.

Georgia’s heroic Adventure cast is 29 ratings and includes:

• 1 Loveable Scoundrel, Star - 10 ratings


• 1 Daring Rebel, Co-Star - 6 ratings
HOW TO PLAY

• 1 Commander, Extra - 3 ratings


• 5 Freedom Fighters, Extra - 2 ratings

Luca’s villainous Sci-Fi cast is 29 ratings and includes:

• 1 Evil Overlord, Star - 10 ratings


• 1 Ruthless Nemesis, Co-Star - 6 ratings
• 1 Commander, Extra - 3 ratings
• 6 Imperial Troopers, Extra - 2 or 3 models for 5 ratings

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.

ACT TWO - ESCAPE FROM SKY CITY


Georgia and Luca decided that the best episode type for their game will be
‘The Escape’. Georgia’s heroic cast has broken free from prison in Sky City and
is fleeing to their shuttlecraft. After a dramatically appropriate screen wipe, we
cut ahead to the action midway through Act Two: the prison break has been
discovered and blasters have begun firing.

VILLAINOUS PLAYER’S TURN


Luca’s villainous cast has two plot points remaining from his previous turn, while
Georgia’s heroic cast has four.

LUCA’S SCRIPT PHASE


It’s the villainous turn on screen, so Luca turns over one Act Two script card:

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.

Luca immediately places the Distracted status on Georgia’s Loveable Scoundrel.


117

LUCA’S ACTION PHASE


Luca first calculates his plot points. So far, he has taken two Imperial Trooper
losses so he has five Extras, one Co-Star and one Star. The five Extras generate
½ ✪ each rounding up totalling three plot points rounded up; the single
Co-Star generates one plot point and the Star generates two plot points for a
grand total of six added to Luca’s pool. With eight plot points to play with, Luca
is feeling comfortable with his position and begins activating his models.

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:

I Work Alone ✪🅕❶


Centre the Blast 3” template on this model. All allies touched by the
template are moved outside of the template. This does not incur free strikes.
This model gains +1 to its physical strike rolls this turn.

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:

Unit Leader ✪🅕❶


Choose any number of allies in the Invasion Force or Rebel Faction unit
within 6” that have not activated this turn. All of these allies can activate
for free this turn.

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:

Spark of Courage | Difficulty Spirit 9


Place the Blast 5” template within 10” of the spellcaster. Until your cast is
next on screen, allies touched by the template can reroll one Defence die.

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.

HEROIC PLAYER’S TURN


GEORGIA’S SCRIPT PHASE
Georgia’s begins by turning the next script card:

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’S ACTION PHASE


Georgia immediately chooses the Evil Overlord, seeing an opportunity to deal
some damage. Then, she moves to plot point generation and counts her four
remaining Extras that generate two plot points, one Co-Star providing one plot
point, and one Star giving two plot points. This totals five (adding these to his
remaining two) to create a pool of seven plot points.

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.

This success ends the Loveable Scoundrel’s activation, so Georgia moves on to


activating her Daring Rebel. Immediately, she uses the model’s star quality:

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.

GEORGIA’S END PHASE


Georgia counts her models that remain in play and isn’t axed, and none of her
models suffer the On Fire Status, so play moves back to Luca for the next turn.

GEORGIA STEALS THE SCENE!


Believing that she may have turned the tables on Luca,
Georgia declares she will steal the scene in this turn.
Once an episode, a player can choose to activate a single
Star or Co-Star - even if they have already activated this
turn. Georgia rolls up her sleeves and activates the
Loveable Scoundrel again. Luca draws a deep breath and
counts his plot points...

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.

A 7TV episode recreates just one epic


scene of a television show or movie. In this
chapter, we present six classic episodes of
cinematic conflict that suit a huge variety
of games. There are also three narrative
episodes for you to pick and play. For more
experienced players, we provide additional
rules for further theming your games using
tropes. And finally, there are campaign rules
for those who love linking narrative games.
124

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:

• Including a Director’s Cut to create additional victory conditions.


EPISODES

• Adding themed special rules known as tropes (see page 145).


• Customising profiles (see page 38) to better represent favourite characters.

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.

Each campaign follows a detailed storyline with


PIRATES OF LUNA CITY

WELCOME TO THIS FEATURE PACK the best traditions of the Saturday


- an exciting format for you to enjoy morning cliffhanger! Players

unique characters. Each game will often have themed


RICK RHODES AND THE

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

victory outcomes with rewards or penalties for each


settings. In this pack, you can enjoy five chapters fighting to save, or
ER FI
EO

planet-hopping pulp space opera in conquer, the solar system!


ST I-
H

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

CONTAINS STOP MOTION


& MILD GALACTIC EVIL
U CONTAINS STOP MOTION
& MILD GALACTIC EVIL
125

SETTING THE SCENE


EPISODES OF 7TV ARE DESCRIBED USING A STANDARD FORMAT

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

OPEN PLAY EPISODE

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

Determine initiative as normal.

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:

• Blackout - The range of all shoot and


presence attacks are halved in this
scene.
• No Mercy - +1 VP if all your opposing
player’s Extras are removed from play.
• Street Brawl - Models may not use
any shoot attacks in this scene.
Consider reducing the playing area to
2’x2’.

EPILOGUE
VICTORY POINTS
Use the standard victory point rules to
determine the winner of this scene.
127

OPEN PLAY EPISODE

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:

• Assassination Attempt - Defenders can only escape the board if the


attackers’ Star or Co-Star suffers a status.
• Escape Route - Set up a door in the centre of the attackers’ starting
board edge. Defenders can only escape through this door.
• Escort Mission - The defenders gain a free VIP. They gain +1 VP if this
model escapes.

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

OPEN PLAY EPISODE

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

Determine initiative as normal.

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

OPEN PLAY EPISODE

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

OPEN PLAY EPISODE

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

OPEN PLAY EPISODE

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:

• Exact ratings sizes and casts members.


• A detailed location and recommended terrain and starting positions.
• Special rules to help theme the episodes.
• Victory conditions for each player to meet.

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

THE SHERWOOD DEVIL


ON ALL HALLOWS EVE, A STRANGE MIST DESCENDS UPON SHERWOOD
FOREST. GREAT HOOFPRINTS APPEAR IN THE SODDEN EARTH, AND
MOON-WHITE SHAPES RACE AMONGST THE TREES…

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:

• Robin Hood (Bold Blade, 10 ratings)


• Marion (Daring Rebel, 6 ratings)
• Will Scarlet (Mercenary, 4 ratings)

EPISODES
• Little John (Sarge, 3 ratings)
• Five Outlaws (Warriors, 10 ratings)
• Friar Tuck (Physician, 1 rating)

The villainous (attacking) Horror cast is 34 ratings and consists of:

• The Black Goat (Great Monstrosity, 10 ratings)


• Count Belaqua (Sinister Mystic, 6 ratings)
• Three Goat-Kin (Shapeshifters, 12 ratings)
• Six Gabriel Hounds (Cursed Creatures, 6 ratings)

The outlaws must repel the evil and save as many


villagers as possible before the night is out, while
Count Belaqua’s forces attempt to drag victims away
to enact unspeakable rites.

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

n Villainous set up area

Heroic set up area Round ground


EPISODES

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.

The heroic cast sets up anywhere


along the southern playing area edge.
The villainous cast sets up anywhere
along the northern edge.

Players should only set up five objective


tokens, following the steps described on
page 67.

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 TREASURES OF WINTERLY


The outlaw cast may search the following terrain when they are in base contact
with them and may find a useful prop:

• 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.

1D6 PROP PLAY COST EFFECT


Remove the Infected status
1-3 Mistletoe Model’s activation Free from this model, or from an
ally in base contact.
The model’s next shoot attack
4-6 Silver Arrow Next shoot attack Free
gains a free stretch dice.
The model’s next fight attack
n/a Wayland’s Blade Next fight attack Free gains a free stretch dice and
inflicts the On Fire Status.

VICTORY POINTS
In addition to the usual victory conditions on page 115, gain additional victory
points in this scene:

VICTORY CONDITION NOTES VPs GAINED


Villainous +1
For each hostage removed from play
cast only (+2 if it’s a VIP hostage)
If at least four locations are searched Heroic cast
+1
successfully only
138

NARRATIVE EPISODE

QUEEN OF THE SUN


EXPLORING A LOST WORLD, ADVENTURER ANAHEIM SMITH
FACES FANTASTIC OPPONENTS FROM THE DAWN OF TIME!

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:

• Anna ‘Anaheim’ Smith (Intrepid Adventurer, 10 ratings)


EPISODES

• Felicia Whittingham (Loyal Sidekick, Smith is her boss, 6 ratings)


• Curtis Drake (Rogue, 2 ratings)
• Five Hired Muscle (Gunslingers, 10 ratings)
• Three Hyperian Rebels (Primal Warriors, 6 ratings)

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:

• Queen Arinna (Dark Shadow, 12 ratings)


• Gor (Henchman, 4 ratings)
• Thunder Lizard (Monster of the Week, Reptilian, 4 ratings)
• Four Neanderthals (Brutish Footsoldiers, 8 ratings)
• Four Sun Priests (Cultists, 7 ratings)

Anaheim Smith and her adventuring party have


sworn to overthow Queen Arinna and free
the Hyperians from her bloody grip.
139

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.

THE FLOOR IS LAVA!


Any model that ends a move action touching the lava moat that surrounds the
EPISODES

pyramid receives the On Fire status.

THE ETERNAL SUN


Any heroic cast member in base contact with the sacrificial altar - and who is not
in base contact with an enemy model - may attempt to claim the Second Sun - a
magnificent diamond and the mysterious source of Queen Arinna’s power.

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:

VICTORY CONDITION NOTES VPs GAINED


Heroic
The Second Sun gem is removed +2
cast only
Villainous
The Second Sun gem is not removed +2
cast only
141

NARRATIVE EPISODE

THE MOON IS NOT ENOUGH


HOLDING THE WORLD TO RANSOM FROM HIS LUNAR BASE, AN EVIL
MASTERMIND IS ABOUT TO FACE THE WORLD’S GREATEST SPY!

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:

• Hemingford Grey (Secret Agent, 10 ratings)


• Chastity Rayne (Daring Rebel, 6 ratings)
• Quartermaster (Scientist, 1 ratings)
• Two Double 0’s (Agent, 6 ratings)
• Seven Secret Service Officers (Soldiers, 14 ratings)
• One Sharpshooter (3 ratings)

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:

• Urquhart Feldspar (Mastermind, 10 ratings)


• Professor Kerensky (Mad Scientist, 6 ratings)
• Ms Lynch (Assassin, 4 ratings)
• Two Omegatrons (Killer Robots, 10 ratings)
• Six Minions (Imperial Troopers, 10 ratings)
142

Villainous set up area

Heroic set up area


EPISODES

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.

1D6 KISS KISS BANG BANG EFFECTS


1-3 Rocket Fuel. Bullet fire ignites the barrels you hunker behind! Centre the
Blast 3” template over the objective token. All models touched by the template
must pass a Body statistic test or receive the On Fire status.
4-5 The White Heat of Technology. You have found a cache of useful gadgets.
Draw a card from the prop deck.
6 The Prime Minister’s Daughter. Cowering behind some crates is Philandra
Ponsonby-Smythe, daughter of the Prime Minister! If found by the heroes, she
joins their cast as a Love Interest. If found by the villains, they gain 1D6 plot
points. When this result has been rolled, it cannot be rolled again.

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:

VICTORY CONDITION NOTES VPs GAINED


Heroic Cast
The missile is disarmed +2
Only
Villainous
The missile launches +2
Cast Only
144
EPISODES
145

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:

• Playing area set up.


• Number, placement and collection of objective tokens.
• Victory conditions.

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

2D6 CAMEO REACTIONS TABLE


2-3 Missed Cue. The cameo pauses, unsure on how to act. It neither moves nor
attacks.
4 Enter Stage Right. The cameo moves once towards the nearest member of the
attacker’s cast and attacks if it comes into base contact with a model.
5 Guest Star! The defending player may immediately activate the cameo and
make two actions for free.
6 Set Piece. 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 pushed 2” in a
direction chosen by their controlling player.
7 Starstruck. The cameo intimidates those around it. Centre the Blast 5”
template on this model. Enemy models touched by the template must succeed
on a Spirit statistic test or be pushed the minimum distance required to move
them clear of the template.

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.

COLLECTING OBJECTIVE TOKENS


Objective tokens cannot be claimed in this episode. Whenever every third
script card is drawn, roll 1D6 to determine the result of a numbered token. Roll
another D6 and consult the table below to see the event.

1D6 CITY RIOT EFFECTS


1 Concussion Bomb. Centre the Blast 5” template over the numbered token.
All models touched by the template must pass a Body statistic test or are
EPISODES

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.

MOVING WITH HOSTAGES


Do not use the usual rules for collecting objective tokens. Instead, when either
player moves into base contact with a hostage, they must pass an opposed Body
statistic test against Body 4. If successful, they have hoisted the hostage up and
are moving with them.

• Any attacking model in possession of a hostage gains +1 Defence.


• The defending player gains a ✪ for each hostage in the possession of

EPISODES
an ally model.
• If a model with a hostage is removed from play, leave the objective
token where the model fell.

CAPTURING OR SAVING HOSTAGES


A player who moves a model with a hostage to their starting area edge has either
completely captured or saved the hostage. Remove the token from play. The
player or model no longer gains the benefit of having the hostage, but the player
gains +1 VP for each hostage removed from play. Token number 1 representing
the VIP is worth +2 VP if removed from play.
150

ACTION TROPE

TICKING TIME BOMB


A BOMB THREAT HAS BEEN IDENTIFIED! IS IT TERRORISTS WANTING TO
DESTABILISE POWER, ACTIVISTS WISHING TO SABOTAGE A PROJECT, OR
THIEVES BREAKING INTO A HIGH SECURITY FACILITY?

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.

COLLECTING OBJECTIVE TOKENS


Do not use the usual rules for collecting objective tokens. Instead, when a model
from the attacking cast is in base contact with an objective token, it can spend a
special action to make a Mind statistic test. If successful, remove the objective
token. If it fails, it receives the Stunned status.
EPISODES

DEACTIVING THE BOMB


Once all the objective tokens are removed, a model can deactivate the bomb by
passing a Mind statistic test when they are in base contact with the device.

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.

COLLECTING OBJECTIVE TOKENS


Do not use the usual rules for collecting objective tokens. Instead when a model
moves into base contact with the maguffin they may spend a special action and
make a Spirit statistic test. If successful, they gain the Cursed Treasure maguffin.

CURSED TREASURE MAGUFFIN

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:

1D6 CURSED TREASURE EVENT


1 Destroyed. The terrain piece crumbles. Neither player rolls on the event table
at the end of their turn for the rest of the game. Remove the maguffin and the
terrain piece from the playing area.
2 Spirit Howls. All Extras within 6” of the terrain piece must pass a Spirit statistic
test or receive the Scared status.
3 Deafening Thunder. Models within 6” of the terrain piece cannot use their
Leader or Unit Leader special effects when they are next activated.
4 Summoned Guardian. Place a Cursed Creature in base contact with the terrain
piece. It may activate immediately. It follows the cameo rules.
5 Tremor. Centre the Blast 5” template over the terrain piece. All models touched
by the template must pass a Body statistic test or are knocked down.
6 Future Visions. Choose one ally within 6” of the terrain piece. This model
must make an immediate Spirit statistic test. If it fails, it loses -1 Health. If it
passes, it gains ✪✪.
152

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.

1D6 TERRAIN TYPE EFFECT


Dodge a molten magma burst! Models must pass a
1 Magma
Body statistic test or receive the On Fire status.
Think quick...sand! Models must pass a Mind statistic
2 Sinking Sand
test or receive the Immobilised status.
Slip Sliding Away! Models are immediately knocked
3 Black Ice
down and Pushed 2”.
EPISODES

Buzzing flies surround you. All models receive the


4 Marsh
Distracted status.
Feed Me! Models must defend against a +5 strike from
5 Carnivorous Vines the hungry vegetation! If the strike is successful, the
defender receives the Poisoned status.
Models must defend against a +7 strike as masonry
6 Crumbling Ruins falls around them. If the strike is successful, the
defender receives the Stunned status.

COLLECTING OBJECTIVE TOKENS


In addtion to the usual rules for collecting objective tokens, when a model ends
a Move action within 4” of an objective token, also roll 1D6 and consult the
table below. Objective tokens may still be collected in the usual way.

1D6 LOST WORLD EVENT


1-3 Bad Footing! Centre the Blast 3” template on the objective token. All models
touched by the template must apply the agreed Terrain Type effect for this scene.
4-5 Tread carefully... No effect.
6 The Arrow Points North! The first player to roll a 6 gains the Compass prop
(see page 183) for their cast. Ignore all future rolls of 6 on this table.
153

ADVENTURE TROPE

THE DOOMED TEMPLE


TREASURES OF A LONG-LOST CITY OR AN ANCIENT RACE ARE THERE FOR
THE TAKING. OF COURSE, SUCH ARTIFACTS ARE NOT SO EASILY OBTAINED.

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.

COLLECTING OBJECTIVE TOKENS


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.

1D6 THE DOOMED TEMPLE EFFECTS


1 Rolling Boulder. The model that collected the objective token must make a
Body statistic test. If it passes, it is pushed 2” in the direction of their
opponent’s choice. If it fails, they receive the Immobilised status.

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.

COLLECTING OBJECTIVE TOKENS


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.

TOKEN TAVERN CRAWL EFFECTS


1 Drunken Brawl! A band of drunkards set themselves upon you! All models
within 3” of the token must pass a Body statistic test or are knocked down.
2 Poisoned! A mysterious stranger slips something into your ale. This model
EPISODES

receives the Poisoned status.


3 Taking a Gamble. A shrewd figure challenges you to a game of chance. Roll
1D6. If the outcome is 5+, gain ✪✪. If you don’t have ✪✪ immediately, pay
the gambler when you do.
4 Bardic Inspiration. A bard’s tales of daring exploits awakens your sense of
adventure! This model may make an immediate free move action.
5 Hot Pie. A friendly innkeeper serves you their famous kidney pie. Choose an
ally and remove all statuses from that model.
6 Alchemical Aptitude. A travelling alchemist offers up his services, for a price.
You may choose to pay ✪✪ to restore 1 lost Health to an ally.

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.

2D6 THERE BE DRAGONS! EFFECTS


2 Sweeping Flame. The dragon opens its mouth and rains fire upon the
battlefield. Any models that fail a Body statistic test receive the On Fire status.
3-4 Thunderous Bellow. The creature’s mighty roar echoes across the land. All
Extras must pass a Mind statistic test or receive the Distracted status.
5 Rain of Gold. Glittering coins tumble from the great beast’s breast. Players
take turns in placing a single plot point on each item of scenery and all

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

THE ROAD GOES EVER ON...


PART OF ANY ADVENTURE IS THE JOURNEY ITSELF. EVERY ENVIRONMENT
PRESENTS DIFFERENT CHALLENGES AND DANGERS...

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.

2D6 THE ROAD GOES EVER ON EFFECTS


EPISODES

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.

COLLECTING OBJECTIVE TOKENS


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.

1D6 BATTLEFIELD EFFECTS


1 A Murder of Crows. Savage, black-feathered horrors attack, their beaks red
with blood. The model claiming the objective token must defend against a +8

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.

1D6 DEFENDER EFFECTS


1-2 Horsepower! This model is battered back and forth by the galloping horde and
receives the Stunned status. You may pay ✪✪ for a Star to ignore the effects or
EPISODES

✪ 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.

1D6 ATTACKER EFFECTS


1-2 Hidden Defences! This model falls foul of well-laid defences and receives the
Immobilised status. You may pay ✪✪ for a Star to ignore the effects or ✪ for a
Co-Star.
3-4 Ready and Waiting… Your attack has been anticipated! This model cannot
activate in your next turn.
5 Burn Them Out! You will raze this place to the ground! Choose an enemy within
6” of any ally. That model receives the On Fire status.
6 Loot and Pillage! You maraud with abandon. Gain ✪✪. Once per act.
Subsequent rolls of 6 have no effect.
159

HISTORICAL TROPE

SIGNS AND PORTENTS


WHETHER IT’S AN ANCIENT TEMPLE, CAVE-DWELLING SOOTHSAYER OR
MYSTIC ORACLE, YOUR FORTUNE WILL BE TOLD. FOR GOOD OR ILL...

When the first script card of each act is drawn, roll 1D6. Apply the effect on the
table below.

1D6 SIGNS AND PORTENTS EFFECTS


1 The Kraken Wakes! Can you escape a terrible fate? All Extras must pass a
Spirit statistic test or receive the Immobilised status.
2 Blood Stains the Stones. Nothing is won without sacrifice. The weak grow
weaker still. Each player chooses an enemy Extra with 3 ratings or less.
The chosen models receive the Weakened status.
3 An Offering Spurned. Look to your leader in times of trouble. The poorest pay
the highest price. Each player chooses an ally model with the highest ratings.
These models make opposed Body statistic tests. The losing cast cannot

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:

2D6 THE GRAVEYARD SHIFT EFFECTS


2 The Unknown Mourner. Who is the mysterious stranger under that umbrella?
You may return one ally who has been removed from play to your starting edge.
The ally can be no more than 2 ratings, but can activate for free this turn.
3 21-Gun Salute. A phalanx of dress-uniforms and stirring bagpipes give a fitting
send-off. Gain 1D3 ✪.
4 Monster Squad. Brave monster hunters gather amongst the headstones -
there is strength in numbers. You may remove one status from one ally.
EPISODES

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.

COLLECTING OBJECTIVE TOKENS


Models can collect objective tokens as usual and gain the standard victory point
awards. However, when a player collects a token, first roll 2D6. On an even
result apply the effect on the table below and remove the token. On any odd
roll, the model receives the Scared status and the token is removed. No VPs are
gained for removed objectives on an odd roll.

2D6 HAUNTED HOUSE EFFECTS

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.

COLLECTING OBJECTIVE TOKENS


Models can collect objective tokens as usual and gain the standard victory point
awards. However, when a model makes an action within 6” of an objective
token, roll 1D6. Resolve that roll and then complete the model’s activation
EPISODES

without rolling again:

1D6 UNIVERSAL HORRORS EFFECTS


1-3 Lie in Torpor. Nothing happens.
4-6 Rise Again. Draw from the cameo deck. Remove the objective token from play
and replace it with a model to represent that profile. Once a model is placed,
consult the cameo reactions table on page 147 on how to control each model. If
the horror is removed from play, do not return the profile card to the cameo deck.

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.

For every 5 or 6 rolled, they may place a


Cursed Creature within 3” of their highest-
rated model. The player can activate the
Cursed Creature for free, but the Cursed
Creatures are removed from play
at the end of the turn.
163

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:

2D6 WATCH THE SKIES EFFECTS


2 Bad Motivator. Some machines just slow you down. All 6” Move actions are
reduced to 4” until your cast is next on screen.
3 Huey, Louis and the Crews. A poker-playing robot deals five playing cards from
a standard deck to each player. The player with the highest card wins two plot
points. If it’s a draw, each player gains one plot point.
4 Bob’s Your Uncle. The old ones are the best. A single ally that makes a
successful shoot attack this turn may add knocked down to the strike’s effects.

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

GATE TO THE EDGE OF FOREVER


A DOORWAY TO ANOTHER WORLD OR A RIFT IN SPACE AND TIME, WHO
KNOWS WHAT LIES ON THE OTHER SIDE OF THIS GATE TO THE STARS?

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.

2D6 THE GATE TO THE EDGE OF FOREVER EFFECTS


2 The Forbidden Zone. Cosmic radiation leaks through the rift. Place the Teardrop
template against the gate. All models touched by it receive the Poisoned status.
3 Rift Raiders. Interdimensional Mutant Biker Punks maraud through the gate!
Using a tape, measure a straight line from the gate to the nearest table edge.
The enemy player must discard one prop card for each of their Star or Co-Stars
on that line.
EPISODES

4 Contest of Champions! A contestant from another world passes through the


warp. Place a Mutant in base contact with your highest rated model. These two
models must now fight until one is reduced to 0 Health. Remove this model from
play. If this model is the Mutant, gain two plot points. If it is a member of your
cast, you must also remove the Mutant from play.
5 The Hand of Adonis - A gargantuan green hand appears through the gate, swatting
you like flies! All Extras must pass a Body statistic test or are knocked down.
6-7 Infinity and Beyond. You are dragged into the rift by interdimensional forces!
Move your model 2D6” without suffering free strikes. Moved models must pass
a Mind statistic test or receive the Distracted status.
8 The Worst of Us. Otherworldly fungal spores blow through the rift, infecting the
highest-rated models in both casts. Each model must make an immediate fight,
shoot or presence attack against the nearest ally.
9 First Contact. Your mind is contacted by another from across the void. All
allies gain a free stretch dice when making presence attacks this turn.
10 Time After Time. This model gains one immediate free action.
11 The Supreme Being? Is that booming voice and disembodied head the Creator,
or some alien trickster? Roll 1D6: 1) Infernal Wrath! Receive the On Fire status;
2-5) A Celestial Boon! Gain one prop; 6) Some Cosmic Joke! Lose 1D3 ✪.
12 Future Echoes. You glimpse one of many possible futures. From now until the end
of the current act, you may draw two script cards in your script phase and choose
which to play. The card not played should be replaced on top of the script deck.
165

SCI-FI TROPE

WATCH THE SKIES!


ARE WE BEING VISITED BY THINGS FROM OTHER WORLDS? ARE THEY
BENEVOLENT? OR DO THEY REGARD THIS EARTH WITH ENVIOUS EYES?

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.

COLLECTING OBJECTIVE TOKENS


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.
Players should reroll any reoccurring result.

2D6 WATCH THE SKIES EFFECTS


2 The Hunt Begins. An invisible killer stalks your cast. Each Extra must pass a
Body statistic test or receive the Immobilised status.

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

CAMPAIGNS: THE RATINGS WAR


THERE IS A RATINGS WAR GOING ON IN YOUR LIVING ROOM. TV SHOWS
BATTLE NIGHTLY FOR VIEWERS, RATINGS AND THEIR VERY SURVIVAL

PLAYING A RATINGS WAR


Playing the one-off episodes in pages 126 to 132 is fun, but many players enjoy
an ongoing narrative or the challenge of play across multiple games. We refer
to this as a ratings war. These simple rules allow to you play a series of linked
games. Winning an episode will bring rewards, and winning the most episodes
means success in the ratings war. Your show has been renewed for another
season!

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.

RECORD VICTORY POINTS


Victory points work slightly differently during a ratings war as your cast can
gain awards by accumulating victory points. After each episode, a cast can earn
1 victory point (VPs) from each of the following victory conditions:

• For playing an episode


• For winning the episode
• If your enemy was axed
• If an enemy Star or Co-Star is removed from play
• Each enemy Star or Co-Star ends the episode with one or more statuses

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.

VP TOTAL AWARD BENEFIT


3 Fearless Performer You may remove one status for

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.

ENDING A RATINGS WAR


When you have completed your ratings war,
the player who won the most episodes
wins overall. If the result is a draw, the
player with the greatest number of awards
is the winner. If it’s still unclear, then the
player with the highest VP total wins.

Winners of the ratings war can bask in the


glory of having the most popular TV show -
at least for this series!
CHAPTER 04
effects
department
NO MOVIE OR TV SHOW, WOULD BE
COMPLETE WITHOUT EFFECTS. WHETHER
IT’S FISTFIGHTS OR GUNPLAY, MAKE-UP,
PROPS, CSO OR CGI, OR EYE-POPPING
STUNT DRIVING - ACTION CINEMA AND
TELEVISION THRIVE ON SPECTACLE.

What arsenal of weapons will be available


to your cast members? Will they be
stunned, or infected, or set alight? What
gadgets and equipment will help them
survive in the trials they face? Will they
wield magic, or leap into a supercharged
roadster for some white-knuckle thrills?
170

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.

EXAMPLE: A Knight’s Broadsword has the Deadly and -1 Health


weapon effects. Deadly is listed first as it adds benefits to the strike roll
itself. Once the attack is resolved successfully - the second -1 Health
weapon effect is applied to the target.

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.

TYPES OF WEAPON EFFECTS


EFFECTS DEPT

0 HEALTH
On a successful strike, the target loses no Health, but may still be subject to
other effects as noted.

-1/ -1D3 / -1D6 HEALTH


On a successful strike, the target loses this amount of Health.

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

BEAM WEAPON EFFECT

NOT A
TARGET TARGET
FRONT

TARGET

TARGET

EFFECTS DEPT
TARGET
BACK

TARGET

NOT A
FRONT

TARGET TARGET

BLAST 3” WEAPON EFFECT


TARGET
BACK

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.

CAPTURED / DISTRACTED / DOMINATED / IMMOBILISED / INFECTED /


ON FIRE / POISONED / SCARED / STUNNED / WEAKENED
A successful strike confers the status to the target model (see page 175 to 179).

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.

SPRAY WEAPON EFFECT TARGET TARGET


FRONT

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

TEARDROP WEAPON EFFECT


BA
CK
174
EFFECTS DEPT
175

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:

CAPTURED DISTRACTED DOMINATED IMMOBILISED INFECTED

ON FIRE POISONED SCARED STUNNED WEAKENED

Any model suffering a status must abide by these basic rules:

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.

Models with the Captured status cannot be Immobilised. An Immobilised model


that is subsequently Captured loses its Immobilised status.

Immobilised models count as removed from play when determining if a cast is


axed or not.
178

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

It’s behind you...

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.

THE PROP DECK


Before you begin playing any episode, you need to determine which props your
cast plans to use against their enemies.

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.

DRAWING PROP CARDS


After resolving initiative, each cast should determine the number of props in
their 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.

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

PROP PLAY: Model’s Activation, 🅕


COST: ✪✪
EFFECT: An enemy in base contact with
the model playing this card must pass
a Spirit statistic test or receive the
Dominated status.
183

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):

• The Book of Fire and Flame


• The Book of the Four Winds
• The Book of Stones
• The Book of Fifty Fathoms
EFFECTS DEPT

Each grimoire has three spells of varying difficulty.

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.

A model can learn a number of spells


equal to its rank in the Magic User (x)
special effect. These spells can be
chosen freely from the grimoires listed
on the profile card, and the same spell
can be known by more than one model.
185

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

GRIMOIRES AND SPELLS


THE BOOK OF FIRE AND FLAME THE BOOK OF FOUR WINDS
Studying this tome allows the mage to Poring over the long-winded passages
master the elemental fire, bending the of this fluttering volume grants the
inferno to their will. magician power over breeze and
storm alike.
SPARK OF COURAGE
Difficulty Spirit 9 BREATH OF LIFE
Place the Blast 5” template within Difficulty Mind 9
10” of the spellcaster. Until your cast You may restore 1 Health to, and
is next on screen, allies touched by the remove the Poisoned, Weakened and/
template can reroll one Defence die. or Stunned statuses from all allies in
base contact with the spellcaster.
FIREBALL
Difficulty Mind 11 CALL LIGHTNING
Place the Blast 3” template within Difficulty Mind 11
8” of this model. All models touched Choose a model within 8” of the
by the template receive the On Fire spellcaster. Until that model is next
status and are knocked down. on screen, it is statically charged.
Any model that passes within 1” of
SURTUR’S HAND this model is subject to a lightning
Difficulty Spirit 13
EFFECTS DEPT

discharge. Models can only be


Choose an enemy within 8” of the targeted by a discharge once per turn.
spellcaster. That enemy must make
a Body statistic test. If unsuccessful, Type Shoot
the chosen model suffers -1 Health. Weapon Range 1”
If that enemy would be removed from Strike +7
play as a result of this damage, centre Weapon Effect 0 Health,
the Blast 5” template on the point Knocked down
of death. All models touched by the
template receive the Stunned status. TEMPEST
Difficulty Spirit 13
Place the Barrier template anywhere
in base contact with the spellcaster’s
front zone. All enemies touched by the
template are Stunned. Any enemies
within 2” of the outer edge of the
template are Pushed 3”.
187

THE BOOK OF STONES THE BOOK OF FIFTY FATHOMS


The power of the Earth, of rock and Sea-surge and river-run, darks depths
rubble, is revealed to sorcerers reading and glittering waves are in thrall to
this gritty grimoire. those who wade through this strangely
dry volume.
ROCKWALL
Difficulty Mind 9 HEALING WATERS
Place the Barrier template within 3” Difficulty Spirit 9
of the spellcaster. The Barrier is 1 Place the Beam template in base
level high and cannot be destroyed. contact with the spellcaster’s front
Raising the wall under models moves zone. Choose an ally touched by the
them to the top of the wall. The wall is template. That ally can recover 1
removed from play when your cast is Health, up to its starting total. You
next on screen. Any models on top of may remove one status from any other
the wall when it is removed from play ally touched by the template.
suffer a fall from one level.
CHARON’S GIFT
STONEHIDE Difficulty Spirit 11
Difficulty Mind 11 Choose an ally of up to 3 ratings that
Until your cast is next on screen, any has been removed from play. Return

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.

EARTHQUAKE WRATH OF THE KRAKEN


Difficulty Mind 13 Difficulty Spirit 13
Until your cast is next on screen, the Place the Blast 3” template on a point
entire playing area is considered rough within 6” of the spellcaster. You may
ground. You may also remove one make a total of three tentacle attacks
item of scenery no bigger than 4x4’ against any enemies touched by the
from play. Any models on or in the template. An enemy can only be
scenery are placed where the scenery attacked once per turn.
was removed and are knocked down.
Any objective tokens or maguffin Type Fight
on or in the scenery are placed 4” Weapon Range 0”
away from where the scenery was Strike +7
removed. Players take turns placing Weapon Effect -1 Health
the tokens, beginning with the player
who performed the spell. All models in
base contact with the spellcaster are
also knocked down.
188
EFFECTS DEPT
189

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:

• Capacity - The maximum number of small and medium based models


that can be transported with the vehicle when it makes its movement.
Large models count as two medium models. Massive models cannot be
transported in vehicles.
Speed - The maximum distance the vehicle can move in inches using one
move action.
• Defence - A combination of handling, size and natural toughness.
• Armour - The chance that the natural structure of the vehicle can absorb a
strike, negating the effects.
• Health - The amount of damage a vehicle can sustain.

EFFECTS DEPT
chopper
carriage NEUTRAL VEHICLE 8
NEUTRAL VEHICLE 4

4 8
5 8
16 5+
8 5+

HEALTH
HEALTH
190

VEHICLE SPECIAL EFFECTS


VEHICLE
A vehicle ignores all statuses but Immobilised and On Fire, cannot be knocked
down, and is immune to presence attacks. Enemies gain one stretch dice when
making a strike against a vehicle.

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.

PLOT POINT RULES FOR VEHICLES


VEHICLES DO NOT GENERATE PLOT POINTS...
Vehicles do not generate ✪ in the action phase, and they do not count towards
the number of models in your cast when calculating if your cast has been axed.

EXAMPLE: A cast comprises 14 models plus 1 vehicle. This cast will be


EFFECTS DEPT

considered axed when it is reduced to 7 models (14 divided by 2), not


8 (15 divided by 2 = 7.5 rounded up).

...BUT OCCUPANTS OF A VEHICLE DO


Models in a vehicle during the action phase do count as being in play for the
purposes of determining the number of ✪ a player gains.

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

OCCUPANTS CANNOT BE ACTIVATED


Occupants cannot be allocated ✪ in the SPECIAL EFFECTS STUNTS
action phase. However, they do gain one Vehicle 🅟 If a driver can pass a
This vehicle ignores Mind statistic test, it can
free action each turn to use to: all statuses except perform the following
Immobilised and On stunt:
Fire, cannot be knocked On The Job ❶
• Enter or exit the vehicle down and is immune to This vehicle may increase
• Attempt a shoot or presence attack presence attacks. Enemies
gain one stretch die when
its Speed by 1” for each
objective token held by
(see page 97). making a strike against the cast. If the episode
this vehicle.
• Perform stunts - A driver may also be does not use objective
tokens, you may increase
able to use or perform stunts with the the vehicle’s Speed by 1”
vehicle. See each vehicle profile card for each prop card you
discard instead.
for its available stunts.

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.

In addition, one random occupant (use a D6 to determine the affected model) of


the vehicle will also suffer the same effects on a 1D6 roll of 5+.

VEHICLES REDUCED TO 0 HEALTH


If a vehicle is reduced to 0 Health, all occupants will immediately lose 1 Health
and receive the Stunned status. Place all occupants of the vehicle adjacent to
the vehicle then remove the vehicle from play.

If a vehicle is On Fire when it is reduced to 0 Health, it will explode. All models


within 3” must immediately pass a Body statistic test or lose 1 Health. Stretch
dice cannot be added to these tests.

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

VEHICLE COLLISION TABLE


2D6 RESULT EFFECT
2-3 Death Race The vehicle loses 1D6 Health. Make an Armour test
for each lost point of Health.
4 Fast & Furious The vehicle receives the On Fire status.
5 Breakdown The vehicle receives the Immobilised status.
6 Crash One occupant suffers -1 Health.
7-9 Duel The vehicle loses 1D3 Health. Make an Armour test
for each lost point of Health.
10 Cannonball Run Your enemy may make a 2D6” move with your
vehicle. Any models touched by the vehicle in its
final position are pushed 4”.
11 Gone in Sixty Seconds You walk free from the wreck unscathed! No effects!
12 Maximum Overdrive You may make one free move action with your vehicle.

ATTACKING FROM A VEHICLE


Occupants can each make one shoot attack or presence attack as a free action,
but only after any vehicle move action. Occupants inside a vehicle can never
shoot twice or make two presence attacks in one activation.

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.

VEHICLES WITH SHOOT ATTACKS


A vehicle that is itself equipped with any
shoot attacks can spend one action each turn
attempting a strike action with its shoot attack.

This vehicle must have at least one occupant


to make this shoot attack. These shoot attacks
never suffer the strike penalty for the vehicle
having moved in the same turn.
CHAPTER
advanced
05
rules
BOX OFFICE AND BIG AUDIENCES ARE THE
NAME OF THE GAME. SO HOW DO YOU KEEP
YOUR VIEWERS GLUED TO THE SCREEN?

Perhaps a little more blood would help? Or


maybe you need something to really drive the
plot along at a breakneck pace? Or will going
back to tried and trusted formulas be the
secret to success? What battle scars might
your characters receive as they risk life and
limb? What could drive them to face death and
destruction - the need to find a sacred object,
or to save a missing person, or to steal missile
plans to bring the world to heel?

Whatever you decide, you know you can always


rely on good old-fashioned storytelling to keep
your viewers enthralled.
196

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.

• Only Star and Co-Star models may take an injury.


• A model can never have more than 1 injury.
• Before taking an injury, a model must first pass a Body statistic test. This is
considered a stretch roll, therefore stretch dice can be added to it.
• If the model would lose more than 1 Health from a single source, for
example a Rocket Propelled Grenade, the player may only trade 1 wound
token for an injury and must suffer the remaining wounds as normal.
• There are 6 injuries available. Take the cards listed below from a deck of
standard playing cards to use an injury deck. When those cards have all been
used, no more injuries may be taken.

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

A♥ Blinded eye -1 to Fight, -1 to Shoot

Reduce Move by 1", cannot make two move


K♥ Broken leg
actions in a single activation
ADVANCED RULES

Q♥ Shattered arm -1 to Fight, cannot aim

J♥ Cracked skull -1 to Mind, cannot use props

10♥ Smashed jaw -1 to Spirit, cannot make presence attacks

9♥ Crushed chest -1 to Body, -1 to Defence

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.

CHOOSING THE MAGUFFIN


Players may wish to randomly assign a maguffin to one objective token using
the playing cards in the table on page 199. Or you can simply pick one most
suitable to your narrative or the genre chosen for your casts.

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.

PLACING THE MAGUFFIN


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 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

CARD MAGUFFIN PLAY ACTION COST EFFECT


Centre the Blast 5” template over
Alien Model’s any ally. Enemies touched by the
J♠ 🅢 ✪✪
Meteorite Activation template receive the Poisoned
status.
Ancestral Model’s For every ally within 12” that passes
10♠ 🅢 ✪
Blade Activation a Spirit statistic test, gain ✪.
Battle Model’s All Star and Co-Star allies may
9♠ 🅕 ✪
Station Plans Activation activate for free this turn.
Beam. Enemies touched by the
Cursed Model’s
8♠ 🅢 template must pass a Spirit
Video Tape Activation
statistic test or lose -1 Health.
Glowing Model’s Any stretch rolls this turn, gain a
7♠ 🅟 None
Briefcase Activation +1 bonus on a roll of 3+.
One ally of no more than 2 Health
that has been removed from play
Model’s
6♠ Holy Grail 🅕 ✪✪ can return to play with full Health.
Activation
Place the model in base contact
with an ally.
Before play begins, roll 3D6 and
write down the face value of each
Missile die. In each of your end phases, you
Each ✪ may roll 1D6 for each plot point you
5♠ Launch -
end phase per die
Codes wish to spend. Keep rolling until you
match all the original numbers (in
any order) to gain 3 VP.
If this model can pass a Mind
ADVANCED RULES

Treasure Model’s statistic test, you may move this


4♠ 🅢 None
Map Activation model 2D6+3”. This move is not
subject to free strikes.
Choose one ally to make a Spirit
Ring of Model’s statistic test. If it passes, gain 1D3
3♠ 🅕 None
Power Activation plot points. If it fails that model
receives the Dominated status.
Place a Mutated Vermin model
within 12” of any ally. The Mutated
Xeno Model’s
2♠ 🅕 ✪✪ Vermin joins your cast, but does
Egg Activation
not generate plot points or count
toward axing.
200

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:

• ACTION - Cop, Disaster, Martial Arts, Spy, War


• ADVENTURE - Comedy, Pulp, Superhero, Swashbuckler
• FANTASY - Dark, Epic, High, Sword & Sorcery, Urban
• HISTORICAL - Alternate History, Epic, Period Piece, Samurai, Western
• HORROR - Cosmic, Folk, Ghost, Monster, Slasher, Zombie
• SCI-FI - Cyberpunk, Dystopian, Post-Apocalyptic, Space Opera, Steampunk

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!

USING A GENRE EFFECT


A cast may play a genre effect if their chosen genre matches the genre symbols
coloured on the script card drawn for that turn. During the script phase (see
page 74), and after the script card has been resolved, the on screen player may
play one genre effect, providing:
ADVANCED RULES

• Their chosen genre matches any of the


genre symbols coloured on the script card. BEHIND
• The on-screen player can pay the required THE SOFA
plot points. Dare you peek
• A Star or Co-Star of the matching genre is at the screen?
Move one enemy into
required to use a one plot point effect. base contact with the
• A Star of the matching genre is required to closest piece of scenery.
use a two plot point effect.

Unless otherwise stated, a genre effect has an


instant effect or lasts for a single turn.
201

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

CINEMATIC ADVISORY WARNING CINEMATIC ADVISORY WARNING


SKIRMISH
RULES
CONTAINS COOL SHADES &
LUDICROUS EXPLOSIONS
SKIRMISH
RULES U CONTAINS BOOBY TRAPS,
ROPE SWINGS & DARING DO

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.

COOL SHADES X MARKS THE SPOT


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: Centre the Barrier template on Effect: This turn, allies may collect
ADVANCED RULES

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.

UNFLINCHING WALK BOOBY TRAPS


Plot Point Cost: ✪✪ Plot Point Cost: ✪✪
Restrictions: Requires a Star of this Restrictions: Requires a Star of this
genre in your cast. genre in your cast.
Effect: Place the Blast 5” template Effect: For this turn, all special effects
anywhere with 6” of one ally Star. All and attacks that use a template also
models (except the Star) touched by the deal the Immobilised status, unless
template must pass a Body statistic they already include that status.
test or receive the Stunned status.
202

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

CINEMATIC ADVISORY WARNING CINEMATIC ADVISORY WARNING


SKIRMISH
RULES U CONTAINS QUESTS, MAGIC
& MONSTROUS FOES
SKIRMISH
RULES U CONTAINS EPIC BATTLES
& COSTUME DRAMAS

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.

THE ONE TRUE THING LONG LIVE THE KING


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: Discard one prop and gain Effect: Choose one ally. You may move
ADVANCED RULES

1D3+1 plot points. any wound from this model to another


ally model. If this removes the model
DRAGON! from play, gain ✪✪.
Plot Point Cost: ✪✪
Restrictions: Requires a Star of this EPIC BATTLE
genre in your cast. Plot Point Cost: ✪✪
Effect: Place the Teardrop template Restrictions: Requires a Star of this
within 6” of an ally Star. All models genre in your cast.
touched by the template must pass Effect: Count all of the statuses that
a Body statistic test or receive the affect enemy models and gain that
On Fire status. number of ✪.
203

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

CINEMATIC ADVISORY WARNING CINEMATIC ADVISORY WARNING


SKIRMISH
RULES
CONTAINS JUMP SCARES,
GORE & BODY HORROR
SKIRMISH
RULES U CONTAINS SPACE OPERA,
LASERS & FIRST CONTACT

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

GENRES IN OLDER SECOND EDITION PRODUCTS


If players using older profile cards from a second edition boxed set or
programme guide want to use the genre rules, then they will just need to choose
a genre that best fits with their cast. The table below maps the older genres to
those in this rulebook. Future genre guides may update these genres, so always
check the genre guide in those products.

Product Action Adventure Fantasy Historical Horror Sci-Fi


INCH HIGH SPY FI
BOXED SET
Civilian Y
Crime Y
Law & Order Y
Military Y
Science Y
Secret Y
Unknown Y
THE ARGONAUTS
PROGRAMME GUIDE
Argonauts Y
CHILDREN OF THE FIELDS
PROGRAMME GUIDE
Black Goat Y
Children of the Fields Y
DEPARTMENT X
PROGRAMME GUIDE
ADVANCED RULES

Department X Y Y
PARANORMAL EXTERMINATORS
PROGRAMME GUIDE
Exterminators Y
Paranormal Y
SHIVA PROGRAMME
GUIDE
SHIVA Y
205

Product Action Adventure Fantasy Historical Horror Sci-Fi


APOCALYPSE BOXED SET

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.

To avoid you cutting up your precious


rulebook, all of these profile cards can be
downloaded from the Crooked Dice website
in an easy, print-ready format. Or you can
buy a deck of deluxe core rulebook profile
cards from the Crooked Dice webstore.
208

HEROIC STAR 10 RATINGS


BOLD BLADE
HEROIC STAR 10
DESCRIPTION
By your sword, no one
will live in chains. You
4 3
might only have fourteen 4 4
hours to save the earth,
but you’ll do it because 10 5
you know it’s right.
Robbing from the rich to ATTACK RANGE STRIKE WEAPON EFFECT
give to the poor is always
Flashing Blade 0” +9 -1 Health
just. You are a protector
of the innocent, a righter Forceful Sweep 0” +7 Barrier, 0 Health, Push 2”

of wrongs, a courageous Improbable


Shot
8” +7 0 Health, Stunned
– if sometimes reckless
– champion of the Dramatic
0” +7 Beam, 0 Health, Distracted
Entrance
oppressed with your own
moral compass.
HEALTH
EXAMPLES
Brooding barbarians, flash
rocketship pilots, and forest
bandits redistributing wealth.
STAR QUALITY
Who Wants To Live
Forever? ✪✪🅕
This model gains +2 This model suffers no
to any strike rolls made effects from the strike.
this turn, but is then Parry 🅟
disadvantaged until it If this model is the target
is next on screen. of a fight attack, you can
make your opponent reroll
SPECIAL EFFECTS one die. This model never
Blind Fury ✪🅕 suffers free strikes.
This model can make both
The Bigger They Are... 🅟
fight and shoot attacks in
This model never receives
the same activation.
the Scared status. This
Blown Clear 🅟 model may reroll one die
If touched by a template, when making physical
move this model so that strikes against Large,
its base is touching Leader, Massive or Unit
CENTRAL CASTING

the outside edge of the Leader enemies.


template.
209

grizzled veteran HEROIC STAR 10 RATINGS


HEROIC STAR 10
DESCRIPTION
You’ve seen it all and
4 3 you’ve shot a lot of it.
5 5 From urban streets to
steaming jungles, from
10 4 outer worlds to inner
city slums, you’ve faced
ATTACK RANGE STRIKE WEAPON EFFECT
off against lowlifes,
serial killers, fanatics,
Unarmed
Combat
0” +9 Fast, 0 Health, Weakened
terrorists, alien bugs,
Automatic
and big lugs.
Pistol
12” +9 -1 Health

Jaded Taunt 4” +7 0 Health, Distracted After serving country,


corps, or corporation,
Surrender! 8” +7 0 Health, Knocked down
you know how the world
works. Go ahead. Make
HEALTH someone’s day.

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

HEROIC STAR 10 RATINGS


INNOCENT SOUL
HEROIC STAR 10
DESCRIPTION
You weren’t asking
for adventure, but
4 3
you scarcely flinched 3 4
when it came calling.
Now you’ve left your 10 5
dreary home, put your
unremarkable past ATTACK RANGE STRIKE WEAPON EFFECT
behind you, and set your
Self Defence 0” +8 0 Health, Weakened
feet on the road that
goes ever on. ‘Stay Away!’ 0” +8 Barrier, 0 Health, Push 3”

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

Hero’s Journey 🅟 status, roll 1D6. On a roll


When defending against a of 4+, this model ignores
fight attack, this model that status.
211

intrepid adventurer HEROIC STAR 10 RATINGS


HEROIC STAR 10
DESCRIPTION
You’ll be making this
5 4 up as you go, but you’re
4 4 ready for the greatest
adventure of all time.
10 4
You’re drawn to
ATTACK RANGE STRIKE WEAPON EFFECT
lost cities, ancient
mysteries, tombs filled
Brawl 0” +9 0 Health, Weakened
with dangerous traps
Bullwhip 2” +10 Unwieldy, 0 Health, Captured
and fiendish puzzles,
Revolver 10” +7 -1 Health and maps pointing to
treasures untold. Just
Wry Quip 4” +8 0 Health, Distracted
remember, it’s all about
the fortune and glory, kid.

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

enemies touched by it 1”.


It Belongs in a Museum 🅕
This movement ignores
If this model is within 6” of
obstacles and rough
an objective token, place
ground.
it in base contact with
212

HEROIC STAR 10 RATINGS


loveable scoundrel
HEROIC STAR 10
DESCRIPTION
They say that money
makes the world go
4 4
around. Well, it certainly 5 4
gets your cogs turning.
10 4
Always looking for
opportunities to make ATTACK RANGE STRIKE WEAPON EFFECT
a fast buck or a big
Brawl 0” +8 0 Health, Weakened
score, you’re a wily, witty
Underhand
scoundrel with a flair Tactics
2” +7 0 Health, Stunned
for fast talk and quick
getaways. The lads need
Shoots First 10” +8 -1 Health

to hang on because Disarming


3” +8 0 Health, Distracted
Smirk
you’ve got an idea…

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

masked crusader HEROIC STAR 10 RATINGS


HEROIC STAR 10
DESCRIPTION
Justice comes in
5 3 many forms, but when
4 5 due process fails to
deliver, there’s just
10 4 you. Anonymous
behind your mask or an
ATTACK RANGE STRIKE WEAPON EFFECT
assumed identity, you
are an avenging angel,
Kapow! 0” +10 Fast, 0 Health, Push 2”
dispensing righteous
Thunderpunch 1” +9 0 Health, Stunned
retribution to street
Wrist thugs and criminal
Launcher
12” +7 0 Health, Scared
masterminds alike.
Behind the
3” +8 0 Health, Distracted But remember, great
Mask
power must be used
responsibly.
HEALTH
EXAMPLES
Nocturnal vigilantes, shadowy
avengers, costumed patriots
and caped custodians of
STAR QUALITY justice and freedom.
Slugfest ✪✪🅕 Changing Canon ✪🅢
Target all enemies within Choose one of the following:
range with a Thunderpunch. Golden Age – One enemy
Resolve a separate strike Extra in base contact
for each enemy. receives the Captured
SPECIAL EFFECTS status.
Aware 🅟 Silver Age – Any allies in
This model can make fight base contact may remove
attacks all round (360º) one status.
and never counts as Modern Age – One fight
having been attacked in attack this turn inflicts
the back zone. This model -1 Health instead of the
loses this special effect listed weapon effects.
while Stunned. Inspirational 🅟
Bulletproof 🅟 Allies within 12” can reroll
This model counts its one die when defending
CENTRAL CASTING

Defence as +1 against against presence attacks.


all shoot and presence
attacks.
214

HEROIC STAR 10 RATINGS


mysterious Stranger
HEROIC STAR 10
DESCRIPTION
You’re a wanderer,
drifting through worlds
4 5
on the winds of time or 4 4
the currents of space.
Learned, compassionate 10 5
and wise, you’re driven
by a moral code to ATTACK RANGE STRIKE WEAPON EFFECT
protect the innocent
Melee Master 0” +8 0 Health, Weakened
from evil, whatever its
source. Like a storm, Mystery Power 2” +7 Spray, 0 Health, Immobilised

you arrive unexpectedly, Cosmic


Revelation
6” +9 0 Health, Scared
sweeping the greedy,
the unscrupulous and Legendary
3” +10 0 Health, Distracted
Intellect
the malign before you,
before moving on,
restless and solitary. HEALTH

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

secret agent HEROIC STAR 10 RATINGS


HEROIC STAR 10
DESCRIPTION
You’ve been stirred but
5 3 rarely shaken in the
5 4 service of your country.
Ruthless, dedicated and
10 4 licensed to kill, you have
foiled global terrorists,
ATTACK RANGE STRIKE WEAPON EFFECT
megalomaniacs,
and foreign powers.
Nerve Pinch 0” +9 0 Health, Stunned
Sometimes suave,
Explosive
Gadget
8” +7 Spray, 0 Health, On Fire sometimes nondescript,
you adopt guises
Silenced Pistol 10” +8 -1 Health
appropriate to wherever
Suave
3” +7 0 Health, Distracted you operate, from exotic
Comment
locales to the rain-
slicked backstreets of
HEALTH East Berlin.

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

HEROIC CO-STAR 6 RATINGS


Daring Rebel
HEROIC CO-STAR 6
DESCRIPTION
Always outnumbered and
usually outgunned, you
4 4
stand against oppression 4 4
in all its forms:
totalitarian empires, 9 4
hideously mutated
overlords, rigid military ATTACK RANGE STRIKE WEAPON EFFECT
structures, even the state
Brawl 0” +8 0 Health, Weakened
school system. From
secret bases, platoon Handgun 12” +7 2 Shots, -1 Health

hideaways, the cab of Intense


Negotiations
3” +8 0 Health, Distracted
a war rig, or a college
library, you plan your Stall for Time 6” +8 0 Health, Immobilised

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

everyman HEROIC CO-STAR 5 RATINGS


HEROIC CO-STAR 5
DESCRIPTION
It could happen
4 3 to anyone…but it
3 3 happened to you. An
ordinary person caught
9 5 up in extraordinary
circumstances; your
ATTACK RANGE STRIKE WEAPON EFFECT
unremarkable, humdrum
life has come to an end,
Adrenaline
Rush
0” +7 Barrier, 0 Health, Push 1”
interrupted by mad
scientists with flash
Hapless Throw 6” +7 0 Health, Stunned
cars, aliens demolishing
Blind Panic 3” +8 0 Health, Distracted
the planet, or your whole
world being turned
upside down. Just
don’t panic about these
HEALTH stranger things…

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

strike are ignored. maguffin can only be used


by this Co-Star.
218

HEROIC CO-STAR 6 RATINGS


FINAL GIRL
HEROIC CO-STAR 6
DESCRIPTION
“Study hard and keep
your knees together!”
3 4
Your mother’s sage 3 4
advice has served
you well. You are 9 4
smart, resourceful,
and virginal - the ATTACK RANGE STRIKE WEAPON EFFECT
arch nemesis of every
Desperate
high school vampire, Scrap
0” +7 0 Health, Immobilised

escaped lunatic, Cannot Aim, Readied,


freshman slasher, dream
Last Shot 12” +7 -1 Health
demon and predatory Defiant
xenomorph. This is the Scream
8” +8 0 Health, Push 3”

night he’ll come home…


and learn to regret it.
HEALTH
EXAMPLES
Teenage vampire killers,
capable babysitters,
ingenious dream warriors,
tough space-tug pilots. STAR QUALITY
Closet Healing ✪🅢 Last Girl 🅟
When this model is at This model does not lose
least 8” from an enemy Health if it can pass
model, it regains 1 Health, a Spirit statistic test.
never exceeding the No stretch dice may be
starting value. added to this roll. When
this model activates in
SPECIAL EFFECTS the Finale, it gains one
Home Alone 🅟 stretch die to physical
This model activates for strike rolls.
free if it is more than 6”
No One Left Behind 🅕❶
from any ally model.
This model may remove
Know Your Enemy 🅟 the Captured, Immobilised
When in base contact with or Scared status from an
an enemy Star or Co-Star, ally in base contact by
this model receives any rolling 4+ on 1D6.
plot points they spend on
CENTRAL CASTING

their star qualities, special


effects or stretch rolls.
219

lone survivor HEROIC CO-STAR 6 RATINGS


HEROIC CO-STAR 6
DESCRIPTION
Out where everything
4 3 hurts, you travel
4 4 the wastelands on
foot or in the last of
9 4 the supercharged
interceptors. The world
ATTACK RANGE STRIKE WEAPON EFFECT
is in ruins and the
survivors left grubbing
Hooked Chain 1” +7 0 Health, Immobilised
in the dirt need a
Spiked Bat 0” +8 -1 Health
saviour, someone to
Sawn-off deliver them from the
Shotgun
0” +8 Barrier, -1 Health
raiders and cannibals,
Unbridled
8” +7 0 Health, Scared the mutants, and the
Fury
new bloodsuckers. Just
one person can make a
HEALTH difference.

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

During the prologue,


immediately lose half
select an item of scenery.
of your plot point pool
When in base contact with
(round up).
this scenery, this model
220

HEROIC CO-STAR 5 RATINGS


Loyal sidekick
HEROIC CO-STAR 5
DESCRIPTION
You might not be the
dynamic one in your
4 3
duo, but your constancy 3 4
is never in question.
Staunchly loyal, you’d 9 4
put yourself in harm’s
way for your partner, ATTACK RANGE STRIKE WEAPON EFFECT
and even take a
Flurry of Blows 0” +8 0 Health, Weakened, Push 2”
bullet if that’s what’s
required. You’ll see your Handgun OR 12” +6 2 Shots, -1 Health,

companion through to Throwing 2 Shots, 0 Health,


Knives
6” +6 Immobilised
the end of the journey,
pull your friend from Leave Them
4” +7 0 Health, Distracted
Alone!
the flames, and be there
for the uncovering of
every clue. Hurry up, the HEALTH
game’s afoot.

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

can choose to deflect the


effects of the strike onto
this model if it is within
6” of the boss model.
221

mythic champion HEROIC CO-STAR 6 RATINGS


HEROIC CO-STAR 6
DESCRIPTION
Stepping from the
4 3 mists of legend, you
3 4 are a warrior of repute,
a bearer of arcane
9 4 talismans, a wielder of
weapons miraculous.
ATTACK RANGE STRIKE WEAPON EFFECT
Blessed or cursed by
your deities, you rise
Bull Rush 0” +8 0 Health, Push 2”
above the limits of
Flashing
Blade
0” +8 -1 Health mere mortals, sailing
through clashing rocks
Javelin 8” +6 Deadly vs Mount, -1 Health
to vanquish chimerical
Titan’s Wrath 6” +7 0 Health, Scared beasts and corrupt
kings. Ready your
knights for battle and let
HEALTH slip the dogs of war!

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

Spirit statistic test. If


the enemy fails, you may
change its facing.
222

HEROIC CO-STAR 6 RATINGS


QUIRKY investigator
HEROIC CO-STAR 6
DESCRIPTION
If it’s not elementary,
it’s going be messy,
3 4
a patchwork of blood 3 3
and bullets and booze
leading right up to 9 4
a big front door and
an even bigger smile. ATTACK RANGE STRIKE WEAPON EFFECT
You’ll follow the clues,
Cane 1” +7 0 Health, Weakened
keeping an open mind,
walking mean streets Revolver 10” +6 Deadly, -1 Health

without becoming mean Idiosyncratic


Habits
6” +8 0 Health, Distracted
yourself. And even when
you’ve nailed the perp, Reverse
0” +8 0 Health, Immobilised
Psychology
there might just be one
more thing before the
big sleep, sweetheart. HEALTH

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

enemy Star or Co-Star, the if that move action will


enemy model must make bring it into base contact
an opposed Mind statistic with an objective token or
test against this model. maguffin.
223

wise mentor HEROIC CO-STAR 7 RATINGS


HEROIC CO-STAR 7
DESCRIPTION
The years weigh
3 3 heavy, but they have
3 3 brought wisdom and
understanding. You
9 5 recognise the dangers of
youthful impetuousness
ATTACK RANGE STRIKE WEAPON EFFECT
and you’re there to guide
the next generation of
Bo Staff 1” +6 Fast, 0 Health, Stunned
heroes to stand against
Moral High
Ground
5” +8 0 Health, Weakened whatever evil raises its
ugly head. But you begin
Stern Rebuke 3” +8 0 Health, Distracted
their training simply: fight
without seeing, catch
the fly, do not despair.
You might even get your
HEALTH car polished, too.

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

VILLAINOUS STAR 10 RATINGS


corrupt authority
VILLAINOUS STAR 10
DESCRIPTION
With power comes
opportunity. So maybe
4 4
it’s time to make a little 4 4
bit on the side, to fill
your own coffers for 10 5
a change, to cream a
little off the top. And if ATTACK RANGE STRIKE WEAPON EFFECT
anyone stands in your
Letter Opener 0” +8 0 Health, Immobilised
way, well, it’s time to
exercise that power. You Chekov’s Gun 8” +7 -1 Health, Unreliable

can have them locked Smear


Campaign
10” +9 0 Health, Stunned
up, or disappeared, or
make a public example Soapbox
0” +8 Barrier, 0 Health, Distracted
Rhetoric
of them. Absolute power
corrupts absolutely, so
who needs an excuse? HEALTH

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

dark shadow VILLAINOUS STAR 12 RATINGS


VILLAINOUS STAR 12
DESCRIPTION
Light offends you. Glade
4 5 and grassland, rock and
4 3 river, stone and sea, all
must fall to darkness.
10 5 You are ancient evil
personified. Driven by an
ATTACK RANGE STRIKE WEAPON EFFECT
obscure but doubtless
terrible purpose, you
Necrotic Touch 0” +7 0 Health, Infected
lay waste to the land,
Chain
Lightning
0” +7 Beam, 0 Health, Stunned enslave its peoples, and
spawn horrors to do your
Piercing Eye 12” +10 0 Health, Immobilised
bidding. Strike! Strike
Unholy
6” +9 0 Health, Dominated now and cover the land
Whispers
in shadow.

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

the Infected status and


This model becomes replace the fallen model
intangible until the end of with a standing Zombie
your turn. While intangible, model, who joins your cast.
226

VILLAINOUS STAR 10 RATINGS


evil overlord
VILLAINOUS STAR 10
DESCRIPTION
The world is your
plaything. Bombard
5 4
it with flaming hail, 4 4
unleash nuclear fire upon
its unsuspecting peoples, 10 4
conquer humanity and
use it to sustain your ATTACK RANGE STRIKE WEAPON EFFECT
own ghastly appetites
Wicked Blade 0” +8 -1 Health, On Fire
– or not. The choice is
yours. Perhaps you’d Spectral Grip 6” +8 0 Health, Immobilised

prefer to rule the people Imperious


Temper
6” +8 0 Health, Scared
and extend their agonies
in their servitude to you.
Have them fall on their
sword. Execute them. Or
are you being too kind? HEALTH

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

Great Monstrosity VILLAINOUS STAR 11 RATINGS


VILLAINOUS STAR 11
DESCRIPTION
You may rise from the
4 3 deeps to drive humanity
4 5 mad, tread the glittering
cities of earth beneath
10 5 colossal feet, or surge
from darkling skies to lay
ATTACK RANGE STRIKE WEAPON EFFECT
waste to village and castle
alike. Whatever the case,
Dreadful Maw 0” +9 -1 Health
you are a monster, a great
Tail Lash 2” +10 0 Health, Push 4”
engine of destruction
Breath Weapon 0” +7 Teardrop, 0 Health, On Fire impelled by a wanton
Ear-Splitting
desire to annihilate
Screech
8” +8 0 Health, Scared
humanity. This time, it’ll
be war, until even death
itself has died.
HEALTH
EXAMPLES
Eldritch terrors, chitinous alien
queens, marauding dragons
and their kin, titanic
STAR QUALITY
creatures from the
Kaiju ✪✪🅢 Large 🅟
Until the start of your next Enemies gain one stretch depths, rancorous
turn this model grows to a die when making a dungeon dwellers.
massive size. It gains +2 physical strike against a
to all strikes, but enemies Large model.
gain one stretch dice Monstrous Hoard 🅕
when making a physical You may exchange two
strike against it. objective tokens or two
SPECIAL EFFECTS prop cards for either the
Ring of Power or Xenos
Broodlings ✪🅢❶
Egg maguffins.
Roll 1D3+1 and place
that many Mutated Vermin Venomous 🅢
within 3” of this model. This model may roll 1D6
These models can activate after making a fight
for free, but are removed attack. On a roll of 5+,
from play at the end of the chosen attack also
CENTRAL CASTING

your turn. applies the Poisoned


status in addition to the
usual weapon effect.
228

VILLAINOUS STAR 10 RATINGS


KINGPIN
VILLAINOUS STAR 10
DESCRIPTION
The city is your turf,
and the gangs answer
5 4
to you and you alone. 4 4
You’re the architect
of protection rackets, 10 4
numbers games, drug
rings, money laundering, ATTACK RANGE STRIKE WEAPON EFFECT
and making sure the DA
Meaty Fist 0” +9 0 Health, Weakened
gets paid off on time.
Automatic
And if someone gets Pistol
12” +8 -1 Health
in your way, you make
them an offer they can’t
Blackmail 0” +8 0 Health, Immobilised

refuse – unless they Do I Amuse


6” +8 0 Health, Scared
You?
wanna sleep wid the
fishes.
HEALTH
EXAMPLES
Mafia dons, cancerous
chemists, cocaine smugglers,
drug barons.
STAR QUALITY
An Offer You Can’t Refuse Marching Powder 🅕❶
✪✪🅢 This model gains an
Make one free action with additional action this
two enemy Extras. turn, but first receives the
Distracted status.
SPECIAL EFFECTS
Sleeping With The Fishes
Badda-Bing 🅟
🅟
Any enemies within 6”,
If this model removes an
targeted by this model’s
enemy from play, one of
shoot attacks are
your allies within 4” of
disadvantaged.
this model may remove
Greed Is Good ✪🅢 one status.
Move an objective token
or the maguffin 6” toward
this model.
CENTRAL CASTING
229

mastermind VILLAINOUS STAR 10 RATINGS


VILLAINOUS STAR 10
DESCRIPTION
Stupidity. The essence
3 5 of humanity. How
4 3 easy it is to plot and
plan around their dim
10 4 imaginings. You’re
subtle, insidious, the
ATTACK RANGE STRIKE WEAPON EFFECT Napoleon of crime – if
Shocking Grasp 0” +6 0 Health, Stunned Napoleon had won at
Waterloo. You can topple
Platinum Pistol 10” +6 2 Shots, -1 Health
governments, engineer
Chilling the rise and fall of
Monologue
3” +9 0 Health, Immobilised
empires, break the
Two Steps
Ahead
6” +10 0 Health, Weakened bold and compromise
the moral. Intuitive
improvisation is the key
HEALTH to your genius.

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

count their Spirit as -1.


230

VILLAINOUS STAR 10 RATINGS


sadistic slasher
VILLAINOUS STAR 10
DESCRIPTION
Tonight, you’re coming
home. The date and
5 3
time are right for a 2 5
bloody anniversary. No
prison can hold you. Nor 10 5
the state sanitarium.
Not even death itself. ATTACK RANGE STRIKE WEAPON EFFECT
You’ll stalk those pretty
Bloody Cleave 0” +9 Deadly, -1 Health
young things one by one
through college corridors Strangle 0” +10 0 Health, Weakened

and sewer tunnels, Jump Scare 0” +7 Barrier, 0 Health, Scared


around rambling houses Killer Stare 6” +8 0 Health, Immobilised
and sleepaway camps.
Tonight, they’ll all
float… face down.
HEALTH
EXAMPLES
Masked maniacs, psychotic
killers, dream demons, evil
entities, tiny terrors, self- STAR QUALITY
reflective slashers, scarred Slaughterhouse ✪✪🅢 Final Destination 🅢
punishers. Beam. Make an attack If this model is not in the
against up to three line of sight of any enemy,
enemies touched by the it may relocate up to 12”
template, then move this away, as long as it is
model anywhere within placed at least 6” away
the template. from any enemy.
SPECIAL EFFECTS Nightmare Fuel 🅟
This model can never
Back For The Sequel 🅟
receive the Scared status.
After this model is
This model gains two
reduced to 0 Health, roll
stretch dice defending
1D6 in each of your End
against presence attacks.
phases. On a roll of 5+,
return this model to play ‘What Was That?!’ ✪🅢
on the nearest playing Place the Blast 5”
area edge with 1 Health, template within 6” of this
CENTRAL CASTING

and award your opponent model. Any enemy touched


✪. One return to play by the template must be
per scene. turned to face the centre
of the template.
231

warmonger VILLAINOUS STAR 10 RATINGS


VILLAINOUS STAR 10
DESCRIPTION
The land is rightfully
5 3 yours. Its people are
4 4 dull-witted, barbarous,
unfit to govern
10 5 themselves. You’ll be
delivering them from
ATTACK RANGE STRIKE WEAPON EFFECT their own ignorance. Oh,
Whip 2” +10 Unwieldy, 0 Health, Captured they’ll resist of course
– at least at first, but
Antique Pistol 10” +8 Unreliable, -1 Health
you can be persuasive.
Firing Squad 4” +7 Spray, -1 Health They’ll accept you in the
Cry Havoc! 6” +8 0 Health, Distracted end. Your armies, tanks,
warplanes, and ruthless
efficiency will see to
that. Prepare for glory!
HEALTH
EXAMPLES
Arms dealers, dictators,
egocentric officers, ideologues,
imperialist, nationalists.
STAR QUALITY
Bloody Conquest ✪✪🅢 Leader 1 🅕
Make separate Antique Choose one ally within
Pistol strikes against 6” that has not been
up to 3 enemies within activated this turn. The
4” that are suffering a ally can be activated for
status. no plot point cost.
Sound Off 🅟❶
SPECIAL EFFECTS Any ally passing a Spirit
Capture The Flag 🅟 statistic test within 6” of
When this model collects this model may remove
an objective token, it one status per turn.
gains a prop card if it can
Whites Of Their Eyes 🅟
pass a Mind statistic test.
Allies within 8” making
a shoot attack may reroll
one strike die, if their
target is within 4”.
CENTRAL CASTING
232

VILLAINOUS CO-STAR 6 RATINGS


CAREER CRIMINAL
VILLAINOUS CO-STAR 6
DESCRIPTION
Only fools punch the
clock. The whole blue-
4 3
collar, working stiff, 4 3
nine-to-five routine ain’t
for you. You take your 9 3
opportunities – and
anything else – where ATTACK RANGE STRIKE WEAPON EFFECT
you can find them,
Switchblade 0” +7 Fast, Weakened
usually on the other
Pearl-handled
side of the law. Crime’s Pistol OR
12” +7 -1 Health
given you a good living
for a lot of years, not
Tommy Gun 8” +7 Spray, -1 Health

like those other poor Death Threat 4” +6 0 Health, Scared

saps. Hell, you can even


afford to buy a cop a
cup of coffee. HEALTH

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

act, look at the top two


cards of the current act’s
script deck, and put them
back in any order.
233

CRUEL BULLY VILLAINOUS CO-STAR 5 RATINGS


VILLAINOUS CO-STAR 5
DESCRIPTION
The decisive application
4 3 of fear is your speciality.
3 4 Pick on the weak and
the vulnerable. Do
9 3 it long enough and
anybody’ll give you what
ATTACK RANGE STRIKE WEAPON EFFECT
you want. Lunch money?
Give the kid a bloody
Blunt Object 0” +8 0 Health, Stunned
nose. A new romance
Mean Right
Hook
1” +8 0 Health, Weakened novel? Hobble the guy.
Don’t like the weird kid?
Humiliate 3” +6 0 Health, Immobilised
Just wait ’til the school
prom. Hey! Wake up. It’s
time to die.

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

that prop to your prop


store.
234

VILLAINOUS CO-STAR 6 RATINGS


mad scientist
VILLAINOUS CO-STAR 6
DESCRIPTION
Ethics are an excuse
for those without
3 5
imagination. The world 2 3
is your Petri dish; it’s
time to free yourself from 9 3
petty morality. Raise
the dead! Transform ATTACK RANGE STRIKE WEAPON EFFECT

the beasts! Inject those Test Tube


1” +7 0 Health, Poisoned
Smash
chemicals! And release
Experimental
that virus! It’s all in the Firearm
10” +6 2 Shots, 0 Health, On Fire
name of science, and
Deranged
science should suffer no Laughter
6” +7 0 Health, Distracted, Push 2”

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

lose -1 Health and the


Poisoned status remains.
235

red right hand VILLAINOUS CO-STAR 6 RATINGS


VILLAINOUS CO-STAR 6
DESCRIPTION
You don’t think, which
4 3 makes doing the
4 4 unthinkable easy. That’s
why your boss trusts you.
9 3 You are their instrument:
subtle as a scalpel,
ATTACK RANGE STRIKE WEAPON EFFECT
blunt as a hammer,
whatever they need.
Outlandish
Weapon
0” +8 Fast, -1 Health
Unprincipled, vicious,
and intimidating, you
Rend 0” +9 0 Health, Weakened
are unwavering in your
Envenomed
Crossbow
18” +8 Readied, 0 Health, Poisoned devotion and unflinching
in your obedience. What
is thy bidding, master?

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”.

Implacable 🅟 Roundhouse - 1D3


This model can never models in base contact
receive the Scared or are knocked down.
Dominated statuses. This Vanish ✪🅢
model gains a stretch Move this model 12”
die to Defence against away without suffering
presence attacks. free strikes. The effect
can only be used as this
CENTRAL CASTING

model’s first action, and


using it ends this model’s
activation.
236

VILLAINOUS CO-STAR 6 RATINGS


robber baron
VILLAINOUS CO-STAR 6
DESCRIPTION
The key to enjoying
one’s wealth is to never
3 4
run out of other people’s 4 3
money. So, you squeeze
and squeeze and bleed 9 3
the people dry. Tax the
smallfolk! Cut corners ATTACK RANGE STRIKE WEAPON EFFECT
whenever you can; if the
Gold-Topped
job’s too dangerous, you Cane
1” +7 0 Health, Stunned

can always find other Diamond-Inlaid


workers; strip-mine the Derringer
6” +7 Deadly, -1 Health

planet. And watch the GET BACK TO


money fill your coffers. WORK!
8” +7 0 Health, Push 3”

He who controls the flow


of money, controls the
world. HEALTH

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

Ruthless nemesis VILLAINOUS CO-STAR 6 RATINGS


VILLAINOUS CO-STAR 6
DESCRIPTION
You don’t negotiate. You
4 3 can’t be persuaded or
4 4 bought off. You don’t
feel compassion or
9 3 guilt. And you’ll never
stop until you’ve found
ATTACK RANGE STRIKE WEAPON EFFECT
your quarry. And when
you do, then there’ll be
Deadly vs Knocked down,
Coup De Grace 0” +8 -1 Health a reckoning. Whether
or not your prey is
Signature Pistol 12” +7 -1 Health
innocent, or good, or a
Throwing 2 Shots, 0 Health,
Knife
8” +7 Immobilised pillar of the community
is no concern of
Steely Glare 4” +6 0 Health, Distracted
yours. All you need to
remember is to stay on
HEALTH target.

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

VILLAINOUS CO-STAR 7 RATINGS


sinister MYSTIC
VILLAINOUS CO-STAR 7
DESCRIPTION
May Day. Gather your
coven. Anoint your knife.
2 4
Prepare the sacrifice 3 3
for the sabbat. Let the
Goat of Mendes rise! Or 8 4
usher the virgin into the
great wicker cage, strike ATTACK RANGE STRIKE WEAPON EFFECT
the flame, set the giant
Ornate Staff 1” +5 0 Health, Weakened
alight! Or else betray all
that you have served for Eldritch Bolt 8” +7 -1 Health, Push 2”

a share of shadow and Shocking


Chain
0” +7 Beam, 0 Health, Immobilised
dark power. Let monkeys
take flight! Evil
3” +8 0 Health, Scared
Incantation

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

Eldritch Bolt attack once


it has received the effects
of the enemy strike.
239

unstoppable beast VILLAINOUS CO-STAR 6 RATINGS


VILLAINOUS CO-STAR 6
DESCRIPTION
Unleashed, you are a
4 2 creature of primal power,
3 4 running wild in the
streets and rampaging
9 3 at the head of a trail of
destruction. You may
ATTACK RANGE STRIKE WEAPON EFFECT
beat your chest, howl
at the moon, or stalk
Maul 0” +8 -1 Health, Knocked down
your prey with infinite
Smash 0” +9 0 Health, Stunned
patience, but you always
Rip Up & Throw 8” +7 0 Health, Immobilised pursue your quarry
relentlessly, a savage
Bestial Roar 6” +7 0 Health, Scared
predator with the scent
of blood in your nostrils.

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

Fire status token. If this


model receives the On Fire
status, it may not use the
Regenerate special effect.
240

AGENT ALIEN INVADER


Dressed in a sensible suit and discreetly Be they inquisitive greys, killer robots or
armed, the Agent serves their country as an lizards hiding in human form, they all want
intelligence operative, security advisor or to rule our world and harvest its precious
sanctioned assassin. resources!

AGENT ALIEN INVADER


NEUTRAL EXTRA 3 VILLAINOUS EXTRA 2
OR 5 FOR 3 MODELs

3 4 3 3
3 3 3 3
8 3 8 3

ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT

Brawl 0” +6 0 Health, Weakened Abduct 0” +6 0 Health, Immobilised

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

SPECIAL EFFECTS SPECIAL EFFECTS


Brave 🅟 Unit Leader ✪🅕❶ Death Ray 🅢 Landing Party 🅟
This model never receives Choose any number Barrier. Pass a Mind Only pay 7 ratings for a
the Scared status. This of allies in the Law statistic test to remove Shuttlecraft if you have
model counts its strike as Enforcement or Security any obstacle that will this vehicle in your cast.
+1 against enemies with Detail unit within 6” fit under the Barrier Strength In Numbers 🅟
Scared status weapon that have not activated template. This model can count their
effects. this turn. These allies can Inhuman 🅟 fight strike roll as +1 if
Jurisdiction Friction ✪🅟 activate for free this turn. In your end phase, this the enemy target is in
This model can extend model can automatically base contact with an ally
the range of an ally’s Unit remove one of its with this special effect.
Leader special effect by statuses. This model
6” for this turn. cannot recover Health
using the Medic special
CENTRAL CASTING

effect.
241

ASSASSIN BRUTISH FOOTSOLDIER


A dagger in the dark, a droplet of poison – These heavy troops are the backbone of many
murder is an art, and these shadowy killers a fighting force. Whether swearing loyalty to
have perfected it. their clan, or serving a more sinister overlord,
they are brutal adversaries.

Assassin Brutish Footsoldier


VILLAINOUS EXTRA 4 NEUTRAL EXTRA 2

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

Throwing 2 Shots, 0 Health,


Knife
6” +7 Immobilised

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Backstabber 🅟 On the Hunt 🅕❶ Brutish 🅟 Shield 🅟
When attacking an enemy Whenever an enemy This model can move Whenever this model’s
in their back zone, this completes a move action, through enemy models. front zone is the target of
model gains one stretch you may move this model Move these models 1” out a successful strike, roll
die to strike rolls. 3” toward that enemy. of the way of this model. 1D6. On a roll of 5+,
Hide 🅟 This movement does not All such movements are the effects of the strike
If this model has a bonus trigger free strikes. considered to be pushes. are ignored.
from soft cover, hard cover Vanish ✪🅢 Run Them Down 🅟
or obstacles, then enemies Place this model 12” If this model gains a free
making shoot attacks away without suffering strike as a result of a
against this model free strikes. The effect charge attack, add +1 to
automatically miss if the can only be used as this the strike roll.
distance is more than half model’s first action, and
CENTRAL CASTING

the attack’s range. using it ends this model’s


activation.
242

BYSTANDER COMIC RELIEF


From shoppers at the mall to concertgoer, Sometimes clumsy, often confused, this
bank robbery hostage or alien refugee, the hapless ne’er-do-well always seems to do the
Bystander’s role is to gawp, scream and run wrong thing at the right time. Even a pratfall
for the nearest exit. can sometimes save the day.

bystander Comic Relief


NEUTRAL EXTRA 1 NEUTRAL EXTRA 1
OR 2 FOR 3 MODELs

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

SPECIAL EFFECTS SPECIAL EFFECTS


Block 🅟 Bumbling Buffoon 🅟 Miraculous Escape ✪🅟
Enemies moving to within Before moving, this This model can ignore the
1” of this model must model must pass a effects of any strike it has
either end their movement Mind statistic test. If just suffered if it can roll
or move into base contact successful, it may move 3+ on 1D6.
with this model. This normally and gain ✪. Unique
model cannot block if it is However, if the test is You can only have one
knocked down, Stunned or failed it may only move 3”. model with this profile
Captured. Everyone Hates name in your cast.
a Clown 🅟
Any enemy making a
shoot attack against a
model within 6” of this
CENTRAL CASTING

model must pass a Mind


statistic test. Enemies
that fail must target this
model instead.
243

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

Baton 0” +7 0 Health, Stunned Handcuffs 0” +5 0 Health, Captured

Blaster OR 16” +6 Deadly, -1 Health Truncheon 0” +7 0 Health, Stunned

Handgun 12” +6 2 Shots, -1 Health Handgun 12” +6 2 Shots, -1 Health

Cunning Arresting
Tactics
6” +7 0 Health, Distracted
Manner
3” +6 0 Health, Immobilised

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Military Training 🅟 Unit Leader ✪🅕❶ Anachronism Crowd Control ✪🅕❶
When this model makes Choose any number of If your cast chose the Place the Blast 5”
a strike, it can choose to allies in the Invasion Fantasy genre for this template anywhere on the
add +1 to its strike roll for Force or Rebel Faction unit episode, you may not use playing area. Each ally,
every ✪ spent, instead of within 6” that have not the Handgun attacks for of 2 ratings or less, that
rolling the stretch dice. activated this turn. These this profile. has not activated this
allies can activate for free Block 🅟 turn and is touched by the
this turn. Enemies moving to within template can activate for
1” of this model must free this turn.
either end their movement Protect & Serve 🅟
or move into base contact While it is within 6” of
with this model. This at least two Protect &
model cannot block if it is Serve allies, this model
CENTRAL CASTING

knocked down, Stunned or gains one stretch die to


Captured. presence strike rolls.
244

CULTIST CURSED CREATURE


The Cultist’s faith will sustain them through Infected with a supernatural bite or unknown
hardship on the march toward their god. The parasite, these tormented souls find their
unbeliever will be converted or sacrificed - humanity ebbing away as they transform
either is a fitting tribute to their foul pantheon. into... something else.

Cultist Cursed Creature


VILLAINOUS EXTRA 2 VILLAINOUS EXTRA 1
OR 5 FOR 3 MODELs

3 3 3 2
2 3 2 3
7 4 8 3

ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT

Ritual Blade 0” +6 -1 Health, Poisoned Maul 0” +7 0 Health, Knocked down

Chilling
6” +7 0 Health, Distracted
Rabid Fury 0” +6 0 Health, Poisoned
Chant

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Fanatic 🅟 Sacrifice 🅕❶ Ferocious 🅕❶ Inhuman 🅟
This model adds +1 to You can choose to remove This model may make a In your end phase, this
their fight rolls against this model from play to free fight attack against model can automatically
models in base contact gain ✪✪✪ at the end of a single enemy with the remove one of its statuses.
with another Cultist with its activation. Weakened status within This model cannot recover
this special effect. its fight range. Health using the Medic
special effect.
CENTRAL CASTING
245

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

Brawl 0” +6 0 Health, Weakened Frenzied Bite 0” +8 0 Health, Knocked down

Trick Shot 12” +6 2 Shots, -1 Health


Fierce Bark 8” +5 0 Health, Scared
Reckless
Stunt
6” +7 0 Health, Distracted

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Aware 🅟 Hotshot 🅟 Fight Back 🅟❶ Sixth Sense 🅟
This model can make fight It this model has entered After this model has Enemies cannot use
attacks all round (360º) a vehicle, it can activate been the target of a fight Camouflage, Espionage
and never counts as that vehicle for free. It attack, it can make a or Invisible if they are
having been attacked in gains one stretch die when fight attack against that within 8” of this model,
the back zone. This model making Armour statistic enemy, if that enemy is in and instantly lose those
loses this special effect tests. range of that attack. benefits.
while Stunned. Motor Pool Move 8” 🅟 Small 🅟
Brave 🅟 Pay 1 less rating for any This model travels 8” with This model can move
This model never receives vehicle in your cast. a single move action. through the bases of
the Scared status. This enemies.
model counts its strike as
+1 against enemies with
CENTRAL CASTING

Scared status weapon


effects.
246

DOG HANDLER ENFORCER


Patrolling secure compounds, hunting A cut above your common leg-breaker, the
escaped criminals and keeping public order Enforcer is part of an organised gang of
during a riot, well-trained hounds are never goons, dreaming of the last big score before
far from their master’s heel. retirement to the Costa Patata.

dog handler Enforcer


NEUTRAL EXTRA 2 VILLAINOUS EXTRA 3

3 3 3 3
3 3 4 3
8 3 8 4

ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT

Leash 1” +7 Unwieldy, 0 Health, Weakened Cosh 0” +7 0 Health, Stunned

Immobilised vs Small , Sawn-off


Stay! 8” +8 0 Health Shotgun
2” +8 Spray, -1 Health

Assault With
Menaces
1” +7 0 Health, Distracted

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Seize And Subdue 🅟 Trainer 🅕 Clean Getaway Unit Leader ✪🅕❶
Any Dog allies that start When this model is Only pay 3 ratings for a Choose any number of
their activation within 6” activated, you can Getaway Car if you add allies in the Criminal
of this model can make a also activate up to three this vehicle in your cast. Gang unit within 6”
charge attack at the end Dog allies within 6” Stolen Goods ✪❶ that have not activated
of their first or second that have not already Whenever your opponent this turn. These allies can
move action. activated this turn. discards a prop card, this activate for free this turn.
model can make a Spirit
statistic test. If successful
you may add that prop to
your prop store.
CENTRAL CASTING
247

FREEDOM FIGHTER GOON


For every galactic empire or oppressive Sometimes seen in boiler suits, or in gaudy
government, there will be a group of rebels matching outfits behind a maniacal villain,
to oppose them. Their belief in freedom and these faceless guards seem to come in an
their cause gives hope to all. endless supply.

Freedom Fighter goon


NEUTRAL EXTRA 2 VILLAINOUS EXTRA 1
OR 2 FOR 3 MODELs

3 3 3 2
4 3 3 3
8 4 7 2

ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT

Brawl 0” +6 0 Health, Weakened Bat 0” +6 0 Health, Weakened

Short Sword 0” +6 Fast, -1 Health Handgun OR 12” +6 2 Shots, -1 Health

Blaster OR 16” +7 Deadly, -1 Health Submachine


12” +6 Spray, -1 Health
Gun
Submachine
Gun
12” +7 Spray, -1 Health

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Anachronism Follow Up 🅕 Block 🅟 Slow On The Uptake 🅟
If your cast chose the After this model makes a Enemies moving to within This model can only
Fantasy or Historical fight attack, it can move 1” of this model must benefit from the Leader
genre for this episode, you up to 2” if no enemies either end their movement or Unit Leader special
may not use the Blaster or have this model in their or move into base contact effects if it is within 3”
Submachine Gun attacks fight range. with this model. This of a model with either of
for this profile. If you model cannot block if it is these special effects.
chose the Action genre, knocked down, Stunned or
you may not use the Short Captured.
Sword attack. Can’t Hit A Barn Door 🅟
If no activated Goons
made a successful shoot
attack this turn, gain ✪
CENTRAL CASTING

in your end phase.


248

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

Polearm 1” +7 Deadly vs Mount, -1 Health Brawl 0” +6 0 Health, Weakened

Short Sword 0” +6 -1 Health Lasso 2” +7 Unwieldy, 0 Health, Captured

At Sword
0” +5 0 Health, Captured
Six-Shooter 12” +6 2 Shots, -1 Health
Point

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Block 🅟 Get Behind Me 🅟 Posse 🅟 Rider (Steed) 🅢
Enemies moving to within When an ally within 2” This model gains one This model may mount or
1” of this model must of this model is targeted extra strike die if any to dismount a model with
either end their movement by any physical strike, allies within 3” with the the appropriate Mount
or move into base contact you can choose to have Posse special effect are special effect.
with this model. This this model targeted suffering a status. Yee-Haw! 🅟
model cannot block if it is instead, if this model Quickdraw 🅕❶ Only pay 2 ratings for a
knocked down, Stunned or is a legal target. When this model is Steed if you have this
Captured. the subject of a shoot profile in your cast.
attack in their front zone,
it may make a shoot
attack against that
target immediately after
CENTRAL CASTING

resolving its enemy’s first


shoot attack.
249

HEAVY WEAPONS TEAM HENCHMAN


Some threats require a greater response to Some goons are bigger, more brutal or just
quell. So roll out the big guns with this two- plain quirkier than the rest. Their methods
person team and bring the noise! may be peculiar and their conversation
lacking, but their loyalty is unquestionable.

Heavy Weapons Team henchman


NEUTRAL EXTRA 7 VILLAINOUS EXTRA 4

3 3 4 3
3 3 3 3
8 4 8 3

ATTACK RANGE STRIKE WEAPON EFFECT


ATTACK RANGE STRIKE WEAPON EFFECT
Brawl 0” +6 0 Health, Weakened
Martial Arts 1” +7 Fast, 0 Health, Weakened
Heavy Machine Cannot Aim, Unwieldy,
Gun OR
24” +7 Blast 5”, -1 Health Vice-Like Grip 0” +7 0 Health, Captured

Repeating
0” +8 Teardrop, -1 Health
Silent Stare 6” +6 0 Health, Immobilised
Laser OR

Rocket Propelled Unwieldy, Blast 3” vs Robot/


Grenade
24” +9 Vehicle models, -1D3 Health

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Anachronism Teammates 🅕 Fall Guy 🅟❶ Tough 🅟
If your cast chose the This profile can be The effects of a successful Roll 1D6 if this model
Action or Adventure genre represented with both strike against this model receives the Stunned or
for this episode, you may models on a large base, can be redirected to an Weakened statuses. On a
not use the Repeating or on two medium bases. ally model within 2". roll of 4+, this model does
Laser attacks for this If on two bases, both Sidekick 🅟 not receive that status.
profile. models must remain in Specify one ally to be boss
Military Training 🅕 base contact with each When the specified boss is
When this model makes other at all times. This activated, this model can
a strike, it can choose to profile counts as one activate for free if it is
add +1 to its strike roll for model for gaining ✪ and within 6”. A boss can only
every ✪ spent, instead of determining if your cast have one sidekick.
rolling the stretch dice. is axed, but two models if
CENTRAL CASTING

being carried by a vehicle.


Unique
You can only have one
model with this profile
name in your cast.
250

IMPERIAL TROOPER KID


Every repressive empire needs legions of Scared and often a liability, children in
faceless soldiers to keep citizens in line. dangerous situations can prove to be
Clad in armour, their well-drilled formations surprisingly motivational to adults charged
can make a formidable force. with protecting them.

Imperial Trooper kid


VILLAINOUS EXTRA 2 NEUTRAL EXTRA 1
OR 5 FOR 3 MODELs OR 2 FOR 3 MODELs

3 3 2 2
3 3 2 2
8 2 7 4

ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT

Rifle Butt 0” +7 0 Health, Stunned Scrappy


0” +4 0 Health, Weakened
Resistance
Blaster 16” +6 Deadly, -1 Health
Cherubic
Smile
4” +6 0 Health, Distracted

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Can’t Hit A Barn Door 🅟 Light Armour 🅟 Danger Magnet 🅟 Ready For Adventure 🅟
If no activated Imperial Whenever this model is Whenever this model At the start of the game,
Troopers made a the target of a successful ends its activation, any set aside the Compass,
successful shoot attack strike, roll 1D6. On a roll enemies within 8” may Telescope and Well-
this turn, gain ✪ in your of 6, the effects of the move 1” toward this Stocked Backpack prop
end phase. strike are ignored. model if they pass a Spirit cards. Whenever your cast
Empire State Of Mind 🅟 statistic test. claims an objective token,
The model is Juvenile 🅟 you may exchange it for
disadvantaged against When defending against one of these prop cards.
all presence attacks. a physical strike from a Strength In Numbers 🅟
However, it can increase non-Juvenile enemy, this This model can count their
the range of any ally’s model gains one stretch fight strike roll as +1 if
Leader or Unit Leader die to defence rolls. the enemy target is in
CENTRAL CASTING

special effect by 1”. base contact with another


Kid with this special
effect.
251

KILLER ROBOT KNIGHT


Soulless metal servitors, these automatons Clad in heavy plate, Knights embody chivalric
are devoid of fear and conscience. Acting on gallantry; protecting the weak and innocent,
instruction or by pure reason, they carry out upholding justice across the kingdom;
orders with tireless efficiency. striking fear into the hearts of evil-doers.

Killer Robot Knight


VILLAINOUS EXTRA 4 NEUTRAL EXTRA 4

3 2 4 3
3 4 2 4
9 4 8 3

ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT

Metal Claw 0” +7 -1 Health, Captured Broadsword 0” +8 Deadly, -1 Health,

Ray Gun OR 12” +7 0 Health, On Fire


Lance 1” +9
Mounted only, Deadly,
-1 Health, Knocked down
Submachine
Gun
12” +6 Spray, -1 Health
Shield Bash 0” +8 0 Health, Push 1”

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Loner 🅟 Steel Chassis 🅟 Brave 🅟 Heavy Armour ✪🅟
This model activates for Roll 1D6 if this model This model never receives Whenever this model is
free if it is more than 6” receives the Immobilised the Scared status. This the target of a successful
from any other model. or Weakened statuses. model counts its strike as strike, roll 1D6. On the roll
Move 4” 🅟 On a roll of 5+, this +1 against enemies with of a 5+, the effects of the
This model travels 4” with model does not receive Scared status weapon strike are ignored.
a single move action. that status. effects. Rider (Steed) 🅢
Robot 🅟 Cavalry 🅟 This model may mount or
This model never receives Only pay 2 ratings for a to dismount a model with
the Dominated, Poisoned Steed if you have this the appropriate Mount
or Scared statuses. It profile in your cast. special effect.
gains one stretch die
when defending against
CENTRAL CASTING

presence attacks.
252

LOVE INTEREST MAGICIAN


Being the protagonist’s paramour is risky, but Where would a ruler be without the sage
they always support their partner, no matter guidance of a courtly mage? Part sorcerer,
what. Sentimental and stalwart in equal part lore master, Magicians are never afraid
measure – their love will conquer all! to give their opinion – welcome or not.

Love Interest magician


NEUTRAL EXTRA 3 NEUTRAL EXTRA 4

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

SPECIAL EFFECTS SPECIAL EFFECTS


Let’s Patch You Up 🅢 True Love 🅟 Arcane Shield ✪🅟 Magic User (2) 🅟
If this model passes a At the beginning of the Whenever this model is This model may choose
Mind statistic test, one game, declare one ally the target of a successful any spells from The Book
ally in base contact can model. While the chosen strike, roll 1D6. On a roll of Fire and Flame, The
recover 1 lost Health model is in play, it gains of 5+, the effects of the Book of the Four Winds,
up to its starting value. +1 to strikes and defence strike are ignored. The Book of Stones and
This special effect does rolls. If the Love Interest Charms and Potions 🅢 The Book of Fifty Fathoms.
not work on Robot or is removed from play, the If this model passes a
Electronic models. ally model’s strikes and Mind statistic test, you
Prop defence rolls suffer a may remove a single
This model adds one -1 penalty. Poisoned, Stunned or
additional prop card to your Underestimated ✪🅢 Weakened status from an
prop store. This turn, enemies count ally in base contact.
CENTRAL CASTING

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

Pitchfork 1” +5 Unwieldy, -1 Health


Long Sword 1” +7 Deadly, -1 Health

Crossbow OR 18” +8 Readied, -1 Health

Submachine
Gun
12” +7 Spray, -1 Health

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Ain’t Got Time To Bleed 🅟 In It For The Money 🅢 Follow Up 🅕 On the March 🅕
This model does not lose This model can trade one After this model makes a This model can add 2” to
Health if it can pass a claimed objective token for fight attack, it can move one of its move actions
Body statistic test. ✪✪✪. No victory points up to 2” if no enemies this turn, but cannot make
Anachronism can be claimed for traded have this model in their any strike actions.
If your cast chose the objective tokens. fight range.
Fantasy or Historical genre Loner 🅟 Mob 🅟
for this episode, you may This model activates for This model can count their
not use the Submachine free if it is more than 6” strike roll as +1 for every
Gun attack for this profile. from any other model. two allies with the Mob
If you chose the Action special effect within 4”,
genre, you may not use up to a total of +2.
the Long Sword attack.
CENTRAL CASTING
254

MONSTER OF THE WEEK MUMMY


There’s truth about the things that go bump Entombed with their wealth by their
in the night… From boogeymen to failed worshippers, the Mummy returns to life when
experiments, the unimaginable monsters that tomb raiders threaten the sanctity of their
dwell there are legend. final resting place.

Monster of the Week Mummy


VILLAINOUS EXTRA 4 VILLAINOUS EXTRA 4

4 2 4 2
3 4 0 3
8 3 8 3

ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT

Smash 0” +8 0 Health, Stunned Lumbering


0” +7 0 Health, Push 2”
Assault
Zzaap!* 0” +6 Beam, 0 Health, Immobilised
Rotting Touch 0” +6 -1 Health, Poisoned

Terrifying Monstrous
Roar
6” +7 0 Health, Scared
Moan
8” +5 0 Health, Scared

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Choose Your Terror 🅟 Heavy Hide ✪🅟 Feast of Worms 🅕 Living Dead 🅟
During the prologue, Whenever this model is When this model is This model never receives
choose one of the the target of a successful activated, choose up to the Dominated, Poisoned
following options for the strike, roll 1D6. On a roll two ally Swarm Extras or Scared status. It
rest of the episode: of 5+, the effects of the within 6”. Each of these gains one stretch die
Brute - This model can strike are ignored. allies can immediately when defending against
move through enemy Mysterious 🅕❶ move up to 2” as free presence attacks.
models, pushing them 2”. When this model is out actions. Regenerate ✪🅕❶
Construct* - This model of the line of sight of any Kill It With Fire! 🅟 Roll 1D6. On a roll of 4+,
gains access to the enemy, you may remove If this model suffers the this model recovers one
Zzaap! attack. one status, except On Fire status, it may Health, up to its starting
Captured or Dominated. not use the Regenerate Health value.
Reptilian - The range of
this model’s Smash attack special effect.
CENTRAL CASTING

is increased by 2”.
255

MUTANT MUTATED VERMIN


A mutant may be the next step in human Warped through science or magic into
evolution, the result of a science project gone scuttling infestations, these monsters prowl
wrong, an evolved killing machine, or sewers, dungeons, and ruins with a deadly
a horrific ‘survivor’ of the apocalypse. bite that stops prey in its tracks.

mutant Mutated Vermin


VILLAINOUS EXTRA 2 NEUTRAL EXTRA 1
OR 2 FOR 3 MODELs

3 2 3 1
1 3 1 2
8 3 8 3

ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT

Claws 0” +6 -1 Health, Poisoned Choking Coil 1” +6 0 Health, Immobilised

Hideous
8” +6 0 Health, Scared
Rabid Bite 0” +5 -1 Health, Poisoned
Appearance

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Ambush 🅟 Subterranean 🅢 Climb 🅟 Scuttle 🅕
This model may add +1 This model can relocate If this model falls, count This model may change
to all strike attacks made to any point on the playing the fall as though it were direction without using a
within 1” of hard or soft area no closer than 6” from two levels less. If move action.
cover. to an enemy, as long as it this model falls two levels Small 🅟
Inhuman 🅟 is placed in base contact or less, it can continue its This model can move
In your end phase, this with an item of cover or activation after the fall. through the bases of
model can automatically scenery. This movement Jump 🅢❶ enemies.
remove one of its does not incur free strikes. Move this model up to 5”.
statuses. This model Any enemy models that
cannot recover Health this model moves over
using the Medic special may make a free strike.
effect.
CENTRAL CASTING
256

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

Gloved Slap 0” +6 0 Health, Weakened Chilling Touch 0” +6 -1 Health, Immobilised

Haughty Stare 6” +7 0 Health, Distracted Spectral Wail 8” +7 0 Health, Scared

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Blue Blood 🅟 Overbearing 🅟 Fly 6” 🅟
Enemies within 3” of this Allies that start a move When this model makes after this model makes a
model cannot use their action within 3” of this a move action, it never strike roll or at the end of
Leader or Unit Leader model can add 1” to their incurs movement the turn.
special effects. movement. penalties for rough ground Just Not There ✪🅟
Unit Leader ✪🅕❶ or obstacles. Flyers can Whenever this model is
Cold Dismissal 🅢❶ move over other models the target of a successful
You can choose to remove Choose any number of
allies in the City Watch but must end each move strike, make an opposed
one ally Extra from play to action clear of the bases Spirit statistic test
gain ✪✪✪. unit within 6” that have
not activated this turn. of any other models. against the enemy. If
These allies can activate Intangible ✪🅕 successful, the effects of
for free this turn. While Intangible, this the strike are ignored.
model can move through Living Dead 🅟
CENTRAL CASTING

scenery, obstacles, and This model never receives


other models. This model the Dominated, Poisoned
is not affected by Block or Scared status. It
and cannot be the target gains one stretch die
of physical strikes. The when defending against
Intangible state ends presence attacks.
257

PHYSICIAN PRIMAL WARRIOR


The deft hands of a surgeon, the quick wits These may be a forgotten people or an
of a medic or the healing herbs of a sage ancient race from the old world - or even
can be the deciding factor in keeping your a less advanced alien race on a strange
people going in the battle. new world.

Physician Primal Warrior


NEUTRAL EXTRA 1 NEUTRAL EXTRA 2

2 4 4 2
2 2 3 3
7 2 8 2

ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT

Restrain 0” +4 0 Health, Immobilised Spear 1” +7 -1 Health

Hippocratic
6” +6 0 Health, Weakened
Bolas 6” +7 0 Health, Immobilised
Oath
Primitive Bow 10” +6 -1 Health

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Antidote 🅕❶ Medic 🅢 Ambush 🅟 Climb 🅟
This model may remove If this model passes a This model may add +1 If this model falls, count
the Immobilised or Mind statistic test, one to all strike attacks made the fall as though it were
Poisoned status from an ally in base contact can within 1” of hard or soft from two levels less. If
ally in base contact by recover 1 lost Health cover. this model falls two levels
rolling 4+ on 1D6. up to its starting value. Camouflage ✪🅟 or less, it can continue its
This special effect does While using Camouflage, activation after the fall.
not work on Robot or this model can move Strength In Numbers 🅟
Electronic models. through other models This model can count their
and is not affected by fight strike roll as +1 if
the Block special effect. the enemy target is in
Enemies struck by a base contact with an ally
Camouflage model count with this special effect.
CENTRAL CASTING

as being attacked in the


rear. The Camouflage
state ends after this
model makes a strike roll
or at the end of the turn.
258

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

Shotgun 8” +7 -1 Health Probing


0” +7 0 Health, Immobilised
Questions

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

This model may mount or


to dismount a model with
the appropriate Mount
special effect.
259

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

Rapier 0” +6 Fast, -1 Health Nightstick 0” +7 0 Health, Stunned

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

SPECIAL EFFECTS SPECIAL EFFECTS


Agile 🅟 Steal ✪🅟❶ By the Book 🅟 Sidekick 🅟
This model gains one Whenever your opponent While it is within 4” of Specify one ally to be boss
stretch die when making discards a prop card, at least two allies, this When the specified boss
Body statistic tests. If this this model can make a model gains one stretch is activated, this model
model falls, count the fall Spirit statistic test. If die to presence strike and can activate for free if it is
as though it were from successful, you may add defence rolls. within 6”. A boss can only
two levels less. If this that prop to your prop Easily Underestimated 🅟 have one sidekick.
model falls two levels or store. This turn, enemies count
less, it can continue its as disadvantaged against
activation after the fall. strikes made by this
Hide 🅟 model.
If this model has a bonus
from soft cover, hard cover
CENTRAL CASTING

or obstacles, then enemies


making shoot attacks
against this model
automatically miss if the
distance is more than half
the attack’s range.
260

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

Barked Orders 6” +7 0 Health, Weakened

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

would receive the


Distracted, Stunned or
Weakened status, roll 1D6.
On a roll of 5+, this model
ignores that status.
261

SECURITY GUARD SHAPESHIFTER


Patrolling a crime lord’s walled estate, a Once an ordinary human, now cursed to
mega corporation’s remote test facility or shift into a hideous beast under the light
the local mall, is all in a day’s work for those of the full moon, these lycanthropes are as
employed as private security. relentless as they are ravenous for flesh.

Security Guard SHAPESHIFTER


NEUTRAL EXTRA 2 NEUTRAL EXTRA 5
OR 5 FOR 3 MODELs

3 3 4 2
3 3 2 4
8 2 9 3

ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT

Baton 0” +7 0 Health, Weakened Claws 0” +8 -1 Health

Taser 4” +6 0 Health, Stunned Slavering


0” +7 0 Health, Infected
Jaws
Torch Dazzle 6” +7 0 Health, Distracted
Bloodcurdling
Howl
8” +5 0 Health, Scared

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Block 🅟 ‘Who Goes There?’ 🅟 Bloodthirsty 🅟 Jump 🅢❶
Enemies moving to within If this model is activated Gain ✪ whenever this Move this model up to 5”.
1” of this model must within 6” of an enemy, model removes an enemy Any enemy models that
either end their movement each Security Guard from play. this model moves over
or move into base contact model in your cast that Fight Back 🅟❶ may make a free strike.
with this model. This has not been activated After this model has
model cannot block if it is this turn may make one WEAPON EFFECT
been the target of a fight
knocked down, Stunned or free 2” move toward this attack, it can make a Infected (Cursed Creature)
Captured. model. Each model can fight attack against that After an Infected enemy
only gain the free move enemy, if that enemy is in reaches 0 Health, you
once per turn. range of that attack. must roll 1D6 in every
end phase. On a roll of 1,
Inhuman 🅟 remove the Infected status
In your end phase, this
CENTRAL CASTING

and replace the fallen


model can automatically model with a standing
remove one of its statuses. Cursed Creature model,
This model cannot recover which joins your cast.
Health using the Medic
special effect.
262

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

Brawl 0” +6 0 Health, Weakened Rusty Sword 0” +6 -1 Health, Poisoned

Longbow OR 24” +6 -1 Health Shield Bash 0” +6 0 Health, Push 1”

Rifle 24” +6 -1 Health Deathly


8” +4 0 Health, Scared
Scream

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Anachronism Mark Your Target 🅕❶ Living Dead 🅟 Shield 🅟
If your cast chose the If this model can pass This model never receives Whenever this model’s
Fantasy genre for this a Shoot statistic test, the Dominated, Poisoned front zone is the target of
episode, you may not use it may make an aimed or Scared status. It a successful strike, roll
the Rifle attack for this shot (adding +1 to its gains one stretch die 1D6. On a roll of 5+, the
profile. strike roll for the next when defending against effects of the strike are
Hawk-Eye 🅟 shoot attack made during presence attacks. ignored.
This model may reroll one its activation) as a free
die when making a shoot action.
attack over 12”.
CENTRAL CASTING
263

SOLDIER SPACE COMMANDO


A regular army private just hoping to see Every space-faring civilisation needs
out their tour of duty intact, the soldier has professional troops tasked with defending the
been trained and equipped to deal with most colonies from uprisings and xenomorphs, or
conventional military threats. ensuring galactic oppression.

Soldier Space Commando


NEUTRAL EXTRA 2 NEUTRAL EXTRA 2

3 3 3 3
3 3 3 3
8 3 8 3

ATTACK RANGE STRIKE WEAPON EFFECT ATTACK RANGE STRIKE WEAPON EFFECT

Brawl 0” +6 0 Health, Weakened Brawl 0” +6 0 Health, Weakened

Grenade 6” +6 Blast 3”, -1 Health Laser Rifle 18” +7 -1 Health

Rifle 24” +6 -1 Health Thermal


6” +6 Blast 3”, 0 Health, On Fire
Grenade

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Military Training 🅟 Semper Fi 🅟 Bug Hunter 🅟❶ Military Training 🅟
When this model makes When this model is within This model may reroll When this model makes
a strike, it can choose to 3” of an ally with Military one strike die against a strike, it can choose to
add +1 to its strike roll for Training, it gains one Inhuman or Robot add +1 to its strike roll for
every ✪ spent, instead of stretch die to defence rolls enemies. every ✪ spent, instead of
rolling the stretch dice. against presence attacks. Light Armour 🅟 rolling the stretch dice.
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.
CENTRAL CASTING
264

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

Trample 0” +7 0 Health, Push 2”


Virulent Bite* 0” +4*
0 Health, Poisoned (* also
see Swarm special effect)

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Jump 🅢❶ Mount 🅟 Flammable 🅟 Mass Attack ✪🅕❶
Move this model up to 5”. This model may be ridden After paying a plot point to This model may make one
Any enemy models that by models with the remove the On Fire status, additional fight attack
this model moves over appropriate Rider special this model must roll 1D6. against an enemy in
may make a free strike. effect. It can also move It can only remove it on a range.
Large 🅟 through other models, roll of 5+. Swarm* 🅟
Enemies gain one stretch ignoring the Block special Hide 🅟 This model is represented
die when making a effect. Move these models If this model has a bonus by many small creatures
physical strike against a the minimum distance from soft cover, hard cover on a single large base. It
Large model. to move their bases out or obstacles, then enemies may add a bonus equal to
of the way of this model. making shoot attacks its current health to any
Move 8” 🅟 All such movements are
This model travels 8” with against this model fight attacks. This model
considered to be pushes. automatically miss if the never suffers from free
a single move action.
CENTRAL CASTING

distance is more than half strikes. This model can


the attack’s range. move through the bases of
opposing models.
265

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

Flick-Knife 0” +6 -1 Health Claws 0” +7 -1 Health

Knuckledusters 0” +6 Deadly, 0 Health, Weakened Vampire’s


0” +6 0 Health, Infected
Kiss
Handgun 12” +6 2 Shots, -1 Health
Hypnotic Gaze 8” +8 0 Health, Dominated

HEALTH HEALTH

SPECIAL EFFECTS WEAPON EFFECT


SPECIAL EFFECTS Drain ✪🅕 Infected (Cursed Creature)
Anachronism Shakedown 🅟 Until your cast is next on After an Infected enemy
If your cast chose the After this model has made screen, this model gains reaches 0 Health, you
Fantasy genre for this a successful attack, you any plot points spent by must roll 1D6 in every
episode, you may not use may choose to ignore the enemies within 6” for end phase. On a roll of 1,
the Handgun attacks for weapon effect. Instead, star qualities or special remove the Infected status
this profile. your opponent must give effects. and replace the fallen
you ✪. Living Dead 🅟 model with a standing
Break In 🅟
This model never receives Cursed Creature model,
This model can move
the Dominated, Poisoned which joins your cast.
through any door or
window in base contact. or Scared status. It
Place this model on the gains one stretch die
other side of the door or when defending against
window. It may ignore presence attacks.
CENTRAL CASTING

obstacles. Regenerate ✪🅕❶


Roll 1D6. On a roll of 4+,
this model recovers one
Health, up to its starting
Health value.
266

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

SPECIAL EFFECTS SPECIAL EFFECTS


Irreplaceable 🅟 Travels In Style Battle-Hardened 🅟 Rider (Steed) 🅢
If this model is within 4” Only pay 3 ratings for a Whenever this model This model may mount or
of an ally in the action Carriage or Limo if you would receive the to dismount a model with
phase, you gain ✪ add this model to your Distracted, Stunned or the appropriate Mount
immediately. If this model cast. Weakened status, roll 1D6. special effect.
is removed from play, you Unique On a roll of 5+, this model
immediately lose half You can only have one ignores that status.
of your plot point pool model with this profile Follow Up 🅕
(round up). name in your cast. After this model makes a
fight attack, it can move
up to 2” if no enemies
have this model in their
fight range.
CENTRAL CASTING
267

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

Broomstick 1” +7 0 Health, Knocked down Rebellious


0” +4 0 Health, Weakened
Swing
Potion Smash 6” +6 0 Health, Poisoned
Slingshot 8” +6 0 Health, Weakened
Hexed 8” +8 0 Health, Infected
Backchat 6” +6 0 Health, Distracted

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS


Fly 7” 🅟 Toil And Trouble 🅟 Hide 🅟 Youthful Optimism 🅢❶
When this model makes On your first turn of each If this model has a bonus Choose an ally in base
a move action, it never act, look at the top two from soft cover, hard cover contact. You can remove
incurs movement cards of the current act’s or obstacles, then enemies one status from them,
penalties for rough ground script deck, and put them making shoot attacks except Captured.
or obstacles. Flyers can back in any order. against this model
move over other models automatically miss if the
but must end each move WEAPON EFFECT distance is more than half
action clear of the bases Infected (Mutated Vermin) the attack’s range.
of any other models. After an Infected enemy Juvenile 🅟
Magic User (2) 🅟 reaches 0 Health, you must When defending against
This model may choose roll 1D6 in every end phase. a physical strike from a
any spells from The Book On a roll of 1, remove non-Juvenile enemy, this
CENTRAL CASTING

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

ATTACK RANGE STRIKE WEAPON EFFECT

Infected Bite 0” +5 0 Health, Infected

Rotting Nails 0” +5 -1 Health

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

end phase. On a roll of 1, Carriage.


the enemy target is in stunt:
remove the Infected status
base contact with another and replace the fallen At the Reins 🅟
Zombie with this special model with a standing Roll 3D6 when checking
effect. Zombie model, which on the vehicle collision
joins your cast. table.
270

CHOPPER GETAWAY CAR


A chopper can be utilised to aid in Idling on the curb outside a bank, this motor
surveillance, attack and rescue missions. is souped up for a fast exit. Cue thrilling
They are vulnerable to weapons fire so must pursuit scene - no cardboard box or market
be used carefully. stall is safe!

chopper getaway car


NEUTRAL VEHICLE 8 NEUTRAL VEHICLE 4

4 8 4 8
16 5+ 12 5+

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS STUNTS


Evasive Manoeuvre 🅢 Vehicle 🅟 If a driver can pass a
Any attacks made against cannot be knocked This vehicle ignores Mind statistic test, it can
this vehicle in the enemy’s down and is immune to all statuses except perform the following
next turn counts as presence attacks. Enemies Immobilised and On stunt:
disadvantaged. gain one stretch die when Fire, cannot be knocked On The Job ❶
Fly 16” 🅟 making a strike against down and is immune to This vehicle may increase
When this vehicle makes a this vehicle. presence attacks. Enemies its Speed by 1” for each
move action, it never incurs gain one stretch die when objective token held by
STUNTS making a strike against the cast. If the episode
movement penalties for If a driver can pass a
rough ground or obstacles. this vehicle. does not use objective
Mind statistic test, it can tokens, you may increase
Flyers can move over other perform the following
models but must end each the vehicle’s Speed by 1”
stunt: for each prop card you
move action clear of the
bases of any other models. Strafe 🅕❶ discard instead.
A passenger ally can make
CENTRAL CASTING

Vehicle 🅟 a single free shoot attack


This vehicle ignores against any one enemy
all statuses except the vehicle moves over.
Immobilised and On Fire,
271

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

SPECIAL EFFECTS STUNTS SPECIAL EFFECTS STUNTS


Four-Wheel Drive 🅟 If a driver can pass a Drinks Cabinet 🅟 If a driver can pass a
This vehicle never incurs Mind statistic test, it can Occupants in this Mind statistic test, it can
movement penalties for perform the following vehicle never receive perform the following
rough ground or obstacles. stunt: the Distracted or Scared stunt:

Vehicle 🅟 Mobile Gun Platform 🅟 statuses. Chauffeur 🅟


This vehicle ignores Shoot attacks from Vehicle 🅟 Stars, Co-Stars and the
all statuses except occupants in this vehicle This vehicle ignores VIP Extra may enter this
Immobilised and On do not suffer the usual -1 all statuses except vehicle without using a
Fire, cannot be knocked penalty per move action. Immobilised and On move action.
down and is immune to Fire, cannot be knocked
presence attacks. Enemies down and is immune to
gain one stretch die when presence attacks. Enemies
making a strike against gain one stretch die when
this vehicle. making a strike against
CENTRAL CASTING

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

SPECIAL EFFECTS SPECIAL EFFECTS


Kickstart 🅕❶ Cargo Ramp 🅟
This vehicle can change Template weapons apply Occupants exiting this and is immune to
its facing as a free action. their effects to the vehicle vehicle can be placed up presence attacks. Enemies
Vehicle 🅟 and driver. to 6” from the vehicle. gain one stretch die when
This vehicle ignores STUNTS Fly 12” 🅟 making a strike against
all statuses except If a driver can pass a When this vehicle this vehicle.
Immobilised and On Mind statistic test, it can makes a move action, it STUNTS
Fire, cannot be knocked perform the following never incurs movement If a driver can pass a
down and is immune to stunt: penalties for rough ground Mind statistic test, it can
presence attacks. Enemies Stunt Jump 🅕❶ or obstacles. Flyers can perform the following
gain one stretch die when Move this vehicle up to 8” move over other models stunt:
making a strike against over terrain and enemies but must end each move
this vehicle. action clear of the bases Reinforcements 🅕✪
without incurring free Once per act, when this
Wind In Your Hair 🅟 strikes. This must be its of any other models.
vehicle is in base contact
CENTRAL CASTING

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

SPORTS CAR SQUAD CAR


Need to outrun your opponents, define Blaring sirens herald the approach of those
yourself in metal or get through that mid-life who protect and serve. Just make sure you
crisis? Then jump in this convertible ride and are not the one who ends up in the caged
let 120mph winds blow your troubles away! back seats.

Sports Car Squad Car


NEUTRAL VEHICLE 4 NEUTRAL VEHICLE 4

2 8 4 8
14 5+ 12 5+

HEALTH HEALTH

SPECIAL EFFECTS STUNTS SPECIAL EFFECTS STUNTS


Evasive Manoeuvre 🅢 If a driver can pass a Blues and Twos 🅟 If a driver can pass a
Any attacks made against Mind statistic test, it can Enemy models cannot use Mind statistic test, it can
this vehicle in the enemy’s perform the following Camouflage, Espionage perform the following
next turn counts as stunt: or Invisible if they are stunt:
disadvantaged. Superior Handling ❶ within 12” of this vehicle, You’re Nicked!
Vehicle 🅟 When making a move and instantly lose those Allies within 3” of this
This vehicle ignores action, you may stop benefits. vehicle may add the
all statuses except anywhere before the end Vehicle 🅟 Captured status to any
Immobilised and On of the movement distance, This vehicle ignores fight attack this turn.
Fire, cannot be knocked turn the vehicle and all statuses except
down and is immune to continue for the remainder Immobilised and On
presence attacks. Enemies of the movement. Fire, cannot be knocked
gain one stretch die when down and is immune to
making a strike against presence attacks. Enemies
CENTRAL CASTING

this vehicle. gain one stretch die when


making a strike against
this vehicle.
274

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

SPECIAL EFFECTS STUNTS SPECIAL EFFECTS STUNTS


Gull-Wing Doors 🅟 If a driver can pass a Delivery 🅟 If a driver can pass a
Occupants of this vehicle Mind statistic test, it can This vehicle adds one Mind statistic test, it can
gain an extra stretch die perform the following additional prop card to perform the following
when making presence stunts: your prop store. stunt:
attacks. 88mph ✪🅕❶ Vehicle 🅟 Reinforcements 🅕✪
Mind Of Its Own 🅟 Turn over the top This vehicle ignores When this vehicle is in
This vehicle can be script card and play it all statuses except base contact with any
activated without an immediately. Once per act. Immobilised and On playing area edge, you
occupant. Machine Gun Headlights Fire, cannot be knocked may return to play one
🅕❶ down and is immune to Extra of 2 ratings or less
Vehicle 🅟 that has been removed
This vehicle may make the presence attacks. Enemies
This vehicle ignores from play. Once per act.
following shoot attack: gain one stretch die when
all statuses except
Immobilised and On making a strike against
Attack Machine Gun this vehicle.
Fire, cannot be knocked
CENTRAL CASTING

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

UNMARKED CAR VAN


Cars come in every shape and size - perfect These all-purpose utility vehicles are the
for getting from A to B. Look closer at some backbone of any country, moving everything
to see figures hunkered down, surrounded by from gold bullion to workman’s tools to
take away boxes, keeping a careful watch. patients to hospitals.

unmarked car van


NEUTRAL VEHICLE 4 NEUTRAL VEHICLE 4

4 8 6 8
10 5+ 10 5+

HEALTH HEALTH

SPECIAL EFFECTS SPECIAL EFFECTS STUNTS


Inconspicuous 🅟 Vehicle 🅟 Delivery 🅟 If a driver can pass a
This vehicle can be set This vehicle ignores This vehicle adds one Mind statistic test, it can
up 8” from your playing all statuses except additional prop card to perform the following
area edge. Immobilised and On your prop store. stunt:
Fire, cannot be knocked Vehicle 🅟 Tools Of The Trade 🅟
down and is immune to This vehicle ignores Models in base contact
presence attacks. Enemies all statuses except with this vehicle may add
gain one stretch die when Immobilised and On +1 to all statistic tests.
making a strike against Fire, cannot be knocked
this vehicle. down and is immune to
presence attacks. Enemies
gain one stretch die when
making a strike against
this vehicle.
CENTRAL CASTING
276

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”

PRINT TWO HALVES


279

TEARDROP
280

THANKS TO OUR BACKERS


THIS PRODUCT WOULD NOT HAVE BEEN POSSIBLE WITHOUT THE
CONTRIBUTIONS OF OUR KICKSTARTER BACKERS. MASSIVE THANKS TO YOU ALL!

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.

ACTION Return of the Saint (1978-79)


Robocop (1987)
COPS, CRIME, DISASTER, The Saint (1962-69)
MARTIAL ARTS, WAR Scarface (1932 and 1983)
The A-Team (1983-87) Shaft (1971; 2000)
Ashes to Ashes (2008-10) The Silencers (1966)/Matt Helm films
Austin Powers, International Man of Stand By Me (1986)
Mystery (1997) and its sequels The Sweeney (1975-78)
The Avengers (UK, 1961-69) V for Vendetta (2006)
Bad Boys (1995) Way of the Dragon (1972)
Breaking Bad (2008-13) Where Eagles Dare (1968)
The Champions (1968-69)
Coffy (1973)
Crouching Tiger, Hidden Dragon (2000)
ADVENTURE
The Crow (1994) COMEDY, PULP, SWASHBUCKLER
Danger Man (1960-62; 1964-68) SUPERHEROES
Dick Tracy (1937) and its sequels The Avengers (various media)
Dirty Dozen (1967) Back to the Future (1985) and its sequels
Dirty Harry (1971) and sequels Batman (various media)
Dredd (2012) The Big Sleep (1946)
Enter the Dragon (1973) Big Trouble in Little China (1986)
Heat (1995) Brick Bradford (1947)
Fist of Fury (1972) Captain America (various media)
G.I. Joe: A Real American Hero (1983-86) Congo (1995)
Goodfellas (1990) The Crimson Pirate (1952)
The Godfather (1972) and sequels Cutthroat Island (1995)
The Italian Job (1969) Darkman (1990)
James Bond novels and films The Elusive Pimpernel (1950)
Jason King (1971-72) The Fighting Devil Dogs (1938)
The Karate Kid (1984) and sequels Firewalker (1986)
Kelly’s Heroes (1970) Hellboy (various media)
Knight Rider (1982-86) High Road to China (1983)
The League of Extraordinary Gentlemen Hooten and the Lady (2016-17)
(graphic novels and adaptation) Indiana Jones and the Last Crusade (1989)
Life on Mars (2006-07) Indiana Jones and the Temple of Doom (1984)
Man in a Suitcase (1967-68) Iron Man (various media)
Monkey (1978-80) John Carter novels and adaptation
Ocean’s 11 (1960 and 2001) King Kong (1933; 1976; 2005)
Once Upon a Time in China (1991) King of the Rocket Men (1949)
Our Man Flint (1966) King Solomon’s Mines (1950; 1985)
The Persuaders (1971) The Land That Time Forgot (1974)
The Professionals (1977-83) The Lost City (1935)
The Protectors (1972-73) The Lost World (1922)
Randal and Hopkirk (Deceased) (1968-69) The Maltese Falcon (1941)
284

The Mummy (1999)


Mysterious Doctor Satan (1940)
FANTASY
National Treasure (2004) DARK, EPIC, HIGH, SWORD &
The Phantom (1943; 1996) SORCERY, URBAN
The Phantom Empire (1935) 7th Voyage of Sinbad (1958)
Pirates of the Caribbean: The Curse of the American Gods (2017-21)
Black Pearl (2003) and its sequels Angel (1999-2004)
Prince of Persia: The Sands of Time (2010) The Beastmaster (1982)
Raiders of the Lost Ark (1981) Beauty and the Beast (1987-90)
Relic Hunter (1999-2002) Beowulf (2007)
The Rocketeer (1991) Buffy the Vampire Slayer (1997-2003)
Scaramouche (1952) Carnival Row (2019-2023)
The Shadow (1940; 1994) Clash of the Titans (1981)
She (1935; 1965) Company of Wolves (1984)
Sheena (1984) Conan the Barbarian (1982)
Sin City (2005) Conan the Destroyer (1984)
Sky Captain and the World of Tomorrow The Dark Tower (2017)
(2004) Doc Savage, Man of Bronze (1975)
Solomon Kane (2009) Dragonslayer (1981)
Spider-Man (various media) Dungeons and Dragons (1983-85)
Streets of Fire (1984) Excalibur (1981)
Superman (various media) Ghostbusters (1984) and its sequels
Tales of the Gold Monkey (1982-83) The Great Wall (2016)
Tarzan (novels and adaptations) Harry Potter novels and films
The Three Musketeers (1948; 1973) Hawk the Slayer (1980)
Thor (various comic books and adaptations) Hercules: The Legendary Journeys (1995-99)
Tomb Raider (2018) Highlander (1986)
Uncharted (2022) His Dark Materials (2019-22)
Undersea Kingdom (1936) Krull (1983)
The Vikings (1958) Kull the Conqueror (1997)
The Vanishing Shadow (1934) Jason and the Argonauts (1963)
Wonder Woman (various media) Ladyhawke (1985)
X-Men (various media) Legend (1985)
The Young Indiana Jones Chronicles The Lord of the Rings novels and films
(1992-93) Lucifer (2016-21)
Zorro (fiction and adaptations) Mortal Kombat (1985)
Narnia novels and films
The Neverending Story (1984)
Red Sonja (1985)
Robin of Sherwood (1984-85)
The Scorpion King (2002)
Sinbad and the Eye of the Tiger (1977)
Shadow and Bone (2021-)
Snow White, A Tale of Terror (1997)
Snow White and the Huntsman (2012)
Supernatural (2005-2020)
Sword and the Sorcerer (1982)
True Blood (2008-2014)
The Wheel of Time (2021)
Willow (1988)
Wizard of Oz (1939)
Xena: Warrior Princess (1995-2001)
285

Three Kings (1999)


HISTORICAL Throne of Blood (1957)
ALTERNATE HISTORY, EPIC, PERIOD Tombstone (1993)
PIECE, SAMURAI, WESTERN The Twilight Samurai (2002)
13 Assassins (2010) Zulu (1964)
13th Warrior (1999)
A Bridge Too Far (1977)
A Fistful of Dollars (1966) HORROR
All Quiet on the Western Front (1930, 2022) COSMIC, FOLK, GHOST, MONSTER,
Apocalypse Now (1979) SLASHER, ZOMBIE
Arthur of the Britons (1972) 28 Days Later (2002)
Ben-Hur (1959) A Nightmare on Elm Street (1984)
Bend of the River (1952) At the Earth’s Core (1976)
The Big Red One (1980) Black Christmas (1974)
Braveheart (1995) Blood on Satan’s Claw (1971)
Crimson Bat, the Blind Swordswoman Buck Rogers (1939)
(1969) Carnival of Souls (1962)
El Cid (1961) Carrie (1976)
Fury (2014) Cat People (1942)
Gangs of New York (2002) Children of the Corn (1984)
Gladiator (2000) The Color Out of Space (2019)
Glory (1989) Dagon (2001)
The Good, the Bad and the Ugly (1966) Dawn of the Dead (1978)
Henry V (1989) Day of the Dead (1985)
Inglourious Basterds (2009) The Descent (2005)
King Arthur (2004) The Devil Rides Out (1968)
Kingdom of Heaven (2005) Dracula (1931; 1958) and other
Lady Snowblood (1973) adaptations
Lawrence of Arabia (1962) Evil Dead (1981) and its sequels
The Last of the Mohicans (1992) Halloween (1978)
The Last Samurai (2003) Hellraiser (1987)
The Longest Day (1962) The Fly (1986)
The Magnificent Seven (1960) The Fog (1980)
The Man in the High Castle (2015-19) Frankenstein (1931)
Musa the Warrior (2001) Friday the 13th (1980)
Once Upon a Time in the West (1968) In the Mouth of Madness (1994)
The Outlaw Josie Wales (1976) IT, Chapters I and II (2017 and 2019)
Pale Rider (1985) Kingdom (2019-)
Platoon (1986) Last Man on Earth (1964)
Quigley Down Under (1990) The Lair of the White Worm (1988)
Ran (1985) The Mask of Fu Machu (1932)
Rio Bravo (1959) Midsommar (2019)
Robin Hood, Prince of Thieves (1991) The Mist (2007)
Samurai Trilogy (1954-56) The Mummy (1932)
Saving Private Ryan (1998) Night of the Living Dead (1968)
Seven Samurai (1954) Nosferatu, A Symphony of Horror (1922)
Shaka Zulu (1986) The Omega Man (1971)
Sherlock Holmes (various media) Plague of the Zombies (1966)
Shogun Assassin (1980) Poltergeist (1982)
Silverado (1985) The Ritual (2017)
Spartacus (1960) Scooby Doo (1969-)
The Wild Bunch (1969) Shaun of the Dead (2004)
286

Sleepy Hollow (1999) Killjoys (2015)


Stranger Things (2016-) Logan’s Run (1976)
Texas Chainsaw Massacre (1974) Mad Max (1979)
The Walking Dead (2010-22) Mad Max 2: The Road Warrior (1981)
The Wickerman (1973) Mad Max 3: Beyond Thunderdome (1985)
Witchfinder General (1968) Mad Max: Fury Road (2015)
The Mandalorian (2019-)
Masters of the Universe (1987)
SCI-FI The Matrix (1999)
CYBERPUNK, DYSTOPIAN, POST- Minority Report (2002)
APOCALYPTIC, SPACE OPERA Planet of the Apes (1968) and its sequels
The 100 (2014-2020) The Prisoner (1967-68)
A Boy and His Dog (1975) Predators (2010)
Aliens (1986) Quatermass and the Pit (1967)
Akira (1988) Red Dwarf (1988-)
Altered Carbon (2018-20) Serenity (2005)
Attack the Block (2011) The Six Million Dollar Man (1973-1978)
Avatar (2009) Sense8 (2015-18)
Babylon 5 (1993-1998) Sliders (1995-99)
Back to the Future (1985) Space: Above and Beyond (1995)
Battlestar Galactica (1978; 2005-09) Space 1999 (1975-77)
Blade Runner (1982) Star Trek (1966-)
Blake’s 7 (1978-81) Star Wars (1977-)
The Book of Eli (2010) Stargate Atlantis (2004-09)
Buck Rogers in the 25th Century (1979) Stargate SG-1 (1997-2007)
Children of Men (2006) Starship Troopers (1997)
Dark City (1998) Stingray (1964-65)
Defiance (2013) The Terminator (1981)
Doctor Who (1963-) Terminator 2: Judgment Day (1991)
Dollhouse (2009-10) Terra Nova (2011)
Dune (1984; 2021) The Thing (1982)
The Expanse (2015-2022) The Thing from Another World (1951)
Falling Skies (2011-15) The Time Machine (1960; 2002)
Farscape (1999-2003) The Tomorrow People (1973-1979; 1992-
Firefly (2002) 1995)
Flash Gordon (1936; 1980) Tribes of Europa (2021)
Forbidden Planet (1956) UFO (1970-71)
Galaxy Quest (1999) V (1984)
Ghost in the Shell (1995) War of the Worlds (1953)
Guardians of the Galaxy (various comic Westworld (1973)
books and adaptations) Westworld (2016-22)
Hardware (1990) The X-Files (1993-2018)
Hell Comes to Frogtown (1988)
Hitchhiker’s Guide to the Galaxy (1981)
The Hunger Games (2012) and its sequels
Invasion of the Body Snatchers (1956;
1978)
Johnny Mnemonic (1995)
Jurassic Park (1993)
287

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

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