Monsterpocalypse Series 4 Ref Sheet

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Transcript of Monsterpocalypse Series 4 Ref Sheet

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    ORDER OF PLAYWhen it is your turn, you must choose one o

    the ollowing:

    MONSTER ACTIVATION

    OR

    UNIT ACTIVATION

    MONSTER AcTivATiON

    In a monster activation, your monster pool is

    the active pool.

    1. POWER PHASE

    Roll up to 3 action dice rom your monster

    pool. I you roll at least 1 strike , add

    1 power die to your power pool or each

    power zoneyour units hold and or every

    building your units are securing, and your

    opponent loses 1 power die rom his power

    pool or each negative zoneyou hold.

    2. HYPER PHASE

    You can spend power dice equal to the

    hyper stat o your monsters hyper ormto change your monster into its hyper orm.

    Replace the alpha orm with the hyper orm.

    3. ADVANCEMENT PHASE

    You can spend action dice to advance and/

    or step with your monster.

    4. ATTACK PHASE

    You can make a brawl attack, blast attack,

    or power attack with your monster. Your

    monster can make only one attack each

    monster activation.

    5. PUSH PHASE

    You can move as many o the dice let in your

    monster pool to your unit pool as you wish.

    REFERENcE ShEET

    UNiT AcTivATiON

    In a unit activation, the unit pool is the active pool.

    1. SPAWN PHASE

    You can spend action dice to bring units into

    play rom your unit reserves.

    2. ADVANCEMENT PHASE

    You can spend action dice to advance

    any number o your units currently on the

    battle map.

    3. ATTACK PHASE

    You can attack with any number o your units

    on the battle map. Each unit can participate

    in only one individual or combined attack

    each unit activation.

    4. PUSH PHASE

    You can move as many o the dice let in your

    unit pool to your monster pool as you wish.

    ThE TiMiNG OF ABiLiTiES iN AN ATTAcK

    Here is the order that you resolve an attack:

    1. The attacking player rolls dice to determine

    i the attack hits.

    2. Resolve advantages that apply. The

    attacking player chooses their order.

    3. Resolve power attack eects.

    4. Resolve the attacking gures triggers

    . Completely resolve the current

    attack beore making any additional

    attacks created by triggers.

    5. Resolve reactions that apply. The player

    being attacked chooses their order.

    6. Apply damage and remove destroyed

    gures rom the battle map.

    I a unit is crushed at any point during an attack,

    remove it rom the battle map immediately.

    SERIES 4

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    ATTAcK OPTiONScOMBiNED UNiT ATTAcKS

    Two or more units can combine attacks o the

    same type (brawl or blast). Units cannot combine

    brawl attacks with blast attacks. Choose one unitto lead the combined attack and declare which

    other units will combine with it. When combining

    a brawl attack, all participating units must be

    adjacent to the target, and when combining a

    blast attack, all participating units must have

    the target within their attack range. Add up the

    brawl or blast stats o the units involved

    (depending on the type o attack) to determine

    the total number o action dice you can roll orthe attack. You must spend at least 1 action

    die or each participating unit.

    I the roll hits, the target is damaged. A combined

    attack does only 1 point o damage and counts

    as only one attack, no matter how many units

    participate in the attack. Units participating in a

    combined attack roll all boost dice they have or

    that type o attack. I you dont spend an action die

    or a unit to participate in an attack, you cannot

    include its boost dice. Units making combined

    attacks benet rom all their own abilities or

    those granted by other gures, but you can use

    the triggers o only the unit leading

    the attack. Even though each individual gure

    participating in the attack can benet rom the

    same named ability only once, the same ability

    could apply several times to the combined attack.

    cOLLiSiONS

    When a monster collides with a unit, the unit is

    crushed. When a monster collides with a building,

    the building is destroyed and the monster takes

    1 point o damage. When a monster collides with

    a hazard, the monster suers the eects o that

    hazard even i the monster has the Flight

    ability. A monster that ends its movement on a

    space where a hazard comes into play suers the

    eects o that hazard. When a monster collides

    with another monster, both monsters take 1 point

    o damage. Place the monster that moved in the

    last spaces it could occupy beore colliding with

    the other monster.

    POWER ATTAcKS

    Only monsters can perorm power attacks. Each

    power attack does 1 point o damage when it

    hits as well as having power attack eects.

    BODY SLAM

    The attacking monster must be aligned with thetarget monster. When a body slam power attack

    hits, place the target monster in a new location

    also aligned with the attacking monster. You

    can body slam a monster only into unoccupied

    spaces or spaces occupied by buildings and/

    or units. You cannot perorm a body slam i you

    cannot move the target monster to a valid new

    location. The target monster collides with each

    building, unit, and hazard occupying the spaceswhere it is placed.

    HEAD-BUTT

    The attacking monster must be aligned with

    the target monster. I the target monster is

    in its hyper orm when it is hit and its alpha

    orm has not been destroyed, ater applying

    damage replace the target monsters hyper

    orm with its alpha orm.

    RAM

    The attacking monster must be aligned with

    a target building. I the ram attack hits the

    building, the building is destroyed. A monster

    on the opposite side and in base-to-base

    contact with the building takes 1 point o

    damage. Any units in base-to-base contact with

    the building on the opposite side are crushed.

    RAMPAGE

    A monster cannot rampage i it has advanced this

    turn. Make the attack roll once or the rampage

    attack. Compare the result o this roll to the

    deense o every unit and building through

    which the monster rampages. Begin moving your

    monster in a straight line. Beore your monster

    enters a space occupied by a building or unit,

    compare the number o strikes you rolled or the

    rampage attack to the deense o the building

    or unit. I the rampage attack hits a building, the

    building is destroyed, and the monster continues

    moving. I the attack misses a building, the

    monster ends its movement. I the rampage attack

    hits a unit, then the unit is crushed. Whether or not

    the unit is crushed, the monster continues moving.

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    The rampaging monster must continue moving

    until it moves the maximum distance allowed

    by its speed or it is orced to stop. Any units

    occupying the spaces where the rampaging

    monster stops its movement are crushed. I a

    space the rampaging monster would move into

    is occupied by another monster, the rampaging

    monster stops moving. The rampaging monster

    is immune to hazards in its path, but it can be

    aected by hazards in the spaces where it stops.

    SMASH

    The attacking monster must end its advance

    aligned with the target monster. A monster cannot

    make a smash power attack against a target to

    which it was adjacent at the beginning o the turn.

    When a smash attack hits, the target is moved

    in a straight line directly away rom the attacker

    1 space or each power die used in the attack.

    During this movement, the target monster moves

    through and collides with buildings, units, and

    hazards in its path. The target monster stops

    moving when it collides with another monster.

    STOMP

    When your monster stomps, fip all existinghazards under or adjacent to the attacking

    monster to rubble and roll once or the attack.

    Compare the number o strikes to the

    deense o all buildings and units adjacent

    to the monster. Units hit are crushed, and

    buildings hit are destroyed.

    SWAT

    The monster rst makes a power attack against

    an adjacent unit. I this attack hits, crush the unit.I the swat hit, ater resolving it choose an enemy

    gure within 5 spaces o the monster and roll

    the dice in play to make a second attack against

    that gure. A building hit is destroyed, a unit hit

    is crushed, and a monster hit takes 1 damage.

    Apply all power attack triggers and

    advantages to the second attack roll.

    THROW

    To make a throw power attack, the attacking

    monster must be aligned with the target monster.

    When a throw attack hits, place the target

    monster in a new location. The new location

    must be

    completely in

    a straight line

    any direction

    but toward

    the attacking

    monster

    and cannot

    be arther

    away than the number o power dice rolled or

    the throw attack. You can throw a monster only

    into unoccupied spaces or spaces occupied

    by buildings and/or units. You cannot perorm

    a throw power attack i you cannot move the

    target monster to a new valid location. The target

    monster collides with each building, unit, and

    hazard in the spaces where it is placed.

    cOMBiNED POWER ATTAcKS

    When playing a game with multiple monsters, you

    can use two allied monsters to make combined

    power attacks. Choose which monster will lead

    the combined power attack. Both attacking

    monsters must be positioned as shown under

    the description o each combined power attack.

    You must spend at least 2 action dice and 2

    power diceor the combined power attack. The

    attack can include as many power dice as you

    choose and a maximum number o action dice

    equal to the combined power stats o the

    attacking monsters. Include boost dice that

    both monsters can roll or power attacks. Both

    monsters must be eligible to make the attack. A

    monster cannot participate in a combined power

    attack during a turn in which it already made

    an attack. Monsters making combined power

    attacks benet rom all their own abilities and

    those granted rom other gures but can use the

    triggers o only the monster leading the attack. All

    combined power attacks cause super damage.

    SLINGSHOT

    The monster leading the attack cannot have

    advanced this turn and must be aligned with an

    allied monster. The monster leading the attack

    makes a rampage power attack. I it ends its

    rampage aligned with an enemy monster, the

    20082009 Privateer Press, Inc. All Rights Reserved. Privateer Press, Monsterpocalypse, Elemental Champions, Empireof the Apes, Subterran Uprising, Savage Swarm,Tritons, UberCorp International, and their logos and slogans are trademarkso Privateer Press. Inc.Permission to electronically store and print this document or personal, non commercial use is hereby granted.

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    monster leading

    the attack makes

    a smash power

    attack against a

    target monster.

    For the smash, roll

    the dice in play

    that you rolled or

    the rampage.

    CRADLE THROW

    Two allied monsters must align on opposite

    sides o the target monster. I the attack

    hits, place the target monster in a new

    location as with a throw power attack, with

    two exceptions. First, the new location must

    be completely in a straight line any direction

    but toward the attacking monsters. Second,

    the new location cannot be arther rom the

    monsters current location than twice the

    number o

    power dice

    rolled or the

    attack. The

    highlighted

    area shows

    where you

    can place

    the thrown

    monster.

    DOUBLE HEAD-BUTT

    Two adjacent allied monsters must align with

    the target monster. I the attack roll hits, the

    target monster loses a number o power diceequal to the power dice spent in the attack. I

    the target monster is in its hyper orm and its

    alpha orm has not been destroyed, replace

    the hyper orm with the alpha orm.

    ABiLiTiESFollowing are the abilities that appear in Series

    46. Remember, a gure has all the abilitieson its base, but it may not be able to use them

    all itsel i it isnt the right type o gure.

    AcTiONS

    ATTRACTIONYou gain +1 P-Die.

    BUSINESS CENTERYour opponent loses1 P-Die.

    DISTRIBUTORBoth players gain +1 P-Die.

    FIRST AIDRestore +1 Health to an adjacentmonster with less than hal its starting health.

    HOISTChoose 1 unit within 2 spaces o thisgure and place that unit in another space itcould legally occupy within 2 spaces o this gure.

    TRiGGERS

    ENERGY DRAINTarget monsters controllerpushes 1 A-Die rom his monster pool to hisunit pool.

    POWER DRAINTarget monsters controllerloses 1 P-Die.

    SYNCHRONIzED MOVEChoose 1 allied unit

    within 2 spaces o this gure and advance thatunit up to its SPD, even i it has already advanced

    this turn.

    RUBBLE: Rubble is rough

    terrain. Units count thesespaces twice when advancing

    into them.

    FIRE HAzARD: Fire is rough

    terrain. See the Blazing Inernoability or urther eects.

    RADIATION HAzARD:Radiation is rough terrain. See

    the Radiated Zone ability orurther eects.

    HELLFONT HAzARD:Hellonts are rough terrain. See

    the Hellont ability or urthereects.

    CHEMICAL HAzARD:

    Chemicals are rough terrain.See the Chemical Spill abilityor urther eects.

    RUBBLE & hAzARD TiLES

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    REAcTiONS

    BLAzING INFERNOIthis building is hit ordestroyed, replace it with a re hazard. Figuresmoving onto that hazard take 1 damage.

    CHEMICAL SPILLIthis building is hit ordestroyed, replace it with a chemical hazard.Figures moving onto that hazard take 1 damage.Mechanical monsters at ull health do notsuer this damage.

    DEFENSELESSI your Fiends monster hits

    this building with a brawl attac, gain +1 P-Die.

    HELLFONTIthis building is hit or destroyed,replace it with a hellont hazard. Once eachunit activation, the active player can use 1unoccupied space o the hellont hazard to spawnan Occult unit.

    HIGH OCCUPANCYI your Nature monsterhits this building with a brawl attack, restore+1 Health to that monster.

    INDUSTRIAL SITEI your Radical monster hits

    this building with a brawl attac, gain +1 P-Die.

    LIVE WIREWhen this building is destroyed,monsters on or adjacent to its oundation suer1 damage.

    MEDICINEIyour monster hits this building witha brawl attack, restore +1 Health to that monster.

    ROLLERI a monster hits this building with abrawl attack, move the building a number o spacesequal to the number o strikes rolled on the A-Diceor that attack and then destroy it. This movementmust be in a straight line in a direction chosen by

    the attacker. Crush or destroy any units or buildingsthe building moves through. I the building comes incontact with a gure it cannot destroy, the buildingstops and the gure takes 1 damage. Leave this

    buildings hazard or rubble tile on the oundationwhere it was originally placed.

    SPIREI a monster collides with 1 or moregures with Spire, that monster takes+1 collision damage.

    SUPERSTRUCTUREI your Destroyermonster hits this building with a brawl attac,gain +1 P-Die.

    SKiLLS

    CITY HALLI you are securingthis building,whenever either player gains +1 or more P-Diceor destroying a unit and the other player has 5or ewer P-Dice, the other player gains +1 P-Die.

    DISARMEnemy fgures within 2 spaces o thisgure suer -1 Blast.

    DISCOUNTOnce each turn, i you are securing

    this building and spawn aunit reduce its cost by 1.

    DISTRACTEnemy fgures within 2 spaces o thisgure suer -1 brawl, blast, and power B-Dice.

    FINANCIERI you are securing 1 or more

    buildings with 3 or more Protector units whenyou power up, gain +1 P-Die.

    FORTIFIEDI you are securing this building, alliedunits within 2 spaces o it gain +1 brawl B-Die.

    FORTIFYI this gure is holding an objectivespace, AGN fgures within 2 spaces o it gain+1 brawl B-Die.

    HIGH SECURITYI you are securing this building,allied units adjacent to it gain +1 blast B-Die.

    HOLY GROUNDMonsters within 2 spaces o

    this building cannot restore health.

    INTELI you are securing this building,adjacent allied units can advance withoutspending A-Dice.

    LIMITEDYou cannot include more than 1fgure with this name in your city or orce.

    MEDIA HUBI you are securing 1 or more buildingswith Media Hub with 3 or more Invader unitswhen you power up, your opponent loses 1 P-Die.

    MONUMENTI you are securing 1 or morebuildings with Monument when you power up,gain +1 P-Die. I you destroy this building, gain+1 P-Die.

    POWER AMPLIFIERI you are securing 1 ormore buildings with Power Amplier and hold 1or more power zones when you power up, gain+1 P-Die.

    REGULATEDWhile this building is in play, playersdo not gain P-Dice on their opponents turn.

    SHUFFLEI you are securing this building, beoreyour power phase or spawn phase you can push1 A-Die rom one o your dice pools to the other.

    SUPER STRENGTHThis monsters throw andsmash power attacks move target monster up

    to +1 space.

    UNDERGROUND NETWORKI you are securing

    this building and you advance a Collaboratorunit adjacent to this building, you can place thatunit on any space adjacent to any building with

    Underground Network or adjacent to any o yourgures with Teleport and then continue theunits advance. The unit must be placed in a spaceit can legally occupy.

    WEAKENEnemy fgures within 2 spaces o thisgure are -1 DEF to attacks made by AGN gures.

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    AcTiONS

    ExTINGUISHReplace 1 adjacenthazardwith rubble.

    IGNITEFlip an adjacent rubble tile to its hazardside. Figures occupying the same space(s)as that hazard suer its eects as i they hadcollided with it.

    NESTINGIthis fgure is holding a powerzone or negative zone, put 1 FAC unit rom yourreserves into play adjacent to this gure.

    PATHFINDERRoll the A-Die used to pay or

    this action. I you roll 1 or more strikes, crush1 enemy unit within 2 spaces o this gure. Donot gain a P-Die or crushing it. I you crush a

    unit with this ability, advance this gure up to 2spaces even i it has advanced this turn.

    SPRINTAdvance this fgure up to 3 spaces,even i it has advanced this turn.

    TELEKINESISChoose 1 unit within 2 spaceso this gure and move that unit 1 space in anydirection, including diagonally.

    TRANSPORTPut 1 AGN unit with Cargo romyour reserves into play adjacent to this gure.

    ADvANTAGES

    ENERGY CYCLEI this gure participated inan attac o 2 or more A-Dice, you can return 1A-Die that rolled a miss to the active pool.

    MARKERI this gure participated in an attac

    that missed, reroll the attack roll with dice in play.

    POWER CYCLEI this monster participated in anattac that rolled 1 or more P-Dice, you can return1 P-Die that rolled a miss to your power pool.

    RAGEAter this gure hits with an attac, gain+1 P-Die.

    TRiGGERS

    BEAT BACKMove target monster 3 spaces in astraight line in a direction chosen by the attacker.That monster moves through and collides withbuildings, units, and hazards in its path. It stopsmoving i it collides with another monster.

    CHAIN ATTACKOnce each turn, this monster

    can make a power attack.

    CHAIN REACTIONItarget unit is destroyed,use the dice in play to make the same typeo attack against 1 enemy unit adjacent to it,regardless o the number o spaces between theattacker and the new target.

    CRUNCHI this monsters attac rolled 1 ormore super strikes, it does super damage.

    ENERGY DRAINTarget monsters controllerpushes 1 A-Die rom his monster pool to hisunit pool.

    ExPLOSIONAll monsters and units adjacent

    to target unit with a DEF equal to or less thanthe number o strikes rolled take 1 damage.

    FLINGChoose a building or enemy fgurewithin 5 spaces o target unit and roll dice in play.I the chosen gures DEF is equal to or less than

    the number o strikes rolled, it takes 1 damage.

    FOLLOW THROUGHOnce each turn, thisfgure can make a brawl attack.

    HIT & RUNAdvance this fgure up to 3 spaces,even i it has advanced this turn.

    LIGHTNING ATTACKOnce each turn, thismonster can roll a second attack o the same typewith dice in play against the same target monster.

    MULTI-SHOTChoose up to 2 other enemyunits in the blast attack range othis fgure.Those with a DEF equal to or less than thenumber o strikes rolled take 1 damage.

    OVERLOADI target monsters controller hasmore than 5 P-Dice, this monsters attac doessuper damage.

    POWER DRAINTarget monsters controllerloses 1 P-Die.

    POWER GORGEYou gain +1 P-Die.

    POWER STRIKETarget monsters controllerloses a number o P-Dice equal to the number osuper strikes you rolled in the attack.

    RADIAL ATTACKI target gure is hit, othermonsters and units adjacent to the attackinggure with a DEF equal to or less than the

    number o strikes rolled take 1 damage.

    SIPHONItarget monster is hit, gain +1 P-Die.That monsters controller loses 1 P-Die.

    SYNCHRONIzED MOVEChoose 1 alliedunit within 2 spaces o this gure and advance

    that unit up to its SPD, even i it has alreadyadvanced this turn.

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    TOSSPlace target monster in a new locationup to 4 spaces away rom its current locationin a straight line in a direction chosen by theattacker. You can place the target only into

    unoccupied spaces or spaces occupied bybuildings and/or units.

    WEAPON MASTERThis monsters attac doessuper damage.

    REAcTiONS

    VOLATILEIthis fgure is hit, adjacent units arecrushed and adjacent buildings and monsters

    take 1 damage. I this gure is a unit, crush it.

    SKiLLS

    ALL TERRAINThis fgure treats rough terrainas open terrain.

    AMPHIBIOUSThis fgure treats water spacesas open terrain.

    AMPLIFYI you power up, gain +1 P-Die or eachalliedunit with Ampliy holding a power zone.

    ANNIHILATEThis monsters attacs dosuper damage.

    BURROWThis fgure can move throughgures and treats all terrain as open terrain. It isimmune to hazards while advancing.

    CARGOThis unit is cargo (see Transport).

    CLOAKThis fgure cannot be targeted by blastattacks rom 3 or more spaces away.

    COUNTERMEASURESEnemy fgures within2 spaces o this gure cannot use actions.

    Buildings within 2 spaces o this gure that aresecured by enemy units cannot use actions.

    DISTRACTEnemy fgures within 2 spaces o

    this gure suer -1 brawl, blast, and power B-Dice.

    DRAIN LIFEAdjacent monsters cannotrestore health.

    FIREPROOFThis fgure is immune to rehazards.

    FLANKEnemies within 2 spaces o this gureare -1 DEF rom brawl attacks made by otherAGN gures.

    FORCE FIELDThis unit gains +1 DEF againstblast attacks.

    FORTIFYI this gure is holding an objectivespace, AGN fgures within 2 spaces o it gain+1 brawl B-Die.

    GANGI another gure rom the same AGN as

    this gure is adjacent to the target gure, thisfgure gains +1 brawl B-Die.

    HASTENThis unit gains +1 SPD.

    HAzARDOUSI a monster collides with 1 ormore units with Hazardous or crushes themwith a rampage power attack, that monster

    takes 1 damage.

    HOVERThis fgure treats all terrain as open

    terrain.

    LEADERSHIPGrunt fgures within 2 spacesand with the same name as this gure gain +1

    brawl and blast B-Dice.

    LIFTAllied units that begin their advanceadjacent to this gure gain Flight or thatadvance. Adjacent allied gures can make brawlattacks against gures with Flight.

    MARTIAL ARTISTTarget fgure is -1 DEF topower attacks.

    MASSIVEThis monster is immune to throwpower attacks.

    POWER TAPI your opponent has more than 5P-Dice when you power up, your opponent loses1 P-Die or each o your allied units with PowerTap holding a negative zone.

    QUICKIthis fgure is the same FAC asyour monster, this gure can advance withoutspending an A-Die.

    RESILIENCEThis monster is immune tosuper damage.

    SPOTTEREnemy fgures within 2 spaces othis gure are -1 DEF to blast attacks made byAGN gures.

    AGN: Agenda FAC: Faction DEF: Deense SPD: Speed A-Die: Action Die B-Die: Boost Die P-Die: Power Die

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    AcTiONS

    BEACONAdvanceyourmonster up to 2spaces, even i it has advanced this turn.

    COMMANDAdvance 1 other FAC unit up to itsSPD, even i it has advanced this turn.

    IGNITEFlip an adjacent rubble tile to its hazardside. Figures occupying the same space(s)as that hazard suer its eects as i they hadcollided with it.

    SPRINTAdvance this fgure up to 3 spaces,even i it has advanced this turn.

    ADvANTAGES

    ENERGY CYCLEI this gure participated inan attac o 2 or more A-Dice, you can return 1A-Die that rolled a miss to the active pool.

    RAGEAter this gure hits with an attac, gain+1 P-Die.

    TRiGGERS

    BEAT BACKMove target monster 3 spaces in astraight line in a direction chosen by the attacker.That monster moves through and collides with

    buildings, units, and hazards in its path. It stopsmoving i it collides with another monster.

    BLITzOnce each turn, advance this fgure up

    to 2 spaces even i it has advanced this turn.You can roll another attack o the same typeagainst a dierent target with dice in play.

    CHAIN ATTACKOnce each turn, this monstercan make a power attack.

    CHAIN REACTIONItarget unit is destroyed,use the dice in play to make the same type

    o attack against 1 enemy unit adjacent to it,regardless o the number o spaces between theattacker and the new target.

    DEMOLISHChoose 1 enemy fgure adjacent to

    target building. The chosen gure takes 1 damage.

    ENERGY DRAINTarget monsters controllerpushes 1 A-Die rom his monster pool to hisunit pool.

    ExPLOSIONAll monsters and units adjacent

    to target unit with a DEF equal to or less than

    the number o strikes rolled take 1 damage.

    FLINGChoose a building or enemy fgurewithin 5 spaces o target unit and roll dice in play.I the chosen gures DEF is equal to or less than

    the number o strikes rolled, it takes 1 damage.

    FOLLOW THROUGHOnce each turn, thisfgure can make a brawl attack.

    HIT & RUNAdvance this fgure up to 3 spaces,

    even i it has advanced this turn.

    LIGHTNING ATTACKOnce each turn, thismonster can roll a second attack o the same typewith dice in play against the same target monster.

    POWER DRAINTarget monsters controller

    loses 1 P-Die.

    POWER GORGEYou gain +1 P-Die.

    POWER STRIKETarget monsters controllerloses a number o P-Dice equal to the number osuper strikes you rolled in the attack.

    RADIAL ATTACKI target gure is hit, othermonsters and units adjacent to the attackinggure with a DEF equal to or less than thenumber o strikes rolled take 1 damage.

    RIOTOnce each turn, i the dice in playinclude 1 or more P-Dice, this monster canmake a rampage, stomp, or ram power attackwith dice in play.

    SYNCHRONIzED MOVEChoose 1 alliedunit within 2 spaces o this gure and advance

    that unit up to its SPD, even i it has alreadyadvanced this turn.

    REAcTiONS

    RILEDIthisfgure is hit, gain +1 P-Die.

    SHOCK WAVEI this monster was moved as aresult o a power attack or a trigger ability, crushall adjacent units. Players do not gain P-Dice or

    the units being crushed.

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    SKiLLS

    ADAPTABLEWhen this monsters swat or rampower attac does damage to another monster,it does super damage.

    ALL TERRAINThis fgure treats rough terrainas open terrain.

    ARMOREDThis fgure is immune to damagerom collisions with buildings.

    BERSERKThis unit gains +1 brawl B-Die.

    BOMBERThis fgures minimum blast attackrange is 1.

    CLIMBThis fgure can advance through buildings.

    CLOAKThis fgure cannot be targeted by blastattacks rom 3 or more spaces away.

    COUNTERMEASURESEnemy fgures within2 spaces o this gure cannot use actions.Buildings within 2 spaces o this gure that aresecured by enemy units cannot use actions.

    DISTRACTEnemy fgures within 2 spaces o

    this gure suer -1 brawl, blast, and power B-Dice.

    DRAIN LIFEAdjacent monsters cannotrestore health.

    FLIGHTThis fgure can move through gures,

    treats all terrain as open terrain, and is immuneto hazards. It still suers collision eectsrom hazards and gures. A unit without Flightcannot make brawl attacks against it unless theattacker has an ability that allows it to do so.This gure cannot hold objective spaces anddoes not benet rom cover.

    FORCE FIELDThis unit gains +1 DEF againstblast attacks.

    GANGI another gure rom the same AGN as

    this gure is adjacent to the target gure, thisfgure gains +1 brawl B-Die.

    INTENSIFYI this gure is holding an objectivespace, other FAC fgures within 2 spaces o itgain +1 blast B-Die.

    JAMEnemy fgures within 2 spaces o thisgure cannot grant abilities.

    JUGGERNAUTI a space this monster wouldmove into while rampaging is occupied by 1 ormore other monsters, this monster stops moving,and the other monsters suer 1 damage i their

    DEF is equal to or less than the number o strikesrolled or the rampage. I this monster is in itshyper orm, this attack does super damage.

    JUMPThis fgure can move through gures,

    treats all terrain as open terrain, and isimmune to hazards on which it does not endits advancement. It still suers collision eectsrom hazards and gures. This unit cannot endits movement on impassible terrain. This unit canmake brawl attacks against a gure with Flight .

    LEADERSHIPGrunt fgures within 2 spacesand with the same name as this gure gain+1 brawl and blast B-Dice.

    LOGISTICSI 1 or more AGN gures within 2spaces o this gure participate in a combinedattac, the attack roll gains +1 B-Die.

    MOTIVATORAGN fgures that begin theiradvance adjacent to this gure gain +1 SPD.

    RESILIENCEThis monster is immune tosuper damage.

    SHELTERThis unit gains +1 DEF againstbrawl attacks.

    SPOTTEREnemy fgures within 2 spaces othis gure are -1 DEF to blast attacks made byAGN gures.

    SUPER RAMPAGEI this monster makes arampage power attac, gain +1 P-Die or everybuilding destroyed and every enemy unit crushed.

    SUPER STOMPI this monster makes a stomppower attac, gain +1 P-Die or every building

    destroyed and every enemy unit crushed.

    SUPER SWATWhen this fgure makes aswat power attack or uses the Fling trigger,

    the second target o the attack can be up to 7spaces away instead o 5.

    AGN: Agenda FAC: Faction DEF: Deense SPD: Speed A-Die: Action Die B-Die: Boost Die P-Die: Power Die

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    AcTiONS

    ABDUCTI this gure and another FAC gurewith Abduct are adjacent to the same enemyunit, crush that unit. Do not gain a P-Die or

    crushing it.

    NESTINGIthis fgure is holding a powerzone or negative zone, put 1 FAC unit rom yourreserves into play adjacent to this gure.

    PATHFINDERRoll the A-Die used to pay or

    this action. I you roll 1 or more strikes, crush1 enemy unit within 2 spaces o this gure. Donot gain a P-Die or crushing it. I you crush aunit with this ability, advance this gure up to 2spaces even i it has advanced this turn.

    RELOCATIONChoose 1 unoccupiedoundation that has at least 1 space within 5spaces o this building. Remove any hazard orrubble tiles on that oundation and then placethis building on it.

    SPRINTAdvance this fgure up to 3 spaces,even i it has advanced this turn.

    SUMMONPut 1 FAC unit rom your reservesinto play adjacent to this gure.

    TELEPORTPlace 1 adjacent AGN unit adjacent

    to another AGN gure with Teleport.

    TOWChoose 1 unit within 5 spaces o thisgure and place that unit in a space it couldlegally occupy adjacent to this gure.

    ADvANTAGES

    ENERGY CYCLEI this gure participated inan attac o 2 or more A-Dice, you can return 1A-Die that rolled a miss to the active pool.

    MARKERI this gure participated in an attac

    that missed, reroll the attack roll with dice in play.

    POWER CYCLEI this monster participated in anattac that rolled 1 or more P-Dice, you can return1 P-Die that rolled a miss to your power pool.

    RAGEAter this gure hits with an attac, gain+1 P-Die.

    TRiGGERS

    BEAT BACKMove target monster 3 spaces in astraight line in a direction chosen by the attacker.

    That monster moves through and collides withbuildings, units, and hazards in its path. It stopsmoving i it collides with another monster.

    BLITzOnce each turn, advance this fgure up

    to 2 spaces even i it has advanced this turn.You can roll another attack o the same typeagainst a dierent target with dice in play.

    CHAIN REACTIONItarget unit is destroyed,use the dice in play to make the same typeo attack against 1 enemy unit adjacent to it,regardless o the number o spaces between the

    attacker and the new target.

    CRUNCHI this monsters attac rolled 1 ormore super strikes, it does super damage.

    DEMOLISHChoose 1 enemyfgure adjacent

    to the target building. The chosen gure takes1 damage.

    DISRUPTItarget monster is in its hyper ormand its alpha orm has not been destroyed, applydamage and then replace it with its alpha orm.

    ENERGY SAPYou can push 1 A-Die rom thetarget fgures A-Dice pool to the other dice pool.

    ExPLOSIONAll monsters and units adjacent

    to target unit with a DEF equal to or less thanthe number o strikes rolled take 1 damage.

    FEEDING FRENzYI there are other AGNgures adjacent to target monster, thismonsters attac does super damage.

    FLAKI thetarget unit has Flight , allmonsters and units adjacent to it that haveFlight and have a DEF equal to or less than thenumber o strikes rolled take 1 damage.

    FOLLOW THROUGHOnce each turn, thisfgure can make a brawl attack.

    FOLLOWING FIREOnce each turn, this fgurecan make a blast attack.

    GRINDMove 2 A-Dice rom the dice in play toyour inactive pool. Then move 2 B-Dice and 2P-Dice rom the dice in play to your dice well.I the dice in play include at least 1 remainingA-Die, roll another attac o the same typeagainst the same target monster with theremaining dice in play.

    LIGHTNING ATTACKOnce each turn, thismonster can roll a second attack o thesame type with dice in play against the same

    target monster.

    MULTI-SHOTChoose up to 2 other enemyunits in the blast attack range othis fgure.Those with a DEF equal to or less than thenumber o strikes rolled take 1 damage.

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    POWER DRAINTarget monsters controllerloses 1 P-Die.

    POWER GORGEYou gain +1 P-Die.

    POWER STRIKETarget monsters controllerloses a number o P-Dice equal to the number osuper strikes you rolled in the attack.

    SIPHONItarget monster is hit, gain +1 P-Die.That monsters controller loses 1 P-Die.

    SYNCHRONIzED MOVEChoose 1 alliedunit within 2 spaces o this gure and advance

    that unit up to its SPD, even i it has alreadyadvanced this turn.

    WEAPON MASTERThis monsters attac doessuper damage.

    REAcTiONS

    RILEDIthis fgure is hit, gain +1 P-Die.

    SIDE STEPIthisfgure is missed, you can moveit 1 space in any direction, including diagonally.

    SKiLLS

    AMPLIFYI you power up, gain +1 P-Die or eachalliedunit with Ampliy holding a power zone.

    BERSERKThis unit gains +1 brawl B-Die.

    BURROWThis fgure can move throughgures and treats all terrain as open terrain. It isimmune to hazards while advancing.

    CHAMPIONThis unit gains +1 brawl and blast

    B-Dice or each adjacent grunt unit with thesame name as this unit.

    CHARGEIthis fgure advanced this turn, itgains +1 brawl B-Die.

    CLOAKThis fgure cannot be targeted by blastattacks rom 3 or more spaces away.

    DECOYWhile a FAC igure is adjacent tothis igure, this igure cannot be targeted byblast attacks.

    DIG INIthis fgure is holding a power zone ornegative zone it gains cover.

    DISTRACTEnemy fgures within 2 spaces o

    this gure suer -1 brawl, blast, and power B-Dice.

    FLANKEnemies within 2 spaces o this gureare -1 DEF rom brawl attacks made by otherAGN gures.

    FORCE FIELDThis unit gains +1 DEF againstblast attacks.

    FORTIFYI this gure is holding an objective

    space, AGN fgures within 2 spaces o it gain+1 brawl B-Die.

    GANGI another gure rom the same AGN as

    this gure is adjacent to the target gure, thisfgure gains +1 brawl B-Die.

    INDIRECT FIREAttacs made by this gureignore cover.

    INFILTRATEBuildings within 2 spaces o thisgure are -1 DEF to attacks made by AGN gures.

    JAMEnemyfgures within 2 spaces o thisgure cannot grant abilities.

    JUMPThis fgure can move through gures,

    treats all terrain as open terrain, and isimmune to hazards on which it does not endits advancement. It still suers collision eectsrom hazards and gures. This unit cannot endits movement on impassible terrain. This unit canmake brawl attacks against a gure with Flight .

    LEADERSHIPGrunt fgures within 2 spaces

    and with the same name as this gure gain+1 brawl and blast B-Dice.

    LOGISTICSI 1 or more AGN gures within 2spaces o this gure participate in a combinedattac, the attack roll gains +1 B-Die.

    POWER TAPI your opponent has more than 5P-Dice when you power up, your opponent loses1 P-Die or each o your allied units with PowerTap holding a negative zone.

    SHELTERThis unit gains +1 DEF againstbrawl attacks.

    STEADYThis monster is immune to body slampower attacks.

    SUPER SMASHThis monsters smash powerattacs do super damage.

    SUPER STOMPI this monster makes a stomppower attac, gain +1 P-Die or every buildingdestroyed and every enemy unit crushed.

    SUPER STRENGTHThis monsters throw andsmash power attacks move target monster up

    to +1 space.

    WEAKENEnemy igures within 2 spaceso this igure are -1 DEF to attacks made byAGN igures.

    AGN: Agenda FAC: Faction DEF: Deense SPD: Speed A-Die: Action Die B-Die: Boost Die P-Die: Power Die

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    AcTiONS

    COMMANDAdvance 1 other FAC unit up to itsSPD, even i it has advanced this turn.

    ExTINGUISHReplace 1 adjacenthazardwith rubble.

    NESTINGIthis fgure is holding a powerzone or negative zone, put 1 FAC unit rom yourreserves into play adjacent to this gure.

    PATHFINDERRoll the A-Die used to pay or

    this action. I you roll 1 or more strikes, crush1 enemy unit within 2 spaces o this gure. Donot gain a P-Die or crushing it. I you crush aunit with this ability, advance this gure up to 2spaces even i it has advanced this turn.

    SACRIFICECrush 1 adjacent AGN unit torestore +1 Health to thismonster.

    SPRINTAdvance this fgure up to 3 spaces,even i it has advanced this turn.

    SUMMONPut 1 FAC unit rom your reservesinto play adjacent to this gure.

    TRANSPORTPut 1 AGN unit with Cargorom your reserves into play adjacent to thisgure.

    ADvANTAGES

    MARKERI this gure participated in an attac

    that missed, reroll the attack roll with dice in play.

    RAGEAter this gure hits with an attac, gain+1 P-Die.

    TRiGGERS

    BEAT BACKMove target monster 3 spaces in a

    straight line in a direction chosen by the attacker.That monster moves through and collides withbuildings, units, and hazards in its path. It stopsmoving i it collides with another monster.

    BLITzOnce each turn, advance this fgure up

    to 2 spaces even i it has advanced this turn.You can roll another attack o the same typeagainst a dierent target with dice in play.

    CHAIN ATTACKOnce each turn, this monstercan make a power attack.

    CRUNCHI this monsters attac rolled 1 ormore super strikes, it does super damage.

    ENERGY SAPYou can push 1 A-Die rom thetarget fgures A-Dice pool to the other dice pool.

    GRINDMove 2 A-Dice rom the dice in play toyour inactive pool. Then move 2 B-Dice and 2P-Dice rom the dice in play to your dice well.I the dice in play include at least 1 remaining

    A-Die, roll another attac o the same typeagainst the same target monster with theremaining dice in play.

    HIT & RUNAdvance this fgure up to 3 spaces,even i it has advanced this turn.

    LIGHTNING ATTACKOnce each turn, thismonster can roll a second attack o thesame type with dice in play against the same

    target monster.

    OVERLOADI target monsters controller hasmore than 5 P-Dice, this monsters attac doessuper damage.

    POWER DRAINTarget monsters controllerloses 1 P-Die.

    POWER GORGEYou gain +1 P-Die.

    POWER STRIKETarget monsters controllerloses a number o P-Dice equal to the number osuper strikes you rolled in the attack.

    SIPHONItarget monster is hit, gain +1 P-Die.That monsters controller loses 1 P-Die.

    SYNCHRONIzED MOVEChoose 1 alliedunit within 2 spaces o this gure and advance

    that unit up to its SPD, even i it has alreadyadvanced this turn.

    WEAPON MASTERThis monsters attac doessuper damage.

    REAcTiONS

    SPIREI a monster collides with 1 or moregures with Spire, that monster takes

    +1 collision damage.

    SKiLLS

    AMPLIFYI you power up, gain +1 P-Die or eachalliedunit with Ampliy holding a power zone.

    ARMOR PIERCINGTarget fgure is -1 DEF toblast attacks.

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    BURROWThis fgure can move throughgures and treats all terrain as open terrain. It isimmune to hazards while advancing.

    CARGOThis unit is cargo (see Transport).

    CHARGEIthis fgure advanced this turn, itgains +1 brawl B-Die.

    CLOAKThis fgure cannot be targeted by blastattacks rom 3 or more spaces away.

    COORDINATEI this unit is the same FAC asyour monster, your other units within 2 spaceso this gure and with the same name as thisunit can advance without spending A-Dice.

    COUNTERMEASURESEnemy fgures within2 spaces o this gure cannot use actions.Buildings within 2 spaces o this gure that aresecured by enemy units cannot use actions.

    DISTRACTEnemy fgures within 2 spaces o

    this gure suer -1 brawl, blast, and power B-Dice.

    DRAIN LIFEAdjacent monsters cannotrestore health.

    FLANK

    Enemies

    within 2 spaces o this gureare -1 DEF rom brawl attacks made by otherAGN gures.

    FLIGHTThis fgure can move through gures,

    treats all terrain as open terrain, and is immuneto hazards. It still suers collision eectsrom hazards and gures. A unit without Flightcannot make brawl attacks against it unless theattacker has an ability that allows it to do so.This gure cannot hold objective spaces anddoes not benet rom cover.

    FORCE FIELDThis unit gains +1 DEF against

    blast attacks.

    GANGI another gure rom the same AGN as

    this gure is adjacent to the target gure,thisfgure gains +1 brawl B-Die.

    HALTEnemy units that begin theiradvancement adjacent to this gure canadvance only 1 space.

    HAzARDOUSI a monster collides with 1 ormore units with Hazardous or crushes themwith a rampage power attack, that monster

    takes 1 damage.

    JUGGERNAUTI a space this monster wouldmove into while rampaging is occupied by 1or more other monsters, this monster stopsmoving, and the other monsters suer 1

    damage i their DEF is equal to or less than thenumber o strikes rolled or the rampage. I thismonster is in its hyper orm, this attack doessuper damage.

    JUMPThis fgure can move through gures,

    treats all terrain as open terrain, and isimmune to hazards on which it does not endits advancement. It still suers collision eectsrom hazards and gures. This unit cannot endits movement on impassible terrain. This unit canmake brawl attacks against a gure with Flight .

    LEADERSHIPGrunt fgures within 2 spacesand with the same name as this gure gain

    +1 brawl and blast B-Dice.

    LOGISTICSI 1 or more AGN gures within 2spaces o this gure participate in a combinedattac, the attack roll gains +1 B-Die.

    MIREEnemy units count spaces within 2spaces o this igure twice when advancinginto them.

    NO-FLY zONEEnemy fgures cannot advance

    through the space(s) this gure occupies.

    QUICKIthis fgure is the same FAC asyour monster, this gure can advance withoutspending an A-Die.

    RADARThis fgures blast attack range gains+2 spaces.

    SHELTERThis unit gains +1 DEF againstbrawl attacks.

    SMOKE SCREENAllied units within 2 spaces

    o this gure gain +1 DEF against blast attacks.I this gure is a unit, it gains +1 DEF againstblast attacks.

    SPOTTEREnemy fgures within 2 spaces othis gure are -1 DEF to blast attacks made byAGN gures.

    SUPER RAMPAGEI this monster makes arampage power attac, gain +1 P-Die or everybuilding destroyed and every enemy unit crushed.

    SUPER SMASHThis monsters smash power

    attacs do super damage.

    AGN: Agenda FAC: Faction DEF: Deense SPD: Speed A-Die: Action Die B-Die: Boost Die P-Die: Power Die

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    AcTiONS

    COMMANDAdvance 1 other FAC unit up to itsSPD, even i it has advanced this turn.

    ExTINGUISHReplace 1 adjacenthazardwith rubble.

    HOISTChoose 1 unit within 2 spaces o thisgure and place that unit in another space itcould legally occupy within 2 spaces o this gure.

    IGNITEFlip an adjacent rubble tile to its hazardside. Figures occupying the same space(s)as that hazard suer its eects as i they hadcollided with it.

    PATHFINDERRoll the A-Die used to pay orthis action. I you roll 1 or more strikes, crush1 enemy unit within 2 spaces o this gure. Donot gain a P-Die or crushing it. I you crush aunit with this ability, advance this gure up to 2spaces even i it has advanced this turn.

    RELOCATIONChoose 1 unoccupiedoundation that has at least 1 space within 5spaces o this building. Remove any hazard orrubble tiles on that oundation and then placethisbuilding on it.

    SPRINTAdvance this fgure up to 3 spaces,even i it has advanced this turn.

    TOWChoose 1 unit within 5 spaces o thisgure and place that unit in a space it couldlegally occupy adjacent to this gure.

    ADvANTAGES

    ENERGY CYCLEI this gure participated inan attac o 2 or more A-Dice, you can return 1A-Die that rolled a miss to the active pool.

    LEACHI an attack made by an AGN unit hits an

    enemy monster, restore +1 Health to this monster.

    MARKERI this gure participated in an attac

    that missed, reroll the attack roll with dice in play.

    POWER CYCLEI this monster participated in anattac that rolled 1 or more P-Dice, you can return1 P-Die that rolled a miss to your power pool.

    TRiGGERS

    CRUNCHI this monsters attac rolled 1 ormore super strikes, it does super damage.

    DEMOLISHChoose 1 enemy fgure adjacent to

    target building. The chosen gure takes 1 damage.

    DISRUPTItarget monster is in its hyper ormand its alpha orm has not been destroyed, applydamage and then replace it with its alpha orm.

    ENERGY SAPYou can push 1 A-Die rom thetarget fgures A-Dice pool to the other dice pool.

    FLINGChoose a building or enemy fgure

    within 5 spaces o target unit and roll dice in play.I the chosen gures DEF is equal to or less than

    the number o strikes rolled, it takes 1 damage.

    FOLLOWING FIREOnce each turn, this fgurecan make a blast attack.

    HIT & RUNAdvance this fgure up to 3 spaces,even i it has advanced this turn.

    LIGHTNING ATTACKOnce each turn, thismonster can roll a second attack o the same typewith dice in play against the same target monster.

    MULTI-SHOTChoose up to 2 other enemyunits in the blast attack range othis fgure.Those with a DEF equal to or less than thenumber o strikes rolled take 1 damage.

    MUNCHItarget unit is destroyed, restore+1 Health to this monster.

    POWER DRAINTarget monsters controllerloses 1 P-Die.

    POWER GORGEYou gain +1 P-Die.

    POWER STRIKETarget monsters controllerloses a number o P-Dice equal to the number osuper strikes you rolled in the attack.

    RADIAL ATTACKI target gure is hit, othermonsters and units adjacent to the attackinggure with a DEF equal to or less than thenumber o strikes rolled take 1 damage.

    SIPHONItarget monster is hit, gain +1 P-Die.

    That monsters controller loses 1 P-Die.

    SYNCHRONIzED MOVEChoose 1 alliedunit within 2 spaces o this gure and advance

    that unit up to its SPD, even i it has alreadyadvanced this turn.

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    VAMPIRISMI target monster is hit, restore+1 Health to this monster.

    WEAPON MASTERThis monsters attac does

    super damage.

    REAcTiONS

    RILEDIthis fgure is hit, gain +1 P-Die.

    SPIREI a monster collides with 1 or moregures with Spire, that monster takes+1 collision damage.

    UNSTABLEIthis fgure is hit, all adjacentunits are crushed. I this gure is a unit, crush it.

    SKiLLS

    AMPHIBIOUSThis fgure treats water spacesas open terrain.

    AMPLIFYI you power up, gain +1 P-Die or eachalliedunit with Ampliy holding a power zone.

    ARMOR PIERCINGTarget fgure is -1 DEF toblast attacks.

    ARMOREDThis fgure is immune to damagerom collisions with buildings.

    BURROWThis fgure can move throughgures and treats all terrain as open terrain. It isimmune to hazards while advancing.

    CLOAKThis fgure cannot be targeted by blastattacks rom 3 or more spaces away.

    DIG INIthis fgure is holding a power zone ornegative zone it gains cover.

    DISCOUNTOnce each turn, i you are securing

    this building and spawn a unit reduce its cost by 1.

    DISTRACTEnemy fgures within 2 spaces o thisgure suer -1 brawl, blast, and power B-Dice.

    DRAIN LIFEAdjacent monsters cannotrestore health.

    FLIGHTThis fgure can move through gures,

    treats all terrain as open terrain, and is immuneto hazards. It still suers collision eects

    rom hazards and gures. A unit without Flightcannot make brawl attacks against it unless theattacker has an ability that allows it to do so.This gure cannot hold objective spaces anddoes not benet rom cover.

    FORCE FIELDThisunit gains +1 DEF againstblast attacks.

    HASTENThis unit gains +1 SPD.

    HAzARDOUSI a monster collides with 1 or

    more units with Hazardous or crushes them witha rampage power attack, that monster takes 1damage.

    HIGH IMPACTIthis unit is the same FAC asyour monster, this unit gains +1 blast B-Die.

    HOVERThis fgure treats all terrain as open

    terrain.

    JAMEnemy fgures within 2 spaces o thisgure cannot grant abilities.

    JUMPThis fgure can move through gures,

    treats all terrain as open terrain, and isimmune to hazards on which it does not endits advancement. It still suers collision eectsrom hazards and gures. This unit cannot endits movement on impassible terrain. This unit canmake brawl attacks against a gure with Flight .

    LEADERSHIPGrunt fgures within 2 spacesand with the same name as this gure gain+1 brawl and blast B-Dice.

    NEGATIONEnemy fgures within 2 spaces o

    this gure cannot make power attacks.

    RADARThis fgures blast attack range gains+2 spaces.

    REACHThis gure can make brawl attacsagainst and participate in combined brawlattacks against target gures within 2 spacesand can attack gures that have Flight .

    SHELTERThis unit gains +1 DEF againstbrawl attacks.

    SUPER RAMPAGEI this monster makes arampage power attac, gain +1 P-Die or everybuilding destroyed and every enemy unit crushed.

    SUPER STRENGTHThis monsters throw andsmash power attacks move target monster up

    to +1 space.

    SUPER SWATWhen this fgure makes aswat power attack or uses the Fling trigger,

    the second target o the attack can be up to 7spaces away instead o 5.

    WEAkENEnemy fgures within 2 spaces o thisgure are -1 DEF to attacks made by AGN gures.

    AGN: Agenda FAC: Faction DEF: Deense SPD: Speed A-Die: Action Die B-Die: Boost Die P-Die: Power Die

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    AcTiONS

    BEACONAdvanceyourmonster up to 2spaces, even i it has advanced this turn.

    BUSINESS CENTERYour opponent loses1 P-Die.

    COMMANDAdvance 1 other FAC unit up to itsSPD, even i it has advanced this turn.

    FISSIONYou can push 2 A-Dice rom your unitpool to your monster pool.

    REFUELAdvance 1 adjacent FAC fgure up toits SPD, even i it has advanced this turn.

    REPAIRRestore +1 Health to 1 adjacentMechanical monster.

    RESTORATIONIthis monster occupies aspace with a power zone, restore +1 Health to it.

    TOWChoose 1 unit within 5 spaces o thisgure and place that unit in a space it couldlegally occupy adjacent to this gure.

    TRANSPORTPut 1 AGN unit with Cargorom your reserves into play adjacent to this

    gure.

    ADvANTAGES

    MANUFACTUREI a brawl attac made by

    this gure hits a unit, crush that unit. Then puta FAC unit rom your reserves into play adjacent

    to this gure.

    POWER CYCLEI this monster participated in anattac that rolled 1 or more P-Dice, you can return1 P-Die that rolled a miss to your power pool.

    RAGEAter this gure hits with an attac, gain

    +1 P-Die.

    TRiGGERS

    CHAIN ATTACKOnce each turn, this monstercan make a power attack.

    CHAIN REACTIONItarget unit is destroyed,use the dice in play to make the same typeo attack against 1 enemy unit adjacent to it,regardless o the number o spaces between theattacker and the new target.

    CRUNCHI this monsters attac rolled 1 ormore super strikes, it does super damage.

    DISRUPTItarget monster is in its hyper ormand its alpha orm has not been destroyed, applydamage and then replace it with its alpha orm.

    ExPLOSIONAll monsters and units adjacent

    to target unit with a DEF equal to or less thanthe number o strikes rolled take 1 damage.

    FOLLOW THROUGHOnce each turn, thisfgure can make a brawl attack.

    FOLLOWING FIREOnce each turn, this fgurecan make a blast attack.

    HIT & RUNAdvance this fgure up to 3 spaces,even i it has advanced this turn.

    LIGHTNING ATTACKOnce each turn, thismonster can roll a second attack o the

    same type with dice in play against the sametarget monster.

    MULTI-SHOTChoose up to 2 other enemyunits in the blast attack range othis fgure.Those with a DEF equal to or less than thenumber o strikes rolled take 1 damage.

    OVERLOADI target monsters controller hasmore than 5 P-Dice, this monsters attac doessuper damage.

    POWER DRAINTarget monsters controllerloses 1 P-Die.

    POWER GORGEYou gain +1 P-Die.

    POWER STRIKETarget monsters controllerloses a number o P-Dice equal to the number osuper strikes you rolled in the attack.

    SYNCHRONIzED MOVEChoose 1 allied unit

    within 2 spaces o this gure and advance thatunit up to its SPD, even i it has already.

    WEAPON MASTERThis monsters attac doessuper damage.

    REAcTiONS

    BLAzING INFERNOIthis building is hit ordestroyed, replace it with a re hazard. Figuresmoving onto that hazard take 1 damage.

    POWER SINKI your opponent rolls 1 or moreP-Dice in an attac, gain +1 P-Die.

    RILEDIthis fgure is hit, gain +1 P-Die.

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    SKiLLS

    AMPLIFYI you power up, gain +1 P-Die or eachalliedunit with Ampliy holding a power zone.

    ANNIHILATEThis monsters attacs dosuper damage.

    ANTI-AIRIthis fgure participates in an attackagainst a gure with Flight , this gure gains+1 brawl and blast B-Dice.

    ARMOR PIERCINGTarget fgure is -1 DEF toblast attacks.

    BURROWThis fgure can move throughgures and treats all terrain as open terrain. It is

    immune to hazards while advancing.

    CARGOThis unit is cargo (see Transport).

    CLOAKThis fgure cannot be targeted by blastattacks rom 3 or more spaces away.

    COUNTERMEASURESEnemy fgures within2 spaces o this gure cannot use actions.Buildings within 2 spaces o this gure that aresecured by enemy units cannot use actions.

    DRAIN LIFEAdjacent monsters cannotrestore health.

    FLIGHTThis fgure can move through gures,

    treats all terrain as open terrain, and is immuneto hazards. It still suers collision eectsrom hazards and gures. A unit without Flightcannot make brawl attacks against it unless theattacker has an ability that allows it to do so.This gure cannot hold objective spaces anddoes not benet rom cover.

    FORCE FIELDThis unit gains +1 DEF against

    blast attacks.

    FUEL DEPOTI you are securing this building,allies gain +1 SPD.

    GANGI another gure rom the same AGN as

    this gure is adjacent to the target gure, thisfgure gains +1 brawl B-Die.

    GROUND CONTROLThis unit with Flightcan hold objective spaces.

    HALTEnemy units that begin theiradvancement adjacent to this gure canadvance only 1 space.

    HASTENThis unit gains +1 SPD.

    HIGH IMPACTIthis unit is the same FAC asyour monster, this unit gains +1 blast B-Die.

    HOVERThis fgure treats all terrain as open

    terrain.

    JAMEnemy fgures within 2 spaces o this

    gure cannot grant abilities.

    JUGGERNAUTI a space thismonster wouldmove into while rampaging is occupied by 1 ormore other monsters, this monster stops moving,and the other monsters suer 1 damage i theirDEF is equal to or less than the number o strikesrolled or the rampage. I this monster is in itshyper orm, this attack does super damage.

    JUMPThis fgure can move through gures,

    treats all terrain as open terrain, and isimmune to hazards on which it does not end

    its advancement. It still suers collision eectsrom hazards and gures. This unit cannot endits movement on impassible terrain. This unit canmake brawl attacks against a gure with Flight .

    LEADERSHIPGrunt fgures within 2 spacesand with the same name as this gure gain+1 brawl and blast B-Dice.

    LOGISTICSI 1 or more AGN gures within 2spaces o this gure participate in a combinedattac, the attack roll gains +1 B-Die.

    MARTIAL ARTISTTarget fgure is -1 DEF topower attacks.

    MOTIVATORAGN fgures that begin theiradvance adjacent to this gure gain +1 SPD.

    RADARThis fgures blast attack range gains+2 spaces.

    REACHThis gure can make brawl attacsagainst and participate in combined brawlattacks against target gures within 2 spacesand can attack gures that have Flight .

    SAFEGUARDI you are securing 1 or morebuildings when you power up, gain +1 P-Die.

    SPOTTEREnemy fgures within 2 spaces othis gure are -1 DEF to blast attacks made byAGN gures.

    SUPER SMASHThis monsters smash powerattacks do super damage.

    SUPER STOMPI this monster makes a stomp

    power attac, gain +1 P-Die or every buildingdestroyed and every enemy unit crushed.

    SUPER STRENGTHThis monsters throw andsmash power attacks move target monster up

    to +1 space.

    SUPER SWATWhen this fgure makes aswat power attack or uses the Fling trigger,

    the second target o the attack can be up to 7spaces away instead o 5.

    AGN: Agenda FAC: Faction DEF: Deense SPD: Speed A-Die: Action Die B-Die: Boost Die P-Die: Power Die

  • 7/30/2019 Monsterpocalypse Series 4 Ref Sheet

    18/18

    The spaces on the battle map represent

    various types o terrain. Some are more

    dicult or units to cross than others.

    Monsters can move over any terrain without

    restriction or penalty. The specic instances

    o each terrain type appear next to the shown

    icon in a maps legend.

    Open TerrainSpaces not designated otherwise

    are open terrain. Count these spaces once when

    Rough TerrainUnits count these spaces

    twice when advancing into them.

    Impassible TerrainUnits cannot enterthese spaces without an ability that lets

    them do so, such as Hover or Flight .

    CoverCover adds +1 to the units

    deense against blast attacks. A unit

    cannot gain more than +1 Deense rom

    NegativeZone

    Blue SpawnPoint

    NeutralSpawn Point

    Neutral SpawnPoint Activator

    TeleporterSpeedBoost

    AbilityZone

    PowerZone

    Red SpawnPoint

    Power Pool

    Monster Pool Unit Pool

    Dice Well

    I one o your fgures on

    the battle map has a

    red ability icon, then all

    adjacent agenda fgures in

    your orce have it too.

    I one o your fgures on thebattle map has a blue icon,

    then all agenda fgures in

    your orce have it too.

    I a building you are

    securing has a green icon,

    then all your allied units

    and monsters have it too.

    The building itsel never has

    the ability.

    Action Advantage Reaction Sill Brawl

    Trigger

    Blast

    Trigger

    Power

    Trigger

    ABiLiTiES

    Nature Occult Radioactive

    Biotech

    Mechanical

    Cosmic Elemental

    ENERGY TYPES

    DicE

    Action Die Boost Die Power Die

    AGENDAS

    Fiends Invaders

    Protectors Radicals Collaborators

    Destroyers

    SYMBOLS

    MAP FEATURES

    Blast

    Short Range

    Long Range

    Speed Deense PowerBrawl

    Health BoostEnergy Building InstallationHyperCost

    STATS

    Monster Reserves Unit Reserves

    TERRAiN