Metamagic

Metamagic is a set of cards that players gain and use during the campaign. Each one represents a spell or effects that is above and beyond regular magic. Some cards may be cast before the game, others afterwards and still others during the game itself. There's a deck of 136 cards, and more will be added as I think of 'em.

The idea is to add something special to the campaign that's fun, easy to use and doesn't disrupt the flow of play. No cards should have the power to seriously change the game - they're generally one-use, one-turn or one die-roll affecting powers.

Acquiring Cards Players start the game with no cards and get one after every game. The winner of a game gets an extra one, and others might be rewards for scenario-specific objectives. Metamagic cards may be used during interm games, but you won't gain any.
Using Cards When a player wants to use a card, he shows it to everyone and gives it to the GM (if you lose the card, you're SOL). The effect is then resolved and the GM has the final say about what happens. Ask privately before the game if you're not sure. If it takes longer than 30 seconds or so to resolve the effect of the card, stop there and the card has no further effect. Yes, this includes arguing about it.


Sample Cards
  • Advantage of Cover: Play during the movement phase, on a model that is within cover. If that model does not move, increase the cover bonus by one.
  • Alfred E. Neuman: Play on a model when it must make a Fear test. It passes.
  • Apathy: Play on a model during the combat phase. That model gets one less attack (minimum 1).
  • The Arrow Knows the Way: Play on a model with a muscle-powered ranged attack (i.e. not a gun). That model may ignore all penalties to the shot (weather, cover, movement, range, etc.).
  • Broken Ground: Play during the movement phase on a model that is suffering from a terrain movement penalty. Double the penalty.
  • Burning Your Essence: Play on a spellcaster that has just failed a spell difficulty roll. The model may re-roll the casting attempt if it chooses to suffer a wound.
  • Burst of Speed: Play on a model during the movement phase. That model may run or Charge triple it's base movement.
  • Coordinated Fire: Play on two or more of your models in the Shooty Phase. All the models must be able to see each other and fire at the same target. The shooting models gain +1 To-Hit, and the target model may not Dodge.
  • Countercharge: Play on a model that moves to intercept a Charge. That model may intercept from it's full move distance, and counts as Charging the origional Charger (to see who strikes first).
  • Crushing Force: Play on a model during the Melee Phase. One of that model's attacks gains +2 Strength and may not be Parried, declaired before To-Hit dice are rolled.
  • Dangerous Misjudgement: Play during setup when another player invokes a skill such as Tactics, Hunch or Infiltration. You may move the models involved by up to 12", though not closer than 12" from enemy models.
  • Defensive Position: Play during the movement phase, on a model that is not currently in melee combat. If that model does not move, it gains +4 WS until it's next recovery phase.
  • Duel of Honor: Play when two Heroes (and no one else) are in melee combat. No other models may attack either Hero until their fight is over.
  • The Emperor's New Clothes: Play on a humanoid model at any time. Until that model's next recovery phase it has a 6+ invulnerable save and NO OTHER ARMOR.
  • Failing Strength: Play on any model at any time. Until it's next recovery phase, that model is at -1 Strength.
  • Favor of the Gods: Play on any model at any time. Until the model's next recovery phase it has a 4+ invulnerable save (in addition to any other armor save).
  • Favor of the Gods: Play on any model at any time. Until the model's next recovery phase it has +3 WS and +1 Attack.
  • Favor of the Gods: Play on any model at any time. Until the model's next recovery phase it has WS 2 and Strength 2. Not all Gods are nice...
  • Focus: Play when a spellcaster is about to cast. The spell difficulty lowers by one.
  • Indirect Fire: Play on a model with a muscle-powered ranged attack (i.e. not a gun). Determine line-of-sight from a point 3" above the model - it may shoot at a target it cannot actually see.
  • Inner Fire: Play on a Stunned model at any time. That model becomes Knocked Down (effects that prevent being Knocked Down don't work).
  • Kharmic Betrayal: Play on a spellcaster immediately after it succeeds in casting a spell. Roll to cast the spell again.
  • Know the Terrain: Play on a model during the movement phase. That model does not suffer any movement penalties due to terrain.
  • Martyr: Play on a Hero when it takes another Hero OOA. No extra experience is gained for taking a Hero OOA.
  • A Master of Tactics: Play before the game. When it is your turn to deploy, you may measure out a 12" square zone.
  • Mob Tactics: Play when you have two or more models Charging the same target. Your models gain +1 WS for every one beyond the first (+1 for two Chargers, +2 for three, etc).
  • Nemesis: Play on one of your Heroes during setup. Pick an enemy Hero that your Hero hates for this game
  • Ninja Assassin: Play on one of your Heroes before the game, give the model to the GM and pick an enemy warband. During one of the NPC Turns, the Hero will emerge from hiding and attack his target from surprise. On your next turn you have control of it again.
  • Oh My God! You Killed Kenny!: Play when a hero is taken OOA. For the rest of the game, the surviving Heroes from that warband Hate the warband that killed Kenny.
  • Oh, parryparryparry: Play on a model when it attempts a parry roll. It succeeds, even if the attacker rolled a "6" (use the picture from Murphy's Rules).
  • The Oni's Fury: Play on a demonic, magical or other monstrous creature. Until that creature suffers a would it has both Fear and Frenzy.
  • Passing of the Soul: Play after the game when one of your models dies. You may keep that model's equipment - you only lose the model itself.
  • Pickachu! I choose You! Play on your leader at the start of the movement phase. Your leader may not move, but you may move any other of your other models into base-to-base contact with your leader (the model does not count as having moved).
  • The Price of Caution: Play on a model that causes Fear. Until that model's next recovery phase, it is not immune to Fear.
  • Resist Magic: Play on a model that has just had a spell cast on it. Roll a d6 - on 3+ the effect is neutralized.
  • Retreat: Play during the movement phase on a model that is engaged in melee combat. That model may leave melee and move normally (even to Charge a different opponent).
  • Return of Courage: Play on a model that must make a Leadership test (but not a Rout check). The model has a Leadership of 11 for this one roll.
  • A Shadow Passes: Play on a model at the start of the Events phase. That model's Leadership is reduced by 1 for this turn.
  • Speed Trap: Play on a model during the movement phase. That model's base movement is cut in half, rounded up.
  • Spirit Weakness: Play on a model that just passed a psychology test. Re-roll.
  • Superior Offense: Play on a group of models that are in melee combat. All of your models within your leader's command radius get +1 WS during this turn.
  • Tall Grass: Play during the movement phase, on a model that has not moved. That model may Hide if it does not move.
  • Weather Control: Play this card to force the GM to re-roll the result of the weather change.
  • Your Wiles Will Fail: Play during setup when another player invokes a skill such as Tactics, Hunch or Infiltration. One of the models affected by the skill must be re-deployed within the origional 8" zone.