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Table of Contents

POST APOCALYPITC RULES MODS ............................................................................ 4


POST APOCALYPITC MISSILE WEAPON CHART ................................................. 4
POST APOCALYPITC SPECIAL WEAPONS CHART .............................................. 4
POST APOCALYPITC MELEE WEAPONS ............................................................... 5
Wandering Monsters....................................................................................................... 5
Skills ............................................................................................................................... 8
List of Skills........................................................................................................................ 8
Machines ........................................................................................................................... 12
MACHINES MISSILE WEAPON CHART ................................................................ 13
Machine Special Rules...................................................................................................... 13
Machine Damage Chart .................................................................................................... 13
Special Ammo Rules: ....................................................................................................... 14
TCR Ammo....................................................................................................................... 14
DS Shells........................................................................................................................... 14
EMP Grenade.................................................................................................................... 15
Campaign Rules ............................................................................................................ 15
Starting Forces .................................................................................................................. 15
Purchasing New or Replacement Models ......................................................................... 15
Force Maximums .............................................................................................................. 15
Casualties .......................................................................................................................... 16
Strongholds ....................................................................................................................... 16
Stronghold Component Chart ........................................................................................... 16
Upgrades ........................................................................................................................... 16
Creating a World............................................................................................................... 20
Campaign Turn Sequence
27
Moving on the Campaign Map ......................................................................................... 27
Choosing a Scenario ......................................................................................................... 28
Roll for Casualties............................................................................................................. 29
Taken Prisoner .................................................................................................................. 29
Voluntary Retirement........................................................................................................ 29
Advancement Threshold Modifiers .................................................................................. 31
Learning the Hard Way..................................................................................................... 32
Level Advancement .......................................................................................................... 33
Skill Advancement ........................................................................................................... 33
Statistic Maximums .......................................................................................................... 33
Generating Income............................................................................................................ 34
Trade Center Sites............................................................................................................. 35
Visiting Sites..................................................................................................................... 35
Site Random Events.......................................................................................................... 35
The Happy Place .......................................................................................................... 40
Little Willys Grub Pub
.............................................................................................. 40

The Factions...................................................................................................................... 45
Remnant Forces ............................................................................................................ 45
SWAT ........................................................................................................................... 47
The Iron Brethren.......................................................................................................... 50
Mi-go............................................................................................................................. 56
Elder Things.................................................................................................................. 59
The Hasturites ............................................................................................................... 61
The Dragonflies ............................................................................................................ 63
Cultists .......................................................................................................................... 63
Pyramid Corporation..................................................................................................... 65
Survivors Modern Day Heroes or Mercenaries for Hire ........................................... 68
Scenarios ........................................................................................................................... 70
Scenario Terms ............................................................................................................. 70
Setting up the Board...................................................................................................... 70
Types of Scenarios........................................................................................................ 72
Skirmish ........................................................................................................................ 72
Advance ........................................................................................................................ 73
Ambush ......................................................................................................................... 73
Patrol ............................................................................................................................. 74
Raid ............................................................................................................................... 75
Assault........................................................................................................................... 76
Rescue Mission ............................................................................................................. 77
Terror Attack................................................................................................................. 78
Free the Hostage ........................................................................................................... 79

POST APOCALYPITC RULES MODS


Post apocalyptic wasteland stories have been among our favourites since the
beginning of role-playing. Use the USX rulebook along with the following charts,
which can replace or supplement the chart 5.2 and 5.3 in the rulebook. Also some
special melee weapons and special items have been added to provide depth to a post
apocalyptic future.
POST APOCALYPITC MISSILE WEAPON CHART
Weapon
Damage
ROF Range
Assault Rifle
5
4
36
Pistol
3
1
12
Russian Assault Rifle
6
3
36
Chinese Pistol
3
2
12
Scoped .44 Magnum
5
1
15
Auto Pistol
4
3
24
Hunting Rifle
4
2
36
Shotgun
5/6
1
18
Combat Shotgun
5
3
18
Sniper Rifle
4
2
48
5mm Mini Gun
6
3
18
Laser Pistol
4
1
15
Laser Rifle
6
2
24
Plasma Pistol
3
1
15
Plasma Rifle
6
1
36

Special
*
*
Scope

Scope

APx1
!, APx2
@,#, APx2

Chart Symbols: ! = 2 Template,@ = 3 Template, # = Cumbersome, * = Autofire


POST APOCALYPITC SPECIAL WEAPONS CHART
Weapon
RAC Damage ROF
RANGE
SPECIAL
Plasma Gernade
B
4
1
8
@
Plasma Mine
A
5
1
0
@
Pulse Gernade
C
4
1
8
@, APx1 vs Robot
Pulse Mine
B
4
1
0
@, APx1 vs Robot
Fragmentation Mine
C
5
1
0
@
Fragmentation Grenade
C
4
1
8
@
Incendiary Grenade
B
5
1
8
@, See rules
Smoke Grenade
0
0
1
8
@, See rules
Tear Gas Grenade
C
4
1
8
!, See rules
Missile Launcher
A
5
1
36
@.#,APx2
Incinerator
A
4
1
8
Template, #
Mini-Nuker
A
6
1
12
6 Radius, APX3

POST APOCALYPITC MELEE WEAPONS


Weapon
Damage
Incinerator Sword
4
SPECIAL: On a successful Melee Hit roll a flame attack with the given RAC and
DMG
Chain Saw
4
SPECIAL: On a roll of 5, 6 severs appendage
Sawz-all Powerfist
5
SPECIAL: On a roll of 5, 6 severs appendage
If a special melee weapon is used, replace the models Damage with the Damage given for
that weapon.
Wandering Monsters
Wandering monsters are rolled for at the beginning of a scenario on the Wandering
Monsters Chart. If some are involved in the scenario then they are rolled for random
placement. They will be located in one of the pieces of terrain that is placed on the board
(see Setting up the Board). They will always charge when in charge distance from an
enemy, including each other. Wandering monsters will not charge anything of the same
race as themselves.
RA3614 Super Mutant
RAC MAC DC
DMG HITS MP
SPEED
D
C
C(APX1)
4
4
7
3
Special: Regenerate one Hit per turn on roll of 7+ on 2d6
COST: 1100pts

Weapons
Nail Board
Frag Grenadex1

RA4517 Tough Super Mutant


RAC MAC DC
DMG HITS MP
SPEED
D
C
B(APX1)
4
4
7
4
Special: Regenerate one Hit per turn on roll of 7+ on 2d6
COST: 1500pts

Weapons
Nail Board
Frag Grenadex1

RA2942 Rad Ghoul


RAC MAC DC
DMG HITS MP
SPEED
E
C
B
4
2
7
5
Special: Regenerate one Hit per turn on roll of 6+ on 2d6
COST: 1000pts
RA2942 Blazing Ghoul
RAC MAC DC
C
C
B

DMG HITS MP
4
4
7

SPEED
4

Weapons
Claws

Weapons
Light Blaze Ammox2

Special: Regenerate one Hit per turn on roll of 6+ on 2d6


Claws
Special Attack: Light Blaze effects 3 radius centered on the attacking model. Attacks
as ranged combat any models within the radius. Use RAC of attacking model with a
Damage of 6 and a ROF of 1.
COST: 1300pts
RA2942 Ursa Major
RAC MAC DC
DMG HITS MP
SPEED
E
B
C
5
4
7
4
Special: Regenerate one Hit per turn on roll of 5+ on 2d6
COST: 1100pts

Weapons
Claws and Teeth

Rabid Dogs
RAC MAC DC
E
D
D
COST: 400pts

DMG HITS MP
3
2
7

SPEED
4

Weapons
Teeth

Wild Boar
RAC MAC DC
E
C
D
COST: 500pts

DMG HITS MP
3
3
7

SPEED
4

Weapons
Teeth

The Wandering Monsters Threshold must be rolled before every scenario that occurs in
that Block to determine wandering monsters. Roll 1d6 and a result of the Threshold
number or higher results in a roll on the Wandering Monsters Chart for that scenario.
Players take turns controlling wandering monsters. Both players roll 1d6 and this is the
number of wandering monsters you can move at the end of the turn. Alternate moving
monsters. Alternately you can have another player run the wandering monsters.
Wandering Monster Threshold Numbers
Block Type
Commercial Block
Industrial Block
Residential Block
Urban Jungle Block
Technology Block

Threshold Number
Threshold: 5+
Threshold: 4+
Threshold: 6+
Threshold: 3+
Threshold: 5+

Wandering Monster Chart Roll 2d6


Die Roll
3
4
5
6
7
8

Result
8 X Rad Ghoul, 2 Blazing Ghoul
4 X Super Mutants
1 x ASD Mk1, 3 x CSD Mk1
4 X Super Mutants, Tough Super Mutant
3 X Rabid Dogs
Ursa Major

9
10
11
12
13
14
15
16
17
18

3 X Rabid Dogs
2 X Wild Boars
6 X Rad Ghouls
1 X CSD Mk 1, 1 X CSD Mk2
2 X ASD MkII Minigun, ASD MkII Missile
2 X Wild Boars, Ursa Major
3 X Rad Ghoul, Blazing Ghoul
3 X Rabid Dogs, 2 X Wild Boars, 1 X Rad Ghoul
4 X Super Mutants, 2 Tough Super Mutants
1 X ASD Mk1, 4 X CSD Mk1, 1 X CSD Mk2

Skills
To perform a skill a player will declare his models intent to use a skill and the desired
result. Some use of skills will be scenario specific, other times it may be at the players
discretion. Use of skills may require an action and therefore could take the movement
phase of the models turn, the missile fire phase of the models turn or both. Some skills
may be inherent and are always in use and some may be as part of another phase. The
player must roll 2d6 and the result must be above the number stated as the skill level on
the Identification Card. This is called a Skill Check. Therefore, a lower score in a skill is
better. Skills can have a value of 3 through 10.
Example: RA2820 Burt Jackson has the skill Truck Driver 5. This will help him when
driving transport trailer rigs. He is rounding a corner at a speed of 20 inches. This would
usually call for a morale test to pass the skill. However, Burt may use his Truck Driving
skill (which is better than his morale) to make the test. He rolls 2d6 for a 5 or better. He
rolls a 7 and makes the skill check and continues with his movement.
If there is a choice as to which stat to use then the owning player may choose the best
chance for success, as in the example above.
The skills and their affect on the game are listed below:
Some skills are automatic and do not require a test. If so these will be noted in the
description.
If there is a choice as to which stat to use then the owning player may choose the best
chance for success, as in the example above.
The skills and their affect on the game are listed below:
List of Skills
Dexterity Skills
Duck The model knows the fine art of ducking out of harms way. Each time the model
is wounded roll a Skill Check and if successful the model is not wounded. A model may
only duck one wound/HIT per successful attack in this way.
Duck and Roll On a successful Skill Check the model is able to duck into cover. This
skill may only be used against a new attack from one opponent per turn. Treat the cover
gained as light cover.
Go to Ground If a model with this skill is shot at while in cover then that cover may
become hard cover. A successful skill check must be made to improve cover benefits in
this manner.
Leap The model is able to perform leaps of amazing distances. On a successful Skill
Check the model may move over obstacles (i.e. through windows, over desks) without
cost or add one inch of movement in rough terrain.
Quickness On a successful Skill Check the model gains initiative and may move
before any other models regardless of speed. This does not affect the initiative of other
models, which takes place normally.

Marksmanship Skills
Dual Attack A model with this skill may fire two weapons at the same time. A
successful Skill Check would allow the model to fire the second weapon at a different
target within a separate LOF if desired.
Heavy Weapons Specialist The model is a specialist at using heavy weapons and gets
a +1 modifier on the models hit roll when firing. Normally a model needs to roll a 4, 5, or
6 to hit a target point with a heavy weapon. With a successful Skill Check the model
would now need a 3, 4, 5, or 6 to hit his declared target point.
Luck On a successful Skill Check the model may make a roll again or make another
model re-roll their attack.
Trained Eye The model knows the weaknesses of its target and thus improves its
ability to do damage. If the model remains stationary during its Action Phase, it may raise
its Ranged Attack Class by one level. This skill requires a successful Skill Check.
Rapid Fire On a successful Skill Check the model may add one die to his attack dice.
This extra Damage die is only useable on the first roll of an extended ROF. Example: if
firing an MP 5 the normal Damage dice to attack is four. With a successful skill check in
Rapid Fire the model may now roll five dice. However, if firing burst fire the model
would only get its normal three dice, then two.
Melee Skills
Florentine A model with this skill has learned how to use two weapons during melee,
but may only do so if not equipped with a missile fire weapon. While using two weapons,
the model may make two attacks during a melee round as indicated on their Identification
Card. See note under Damage as 3 x 2 attacks. This model would get 2 melee attacks of
three dice each. Each attack would be at the models MAC. The model always gets one
attack and must make a successful Skill Check to get the second attack.
Parry A successful Skill Check on this skill allows a model to stop the attack from one
enemy model in one round of melee. A new check may be made each round of melee.
Lightening Reflexes On a successful Skill Check the model may attack first in melee
regardless of initiative or other factors. This check may be made each round of melee.
Martial Artist - The model has honed its fighting abilities through training and
preparation. It is capable of taking on several opponents at once. When a model with this
skill is attacked in the flank or rear it does not drop a level in defense if it passes a Skill
Check. The model does not make a Morale Test for being attacked on the flank or rear.
Disengage On a successful roll the model is able to withdraw from melee without being
hit by its opponent.

Strength Skills
Good Arm The model is able to throw objects farther than the average person. A
model with this skill may throw a grenade 12 instead of 8which it normally would.
High Pain Threshold A model with this skill may continue to fight after receiving
enough damage to reduce it to zero Hits. After the model has been reduced to zero Hits,
on a successful Skill Check roll 1d6. The number rolled is the number of turns the model
may continue to fight in the game before being removed as causality. The model is
removed after it performs its last Action Phase in the last turn on the board.
Pig man A successful Skill Check with this skill allows a model to move and fire with
Heavy Weapons.
Aptitude Skills
Computer Hacker A successful Skill Check and an action phase spent at a computer
terminal will allow this model to download files, hack security or otherwise use a
computer to get what he wants. One successful Skill Check and action is required per
item of information or programming sequence. Some of these requirements may be
scenario specific.
Demolitions Use of this skill allows a model to rig up a bomb. The bombs Attack class
and Damage must be determined before the game and the models skill level determines
what he is able to concoct. He must then bring the bomb into the game and spend an
Action Phase and a successful Skill Check to place the bomb. He may determine the fuse
length in number of turns at that point. See the chart below:
Skill Level
9 - 10
78
56
34

Attack Class
D
C
B
B APX2

Damage
3
4
4
4

Driving The model has skill at driving cars and may use this number for his Loss of
Control tests rather than his morale number.
Mythos Hound These individuals have seen and interacted with the Mythos creatures
that would scare others. Thus they are hardened to this aspect of the Horror and do not
need to check morale when seeing a monster that would normally cause a Horror
Check.
Security Specialist A model with this skill knows how to overcome security systems
and bypass controls. A successful Skill Check will allow him to crack security codes and
move through areas undetected.
Safe Cracker A model may use this skill to rob banks by opening safes. A successful
Skill Check must be made and 1d6 turns to open a safe.

Truck Driver The model has the ability to drive transport trailer combos. Use this
when making Loss of Control checks for driving a truck.
Post Apocalyptic Skills List:
Sneak: The model is able to move silently and make use of cover to avoid detection. On
a successful skill check the model may not be fired at until spotted. If the model moves it
must make a skill check for each 3 moved. The model cannot move faster than walk
speed.
Energy Weapons Specialist: The model has spent hours training with energy powered
weapons. On a successful check the RAC of the model is raised one level for one turn
only.
Medic: Move the model with the Medic Skill to a fallen comrade and make a skill check
roll. On a passed roll the Medic stabilizes the fallen model. This model does not have to
check on the Wound Chart in the aftermath sequence.
Scavenger: When the model checks a loot marker it can reroll any result. The player
must accept the second roll if it decides to reroll any loot marker check.
Research: The model is uniquely gifted in constructing items. Often this is a matter of
re-engineering an item and determining how it is built. A model must have the Research
skill in order to operate a Laboratory. A successful skill check allows the model to reduce
the Threshold number of a researched item by an additional -1.

Special Items:
Any character that is equipped with the item may use that Special Item. It is not an action
to use one of these items. A model may declare that they are using the item any time that
it is needed in the turn. However, they may only declare that they are using one item per
turn.
Special items may be assigned to models before a game or alternately they may be
scavenged during the game in buildings or specified locations during a game. Put a
marker down so that all players know that the location provides special items and note
what may be scavenged at each location.
Players must assign to each model what is being carried. Special Items do not affect
encumbrance. Use of Toughout, Def-X or Crazyhorse subjects a model to addiction rules
(See Addictions).
Medkit: A specially built medical syringe that medically repairs damaged tissue. The
model may use a Medkit to heal one Hit.
Toughout: The model has enhanced physical stature through a steroid like drug that
increases reflexes and strength. Roll 1d6. For the rolled number of turns the model gets
+1 Hits and +1 added to its Damage. When the drug wears off the model must remain
stationary for one turn to recover from drug induced dizziness.

Def-X: A drug that increases Defense Class. Roll 1d6. For the number of turns rolled the
models Defense Class is raised by one. At the end of the number of turns rolled the model
automatically takes one Hit.
Crazyhorse: A drug that provides adrenaline in a super dosage. Roll 1d6. For the number
of turns rolled the models speed is increased by one point.

Rise of the Machines


The machines rose out of mans desire for technological perfection. They are an AI that
evolved into self thought and caused the end of mankinds stable existence. They now
own most of the production and manufacturing capabilities of the planet. It was there
attack on humanity from within that created the post apocalyptic environment of the
future. It was there attack on humanity that caused the destruction of man.
After over one hundred years of dominating the planet surface they suddenly left the
planet in large spaceships. There have not been any recorded meetings with the machines
for the last twenty years or more. However, much of their technology still exists today.
Mankind has once again began to grow and flourish in the aftermath of there leaving. A
race once almost extinct now comes back to life.
This destruction of mankind has also led to space being made for the other races that once
inhabited the planet. They too are awakening to a new order on the planet surface. Deep
Ones, Mi go and Elder Things have suddenly found new space in the ruins of
mankinds folly.

Special Machine Campaign Rules


The machines that are reemerging are just a shadow of the former Machine empire that
ruled the planet. Small pockets have emerged waking up some from kind of hibernation
that they cannot even explain.
The Machines cannot take part in the Trade Center. They must produce all items which
they wish to make. There Stronghold is considered a manufacturing plant of some type,
run completely by Machines. They still create an income but have access to anything they
want to manufacture from the Items Cost charts. They also manufacture everything for
25% off the prices listed.
However, the machines may not ally with any human faction.
Machines
Stats
CSD Mk1
RAC MAC DC
C
D
DXAP1

DMG HITS MP
1
3
7

SPEED
4

Weapons
11mm Rotary Cannon
Ammo x3

DMG HITS MP

SPEED

Weapons

COST:1095pts
CSD Mk2
RAC MAC DC

DXAP2

2 x Auto Cannon
Ammo x3

3 x Mini Missile - 1 x AP, 1 x HEAP, 1 x HE


COST 1980pts
ASD Mk1
RAC MAC DC
DMG HITS MP
SPEED
Weapons
D
D
DXAP1
1
2
7
3
+1 to Hit in Firing Arc
Notes: All machines get a +1 to Hit number on any targets that are within the firing arc of
the ASD Mk1.
COST 800pts
ASD MkII Minigun
RAC MAC DC
D
D
DXAP1
COST 785pts
ASD MkII Missile Drone
RAC MAC DC
D
D
DXAP1
2 x AP, 2 x HEAP, 2 x HE
COST 940pts

DMG HITS MP
1
2
7

SPEED
3

DMG HITS MP
1
2
7

SPEED
3

Weapons
11mm Rotary Ammox3

Weapons
6 x Mini Missile

MACHINES MISSILE WEAPON CHART


Weapon
Damage
ROF Range
11mm Rotary Assault Canon
4
3
24
Auto Canon
6
4
56

Special
*, Suppression

Machine Special Rules


Machines may move and fire at no penalty. They may choose type of fire. Type of
missile must be declared before dice are rolled. Missiles hit as per special weapons 4,5, or
6 otherwise roll deviation.
All machines have a Defense Class with an AP and therefore fall under the AP rules.
Mini-missiles
AP Missile
HE Missile
HEAP Missile

RAC ROF
B
1
C
1
C
1

RANGE
56
56
56

Special
1 template, 3D6 all targets, APX3
3 template, 5d6 all targets
2 template, 4d6 all targets, APX2

Machine Damage Chart


When a Machine receives a Hit roll on the following chart
Die Roll
Result
1
- 1 movement
2
-1 to hit rolls

3
4
5
6

Morale Check at -1
Roll again, 1 3 Turret Jam,
4 6 Gun Jam
Sensors hit, Check at 6+ see target
Roll Again, 1 3 Ammo Hit machine explodes,
4 6 Engine Hit, no more movement allowed

Machine Item Costs Chart


11mm Rotary Assault Canon
Auto Canon
Repairs
AP Missile
HE Missile
HEAP Missile

Cost
120 Points
350 Points
100 Points

Ammo Cost
20 Points
30 Points
90 Points
50 Points
70 Points

Special Ammo Rules:


In order to combat the machines the remainder of the human race has developed special
ammunition that is modified to fit their existing guns. Production of this ammunition is
limited due to the capabilities of the remaining humans. Factories as such do not exist
however, people who can produce these types of ammunition through expertise that has
been transferred through generations usually can make a very good living for themselves.
The human economy thus has devolved to the artisan type of society that existed prior to
the industrial revolution.
TCR Ammo
Tungsten Core Rounds - These are specially fabricated rounds only available to military
units and not available to the general public. They are uncommon and hard to find, and
mostly available to Military units. However, with the rise of the Machines they have
come into high demand as the Resistance Forces quickly realized that a higher velocity
ammunition was required to penetrate the Machines plexi armour. Stores of this
ammunition have become a sought after commodity as the war continues to grow.
Rules: TCR have an APX1 value (see Armour and Armour Peircing Page 11 USX
Main Rules) when firing. Keep track of Ammo usage as per ammunition rules page 20
USX Main rule book.
DS Shells
Discarding Sabot Shells are used in shotguns. They essentially produce a high velocity
slug that is specially designed for piercing armor. Originally it was a Military round and
therefore only available to Military Units. Again, the Resistance Forces quickly realized
the value of these shells and they are sought after by the humans.
Rules: DS Shells have an APX1 (see Armour and Armour Peircing Page 11 USX Main
Rules) value when firing and role 5d6 to determine hits. See Manstopper Rounds Page 21
USX Main Rules. Keep track of ammo, once used they are gone.

EMP Grenade
An Electro Magnetic Pulse Grenade that emits a high frequency pulse when triggered that
severely affects computerized equipment. It was very successful against the machines
when first used, however they have since hardened their armour, using rubberized
sheathing to deaden the impact of the Grenades. They are still an effective weapon
against the machines however. The EMP grenade is difficult to produce and not made in
great quantities. The skill has been passed among the Resistance Fighters but still the
grenades are in small supply.
Rules: Use the regular grenade rules in the USX main rule book. Grenades hit their target
on a role of 4, 5, or 6. Target must be declared before rolling. If the die roll misses roll
deviation. If the grenade hits a machine target it rolls 4d6 with a B attack against each
target in the burst radius. EMP grenades use a 2 template. Center the template on the
target location. If humans are hit with an EMP grenade the attack level is D with 2D6.
Campaign Rules
The following section describes the procedure for running post apocalyptic campaign
games using Modern Day Heroes rules. A campaign may be played with any number of
players, although you must have at least two. No referee is necessary, although one can
be added to the campaign.
In the campaign game players run a force of post apocalyptic scavengers in the ravaged
world of the future. After each scenario, the participating players record experience for
their forces, determine if wounded models survive and purchase new equipment on the
way to dominating the region.
Starting Forces
The first step the players must do is purchase their starting forces and choose their
affiliation. Players may choose to pay forces from the Machines, the Remnant Forces, the
Raiders, Police forces, Army Irregulars, or the Iron Brethern. Also, any of the elder races
may be chosen as a starting force.
Once you have chosen your affiliation you must purchase your starting Company. You
have a total of 10000 points available with which to purchase your Company. You may
choose only from the army lists stated in the description of your chosen affiliation.
Purchasing New or Replacement Models
You may purchase new or replacement models from the Army List of your chosen
faction between scenarios by spending the appropriate amount from your income.
Force Maximums
In the course of a campaign your force may not exceed 32000 points.

Casualties
In the campaign game whenever a model is removed as a casualty there is a chance that it
survives or gains a wound that may affect its performance in future scenarios. For this
reason it is important to keep track o how the model is taken out of the game as a
casualty. The four categories for casualties are: Standard Missile Fire, Heavy Weapons
Missile Fire, Melee and Magic. Magic is optional for the use of these campaign rules. For
models with multiple hits only the fatal hit, ie that hit which actually kills the model, is
recorded. After each scenario any casualties must roll on the wound chart that
corresponds to the type of wound they received.
Strongholds
A stronghold consists of a companys headquarters, supplies, living quarters and anything
for life in the wastelands.
Each player receives a Stronghold at no cost at the start of the game. You may purchase
upgrades for your Stronghold and/or mine if you have leftover money at the start of the
campaign. You may also buy upgrades after each or any scenario. Beginning Strongholds
come with the components listed on the following chart.
Stronghold Component Chart
Component
Size
Armory Fire Door
5 x 5
Barracks Wooden Door
5 x 2
General Stores Wooden Door
3 x 3
Mess Hall Wooden Door
5 x 5
Cell Safe Door
2 x 5
It is important that the owning player carefully maps out their Stronghold, because other
players may very well attack if they can.
Stronghold Upgrades
If you wish, you may purchase upgrades for your Stronghold and other claims during the
game from the upgrades listed below. Each lists the size, cost, and benefit of the upgrade.
The size indicates the amount of space the upgrade requires in your Stronghold.
The cost determines how much gold is needed to purchase the upgrade.
The benefits describe the upgrades effect on the game and any rules pertaining to
the upgrade.
Note: Strongholds may never be combined. Once the Stronghold is mapped out the
upgrades stand as is and may not be modified. Be careful to plan for future expansion.
Upgrades
Vault
Size: 4 x 4
Cost: 300 Points
The General Stores room in your Stronghold may be upgraded into a vault. You may
store any items you have in a vault. All items are considered stored in the vault unless
otherwise noted. In the event of a raid the attackers must break into the vault to win the

scenario. A vault has a safe door and is locked at all times. In order to raid the contents of
the vault the attackers must successfully break the door down or use Demolitions to enter
the room.
Garage
Size: 3 x 3
Cost: 200 Points
A garage houses all transport or vehicles that the company may purchase. You may not
purchase vehicles until you have a garage at one of your Strongholds.
Slave Pen
Size: 4 x 4
Cost: 400 Points
A slave pen houses captives that may be later sold on the black market as slaves. The
slave pen has a fire door. It also allows you to buy slaves at the Black Market to scavenge
for the gang. Each two slaves you have acts like one combatant on the Generating Income
Chart.
Rifle Range
Size: 3 x 3
Cost: 250 Points
A Rifle Range is an area where soldiers may take target practice in order to improve RAC
skill. A Rifle Range adds +1 to any soldiers Threshold roll if they take advantage of
practice on the range between scenarios.
Judo Mats
Size: 2 x 2
Cost: 250 Points
Judo Mats provide an area for soldiers to practice their melee and martial arts skills. Judo
Mats add +1 to any soldiers Threshold roll if they take advantage of practice on the range
between scenarios.
Fortifications
Cost: 100/1 of wall
Fortifications upgrade existing wall to be resistant to enemy fire. Any wall that has been
fortified becomes APx1 with the usual DC of C against demolitions.
Outpost
Size: 6 x 6
Cost: 600 Points
A small built up area usually stocked with some provisions and used to as a base of
operations to scavenge income from a map area. These outposts may be added to as any
Stronghold.
Pit Traps
Size: 1 square
Cost: 150 Points
You may purchase pit traps for your Stronghold. Each trap occupies 1 square and must be
recorded on your map. Any model that moves into a square that contains a pit trap may
activate the trap. Roll 1D6 to determine the outcome. On a roll of 1, 2, or 3 the trap is not
activated but is spotted. Place a trap counter on the board and the model may continue to
move. On a roll of 4, 5, or 6 the model springs the trap and falls into the pit.

Models affected by pit traps receive a D attack with 3 Damage. Models that survive the
trap must spend 4 of movement climbing out of the pit. There is no limit to the number
of pit traps you may purchase for a Stronghold but keep in mind that your own models
can trip them, as well as the enemy. Models in a pit trap are considered to be in cover.
Tactical Headquarters
Size: 7 x 7 Cross shaped room Each wing is 3 x 2
Cost: 350 Points
The Tactical Headquarters allows your leader to hold a strategy meeting before any
battles or missions. If your leader does not visit the city during the post scenario phase
you may hold a battle conference. Add +1 to your initiative roll during the next scenario.
Subtract one from the Morale Point of any friendly model within the tactical headquarters
during a scenario.
Gates
Size: Replaces any door
Cost: 200 Points
Gates may be purchased to replace any doors in a stronghold. The location of the gate
must be clearly marked on your Stronghold map. Gates are subject to the following rules:
All gates have an A Defense Class and 6 Hits
Gates have locks and so may only be opened by the controlling player, the only
way for the opposing player to open a gate is to attack and destroy it.
Gates do no block line of fire and may be fired through
Any models being shot at through a gate receive cover benefits
Models on opposite sides of a gate may not be engaged or engage in melee
Laboratory
Size: 3 x 3
Cost: 600 Points
A laboratory allows one of your models to research. Research is completed by declaring
what item you wish to research. A model must have the Research skill in order to work in
a laboratory. Each turn of Research completed results in a 1d6 roll by the model that is
completing the Research. The Threshold number of the research starts at 6. To be
successful the 1d6 roll must be higher than the Threshold number required. It is modified
down one for each turn of Research completed. On turn two of Research a 5 or 6 is
needed, on turn three of Research a 4, 5, or 6 is needed to complete the Research. If the
Model who is completing the Research makes a successful Research Skill Check then an
additional modification of -1 may be added to the Threshold number required.
Once Research has been successfully completed the owning player may now create the
item that was researched in their Stronghold. You must assign a model to produce items.
Each model assigned can only produce 1d6 of the item desired. Slaves may not be used to
manufacture items. Cost of the item is 50% of the cost on the Bazaar or armory chart.
Mini Nukes, Plasma and Laser weapons and ammo may never be Researched or
produced.
Torture Chamber
Size: 3 x 3
Cost: 350 Points
A torture chamber allows you to interrogate prisoners and reveal vital information on
your foe. Whenever you capture another model you may elect to torture the model.

Whenever a prisoner is tortured roll 1D6. On a roll of 1, 2, or 3 the model cracks under
extreme duress and pain. In this case the model must immediately roll on the Heavy
Weapons Wound Chart. If the model dies you do not gain any information (poor soul, he
just couldnt take the strain). If the model does not roll a fatal wound, the owning player
must reveal the location of one of his Strongholds to you. Next scenario you may
automatically choose the Assault Scenario, and attempt to take the Stronghold for
yourself. If a 4, 5, or 6 is rolled for the model it takes the pain and does not crack. In this
case you gain no information and may not interrogate the model further, electricity, I
like electricity, what else have you got?

Creating a World
Once you have mapped your Stronghold and purchased your starting forces you are ready
to begin. You must now create the World of the Apocalypse that your local campaign
takes place in. Use the blank maps provided and roll initiative to determine an order to
choose bases. This will also be your order of movement for the first turn. All factions
may move and patrol one map area per turn. When a new area is moved into by any
faction in a turn a die roll is made to determine what kind of area has been found. This is
performed in front of all players and the information is recorded on the Campaign Map
for all to see.
A "site" refers to a game location where a resource or game bonus is located. Sites can be
controlled by players, abandoned and or open depending on the progress of the campaign.
Player controlled sites should therefore be marked on the campaign map. Resources and
bonuses are used by players both during battles and in pre or post battle preparation.
Each area on the map is considered a very wide space. It may be over 10 city blocks
wide. Therefore terrain is randomly generated anytime a scenario takes place in an area.
Players must map all their Strongholds. Random terrain generation is always used when
fighting a scenario.
Campaign map areas usually have one overall site type but also may have other
interesting features as determined by the random Campaign Map Area Generation Charts.
Roll 2d6 of different colours to determine the type of block you have located. The
following chart gives a description for each site square. If a Special is rolled then
determine the special block item by rolling on the Special Sites Chart. The chart also tells
if a subway entrance exists in that block. This means that several subway entrances exist
on this block and may appear on scenario maps. The Wandering Monsters Threshold
must be rolled before every scenario that occurs in that Block to determine wandering
monsters.
Players must also roll the Site type that their Stronghold is located in. This will determine
their stating income as well. There will be no Wandering Monsters or Subways in a
Stronghold Block.

Die Roll
11
12
13
14
15
16
21
22
23
24
25
26
31
32
33
34
35
36
41
42
43
44
45
46
51
52
53
54
55
56
61
62
63
64
65
66

Campaign Map Area Generation Chart


Result
Commercial Block - Special - Subway
Commercial Block - No sites of interest
Commercial Block - Drug store - Subway
Commercial Block - Super market - Subway
Commercial Block - DIY Depot - Duct Tape
Commercial Block - Shopping Mall - Subway
Industrial Block - No sites of interest
Industrial Block - Scrap Yard
Industrial Block - Factory Subway
Industrial Block - Power Station - Subway
Industrial Block - DIY Depot - Duct Tape
Industrial Block - Special
Residential Block - Special
Residential Block - No sites of interest - Subway
Residential Block - Wasteland
Residential Block Convenience Store - Subway
Residential Block - Apartment Complex
Residential Block - Apartment Complex - Subway
Urban Jungle Block - No sites of interest
Urban Jungle Block - Wasteland
Urban Jungle Block - Apocalypse Site
Urban Jungle Block Parkland - Subway
Urban Jungle Block - Apartment Complex
Urban Jungle Block - Special
Technology Block No sites of interest
Technology Block Wasteland - Subway
Technology Block - Educational Site - Subway
Technology Block - Hospital
Technology Block - Apocalypse Site
Technology Block - Special Subway
Urban Jungle Block Wasteland - Subway
Industrial Block Train Yard
Residential Block - Apartment Complex - Subway
Technology Block Hospital - Subway
Industrial Block - Factory Subway
Commercial Block - Shopping Mall Subway

Income Generated
300 Points + Special
300 Points / Turn
400 Points / Turn
400 Points / Turn
450 Points / Turn
500 Points / Turn
400 Points / Turn
500 Points / Turn
600 Points / Turn
550 Points / Turn
450 Points / Turn
400 Points + Special
200 Points + Special
200 Points / Turn
150 Points / Turn
250 Points / Turn
200 Points / Turn
150 Points / Turn
200 Points / Turn
100 Points / Turn
100 Points / Turn
150 Points / Turn
150 Points / Turn
100 Points + Special
250 Points / Turn
150 Points / Turn
250 Points / Turn
300 Points / Turn
250 Points / Turn
200 Points + Special
100 Points / Turn
400 Points / Turn
250 Points / Turn
300 Points / Turn
500 Points / Turn
600 Points / Turn

Special Block Chart


Die Roll
Result
1
Army Base
2
Educational Site
3
Apocalypse Site
4
Jail/Police Station
5
Theater
6
Hospital
7
Fire Station
8
Train Yard

Apartment Complex Apartment complexs may be used as a source of workers for a


gang. If a recruiting mission is sent to an apartment complex during a campaign turn the
player may roll 1d6. This is the number of additional workers that the gang presses into
service.
Educational Site Research A gang may establish a lab here once an outpost has been
created in the site. The cost of the lab is free and they may begin researching technologies
to produce.
Apocalypse Site An Apocalypse Site is the location of a group of one of the
Apocalypse races. Roll 1d6 1 2 Rad Ghouls
3 4 Super Mutants
5 6 Machines
An Apocalypse Site will provide 1d6 wandering monsters in any area adjacent to it in any
scenarios that occur. It will also provide 1d6 + 3 wandering monsters in the area that the
site is located.
Clearing an Apocalypse Site A player may declare that he is clearing an apocalypse
site. He must use all his models for one turn and that is considered his campaign move.
He then rolls 1d6.
Apocalypse Clearing Table
Roll Result
1
Roll one model random Melee wound, site not cleared
2
Site not cleared
3
Roll one model random Melee wound, site cleared
4
Roll one model random Missile Fire wound, site cleared
5
Site Cleared
6
Site Cleared +100 Points Scavenge
Advancement Thresholds are all advanced one for models that took part in the clearing
attempt.
Army base Has a total income of 1000 Points. Once this income is gone the base is
tapped out. Once a player has an Outpost built in the Block that the base is located in then
his gang may scavenge in this Site. The player must declare a number of models that are

scavenging in the site. These must be gang models and not slaves or apartment labour.
Each model scavenging in the site creates 100 Points of income. Only the scenario
winning player of the site may scavenge in the site each turn. Once 1000 Points of
scavenge total by all players has been reached then the site is tapped out and only the
initial Block Income may be used for this block.
Example: Freds gang has one the scenario in the Army Base for this turn. He has five
models scavenging in the Army Base. This is the first time the Base has been scavenged.
It has 1000 points available to scavenge. The models scavenge 500 Points of income from
the base. Subtract this 500 Points from the Gross Income of 1000 Points gives an amount
of 500 Points. This is the amount of Points that is left in the base to be scavenged in
future turns.
Jail/Police station Once an outpost is created in this site it counts as automatic slave pen
as per the Stronghold upgrade. If the player loses a scenario in this site then all the slaves
are set free.
Theater- Any models that are sent to the theater will gain a +1 Modifier on any Morale
Checks in any scenarios that they take part in on the next turn.
Fire station Once an outpost is established this counts as an automatic garage as per
Stronghold upgrade.
Hospital- Medical Roll 1d6 on the following chart to determine what is scavenged.
Hospital Scavenge Chart
Die Roll
Result
1
1 Med Kit, 2 Toughout, 1 Crazyhorse
2
2 Med Kits, 2 Toughout, 1 Crazyhorse, 1 Def-X
3
2 Med Kits, 2 Def-X
4
2 Med Kits, 4 Toughout, 1 Def-X
5
3 Med Kits, 1 Toughout, 1 Crazyhorse, 1 Def-X
6
4 Med Kits, 2 Toughout, 2 Crazyhorse, 2 Def-X
Train Yard A major Train Yard has been discovered. It has a total income of 500
Points. Once this income is gone the station is tapped out. Once a player has an Outpost
built in the Block that the station is located in then his gang may scavenge in this Site.
The player must declare a number of models that are scavenging in the site. For each
model scavenging 100 Points of income are generated. Once the total reaches 500 Points
the station no longer generates income.

Outposts
If you wish to stake a claim to an area you must permanently move into an area by
purchasing an outpost in that area. If an outpost is assaulted in a turn then that faction
cannot claim income from that area for that turn. It takes one turn of the campaign game
to create an outpost. The following turn income can be scavenged from the new area.
Subways
A subway allows a gang to move from one subway station to any other subway station on
the board. If two or more gangs are moving through a subway in the same turn all players
must roll 1d6. If any players roll the same number then they have met in the subway and
must fight a skirmish scenario in the turn.
Alternately a player may set up an ambush in the subway. If this occurs any gang moving
through the subway must roll 1d6. On a result of 5 or 6 they are caught in the ambush, on
a roll of 1 4 they can move through the subway at will. Fight subway battles using the
night rules in USX: Modern Day Heroes Page 22.
Scavenging
An Important part of the post-apocalyptic campaign is scavenging. Some items may only
be found while scavenging. During scenarios any model may take a turn to scavenge.
Any piece of terrain may be declared to be scavenged. Once a piece of terrain has been
scavenged then it may not be searched again. Any model that performs no action (move
or fire) that is within 1 inch of a piece of terrain may declare that it is scavenging. Roll
1d6. On a roll of one through four there is nothing of interest in the terrain and it is
marked as scavenged. On a roll of 5 or 6 the model has found some items of interest. Roll
again on the chart below. Roll percentage dice to determine the result of a successful
scavenge attempt. If a gang wins the battle they may choose one scavenging attempt by
each model.
Scavenging Table
Die Roll
Result
00 - 01
Pistol
02
Pistol Ammo
03 - 04
Chinese Pistol
05
06 - 07

Chinese Pistol Ammo


Scoped .44 Magnum

08

Scoped .44 Magnum Ammo

09 - 10
11
12 13
14
15 16

Auto Pistol
Auto Pistol Ammo
Combat Shotgun
Combat Shotgun Ammo
Sniper Rifle

17
18 19

Sniper Rifle Ammo


Laser Pistol

20
21 22

Laser Pistol Ammo


Laser Rifle

23
24 25
26
27 28

Laser Rifle Ammo


Plasma Pistol
Plasma Pistol Ammo
Plasma Rifle

29 30

31

Attacked by Killer Bees The model must perform a rout


move directly away from the terrain that was scavenged. This
is considered the models move for the next turn. It
automatically recovers from the Rout during the Logistics
Phase of the next turn.
Plasma Rifle Ammo

32
33
34 35

Plasma Gernade
Pulse Gernade
Fragmentation Grenade

36 37

Incendiary Grenade

37 38

Incinerator Sword

39

Medkit

40

Toughout

41

Def-X

42

Crazyhorse

43

Rope

44 45

Healing Herbs

46

Fine Clothes

47 48

Backpack and Webbing

49

Boltcutters

50 51

Roadside Flares - 1d6

52 53

Flashlight

54 55
56
57
58
59 60

Night Vision Goggles


Demolitions MAC: C, DMG: 4
Assault Rifle
Assault Rifle Ammo
Hunting Rifle

61
62 63

Hunting Rifle Ammo


Shotgun

64

Shotgun Ammo

65
66

5mm Mini Gun


5mm Mini Gun Ammo

67 68
69
70 71

Russian Assualt Rifle


Russian Assualt Rifle Ammo
Pit Trap - On a roll of 1, 2, or 3 the trap is not activated but is
spotted. Place a trap counter on the board and the model may
continue to move. On a roll of 4, 5, or 6 the model springs the
trap and falls into the pit. Models affected by pit traps receive
a D attack with 3 DMG.
Chain Saw
TCR Ammo of choice
DS Shells for Shotgun

72 73
74
75
76 77
78
79 80

Activate Hidden Creatures 2 x Rabid Dogs charge into


melee with the Scavenging Model
Plasma Mine

81

Stepped on a Plasma Mine. The mine does not activate until


the model moves again. If another model reaches the affected
model roll 1d6 to help him escape.
1 Both models are injured in blast, roll attack as normal.
2 The helping model is unable to shield the scavenging
model from the blast. Roll attack on th scavenging model
only.
3 The blast causes the roof to fall in or a tree to hit the
models. Roll an attack of D with a DMG of 3 against
both models.
4, 5, or 6 The model is able to help the scavenger get free,
no effect on either model.
Pulse Mine

82 83

Fragmentation Mine

83 84

Incendiary Grenade

85 86

Smoke Grenade

87 88

Tear Gas Grenade

89 90

Incinerator

91

Incinerator Ammo

92 93

Missile Launcher

94

Missile

95 96

Bit by Snake while reaching behind a toilet to get a tin can


Roll 1d6. On a 1, 2 or 3 no effect. On a roll of 4, 5, or 6 the
model has 1d6 turns to live unless helped by a Medic, Medkit
or Healing Herbs. Remove the model from the campaign.

97 98

Sawz All Powerfist

99

Mini Nuke

Kills
It is important to keep track of the number of kills your model causes during a scenario,
and what type of kills you affected upon your opponent. A space has been provided on
the battle roster for this purpose. Whenever, one of your models inflicts a casualty,
simply checkmark the appropriate column for the kill. The number and type of kills a
model affects will determine how the model advances. Kills are not cumulative from
scenario to scenario, so, before each scenario any kills from the previous scenario must
be erased. Of course players may wish to keep track of all kills for bragging rights. This
should be done separately.
Gang Retirement
Once a gang has gained enough experience and Points it is forced to retire. It is important
to keep track of your companys total levels of experience; once this total reaches 100 the
Gang is decommissioned.

Campaign Turn Sequence


1.
2.
3.
4.

Roll initiative to determine order of movement on the campaign map.


Move on the Campaign Map (see Movement Rules)
Determine Scenarios
Aftermath Sequence
i)
Casualties, Prisoners, Wounds
ii)
Model Advancement
iii)
Generating Income
iv)
Build Upgrades, Recruit
v)
Visit Trade Center
vi)
Training

Moving on the Campaign Map


Players roll against each other for initiative. If there is more than one player then all
players roll initiative and an order is determined. If a player passes their initiative round
they may take no other action in that turn and lose there movement. The player with
initiative must declare which square they are moving into on the Campaign World Map.
In the early stages of the game there may be unoccupied squares on the map, that is
squares without an existing outpost. If you move to one of these squares you then roll on
the Campaign Map Area Generation Chart and follow that sequence as above. If another
player has an Outpost in a site square then a scenario must occur. A player may move
into any square adjacent to a square that he has an Outpost or Stronghold in. Gangs may
also move using a subway into any other square that contains a subway. The player must
have an Outpost in the subway site square in order to use the subway. (See subway rules
above).

Choosing a Scenario
To choose a scenario roll 1d8 and consult the Scenario Chart below. Once a player is
involved in a scenario through a move on the Campaign Map he cannot be involved in a
second scenario that turn. Also, this player may not be attacked by any other player this
turn. He also loses his ability to move in this turn. This is the advantage of winning
initiative.
Example:
Joey, Mabel and Fred are all playing in a campaign. They all roll initiative with one six
sided die. Joey rolls a 4, Mabel rolls a 3 and Fred rolls a 1. Joey has initiative. He
chooses to pass. Mabel decides to attack Freds Outpost in A2. She rolls on the Scenario
Chart to determine the scenario that will be played. Mabel rolls a three. She gets the
Ambush scenario. Her gang is considered the attacker for deployment purposes and
Freds gang is considered the defender. Joey must sit out this turn or he could play
wandering monsters.
If you choose to attack a Stronghold you must use the Stronghold Assault Scenario.
Scenario Chart
Die Roll
1
2
3
4
5
6
7
8
1.
2.
3.
4.
5.
6.
7.

Scenario
Skirmish
Advance
Ambush
Patrol
Skirmish
Raid

Skirmish
Advance
Ambush
Patrol
Assault
Rescue Mission
Terror Attack

After you have determined which scenario you are going to play consult the appropriate
scenario in the scenario section for rules on set-up and victory conditions etc. A Player
may choose to Assault or Ambush at night if they desire.

Aftermath Sequence
After the scenario the following steps must be taken by both players for each model to
determine if they have survived and perhaps advanced to the next level of experience. All
roles must be made in front of other players or a referee if one exists. At any time a

player may demand a re-roll in any instance where a roll was not made in front of another
player.
Roll for Casualties
All models that were removed as a casualty must roll on the wound chart corresponding
to the type of wound they received. Roll 2D6 and total the sum rolled. Consult the
appropriate chart to determine the fate of the model. If you intend to send any of the
wounded models to the infirmary for healing, ignore this process for those models.
Taken Prisoner
If models are left on the mapboard by one side or the other and they are considered the
loser of the scenario it is considered left for dead by its comrades (or has surrendered). If
both sides have prisoners they must be exchanged on a model for model basis. If one side
has more prisoners, they are exchanged for their closest point value from the opposition.
Example: Brock has captured a SWAT Sniper from Colin. Colin has captured a Recon
Cleric and a Paladin from Brock. An exchange is mandatory. Colin must trade the
Paladin for the SWAT Sniper because they are closer in point value. He may not trade
the Recon Cleric as it is of lower value than the Paladin.
If only one side has prisoners then it may offer a ransom demand. Should this demand
seem unreasonable by the other player, that player has the option of doing a rescue
Mission as the next scenario. Should the rescue frail, or not be attempted the player with
the captive model may execute, enslave or otherwise dispose of the captive. Whatever is
done in this case, the model is now out of the campaign. The player that captured the
model retains equipment carried by the captured model in any event.
Voluntary Retirement
A model may be retired during any Aftermath Sequence that the owning player
determines. Remove the model from the Campaign. A model must be given a weapon
when it retires (for self defense purposes) however any weapon in a gangs armoury may
be given to the model as it leaves, remove this weapon from the campaign. All the other
equipment of the model may be retained by the owning player unless determined
otherwise on the wound results chart.

Die Roll
2

3
4
5

Missile Fire Weapons Wound Chart


Result
Lose an Eye The model loses the use of one eye. The models firing arc is
modified to 45 degrees. A second eye loss results in the models removal
from the campaign.
Taken Prisoner see Aftermath Sequence
Grazing Shot The shot grazed the model, no effect
Pure Luck It was a killing shot, but lucky for you that the models canteen
stopped the bullet. The model is unaffected, but you lose one piece of
equipment such as a melee weapon, special ammo or Medkit, etc. Roll
randomly to determine which piece is lost. If the model has no equipment, its

6
7
8
9
10

11
12

missile fire weapon is destroyed.


Just a Scratch no effect
Just a Scratch no effect
Just a Scratch no effect
Just a Scratch no effect
Lodged in Bone The bullet lodges in one of the models bones and the doc
cannot remove it without causing severe damage. The wound is left to heal
over on its own. Before each future scenario roll 1D6. On a 5 or 6, the
models wound acts up resulting in a -1 deduction from its movement rate
for the upcoming scenario.
Shot through the Heart The bullet pierced the models heart killing it
instantly. Remove the model from the campaign, but keep its equipment.
Dead Remove the model from the campaign. The body is not recovered.
Discard all equipment.

Magic and Heavy Weapons Wound Chart*


Die Roll
Result
2
Blinded Model is blinded and removed from the campaign.
3
Taken Prisoner See Aftermath Sequence
4
Just a Scratch No effect
5
Phobia The model recovers, but its brush with death has given it intense
fear of the weapon or spell it was wounded by. Whenever the model is fired
at by this type of weapon or spell, it must make a Horror Check (Pg. 20
Chart 10.1 Modern Day Heroes Main Rules).
6
Just a Scratch No effect
7
Just a Scratch No effect
8
Limb Immobilized Roll again 1 MAC -1 level due to arm wound.
2 RAC -1 level due to arm wound.
3 6 - The model receives a leg wound. Subtract 1 from the movement rate
of the model it may not run or charge. Subtract 1 from the movement rate
of the model for each additional leg wound result.
When the model reaches 0 of movement available from leg wounds, it must
retire and is removed from the campaign. A models RAC and MAC may not
be reduced below E.
9
Just a Scratch No effect
10
Horribly Burnt or Disfigured The model was disfigured by the wound and
now causes a Horror Check - (Pg. 20 Chart 10.1 Modern Day Heroes
Main Rules).
11
Twisted and Mangled The models injuries have transformed it into a mass
of disgustingly mangled flesh and must be killed to be put out of its misery.
Remove the model from the campaign.
12
Toasted The model has been fried beyond all recognition and dies a painful
death. Remove the model from the campaign.
* - Any weapon that uses a template to determine damage or any weapon with 7+
Damage dice.

Die Roll
2
3
4

5
6
7
8
9

10
11
12

Melee Wound Chart*


Result
Severed Arm One of the models arms is severed. The model subtracts one
level from its Defence Class and one level from its RAC.
Taken Prisoner See Aftermath Sequence
Gangrene The model recovers, but the wound becomes infected with
gangrene. Roll 1d6. The number rolled is the number of scenarios the model
will live. The model must receive treatment with a Medkit or in a laboratory
before this number of turns is up or it will die. Remove the model from the
campaign at this point.
Stopped by Armour No effect
Stopped by Armour No effect
Stopped by Armour No effect
Stopped by Armour No effect
Involuntary Lobotomy The model takes a massive blow to the head that
slices off part of its frontal lobe. The Model loses one randomly determined
skill. If the model has no skills, roll again.
1 or 2 subtract one level from its MAC.
3 or 4 subtract one level from its RAC.
5 or 6 subtract one level from its DC.
Gut Wound The model receives a horrible gut wound and slowly bleeds to
death. Remove the model from the campaign.
Disemboweled The model was disembowelled and dies. Remove the model
from the campaign.
Decapitated The models head is cleaved clean off its shoulders. Remove
the model from the campaign.

Advancement Threshold Modifiers


The following modifiers decrease or increase Advancement Threshold Number. These
modifiers are not cumulative from scenario to scenario and must be calculated after each
scenario.
Advancement Threshold Modifiers
Type of Modifier
Threshold Adjustment
Kills
Type: Kill is smaller than model
Kill is same size as model
Kill is larger than model
Model is Winning Gang Leader
For every two experience levels the model
has achieved
Scenario Conditions
Handicap Modifier

1
- 1 1/2
-1
+1
See Scenario
-1 per point spent

All fractions remaining after the final tally are rounded up for the purposes of calculating
the total modifiers. After calculating the modifiers subtract or add them to the

Advancement Threshold. The resulting number must be exceeded on 1d6 for the model to
advance a level. Roll once during the Aftermath Sequence for each model which survived
the scenario.
If the threshold is exceeded, the model has advanced to the next level and receives a roll
on the Advancement Chart. Record the models new level and re-adjust its threshold to 6
on your model roster. If the model fails the roll, deduct 1 from its threshold as stated
above.
Learning the Hard Way
(Handicap Modifier)
The Handicap Modifier represents the experience gained from fighting a superior
opponent. To determine this modifier, both players total the levels of all models in their
force before the start of the scenario. Subtract lower total from the higher total. The
player with the lower total receives this amount to add to the dice roll for any of his
models advancement rolls. If the handicapped player wins the scenario, he receives the
amount as stated above. If the handicapped player loses the scenario he receives half of
the Handicap Modifier (round all fractions up). These extra points are used to modify
advancement rolls for any model in the players force and may be divided any way the
player wishes. Players must declare where they are allocating the handicap points before
any roll is made.
Example: Bills Raider Gang
Model
Level
Dagard
3
Thoron
2
Ulrich
2
Wulf
1
Dieterr
1
Total Levels: 9

Franks Army Gang


Model
Level
Sgt. Crow
3
Pvt. Joe
1
Pvt. Nelly
1
Pvt. Skull
0
Pvt. Fred
0
Total Levels: 5

Above are the two forces fighting each other and their total levels:
The handicap modifier is determined by subtracting Franks total from Bills (9 subtract
5 = 4)
Frank and Bill have determined that Bills force is more experienced than Franks and
that Frank receives the Handicap bonus. If Frank wins the scenario he receives 4 points,
if he loses he receives half (4 divided by 2 = 2).
Frank wins the scenario and gets 4 Handicap Points to add to his models advancement
rolls. The following chart shows Franks models and their Advancement Thresholds:
Name
Sgt. Crow
Pvt. Joe
Pvt. Nelly
Pvt. Skull
Pvt. Fred

Advancement Threshold
6
6
4
5
4

Frank may apply his Handicap Points to any of the thresholds to improve their chances
of advancing. Frank decides to modify Sgt. Crows threshold to 4 instead of 6 using up 2
of his Handicap Points. Frank now decides to spend his remaining 2 points of Pvt. Joe,
modifying his Advancement Threshold to 4.
Note: The Handicap bonus modifiers are temporary as are the kill modifiers. They do not
permanently reduce the threshold number.
Level Advancement
When a model advances to the next level it must be determined how it advances. There
are two different ways in which a models statistics may improve. The types of kills the
model caused in the previous scenario and its faction will determine which areas it will
improve in. There are three areas of improvement: Melee, Missile Fire, and Supernatural.
There are three available areas to determine which improvement the model gains. You
may choose which chart you wish to roll on for improvement but the model must have at
least one kill in the desired area to roll on the chart. If the model had no kills in the
previous scenario roll 1d6 to determine which chart the model rolls on. Use the faction
Advancement Chart for each race to determine which chart is rolled on. After choosing
area of advancement you wish to improve roll 1d6 on the appropriate chart. It must be
decided which chart is being used before any dice are rolled.
If the advancement rolled is a statistic increase, modify the appropriate statistic on your
battle roster. If the improvement is a new skill the player may choose a new skill of the
appropriate type and record the new skill on the unit roster. This skill starts at the 10+
level.
If a model rolls a statistic advancement for a statistic that has reached the maximum,
reroll the result. Should a model max out on everything on the chart it may choose to roll
on any (even other races) chart.
Skill Advancement
If a model successfully uses a skill in a scenario put a check beside the skill on the roster.
In the Aftermath Sequence each skill that was successfully used may be advanced. Take
the skill level currently used and subtract that number from 10. This will give you a
number you need to roll higher than on 1d10 to advance the skill. If this roll is successful
then the skill advances one level for that model. A roll of ten allows advances a skill. No
skill may be higher than 3+.
Example: Franks model Pvt. Skull used the Parry Skill successfully in the previous
scenario. Pvt. Skulls skill level in Parry is 9+. Subract 9 from 10 (10 9 =1). The player
must roll above 1 or a 2 or higher on 1d10 in order to improve Pvt. Skulls Parry skill.
Frank rolls 1d10 and rolls a 7. Pvt. Skull improved in his Parry skill. Frank now records
Parry 8+ on his Battle Roster for Pvt. Skull. In the next game Pvt. Skull will need to roll
8+ now to use the Parry skill in the next scenario the model is involved in.
Statistic Maximums
Maximums are listed in the appropriate chart for each force listed.

Generating Income
After you have completed the advancement procedure for each of your surviving models
you must generate income.
Each player receives income from the sites that they control on the Campaign Map. This
income is automatically generated each turn that the faction owns the site in the income
phase. This number is the gross income for the turn. The total amount of models in your
force is cross indexed with your gross income on the chart below to determine the net
income. The difference in gross and net income applies to a variety of costs such as day
to day maintenance, split with your hirelings, the costs of doing business, the inability or
lack of desire of your henchmen to collect goods and the list could go on. Hey
scavenging is not an exact science. Dont for get to add in any bonuss due for
Stronghold upgrades. Add the total income to your treasury.
Players may also sell any goods they have captured in the scenario battles or they may
store these items in their armory for later sales or restocking. If a player wishes to sell
items they must send a model to the Bazaar to sell and roll the appropriate event
threshold which is its sole action for the turn. Items are sold at 50% of the value listed on
the charts.
Income may be spent when it is generated on any upgrades to the Stronghold that a player
desires. Items may also be purchased at the Trade Center if models are sent to the
appropriate site.
Income Chart
Number of combatants

Gross
Income
0 200
201 400
401 600
601 800
801 - 1000
1001 - 1200
1201 1400
1401 1600
1601 1800
1801 2000
2001 2200
2201 2400
2401 2600
2601 - 2800
2801 3000

14
100
200
300
320
350
350
350
350
350
350
350
350
350
350
350

5-8
80
180
350
500
675
750
750
750
750
750
750
750
750
750
750

9 - 16
70
160
320
450
700
850
1000
1000
1000
1000
1000
1000
1000
1000
1000

17 - 20
60
160
290
400
650
800
900
1100
1400
1400
1400
1400
1400
1400
1400

21 - 24
50
140
200
300
550
650
800
900
1200
1500
1600
1600
1600
1600
1600

25 28
0
120
150
200
300
500
600
725
1000
1275
1400
1500
1800
1800
1800

29 - 32
0
0
100
150
200
400
500
650
775
950
1100
1200
1400
1700
2100

Visiting the Trade Center


In between scenarios models may visit the trade center to purchase supplies and interact
with various venders. There is no limit to the number of models you may send to the

Trade Center but you must leave at least one model at your Stronghold for protection and
to gather income.
Trade Center Sites
As stated above you may send your models to the various sites at the Trade Center. The
following is a list of the sites in the Trade Center and a general overview of what your
models can do at each. Law is enforced in the Trade Center by a form of self proclaimed
Sheriff. If the Sheriff needs support he can call upon local merchants and gangs as
deputies to support him.
Armory The armory deals in weapons of all sorts and ammunition for those weapons.
The Black Market In a post apocalyptic world anything is attainable, for a price. The
Trade Center attracts profiteers from all walks of life. Here everything is available
including stolen technology, artefacts, meds or even slaves.
The Bazaar Merchants from all corners of the wastes sell their wares at the Bazaar.
The Happy Place Little is known of the goings on inside the dimly lit Happy Place, but
most agree that it is a source of valuable information and usually an uplifting experience
for most of its patrons.
Little Willys Grub Pub This is home to the mercenaries and hired hands of the future
wastelands. They use this tavern as a hiring hall of sorts. Little Willys also attracts
prospectors, slumming nobles and vicarious gamblers. This mix of individuals can
sometimes lead to vicious brawls or personal duels.
Leanores Lab This bright intelligent lady sells many experimental and not so
experimental medicines and dtugs.
Visiting Sites
Each of your models may visit one site in between scenarios. Each site has a list of items
that you may purchase and models you may hire. Each site also has a set of Random
Events and an Event Threshold Number. This represents the chances of something
happening to the model while it is at the site.
Site Random Events
Whenever a model visits a site roll 1d6 before the model has purchased any goods or
interacted with the site. If the number rolled equals or exceeds the sites Random Event
Threshold something has happened to the model. Roll another 1d6 and consult the
Random Event chart for the site to determine what has happened to the model. Follow the
description for the event rolled. Some events also give price discounts on items; in this
case deduct the appropriate amount.
If the die roll is lees than the Event Threshold number nothing happens to the model and
it may freely interact with the site.

Armory
Event Threshold: 5+
You may purchase any weapon or ammo desired. Heavy weapons may not be purchased
unless the Rare Find event is rolled. Any weapon that uses a template to determine
damage or any weapon with 7+ Damage dice is considered a Heavy Weapon.
Armory Random Events Roll 1d6 and consult the chart below.
1 Jumped While on your way to the Armory the model is jumped by people of ill
repute within the trade center. Roll 2d6 and add +1 to the die for each level of MAC that
the models that were assigned to go to the trade center have. Have another player roll
3d6. If the 3d6 total is greater than yours then you lose 1d6 x 100 Points during the
mugging and must roll once for each model involved on the Melee Wound Chart. If your
roll is higher then you do not lose any money because you successfully fight off the
robbers. In either event the models cannot continue to town and must return to your
stronghold.
2 Shoddy Equipment One of the items purchased is of poor quality. Randomly
determine which item it is. Each time the weapon or ammunition is used roll 1d6. On a
score of 5 or 6 the ammunition explodes and the weapon is destroyed.
3 A Rare Find The Armory has a Heavy Weapon for sale. You may purchase a Heavy
Weapon from the weapons list.
4 High Demand, Low Supply Add 25% to the price of all items for sale at the
Armory.
5 Market Flood Subtract 25% from the price of all items for sale at the Armory.
6 Money Back Guarantee The model that purchased the items gets a money back
guarantee on all items purchased. Note this on the Battle Roster. Should the model be
killed or invalidated out of service the employer (you) receives 30 points but lose the
item.
7 Salvage Sale You may purchase any item from the special ammunition or Heavy
Weapons list. It is subject to both 1 (shoddy equipment) and 3 (high demand, low supply)
listed previously.
8 Challenged to a Duel On your way to the armory your model is challenged to a duel
by a member of a competing faction. If there is a faction that you have been fighting with
more often than the others it will be a member of this faction. If no one can be found than
choose randomly. Immediately roll a duel against a random model from this rival gang. If
the model wins the duel it may continue to town. If it loses the duel then it must return to
the Stronghold. If it wins the duel a bounty is placed on its head.

The Black Market


Event Threshold: 3+
You may purchase the following items at the Black Market. You may also sell any dead
models to the Black Market. For 300 points each. If you sell any dead to the market
ignore the event chart. Roll 1d6 and consult the chart below.

Die Roll
12
34
56

Black Market Body Selling Chart


Result
You get away with it.
You get caught and must bribe your way out of jail by paying 300 points.
You are caught but manage to escape. The Trade Center places a bounty on
your head. This Model gains a bounty and cannot purchase anything from the
Black Market.

All special ammunition, special items and Heavy Weapons are available at the Black
Market.
Slaves Cost 800 You may purchase slaves to work your mines. Slaves may only be
bought once for each Stronghold. Any Stronghold with slaves adds 200 extra income. If
reported all models in the company receive a bounty. See Bounty rules.
Black Market Random Event Chart
1. Raid The Black Market is raided by the Sheriff and his Posse. Roll another 1d6.
On a roll of 1, 2, or 3 the model is arrested. You must pay 350 points to bail it out
of jail. You may elect not to pay the bail, if so the model must spend 2 scenarios
in jail. On a roll of 4, 5, or 6 the model manages to escape the roundup.
2. Mugged The model is mugged on the its way back to your Stronghold. Roll
1d6. On a 1, 2, or 3 it fights off its attackers. On a 4, 5, or 6 it is beaten and
robbed. Lose 200 Points
3. Protection Racket The local organized crime syndicate offers protection. Of
course, they wont take no for an answer. From now on, whenever one of your
models visits the Black Market subtract 2 from random event rolls. You must pay
the syndicate 100 Points after each scenario for the protection. If you do not pay
the protection fees Fat Mario and his goons visit one of your models (roll
randomly) and beats it senseless. Roll on the melee wound chart for the model
that was beaten.
4. Wasted Trip The model is unable to find the Black Market. The model may not
interact with a site until the next scenario.
5. Fell off the Back of a Caravan Sale Receive 25% off any one item that is
purchased at the Black Market.
6. Bad Rep Your model is fingered as a ratfink and may not visit the Black Market
for the rest of the Campaign.
The Bazaar
Event Threshold: 5+
You may purchase the following items from the Bazaar.
Rope

Cost: 100 Points

Rope allows the model equipped with it to get out of pit traps without spending the 4 of
movement required to do so.
Healing Herbs
Cost: 150 Points
The model equipped with this item may heal one Hit on another model as an action in the
Action Phase. If a model is reduced to zero Hits the model equipped with the herbs must
reach it before the end of the turn in which the Hit occurred.
Fine Clothes
Cost: 300 Points
A model equipped with fine clothes may subtract 1 from all random event rolls. If the
model is wounded, the effects are cancelled due to bloodstains and tears in the clothing.
Backpack and Webbing
Cost: 300 Points
A backpack adds three encumbrance slots to a model and occupies one of its slots.
Boltcutters
Cost: 100 Points
Use an action and cut a man size hole in a wire fence.
Roadside Flares - 1d6
Cost: 100 Points
Use as per Night rules in USX: Modern Day Heroes, Page 22.
Flashlight
Cost: 100 Points
Use as per Night rules in USX: Modern Day Heroes, Page 22.
Night Vision Goggles
Cost: 150 Points
Use as per Night rules in USX: Modern Day Heroes, Page 22.
Demolitions
Cost: 250 Points
Demolition charges have one use which destroys the charge. A model with a demolition
charge may spend their Action Phase placing charges as per the Demolitions Skill in
Shadow Wars. Place a breach counter on any walls that are demolished due to the
demolition charge. All walls are considered to have a Defence Class of C unless
otherwise noted or fortified. Demolition charges may not be thrown.
Bazaar Random Event Table
1. Pick Pocket A local thief picks your models pockets. Lose 100 Points
2. Map An old map with locations of areas of interest is available for sale. The
map costs 500 Points. If you buy the map you automatically know the location of
a site of value. Roll on the following table:
Map Table
Die Roll
Result
1
Map to old Military Base next mission you can find base
2
Map to Sporting Goods Store - next mission you can find store
3
Map to Homes of the Star next mission you can find Movie Stars House
4
Map to Laboratory next mission you can find Laboratory
5
Map to Scrap Yard next mission you can find the Scrap Yard

Map to the Museum next mission you can find a Museum

The player owning the map may declare any building on the scenario board the
appropriate item as soon as its first model moves within 6 of the building. This
building now holds a cache which may be captured if you control the building at the
end of the game. Roll on the table below to determine the items found. If the map
does not match up with the event rolled then the map is of no effect.
Map Table
Die Roll
Result
2
The building has been raided and is empty.
3
If you have the Sporting Goods Store Map you can gather as much
ammunition as you can carry. Also you get +100 Points income for the next
turn.
4
If you have the map to Homes of the Star you find fine china. Sell it at the
Bazaar after the mission and receive 250 Points. Also you find a stash of 2 of
each of Toughout, Def-X and Crazyhorse.
5
If you have the map to Laboratory and you control this location at the end of
the mission you may begin producing Toughout, Def-X and Crazyhorse at
the rate of one each per Campaign Turn.
6
If you have the map to Scrap Yard and you control this location at the end of
the mission you may begin collecting income from the Scrap Yard as per
normal income rules. The Scrap Yard replaces whatever site is supposed to
be at this location. Choose wisely.
7
The Map was a phony the building is empty.
8
If you have the map to the Museum you find a cache of old weapons. Add
two Thompson and two MP-40 SMGs to your arsenal. Also add Ammo x10
for each weapon.
9
The map is right but the building is wrong. The next closest building is the
actual site. If no other building exists use some other terrain piece to
represent the opening to the building.
10
The map is wrong but you find a House of the Stars anyway. Use that result
11
You hit the Motherlode - the building is still intact and some items are in
immaculate shape. Double the amount of items found or the income which
the building generates as listed above, or both, for the map you possess.
12
The building has been raided and is empty
3. Fortune Told ignore the next random event this model rolls.
4. Shell Game Lennie the town idiot ropes you into his shell game. Roll 1d6 and
multiply the result by 10. The total is the amount of Points bet. Roll another 1d6.
On a roll of 5 or 6 you beat Lennie at his own game and win the amount of gold
equal to what you put up. On a roll of 1 to 4, you lose and must pay Lennie.
5. Overhead Information You overhear some of the vendors gossiping about the
location of one of the other players scrounging efforts. Your next mission may be
an Assault of one of the other players income sites.
6. Lucky Rabbits Foot A vendor has a rabbits foot for sale. To purchase it pay 50
Points. When a model equipped with this item is wounded, roll 1d6. On a roll of

1-4, the rabbits foot has no affect. On a roll of 5 or 6, the foot works! Ignore the
wound.
The Happy Place
Event Threshold: Special
This wondrous establishment caters to all entertainment needs. The Happy Place does not
have an Event Threshold. Instead, roll 1d6 on the chart below when sending a model
here. The cost for each result on the table must be paid; if unable to pay the cost, ignore
the result and the model has wasted its trip and may not visit another site.
Results
1. Pay 100 Points and add +1 to the models Morale Point for the next scenario only.
2. Pay 50 Points and add +1 to the models Morale Point and subtract one level from
the models Defence Class for the next scenario.
3. The model becomes infatuated. Pay 50 Points and the model must automatically
visit this site after the next scenario.
4. The model hears some interesting pillow talk and finds out about the shipment of
another gangs income. The owning player may make a Raid on a randomly rolled
player in the next turn (see scenario Page ). Pay 150 Points
5. The model becomes a regular. Pay 250 Points. All Happy Place fees are cut in
half for this model for the rest of the Campaign.
6. The model overhears two bar patrons discussing the location of a technology
cache. The Player may declare the location of a Cache containing a Plasma Rifle
and ten Plasma Grenades in the next scenario.
Little Willys Grub Pub
Event Threshold: 4+
When visiting the tavern you may do the following.
Hire Models from the Mercenary Section
Gamble To gamble, the model puts up an amount of Points it wishes to gamble.
The player rolls 2d6 and totals the amount rolled. Another player does the same
for the house. If the models total is higher than that of the house, you win an
amount of Points equal to the sum you put up. If your roll is lower than the houses
you lose the Points you put up. If the house rolls doubles you automatically lose.
If you roll doubles you win double your stake. The house wins all ties. There is no
limit to the number of times you may gamble but each time you do you must
make an event roll. Once you exceed the event threshold and roll an event you
may no longer gamble. Players should only gamble when all other players in the
campaign are available.
Rent a Room You may rent a room for 150 Points. If you do the model may
visit another site as well as interacting with this one. The room must be rented
before any gambling takes place.
Random Event Table
1. Bar Room Brawl A local starts a bar room brawl and your model is caught in the
middle of it. Roll 1d6 and consult below.

12

Your model is wounded, and imprisoned for one scenario. Roll on


the melee wound chart, rerolling any result that would retire the
model.
34
Your model avoids being wounded, but is arrested and imprisoned
for one scenario
56
Your model fights its way out and escapes unscathed.
2. Accused While engaging in a friendly game of cards the model gets accused of
cheating. The character may not gamble at the tavern for 1d6 scenarios.
3. Valuable Information Little Willy the owner of Little Willys Grub Pub has some
information for sale. He will sell the information for 150 Points. If you buy the
information roll 1d6 to determine what it is.
12
Rumors the information is interesting but of little value.
34
Inside Information You may do an Assault scenario on the next
player who takes a new territory.
56
Enemy Caravan Little Willy tells the model about an enemy
caravan departing the city. You may attempt to raid the caravan.
4. Impressive Display of Bravado The druken boasts of your model are overheard by
the other patrons, roll 1d6.
1
Follower A young barfly is so impressed with the stories the
model tells that he offers to join your gang. The barfly has the following statistics:
RAC MAC DC
E
D
E

DMG HITS MP
1
1
7

SPEED
2

Weapons
Pistol Ammo x1
Knife
The follower will become part of your faction, is the same race as your faction and rolls
on all the regular faction charts for improvement. He has no equipment but you may
equip him from your armory.
23
Mercenary A mercenary offers to join your faction for half the
normal cost. The mercenary can not have an original signing fee of more than 1200
Points.
4
Innkeeper Hospitality Your model is offered a free room for the
night.
5
False Interest All the patrons listen patiently to your boasts and
then quickly go back to what they were doing once you are finished.
6
Denounced as Braggart The crowd is not impressed with your
models claims to greatness and a bar room brawl ensues. You must roll 1d6 and consult
the bar room brawl event table.
5. Interested Patron The models antics have drawn the attention of a interested patron
who may have use for someone with the type of skills your model has. Roll 1d6.
14
He is impressed and hires the model to escort him home. Gain 200
Points.
56
The patron is insulted by your model and he uses his contacts to
get him banned from the city for 1d3 scenarios. This model may not return to town for
the number of campaign turns rolled.

6. Wanted Dead or Alive A bounty has been placed on the head of your model. See the
bounty rules.
Leanores Lab
Event Threshold: 5+
You may bring any wounded models to Leanores Lab for healing. Any models that
receive healing at the lab do not have to roll on the wound charts and automatically
recover. This lab work costs 500 Points. Your gang may also purchase Medkits,
Crazyhorse, Toughout and Def-X. Finally your models may also receive treatment for
Addictions at the Lab.
Leanores Lab Random Events Table
1. Corruption The technician that works on the model. This technician has been
affected by Toughout blindness, a peculiar disease that sometimes affects frequent
Toughout users and causes hallucinations and visions of grandeur. This technician
believes he needs to perform some experiments on your model. Roll another 1d6.
12
The patient healed but is horribly mutated from the experiments.
The model now causes a Horror Check.
34
The patient is healed but loses stamina and endurance from the
pain and suffering caused during the experiments. Reduce the models encumbrance by 2 slots.
56
The patient snaps due to the suffering endured during the
experiments. In every future scenario the model must make a roll on the Horror Chart the
first time it sees an enemy in every scenario for the remainder of the campaign.
2. Patient Rage The model is uncooperative and abusive to the staff at Leanores Lab.
They refuse treatment to the model and ban it from the Lab for 1d3 scenarios. The trip is
wasted and the model may not interact at another site or receive healing. The model must
roll on the appropriate Wound Chart.
3. Heroic Healing The model feels great after the work at the lab. He feels so good he
thinks he cannot be killed. Add +1 to the models Morale Point for the next scenario
only.
4. Addiction The model is healed but it becomes addicted to pain killers. He must go to
the Black Market or Leonares Lab after all the scenarios for the rest of the campaign.
After rolling the event threshold normally then roll 1d6 each time.
14
The model buys some stuff normally. Pay 100 Points
5
The model is refused treatment and steals the stuff it needs. No
cost.
6
The model is refused treatment and steals the stuff it needs. The
model is caught stealing and sent to jail. Pay 250 Points to bail the model out of jail. Pay
another 100 Points to cure the model from its addiction.
5. Outbreak There is a Zombie outbreak at the Lab. Any models that are visiting the
Trade Center this turn must take part in the outbreak scenario.
6.
Traveling Merchant
Merchants often ply there trade throughout the Apocalypse world. Each turn a merchant
may or may not visit any or all of the Strongholds in the Campaign Game. Each player

may roll 2d6 each turn. On a roll of 10 or higher, 10+, a traveling merchant visits your
Stronghold. However, all prices are 25% higher than the list price determined by a die
roll. Roll 1d6.
1 2 it is a Bazaar Merchant, use the Bazaar items chart.
3 4 it is a Black Market Merchant, use the Black Market items chart.
5 6 it is an Armory Merchant, use the Armory items chart.
Addiction
Models that use certain types of substances have a chance of becoming addicted. If a
substance is addictive it will be stated in the description of the substance.
Addictive substances have an addiction threshold rated from 1 to 6. Each time a model
uses an addictive substance roll 1d6. If the number rolled equals or exceeds the threshold
the model has become addicted to the substance. Addicted models cannot go more than
two scenarios without using the drug and will automatically visit the Black Market to
purchase more of the substance. If you cannot afford the substance the model is at -2 of
movement each turn and has a -1 HITS modifier on all missile fire due to shaky hands.
The model can elect to kick the habit by going cold turkey. If so, the model is considered
wounded and must roll on the Heavy Weapons Wound Chart. The wound from this event
cannot be healed at Leanores Lab.
Alternately the model may seek healing at Leanores Lab. The model must miss one
scenario and pay 100 Points to receive medical treatment to get relief from the addiction.
Bounties
When a model gains a bounty it is subject to the following rules.
Models with a bounty add +1 to all event rolls.
Whenever a model with a bounty visits Little Willys Grub Pub or the Happy Place roll
1d6. On a roll of 6 a bounty hunter shows up to collect the models bounty and turn them
into the authorities. You must either bribe the bounty hunter by paying 250 Points or fight
a duel. If you fight the duel the bounty hunter has a C MAC and a C DC with 1d3
Hits. If the model loses the duel, it is imprisoned for 1d3 scenarios. A model with a
bounty ignores all random event rolls at the Black Market.
Duels
Duels are a common occurrence at the Trade Center. Although there is a form of law
many visitors and residents in the Post Apocalyptic world must solve disputes on their
own. The duel has become the most accepted way of doing this. When two models duel
use the following system to determine the winner.
To fight a duel both parties involved roll 1d6 with the high roller winning the duel. Reroll
all ties. Each players die roll is modified by the following factors:
For each level in RAC your model adds +1 to the roll.
For each level in Defense Class of your opponent you must -1 from your die roll.
After each player has determined their final total, the player with the highest score wins
the duel. The loser of the duel must roll on the Missile Fire Wound Chart. The wounded
model may not be sent to Leanores Lab.
Throwing in the Towel

During a game (especially a campaign) one side may determine that it is just not worth
fighting and decide to retreat. In order to throw in the towel a gang must have received
one casualty (dead or routed model). If the decision is made the game ends immediately.
The player who threw in the towel is automatically the loser of the scenario. In some
scenarios there are variable victory conditions. If so, the victor gets to choose the one
most favorable to his gang.

The Factions
Remnant Forces
Former militia forces of the United States of America before the fall. Now they are an
army of fortune, usually under the control of a former officer. These soldiers were
probably stationed away from any major base before the war which explains how they
survived the Apocalypse which devastated most of the military structure of mankind.
Most army bases were targeted by the Machines in the Apocalypse. These remaining
groups were fighting at alternate sites, maintaining order as military police or were
simply on leave when the apocalypse occurred. Remnant Forces were the original lines of
rebellion against the domination of the Machines when they inhabited the earth. Now
they look to each other and their former training and lines of authority to maintain
discipline. They are untrusting of other groups and continue to maintain the war against
the Machines if needed.
Sergeant
RAC MAC DC
DMG HITS MP
C
D
B
3
4
6
EMP Grenade, Smoke Grenade, Frag Grenade
COST: 2000pts
Corporal
RAC MAC DC
DMG HITS MP
D
D
B
2
2
6
EMP Grenade, Frag Grenade
COST: 1525pts
Corpsman
RAC MAC DC
DMG HITS MP
D
D
B
2
2
6
EMP Grenade, Smoke Grenade, Frag Grenade
COST: 1400pts
Private
RAC MAC DC
DMG HITS MP
D
D
B
1
2
6
EMP Grenade, Smoke Grenade, Frag Grenade
COST: 1510pts
Heavy Weapons Specialist
RAC MAC DC
DMG HITS MP
D
D
B
1
2
6
EMP Grenade, Frag Grenade
COST: 1640pts
Raw Recruit

SPEED
Weapons
4
Assault Rifle(APX1) Ammox4

SPEED
Weapons
3
Assault Rifle(APx1)Ammox5

SPEED
3

Weapons
Shotgun(APx1) Ammox3
MedKit
Medic Skill 6+

SPEED
Weapons
3
Assault Rifle(APx1)Ammox4

SPEED
Weapons
2
SAW Ammo x 3

RAC MAC DC
E
E
D
Frag Grenade
COST: 300pts

DMG HITS MP
1
1
8

SPEED
Weapons
2
Knife

Remnant Forces Advancement Charts


Melee Advancement Chart
Roll Improvement Notes
1
Roll Again
1- 3 +1 MAC, 4, 5 +1 Charge Die, 6 +1 DC
2
Roll Again
1-3 +1 DMG, 4-6 +1 Hit
3
1,2 +1 MP, 3-5 +1 Move, 6 +1 Speed
4
Melee Skill
5
Melee Skill Advances +1 level
6
1-2 Strength Skill, 3-4 Dexterity Skill,
5-6 Aptitude Skill
Missile Fire Advancement Chart
Roll Improvement Notes
1
Roll Again
1-3 +1 RAC, 4, 5 +1 MP, 6 +1 DC
2
Roll Again
1,2 +1 Speed, 3,4 +3 Range, 5,6 +1 Hit
3
Dexterity Skill
4
Marksmanship Skill
5
Post Apocalyptic Skill
6
Aptitude Skill

Max MAC B, Max DC A


Max DMG 4, Max Hits 4
Max MP 3, Max SP - 4
Starts at 10+, Max 3+
Must have an existing skill
New skill or advance
existing +1 level

Max MAC C, Max DC A


Max DMG 4, Max Hits 4
Starts at 10+, Max 3+
Starts at 10+, Max 3+
Starts at 10+, Max 3+
Starts at 10+, Max 3+

Supernatural Advancement Chart


Roll Improvement Notes
Roll Again
1
Supernatural MAC
2
Supernatural RAC
3
Supernatural SP
4
Supernatural Skill
5
Aptitude Skill
6
Post Apocalyptic Skill
If you get a supernatural characteristic then put a star on your gang list beside this
characteristic. It may now advance one above your regular race max through supernatural
means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one
existing skill is permanently improved to 3+. If you roll Learn New Spell the model may
choose a spell of its choice. If you roll a new skill the owning player must choose a skill
of the type listed. Alternately they may choose to advance an existing skill of the type
listed. This choice makes the skill easier to perform by reducing the number needed for

success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill
and on down lower if this is chosen.
SWAT
Those that belonged to the police forces realized that due to their special training and
weapons they possessed a better than normal chance of survival. Today they attempt to
maintain law and order in a world gone wild. They will often set up minor settlements in
walled communities or try to band together with local inhabitants that are trying to tame
the wastes. They then proclaim themselves the local law and enforce curfews and some
kind of justice on the locals. Some are good men trying to maintain the principles of the
old morals and laws of society. Others have simply become robber barons, taking what
they want from the locals they are supposed to be protecting.
2806 Lieutenant
RAC MAC DC
B
C
C
Flash Bang
COST: 1700pts

DMG HITS MP
3
3
6

2807 Sergeant
RAC MAC DC
DMG HITS MP
C
C
C
3
3
6
EMP Grenade, Smoke Grenade,
COST: 1510pts
2837 Sniper
RAC MAC DC
DMG HITS MP
B
D
C
2
2
6
Smoke Grenade, Frag Grenade x1
COST: 1220pts
2808 Patrol Officer
RAC MAC DC
DMG HITS MP
C
D
C
2
2
7
EMP Grenade, Tear Gas Grenade
COST: 900pts
2808 Combat Officer
RAC MAC DC
DMG HITS MP
C
D
C
3
2
7
EMP Grenade, Tear Gas Grenade
COST: 940pts
2808 Cadet
RAC MAC DC
E
D
E

DMG HITS MP
1
1
8

SPEED
4

Weapons
Assault Rifle Ammox5
Pistol Ammox1

SPEED
4

Weapons
Assault Rifle Ammox5
Pistol Ammox1

SPEED
4

Weapons
PSG1 Ammox3
TCR Ammox1(APX1)
Scope +1 to hit

SPEED
3

Weapons
Auto Pistol Ammox6
Pistol Ammox1

SPEED
3

Weapons
Shotgun Ammox3
DS Shells x 1(APX1)

SPEED
2

Weapons
Pistol Ammox1

Tear Gas Grenade


COST: 300pts
SWAT Advancement Charts
Melee Advancement Chart
Roll
Improvement
1
Roll Again
1-3 +1 MAC, 4,5 +1 MP, 6 +1 DC
2
Roll Again
1-3 +1 DMG, 4, 5 +1 Move, 6 +1 Hit
3
1-3 +1 MP, 4-6 +1 Speed
4
Melee Skill
5
Melee Skill Advances +1 level
6
1,2 Strength Skill, 3-6 Dexterity Skill

Missile Fire Advancement Chart


Roll
Improvement
1
Roll Again
1,2 +1 RAC, 3,4 +1 Hit 5,6 Roll Again
1-3 Marksmanship Skill, 4-6 +1 Speed
2
Roll Again
1 +1 SP, 2 4 +1 Hit, 5,6 +3 Range
3
Aptitude Skill or Post Apocalyptic Skill
4
Marksmanship Skill
5
Marksmanship Skill Advances +1 level
6
Dexterity Skill
Supernatural Advancement Chart
Roll
Improvement
Roll Again
1
Supernatural RAC
2
Supernatural DC
3
Supernatural SP
4
Supernatural Skill
5
Aptitude Skill
6
Post Apocalyptic Skill

Notes
Max MAC B, Max DC B
Max DMG 5, Max Hits 5
Max MP 4, Max SP - 4
Starts at 10+, Max 3+
Must have an existing skill
New skill or advance existing +1
Level, Max 3+

Notes
Max MAC C, Max DC B

Max Speed 4, Max Hits 5


Starts at 10+, Max 3+
Starts at 10+, Max 3+
Must have an existing skill
Starts at 10+, Max 3+

Notes

If you get a supernatural characteristic then put a star on your gang list beside this
characteristic. It may now advance one above your regular race max through supernatural
means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one
existing skill is permanently improved to 3. If you roll Learn New Spell the model may
choose a spell of its choice. If you roll a new skill the owning player must choose a skill
of the type listed. Alternately they may choose to advance an existing skill of the type
listed. This choice makes the skill easier to perform by reducing the number needed for

success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill
and on down lower if this is chosen.

The Iron Brethren


A group of post apocalyptic soldiers that have created a community devoted to mutual
protection and a pledge to defend the future of humanity. They have access to much of
the technology that was available at the fall of humanity and have gathered many of the
Machines technology. They have also developed technology specifically designed to
fight the Machines. However it is in various stages of disrepair.
RA5011 Inquisitor
RAC MAC DC
C
B
C APX1
Plasma Grenade
COST: 1600pts

DMG HITS MP
3
3
6

RA5011 Paladin
RAC MAC DC
DMG HITS MP
C
C
C APX1
3
3
6
Plasma Grenade, Flash Bang Grenade
COST: 1400pts

SPEED
5

Weapons
Sawz-all PF
Mini Nuke Ammox1

SPEED
5

Weapons
Laser Pistol

RA5012 Recon Cleric


RAC MAC DC
DMG HITS MP
SPEED
D
D
C APX1
2
2
6
4
Plasma Grenade, Flash Bang Grenade, Med Kit x 3
COST: 1100pts
RA5013 Marine Cleric
RAC MAC DC
DMG HITS MP
SPEED
D
D
C APX1
2
2
6
3
Plasma Grenade x 2, Flash Bang Grenade, Med Kit x 3
COST: 1100pts
RA5021 Specialist
RAC MAC DC
DMG HITS MP
D
D
C APX1
2
2
6
Plasma Grenade x 2, Flash Bang Grenade
COST: 1300pts
RA5022 Specialist
RAC MAC DC
DMG HITS MP
D
D
C APX1
2
2
6
Plasma Grenade x 2, Flash Bang Grenade
COST: 1485pts
RA5015 Specialist
RAC MAC DC
D
D
C APX1

DMG HITS MP
2
2
6

SPEED
3

SPEED
3

Weapons
Laser Pistol

Weapons
Laser Rifle

Weapons
5mm Mini Gun Ammox5

Weapons
Incinerator Ammox4

SPEED Weapons
3
Missile Launcher Ammox3

Plasma Grenade x 2, Flash Bang Grenade


COST: 1550pts
RA5014 Specialist
RAC MAC DC
DMG HITS MP
D
D
C APX1
2
2
6
Plasma Grenade x 2, Flash Bang Grenade
COST: 1375pts
RA5012 Recon Initiate
RAC MAC DC
E
E
B
Flash Bang Grenade
COST: 600pts

DMG HITS MP
1
2
8

SPEED Weapons
3
5 mm Mini Gun Ammox5

SPEED
2

Weapons
Laser Pistol

Iron Brethren Advancement Charts


Melee Advancement Chart
Roll
Improvement
Notes
1
Roll Again
1-3 +1 MAC, 4,5+1 Charge Die, 6+1 MoveMax MAC-B, Max DC-CAPX1
2
Roll Again
1-3 +1 DMG, 4-6 +1 Hit
Max DMG 4, Max Hits 4
3
1-3 +1 MP, 4-6 +1 SP
Max MP 3+, Max SP - 5
4
Melee Skill
Starts at 10+, Max 3+
5
Melee Skill Advances +1 level
Must have an existing skill
6
1-3 Strength Skill, 4-6 Dexterity Skill
New skill or advance existing +1
Level, Max 3+
Missile Fire Advancement Chart
Roll
Improvement
Notes
1
Roll Again
1-3 +1 RAC, 4-6 +3 Range
Max MACC, Max DCCAPX1
2
Roll Again
Max Speed 4, Max Hits 4
1,2 +1 Speed, 3,4 +1 Hit, 5,6 +1 DMG Die(RAC)
3
Dexterity Skill
Starts at 10+, Max 4+
4
Marksmanship Skill
Starts at 10+, Max 3+
5
Marksmanship Skill Advances +1 level
Must have an existing skill
6
Aptitude Skill
Starts at 10+, Max 3+
Supernatural Advancement Chart
Roll
Improvement
Roll Again
1
Supernatural RAC
2
Supernatural MAC
3
Supernatural SP
4
Supernatural Skill
5
Aptitude Skill

Notes

Starts at 10+, Max 3+

Post Apocalyptic Skill

Starts at 10+, Max 3+

If you get a supernatural characteristic then put a star on your gang list beside this
characteristic. It may now advance one above your regular race max through supernatural
means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one
existing skill is permanently improved to 3+. If you roll Learn New Spell the model may
choose a spell of its choice. If you roll a new skill the owning player must choose a skill
of the type listed. Alternately they may choose to advance an existing skill of the type
listed. This choice makes the skill easier to perform by reducing the number needed for
success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill
and on down lower if this is chosen.
The Raiders
RA2854 Scourge
RAC MAC DC
C
C
C APX1

DMG HITS MP
3
4
6

SPEED
3

Weapons
Flamethrower Ammox4
RPG-7 Ammox3

Cost: 1935pts
RA2855 Goose
RAC MAC DC
DMG HITS MP
SPEED
D
C
D
3
3
6
4
Frag Grenade x 3, Chainsaw Rules: DMG:3, Incapacitate 5,6

Weapons
Chainsaw

COST: 865pts
RA2852 Fallout Girl
RAC MAC DC
C
C
D
Sword
COST: 1250pts
RA2818 Hammer
RAC MAC DC
B
C
D

DMG HITS MP
3
3
6

SPEED
3

Weapons
Shotgun Ammox3
9mm Pistol Ammox3

DMG HITS MP
3
4
6

SPEED
3

Weapons
Shotgun Ammox3
Axe

DMG HITS MP
3
3
7

SPEED
2

Weapons
Incinerator Ammox3
Chainsword

COST: 1250pts
RA28 BBQ Bob
RAC MAC DC
E
C
D
COST: 1000pts

Raiders Thug
RAC MAC DC
E
D
E

DMG HITS MP
2
2
8

SPEED
3

Weapons
Club

COST: 350pts
Raiders Advancement Charts
Melee Advancement Chart
Roll
Improvement
1
Roll Again
1,2 +1 MAC, 3,4 +1 DC, 5,6 +1 Charge Die
2
Roll Again
1-3 +1 DMG, 4-6 Melee Skill
3
Roll Again
1,2 +1 MP, 3,4 +1 Speed, 5,6 +1 Hit
4
Melee Skill
5
Post Apocalyptic Skill
6
Roll Again
1-3 Strength Skill, 4-6 Dexterity Skill

Missile Fire Advancement Chart


Roll
Improvement
1
Roll Again
1-3 +1 RAC, 4-6 +1 DC
2
Roll Again
1,2 +1 SP, 3,4 +1 Hit, 5,6 +3 Range
3
Dexterity Skill
4
Marksmanship Skill
5
Marksmanship Skill Advances +1 level
6
Marksmanship Skill Advances +1 level
Supernatural Advancement Chart
Roll
Improvement
Roll Again
1
Supernatural MAC
2
Supernatural DC
3
Supernatural SP
4
Supernatural Skill
5
Supernatural RAC
6
Post Apocalyptic Skill

Notes
Max MAC B, Max DC B
Max DMG 5, Max Hits 5
Max MP 5+, Max Speed - 5
Starts at 10+, Max 3+
Starts at 10+, Max 3+
New skill or advance existing +1
Level, Max 4+

Notes
Max MAC C, Max DC C
Max DMG 4, Max Hits 4
Starts at 10+, Max 3+
Starts at 10+, Max 4+
Must have an existing skill
Starts at 10+, Max 4+

Notes

Starts at 10+, Max 4+

If you get a supernatural characteristic then put a star on your gang list beside this
characteristic. It may now advance one above your regular race max through supernatural
means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one
existing skill is permanently improved to 3. If you roll Learn New Spell the model may

choose a spell of its choice. If you roll a new skill the owning player must choose a skill
of the type listed. Alternately they may choose to advance an existing skill of the type
listed. This choice makes the skill easier to perform by reducing the number needed for
success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill
and on down lower if this is chosen.
Deep Ones
The Deep Ones are usually grayish-green in colour with white bellies, however they have
been known to exist in other colours including purple and blue hues. They have heads of
fish with large bulging eyes but with human like bodies. They are covered in scales on
their back and are much more at home in water than on land where they dont move as
well.
Deep Ones are relatively harmless, preferring to keep to themselves being busy with the
effort of surviving and thriving in their natural habitat. They have not progressed to the
technological levels of other races because they do not have the desire and drive for
expansion and conquering that exists with other races. This however can change when
they become involved with humans.
Deep Ones have been known to mate with humans causing a Deep One/Human Hybrid to
be created. These individuals have human characteristics when younger and tend to
become more Deep One in nature as they grow older. At some point they will eventually
grow gills and webbed feet and hands and join the rest of the Deep One colony in there
watery homes. These Hybrids become a special troop type for the Deep Ones in the
campaign game.
The Deep Ones are strongly attached to Cthulhu and the Cthulhu Mythos. They know any
of the spells in the game and can pay for any member of their gang to be a spellcaster.
Use the costs as given on the spell casting chart. Only one in six Deep Ones may be
bought with the ability to cast spells. Deep Ones may receive spell casting ability as they
progress in the campaign as an experience skill. If a Deep One gains spell casting ability
in this way he does not affect the ratio of spellcasters to regular troops from above. This
is the only way that Deep Ones may have more spellcasters than the one for every six
ratio.
Only Deep One Hybrids may be sent to the Trade Center.
Deep One Swordsman
RAC
MAC DC DMG
E
C
D
4
Cost: 425pts

Hits
3

MP
6

SP
3

Weapons
Sword

Deep One Forker


RAC
MAC DC DMG
E
C
D
4
Cost: 425Pts

Hits
3

MP
6

SP
3

Weapons
Trident

Hits
2

MP
7

SP
2

Deep One Gunner


RAC
MAC DC DMG
D
C
D
3

Weapons
Hunting Rifle Ammox2

Cost: 675Pts
Deep One Leader
RAC
MAC DC DMG
E
C
D
3
Spells: Create Mist
Cost: 850 Pts
RA2919 Deep One Hybrid
RAC
MAC DC DMG
E
D
E
2
Cost: 325 Pts

Hits
3

MP
6

SP
3

Weapons
Sword

Hits
2

MP
7

SP
3

Weapons
Pointy Stick

Deep Ones Advancement Charts


Melee Advancement Chart
Roll
Improvement
1
Roll Again
1-3 +1 MAC, 4-6 +1 DC
2
Roll Again
1-3 +1 DMG, 4-6 +1 Hit
3
1-3 +1 MP, 4 +1 SP, 5, 6 +1 Movement
4
Melee Skill
5
Melee Skill Advances +1 level
6
1,2 Strength Skill, 3,4 Dexterity Skill
5,6 Post Apocalypse Skill
Missile Fire Advancement Chart
Roll
Improvement
1
Roll Again
1-3 +1 RAC, 4 +3 Range, 5,6 +1 DC
2
Roll Again
1,2 +1 SPEED, 3,4 +1 Hit, 5,6 +1 MP
3
Roll Again
1-3 Dexterity Skill, 4-6 PA Skill
4
Marksmanship Skill
5
Marksmanship Skill Advances +1 level
6
Learn New Spell
Supernatural Advancement Chart
Roll
Improvement
1
Supernatural MAC
2
Supernatural DC
3
Post Apocalypse Skill
4
Supernatural Skill
5
Aptitude Skill
6
Learn New Spell

Notes
Max MAC C, Max DC C
Max DMG 4, Max Hits 4
Max MP 3, Max SP - 5
Starts at 10+
Must have an existing skill
New skill or advance existing +1
level

Notes
Max MAC C, Max DC C
Max DMG 4, Max Hits 4
Starts at 10+, Max 3+
Starts at 10+, Max 3+
Must have an existing skill

Notes

Starts at 10+, Max 3+


Starts at 10+, Max 3+

If you get a supernatural characteristic then put a star on your gang list beside this
characteristic. It may now advance one above your regular race max through supernatural
means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one
existing skill is permanently improved to 3. If you roll Learn New Spell the model may
choose a spell of its choice. If you roll a new skill the owning player must choose a skill
of the type listed. Alternately they may choose to advance an existing skill of the type
listed. This choice makes the skill easier to perform by reducing the number needed for
success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill
and on down lower if this is chosen.
Mi-go
Mi-go are an interstellar race of aliens from a distant galaxy. Those with wings can travel
through space by folding distance in order to fly. They communicate by changing colors
in their head area and are reminiscent of crabs or scorpions. They are not however
mammal in nature, being referred to as fungi, so they are fungus or spore based in
biology. They may communicate with humans through surgically altering their voice
boxes and speaking in a buzzing insect like voice.
They often populate high mountainous regions of the world as they search and mine ores
needed to fuel their industry. They have the ability to control humans through a form of
mind control and often do this to keep sentries for their mining operations. They will
often use humans as tools to keep others away or to get needed supplies. Humans that
are reclusive and inbred tend to have Mi-go controlling them. The Mi-Go have chosen to
remain in hiding using the fragmentation of the humans to further there industrious plans.
Whenever you find a human holding that seems perfect, friendly people working as an
industrious community, that welcome other humans with open arms, you have probably
found a Mi-go controlled community. However, do not be fooled, these humans can be
just as vicious as the need to be if their Mi-go masters feel threatened.
The Mi-go are at odds with the Hasturites. This group of mysterious individuals are
attempting to align the planets to reveal the presence of Hastur the Nameless one. Often,
the Mi-go, who do not want this event to take place, work at keeping the Hastur cults
divided and at odds with each other.
RA2939 Mi-Go Leader
RAC MAC DC
DMG HITS MP
SPEED
Weapons
C
C
C
3
2
6
4
Electric Gun x 4
Model causes Horror Check, Flight 6
COST: 1300pts
Electric Gun: DMG: 4, ROF: 1, Range: 20 Special Effect: Tasered model loses all
actions for one turn
RA2939 Mi-go Soldier
RAC MAC DC
DMG HITS MP
C
C
C
3
2
6
Model causes Horror Check, Flight 6
COST: 1300pts

SPEED
4

Weapons
Electric Gun x 4

Mist Projector: DMG: 4, ROF: 1, Range: 8 Mist Projectors use the flamethrower
template
Mi-go Controlled Human Leader
2811 Karl H. Unger
RAC
MAC DC DMG
C
C
D
2

Hits
3

MP
6

SP
4

Weapons
China Assault Rifle Ammox5
Knife

Hits
3

MP
6

SP
3

Weapons
Shotgun Ammox2

Cost: 1145Pts
Mi-go Controlled Human
2816 Harold Smith
RAC
MAC DC DMG
B
C
D
2
Cost: 975Pts
RA2824 Professor
RAC MAC DC
E
D
C
Frag Grenade x 3
COST: 985pts
RA2826 Jocelyne
RAC MAC DC
C
C
D
Frag Grenade x 2
COST: 885pts

DMG HITS MP
2
4
6

SPEED
3

Weapons
.44 Scoped Ammox6

DMG HITS MP
3
3
6

SPEED
4

Weapons
Pistol Ammox5

SPEED
3

Weapons
Auto Pistol Ammox6

RA2829 Delilah
RAC MAC DC
DMG HITS MP
C
D
D
2
3
7
Smoke Grenade, Frag Grenade x 2
COST: 800pts
Mi-go Advancement Charts
Melee Advancement Chart
Roll
Improvement
1
Roll Again
1-3 +1 MAC, 4,5 +1 Move, 6 +1 DC
2
Roll Again
1-3 +1 DMG, 4-6 +1 Hit
3
Roll Again
1-3 +1 MP, 4-6 +1 SP
4
Melee Skill
5
Melee Skill Advances +1 level
6
1-3 Strength Skill, 4-6 Dexterity Skill

Notes
Max MAC B, Max DC B
Max DMG 4, Max Hits 4
Max MP 3+, Max SP - 5
Starts at 10+, Max 3+
Must have an existing skill
New skill or advance existing +1

level
Missile Fire Advancement Chart
Roll
Improvement
1
Roll Again
1,2 +1 RAC, 3,4 +3 Range, 5,6 +1 DC
2
Roll Again
1,2 +1 Speed, 3,4 +1 Hit, 5,6 +1 MP
3
Dexterity Skill
4
Marksmanship Skill
5
Post Apocalyptic Skill
6
Aptitude Skill
Supernatural Advancement Chart
Roll
Improvement
Roll Again
1
Supernatural RAC
2
Supernatural DC
3
Supernatural Speed
4
Supernatural Skill
5
Post Apocalyptic Skill
6
Learn New Spell

Notes
Max MAC B, Max DC B
Max MP 5+
Max Speed 4, Max Hits 4
Starts at 9+, Max 3+
Starts at 9+, Max 3+
Starts at 9+, Max 3+
Starts at 9+, Max 3+

Notes

Starts at 9+, Max 3+

If you get a supernatural characteristic then put a star on your gang list beside this
characteristic. It may now advance one above your regular race max through supernatural
means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one
existing skill is permanently improved to 3+. If you roll Learn New Spell the model may
choose a spell of its choice. If you roll a new skill the owning player must choose a skill
of the type listed. Alternately they may choose to advance an existing skill of the type
listed. This choice makes the skill easier to perform by reducing the number needed for
success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill
and on down lower if this is chosen.
For Mi-go Controlled Humans use the Hasturites Advancement Charts.

Elder Things
Much has been written about the evidence of The Elder Things. They came to earth a
very long time ago and may have accidentally created life on this planet, as we know it.
They were at war with both the Mi-go and the Polyps when those races came to earth.
Today they are mostly frozen in the ice in the Antarctic region, inhabiting their long lost
city there. They are constantly at war with the Shoggoths a race they created as workers
who developed out of control. However, they still have some Shoggoths as workers, but
these ones are usually the more dormant and not very high functioning ones. Shoggoths
are usually big, ugly and very strong, being able to do physical labour for the Elder
Things. The Elder Things attempted genocide on this race was unsuccessful and later
amounted to their downfall.
In combat they can attack with up to five tentacles at once, which makes them dangerous
in hand to hand combat. Many also know some kind of magic and each one gets at least
one spell. They live a very long time and this fact makes them knowledgeable about a
good deal of information.
If they were ever again to retain their place on the planet, it would spell the end of the
human race.
Elder Things Force List
Senior Elder Thing
RAC
MAC DC DMG
Hits MP
SP
D
C
B
2x3
5
6
4
Notes: Model causes Horror Check at -2, Flight 6, Two spells
Spells:
COST: 2600pts
Elder Thing Mid-Growth
RAC
MAC DC DMG
Hits MP
SP
D
D
C
2x3
5
6
4
Notes: Model causes Horror Check at -2, Flight 6, One spell
Spells:
COST: 2150pts
Elder Thing Spawn
RAC
MAC DC DMG
Hits MP
SP
E
E
D 3
3
7
3
Notes: Model causes Horror Check at -2, Flight 6
COST: 725pts
Elder Thing Advancement Charts
Melee Advancement Chart
Roll
Improvement
1
Roll Again
1-3 +1 MAC, 4,5 +1 Move, 6 +1 DC
2
Roll Again
1-3 +1 DMG, 4-6 +1 Hit

Weapon
Tentacles x 2

Weapons
Tentacles x 2

Weapons
Tentacle

Notes
Max MAC B, Max DC B
Max DMG 2x5, Max Hits 8

3
4
5
6

1-3 +1 MP, 4,5 +1 DMG, 6 +1 SP


Melee Skill
Post Apocalyptic Skill
Roll Again
1-3 Strength Skill, 4-6 Dexterity Skill

Supernatural Advancement Chart


Roll
Improvement
Roll Again
1
Supernatural MAC
2
Supernatural DC
3
Supernatural RAC
4
Supernatural Skill
5
Learn New Spell
6
Learn New Spell

Max MP 3, Max SP - 5
Starts at 9+, Max 4+
Starts at 9+, Max 4+
Starts at 9+, Max 4+

Notes

If you get a supernatural characteristic then put a star on your gang list beside this
characteristic. It may now advance one above your regular race max through supernatural
means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one
existing skill is permanently improved to 3+. If you roll Learn New Spell the model may
choose a spell of its choice. If you roll a new skill the owning player must choose a skill
of the type listed. Alternately they may choose to advance an existing skill at any time.
This choice makes the skill easier to perform by reducing the number needed for success
by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill and on
down lower if this is chosen.

The Hasturites
This is more of a cult than an alien race. However, some of their practices are obviously
steeped in traditions founded by the other races that have inhabited earth over the
centuries. Where or how these groups were influenced is not known. This group does
have a lot of information about the other alien races and in particular know much about
the false gods and artifacts of the other races. This makes them not only a major player in
the Shadow Wars but also means they may require some further research to determine
their true level of danger.
These cults seem to spring up all over the world, at different times and in different places.
Although they seem to have no centralized authority, thus making them a minor nuisance,
if any group of them were ever to succeed in manifesting the presence of Hastur then the
earth as we know it would cease to exist. This is against the plans of Mi-go so they will
often use cults of followers of their own to thwart any Hasurite plans that may actually be
a threat. This cult seems to have access to a lot of information and artifacts that they
should not and sometimes can grow very big in numbers.
You are Decabolis leader of local chapter of the Hasturi. Your chapter worships the great
old one Hastur. Mostly you wage war against the hated Mi-go however taking your own
initiative you can start a solitary nation to worship Hastur. From here you can create the
perfect society for use by Hastur when and if he returns. It is no longer needed to operate
in secret and you have found that many of the survivors are interested in the hope that can
be provided in the return of Hastur.
RA2809 Leader
RAC MAC DC
DMG HITS MP
SPEED
B
C
C
2
3
5
4
Notes: S= Special Gas Ammunition that kills Mi-go
COST: 1215pts

Weapons
Shotgun Ammox2 +S
Pistol Ammox2+S

RA2810 Heavy Weapons Soldier


RAC MAC DC
DMG HITS MP
D
C
D
2
2
6
COST: 1005pts

Weapons
RPG-7 Ammox3

RA2810 Soldier
RAC MAC DC
D
C
D
Frag Gernade x 2
COST: 1000pts

SPEED
3

DMG HITS MP
SPEED
Weapons
2
2
6
4
Spas 12 x3 +S
Notes: S= Special Gas Ammunition that kills Mi-go

RA2810 Hasturite Goon


RAC MAC DC
E
E
E
Frag Gernade
COST: 410pts
Hasturi Advancement Charts

DMG HITS MP
2
1
7

SPEED
2

Weapons
Pistol
Knife

Melee Advancement Chart


Roll
Improvement
1
Roll Again
1,2 +1 MAC, 3,4 +1 Charge Die, 5,6 +1 DC
2
Roll Again
1-3 +1 DMG, 4-6 +1 Hit
3
1-3 +1 MP, 4-6 +1 Speed
4
Melee Skill
5
Post Apocalyptic Skill
6
Roll Again
1-3 Strength Skill, 4-6 Dexterity Skill
Missile Fire Advancement Chart
Roll
Improvement
1
Roll Again
1-3 +1 RAC, 4 +3 Range, 5,6 +1 DC
2
Roll Again
1 +1 SP, 2,3 +1 Movement, 4-6 +1 Hit
3
Dexterity Skill
4
Marksmanship Skill
5
Post Apocalyptic Skill
6
Aptitude Skill
Supernatural Advancement Chart
Roll
Improvement
Roll Again
1
Supernatural MAC
2
Supernatural DC
3
Supernatural SP
4
Supernatural Skill
5
Post Apocalyptic Skill
6
Learn New Spell

Notes
Max MAC C, Max DC C
Max DMG 4, Max Hits 4
Max MP 3+, Max Speed - 5
Starts at 9+, Max 5+
Starts at 8+, Max 3+
Starts at 9+, Max 5+

Notes
Max MAC C, Max DC C
Max DMG 4, Max Hits 4
Starts at 9+, Max 5+
Starts at 10+, Max 3+
Starts at 8+, Max 3+
Starts at 10+, Max 3+

Notes

Starts at 8+, Max 3+

If you get a supernatural characteristic then put a star on your gang list beside this
characteristic. It may now advance one above your regular race max through supernatural
means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one
existing skill is permanently improved to 3. If you roll Learn New Spell the model may
choose a spell of its choice. If you roll a new skill the owning player must choose a skill
of the type listed. Alternately they may choose to advance an existing skill of the type
listed. This choice makes the skill easier to perform by reducing the number needed for
success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill
and on down lower if this is chosen.

The Dragonflies
During the 1980s and 90s with the growth of computers, the information highway, and
the Internet, people who would normally never have the chance to meet or share
information now had that opportunity. Some people who, for reasons of their own, liked
to investigate the unusual, the different and the downright bizarre started to exchange
stories and facts they had gathered over the years. Some of the more enlightened, or
crazier depending on your point of view, noticed threads of similarity in many of the
stories.
Cultists
Many cults have sprung up in the aftermath of the apocalypse. These cults all believe
different things but they have a few things in common. They are usually led by a
charismatic leader, they are a very insular community and they have some strange
ceremonies.
RA2838 Jill Lucas
RAC MAC DC
DMG HITS MP
SPEED
Weapons
E
D
D
2
4
5
4
Ring of Ra Ammox3
Frag Gernade x2, Notes: Ring of Ra uses missile fire rules RAC:B DMG:6 ROF:1 Range
12 3 Radius
Spells: Armor Ward and Combust
COST: 1000pts
RA2839 Cult Hero
RAC MAC DC
C
D
D
Frag Gernade x2
Spells: Armor Ward
COST: 1000pts
RA2839 Support Cultist
RAC MAC DC
D
D
E
Frag Gernade x2
COST: 925pts
RA2839 Cultist Thug
RAC MAC DC
D
D
E
Frag Gernade x1
COST: 475pts

DMG HITS MP
2
3
5

SPEED
3

DMG HITS MP
3
2
6

SPEED Weapons
2
China Assault Rifle Ammox3

DMG HITS MP
3
2
6

SPEED Weapons
2
Axe, Bat or Machette

Melee Advancement Chart


Roll
Improvement
1
Roll Again
1-3 +1 MAC, 4-6 +1 DC

Weapons
Scoped .44 Ammox3

Notes
Max MAC B, Max DC B

2
3
4
5
6

Roll Again
1,2 +1 DMG, 3,4 +1 Hit, 5,6 +1 Charge Die
Roll Again
1-3 +1 MP, 3,4 +1 Speed, 5,6 +1 Move
Melee Skill
Post Apocalyptic Skill
Roll Again
1-3 Strength Skill, 4-6 Dexterity Skill

Max DMG 4, Max Hits 4


Max MP 4+, Max Speed - 5
Starts at 9+, Max 3+
Starts at 9+, Max 3+
Starts at 10+, Max 4+

Missile Fire Advancement Chart


Roll
Improvement
Notes
1
Roll Again
1,2 +1 RAC, 3,4 +1 DC, 5,6 +1 MP
Max MAC C, Max DC C
2
Roll Again
1,2 +1 Speed, 3,4 +1 Hit, 5,6 Aptitude Skill Max Speed 5, Max Hits 4
3
Dexterity Skill
Starts at 10+, Max 3+
4
Marksmanship Skill
Starts at 10+, Max 3+
5
Post Apocalyptic Skill
Starts at 9+, Max 3+
6
Roll Again
1-3 +3 Range, 4-6 Learn New Spell
Supernatural Advancement Chart
Roll
Improvement
Roll Again
1
Supernatural MAC
2
Supernatural RAC
3
Supernatural Speed
4
Supernatural Skill
5
Aptitude Skill
6
Learn New Spell

Notes

If you get a supernatural characteristic then put a star on your gang list beside this
characteristic. It may now advance one above your regular race max through supernatural
means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one
existing skill is permanently improved to 3. If you roll Learn New Spell the model may
choose a spell of its choice. If you roll a new skill the owning player must choose a skill
of the type listed. Alternately they may choose to advance an existing skill of the type
listed. This choice makes the skill easier to perform by reducing the number needed for
success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill
and on down lower if this is chosen.

Pyramid Corporation
You are the body guard and hired killer for the Pyramid Corporation. The Pyramid
Corporation was the corporation responsible for the creation of AI. They are not
responsible for the apocalypse. However, for a corporation to maintain a presence after
the devastation only shows the true foresight and planning of the Corporation.
As a local Manager for the Corporation your job is to create a local office for the
corporation. All profit must be sent back to the Head Office for the greater good.
Remember to watch the bottom line.
Your instructions are to put together a local hit team and create a Pyramid Corporate
community. This corporate seizure is asking a lot considering that you do not know these
men so you wont be held responsible if you fail. However if you succeed you could get a
bonus and another step on the next rung of the corporate ladder.
Oh yesand try not to get killed after all your skills are an asset we do so hate to see
waste after all we have invested a certain amount of money in you.
RA2815 Sydney Greenspan
RAC MAC DC
DMG HITS MP
D
C
D
1
3
7
Spell: Choose one
COST: 875pts
RA2846 Ronin
RAC MAC DC
DMG HITS MP
C
B
C
4
4
5
Smoke Grenade, Frag Grenade x 2
COST: 1430pts
2837 Sniper
RAC MAC DC
DMG HITS MP
B
D
C
2
2
6
Smoke Grenade, Frag Grenade x1
COST: 1300pts
2808 Hired Gun
RAC MAC DC
DMG HITS MP
C
D
C
2
2
7
Incendary Grenade, Frag Grenade
COST: 880pts
2808 Combat Officer
RAC MAC DC
DMG HITS MP
C
D
C
3
2
7
Incendary Grenade, Frag Grenade
COST: 845pts
2808 Intern

SPEED
4

Weapons
Pistol Ammox1

SPEED
4

Weapons
Auto Pistol Ammox4

SPEED
4

Weapons
PSG1 Ammox3
Scope +1 to Hit

SPEED
3

Weapons
Auto Pistol Ammox6
Pistol Ammox1

SPEED
3

Weapons
Shotgun Ammox3

RAC MAC DC
E
D
E
Tear Gas Grenade
COST: 300pts

DMG HITS MP
1
1
8

SPEED
2

Melee Advancement Chart


Roll
Improvement
1
Roll Again
1,2 +1 MAC, 3,4 +1 Move, 5,6 +1 DC
2
Roll Again
1,2 +1 DMG, 3,4 +1 Hit, 5,6 +1 Charge Die
3
Roll Again
1-3 +1 MP, 3,4 +1 Speed, 5,6 +1 Move
4
Melee Skill
5
Post Apocalyptic Skill
6
Roll Again
1-3 Strength Skill, 4-6 Dexterity Skill
Missile Fire Advancement Chart
Roll
Improvement
1
Roll Again
1,2 +1 RAC, 3,4 +1 DC, 5,6 +1 MP
2
Roll Again
1,2 +1 Speed, 3,4 +1 Hit, 5,6 +3 Range
3
Dexterity Skill
4
Marksmanship Skill
5
Post Apocalyptic Skill
6
Aptitude Skill
Supernatural Advancement Chart
Roll
Improvement
Roll Again
1
Supernatural MAC
2
Supernatural RAC
3
Supernatural DC
4
Supernatural Skill
5
Aptitude Skill
6
Supernatural Speed

Weapons
Pistol Ammox1

Notes
Max MAC B, Max DC B
Max DMG 4, Max Hits 4
Max MP 4+, Max Speed - 5
Starts at 10+, Max 3+
Starts at 10+, Max 3+
Starts at 10+, Max 4+

Notes
Max MAC C, Max DC C
Max Speed 5, Max Hits 4
Starts at 10+, Max 3+
Starts at 10+, Max 3+
Starts at 10+, Max 3+
Starts at 9+, Max 3+

Notes

Starts at 9+, Max 3+

If you get a supernatural characteristic then put a star on your gang list beside this
characteristic. It may now advance one above your regular race max through supernatural
means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one
existing skill is permanently improved to 3. If you roll Learn New Spell the model may
choose a spell of its choice. If you roll a new skill the owning player must choose a skill
of the type listed. Alternately they may choose to advance an existing skill of the type

listed. This choice makes the skill easier to perform by reducing the number needed for
success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill
and on down lower if this is chosen.

Survivors Modern Day Heroes or Mercenaries for Hire


The following mercenaries are available for hire to any faction. All mercenaries have a
signing fee that you must pay to hire them. Mercenaries have a maintenance fee that you
must pay after each scenario to keep them on your staff. These fees are listed in the entry
for each mercenary. If you keep a mercenary on your staff for ten consecutive scenarios,
they then go on retainer and their maintenance fee is reduced. The retainer fee is listed
after the maintenance fee for each scenario. If you fail to pay the maintenance fee before
the mercenary is on retainer, the mercenary leaves and seeks employment elsewhere. If
you have a mercenary on retainer status you don not have to pay each scenario, but only
when you wish to use the mercenary. They will not leave between scenarios if unused.
You may rehire mercenaries after they have left, but you must pay the signing fee again
to do so. Other players may hire a mercenary you have released.
It is important to keep track of mercenaries and their experience levels. Mercenaries gain
experience normally and each entry will list which chart the mercenary rolls on for
advancement. If a mercenary is let go other players in a campaign may hire the
mercenary by paying the regular signing fee. Once a mercenary is on retainer, he may
only be hired by another player if the player pays double the normal signing fee of the
mercenary and if the mercenary was not used in the previous scenario by the former
controlling player.
2835 Gloria
Signing Fee: 2000pts
Maintenance Fee: 200pts
RAC MAC DC
DMG HITS MP
SPEED
B
A
B
2x2 4
5
5
Notes: May attack two targets in Melee or Ranged Combat
Notes: Supernatural model
COST: 2000pts
2821 El Rojo
Signing Fee: 1055pts
Maintenance Fee: 110pts
RAC MAC DC
DMG HITS MP
SPEED
C
D
D
2
2
7
3
EMP Grenade, Smoke Grenade, Frag Grenade
COST: 1055pts
2802 Desiree Dark
Signing Fee: 1825pts
Maintenance Fee: 185pts
RAC MAC DC
DMG HITS MP
SPEED
B
B
C
5
5
6
5
Notes: May attack two targets with Missile Fire
Supernatural model
COST: 1825pts
2803 Hanna
Signing Fee: 1200pts
RAC MAC DC

Maintenance Fee: 120pts


DMG HITS MP
SPEED

Retainer Fee: 100pts


Weapons
UZIx2 Ammox(3x2)
Ghurka Knives

Retainer Fee: 50pts


Weapons
AK47 Ammo x 4

Retainer Fee: 120pts


Weapons
Pistolx2 Ammo-5x2
Flashbang

Retainer Fee: 60pts


Weapons

B
D
D
2
3
5
Frag Grenade, Smoke Grenade, Incendary Grenade
COST: 1200pts
2804 Briggs
Signing Fee: 950pts
RAC MAC DC
D
C
D
Frag Grenade x 2
COST: 915pts

.44 Scoped Ammox6

Maintenance Fee: 100pts


DMG HITS MP
SPEED
2
2
6
3

Retainer Fee: 50pts


Weapons
Auto Shotgun Ammox3

Maintenance Fee: 150pts


DMG HITS MP
SPEED
4
3
6
5

Retainer Fee: 75pts


Weapons
Katana

Maintenance Fee: 120pts


DMG HITS MP
SPEED
3
4
7
3

Retainer Fee: 60pts


Weapons
Auto Pistol Ammox6

RA2825 Hubert The Equalizer


Signing Fee: 135pts
Maintenance Fee: 150pts
RAC MAC DC
DMG HITS MP
SPEED
B
B
D
4
3
5
3
Frag Grenade x 2
COST: 1285pts

Retainer Fee: 75pts


Weapons
Auto Pistol Ammox2
Shotgun Ammox3

2805 Asp
Signing Fee: 1300pts
RAC MAC DC
C
A
B
Notes: Supernatural model
COST: 1275pts
2808 Burt Jackson
Signing Fee: 1200pts
RAC MAC DC
C
D
C
Frag Grenade x 3
COST: 1200pts

RA2847 Kali
Signing Fee: 1575pts
Maintenance Fee: 150pts
Retainer Fee: 100pts
RAC MAC DC
DMG HITS MP
SPEED Weapons
B
D
D
1
4
6
4
.50 Cal Sniper Rifle
Ammox4
Smoke Grenade, Frag Grenade x 2
Scope +1 to Hit
Notes: Supernatural model (specifically her strength)
COST: 1570pts

Scenarios
Scenario Terms
Each scenario has several rules of engagement each player must follow and an objective
for each player to accomplish. These factors vary from scenario to scenario and any
special conditions are described under specific scenarios.
Description
This section gives an overall summary of the types of scenarios.
Attacker Defender
Before rolling to choose a scenario in the campaign game, both players must roll for
initiative. (see choosing a scenario). The player winning the roll is the attacker, and the
loser is the defender. Each player uses the deployment, objective, and victory conditions
for their corresponding role.
Board Set Up
This section describes any special rules for setting up the playing area.
Deployment
Each scenario outlines how both the attacker and defender deploy their models during set
up. The standard procedure for deployment is anywhere within four inches of the
players starting edge unless unless otherwise stated by the scenario.
Objective
This section describes the objectives of each player.
Victory Conditions
Each player receives a set of victory conditions to determine who wins the scenario.
Setting up the Board
All scenarios are played on a 4 by 6 area. Divide the area in two 4 x 3 halves. Each
player chooses a short side as his set up area. Use whatever terrain the group has
available. Each player rolls 1D6 and this is the number of terrain pieces that are used in
the game. This gives the number of terrain pieced that each player may set up. Players
alternate taking turns setting up terrain with the attacker setting up a piece first. Roll 1d6
on the following chart to determine random placement of pieces. Some scenarios may
have required terrain pieces (see Scenario Types below). After the board is set up consult
the scenario deployment rules to determine attacker and defender deployment areas. This
means you may not start in the same area that you set up.
Players also are allowed to place cover or accessory items on the board. Cover is
anything from a half wall, stones, desks, beds or any piece of terrain that measure less
than 2 x 2. Each player rolls 1d6 and may add this amount of cover or accessories to

the board. Place these terrain pieces as desired. Opponent may scatter die and move it
1d6 inches on any pieces they desire.
Random Terrain Generation
1. One large piece that touches all players areas. (8 x 8 or larger), roll on the
Terrain Placement Chart.
2. Two small pieces that touch all players areas. (4 x 4 or less approximately)
3. One large and two small pieces that touch all players areas. (As above sizes).
4. Handful of stones, dropped from 2 above table in the middle of the table. (10
stones minimum)
5. No added terrain.
6. Players can add another piece of terrain wherever they desire.
Terrain may be stacked on top of one another. Such as Hills with a forest or building
on top of it.
Set up
Follow the procedure below for board set-up.
1. Determine Scenario type
2. Divide the terrain according to the amount determined for each player.
3. The attacking player chooses a piece of terrain to set up on the board.
4. 1d6 is rolled to determine placement position.
5. An adjustment roll is made by the other player.
6. Players continue placing terrain in alternating turns.
7. After all the terrain pieces are placed then the attacker may place an accessory or
cover piece anywhere on the board.
8. An adjustment roll is made for each accessory placed in this way.
9. Players alternate placing cover or accessory pieces.
10. Deploy models as described in the scenario.
Examples of terrain pieces:
Types of Cover
Types of Accessories
Types of Terrain
Swamp
Stones
Scenario specific item
Jungle
Tree Branches
Ammo counter
Forest
Crates/Barrels
Medical Pack
Building
Machinery
Weapons
Ruins
Cars
Terrain Placement Chart
Die Roll
1
2
3
4
5
6

Result
Anywhere on own side not over half.
Anywhere on opponents side of board not over half.
Touching one long edge of the board in the opponents half
Touching the long edge of the board in own half
Six inches from center line in opponents half
Place anywhere

Die Roll
1
2
3
4
5
6

Terrain Adjustment Chart


Result
No change permitted
Can slide the piece 6 in any direction
Can slide the piece 12 in any direction
Can rotate the piece on one point of the item up to 360 degrees
Roll a random direction and slide the piece 2d6 inches in that direction.
Piece is flipped to opposite side of the board at the opposite end of the
board in a mirrored position to where it was originally placed

Types of Scenarios
1.
2.
3.
4.
5.
6.
7.
8.

Skirmish
Advance
Ambush
Patrol
Raid
Assault
Rescue Mission
Terror Attack

Skirmish
Description
Forces stumble across each other and a fight ensues. The Skirmish is a straight fight
between forces where neither has a strategic advantage over the other.
Board Set-up
Attacker Deployment
The attacker may choose on which side of the board he wishes to deploy his models. The
attacker must deploy his models first in the designated deployment zone in the area that
he has chosen. For this scenario the deployment zone is within 4 of the board edge.
Attacker Objective
The attackers objective is to inflict as many casualties on the defender as possible, while
minimizing his own.
Defender Deployment
The defender deploys his models in the remaining deployment zone after the attacker has
finished deploying his models. Deployment is within 4 of the chosen board edge.
Defender Objective
The defenders objective is the same as the attackers that is too inflict as many casualties
on the enemy as possible.

Victory Conditions
After the scenario is over, each side must total the amount of casualties he suffered
during the scenario. The player that caused the highest number of casualties wins the
scenario. If one player eliminates all of his opponents models and still has models active
at end of the game he automatically wins. Models that Routed off the board count as
casualties for the purposes of calculating the victory conditions.
Advance
Description
The attacker needs to advance through the defenders territory. An advance scenario
requires one player to move his models from one board edge to the directly opposite
board edge and off the board to be successful.
Set-up
Use the standard rules for board set-up.
Attacker Deployment
The attacking player sets his models up within four inches of the board edge he has
chosen as his designated board area.
Attacker Objective
As stated above, the attackers objective is to move as many models off the opposite
board edge as possible. To win the game the attacker must exist 30% of his models off
the opposite board edge.
Defender Deployment
The defender sets up his models on the board edge opposite the attacker.
Defender Objective
The defenders objective is to cause as many casualties on the attacker and prevent any of
his opponents models from exiting the board.
Victory Conditions
After the scenario is over, each side must total the amount of casualties he suffered
during the scenario. The player that caused the highest number of casualties wins the
scenario. If one player eliminates all of his opponents models and still has models active
at the end of the game he automatically wins. Models that Routed off the board count as
casualties for the purposes of calculating the victory conditions.
Ambush
Description
The attacker lays an ambush for the defender and catches him by surprise. The defender
is returning to his Stronghold.
Board Set-up

After the board is set-up using the standard set-up rules, the attacker must choose a piece
of terrain on the board and designate it as the ambush site. Place an ambush counter on
the terrain piece. The ambush site is where the attackers ambush the defenders. The
attacker must also choose a board edge to designate as the defenders exit point. Place an
exit point marker on the chosen board edge. This is the edge the defender must exit off of
in order to win the scenario.
Attacker Deployment
Because the attacker has ambushed the defender, the attacker deploys models after the
defender. The attacker may deploy his models anywhere on the board. None of his
models may be deployed within Line of Sight of an enemy model.
Attacker Objective
The Attackers objective is to inflict as many casualties as possible on the defender and
prevent the defender from exiting his models off the designated board edge.
Defender Deployment
As stated above, the defender must deploy his models first. The defender must deploy his
models within 8 of the ambush counter. None of the defenders models may begin the
game on Covering Fire.
Defender Objective
The defenders objective is to exit as many of his models off the board as possible and
keep the item if possible.
Victory Conditions
The scenario ends when either side has no models left on the board. The defender should
keep track of each of his models that exits the board. Models that Rout off the board do
not count towards the defenders victory conditions. At the end of the scenario, total the
number of models the defender successfully exited off the board and the number of
casualties the attacker inflicted upon the defender. Compare the two totals; the player
with the highest total wins the scenario.
Patrol
Description
The attacker is on patrol searching for the enemy. The defender is trying to disrupt the
attacker and destroy the attackers isolated patrol parties.
Board Set-up
Use the standard board set-up. The patrol scenario uses three patrol point markers. The
attacker places one marker anywhere on the board and then the defender places the
remaining two markers, also anywhere on the board. Each counter must be at least 12
away from any other counter. These markers represent patrol points that the attacker must
move over in order to achieve victory conditions.
Attacker Deployment

The attacker deploys his models within four inches of the board edge within his chosen
zone.
Attacker Objective
The attacker must move his models to the patrol markers placed on the board during the
board set-up. In order to gain victory points the attacker must move over a patrol marker
with at least one model. It must remain stationary on the patrol marker for at least one
turn. When this is accomplished, remove the patrol marker from the board and give to the
attacking player. The more counters the attacker successfully patrols, the more victory
points he gains.
Defender Deployment
The defender may split his forces into a maximum of three groups before the start of the
scenario. Each group must have a minimum of one model. There is no limit to the
number of models the defender may have in a group (up to the total number of models in
his force). After the defender has divided his forces he may deploy each group within 8
of one of the markers (he cannot deploy all three groups at one counter, this would be
only one group). The defenders may not be within Line of Sight of the attacking models
at the beginning of the scenario.
Defender Objective
The defender must prevent the attackers models from patrolling the board. The defender
loses victory points for each patrol counter that the attacker removes from the board.
Victory Conditions
The game ends when one side no longer has any models left on the board or all three
patrol counters have been removed from the board. At the end of the scenario the attacker
receives five victory points for each counter that has been successfully removed from the
board. The defender receives five victory points for each counter remaining on the board.
The side with the highest total wins the scenario.
Raid
Description
The attacker declares that they are raiding another Gangs base in order to steal an item of
value.
Board Set-up
The board is set up according to the Stronghold map. The building is set up in the middle
of the board and if there is any room left outside the base then the attacker may set up the
remainder of this area. The item is placed in the vault or lab.
Attacker Deployment
The attacker may split his forces into three groups before the start of the scenario. Each
group must have a minimum of one model. There is no limit to the number of models in
each group (up to the total number of models in the attackers force). The defender must
deploy his models before the attacker (see defender deployment). After the defender has

deployed the attacker deploys each group on any board edge, with only one group
deployed, on any edge.
Attacker Objective
The attacker must break into the vault or lab and steal the item and make it back off the
board.
Defender Deployment
As stated above, the defender must deploy all of his models first. The defender may
deploy his models anywhere in his base.
Defender Objective
The defender must repel the attackers to prevent them from stealing the item.
Victory Conditions
The game ends when either side has no more models left on the board or the attacker
moves off the board with the item. Whichever side retains control of the board (still has
models standing) at the end or the scenario wins. If the attacker wins the scenario, the
controlling player must relinquish ownership of the item to the attacker. If both sides
eliminate each other, the scenario is a draw and the defender retains ownership of the
item.
Assault
Description
The attacker assaults the Stronghold or Outpost of a defender in order to destroy the base.
Board Set-up
The board is set up according to the Stronghold map. The building is set up in the middle
of the board and if there is any room left outside the base then the attacker may set up the
remainder of this area.
Attacker Deployment
The attacker may split his forces into three groups before the start of the scenario. Each
group must have a minimum of one model. There is no limit to the number of models in
each group (up to the total number of models in the attackers force). The defender must
deploy his models before the attacker (see defender deployment). After the defender has
deployed the attacker deploys each group on any board edge, with only one group
deployed, on any edge.
Attacker Objective
The attacker must occupy the defenders base and eliminate all of the defenders models.
Defender Deployment
As stated above, the defender must deploy all of his models first. The defender may
deploy his models anywhere in his base.

Defenders Objective
The defender must repel the attackers to prevent them from occupying the base.
Victory Conditions
The game ends when either side has no more models left on the board. Whichever side
retains control of the board (still has models standing) at the end or the scenario wins. If
the attacker wins the scenario, the controlling player must relinquish ownership of the
base to the attacker. The attacker adds the newly captured base to his holdings. If both
sides eliminate each other, the scenario is a draw and the defender retains ownership of
the base.
Rescue Mission
Description
The attacker decides to make a rescue attempt and venture into the enemies base to free
their comrade.
Board Set-up
The board is set-up according to the Stronghold map. The base is placed at the center of
the board and the attacker may set-up the remainder of the board.
Attacker Deployment
The attacker may choose one side of the board as his deployment zone and then deploys
his models after the defender.
Attacker Objective
The attackers objective is to free the prisoner and exit the board. Once free, the attacker
may exit his models off any board edge. In order to free the prisoner, the attacker must
move one of his models adjacent to the prisoner and remain stationary for one Action
Phase. Once free, the prisoner acts normally and has its normal weapon and any items
that it carries.
Defender Deployment
The defending player must first place the prisoner on the board. The prisoner must be
placed in the cell or other room. The defender has 1d6 of his models on the board at the
start of the scenario. The defender may deploy these models anywhere in the base that is
not within 6 of the prisoner.
Defender Objective
The defenders objective is to foil the escape attempt and inflict as many casualties on the
attacker as possible.
Special Rules
There are a lot of special rules for this scenario. Use them for this scenario.
1. Guards

The defenders starting models are guarding the prisoner, and may start the game on
Cover Fire. Once the game starts, the guards may not be moved normally. Each turn the
defender rolls 2d6 and totals them. The number rolled is the amount of Movement in
inches that the defender has for all of his models. These points may be divided among the
defenders models as the player sees fit as long as a model does not exceed its walking
movement rate.
2. Sounding the Alarm
Once the alarm is sounded the defenders models may act normally and the defender will
receive reinforcements each turn (see reinforcements below). The following conditions
will sound the alarm.
Once the prisoner is freed the alarm will automatically sound
If any of the attackers models pass directly into one of the guards Line of Fire,
the alarm is given.
If a guard survives the round of melee, the alarm is raised.
3. Reinforcements
After sounding the alarm, the defender will receive one model per turn as reinforcement.
All reinforcements start in the defenders barracks and may be moved normally. The
defender may choose which of his models enter the board as reinforcements. The
defender will continue to receive reinforcements until his entire force is on the board.
Note: Models wounded and removed as casualties may not be used as reinforcements.
Victory Conditions
The scenario ends when either side has no more models left active on the board (the game
continues as long as the defender still has reinforcements). If the prisoner exits the board
the game ends. If the defender prevents the prisoner from escaping he wins the scenario.
If the attacker escapes with the prisoner he is the winner.
Terror Attack
There are two types of scenarios for Terror Attack, the Hostage Taking and the Bombing
scenario
Hostage Taking at the grab
Description
The attacker finds out about that the defender will be attempting to take a hostage and
shows up to break up the attempt.
Board Set-up
Use standard board set-up procedures. The target of the Hostage Taking is placed in the
center of the board.
Attackers Deployment
The attacker deploys his troops
Attackers Objective
Defenders Deployment

The defender has just whacked the hostages bodyguards and has the hostage in their
clutches. They start in the center of the board with the hostage. One character is holding
the hostage as per Cuff em rules and all models must be within 3 of the hostage.
Defenders Objective
The defender must carry the hostage off the board.
Victory Conditions
The defender must exit their starting board edge with the hostage in tow. The attacker
must stop them from performing this action. The scenario ends when either side has no
more models left active on the board. Whichever side has models left wins the scenario
and either keeps the hostage or frees him.
If the hostage is taken any gang may perform the Free the Hostage scenario in their next
campaign turn when they have initiative by challenging the hostage holding gang.
If the hostage is not taken (ie the attacker wins) then that gang is immediately given a
reward as determined on the hostage chart before the scenario.
Free the Hostage
Description
The defender has taken a prisoner of value. It is a politician, corporation owners
daughter, or royalty. The attacker attempts to rescue the hostage and thwart the scheme of
the defender.
Board Set-up
The terrain type is a building, 24 x 24 placed in the center of the board. Attacker
Deployment
The attacker chooses the board edge they will attack from and deploys his models after
the defender.
Attacker Objective
The attackers objective is to free the prisoner and exit the board. Once free, the attacker
may exit his models off any board edge. In order to free the prisoner, the attacker must
move one of his models adjacent to the prisoner and remain stationary for one Action
Phase. Once free, the prisoner will move with the attackers models willing, but cannot
Run.
Defender Deployment
The defending player must first place the prisoner on the board. The prisoner must be
placed in the cell or other room. The defender must have one model defending each wall
of the building and looking out into the street to see what is going on. They must remain
in these positions for at least two turns after firing begins.
The defender has his remaining models with the prisoner. They must start within 6 of
the prisoner.
Defender Objective

The defenders objective is to foil the escape attempt and inflict as many casualties on the
attacker as possible. At any time the defender may kill the hostage. If they do this they
automatically forfeit the ransom they would have earned and the scenario is considered a
draw. However the game is continued to play out to see who is captured, or causality.
Victory Conditions
The scenario ends when either side has no more models left active on the board (the game
continues as long as the defender still has reinforcements). If the hostage exits the board
the game ends. If the defender prevents the hostage from escaping he wins the scenario.
If the attacker escapes with the hostage he is the winner.
Item Cost Lists
The Black Market
Weapon

Cost

Ammo Cost

TCR Ammo Cost

Pistol
Chinese Pistol
Scoped .44 Magnum

35 Points
50 Points
100 Points

5 Points
5 Points
10 Points

10 Points
10 Points
20 Points

Auto Pistol

120 Points

12 Points

24 Points

Combat Shotgun
Sniper Rifle
Laser Pistol

250 Points
250 Points
100 Points

25 Points
25 Points
10 Points

50 Points
50 Points

Laser Rifle
Plasma Pistol
Plasma Rifle
Plasma Gernade

350 Points
150 Points
500 Points
80 Points

10 Points
50 Points
50 Points

Pulse Gernade
Fragmentation
Grenade
Incendiary Grenade

50 Points
50 Points

Incinerator

510 Points

Incinerator Sword

100 Points

Medkit

300 Points

Toughout

200 Points

Def-X

250 Points

Crazyhorse

100 Points

Rope

120 Points

Healing Herbs

200 Points

Fine Clothes

200 Points

50 Points
50 Points

Backpack and
Webbing
Boltcutters
Roadside Flares 1d6
The Armory
Weapon
Assault Rifle

400 Points
150 Points
150 Points

Cost
350 Points

Ammo Cost
35 Points

TCR Ammo Cost


70 Points

Pistol
Chinese Pistol
Scoped .44 Magnum

25 Points
40 Points
80 Points

3 Points
4 Points
8 Points

6 Points
8 Points
16 Points

Auto Pistol
Hunting Rifle
Shotgun
Combat Shotgun

90 Points
75 Points
130 Points
170 Points

9 Points
7 Points
17 Points
17 Points

18 points
14 points
34 Points DS
34 Points DS

Sniper Rifle
5mm Mini Gun
Laser Pistol
Laser Rifle

175 Points
320 Points
50 Points
280 Points

20 Points
30 Points
5 Points
5 Points

40 Points
60 Points

Plasma Pistol
Plasma Rifle

70 Points
325 Points

30 Points
30 Points

Plasma Gernade

50 Points

Plasma Mine

100 Points

Pulse Gernade

30 Points

Pulse Mine

50 Points

Fragmentation Mine

60 Points

Fragmentation
Grenade
Incendiary Grenade

30 Points
40 Points

Smoke Grenade

20 Points

Tear Gas Grenade

30 Points

Missile Launcher

450 Points

100 Points

Incinerator

375 Points

40 Points

Incinerator Sword

50 Points

Chain Saw

50 Points

Sawz All Powerfist

50 Points

Leanores Lab
Medkit
Toughout
Def-X
Crazyhorse

200 Points
100 Points
150 Points
75 Points

The Bazaar
Rope
Healing Herbs
Fine Clothes
Backpack and Webbing
Boltcutters
Roadside Flares - 1d6
Flashlight
Night Vision Goggles
Demolitions
Pistol
Chinese Pistol
Hunting Rifle
Shotgun
Assault Rifle
Chain Saw
Smoke Grenade
Fragmentation Grenade

100 Points
150 Points
300 Points
300 Points
100 Points
100 Points
100 Points
150 Points
250 Points
30 Points
50 Points
95 Points
150 Points
425 Points
50 Points
25 Points
40 Points

Ammo Cost
4 Points
5 Points
10 Points
20 Points
50 Points

Credits
Copyright 2010 by Silver Fox Productions Inc.
Playtested by the those dudes in Kitchener. Thanks Guys!
Jeremy Fyfe
Alex Chiarelli
Chris Kalka
Chris Chiarelli
Andrew Pluta
Levent Kurtman
Jimmy Butane
HotLead 2012, Council Fires 2012 and Origins 2012 Thanks to all those convention
attendees who had a hand in this project.
Original Universal Soldier Rules
John Laing
Paul Sharpe
Colin McClelland
USX Rules
Colin McClelland
James Van Schaik
Tom Frank
Alexander Mitchell
Brock Van Schaik
Miniatures Sculpted By
James Van Schaik
Bob Murch
Painted Miniatures
Chris Smith
Alex Bews
B. Lescarbeau
Janne Lonnqvist
K. Radzinski

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