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Cybermen Rules v2

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Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 2.5 License. General rules regarding Cybermen:-

View the old version of the Cybermen rules

Capture

When a character is captured, place the character on the successful Cyberman counter.

Cyberconversion

Cyberconversion Unit

The first player to lose every member of their group to cyberconversion when there is no Cyberleader, becomes the Cyberleader.

A converted human is worth 1 Victory Point to the current Cyberleader.

Partial Conversion summary card

Partial Conversions

If there is a glitch in the Cyberconversion process resulting in a Cyberman that retains their humanity:-

Conversion Glitch card

Destruction

A destroyed Cyberman, Cyberlieutenant or Cyberconversion Unit is worth 1 Victory Point A destroyed Cyberleader is worth 2 Victory Points

Cyberleader

Cyberleaders

Place the Cyberleader figure at the conversion chamber where the player's last surviving group member was converted.

Cyberleader summary card

Cyberlieutenant

Cyberlieutenant summary card

If a player has all their characters converted to Cybermen, and they are unable to take over the role of Cyberleader, they instead become a Cyberlieutenant.

Upgrades

Technology levels

Whenever a Geek character is cyberconverted, or the Cyberleader discards 3 item cards, or there are no more current Mark counters able to be placed in the reveal tile phase, the Cybermen gain knowledge of how to improve themselves and upgrade.

ModelSpeedWeaknessSpecial AbilitiesCyberleader Special Abilities
Mark I1SolventsEnergy Beam, Mind ControlN/A
Mark II2SolventsMind ControlMind Control
Mark III2GoldEnergy Beam, GunsEnergy Beam
Mark IV2GoldEnergy Beam, Guns, Mind ControlMind Control
Mark V3HackingEnergy Beam, GunsEnergy Beam

Special Abilities

During the Cyberman Special Abilities phase, any player may discard cards to have a Cyberman use its special ability.

Energy Beam

Energy Beam range

Any player within 4 squares of the front of this Cyberman that isn't out of line of sight (ie no hedge or building in the way) is hit with an energy beam.

Gun

Gun range

Any player within 8 squares of the front of this Cyberman that isn't out of line of sight (ie no hedge or building in the way) is shot with a cybergun.

Mind Control

Mind Control example

Any player within 3 squares of this Cyberman in any direction, whether in line of sight or not, is affected by Mind Control (unless there is a Singer in the group).

Models

Cyberman paper miniatures are from http://www.crowstuff.co.uk/ The Crow's Nest.