fbpx

Level-Up

Multi-Kills

The intensity of combat, enemies torn apart, adrenaline surging, and eyes widened in focus—this is the hero’s transition into a heightened state. Now stronger, faster, and fiercely determined to survive, the hero becomes an unstoppable force, even if only for a brief moment.

Killing multiple enemies with the hero unit within one turn grants bonuses, which can stack. Action point bonuses are only available for a particular turn and vanish afterward.

4 Kills: Super Kill (+10 Anger and 1 action point)
+ 4 Kills: Mega Kill (+20 Anger and 2 action points)
+ 4 Kills: Ultra Kill (+40 Anger and 2 action points)

Temper

When self-control harnessing adrenaline surges to their advantage, the combatant becomes a master of their inner soul. By controlling their temper and concentrating their anger to boil the blood in their veins, they unleash the ultimate wrath upon their enemies with devastating results.

When heroes directly eliminate an enemy, they gain anger, which increases their temper state. Anger is also collected when an enemy is killed indirectly by the hero, such as through explosions or environmental effects, regardless of distance. While the Rad and anger value of killed non-heroes is fixed, killing heroes will provide the amount of anger the killed hero possessed. As the hero accumulates anger, they transition through different temper states:

Calm (default state)
Provoked
Enraged
Wrathful
Each temper state unlocks unique bonuses, such as increased health or additional action points, and abilities that enhance the hero’s combat effectiveness. These bonuses and abilities are immediately available in the same turn they are earned.
However, using these abilities consumes anger, which may cause the hero to regress to a lower temper state and eventually calm down, losing the associated bonuses. Losing health bonuses can be particularly dangerous, and the hero can be killed if they do not have enough health remaining after regressing to a previous state. In this situation, only the simultaneous destruction of enemies and the generation of new anger can save the hero.

The amount of anger gained can be influenced by an Anger Multiplier, indicated on specific action cards. When a kill is achieved through an action card with a multiplier, the anger gained is increased accordingly.

Anger is tracked by collecting anger points on the character sheet. When the last temper state is reached, the player can’t collect more anger.

Abilities

The mastery of equipment enables unique abilities that pave the way for supreme strategies and skilled actions. Only a true master of these abilities can conquer their enemies and achieve victory.

Abilities in the game vary widely in their structure and effects. They can be performed using the default abilities of units, as well as through weapons or items. Weapons and items must be equipped to access their respective abilities, while default abilities inherent to units are constantly available without the need for selection or activation.

Most abilities are linked to the temper level. To activate these abilities, a unit must reach a certain level of temper, and using the ability will consume a portion of anger. Managing anger levels is crucial, as it not only dictates the availability of powerful abilities but also influences strategic decision-making.

Each unit has a limited skill set, so abilities need to be placed in the ability slot to be usable. The ability selection takes place during the crafting phase and cannot be altered during combat. This necessitates careful planning and strategy when preparing for battles, as the chosen abilities will significantly impact performance and tactics.

Effects

While adrenaline surges or steroid blasts can last for moments, injuries or burns cause prolonged discomfort. The will and patience to harness these fleeting boosts or endure struggles determine the true quality of a combatant.

Effects are the results of actions, such as activating an ability or triggering a trap, representing ongoing influences in the environment or on a unit. These effects can be permanent or have a specified duration. When an effect’s duration ends, it is returned to the appropriate deck.

Effect cards are placed on the affected unit’s card or, in the case of NPCs, directly beside them on the board. This placement ensures that the effects are clearly visible and can be easily managed during gameplay.

Quick Picks