BattleCON: Himel Nine
BattleCON: Himel Nine Rulebook
Table of Contents
Table of Contents
Character Card
Himel Nine, the Most Powerful of All Robots. The character face carries the name and subtitle only; it has no rules text.
Invincible Armor
The unique ability card, headed "Invincible Armor."
Himel has powerful armor which reduces incoming damage. In order to target his weak points, opponents must wait for Himel to move, or must maneuver behind him.
- Setup: You are Invincible.
Bases (SLO)
The card is headed "Bases" and has five rows. Each row shows four stat bands in the order blue, red, yellow, green, then its rules text. Where a row prints no rules text, none is transcribed.
Base Row 1
- Hit: Push or Pull 1.
- Stat bands (blue, red, yellow, green): 1; 2; 5; 0.
Base Row 2
- Before: Advance 1–2.
- Stat bands (blue, red, yellow, green): 1; 3; 4; 0.
Base Row 3
- No rules text printed.
- Stat bands (blue, red, yellow, green): 1; 4; 3; 5.
Base Row 4
- No rules text printed.
- Stat bands (blue, red, yellow, green): 1~4; 3; 2; 2.
Base Row 5
- Start: Retreat 1–2.
- Stat bands (blue, red, yellow, green): 2~3; 3; 1; 0.
Bases (PRO)
The card is headed "Bases" and has two rows, in the same band order.
Pro Base Row 1
- Start: Retreat 1–2.
- Stat bands (blue, red, yellow, green): 4~6; 4; 4; 0.
Pro Base Row 2
- Start: Advance or Retreat 1–3. If you moved past the Opponent, avoid attacks.
- Stat bands (blue, red, yellow, green): N/A; N/A; 3; 0.
Styles
The card is headed "Styles" and has five blocks, top to bottom. The card prints no names for them, so they are numbered in printed order. Each block shows its rules text and four stat bands in the order blue, red, yellow, green.
Style Block 1
- Start: Advance or Retreat 1.
- After: Gain Armor 3.
- Stat bands (blue, red, yellow, green): +0; +0; +0; +1.
Style Block 2
- Before: Advance 1.
- Stat bands (blue, red, yellow, green): +0; +2; +0; +1.
Style Block 3
- Start, Invincible, Optional: +2 Power and become Exposed.
- Hit: Push 3.
- After: Suffer damage equal to your Power if you were hit. Otherwise, suffer Chip 2.
- Stat bands (blue, red, yellow, green): +0; +1; +1; +1.
Style Block 4
- You cannot be Pushed or Pulled.
- You cannot avoid attacks.
- After: Regain 1 life and become Invincible.
- Stat bands (blue, red, yellow, green): +0; +0; -3; +1.
Style Block 5
- The Opponent cannot Advance past you.
- After: Advance 1.
- Stat bands (blue, red, yellow, green): +0~1; +0; +1; +1.
Finishers
The card is headed "Finishers" and has three blocks. The first block is a rule for using Finishers. The second and third blocks are finisher attacks. Their text and stats match the Take the Shot and I.K. 38 faces transcribed below, and the card does not name them. The card's footer reads "HIMEL NINE (SLUGGER / NOVICE)" and "PRO".
Finisher Rule Block
- Reveal: Spend Force equal to life to replace your attack with your Finisher.
- End: Regain a Force. You may switch your Finisher.
- Stat bands (blue, red, yellow, green): +0; +0; +0; +0.
Finisher Block 2
- Before, the Opponent did not move: Your Range becomes 1~6*.
- Stat bands (blue, red, yellow, green): N/A; 7; 0▲; 6.
Finisher Block 3
- Vulnerable (Opponents ignore your Armor and Guard).
- Stat bands (blue, red, yellow, green): 1~6; 38; 0▲; 0.
The Finishers face also repeats the Invincible Armor flavour paragraph, which is transcribed above.
Attack Cards
Each attack card is headed with its name and shows four labelled stat bands: Range (blue), Power (red), Priority (yellow) and Guard (green). The Sentinel face shows the label for each band.
Sentinel
- Range +0~1; Power +0; Priority +1; Guard +1.
- The Opponent cannot Advance past you.
- After: Advance 1.
Decompression
- Range +0; Power +0; Priority -3; Guard +1.
- You cannot be Pushed or Pulled.
- You cannot avoid attacks.
- After: Regain 1 life and become Invincible.
Insurmountable
- Range +0; Power +2; Priority +0; Guard +1.
- Before: Advance 1.
Danger
- Range +0; Power +0; Priority +0; Guard +1.
- Start: Advance or Retreat 1.
- After: Gain Armor 3.
Detonation
- Range +0; Power +1; Priority +1; Guard +1.
- Start, Invincible, Optional: +2 Power and become Exposed.
- Hit: Push 3.
- After: Suffer damage equal to your Power if you were hit. Otherwise, suffer Chip 2.
- The lower-right icon shows the number 2 (its meaning is not printed).
Take the Shot
- Range N/A; Power 7; Priority 0▲; Guard 6.
- Before, the Opponent did not move: Your Range becomes 1~6*.
- The lower-right icon shows an α (its meaning is not printed).
I.K. 38
- Range 1~6; Power 38; Priority 0▲; Guard 0.
- Vulnerable. The face prints only the keyword; the reminder text is printed on the Finishers face above.
- The lower-right icon shows a β (its meaning is not printed).
Cannonade
- Range 4~6; Power 4; Priority 4; Guard 0.
- Start: Retreat 1–2.
Form Cards
Form cards are headed with the form name and show the footer "HIMEL (FORM CARD)".
Invincible (Form Card)
- When you Advance or Retreat or the Opponent Advances past you, become Exposed.
- When you would take more than 1 damage, take 1 damage instead.
Exposed (Form Card)
- Ante: Spend 1 Life to become Invincible.