Anima Tactics: Hecatondies Zero Sigma

2011
BGG Average Rating
9.0
community average
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Players
2-2
Weight
N/A
Playtime
60 min
Age
12+

⚙️ Game Mechanics

How this game works - core systems and player actions

🏢 Publishers

📖 About This Game

Neutral Wissenschaft Mystic Warrior Leader - Lv. 80 At 7 | Dm 6 | Df 9 | Ar 4 | LP: 18 | Re 10 | Mo 12/16 | AP 3/5 Innate Abilities: Flight, Immunity (Poison) Technomagical Golem: Zero is a Gear and thus can't be assigned Advantage Cards o - Prehensile Tail (Ki, Attack) This attack causes no damage. If it hits the target suffers Paralyze Lv. 1 effect 15. Limit: Once per turn oo - Code-34: Execution (Ki, Attack) + 5 damage. This attack can only be used on a Paralyzed Character ooo - Code-11: Destroyer Dome (Magic, Ranged Attack) Distance 16". If this Attack hits its target, then all units within 2" of the target also suffer the attack. ooo - Force Shield (Ki, Attack) + 3 Attack. This attack causes Throw ooooo - Code-66 Terminus (Ki, Charge) + 3 Attack / +2 Damage Power Cells At the Start of the game put 3 "Energy" tokens on this card. Once per turn, as a reaction, you may spend 1 energy token from this card to have Zero gain 1 of the following bonuses until the end of the turn: Code -11: Destroyer Dome gets +2 Damage and will affect units within 4" of the target instead of 2". Code-34 Execution cost is reduced by 1 Action Point. Code-66: Terminus causes Throw and ignores the defender's armor.