GKR: Heavy Hitters – Big Little Buddy
GKR: Heavy Hitters – Big Little Buddy Rulebook
Table of Contents
Table of Contents
Components
- 1x Big Little Buddy Figure
- 1x Big Little Buddy Unit Card
- 3x Big Little Buddy Weapon Cards
- 5x Big Little Buddy Sponsor Cards
Setup
To setup a game using Big Little Buddy, follow these steps:
- Place the Big Little Buddy figure in the center of the Battlefield.
- Place Big Little Buddy's Unit Card and Weapon Cards next to the Game Board.
- Shuffle the 5 Big Little Buddy Sponsor Cards into the Sponsor Card Draw Pile.
Activating Big Little Buddy
Players can activate Big Little Buddy on their turn in the Deploy Phase using an "Activate BLB" Sponsor Card. Only 1 of these cards may be played each Round. So once 1 player has activated Big Little Buddy, no other players can activate him that Round.
When activating Big Little Buddy, players should place 1 of their Holo-board Tags on top of the Big Little Buddy figure, to show they control him. They should also place Big Little Buddy's Unit Card and 3 Weapon Cards face up in front of them.
Players only ever control Big Little Buddy till the end of the Combat Phase, in the current Round. Therefore, he cannot Tag Buildings. At the end of each Combat Phase, he is removed from the Battlefield and will reappear in the center of the Battlefield during each Reset Phase.
Big Little Buddy Movement
Once all players have had the chance to move their Heavy Hitter, the player controlling Big Little Buddy can move and rotate him if they choose. Once Big Little Buddy has had the chance to move, players can then move their Support Units as normal.
- Does not use Energy to move. Refer to Big Little Buddy Unit Card for Movement Range.
- Can move freely through hexes occupied by the controlling Faction, but cannot finish their movement on an occupied hex.
- Cannot move through, or finish their move on a hex occupied by opposing Faction Units.
- Cannot move through, or finish their move on a hex occupied by a Building.
If Big Little Buddy is not controlled by anyone, all players can move through him freely, but cannot end movement on his hex. Heavy Hitters cannot displace him either.
Big Little Buddy Combat
When choosing Weapons, the controlling player may also choose 1 Big Little Buddy Weapon to fire. Big Little Buddy has 3 unique Weapons to choose from. None of them require Energy to fire. When selecting which Weapon to fire, the controlling player should place it face down into their firing line. They should also keep the other 2 Weapon Cards face down, so their opponents don't know which Weapon they will be firing from Big Little Buddy.
Target Number: To Hit 5+ (Target Number for Big Little Buddy)
BLB Armor Value: 5+
Big Little Buddy has the same Defence and Target to hit values as Heavy Hitters.
When declaring Weapons, the controlling player reveals their Big Little Buddy Weapon and sorts it by Weapon Speed into their firing line.
As with Heavy Hitters, Big Little Buddy has a 180 firing arc. Therefore, opposing players can attempt Flank Shots against him. Big Little Buddy can only hit targets within his firing arc and must have line of sight to hit.
Big Little Buddy's explosive attack, the Mine Mate, can be used to attack a chosen hex. This can be any hex, including 1 occupied by a Building. Therefore, Big Little Buddy can use this attack to deal Damage to units behind a Building.
Destroying Big Little Buddy
While under a player's control, Big Little Buddy is open to attacks. If a player manages to destroy Big Little Buddy, they may steal a random Sponsor Card from the controlling player (if they have any). Once destroyed, Big Little Buddy is removed from the Battlefield. But don't worry, a new BLB will appear at the end of the Reset Phase. If Big Little Buddy is not controlled by anyone, players cannot attack him.
Redeploying Big Little Buddy
At the end of each Combat Phase, Big Little Buddy should be removed from the Battlefield, if he wasn't already destroyed. The controlling player's Holo-board Tag should be returned to their supply.
At the end of the Reset Phase, place Big Little Buddy back into the center of the Battlefield. If there is another unit in that hex, it is immediately displaced. Whoever owns the displaced unit must move it into an empty adjacent hex. Big Little Buddy also returns to max HP. Remember to adjust this if he took any Damage in the previous Combat Phase.