Escolar Documentos
Profissional Documentos
Cultura Documentos
Setin11/12ptCalibritype.
TitlesinLibertyIslandbyDanZadarozny(IconianFonts).Usedwithpermission(sortof).
Thankstothemissus(Simone)forthefollowingcommentafterreadingsomeexcerpts:
Thatsoffensive.
Towho?
Anyonewhoreadsit.
INTRODUCTION
002
GAMEBASICS
005
BATTLES
011
FACTION&UNITCREATION
025
GEAR
041
059
NPCS[RABBLE,NAMES&FACES]
063
SCENARIOS
SPOOOKYCARDS
069
CAMPAIGNS
089
OPTIONALRULES
094
096
REFERENCETABLES/SAMPLEFACTIONS
*ForthebenefitofourinternationalreaderswhomaywellbeunawareofMiltonKeynes(andmany
wouldconsiderthisablessinginandofitself),youmaysubstituteanycityinyourvicinityforwhich
youharbouraparticularenmityorbelievewouldsuitthethemeofthisgame.I,forinstance,was
originallygoingtosetitinPortsmouthbutdidn'tforthesimplereasonthatthefollowingdescription
wouldhavebeenalmostentirelyindistinguishablefromreality.Also,thenameMiltonKeyneshasa
cadencewhichIfeelsuitsthetitle.IalsoconsideredEscapeFromNewMiltonbuttheplaceistiny
andnofuckerknowsaboutit.
INTRODUCTION
In 2037 something happened to Milton Keynes. Something bad. What, exactly, happened? Well,
really,whocares?It'sMiltonfuckingKeynes.Thepointisthatsomethingbadhashappenedandnow
thecityisalawlesswastelandroamedbypacksofferalmonstersandsubhumanrabbleekingoutan
existencethroughcannibalism,murderandworseprettymuchthesameaseverbutevenmoreso.
Thegovernmentcarefullyconsideredtheirposition,tornbetweenprovidingimmediateaidtothose
affectedandactingto"cauterise"theproblembeforeitspilledovertosomewherepeopleactually
fucking cared about. In the end they flipped a coin and so went with the "Nuke It From Orbit"
approach.Typicallythenukefailedtodetonateandsimplyslammedintothecentreofthecity.Now
itsitsthereinacraterofitsownmaking,likeatickingtimebombonlywithoutthetickingandwitha
lotmoreradioactiveleakage.Hohum.
After the failure of the first nuke (and carpetbombing with viral weapons that went largely
unremarkedbynewsoutletsduetosomethinginvolvingapopularcelebrityandagreasymarmoset.
Allegedly.)asecondnukewasconsideredbutbythispointtheUNwasupinarmsabouttheBritish
government'sactions(veryfewUNambassadorsactuallyhavingvisitedMiltonKeynes)andsoafter
alotofgrumbling thePrime Minister agreedtodipintothe UK'svastconcretereserves(formerly
known as Basingstoke) and threw up a wall around the entire city, condemning all of those still
insidethecitytoalifeofconstantwarfareandsoulshatteringdepravityremaininMiltonKeynes.
Withnochanceofparole.
[CUEJOHNCARPENTERSYNTHSCORE]
So,wheredoesthatleaveus.Well,wecertainlyaren'tgoingtocondemnyoutoplayingoneofthe
poorbastardstrappedinsidesonofearofthat.Butyouneedareasontogoinsideotherwisethisis
going to be a very short game. Perhaps it's like the novel Roadside Picnic by Boris and Arkady
Strugatsky(latterlyfilmedasStalkerbyAndreiTarkovskyandalsoturnedintoacoupleofmediocre
FPSgamesthathadsomegoodbitsandtherightatmospherewhichwasquicklylostassoonasyou
got hold of some decent armour and weapons and no longer had to rely on a rusty shotgun to
defendyourcarefullyhoardedsupplyofbreadcrustsandvodka).
Anyway,letsgowiththeRoadsideStalkerthing.So,thereareThingsinsideMiltonKeynes.Things
whichagreatmanypeoplecovet(see,Itoldyouitwassatiricalfiction).TheseThingswerepossibly
leftbyaliens,orthesecretillegalgovernmentbioweaponslabsthatcausedhalftheproblemsinthe
firstplace.
[EDIT:I'vejustbeeninformedinnouncertaintermsbyaverynicemanfromtheMinistryofBastards
that those secret illegal government bioweapons labs definitely do not exist and should never be
mentionedagain.Ever.Sofromhereoninwe'lljustcallthem"MerlinWorkshops"]
Orperhapsit'salltherentalpropertiesthathavebeenconvertedintoVietnameseSkunkFactories
thatyou'reafter.Maybethat'sit.Thosecustomstrainshavebecomeevenmorepotentandmind
bendingsincethewallwentupandcommandquiteahighstreetprice.Orsoablokeinthepubtold
me.
Also,forsomereason,governmentplaneskeepcrashingwithinthecityleadingtoexspecialforces
op (aren't they all) turned convicted criminals with names suspiciously similar to "Cobra Pleather"
beingsentintoretrievetheministers(ortheirsecretdocumentsorwhatever)ordietrying.
Nottomentionalltherovingwarreportersandsuchlikesentinbymercilessheadsofprogramming
atsatellitenewschannelsbeingdumpedintherewithaskeletoncameracrewandlefttofendfor
themselves in the hope they get some decent battle footage and maybe a human interest piece
before a sewerdwelling cannibal feasts on their spleen and uses their John Thomas as a sink
plunger.
Oh,andalsotheBasingradCollectiveareupinarmsabouthavingalltheirconcretelootedandso
keepsendingin"retrievalteams"tostealitbacksotheycanbuildmoreroundabouts.
So, there are some spurious good reasons for a few disparate groups to send in small but heavily
armed teams of lunatics to blow the shit out of various things and engage in running gun battles
throughthecitystreets.Andthat'swhatweallcamehereforafterall.
[AUTHOR'SNOTE:Afterhavingbeencontactedbya"FreelancePeacekeepingAgent"employedby
theMiltonKeynesTouristBoardIhavebeenencouragedtopointoutthatthisgameisaworkof
fictionandthatMiltonKeynesisadelightfulconurbationsetwithinthelushThamesValleyand
does not in any way resemble the urban hellhole described herein. It has a booming trade and
businesssector,aculturalquarterthatistheenvyoftheentirecountry,amodernandprogressive
police force (satire) and boasts many a comely maiden, all of whom are blessed with the usual
numberofeyesand/orlimbs.MiltonKeynesistwinnedwithPriyaptinthecharmingKievOblast
andhasenteredintoasuicidepactwithUlanBator.]*
*Hopefullythisisenoughtoensurethatthemanfromthetouristboarddoesn'treturnanddothat
thingwiththetwohousebricksthathedescribedinagonisingdetailandthendemonstratedusinga
pairofseedlessgrapesas"teachingaids".
THEGAME
Toplayyou'llneedsomeminiatures(typically3perplayer,plussomeotherstorepresentRabble)
someterrain(lotsofurbanterrainisgoodwhichcanbeasbombedout/rubblestrewnasyouwant),
somedice(ofthetensided,orD10,variety),loadsofcountersandsomeRosterSheetsdetailingthe
statsandabilitiesofyoursquad(officialversionsofwhichmayormaynotappearattheendofthis
document,dependingonwhetherIgetroundtodoingthem).
Ohandplayers,you'llneedoneortwopeopletoplayagainstunlessyouplanondoingthis'solo'.
Whichmayormaynotwork.Notsureyet.Probablynotthoughaswritingsolorulessoundslikealot
ofwork.
So,youpickyourFaction,statupyourCharacters,chooseascenarioandthenhaveatit.Whatcould
besimpler?
Oh,butkeepinmindthesubhumanrabble,viciousmutantsandotherassortedmonstersroaming
this shell of a city because they'll almost certainly be making an appearance too. And also the
innovative*RandomMysteriousChanceofFatedeck.Thisisaspooookydeckofcardswhichisused
to draw random events that can propel your battle into strange, mysterious and downright
aggravatingnewdirections.
*That'sinnovativeasin"Monopolyinventeditandeverybastardhasuseditsince."
GAME BASICS
So,tounderstandthegamethereareafewkeyconceptswhichareoutlinedbelow.Theywillallbe
explainedindetailintherelevantsections.
Faction: Factions are the large (and often sinister) organisations which fund (or force at gunpoint)
expeditionsintotheMKZone.EachplayershouldpickaFactiontowhichtheyowetheirallegiance,
eitherwillinglyorotherwise.YourFactionwilldeterminethetypesoftroopsyouwillbeabletofield
andeachFactionalsograntscertainbonuseswhichwillcomeintoplayeitherbefore,duringorafter
abattle(soatanyfuckingpoint).
Mobs:MobisthegeneraltermfortheteamsofpoorbastardssentintoMiltonKeynestodobattle
witheachotherand the horrorsofthecity. Each playercontrolsasingle Mobwhichconsistsof3
Unitsandpossiblyavehicle(ifIevergetroundtowritingthevehiclerules).EachMobwillbelongto
oneoftheFactionsinthegamebutMobsfromthesameFactioncanandwillfighteachotherallthe
time,justbecauseit'smorefunthatwayandthenIgettousephraseslike"internecinestruggle"to
justifyit.
Units: Each individual figure (or group of figures in the case of Rabble) is a single Unit. When the
rulesrefertoUnitsoraUnit,thisiswhattheymean.AMobiscomposedof3Units(andmaybea
vehicle, which are another type of special Unit, if indeed they exist). The entire game basically
revolves around your Units so try not to get them all wiped out within the first few seconds of
combat,forfuck'ssake.Unitsarealldescribedintermof3factors,theirStats,AbilitiesandGear.
Stats:ThebasicparametersofaUnitsuchashowfasttheycanmove,howmanyactionstheycan
take and how good (or indeed woefully inept) they are at killing other Units are defined by their
Stats.AllUnitssharethesameStatsbuttheirlevelswillvaryaccordingtohowgoodtheUnitisat
variousthings.
Abilities: Abilities represent special skills or features which are not available to all Units. These
usually allow them to bend, twist, tweak or even break the usual rules such as attacking out of
sequence or ignoring certain effects. Not all Units will have the same abilities and some may not
evenhaveany.
Gear:AUnitmaybethegreatestwarriorintheknownuniversebutsendingthemintobattlenaked
andarmedonlywithacocktailsausageisn'tgoingtoendwellforthem.Particularlyiftheenemyhas
loaded up with heavy armour and giant rotary machineguns. Gear represents all the equipment,
armour,weapons,etc.whichissuppliedtoaMobandisboughtforallUnitsbeforethegamebegins
fromthatavailabletothem.
Turns:ATurnisanentirelyartificialandarbitrarytermwhichreferstoacertainamountofingame
actionandexistslargelytomakebookkeepingeasier.Turnsdonotrepresentafixedamountoftime
sodon'tgettoohunguponthem.EachTurneveryactiveUnit(i.e.thosewhicharen'tdead,disabled
orotherwiseincapacitated)canhaveachancetoact,dependingonhowyouspendyourOrders.
Other Stuff: There are probably other things which should go here but instead they'll just pop up
without warning later on, hopefully in the relevant sections. Stop whining, it's not as though I'm
gettingpaidforthis.
THERULES
OVERVIEW
This section will go through all the standard game rules starting with explaining the basic
mechanismsofdierollsandthenexplainingMobs/Unitsthemselvesbeforedetailinghowtheywork
in the game, what actions they can take and when and how to actions are resolved. Most of this
sectionwilldealwithcombat,itbeingthelargestpartofthegame.ThefulldetailsofFactionsand
howtorecruit/buildUnitswillcomelater,andthenprobablysomestuffdealingwithmissionsand
campaigns(maybe).
THEBASICS
At its heart the system runs on D10 rolls which are checked against a target number (usually the
appropriatestatofthecharacterinvolved).Iftherollisequaltoorlessthanthisnumberthenthe
testisasuccess,ifgreaterthenitisafailure.Itsthatsimple.Exceptforafewmorecomplications
WhenmakingaStattestyoumaybesubjectedtovariousmodifiers.ThesemodifytheStatitself,not
thediceroll,whichmeansnegativepenaltiesarebadandpositivemodifiersgood.
Ifyourolltheexactscoreofyour(modified)statthenyouhavescoredaCriticalSuccess.Incombat
thismeansyouwilldealanadditionalWoundatthesameDamageValueasthefirst(Wounds&DV
areexplainedlater).OnotherrollsCriticalSuccesscanhavevaryingresultsandtheseareexplained
whererelevant.
Ifyourolla1yourcheckfailsautomatically(evenifyouwouldnormallysucceedonthisroll)andhas
incurredaCriticalFailure.IfyouaremakingarangedattackyoumustthenrollanadditionalD10and
consultthefollowingtable:
CRITICALFAIL(RANGEDATTACK)
ROLL
RESULT
15
OutofAmmo
69
WeaponJam
DrawaCard
Therulesforrunningoutofammunitionandjammedweaponsareinthecombatsectionwhilethe
cardrulesaresomewhereafterthat.
Inmeleethesamerollisusedbutresultsof19indicateyouvedroppedyourweaponwhilea0
forcesyoutodrawacard.
6
If,duetomodifiers,yourStatisreducedto1(meaningyouwillscorebothaCriticalFailureanda
CriticalSuccessonthesameroll)thentheycanceleachotheroutandaresultof1willcountasa
standardMagnitude1success.
If,duetomodifiers,yourStatisreducedto0orbelowthenyouhavenochanceofcompletingthe
actionandshouldprobablyspendtheActionPointsonsomethingmoreproductive.
MAGNITUDE
Magnitudeisusedtoratehowwellacheckhasbeensucceeded.TheMagnitudeofasuccessfulroll
is equal to the number rolled on the D10. This number is most often used in attacking where it
provides a direct bonus to the weapons Damage rating (DAM). This means that an ideal roll is as
high as possible while still being under the modified stat. It also means that higher stats can gain
higherMagnituderollsandthatnegativepenaltiestoStatshavetheeffectofreducingthemaximum
possibleMagnitude.That'seitherrelegantoracolossoalclusterfuck.
StatsAbove10
Itmaybethatsomehow(throughjudicioususeofcheatingandblowjobs)aUnitendsupwithaStat
above10.ThestandardStatcheckrulesapplywiththevalueoftherolldeterminingtheMagnitude
andarollof1countingasanautomaticfailure.However,everypointoftheStatabove10grantsa
+1 bonus to the Magnitude of a successful roll. If your modified Stat is above 10 then a roll of 0
countsasaCriticalSuccess.
MOBS
Allplayerswillcontrolanumberofunits,collectivelyknownasaMob.AMobiscomposedof3Units
whoareallconsiderednamedcharactersasopposedtothenamelessgenericNPCswhomakeup
the Rabblesuchasbandsoflooters,ormutants. SomeNPCsUnitsarealso named charactersand
theyaretypicallymorepowerfulthanRabbleandareindividualmodels,muchliketheUnitsinyour
Mob.
YourMobrepresentstheforcesavailabletoyouandisusedtofightbattles.Foroneoffgamesyour
MobcanbebuiltforaspecificmissionorgoalwhereasforcampaignsyouwillretainthesameMob
andFactionallegianceoverthecourseofmultiplegames.
A Mob must have a leader, known as the Sergeant who represents the command authority in the
fieldaswellasthelinkbacktotheFactionCommandoutsidethecity.Theothertwomembersof
yourMobwillbespecialistsrecruitedfortheirparticularabilitiesorGear.Forthoseofyoufamiliar
withothergames(andifthisisyourfirstwargamethenI'dliketoknowthepathyoutookthatlead
to this being your introduction to wargaming) 3 models will seem ridiculously low but there are
severalreasonsforthis.Primarilyit'sbecauseI'mwritingthisgameformyselfandIcan'tbefucked
withbuyingandpaintinglargenumbersoffigures.So,lazinessandlackoftimeaccountsforsomeof
it.Also,thisgameisdesignedtobeplayedwithwhateverrandomcollectionsofmodelsyouhaveto
handandthelowermodelcountgivesyoumuchmorefreedomintermsofsourcingmodelsandnot
havingtoworryaboutonlyhavingtwentyfiguresoftheappropriatetypeandnotthefourthousand
youneedtoplay.Finally,thegamemechanismsarequitedetailedintermsoftheactionsavailable
toindividualmodelsandthedynamicgameflowwithvariousdifferentelementstobetrackedfor
7
eachUnit.WithhighernumbersofUnitsforeachplayeritquicklybecomesunwieldyandthegame
gets bogged down in fiddly details. Having 10 Units all with different abilities means you will
inevitablyforgetcertainabilitiesatkeymomentswhichcanmeanabattleturnsoutverydifferently
fromthewayitwouldhavedoneifyou'drememberedeverything.Atleast,that'sthewayitgoesfor
meandthenumptiesIusuallyplaywith.Ifyou'resomesortofidiotsavantwithaneideticmemory
thenfeelfreetoincreasetheUnitnumbersbutdon'tblamemewhenitallgoeshorriblywrongand
yourfriendsturnsagainstyouandyouloseyourjobandyourwifeleavesyouandyouendupsatin
yourlastpairofstainedunderpantsin aleakingcaravanatChristmaseating coldbeanswithyour
fingers and having a lacklustre wank over a breakfast news reader and bursting into hot shameful
tearsjustasyoureachthevinegarstroke.Youcockyfuck.
UNITS
AUnitgenerallyreferstoasingleminiaturebutcanoccasionallymeanagroupof35thatoperate
asasingleentity,thisisalmostalwaysreservedforNPCRabble(althoughI'mnotgoingmakeany
promisesatthispointasIhaven'twrittenthatstuffyet).AllUnitssharethesamebasicStatswhich
rate their effectiveness and ability level in a number of categories which are all relevant to either
Unit construction/recruitment or their actions during battle. Units are rated according to 8 stats,
dividedintotwogroups.ActionStatsarethosewhichareusedforrollingcheckswhenactionsare
resolved.GeneralStatsprovidedsetratingsforparticularattributesandarenotrolledagainst.The
Statsandtheirusagearedescribedbelow:
ActionStats
Accuracy[ACC]:Thisisusedforallrangedattackattemptsincludingfirearms,thrownweapons(such
asgrenadesorknives)aswellasbowsandcrossbows.AhighAccuracymeansyouaremorelikelyto
hityourtargetandwillalsobeabletocausewoundsmoreoftenasyouwillbeabletoscorehigher
Magnitudehits.
Body [BOD]: This is used passively to resist damage but can also add a bonus to melee damage.
Additionally,theBodystatcanbeusedforanyfeatsofstrengthduringthegame.Thiscaninclude
thingslikeclimbing,forcinglockeddoorsormovingheavyobjectsanditsusewilloftendependon
thescenariobeingplayed.
Combat[COM]:ThisisthemeleeanalogueofAccuracyandsoahigherCombatStatwillmakeyou
both more likely to hit and also more likely to wound. It should be noted that close combat is
typicallyfastanddeadlyundertheKonflictrsystem.Aboutofmeleecombatismorelikelytoresult
inacharacterbeingremovedfromplaythanavolleyofweaponfireis.
Mind[MND]:Thisrepresentsacombinationofthingssuchasmentalacuityandgenerallearningas
wellaswillpowerandisusedformoralechecksandtoresistcertainabilities.Whenaunitishitbut
suffersnodamage,isoutnumberedinmeleeorhaslosttheirchainofcommandtheymayneedto
makeMoralechecksinordertoavoidfleeingthebattle(ifyouareusingtheoptionalMoralerules).
Damaginganopponent'smoralecanbeaveryeffectivewayofreducingtheirabilitytofightandcan
allowskilledplayerstodefeataMobcontainingUnitsthattheywouldotherwisestruggletobattle.It
canalsohelpforcausingRabblegroupstoroutalthoughthiscannotbereliedupon.
GeneralStats
ActionPoints[AP]:ThisdetermineshowmanyactionsaUnitmaytakeinasinglegameturn.Each
action such as moving, attacking, etc. costs a certain amount of AP. The AP cost for attacks are
determinedbytheweaponbeingusedwhilegeneralactionshavesetcostswhicharedetailedlater.
AhigherAPscoreallowsmoreactionsperroundandgoodAPmanagementisoneofthekeyskills
requiredofacommander.
Movement[MOV]:Thisdeterminesthenumberofinchesaunitmaymovewhenspending1AP.This
canbereducedbydifficultterrainorwoundsandaunitmaymovelessthantheirtotalallowance
when spending AP. To move further (thus simulating a unit running) you simply need to spend
additionalAP.
Wounds[WND]:Thisrepresentsthedamageaunitcantakebeforebeingremovedfromthebattle.
EvenweakplayerUnitswillusuallyhaveatleast2woundswhichmakesthemmoresurvivableand
lesslikelytobetakenoutbyasingleluckyattack.Bycontrast,Rabblewilltypicallyhave1Wound
eachbutthesearepooledbetweenallmembersinthegroupthusWoundswillbeequaltosurviving
members.Thisisimportantbecauseattackswhich dealmorethan1Wound arecapable oftaking
outmultiplemembersofaRabblegroup.
Value[VAL]:ThisistheUnit'stotalcostincludingbasicArchetype,Abilitycostsandthetotalcostof
allGear.ValuecanbeusedtoroughlyjudgehowpowerfulaUnitmightbealthoughthisisfarfrom
exact.VALisalsousedtodeterminewhotheGladiatorandWolfNPCtypeswilltarget.
ThelevelofthesestatsaredeterminedbytheindividualUnitbutgenerallyNPCshaveActionStatsof
around45,2AP,4Moveand1WoundwhereasplayerUnitswillhaveActionsStatsof6+,atleast
3AP, 4 Move and 3 or more Wounds. This means that the Units in your Mob can generally be
consideredprettyfuckinghardcorewhereasNPCRabblearejustsomuchfodderforyourcannons.
GEAR
AllMobswillhaveaccesstoslightlydifferentselectionsofweaponsandequipment,dependingon
thelevelsofsupportandresourcestheyenjoy.Youcanchoosetheequipmentforeachunitinyour
Mobwhencreatingthemandthepointcostsforthesearepaidfromthesamebudgetusedtopay
forUnits.IndividualequipmentlistsforeachFactioncanbefoundattheendoftheserules.
CharactersVsRabble
Unitscanbedividedintotwobasictypes,thosewhooperateassingleindividuals(Characters)and
those who operate as groups of nameless mooks (Rabble). Characters are individuals and act as
such, these are exceptional representatives of humanity (or otherwise) who possess skills and
abilities beyond those of the average person. All members of your Mob are, by default, individual
characters.Rabble,bycontrast,representuntrainedidiotsandarelargelyunremarkable.Whatthey
lackinabilityhowever,theycanmakeupforinstrengthofnumbers.WhenspendingAP,attacking
and defending, Characters use the standard rules in all cases. Rabble work a little differently
howeverastheymoveandactinunison.ARabbleunitwillusuallyhave35memberswhoallshare
thesamestatsandabilities.WhenspendingAPallmembersoftheRabbleperformthesameaction,
ornoneatall.TheirAPandWoundsaresharedbetweenallmembersoftheRabble,althoughthey
9
workslightlydifferentlytocharacters.TheAPlistedontheRabble'sStatsisusedasasharedpool
butthisvalueisnottotalledforallmembers.So,aRabblegroupwith2APwillbeabletoperformup
to2actionsperturn.Spending1APonmovementcausesallmembersoftheRabbletomoveupto
theirlistedMovealthoughtheydonotallhavetomoveinthesamedirection,orindeedatallifone
memberwantstostayintheircurrentposition.
Wounds,onotherhand,aretotalledsoa3manRabblewithaWoundstatof1willhaveatotalof3
Wounds,eachrepresenting1member.WhenaWoundisscoredagainsttheRabble,thismeansone
memberwillberemovedfromplay.Someweaponsandattacksarecapableofcausingmorethan1
Wound(suchascriticalhitsandshotgunblasts).IfaRabbleisstruckbysuchanattackitwilllose1
member per wound caused, provided all members removed in such a way are legal targets
(determinedbyLoS,range,etc.)
Example:FatherMungoiscreepingthroughaderelictbuildingwithhistrusty shotguninsearchof
theLostRizlaofJohntheBaptistwhenhespiesagroupofMutantRabblefeastingonthebonesofa
PoliceCommunitySupportOfficer.Hefiresonthemandscoresahitand,asitiswithintheshotgun's
OptimalRange,hecauses2wounds.HehasclearLoStoonlytwomembersoftheRabble;removing
bothofthemfromplay.IfhehadLoStoonlyonememberthenthesecondWoundwouldhavebeen
wasted, likewise if members 2 and 3 of the Rabble were outside the shotgun's Optimal Range he
wouldonlyhavebeenabletowound1member.If,ontheotherhand,hehadcausedaCriticalHithe
wouldhavescoredabonuswound(3intotal)potentiallywipingouttheentiregroupiftheyareall
withinhisLoS.
When Rabble perform actions which require a stat check only 1 member (nominated by the
controlling player) rolls, however, each additional member of the Unit who is eligible to take the
sameactiongrants+1statmodifiertothenominatedunit.Inthecaseofattackstheyalsogrant+1
DamageValue.IfanymembersoftheRabbleareunabletoperformthesameaction(forinstance
they do not have LoS to the selected target) then they provide no bonus and do not perform any
actionfortheAPexpenditure.
ThiscanmakeRabbleverydangerouswhenattackingUnitsthattheywouldindividuallyfindithard
toattackordamage.A3manRabblearmedwithshotgunscouldlauncha2Woundattackagainst
an enemy with a +2 bonus to both ACC and DV. This also means that Rabble can quickly become
ineffective when taking casualties as they lose their numerical superiority and the bonuses that
grants.
10
BATTLES
OVERVIEW
Themeatofthegametakesplaceduringbattlessoplayersshouldfamiliarisethemselveswiththese
rulesbeforebeginningplay.Theyarebrokendowninto3mainsectionsdealingwiththesetupand
prebattlesequence,thebattleitselfandthepostgamebookkeeping.Foroneoffbattlesthiswill
usuallysimplyinvolvetoastingthevictorandridiculingtheloser(s)untiltheythrowthediceacross
theroomandleaveintears.
SETUP
Players should first of all decide whether they are playing a campaign or a single battle. This can
affectwhichscenarioisplayedandwhetherplayersaregoingforadeathorglory,ballsoutattack,
throwingtheirunitsintothevalleyofdeathheedlessoftheconsequencesortakeamoremeasured
approachwhichhopefullyinvolvesatleastonememberoftheteamsurvivingtofightanotherday.
Once players have determined which scenario they will play and generated their Mobs the
battlefielditselfshouldbeprepared.Playersshouldworktogethertoplaceterrainonthebattlefield
and should ensure that it is evenly spread across the entire area, ensuring that there are no
unassailablepositionsordefencelessstartingpoints.Itisrecommendedthatafairlylargeamountof
terrainbeusedastheweaponrangesmeanthatunitscaughtoutintheopencanbepickedoffquite
easily.Thiscanmakecrossinganopenfieldaparticularlydangeroustask.
Terrain placement may be affected by the rules of the scenario so this should be referred to. The
scenario will also detail the rules of deployment which should be completed after the terrain has
beenplaced.
Itisalsorecommendedthatallplayershavetheappropriatetokensandcountersneededfortheir
Mobandacleararmylistdetailingalloftheirunitsandequipment.Opposingplayersmaywishto
consultyourlistduringplaysomakesureitisclearandreadableandnotfilledwithlies.
Ohandsomedice.AcoupleofD10shouldseeyouthrough.
11
BATTLES
Themajorityoftheactionwilltakeplaceduringthebattleitselfandsomostofthegamerulesdeal
withhowyoutakeactionswithyourunitsandadjudicatetheresults.
TURNS
ThebattleitselfisdividedintoTurns,duringwhichUnitswillbeabletospendtheirActionPointson
movement, attacking, etc. A turn is not a fixed amount of time but is somewhat amorphous and
representsjustenoughtimeforeveryonetodowhatthey'redoing.Ifaturnisnaileddowntoaset
amountoftimeitcanleadtostrangesituationswhereittakessomeonehalfaminutetocrossthe
roadorsomethingequallystupid.Sodon'tgethungupontheactualtimeframesinvolved.
At the start of each turn all players get to place their Order Tokens. Each token represents a Unit
beingabletospendtheirfullallotmentofAP.Inastandardgame(i.e.3Unitsperplayer)eachplayer
receives 5 Order Tokens. 3 of these are number (1 3) while the other two are decoy tokens. All
tokens must be placed face down on one of the Units you control, including the decoy tokens.
Playersthentakeitinturns(withtheActivePlayergoingfirst)tosimultaneouslyresolvetheorder
tokensfrom1to3.So,inatwoplayergametheActivePlayerwillfindtheirUnitwiththefirstorder
token(that'sthetokenwith1onit,forthoseofyounotreallypayingattention),flipthetokenover
(toprovethatthey'removingthecorrectunitandnotcheatinglikeabastard)andthenactivatethat
Unit,spendingAPandresolvinganyactionswhichrequiredicerollsastheygo.Theotherplayerwill
dothesamefortheirUnitwiththenumber1token.AfterthistheActivePlayergetstospendand
resolve the AP for their second order and so on, until all three orders for both players have been
completed.Thedecoytokensarejusttheretofuckwiththeopponent'sheadandprovidealittlebit
ofdistractionastowhichUnitsaremovingsoyoucantrytomisleadyourenemy.AsingleUnitcan
be given more than 1 token as long as a) they are not given more than 3 tokens and b) all Units
receiveatleastone,evenifitisonlyadecoytoken.
IfIgetaroundtowritingthevehiclerulesthenplayerswilleachreceive6OrderTokenswith4of
themnumberedand2decoys.
NOTE: When two Units act on the same order number they are considered to be acting
simultaneously so if twoUnits both act on the 1st order and attack each other, even if the Active
Player'sUnitkillshisopponent,thesecondunitwillstillgettospendhisAPandresolvehisactions
beforehecollapsesinanuntidyheap.ThismeansitisperfectlypossiblefortwoUnitstokilleachon
thesameorderor,forinstance,aunittogetshottopiecesandmanagetomovearoundacorner
andactivateadevicebeforebeingovercomebyhiswounds.Thisiscalled"cinematic"andnot"acop
out".Italsostopstheactiveplayerfromgettingtoomuchofanadvantageforgoingfirst,whichonly
existstostoppettysquabblesoverwhoactsfirst.
Ifitbecomesimportanttodetermineexactlywhoactsfirstthenprecedencegoesaccordinginorder
ofMNDscoreswiththehighestgoingfirst.Ifthisisstilltiedthenflipacoin,rolladieoragreethey
do,indeed,actsimultaneously.
IfitevercomesupthenUnitsactpriortoRabble,butonlyonthoseoddoccasionswhenitisvitalto
determinewhogoesfirst,foreverythingelsetwoactionsonthesameOrdernumberareresolved
simultaneously.
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AsaresultoftheOrderssystem,nooneplayerhascontrolofaturnandunitsfrombothsideswillbe
actingatthesametime.Thiscanbesomewhatconfusingatfirstbutprovidedtherulesarefollowed
accordingtoprocedureandadequatetokensandcountersareusedthenitshouldrunquitequickly.
Oneskillnewplayerswillhavetoacquireistheabilitytoreacttoarapidlychangingbattlefieldwhile
at the same time keeping in mind their overall objectives so that they do not become purely
reactive. Which is another way of saying keep one eye on what the bastard across the table from
you is doing and keep the other on your mission objectives. Marty Feldman would have been a
naturalatthisgame.
TURNORDER
Turnsareplayedoutinaspecificsequenceofphaseswhichisdetailedbelow.Thisshouldmakeit
easiertounderstandwhatisgoingonandwhatyoureexpectedtodonext:
ACTIONPHASE
Place Orders All players should place order tokens on their Units Do this as simultaneously as
possible,withabitofdickeringaroundattheendwhenyourealiseyouropponenthaspiledalltheir
ordersontooneUnitandyouwanttobeabletodosomethingaboutthat.
Reveal/Resolve Orders All players should reveal their first order token and then activate the
relevant Unit, spending their AP and rolling to resolve any action they take. Once all players have
completedtheirfirstorder,moveontothesecondandsoforth.Thiscontinuesuntilallordertokens
havebeenrevealedandresolved.
NPCPHASE
AnyRabbleGroups(and/orFacesandNames)shouldnowbeactivated,accordingtotheirownRules
of Engagement (see the section on NPCs, later). Remember that while their overall actions are
dictatedbytheRulesofEngagement,ifanNPCisattackingoradvancingonaplayerUnitthenthe
NPCactionsareresolvedbyanotherplayer.ThisstopssomeonegoingeasyontheirownUnitsor
ensuringtheNPCleavesthemselvesconvenientlyopentoretaliation.
ADMINPHASE
Thisisthefinalphaseoftheturnandexistspurelyforbookkeepingpurposes.Firstly,allredtokens
in play should be removed as they are no longer in effect. Next, all amber tokens on the board
shouldbeflippedovertorevealtheirredside(thesearenotremoveduntilthenextadminphase).
All Event cards should also be flipped/removed, as described later. Thats pretty much it. Specific
scenariosmayalsorequireyoutodrawandresolveextracardsatthispointorcarryoutsomeother
action.
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ActivePlayer
Forthepurposesofdeclaringactionsandresolvingordersoneplayerisconsideredactiveandsowill
declare their actions first. The active player status swaps each round as part of the endofround
bookkeeping.AtthestartofthegametheactiveplayeristheonetakingthepartoftheAttackerin
thescenario.IfyouarenotusingascenarioorthescenariodoesnotdividetheforcesintoAttackers
andDefendersthenflipacoinforit.
ACTIONPOINTS
VirtuallyallactionsacharactercantakerequirethespendingofActionPoints.EachAPrepresentsan
amountofactivitythatcanbeaccomplishedandaUnit'sAPtotalshowsapproximatelyhowmany
actionstheymaytakeperround.AttheendofeachroundallUnitsarerestoredtotheirusualfull
APscore,unlesstheyaresubjecttosomesortofongoingeffectwhichreducesthem.Thereisusually
noneedtokeeptrackofAPscoresbetweenrounds,onlyduringthetimeyouareresolvingtheorder
forparticularUnit.Effectively,receivinganaciveorderrefreshesaUnit'sAPtoitsusualmaximum.
SPENDINGAP
ActionPointscanbespentinanyorderyoulike,followingtherulesdetailedbelowforeachaction
type.So,aUnitcanmove,fire,thenmoveagain,orfiretwicethenmove,orwhatevercombination
of actions you decide. If you run short of AP then you either need to choose a different action or
wastetheAP.So,ifaUnitwithonly2APremainingwantstoattackwithaweaponwhichcosts3AP
youcan'tdoitthisturn.You'llneedtochooseadifferentactionforlessAPornotspendanyAPand
finishtheorder.UnspentActionPointsareNOTcarriedoverbetweenordersorturns.Usethemor
losethem.
IfaUnitiskilledbeforeitsOrderTokenisrevealedandresolvedthenthatOrderiswasted.Sucksto
beyou.
To allow all players act simultaneously on the same order, Action Points are spent in a staggered
fashion. When Units are activated compare the AP scores of all active Units. The one with the
highestcurrentAPwillgofirst,choosingandresolvingtheiractionthenreducingtheirAPscoreby
therequiredamount.Onceagain,theUnitwiththecurrenthighestAPwillgettoact(thiswillnot
usuallybethesameUnit).ThiscontinuesuntilallactiveUnitshavespentalltheirAP(orelectednot
tospendit).Oncethisisdone,thenextorderinthesequenceisactivated.
EXAMPLE:Onthefirstorderofanewturn,twoUnitsareactivated.DerekDarknova(Command,5AP)
andManInSuit(Heavy,4AP).Derek,withthehigherAPscore,actsfirst,spending2APonapistol
attack.HeresolvesthisactionandreduceshisAPto3.NowManInSuithasthehighestAPscoreand
sospends3APonanattackwithhisHMG,reducinghimto1AP.Derekmoves(1AP)andthengetsto
act againas hisnew scoreof2APishigher thanManInSuits. Derekfires again,leavinghimwith
0AP.ManInSuitspendshisfinal1APonmovingandthisorderiscompleted.Bothplayersnowflip
theircountersfororder2andactivatetheirUnits.
If two Units have tied AP scores then both actions occur simultaneously. When spending AP on
movement Players spend them one by one, even if they are spending 2 or more on continuous
movement.
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Orders&UnitLoss
WhenyourUnitsareremovedfromtheboard(whetherfromwoundsorbyvoluntarilyleavingthe
boardaspartofascenario)youmustreduceyourOrderTokensasfollows:
1UnitLost:1DecoyToken
2UnitsLost:1DecoyToken,1OrderToken(Order3)
These effects are cumulative so when you are down to your last Unit you will have Order 1 & 2
Tokens left, having lost both decoys and Order 3. The reason you lose decoys as opposed to a
straightonelessorderperonelessunitisthatitshardenoughlosingathirdofyourforcewithout
compoundingitbyreducingtheamountofactionsyoucantake.
ACTIONS
Most actions are available to all units, regardless of status, while there are a few that are only
available to units with particular skills or equipment. All the actions are detailed below, including
restrictionsontheiruseandcommonmodifierswhichaffectthem.Foreaseofreferencetheyare
divided into Movement, Combat and Miscellaneous sections. This can be used to determine how
Abilitiesfunctionassomewill,forinstance,onlyaffectMovementActions.
MOVEMENTACTIONS
MOVE
Thisisthemostbasicactionandprobablythemostcommonlyused.Itallowsaunittomoveupto
theirfullMOVscoreininches.Theycanmoveinanydirectionandchangedirectionasmanytimesas
theylike,uptotheirfullallowanceandcanalsomoveupordownstairsatthesamerate.Movingup
ordownladdersorotherwiseclimbingiscoveredbytheClimbaction.WhenaunitMovesitshould
benotedwhichpath the movementfollowsasotherUnitsactingonthesameordernumbermay
wishtorespondtothis.Becauseofthesimultaneousnatureofactions,ifamovingUnitisattacked
then the attacking player can choose when exactly the attack is launched. This will allow them to
takeadvantageofanygapsincoverorwaittoattackuntilthetargetiswithinOptimalRange.
The above assumes units are moving over reasonable terrain at a normal hustling pace. Heavily
brokengroundorthatlitteredwithobstacleswillmakemovementmoredifficultandsoMOVcosts
are doubled (i.e. moving 1 inch costs 2 MOV as opposed to the usual 1 MOV). Units who are
sneaking or crouching will also move more slowly and so also double movement costs. These are
cumulativesoaunitcrawlingoverdifficultterrainwillpay4MOVforevery1inchofmovementon
the board. Players should agree which areas of their battlefield constitute difficult terrain before
beginningplay.
CHANGESTANCE
Thisallowsacharacterthatisstandingtodropproneoracharacterthatisalreadypronetostand.
NoothermovementisincludedwiththissomoreAPmustbespenttomovefurther.Movingcosts
double the normal amount for a character that is prone, as noted above. The main advantage of
goingproneisthatitallowstheUnittopresentareducedprofiletotheenemyandallowsthemto
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takeadvantageofsmalleramountsofcover.Inadditiontotheusualcoverrules,acharacterthatis
pronecanonlybetargetedwitharangedattackiftheattackercandrawLineofSighttothetarget's
base,nottheminiatureitself.Ratherthanputtingtheminiatureonitsside(andriskdamagingthe
paintjob)aPronemarkershouldbeplacedonornearthebaseasaneasyvisualreference.Prone
UnitsdrawtheirownLoSfromtheirbase,nottheusualpositionoftheminiature'shead.Thisgives
them a reduced ability to target enemies which is part of the tradeoff for going prone. In some
circumstancesthismayallowthemtofireontargetstheywouldotherwisenotbeabletosee,such
asthosewhichareonlybehindcoverfromthekneesup.
CLIMB
Stairs can be moved up and down as part of normal movement but anything that requires more
effort to scale (such as a ladder or brick wall) uses the Climb action. Normal ladders and other
objectsdesignedtobeclimbedeasilycanbeusedwithoutneedingtorollforsuccess.Itcosts1APto
fullyascendordescendsuchobjects,unlesstheladderislongerthantheunit'snormalMOVvaluein
inches,inwhichcasetheycanbedescendedwith1APbutclimbingupwillonlyallowyoutomove
upaheightequaltoMOVforeachAP.Characterswhoareclimbingwillhaveslungtheirweapons
andcannotusuallyattack.Theexceptiontothisisacharacterhalfwayupaladdercanmakeattacks
withapistolbutwillsuffera1ACCmodifierinadditiontoanyotherpenalties.
Climbingotherobjects(suchastrees,fencesorbuildings)canbedonebutrequiresasuccessfulBOD
checkinordertosucceed.Failureleavestheunitintheirstartingposition,havingscrabbledinvain
atthewallforamomentlikeanumpty.Successallowsthemtomoveupatarateof1inchper2
MOVspent.Ifthisallowstheunittocrestthetopofawallthentheymaydropovertheothersideat
nocostorclimbdownusingtheaboverulesifthefallisgreatenough toriskdamage (seeFalling
rules).Ifacharacterisforcedtoendtheirmovementpartwayupanobjectthentheycancontinue
climbing on their next action. Unlike when climbing ladders, no attacks can be made as the Unit
mustexpendallitseffort onstayinginplace.Ifacharacterishitbyanattackwhile climbingthey
mustmakeaMNDchecktoavoidfalling.
DISENGAGE
This 2AP move action is used when a Unit wishes to leave melee combat before it has been
concludedandmustbeusedtosafelyextricateyourself.Adisengagingunitcanmoveonlyhalftheir
normalMOVscoreandthismustbedirectlyawayfromtheunittheyarefighting.Thismovement
can be used to move yourself behind cover or another terrain feature but you are not allowed to
moveclosertotheoppositeedgeoftheboard,sononippingpastthebastardwhoistryingtostab
you.IfyoudonotusetheDisengageactiontomoveoutofmeleecombatthenyoumaymoveyour
usual full movement allowance in any direction but your opponent will be able to make a single
melee attack at you. This is an extra attack that takes place out of the usual action sequence, is
resolvedimmediately,anddoesnotcostAP.Thisattackisalsounopposedsoismorelikelytohitand
causedamage.
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COMBATACTIONS
ATTACK(RANGED)
It is expected that most units will have access to ranged weapons and so the game is weighted
towardsrangedattacksbeingmorecommon.InordertoattackUnitmusthaveLineofSighttotheir
targetandtheymustbewithinthemaximumrangeoftheweaponbeingused.
ResolvinganattackissimpleandconsistsofrollingaD10andcomparingtheresulttoyourmodified
Accuracy stat. Attacks are commonly modified by factors such as range and cover but other
considerationscancomeintoplay.Theattackanddamagesequenceiscoveredinmoredetaillater
alongwithlistsofstandardmodifiers.
ATTACK(MELEE)
Meleeattackswillusuallybelesscommonthanrangedattacksasclosingtomeleerangewilloften
expose a Unit to ranged attacks. Melee combat is designed to be fast and deadly and will usually
involveonecharacterbeingremovedfromplayfairlyquickly.Meleeattacksarerolledinthesame
mannerasrangedattacksbutusetheCombatstatwhilemodifiersareusuallybasedonweaponand
positioningdifferencesbetweenthoseinvolved.
DEFEND
Ifaunitisforcedintoclosecombatagainstasuperioropponentitisoftenwisetoconcentrateon
defenceattheexpenseofattackingability.Usingthisactionaunitinmeleegainsa+2bonustotheir
Combat stat but cannot wound their opponent, even if they win the opposed Combat check. This
can be a useful tactic to tie an enemy up in melee or buy time for reinforcements to arrive and
hopefullyturnthetideofthefight.IfyouareusingtheDefendactioninresponsetoanattack(i.e.
youarenotspendingAPtoinitiatetheattack)thenyouonlygain+1bonustoCOM.
PRIME
This action can be declared when a unit wants to cover an area or otherwise prepare to attack a
targetthatisnotyetvisible.Whenthisactionisdeclaredyoumustnominatea4inchwidecorridor
offirewhichextendstothelimitsoftheOptimalRangebandoftheweaponbeingused.Anytarget
whichcrossesthiscorridorcanbeattacked,eveniftheywerenotvisiblewhenthePrimeactionwas
declared.IfnoviabletargetappearsbeforetheendoftheTurnthentheAPspentonthisactionhas
beenwastedbutthisactionmayberepeatednextroundwithadditionalAPexpenditure.
Thisactionallowsunitstocoveranareaoftheboardandattackthosewhocrossintoitandcanbe
useful for defending an area or making it harder for enemies to move from cover to cover across
openground.Ifatargetdoesbecomevisibletheplayercontrollingthemovingunitshouldmakethe
fulllengthoftheirmove.Theplayercontrollingtheprimedunitmaythennominateanypointofthis
movement as the moment when they will attack, allowing them to pick the most advantageous
momenttofire.
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MISCELLANEOUSACTIONS
BANDAGE
Thisactionisusedtostabiliseafallencomradeandpreventdeath.Thisactioncosts3APtoperform
butthesedonotneedtobespentconsecutively.WhenthelastAPisspenttheunitusingthisaction
shouldmakeaMNDcheck.IfsuccessfulthentheUnitbeingtreatedhasbeenstabilisedandcannow
act as normal, ignoring any penalties due to wounding. If a critical success is scored then the unit
being treated has 1 Wound restored while a critical failure will cause an additional wound, most
likelyremovingthemfromplay.NotethataUniton0WoundswhichhasbeenBandagedremainson
0Woundsbutsuffersnofurtherpenaltiesduetotheirwounds.Thismeanstheycanactasnormal
butanyfurtherdamagewilltakethembelow0Woundsandimmediatelyremovethemfromplay.
There are items abilities available to certain Units which provide more comprehensive healing but
theBandageactioncanbeattemptedbyanyUnit,regardlessofabilities.
CLEAR
Thisactionisusedwhenacriticalfailurehasbeenrolledresultinginajammedweapon.Byusingthis
actiontheUnitcanclearthejamorotherwisereturntheirweapontofunctioningstatus.Thisactions
costs2APwhichmustbeusedconsecutivelybutcancrossbetweentwoordersorTurns.Thismeans
thataunitcanbeginusingthisactionwiththeirlastAPfromoneorderandthencompleteitwith
thefirstAPofthefollowingordr.Alternatively,the2APmaybespentacrosstwoTurns,providedthe
APcostispaidconsecutively.IfforanyreasonthisactionisinterruptedafterspendingthefirstAPit
mustbecommencedagainfromscratchandthefirstAPiswasted.Torepresentajammedweapon
placeajammedcounteronornearthefigure'sbasewiththe"Jam2"sidefaceup.AfterthefirstAP
hasbeenspentflipthecountersothe"Jam1"sideisshowing.Oncethejamisclearedremovethe
counter.
RECOVERWEAPON
This is only used when you have rolled a Critical Failure with a melee weapon and thrown the
damned thing away. It costs 1AP to recover your weapon and this can be done while engaged in
meleebutwillgiveyouropponentafreeunopposedattackagainstyou,thesameasifyouhadtried
tomoveawaywithusingtheDisengageaction.
RELOAD
If you roll an "Out of Ammo" result on a Critical Failure then the weapon you attacked with has
expendeditsammunitionandmustbereloaded.Thistakes1APforonehandedweapons,2APfor
twohandedweaponsand3APforHeavy/Supportweapons.Ifyouaredualwieldingthenyoumust
reloadbothinordertobenefitfromthatability.Ifyouhaveanotherweaponyoucanusethatuntil
youhaveachancetoreloadtheemptyone.ItisgenerallyassumedthatUnitshaveenoughspare
ammotolastthebattlealthoughsomescenariosmightplacelimitationsonthenumberoftimesa
UnitorMobcanreload.
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USE
Thisisacatchallactionthatcoverswithawidevarietyofinteractions.TheUseactionallowsyouto
useadevice,activateamachine,etc.Thisisusuallydoneinordertocompletescenarioobjectives
butsomebattlefieldsmayincludeinteractiveelementsnottieddirectlytoanobjective.Thisaction
typically costs 1AP to perform but some particular scenarios may call for extended actions. The
scenarioitselfwilloutlinehowtheactionshouldbeused.
COMBATRULES
OVERVIEW
Thissectioncontainsalltherulesforcombatindetailfrommakingattackstodealingdamageand
removing units from play. It also gives details of the common modifiers applied to attacks and
presentssomeoptionalrulesforaddinginextralevelsofdetailorprovidingmore"realistic"results.
RANGEDATTACKS
Themostcommonformofattackwillbeatrange,usuallyusingfirearms.Tolauncharangedattack
youneedasuitableweapon,atargetthatisinsightandrangeofyourweapon,andabitofluck.All
oftheseelementsarediscussedbelowalongwithdetailsofthemodifierswhichapplytoshooting,
suchascover.
LineofSight
Inordertoattackatarget,theattackingplayermustbeabletodrawLineofSight(LoS)fromtheir
figuretothetarget.Thismeanssomeportionofthetargetmustbeclearlyvisibletotheattacker,in
astraightlinedrawnfromtheattacker'shead(orthereabouts)tothetarget.Someminiatureshave
projecting features such as weapons or clothing which are not suitable for LoS, in these cases
considerwhethershootingthevisibleportionwoulddamagethetarget.IfnotthenthereisnoLoS.
IdeallyLoSisdrawnfromtheattacker'sheadbutsometimesthepositionofthefiguresandterrain
makesthisdifficult.InthesesituationsLoScanbedrawnfrombasetobasethen'adjusted'totake
intoaccounttheheightoftheminiatureabovetheirbase.
WhendrawingLoSnotallofthetargetorattackerneedtobevisibletoeachother,thisisdealtwith
by the cover rules. Due to the dynamic posing of some miniatures (such as those which are
crouching or doing fucking backflips) it is assumed they will be roughly the same height as their
companionssoitmaybepossibletodrawLoStothemevenwhentheminiatureitselfisnotvisible
(e.g.whenbehindawallwhichistallerthanthecrouchedfigurebutshorterthanitwouldbeifit
wasposedstanding).
UsuallyitisassumedthatLoSisreciprocal,thatis,ifIcanseeyouthenyoucanseemebutthereare
occasionswhenthismaynotbethecase.Forinstance,apronefigureaimingatatargetwhoisstood
behindalargetruckwithahighgroundclearancemayhaveLoStothetarget'slegsbutthetarget
will not have LoS to the prone figure because the vehicle is blocking his view. In these situations
common sense should guide you. Alternatively the target can also go prone so both figures once
againhavereciprocalLoS.
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IfafigurehasusedtheChangeStanceactiontogopronethentheminiatureitselfisignoredforthe
purposesofLoS,insteadanattackermustbeabletoclearlyseesomeportionofthepronefigure's
base.IftheattackerispronethenLoS mustbedrawnfromtheirbasetothetarget, notfromthe
attacker'shead.
OnceLoShasbeenestablishedyoucanmoveontorangeandcover.
Range
Rangeismeasureininchesfromtheattacker'sbasetothetarget'sbase.Thisisfromedgetoedgeto
keep it simple. All weapons have an Optimum Range listed in their descriptions which defines the
distancesatwhichtheweaponisdesignedtobeused.Ifthetargetfallswithinthisbandthenthe
attackismadeatnormalACC.Anyattacksthatfalloutsidethisrange(eithertoocloseortoodistant)
suffera2ACCpenalty.TargetswhoareeithermorethandoubletheupperlimitofOptimumrange
or less than half the lower limit are considered out of range, the weapon is ineffective at these
extremesofrangeandsonoattackcanbemade.Forcloserrangesthismeansthatouareunableto
bringyourweapontobearinsuchtightconfines.
Example: The TargetBastard pistol has an Optimum Range of 0" 6". Any target within 6" can be
attackedatstandardACC.Targetsfrom7"12"canbeattackedat2ACC.Beyond12"atargetis
outofrangeandcannotbeattacked.
Example2:TheJabberwockRiflehasanOptimumRangeof2"24".Anytargetswhoarebetween1"
2" or 25" 48" away are attacked at 2 ACC. A target that is stood at a distance of 1" or less or
beyond48"cannotbeattacked.Thereasonfortargetscloserthan1"beingtooclosetoattackisthat
theweapons'improbablylongbarrelandcumbersomedesignmakeittoounwieldytobringtobear
on a target who can simply shove the weapon aside. This is why snipers also have pistols and/or
knives.Orfriendswithshotguns.
Cover
Using cover effectively is an important survival technique in any firefight as it can reduce your
chancesofbeinghitand,becauseoftheMagnitudesystemfordamagefactoring,canalsoreduce
the likelihood of a successful hit causing damage. Generally cover is anything which is capable of
obscuring a miniature from view, this includes things like crates or fences, bushes, foliage tress,
doors, walls, vehicles and even washing lines strung with drying clothes. A unit which is at least
partially behind such cover is harder to hit so any ranged attackers suffer a 2 ACC penalty. If in
doubtaboutwhetherafigurecanbeconsideredbehindcoverthenatleasthalfthebasemustbe
hiddenfromtheattackerforittocount.Itisentirelypossibleforaunittobebehindcoverfromone
enemyunit whilebeingexposedtoanother.Consideraunitwhichishidingbehindalowwall.An
enemyontheothersideofthewallwillnotbeabletoclearlyseeallofthetargetsowillsufferthe
ACC penalty while another unit looking out from the upper floor of a building may be able to see
more than half of the target's base meaning the cover is ineffective against attacks from this
directionandsonopenaltyissuffered.Outflankinganenemybehindcovercanalsogivefastmoving
charactersanadvantageastheywillmoreeasilybeabletomovetoapositionwherethecoverisno
longerbetweenthemandthetarget.
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Damage
Once a hit has been scored you must determine whether or not it was enough to cause damage.
DamageisfactoredbyaddingtheMagnitudeofthesuccessfulattack(i.e.thenumberrolledonD10)
with the Damage (DAM) of the weapon being used. This total is the Damage Value and is then
comparedtothetarget'sBODvalue.IfDVisequaltoorgreaterthanBODthentheattackhascaused
1 Wound, if lower then it is not a good enough to cause damage, although the target may still
becomeShaken(seebelow).ItshouldbeobviousthatahighDAMweaponisbetterthanalowDAM
weaponwhichisbetterthannodamnweaponatall.[Sorry,couldn'tresistit]
SomesituationsandfactorsmaymodifybothdamagevaluesandBodyscores.Somecharactersmay
possess skills which either increase damage or provide a bonus to BOD when resisting damage. In
addition to this some units may possess Armour. All forms of armour have an Armour Value (AV)
whichisaddedtoBODwhenresistingdamage.
MELEEATTACKS
ClosecombatisdesignedtobefastandbrutalandismorelikelytoinvolveaUnitbeingtakenout
than through ranged combat. When two (or more) hostile Units are moved into basetobase
contact they immediately enter Melee Combat. During this time they can only use the Melee,
Defence,DisengageandMoveactions.Unlikerangedcombat,attacksinmeleearealwayscontested
bytheopposingUnitmeaningbothUnitsmustmakeattack checksusingthe CombatStat.Ifboth
UnitssucceedthentheonewithhigherMagnitudewinsandcausesdamagetotheopponent.The
exceptiontothisisifthelowerMagnituderollwasaCriticalHitinwhichcasethattrumpsanormal
success.IfbothrollsCriticalsthenagainthehigherMagnitudewinsout.Ifbothrollsareequal(both
Critsorbothnormal)andtheMagnitudesaretiedthenitisastandoffandnodamageisdone.If
onefailsandonesucceedsthenthesuccessfulattackhits.ACriticalFailinmeleemeansyouhave
fumbledyourweaponandmustspend1APonretrievingit(whichcanbedoneduringmelee).Until
thenifyouattackordefendyoumustusetheUnarmedattackstats(seetheArmourysection).
IfyouhaveaUnitinmeleecombatatthestartofaturnthenyouMUSTallocateanordertothem.
ThismeansthattwoUnitswhostartaturninmeleecanbeinvolvedintwoboutsofcombat(onefor
eachorder)whichiswhymeleetendstoendwithoneUnitbeingtakenoutbytheother.Itisalso
entirelypossibleforyoutoallocateanordertoaUnit,moveitintomeleeandthenhaveittakenout
bythetargetUnit.
If more than 2 Units are involved in the same melee then it follows the same system as outlined
above with the exception that each combatant must specify who their attack is directed against.
EachplayermakesasinglerollandthisiscomparedwiththescoresofallUnitsattackingthembut
theycanonlyscoredamageagainsttheenemytheyhavetargetedwiththeirattack.
EXAMPLE: Reverend Mungo finds himself pressed into melee against Derek and Vroon, two Units
fromarivalMob.DerekandVroonbothdesignatetheRevastheirtargetwhilehedecidestoattack
Vroon, hoping to take the hulking alien out. The Rev rolls a 5 (success), Derek an 8 (success) and
Vroon a 6 (fail). This means the Rev has beaten Derek but cannot deal damage to him as he was
attacking Vroon. Vroon's 6 beats Reverend Mungo's 5 so Vroon will deal damage. Had Reverend
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Mungo's5beenaCriticalSuccessthenhewouldhavetrumpedVroon'ssuccessanddealtdamageto
thealienaswellasdefendinghimselffromDerek.
RabbleGroupsdonotusethemultipleopponentruleastheyareconsideredtobeasingleUnitfor
the purposes of attack and damage. They make a single attack/defence roll with their bonus for
superiornumbersaddedandeverywoundtheysufferwillreducetheirgroupsizebyonemodel.
Wounds
WhenaunitisdamageditlosesWounds.At0Woundstheunitisincapacitatedandlargelyunableto
act.Theunit'sAPscoreisreducedto0fortheremainderoftheturnanditfallsprone.Insuccessive
turnstheunithasatotalAPscoreof1(ifitisgivenanOrderToken)andmaynotstanduntilitis
restored to at least 1 Wound. Movement is restricted due to being prone as is their LoS (which is
drawnfromtheirbase)whileextendedactions(thosecostingmorethan1APtoperform)willtake
multipleorderstocomplete.Ifaunitisdamagedfurther(i.e.reducedto1Woundsorbelow)then
theywillbeimmediatelyremovedand,inastandalonegame,areconsideredkilled.Inacampaign
any figures removed from play will have a chance of suffering a serious wound or even dying.
Maybe. I'm not sure of that yet. Read the campaign rules. If they exist. A player may voluntarily
removeafigurewith0Woundsfromplay,representingthemhavinglostconsciousnessduetotheir
injuries. This means they no longer pose a threat to their enemies and so will be ignored by
opponents.Anoteshouldbemadethattheywereonlyincapacitatedandnotreducedto1Wounds
or below as this will affect what happens to them postbattle (Possibly. See the above notes
regarding the possible existence of campaign rules). This strategy will mostly be used to prevent
important characters being killed when it is unlikely that they would survive the remainder of the
battleorbeprovidedmedicalaid.
Ifafigureisbandaged(seeMisc.Actionsabove)thentheyremainon0Woundsbutnolongersuffer
theeffectsofsuch.TheirmaximumAPisreturnedtoitsnormallevelandtheymaystandandact
normally. It should be noted that further damage will reduce them to 1 Wounds and so remove
themfromplaysocareshouldbetakenwithexposingbandagedunitstofurtherharm.
If a Unit on 0 Wounds take a further Wound then they are immediately removed from the
battlefield. In a oneoff game they have been killed. Attacking an incapacitated 0 Wound Unit in
melee is called a coupdegrace (fancy) and does not require attack and damage rolls, it is
automaticallysuccessful.RangedattacksonincapacitatedUnitsworkasnormalattacks.
Shaken
IfanattackissuccessfulbuttheDVisnothighenoughtocausedamagethereisachancethatthe
targetwillbestunned,forcedbehindcoverorotherwiseaffectedbybeingstruck.AUnitwhichishit
but not Wounded must make a successful MND check or become Shaken. Place a Shaken marker
nexttotheUnit.TheirnextActionistakenwitha2penaltytotherelevantStat.Thismeansthey
willsuffer2ACCiftheyfireaweapon,2BODiftheyclimbawall,2MNDiftouseadeviceand2
MOV if to move. The Shaken marker is removed once the action is resolved. If they use an action
whichdoesnotrequireuseofaStatinanywaythentheShakenmarkerremainsuntiltheydoso.A
successful use of the Bandage action or any successful medical Abilities will remove the Shaken
status. If a Shaken character gains the Shaken status again then there is no additional effect.
22
However, some rare situations (probably Spoooky Cards) may cause a Unit to be Shaken for a
numberofactions.InthiscaseplacetherequirednumberofShakentokensnexttotheUnit.Yes,
therearealotoftokensandmarkersinthisgame.Butthey'reonlytheretomakethebookkeeping
easier.Andyou'veonlygot3Unitstoworryabout.
NonCombatDamage
Units mayalsotakedamagefromsourcesotherthangunfireandmelee, dependingonwherethe
battleisbeingfoughtandwhatnaturalhazardsmaybepresent.Themostcommonofthese(fire,
fallinganddrowning)aredetailedbelow.
Fire
Fireisanextremelydestructiveforcewhichcausesdamagenotonlythroughtheintenseheatbut
alsothroughoxygendeprivationandsmokeinhalation.Fortheseruleshowever,wewillconcentrate
ontheheatitselfasthisisthemostexciting,dynamicaspectofit.Aunitwhichcatchesfirewillstart
taking damage at a rate of 1 Wound for every full turn they spend on fire. This means it can be
extremely dangerous (especially to Rabble) but also gives units a chance to put out the flames
beforetheysuccumb.To dousetheflamesaunitmustfirstdropprone(1AP)thentry tosmother
them with the ground. This involves lots of rolling around and screaming so will certainly draw
attention.Forevery1APspenttryingtorolltheflamesouttheunitmaymakeaBODcheckwitha
success indicating the flames are out. Each successive check after the first provides a +1 bonus to
BODforthepurposeofthischeck.
Asanalternativetheunitcansimplytrytodousetheflamesinasuitablylargebodyofwater,should
onebepresent.Totalimmersioninwaterimmediatelyputsthefireoutbutmaycomewithitsown
risks(seebelow).
Falling
Thisisprobablythemostcommonformofnoncombatdamageasunitscaneasilyfallwhenscaling
objects, either by rolling a critical failure on their BOD check or by taking damage while climbing.
When falling the level of damage is dependent on the height of the fall. Standardsized units can
surviveafallof1inchorlesswithoutriskingdamagebutabovethatthereisanincreasingchanceof
themcomingtoharm.Whenfallingfromaheightabove1inchtheunittakes1hitwithaDVequal
to 1D10 + the height of the fall in inches (rounding down). This includes the 1 inch they can fall
withoutharmasitbecomesaveryharmfulinchwhenit'satthebottomofafall.
23
Drowning
Onthebattlefieldallbodiesofwatershouldbedefinedaseithershallowordeep.Shallowwateris
that in which the average person could comfortably (although not quickly) wade. This counts as
difficultterrainforthepurposesofmovement.DeepwateristhatwhichrequiresaUnittoswimin
ordermovethrough.AsuccessfulBODAVcheckallowsacharactertomoveuptotheirfullMOV
ratingatacostof1APwhileafailedrollmeanstheycanonlytravelhalfMOV.Acriticalfailmeans
theyarestartingtodrown.Theydon'tmove(exceptdown)andmustmakeasecondBODcheckto
avoid taking damage. Failure causes 1 Wound while a critical failure removes them from play,
regardlessofremainingWoundsorhowimportanttheyaretoyour'strategy'.Waterisdangerous;it
murdersstrongswimmersallthetime.Don'tfuckwithit.
24
FACTIONS
Unlike other games from professional companies who don't swear very often in their rules (the
fuckers),EscapeFromMKisnotsupportedbyarangeofwellsculptedminiaturessoyou'llhaveto
either make do with whatever tat you've got lying around the house or buy some from another
company.Duetothesomewhatcrazynatureofthesettingprettymuchanyminiaturesyoucanfind
maybeusedinoneformoranother.TothisendtheFactionsdetailedbelowareintendedtoprovide
a wide variety of ideas and opportunities for you to "repurpose" other miniatures for use in the
urbanhellholethatisMiltonKeynes.ThebestthingtodoisreadthroughtheFactions,findoneyou
like the sound of, and then see if you can shoehorn any figures that you happen to like into the
Factionsomehow.Itdoesn'treallymatterandnobodyisgoingtocallyououtonusingGWfiguresto
represent violent mercenaries or fascist police auxiliaries (unless you use the really weird Space
Marinecaptainonewiththecyberneticdeadbabyattachedtoitbyanumbilicalcordbecausethat
thing is just fucked up). You can also invent your own Factions or remix existing ones to suit your
tastes.
So,usewhateverfiguresyouwant,fromanycompanyyouwant.You'llalsoneedabunchofother
figures for the Rabble but there are loads of companies out there producing civilian and post
apocalyptic survivor types that are quite reasonable for fairly large quantities and that are well
suited.
Oh, and you'll also want some fairly distinctive figures to represent the 'Named NPC' types for
scenarios and the sort of nasty surprises that the Random Mysterious Chance of Fate deck
specialises in springing on you. Again, these can be represented by existing figures from your
collectionandthenyougetthefunofstattingthemupaccordingtowhatthefigureslooklikethey
shouldbe.I'llgivesomeexamplesoftheselaterontogiveyousomevagueguidanceastohowtogo
aboutthis.
Anyway,ontoFactions...
25
FACTIONTYPES
Factions exist to give a flavour to your squad of heavily armed lunatics and also provide certain
benefits unique to your choice. I'm not going to provide an exhaustive list of all possible Factions
because coming up with your own can be a fun way for you to make the game more personal to
yourselfandthereprobatesyougamewith.I'lldetailafewofthemI'vecreatedattheendincase
you'recreativelybereftorjustwantsomethingquickandeasytopickupandplay.
You Faction represents the organisation or group behind you Mob. These are the reason you've
beensentintoMilton Keynes,they'retheguysresponsibleforsupplyingyourUnitsandrecruiting
new members and they set your mission objectives. Alternatively, for those Factions based less
aroundmilitaryinterventionand/orworlddominationyourFactionrepresentsthepeopleyou'veleft
behind, those waiting tensely for news of your success or failure and the hopeful return of their
lovedones.It'suptoyouentirelywhoyourFactionrepresentandwhatthatmeansforyourultimate
goals. You can be as heroic or sinister as you like and the only people to judge you on it will be
yourselfandyourfriends.Sogoodluckwiththatonethen.
YourFactionwillalsohaveperkswhichgrantextraabilitiesandwilldeterminewhichArchetypesyou
mayrecruit.
FACTIONCREATION&UNITRECRUITMENT
When creating your Faction you have 300 Resource Points to spend on your Faction itself, your 3
Units,andalltheirequipment,sodon'tspunkeverythingupthewallonthefirstshinythingyousee.
Factioncreationisverysimple.Comeupwithaname,maybeanideaofwhotheyare(orasprawling
50pagesecrethistoryoftheNobleOrderofSatanistMilkmenincludingdetailedgenealogiesofeach
ofyourUnits,ifthat'syourthing)andthenmoveontospunkingResourcePointsupthewall.First
step;Perks:
PERKS
Onceyouhavedecidedonthenameandgeneralthemeofyourchosenfactionyoumustbuyoneor
twoPerks.ThesearespecialabilitiesgrantedtoeachFactionthathelpdifferentiateitfromothers.
Perks either tend to be low level effects that operate continually, such as making Gear slightly
cheaper,orsinglepowerfuleffectssuchasgrantingyouasinglererollperbattle.Perksthatoperate
on the battlefield itself tend to work by allowing you to manipulate the normal functioning of the
rulesinsomeway,ratherthanjustprovidingabonustoyourrollsorUnits.Thisisknownasbeinga
cheatingbastardinsomecircles,buttherulesletyougetawaywithit.
YoumustselectonePerkandhavetheoptionofbuyingtwo.Youmaynotbuymorethantwoper
Faction.
26
FACTIONPERKS
HandOfFate(Mastermind/Espionage/UndergroundContacts/AIPredictions)[5]
Whenever you are called upon to take a card from the Random Mysterious Chance of Fate Deck
draw3cardsandrollaD10.Evensyougettopickwhichcardtotake,oddsyouropponent(s)pickthe
worstresulttoapplytoyou.Theunusedcardsarereturnedtothedeckwhichisthenshuffled.
IllegalTraining(RigorousSelection/BlackMarketMods/ArcaneKnowledge)[8]
ThisPerkallowsyourUnitstobuycrossarchetypeAbilitiesfromthelistofyourVerbotenArchetype.
NormallythisAbilitylistisofflimitstoyourUnits.
BastardReroll(BastardofFate/QuantumManipulation/Timeslip/MalignInfluence)[10]
Onceperbattleyoumayforceyouropponenttorerollasinglecheckorotherroll.Theymustaccept
theresultofthesecondroll(andsomustyou,evenifitscrewsyouworsethanthefirstonedid).
ExperimentalDivision(SecretHorde/StateFunded/RenegadeScientists/IndustrialEspionage)[10]
Throughsomeundoubtedlysinistermeansyouhavebeengranted(orstolen)accesstoaseriesof
cuttingedgeweaponsdesigns,manyofwhichareonthefringesofcurrentscientificknowledgeand
all of which are stupidly lethal (and sometimes lethally stupid). This Perk allows you to purchase
weaponsandarmourfromtheExperimentalArmouryinadditiontothestandardlists.
FromBeyondTheStars(AlienHedgeFund/UFORetrievalTeam/IntergalacticBlueprints)[1]
Your Faction has access to alien technology which, while the science involved is so advanced it
makesyouwanttothrowup,isnotactuallymuchdifferenttostandardEarthkit,exceptitshoots
glowingballsofenergyandmakescoolneemingnoises.Allweaponspurchasedbyyourfactionhave
theEnergyspecialrule.
SatelliteTracking(COINTELPRO/Prognostication/RemoteViewing)[5]
You are able to steal a march on your opponents by intercepting intelligence from them by some
means.Oncepergame,afterOrderTokenshavebeenplacedbutbeforetheyareresolved,youmay
electoneopponentandlookatalloftheirOrderTokens(donotrevealthemtoanyoneelse).You
maythenswitchyourownOrderTokensaroundinresponse.
MarketManipulation(FinancialWhizkid/CurrencyConverter/Alchemist)[10]
Attheendofacampaignbattle,duringtheDebriefphase,youmaychoosehowmanyVPtoconvert
to RP. You may choose to convert 25%, 50% or 75% of your VP to RP. Normally all players must
convert 50% to RP. In all cases you round any odd numbers down and the remaining amount are
retainedasVP.
27
Smugglers(StasisField/R&DSpecialists/Tinkerers)[8]
After a campaign battle, during the Salvage phase, your Units gain a +2 bonus on MND checks to
determine if they can retain any equipment they have taken during the battle. You may still not
retain1Shot,Disposableitemsastheyareconsumedthendumpedonthefield.
VERBOTEN
Nowcomesthehardpart.SelectaUnitArchetypewhichyourFactioncannotrecruit.Thismeansyou
can never add one of these Units to you Mob and cannot access the associated equipment from
yourarmouryandgearlistunlessitappearsonthelistofaUnityoucanaccess.Additionally,you
maynotpurchaseCrossArchetypeAbilitiesbelongingtotheVerbotenArchetype.Ifyouchoosethe
Assault, Heavy or Survivor Archetypes for this then you gain +5Resource Points to spend in other
areas.
UNITRECRUITMENT
Onceyouhavechosenyourfaction,youmustrecruitandequipyourunits.Initiallyyoushouldonly
recruit3Unitsbutinacampaignyouwillbeabletoaddmoretoyourrosterlater,althoughyouwill
onlybeabletotake3intobattleandanyonetime.
TheseUnitsarepurchasedusingthesamepoolofResourcepointsasyourFactionsobalanceyour
spending across all areas. Units are recruited as a basic archetype which is then modified by
purchasingAbilities.Gearisthenaddedandtheirtotalpointscostiscalculatedbyincludingallofthe
above.
AUnitcanbeprettymuchanythingyouthinkofthatcanfitintothegameworld.SotooledupPCSOs
willfightitoutwithtimetravellingcyborgs,locallayabouts,PMCspecialops(aren'ttheyalways?)
geneticallymodifiedanimals,alienbountyhunters,convictsquadssentinbythewallguards,mime
artist assassins, the local taxi rank or even nobility (perhaps an Earl or even a Duke?) and pretty
mucheverythinginbetween.Ifyou'vegotamodelyouwanttouseandcouldreasonablycraminto
the setting then come up with an idea of how you want it to operate and use the rules below to
buildit.
OK,someoftheideasaboveareabitknockaboutandiftheydon'tsuityourgamingstylethenban
them from your games and create serious squads of doublehard bastards and run tightly plotted
incursionmissions.It'sentirelyuptoyou,butthegoalistokeepthisgameasopenaspossibleto
anyonewhocanturnupwith3modelsandacrazyidea.
ARCHETYPES
The following Archetypes are the basis for any Unit. Each archetype is focused around a different
themeandwillprovideagoodstartingpointforUnitsthatfitthattheme.Onceyouhaveselectedan
archetypeyoucanpurchasespecialskillsandperksthatwillfurtherindividualisetheUnit.Someof
thesehavetheeffectofdirectlyincreasingyourbasicStatssoyoucanslightlycustomisethebasic
statlineslistedbelow.
28
SOMETHING TO GO HERE
PROBABLY A PICTURE,
NOT SURE YET
29
ASSAULT
Assaulttroopsaredesignedtostrikequicklyandhithard.Theyhaveaccesstopowerfulweaponry
andmoderatearmourbuttendtobeverysinglemindedandsomewhatfragile.
ACC
COM
BOD
MND
AP
WND
MOV
COST
25
STEALTH
Stealthopsarefastandquitedangerousinmelee.Theyalsotendtobefairlyintelligentandstrong
willedbuttheirrangedskillisnotthebestandtheycanbequitefragile.
ACC
COM
BOD
MND
AP
WND
MOV
COST
20
BRAWLER
Brawlers are very tough and great at hitting things. They aren't the most disciplined of troops
howeverandcoulddowithspendingmoretimeonthefiringrange.
ACC
COM
BOD
MND
AP
WND
MOV
COST
20
COMMAND
Command troops excel at strategy and are allrounders, able to perform well in a variety of roles.
Theyaregoodwithnoncombatskillsandareabletofillinmostotherroles,althoughnotaswellas
aspecialisttroopwould.
ACC
COM
BOD
MND
AP
WND
MOV
COST
20
30
HEAVY
Heavytroopshaveaccesstospecialweaponscapableofvastdestructionandareusuallyprovided
goodarmourtoensuretheylastlongenoughtobringtheirheavyweaponsintoplay.Becauseofthis
theyspendalotoftimetrainingtheirskillwithrangedweaponsbutthiscomesattheexpenseof
theirstrategicskillsandoverallmobility.
ACC
COM
BOD
MND
AP
WND
MOV
COST
25
SURVIVOR
These guys and girls do exactly what it says on the tin. While they might not be the greatest
combatantsever,they'remorelikelythananyoneelsetofinishabattleontheirfeet.
ACC
COM
BOD
MND
AP
WND
MOV
COST
25
SUPPORT
SupportUnitsaredesignedtobeabletoprovideindirecthelp.Theyhavestrongmentalabilitiesto
allowthemtousenoncombatskillswellbutarenotgenerallyfrontlinefighters.
ACC
COM
BOD
MND
AP
WND
MOV
COST
20
DRIVER
This Unit only officially exists if there are vehicles rules. A driver is required for most vehicles but
theirStatsarenotnormallyimportant.Ifavehicleisdestroyedthedriveristakenwithitbutinsome
circumstances a driver may choose to abandon their vehicle. If so then this statline is used. All
drivers are given a small pistol and the basic knife as free equipment and may not be given any
additionalgear.
ACC
COM
BOD
MND
AP
WND
MOV
COST
10*
*NotethatDriversonlyneedtobepurchasedifvehiclesareused.
31
ABILITIES
Once you have recruited a Unit you may purchase abilities to allow them to boost their stats or
specialiseinnewskills.EachUnitcanonlyhaveamaximumof3Abilitiesfromacrossallcategories,
thatis,intotal,not3fromeachcategory.
Inacampaigngameyouwillrecruit3UnitsbutonlytheSergeantwillbeabletostartwith3abilities
purchased. Your other two Units can only have a maximum of 2 abilities each. In a oneoff game
playerscan,ifagreed,ignorethislimitandpurchaseupto3skillsperUnit.
Abilitiesaredividedintocategories,oneforeachoftheArchetypesandtheStatBoostcategory.All
UnitshaveaccesstotheirowncategoryandtheStatBoostcategorybydefault.EachUnitmayalso
purchaseupto1AbilityfromadifferentArchetype'scategorybutthenormalcostforthisAbilityis
increased by +1. Note that some Abilities appear in more than one category but each Ability may
only be purchased once, unless its description states otherwise. To allow for the thematic
differencesbetweenvariousMobsandFactions,eachAbilityislistedwithvariousalternatenames.
They are functionally identical in play but allow players to describe Abilities in a manner that fits
their particular Mob or Unit. For example, the GrappleGun ability allows you to quickly climb
objects.WhileforsomeMobsitwillappropriateforthemtousesuchadeviceforothersthesame
effectcanbeachievedthroughclimbingclaws,stickypadsorsomeludicrousjumpingability.
STATBOOSTS
TheseAbilitiesareavailabletoallUnitsandallservethesamepurposeofdirectlyincreasingoneof
thebasicStats.EachStatBoostmayonlybetakenonceandaUnitmayonlypurchaseamaximumof
2StatBoostsoutoftheirtotalof3Abilities.
FirearmTraining(TargetingImplant/EagleEye/GunMonk/TriggerHappy)
[10]
Thisgrantsa+1increasetotheAccuracyStat.TheUnit'sbasicstatlineshouldbemodifiedtoreflect
this.
KnifeFighter(EnhancedReflexes/MartialArts/Swordsman/Bloodthirsty)[6]
Thisgrantsa+1increasetotheCombatStat.TheUnit'sbasicstatlineshouldbemodifiedtoreflect
this.
ToughGuy(SubdermalImplants/CombatStimulant/HighPainThreshold/SteroidKevlar) [8]
Thisgrantsa+1increasetotheBodyStat.TheUnit'sbasicstatlineshouldbemodifiedtoreflectthis.
Savant(MentalReinforcement/IQEnhancement/Conditioning/CerebralCortexMutation)[5]
Thisgrantsa+1increasetotheMindStat.TheUnit'sbasicstatlineshouldbemodifiedtoreflectthis.
CombatReflexes(Bangin'Drugs/Haste/TacticalImplant/NerveRewire)[15]
Thisgrantsa+1increasetoActionPoints.TheUnit'sbasicstatlineshouldbemodifiedtoreflectthis.
32
HardToKill(BackupOrgans/MedicalNanites/FatBastard/HealingFactor)
[15]
Thisgrantsa+1increasetoWounds.TheUnit'sbasicstatlineshouldbemodifiedtoreflectthis.
Sprinter(Twitchy/AccelerationModule/ExtraLegs)[6]
Thisgrantsa+1increasetoMove.TheUnit'sbasicstatlineshouldbemodifiedtoreflectthis.
ASSAULTABILITIES
AdaptiveTactics(FirstManIn/CombatBoost/Prescience)[5]
Once per game this Unit may swap its current order token with that of the Unit which has Order
Token 1. This must be done at the start of the round, before the 1st Order Tokens have been
resolved. Swap the two order tokens but only reveal the 1st Order Token (which will be with this
Unit).
Spray&Pray(EnhancedAmmo/FullAuto/DoubleTap)[5]
ReduceACCby1or2pointsforthisattackandgainthesameamountasaDVbonusifyouhit.The
useofthisabilityandthelevelitisbeingusedatmustbedeclaredbeforethecheckisrolled.Ifthis
abilityisusedinconjunctionwithDualWieldingthentheDVbonusisappliedaftermultiplyingthe
weapon'sbaseDAM.
DualWield(BothGunsBlazing/Ambidextrous/DualTargetingMode/ExtraHands)
[8]
You may wield a pair of onehanded weapons. They must be the same weapon and must be
purchased from your available Armoury. When attacking with them you gain +1 ACC/COM bonus
andDamageisequaltothestandardweaponx1.5(rounddown).TheAPofyourattackisincreased
by +1. If your weapon runs out of Ammo or Jams it applies to both weapons and so double the
normalAPmustbespentontheReloadorClearactions.IfyouwishyoucanonlyReload/Clearone
weaponbutyouwillnotbeabletousethisabilityuntilbothweaponsareoperational.
If you dualwield melee weapons they face the same restrictions and apply the same benefits as
above when used for close combat attacks. In addition to this, if you are fighting against two
opponents you can choose to split your attacks, directing one at each. You do not gain the usual
benefitsbutmaymaketwoattackrollswhicharebothsubjecttoa1COMpenalty.Theseattacks
must be at different targets. You can use two melee weapons to dualwield Defensively but
obviouslywillnotgainthedamagebonus.
HardCover(GunKata/StructuralReinforcer/Wallflower)[6]
IfthisUnitisinbasetobasecontactwithasolidterrainelement(i.e.somerigidsubstance,foliageor
fabric for instance would not count) it gains +2AV against any attacks targeting it which suffer a
coverbasedpenaltytoACC.Thisbasicallygivesyouextraarmourwhenyouarejammedupagainst
somecover.Asnotedabovethecoverhastobefairlysolidtogivethisbonussoplayersshouldcome
to some agreement over what counts on their battlefield. Also, the attacker must be suffering an
ACCpenaltyduetothecoveryouareusingthisabilitywith.Iftheydonthavetoshootthroughthe
coverthenyoudon'tgetthebonus.
33
LightningReload(ExtraCapacity/AutomatedAmmoFeed/Boyscout)[5]
This allows you to ignore the first Out of Ammo result you get during a battle. Instead the attack
countsasanormalmiss.IfyouDualWieldthenhisappliestobothweapons.Thishasnoeffecton
Disposable weapons but does work with 1shot weapons, allowing you to fire them twice before
reloading.Afterthisyoumustreloadthembetweeneveryshotasusual.
BRAWLERABILITIES
SavageStrike(MuscleImplants/MutantStrength/PoweredWeapon)[6]
IncreasetheAPcostofameleeattackby+1andgain+2DViftheattackhits.Thisabilitycanbeused
inconjunctionwithDualWieldinginwhichcaseyouapplythe+2DVaftermultiplyingtheweapon
damage.
EXAMPLE: Brother Numsai is a Brawler who favours a pair of butterfly knives. When launching a
DualSavageStriketheattackwillcostatotalof4AP(2APforKnife,+1forDualWield,+1forSavage
Strike)andhistotalDamageValuewillbeMagnitude+(BOD/2)+(KnifeDVx1.5)+2.Ifhisknives
have2DVandhesucceedsonaMag5rollhistotalDVwillbe5+3+3+2=13.However,hewill
have had to pay 15 points (Savage Strike 6, DualWield 8, + 1 for taking a crossarchetype ability)
abovethebasiccostoftheUnitbeforebuyingequipment.
Shield(Parry/DefenceField/Dodge)[4]
Yougaina+2AVbonuswhenusingtheDefensiveFightingaction.Thiscannotbeusedinconjunction
withDualWielding.
CombatMaster(MookHonour/NeverOutnumbered/RepulsorField)[5]
WhenfightingRabblegroupsinmeleetheRabbledonotgettoapplytheirusualbonusforsuperior
numbers to their Combat Stat and DV. This also applies should you be engaged in combat against
multipleUnits;theydonotprovideeachotherabonustotheCombatstat.
Charge(Telehop/SpeedBoost/Juggernaut/WillowStep)[4]
Spend1APtoignoreallterrainpenaltiestoMOVforyournextaction.Thismovementmustendwith
youinbasetobasecontactwithanenemy.Thisallowsyoutochargeoverbrokengroundorrough
terrainwithoutpenalty,aslongasyouengageatargetattheendofyourmovement.Itcannotbe
used in deep water or to avoid obstacles that require climbing. This benefit only applies to 1AP
worthofmove(soatotalcostof2APtoactivatethisandthenmove).
34
ReflexDodge(MagneticShield/BulletWard/FearsomeAura)[8]
This ability forces opponents to take a 2 ACC penalty when attacking you. This penalty does not
stackwithanycoverbasedpenaltiesorabilities.Thisabilitystopsfunctioningonceyouhavebeen
Wounded. If you are restored to full health then this ability will resume its normal function.
Effectivelythisallowsyoutobenefitfromcoverevenwhenyou'restoodintheopen.Itmakesthose
maddashesacrossopengroundslightlylessdangerousandalsoallowsyouleadheroicallyfromthe
frontwithouthavingtocowerbehindcoverbutwillstopworkingassoonasyouaredamaged(the
priceofhubris,andallthat).NotethatsincethisonlygivesapenaltytoACCithasnoeffectagainst
meleeattacks,andyoucanstillusethefulleffectsofbeingbehindcover.ThisAbilityiseffectively
nullifiedwhenyouarebehindcoverbutit'snotreallyimportant.Basically,youalwaysgetthecover
bonusaslongasyou'reonfullhealth.
COMMANDABILITIES
NewOrders(MasterTactician/MindLink/SatelliteComms)
[6]
OncepergameyoucanswitcharoundtheOrderTokensofyourentireMob.Thiscanbeusedatany
point during a turn, even after some Order Tokens have been flipped and resolved. Spent Order
Tokenscanalsobemovedaroundbutobviouslytherecipientwillnotbeabletousethem.
TacticalTraining(Precognition/TacImplant/Hunch/Instincts)[5]
Spend 1AP and roll a d10. This roll will be used the next time you are called upon to make a Stat
check. This does not let you alter the roll but you can decide your next action knowing what the
result will be. This means you can try to "waste" the roll by triggering a nonvital Stat check or
ensurethatyouuseagoodrollforanimportantattack.Italsoallowsyouto"game"themodifier
systemslightlyandcouldleadtoyouscoringaCriticalSuccessbyensuringthemodifierswhichapply
matchyourStatwiththediceroll.
RallyingCry(Zealot/Loyalty/Feared/PuppetMaster/CortexOverride)[5]
FriendlyUnitswithin3"andclearLoSoftheLeadercanusethisUnit'sMNDscoreforthepurposes
of resisting becoming Shaken and other negative mental affects such as that caused by Tailored
Pheromones.AnyabilityorsituationwhichforcesaMNDcheckonanotherUnitallowsthisAbilityto
function. This means that being hit and resisting becoming Shaken allows the use of it but a Unit
with a low Mind Stat cannot use this when trying to Bandage a comrade as they are actively
triggeringtheMindcheckthemselves.Basically,theBandageskillusestheintelligencesideofMind
whereasresistingamentalattackoraffectusesthewillpowerside.
35
SecondWind(CompoundTX/InevitableComeback/HailMaryStim/BlazeofGlory)[4]
Spend1APandmakeasuccessfulMNDchecktoignoreallimpairmentsduetoWounds.Thisworks
exactly as the Bandage action except that it costs 1AP and only works on the Unit with the skill.
UsingthiswhileShakenmeansyouwillsuffertheShakenpenalty(andridyourselfofit)ontheMND
check to use this. Which could be quite useful. If you have been reduced to 0 Wounds then this
duplicatestheBandageaction.Ifyouhaveamedikitorandmedicalabilitiesthenyoucanapplythe
bonusestothisiftheyworkontheBandageaction.So,aUnitwiththisandtheMedicAbility(from
theSupportArchetype)willbeabletorestoreWoundstothemselvesusingthisability.
HerculeanEffort(InsiderKnowledge/PlayingToTheCrowd/TacticalGenius)[6]
Once per battle you can score double VP from any one Action that accrues VP. This means you
cannotusethisabilitytodoubletheVPforholdinganareaasthatrequiresmorethanoneactionto
complete.AnytimeVPisscoredforanActionthatsuccessfullycompletesamissionobjective(such
asdeactivatingabomb,securinganitem,leavingtheboardwithanitem,killinganenemy,etc.)itis
eligibleforthisAbility.
HEAVYABILITIES
SustainedFire(Overclock/ReplayRounds/Zeroing/Brace)[6]
Thisabilitygivesabonustorepeatedattacksonthesametarget.Foreveryconsecutiveattackafter
thefirstapplyacumulative+1ACCbonustoamaximumof+3.Ifyourweaponjamsorrunsoutof
ammo,oryoutakeanyactionbetweenattacksthenthebonusisresettozeroandthenextattack
countsasthefirstinthechain(i.e.nobonusisapplied).Thiscannotbeusedwiththrownweapons
orinconjunctionwiththeDualWieldability.
CombiWeapon(TacHarness/MonkeyGrip/GafferTape/PrehensileCock)[10]
This allows you to carry one extra hand'sworth of weapons giving 5 in total as opposed to the
normal4.Thiscaneitherbeusedtoadda1handedweaponorcombinedwithanothertocarrya2
handedweapon.WiththisabilityyoucouldequipaUnitwithaHMG(2hands),aGL(2hands)anda
pistol(1hand).Or,ifyouwanttogetcrazy,youcouldgivesomeone2MX7sandaJackal...
ArmourPiercing(BulletStorm/AchillesTargetImplant/DensitySensor)[6]
IncreasetheAPcostofyournextattackby+1inordertoignorethetarget'sAV.Thisincludesany
Ability that gives a bonus to AV. This is a potentially devastating ability so if you see your enemy
activatethisthenyoushould,ifpossible,getanyactiveUnittomovebehindcover.ThisAbilitymay
onlybeusedonceperTurn.OtherUnitsthatwanttobuyitasacrossArchetypeAbilitywillneedto
paytheadditionalcost.
HardAdvance(NullGravUnit/Yomp/ExtraLung)[5]
OncepergameyoucanamendyourMOVstatto5forthepurposeofasingleboutofmovement
(i.e. one single chain of Move actions). Each action will be subject to the bonus. If you take any
actionotherthanMovethebonusislost.NotethatthischangesyourMOVstatto5,nomatterwhat
itiscurrently.ThiswillbemoreusefultosomeUnitsthanitistoothers.
36
LightningReload(ExtraCapacity/AutomatedAmmoFeed/Boyscout)[5]
This allows you to ignore the first Out of Ammo result you get during a battle. Instead the attack
countsasanormalmiss.IfyouDualWieldthenhisappliestobothweapons.Thishasnoeffecton
Disposable weapons but does work with 1shot weapons, allowing you to fire them twice before
reloading.Afterthisyoumustreloadthembetweeneveryshotasusual.IfyourfirstOutofAmmo
resultiswithaDisposableweaponthendonotcountthattowardsthisAbility,meaningyoucanstill
useitforthisgame.
STEALTHABILITIES
GrappleGun(JumpPack/StickyFingers/WallCrawler)[5]
Insteadofmakingaclimbingcheckyoumayautomaticallyascendupto12"straightup.Thisability
mustbeusedwheninbasetobasecontactwithanobjectandyoucanonlytravelashighasthetop
ofthestructure.Onceyoureachthetopyoucanpositionyourselfonthestructureadjacenttoyour
originalposition.Usingthisabilitycosts2AP.Ifthestructureisnotoneyoucanstandatop(suchasa
wall)thenyoucaneitherstayatthetopordescendtheotherside.Thisabilitycanalsobeusedin
reverse,allowingyoutosafelydescendupto12"withoutriskingfallingdamage.
Scope(AimedShot/Sniper/SmartWeapon/BulletTime)[6]
Increasethecostofanattackby+1APtoignoreupto2ACCpenaltyduetocover,rangeorother
visionbased modifiers. This allows you to ignore the penalty caused by Reflex Dodge and other
Abilities. Note that this does not give a bonus to ACC but just allows you to ignore negative
modifiers. This does not allow you to ignore the AV bonus granted by the Hard Cover ability. This
cannotbeusedinconjunctionwithDualWielding.
OneInchPunch(NaturalWeapons/Backstab/PoisonCloud)[6]
Thisabilitygives+1DVwhenmakingmeleeattacks.Thisabilityonlyworksifyouareonfullhealth.If
youhavebeenWoundedthenyoucannotusethisabilityagainuntilyourlostwoundsarerestored.
Concealment(CloakingField/ChameleonSuit/Blur/Shadowcloak)[5]
AnyUnitattackingyouwhileyouareincoversuffersanadditional1ACCpenalty(3intotal).This
Abilityonlyfunctionsifyouareinbasetobasecontactwiththecoverelement.Abilitieswhichcan
ignorecoverorvisionpenaltiescanalsoignorethiseffect.AsthisdoesnotaffectCOMthisability
cannotbeusedinmelee.
AirborneDeployment(TunnelRat/Ninja/Teleport/Infiltrator)[8]
This Unit does not deploy with others at the start of the battle. Any time after the 1st round has
been completed this Unit may arrive on the board. An order must be placed on this Unit's roster
sheet to show it is coming. When the order comes up the Unit may be placed anywhere on the
boardsubjecttothefollowingconditions:Itcannotbeplacedwithin8"and/orLoSofanenemyUnit
or a mission objective/Victory Point location. The Unit may arrive in the Prone position if desired.
AfterarrivingtheUnitplaysoutitsorder(s)asnormal.
37
SUPPORTABILITIES
Medic(HealingHands/WhiskeyPriest/Autodoc)[5]
ThisAbilityallowstheBandageactiontorestorelostWounds.OnasuccessfulMNDrolltherecipient
regains1Wound,onacriticaltheyregain2Wounds.OnaCriticalFailurethetargetdoesnottake
furtherdamagebutyourMedikit(orwhatever)isexhaustedandcannotbeusedagainfortherestof
thebattle.
Armourer(MetaMaterials/AblativePlating/LimitedForcefield)[5]
Increase your AV by +2 against the first attack that hits you in a battle. After having been hit
(whetheritcausesdamageornot)thisbonusislost.Ifthefirsthityousuffercausesmultiplewounds
thenthisbonusonlyappliestothefirstwound.TheDVofanysubsequenthitsiscomparedtoyour
BOD+AVscoreasusual.
MotionScanner(ProximityAlert/Lifesense/Empath)[6]
WhenthisUnitcausesaRabbleGrouptoSpawntheyare1levellowerthantheywouldnormallybe.
ThisdoesnotaffectUniqueNPCs(Names&Faces).Instead,UniqueNPCscannotspawnwithin10"
ofthisUnit.
DemolitionTraining(Breach/ShapedCharges/MolecularDephaser)[5]
Spend 3AP while in basetobase contact with a scenery element (not another Unit) and make a
MND check. If successful you remove a section of wall (or other terrain) 1" wide and 1.5" tall. A
CriticalSuccessmeansyoucancausedamagetoanenemyUnitwithin3"ofthetargetpoint.They
musttakeahitwithDVequaltoyourMAG+3.IfyoufailyourMNDcheckthennothinghappens
whileaCriticalFailurecausesyoutotakeahitatarandom(D10)DV.Thedamagetothewallwill
remainfortherestofthegameandwillallowUnitstoseeandmovefreelythroughthenewgap.
Bolster(Telepresence/RemoteManipulation/Mentor)[6]
Once per battle a friendly Unit may use one of your Action Stats in place of their own. Your Stat
replaces their own and they apply any modifiers to the check as usual. They can use any of their
equipment or Abilities that are applicable to the Stat check in question. You cannot apply any
modifiersofyourownnorcananyofyourotherAbilitiesbeusedinconjunctionwiththisone.This
mayonlybeusedwithActionStats(Accuracy,Combat,BodorMind).
38
SURVIVORABILITIES
LastManStanding(LoneWolf/FinalSurge/12thHour)[6]
IfyouaretheonlyUnitfromyourMobstillactiveoronthefieldthenyourAPStatincreasesby+1.
This only lasts until another Unit from your Mob is successfully Bandaged or otherwise healed.
EssentiallythisgivestheUnitaboostifitistheonlyfriendlyUnitstillstanding.
Improvisation(TimeSlip/Subplot/ErgRush/Duplication)[10]
Once per battle you may treat a Decoy Order Token as though it were an Order 4 token. This
functionsexactlyasthoughtherewereafourthactiveorderandtakesplaceafterallplayershave
playedtheir3rdOrders.TheUnitusingthisabilitymusthavebeenallocatedadecoyordertokenthis
round but may also have been allocated other tokens, subject to the usual limits. If two or more
Units from different Mobs activate this ability in the same round then the 4th orders play out in
exactly the same manner as 1st, 2nd or 3rd orders in respect of order of actions, simultaneous
resolution,etc.ShouldyouhavetwoormoreUnitsinyourMobwiththisAbilitythenonlyonemay
usethisinasingleround.
LoneWolf(ZenWarrior/Solitude/MentallyUnstable)[6]
IftherearenofriendlyUnitswithin6"ofthisUnitthenitgainsa+2MNDbonusoncheckstoresist
becomingshakenandothermentaleffectssuchasTailoredPheromones.Thisdoesnotapplytothis
UnitusingactionsorabilitieswhichrequiresuccessfulMNDcheckssuchastheBandageaction.
Procurement(RetroEngineering/Looter/ExoticWeapons/ThievingGit)[5]
IfyoureduceanenemyUnitto0Woundsinmeleeyoucanspend2APtolootany1itemorweapon
fromthem.ThisAPdoesnotneedtobespentwiththesameorderbutifyoumoveawayfromthe
placewhereyoudefeatedtheUnityoucannotusethisAbility.Ifyoudonothaveafreeslottocarry
theitemyoutakethenyoumustdiscardyourownitemstoensureyoustayundertheusuallimits.
Anyitemsyoudiscardarelost.Duetothetimeconstraintsinvolvedarmourmaynotbetakenwith
thisability.Youwillkeepthisitemuntiltheendofthebattleunlessitisexpendedthroughplay.Ifa
weaponrunsoutofammoyoucanreloaditasnormal,unlessitisadisposableor1shotweapon.If
thedefeatedUnitrecoversduringthebattlethentheyhavelosttheiritemandcannotuseit.Ina
campaigngameanyitemstakeninthismannerarelostattheendofthecurrentbattleandreturnto
theirusualowners.Anyitemsyoudiscardedarereturnedtoyou.
MineLayer(TrapMaster/KillDrones/ExplosiveSpores)[6]
WiththisAbilityyougain3minetokens.Layingaminetakes2APandplacesaminemarkerinbase
tobasecontactwiththisUnit.Theminedoesnotactivateuntiltheturnafteryoulayit.Aminewill
activatewhenanyenemyUnitmoveswithin3"(LoSonly)andwillexplodewitha3"radiuscircular
template.AnyonecaughtundertheblastzoneishitandtakesaD10+4DVhit.Thishitcannotcause
criticaldamage.Youmayonlylayamaximumof3minesperbattle.Minescannotbetakenfromyou
usingProcurement.AminewillnotexplodeifthisUnitwillbecaughtintheblast.Itwillactivateif
friendlyUnitswillbecaughtintheblastbutwillonlybeactivatedbyanenemyUnitmovinginside
thedetectionradius.
39
SPECIALABILITIES
This group of abilities represents powers and skills way beyond those of the average troop. These
count as crossArchetype abilities for ALL Archetypes and count towards your limit of 1 cross
ArchetypeabilityperUnit.
Wings(FlightSuit/Levitation/RocketPack)[10]
ThisabilityallowsyoutomoveatyournormalMOVrateinanydirectionincludingstraightup.You
musttakeintoaccountbothverticalandhorizontaldistanceswhenmeasuringyourmovementbut
cancrossdifficultterrainorwaterwithoutpenalty.Ifyoutakeawoundwhileflyingyoumustmakea
successfulBODorMNDcheck(yourchoice)oryoufalltotheground,takingappropriatedamageas
pertheusualrulesforfalling. Yourmaximumaltitudeis24"abovethetabletop.Fallingfromthis
heightwillalmostcertainlymurderyou.
HealingFactor(AlienMetabolism/AutoStim/AdrenalineShot)[15]
Youareabletohealwoundsrapidlywithoutneedingmedicalattention.Activatingthisabilitycosts
4AP.MakeaBODrollwithapenaltyequaltothenumberofWoundsyouhavelost.Ifsuccessfulyou
heal yourself of 1 Wound while a Critical Success heals 2 Wounds. If you roll a Critical Failure you
have temporarily burned out your ability or otherwise expended it. You do not heal a wound and
youcannotactivatethisabilityfortherestofthebattle.
IfyousuccessfullyhealoneormorewoundsthenyouareautomaticallyShakenforyournextaction
duetothepainand/orshockofthehealingprocess.
TailoredPheromones(Hypnosis/Beguile/Illusion/NaniteCloud)[12]
Youareabletoconfuseenemiesintothinkyouarenothostile.Thisabilityautomaticallyaffectsany
enemyUnitwithinyourMNDininches.IfanenemyunitattemptstotargetyouwithanAttackor
AbilitytheymustmakeasuccessfulMNDcheckortheyfindthemselvesunabletogothroughwith
the attack. The AP they spent are wasted. If a Unit succeeds their MND check or you attack or
damageaUnitthentheyareimmunetotheeffectsofthisabilityfortherestofthebattle.
EnergyBlade(AncestralSword/Cleave/Monoblade)[8]
Increasethecostofameleeattackby+1AP.This"powersup"yourweapon,givingthetarget2AV
forthisattack.
40
GEAR
AllUnitsmustbesuppliedequipmenttouseduringthegame.ForeaseofuseallFactionsusethe
samebasicArmouryandEquipmentLists,however,someFactionsmaybeabletobuyitemsfrom
theExperimentallist.
Unitsarelimitedintheamountofweaponsandequipmenttheymaycarry.Tokeepthingssimple,
you can carry four "hands" worth of weapons in total, plus 2 pieces of equipment and 1 set of
armour. Each weapon is either one or two handed and your 4 "hands" can be used in whatever
cominationyouwish.So,youcouldtake2onehandedweaponsand1twohandedweaponor,if
you wish, the twohanded weapon slot can be split into 2 onehanded slots or the 2 onehanded
slots combined to form a second twohanded slot. This sounds more complex than it is. You can
carry2handsworthatatimeandslinganothertwohandsworthonyourbodysomehow.It'snot
thatcomplicated.
ARMOURY
A Unit's Archetype determines which weapons and armour are available. A Unit may only be
equipped with weapons appropriate to their Archetype from the Armoury lists your Faction can
accesswhileallEquipmenttypescanbegiventoanyUnit.
ASSAULT
BRAWLER
RZRCombatKnife
RZRCombatKnife
TargetBastardPistol
COMBat
BigBossPistol
ThrowingBlade
Cutter/JackalSMG
TargetBastardPistol
Shard/LancerAR
BigBossPistol
TwinTailShotgun
CutterSMG
RipperShotgun
TwinTailShotgun
GrinnerLMG
BlockerArmour(AV1)
MX7LAW
RampartArmour(AV2)
BlockerArmour(AV1)
RampartArmour(AV2)
41
HEAVY
COMMAND
RZRCombatBlade
RZRCombatBlade
COMBat
TargetBastardPistol
BigBossPistol
CutterSMG
CutterSMG
JackalSMG
JackalSMG
RipperShotgun
RipperShotgun
ShardAR
LancerAR
LancerAR
MX7LAW
WhisperRifle
GrinnerLMG
RampartArmour(AV2)
ReaperHMG
BastionArmour(AV3)
BusterGL
RampartArmour(AV2)
BastionArmour(AV3)
STEALTH
RZRCombatBlade
TargetBastardPistol
BigBossPistol
CutterSMG
JackalSMG
TwintailShotgun
RipperShotgun
ShardAR
WhisperRifle
GhostlightRifle
BlockerArmour(AV1)
42
SUPPORT
SURVIVOR
RZRCombatBlade
RZRCombatBlade
TargetBastardPistol
ThrowingBlade
BigBossPistol
TargetBastardPistol
CutterSMG
BigBossPistol
JackalSMG
CutterSMG
TwintailShotgun
JackalSMG
RipperShotgun
RipperShotgun
ShardAR
ShardAR
WhisperRifle
LancerAR
GrinnerLMG
BlockerArmour(AV1)
BusterGL
RampartArmour(AV2)
MX7Law
BlockerArmour(AV1)
RampartArmour(AV2)
BastionArmour(AV3)
43
RANGEDWEAPONS
SpecialRules(Ranged)
Some weapons have extra rules that alter the way they function. These are in addition to all the
normalrulesforweaponsandattacksbutwhereaspecialrulecontradictsthebasicrulesthenthe
specialruletakesprecedence.Thespecialrulesaredetailedbelow:
+XACC:IfyouareinthePronepositionandfiringatatargetwithinOptimumrangeyougainthis
Accuracybonus.ThiscanbecombinedwithmodifiersgrantedbyAbilities,providedallcriteriaare
met.
X ACC: This weapon is difficult to control when firing and gives the listed Accuracy penalty
wheneveryoumakeanattackwithit.
1Shot: This weapon automatically goes Out of Ammo whenever it is used and must be reloaded
betweenshots.
2 Wounds: This weapon causes 2 Wounds of the same strength when it hits a target within it's
OptimumRangeband.ThiscanremovetwomembersofaRabblegroupprovidedtherearewithin
2"ofeachother,arebothwithinLoSandbothwithintheOptimumRangeband.OnaCriticalHitthis
weapondeals3Wounds.
Blast(X):Thisweaponfiresaprojectilethatexplodesatthetargetpoint,dealing1hitatstandardDV
toeveryonecaughtwithinaradiusequaltotheBlastratingininches.So,aBlast(3)grenadehitting
theleaderofaRabblegroupwouldalsoinflictdamageonanyRabble(orotherUnits)within3"of
theleader.
Disposable: This weapon cannot be reloaded and is effectively useless once it goes Out of Ammo.
Disposableweaponsdonotneedtobeboughtagainforeachbattle.Assumethatyouhaveacrate
ofthemavailablebutthecratewillonlyletyoutakeoutoneatatime,forsomereason.Unlessyou
buytwo.Ormore.
Energy:Insteadoffiringsolidprojectilesthisusescoherentenergytodamagetargets.Italsolooks
reallycoolwhenfiringandcan,ifyouwish,makeasweet"neem"soundwhenfired.Otherthanthat
thereisnodifference.
IndirectFire:ThisweapondoesnotneedLoStobeusedanddoesnotneedtotargetanotherUnit.
Any point on the battlefield can be designated as the target provided it is within range. If firing
indirectly(i.e.atatargetyoucannotsee)thenyoumustbeatadistancefromtheobjectyouare
firingoverequaltoatleasttwiceitsheight.Ontheothersideoftheobjectyoumusttargetapoint
atadistanceatleastequaltotheobject'sheight.So,tocleara2"highwallyoumustbestoodat
least4"fromitandthetargetpointmustbeatleast2"fromtheothersideofthewall.Thisisasort
ofparabolawhichprobablyisn'tmathematicallyaccurate.
Scatter:Thisweapondoesnotexplodeonimpactbutcaninsteadbouncearound.Thatorithasthe
Blast rule and so it's really fucking important where it ends up. If you fail your attack roll the
munitionbouncesanumberofinchesequaltotheamountyoufailedbyinarandomdirection.Use
the Scatter Template (which I will make at some point) and the number on the failed roll to
44
determinethedirection.IfyoumakeaCriticalFailureandgettheJammedWeaponresultthenthe
munitionisadudanddoesnotexplode.Youmuststillclearthejamasnormal.
Smoke:Smokeweaponsdonotcausedamagebutinsteadplacea3"radiusSmokeTemplateattheir
targetpoint.Thiswilllastuntiltheendofroundsequence3roundslater.Duringthe1stturnitis
deployed Smoke completely blocks LoS as a solid object would. At the end of the 1st round it
reducessothatitblocksLoSwithin1.5"ofthetarget(theinnercircleofthetemplate)andprovides
a2ACCpenaltyforanyattacksthatdrawLoSwithinthe1.5"to3"ofthetargetpoint(theouter
bandonthetemplate).Attheendofthe2ndrounditreducesfurtherandnowtheouterringisclear
while the inner circle only provides a 2 ACC penalty to attacks through it. At the end of the 3rd
roundthetemplateisremovedcompletely.
Stun:Thisweapondoesnotcausedamagebut,ifthehitindicatesawoundwouldbescoredthen
thetargetisStunnedfortheremainderofthisturnandallofthenext.Placeastunnedmarkernext
tothemwiththeredfaceshowing.Attheendoftherounditisflippedtotheorangesideandatthe
endofnextrounditisremoved.AStunnedUnitfindstheAPcostofallactionsincreasedby+1AP
andsuffersa1Statpenaltyonallchecks.
RANGEDWEAPONSTATS
NAME
SPEED
DAM
HANDS
SPECIAL
RANGE
COST
TargetBastardPistol
2AP
06
3RP
BigBossPistol
2AP
05
5RP
CutterSMG
3AP
16
20RP
JackalSMG
2AP
1"10"
10RP
TwinTailShotgun
3AP
2Wounds
28
18RP
RipperShotgun
3AP
2Wounds
1"5"
15RP
ShardAR
3AP
212
15RP
LancerAR
3AP
2"10"
15RP
WhisperRifle
4AP
+1ACC
520
15RP
GhostlightRifle
3AP
5"20"
20RP
MX7LAW
4AP
1Shot/Disposable/Blast(2)
5"15"
30RP
GrinnerLMG
4AP
3"18"
25RP
ReaperHMG
4AP
1ACC
3"20"
30RP
BusterGL
3AP
IndirectFire/Blast(2)/Scatter
6"15"
45RP
45
TargetBastardPistol
Averybasic9mmpistolwithnospecialqualities.Itishoweverfairlyruggedandholdsupquitewell
to use on the battlefield. It is also fairly compact making it useful for close quarters combat and
easilyconcealable.Orusedasastockingfiller.Forsomeoneyoudon'treallylike.
BigBossPistol
This is more like it. A big shiny pistol chambered for 10mm rounds and with a boxy frame. This is
favouredbyspecopsunitsandanyonewhoislimitedtocarryingpistolsbutstillwantstogetthejob
done.
CutterSMG
ThisisafairlybasicSMG whichiseasyenoughtousethatitseesplentyofactioninthehandsof
criminalgangsandotheruntrainedamateurswholikeautomaticweaponswhichcanripthingsupat
closerange.ThebigadvantageoftheCutteristhatitspistolgripandlightweightframemeanitcan
becomfortablyusedinonehand,allowingUnitswithDualWieldtopackapairofthem.Itisvery
shortrangedforanSMGthoughandshouldmoreproperlybedesignatedaMachinePistol.
JackalSMG
AfavouriteofcounterterrorismUnitsandotherswhoneedtotheversatilityofaweaponwhichcan
function equally well at close quarters and over the slightly longer ranges that characterise urban
combat.TheJackalisalsofairlycheapforitscapabilityandsocanbeaveryusefulloadoutchoicefor
aMobthatwantstohavegoodoptionsonareasonablebudget.
TwinTailShotgun
Anoverandunderstyledoublebarrelledcombatshotgun,theTwinTailpacksadecentpunchand
can be used at greater range than most shotguns due to the tight choke. The overall length does
makeitsomewhatunwieldyatverycloserangethough.
RipperShotgun
Thisisaheavilymodifiedcombatshotgunwithacutdownstockandpistolgriparrangementaswell
as a considerably shortened barrel. This results in what is effectively an oversized pistol that fires
shot instead of solid slugs. It can be used in one hand allowing dualwielders to abuse a brace of
thembutisonlyeffectiveatverycloserange.
ShardAR
The Shard is a wellbuilt military assault rifle which allows burst fire and is accurate to a decent
range.Ittradeshittingpowerinordertoachievethisrangehoweverandsomeconsideritaheavy
SMG rather than a true assault rifle. It is still very popular with those who favour being able to
engagequicklyatadecentdistance,hopingtogettheedgeonthosewithshortrangedweapons.
46
LancerAR
TheLancerwasdesignedfromthegrounduptoprovideassaulttroopswithapowerfulweaponthat
delivers a solid punch at the most common ranges encountered, reducing the need for multiple
weaponsystemsinasquad.Whileitdoesn'thavetherangeoftheShardorother,heavier,weapons
itdoeshaveanimpressivedamageoutputforitssizeandisoftenusedintheroleofsquadsupport
weaponforcounterterrorismunits.Itislightandaccurateenoughtobeusedforfastmovinglightly
armedtroopsasaheavyhitterorasbudgetLMG.
WhisperRifle
Thepreferredtoolofthelongrangehunter,theWhisperisdesignatedasasniperrifleandcomes
fittedwithanintegralscopeandsilencer.Itfiresheavygrain10mmslugsandisextremelyaccurate
providedtheintegralbipodisused.Thedownsideisthattheoveralllengthisoverametremakingit
veryhardtouseatcloserangeandtheboltactionoperationreducingtheabilitytofirequickly.Itis
incrediblypowerfulthoughandcanreliablypunchthroughalmostanyarmouronthemarket.
GhostlightRifle
The Whisper's more compact sibling, this weapon was originally a modified Whisper before going
intofullproductionasaweaponinitsownright.Itismostlyissuedtoreconsniperunitsandwas
builtaroundtheprincipleofprovidingalongrangeweaponthatcanallowaunittoremainmobile
while engaging over extended distances. It lacks some of the punch and accuracy of the Whisper
havingreducedtheweightoftheweaponbychamberingamorecompactroundandremovingthe
last200mmofthebarrel(andthetripodwithit)butismoresuitedtomobiletroopswhowanttobe
abletochangepositionquicklyandstillbeabletodrawabeadandattacktargets.Tothisendthe
scope has been modified with luminous inserts for faster target acquisition and the bolt action
replacedwithasemiautomaticfeed.
GrinnerLMG
The Grinner is a decent LMG that bridges the gap between assault rifles and seriously heavy
weapons. It has an impressive rate of fire and is fed from a 50round box magazine giving it a
respectablecapacity.Beingchamberedfor7.62mmammunitionmeansitdoesn'thavethepunchor
rangeofafullmachinegunbutisaverycompetentsquadsupportweaponatareasonablecost.
ReaperHMG
TheReaperisaworkofart.Ifyourarthappenstobemurder.Beltfeditpacks200roundsof.50cal
ammunitionwhichsoundslikealotuntilyoustartfiringthebastardthing.Itcanconfidentlychew
throughheavilyarmouredtargetsandisalsoveryeffectiveagainstvehiclesandstructures.Theonly
downsideisthatthehighrateoffirecoupledwiththepowerfulrecoilmeansittendstowastealot
ofammunitiononsceneryratherthanthingsthatbleed.
47
BusterGL
Forthosedestructivetypeswhoenjoywatchingthingsexplodeandseeingpeopletossedaroundlike
ragdolls and peppered with shrapnel there is only really one choice. Looking like a huge revolver
withachunkyforegripandboxyframetheBustercandelivergrenadesatagoodrangeandpacks8
ofthemintothecylinder.Itusesaslightlylighterloadthanthoseofgrenadesdesignedforthrowing
which reduces the blast radius somewhat but it is still your best choice for taking out clustered
targets(particularlyRabble)ordiggingenemiesoutofemplacementswithoutexposingyourselfto
fire.
MX7LAW
Officiallyamilitaryonlyweapon,severalcratesofthesewereliberatedfromaTerritorialArmybase
justoutsideMiltonKeynesandhavefoundtheirwayintothehandsofasurprisingnumberofgroups
who really shouldn't have access to highexplosive military ordinance. The MX7 is so military it
doesn'tevenhaveacoolnamebutwhenyoucanfireanexplosivearmourpiercingmissileyoudon't
reallyneedone.Theonlyrealdownsidetothisweaponisthatittakesagoodwhiletoprepitforuse
andisanutterlydisposable1shotweapon.Themissileisselfpropelledandtherestofitisjusta
firing tube, trigger mechanism and a fairly crude sighting device and the whole thing is usually
discarded after use. In game this means that buying an MX7 gives you the ability to field one of
thesewithaUnitbutitautomaticallygoesOutofAmmoafterbeingfiredandcannotbereloaded.
You do not have to buy a new one for each game though, once purchased you always have one
available.IfyouwanttwoUnitstocarrythem(orifyou'recrazyenoughtogiveasingleUnittwoof
theseandnothingelse)thenyoumustbuytwoseparateversionsoftheweapon.
MELEEWEAPONS
SpecialRules(Melee)
NoCritical:Thisweaponissopoorlybuiltandgenerallyunsuitedtodismembermentthatitdoesnot
cause2Woundsonacriticalhit.Criticalhitsarestillautomaticallysuccessfulhowever,youjustdont
getthedamagebonus.
Range: This weapon is balanced for throwing as well as general melee and so can be used as a
rangedattack.WeaponswiththisabilitycanbethrownusingACCandtheirOptimalRangebandis
2"4".ItisassumedthataUnitcarriesenoughofthesethingsstrappedaroundtheirbodytolasta
battlesotheyarenotlostwhenthrown.However,aCriticalFailrequiresrollingaD10.On19you
havetossedorlostyourlastbladeandsocannolongerusethem,eitheratrangeorinmelee.Aroll
of0forcesyoutodrawacard.
48
MELEEWEAPONSTATS
MELEEWEAPONSTATS
NAME
SPEED
DAM
HANDS
SPECIAL
COST
Unarmed
2AP
NoCritical
BasicKnife
2AP
NoCritical
Free/1RP
Knuxx
2AP
5RP
RZRCombatBlade
2AP
10RP
KingKnuxx
2AP
15RP
COMBat
3AP
25RP
ThrowingBlade
2AP
Range(2"4")
15RP
ImprovisedWeapons/BasicKnife
Both Improvised Weapons and the basic knife have terrible stats and are such poor weapons that
they cannot cause 2 Wounds on a Critical Success. Standard Rabble usually have Improvised
Weapons. All Faction Units are given a Basic Knife for free as their first piece of equipment. Most
either rely on ranged weapons or upgrade this rusty butterknife to something with at least a
workingedge,ifnotonewithaplasmabladeorchainsawconversion.
YourfirstBasicKnifeisfree.Ifforsomereasonyouwantmorethanone,youwillbecharged1RPfor
eachone,mainlytoseeifyou'regullibleenoughtopayit.
Knuxx
For those who prefer to fight using fists and feet, Knuxx are what stop you being an irrelevance
when faced with a swordwielding opponent. Mr Apollo brand Knuxx are a modern version of the
cestus, essentially an armoured gauntlet suitable for punching people with. These resemble bulky
armouredglovesuntilactivatedatwhichpointallsortsofspikybitspopoutofhiddenrecesses.In
combatmodetheymakeyouunabletoperformanythingmoredextrousthanbludgeoningsomeone
todeath,hencetheystilltakeuponeofyour"hand"slotsforcarryingweapons.
RZRCombatBlade
Thesecomeinabewilderingvarietyofshape,sizesanddesigns.Therebeingnosingleagreementas
tothebestwaytointroducesharpenedsteeltoahumanbodywiththeintentofstoppingitbeing
alive,eachfightertendstochooseaweaponthatsuitstheirownstyle.Theyallbasicallyworkonthe
same principle of being big, sharp and strong. Beyond that they can look like whatever you want,
fromacommandoknifeonuptoasmallsword.
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KingKnuxx
ThisdeluxemodeloftheKnuxxlineaddsbarbedthornsandelectrifiesthewholedamnglovemaking
itevenbetteratcausingsofttissuedamagelacedwith1stdegreeburns.Theelectricalsparksarcing
offthesethingscouldbequiteintimidatingbuthasbeenlargelydevaluedbymartialartisttossers
posing with these in dimly lit doorways and throwing imaginary hadoukens like they're at a 90's
warehouserave.
COMBat
Thiscanbeanysortoflargebludgeoningweapon,abaseballbatwithnailsinit,flaminggolfclubor
my own personal favourite, the cricket bat covered in pitch and broken glass. The point is they
deliverasignificantamountofbluntforcetraumaandcandohugedamageinthehandsofsomeone
likea42yearoldGlaswegiandocker.
ThrowingBlade
Like combat blades, these come in many different varieties and forms but all do the same job of
carvingguysupwhilebeingbalancedandweightedforthrowing.Theyhaveaverylimitedrangebut
those that favour thrown weapons tend to carry a cutlery drawer full of the bastards with them.
They can also allow you to save a weapon slot by doubling up on a melee and ranged weapon.
However, to Dual Wield them you will need to buy one set for each hand. I know. I know. But
otherwiseyoucangetawaywithcarryingtoomanyweaponsintocombat.Youcheatingscumbag.
ARMOUR
Armourisfairlysimpleandusuallyhasjusttwostats,ArmourValue(AV)andcost.
STANDARDARMOURSTATS
NAME
AV
SPECIAL
COST
BlockerLightArmour
10RP
RampartMediumArmour
20RP
BastionHeavyArmour
30RP
BlockerLightArmour
This is the most basic form of combat armour issued to troops and only affords slight protection
against most modern weapons. While most troops despise it and look to trade up to Rampart as
soonastheycan,stealthspecialistsoftenvalueitforitslowprofileandlackofbulk.Unfortunately
thishasnoingameeffect.
50
RampartMediumArmour
BasedonaheavilymodifiedversionoftheBlockerdesign,theRampartreinforcestheentiresuitand
addsinextrasectionstoprovideadditionalcoverage.IfsomeconsidertheBlockersuittobelittle
better than stiff toilet roll (and they do) then Rampart is seen as being a barely acceptable
alternativetohavingyourinternalorgansforciblyredistributed.
BastionHeavyArmour
Generally accepted to be the cutting edge of personal armour, Bastion suits are prohibitively
expensiveandsoonlyissuedtotroopscarryingvaluableequipmentintheyhopetheysurvivelong
enoughtocheckeverythingbackintotheequipmentstores.Itisahardsuitdesign,completelyunlike
theBlocker/Rampartchassisandalmosttotallyenclosesthewearer.Theonlyarmourtougherthan
thisisthe"HeavyAngel"suitthathassupposedlybeendeveloped,butthat'sjustanurbanlegend.
ITEMS
Items can be given to any Unit, regardless of type, although some will benefit more than others.
EachUnithas2itemslotslimitingwhattheycancarry.
SpecialRules
Heal:ThisreplicatestheHealabilityofthesupportArchetype,allowingothertypestorestorelost
woundstocomrades.
Stabilise (x): This grants a bonus equal to the listed number on all Mind checks when using the
Bandageaction.IfyourollaCriticalFailonsuchacheckthenyouhaveexpendedthelimitsofyour
kitanditcannotbeusedfortheremainderofthebattle.
STANDARDITEMS
STANDARDITEMSTATS
NAME
AP
SPECIAL
COST
MilitaryTriageKit
Stabilise(1)
5RP
DocBox
Stabilise(2)/Heal
15RP
MurderballFragGrenade
3AP
Blast(3)/DAM4/1Shot/Disposable/Thrown
12RP
NullVisionSmokeGrenade
3AP
Smoke/Thrown/1Shot/Disposable
10RP
ThunderstoneMKIIStunGrenade
3AP
Blast(3)/Stun/1Shot/Disposable/Thrown
15RP
Climb+2
8RP
HappyTimesWPGrenade
3AP
Blast(3)/Flame/1Shot/Disposable/Thrown
MrSafetyArmourInserts
+1AV/2Slots
30RP
RappellingKit
51
MilitaryTriageKit
At least, thats what it says on the box. All it contains is a few Mr Men plasters, a roll of sterile
flavourbandageandsomeliquidmorphine.Actually,thatdoesntsoundbadatall.Thissimplekit
givesa+1MindbonuswhenusingtheBandageAction.
DocBox
Say what you like about bigpharma bastards but they do have all the best drugs (apart from my
mate Leroy who can get skunk strong enough to let you see through time). The DocBox is a
proprietarykitthatcontainsenoughcoagulants,analgesics,skinstaplersandstimulantstosortout
any wound short of outright decapitation. This can turn anyone into a reasonably competent
battlefieldsurgeon,grantinga+2 MindBonusforBandagerollsallowingyoutoreplicate theHeal
ability of the Support Unit. Support Units with Heal dont need this kit as they can happily get by
usingthebasicTriageKitabovebuttheycantakeittogettheextra+1bonus.
MurderballFragGrenade
This is the nowstandard grenade of the British Armed Forces and was named after the designer,
StanleyMurderball.Itfollowsthebasicgrenadedesignoffragmentingmetalcasingwrappedaround
anexplosivechargebutgoesonestepfurtherbyutilisingacasingoffrangible(greatwordthatone)
ceramic segments that are designed to break into incredibly sharp pieces to really help shred the
target.
NullVisionSmokeGrenade
This nonlethal grenade simply fills an area with dense smoke which obscures vision and then
dissipatesharmlessly.Thesedevicescanproducesmokeinavarietyofluridcoloursandaswellas
being used to cover advancing troops or spoof snipers it also works well at football matches and
raves.Notrecommendedforcandlelitdinners.
ThunderstoneMKIIStunGrenade
Thisisnotdesignedtocausedamagebutratherreducetheabilityofthosecaughtintheblastradius
to act, or even think straight. Combining a blinding magnesium flare with an extremely annoying
soundthiswilldisorientanddisablethetargetlongenoughforyoutoshoottheminthefacewhile
theywritheinpainandmisery.Reportsthatthisdevicecanleadtopermanentneurologicaldamage
have,ofcourse,beenruthlesslysupressedbythemanufacturers.
RappellingKit
Whatdoyouwantmetosay?Itsaropeandsomeofthoseclickymetalthingsthatpeopleusefor
climbing.AndIknowrappellingreferstogoingdownbutthisalsoletsyougoup.Becauserappelling
soundscoolerthanclimbing.Givemeabreak.
52
HappyTimesWPGrenade
ThisisdesignedforthoseSpecOpstypesbecauseifyou'regoingtocrossTheLineyoumayaswell
do it properly. This White Phosphorous grenade is banned under all articles of war and only a
morallybankruptprickwouldevenconsiderusingit.Whichiswhythere'snoresourcecost.I'mnot
givingyouthis.Youutterarseholeforevenwantingtousethis.Fine.It'llcostyou50RPifyoumust
haveit.Butyoulose3VPeverytimeyouuseone.
MrSafetyArmourInserts
These are sections of rigid plate lined with an impact gel on the inside to help cushion blows and
dampenkineticenergy.Theyarenotmassivelyeffectivebutaredesignedtobewornwithexisting
armourandsoaddsomeextraprotectionontop.AsetoftheseArmourInsertstakesupbothitem
slotsonaUnitmeaningonlyasinglesetofthesecanbeusedatanytimesoyoucan'tskanka+2AV
bonusoutofthesystembybuyingtwosetsforoneUnit.
EXPERIMENTALWEAPONS
ThisArmouryisonlyavailabletothoseFactionswhichhavepurchasedaccess,althoughsometimes
Experimental Weapons can be found during campaigns. These weapons are the cutting edge of
human (and sometimes notsohuman) design and are often quite unconventional in their layout
and operation. They are not as well built as standard weapons and their operational parameters
haveoftenbeenincreasedinasingleareaattheexpenseofothers.Theyarealsocharacterisedby
their high cost which often makes them less useful, pointforpoint, than standard weapons. But
thosewithmoneytoburnoraloveofdestructiontheycanbehighlyentertaining.
SPECIALRULES
Ablative(X):Thisarmouriscoveredwithaspecialcompoundwhichefficientlyabsorbskineticenergy
atthecostofitsownstructure.ArmourwiththeAblativetraitstartswithanAVbonusequaltothe
listed value but this is lost after the first hit it takes. If an attack causes more than 1 wound then
each Wound counts as a separate hit for the purposes of reducing the AV. So, if a suit of AV 1
armour Ablative (3) takes a hit from a shotgun the first hit will be against AV 4 and the second
againstAV1.ThisissimilartotheSupportAbilityofthesamenamebutitusuallyonlygrants+3AV
andisalwaysaccompaniedbytheBulkyrule(seebelow).
Bulky: Armour with this trait is usually at the prototype stage and so does not have many of the
finishing touches which make it fullyusable in the field. This means the plates will inhibit easy
movementorthatitrestrictsvision,etc.AUnitequippedwithBulkyarmoursuffersa1APpenalty.
ThispenaltyisappliedaslongastheUnitiswearingthearmour.
Flame:Thisweaponfiresanincendiaryofsomesortandcansettargetsonfire.Anyonehitbythis
weaponmustmakeaBODcheckorcatchfire.Usetherulesforfiretosimulatethis.Dontsetyour
opponentoranyofhismodelsonfire.
53
Flechette: Flechette weapons fire a stream of metal shrapnel designed to cause damage by
laceratingthetargetratherthanusingbrutekineticenergyaswithanormalbullet.Theadvantageis
thattheycausemassivetissuedamagebutthisistemperedbythefactthattheindividualflechettes
find it hard to penetrate armour. Flechette weapons cause 2 Wounds on a successful hit but the
target'sAVisdoubledwhenresistingthedamage.
Mount:Thisweaponisnotcarriedbutinsteadfixedtoashouldermountwhichiseitherboltedor
epoxiedontoanarmouredpauldron.Ithasagimbalmountwithservosattachedandislinkedtoa
targetingsystemwithanopticalunit.Theweapontrackswhateverthewearerlooksat(withinthe
limits of its turning capability) and is fired with an activation stud mounted on a vambrace or
gauntlet.Theseweaponscanbeusefulasadefensivesystemandcanprovideanextraweaponwhile
freeing up a hand to carry another weapon but they are not capable of carrying a very powerful
round.Also,itinvolvesagungoingoffinchesfromyourface.Thatismuchlessfunthanitsounds.
Stim: Stimulants effect are powerful but dangerous, very much a doubleedged sword. When a
stimulantisactivatedtheUnitreceivesanimmediate+1APboostwhichappliesuntiltheendofthe
battle(ortheUnitisreducedto0Wounds,whicheverisfirst).Attheendoftheorderonwhichyou
activatedthestimulantyousuffer1Woundwhichcannotbedefendedagainstinanyway.
Template: Template weapons do not fire using the usual rules. Instead, when firing place the 3"
teardrop template with the pointy end at the end of the weapon. Anything caught under the
template must make a BOD check to avoid damage (armour is not added to this). If they fail they
take1woundatthelistedDVoftheweapon(noMagnitudeisaddedtothis)butAVisaddedtoyour
BODasusualwhencheckingresistance.
EXPERIMENTALWEAPONSRANGED
EXPERIMENTALWEAPONS(RANGED)STATS
NAME
SPEED
DAM
HANDS
SPECIAL
RANGE
COST
IONPistol
2AP
13
15RP
SandmanSP
2AP
Stun
2"5"
25RP
RazorstormSMG
3AP
Flechette
2"6"
40RP
FlakCannon
3AP
Mount/Disposable
2"5"
30RP
JabberwockRifle
4AP
1Shot
5"25"
55RP
NorthstarILX
4AP
7*
SaracenRailgun
5AP
54
Disposable/Flame/Template Template
Disposable
8"16"
50RP
100RP
IONPistol
ThisweaponisofficiallydesignedanIonArcEmitterandisbasicallyaTASERonGodMode.Itionises
apathofairbetweentheemitterandthetargetandthendeliversastaggeringlypowerfulburstof
electricitythroughtheionisedair.It'sexceptionallylethalatcloserangebuttheemittercan'tkeep
theenergycoherentatanysortofdistance.AnexpensivebutpotentwayoftellingBrawlerstofuck
rightoff.Providedyoucanhitthemwithitbeforetheygetintomeleerange...
SandmanSP
Thisnonlethalweaponisastunpistolofthe"jangler"typewhichemitsultrasonicwavestodisrupt
thetarget'snervoussystem.Whileitisnotwelldevelopedenoughtoknockatargetoutitiscapable
of inhibiting movement and reducing the ability to think clearly and coordinate the body. This
resultsinmusclespasmsanddifficultiesinconcentrating.Earlytrialsofthisweaponwerepromising
butthemethodusedhasnotbeenrefinedenoughtomakeitaviabletakedownweapon.
RazorstormSMG
Thisweaponcameoutofaprojectsetuptoinvestigatealternativestothechemicalpropellantused
instandardfirearms.Thisisalinearcoilgunwhichusesaseriesofmagneticcoilstocarryacharged
pulse from the chamber to the muzzle. As this charge passes down the length of the weapon it
carriestheammunitionwithit,hurlingthemoutatextremevelocity.Theammunitionisquestionis
atightlypackedcaselessbindleof64projectileswhichinterlockwhenstoredinthemagazine.When
theychargehitsthemtheyarerepelledfromeachotherevenastheytraveldownthebarrelandexit
as a spreading cloud of razor sharp fragments, hence this weapon's codename. The researcher's
unofficialnicknameforitwasthe"popcorncannon"duetotheuniquesoundofthetinyprojectiles
breakingthesoundbarrierinquicksuccession.Theobviousdownsidetothisweaponisthatwhile
theflechettesarepowerfulinagrouptheysuckatpenetratinganythingevenvaguelyrigidandiftoo
manyofthemareabsorbedbyarmourthetargetsuffersnothingmorethreateningthanafewpaper
cuts. Unarmoured targets are happily chopped into raw meat though so those who specialise in
huntingRabblegroupsoftenprizethesegoryweapons.
FlakCannon
TheFlakCannonisashouldermountedweaponthatleavesbothhandsfreeforothertasks.Ituses
an optic device to track where the wearer is looking and has a builtin sound suppressor to avoid
deafening anyone using it. Due to recoil and weight issues it is chambered for 20bore shotgun
roundsandsolacksthepunchofothercloserangesystems.Thelightershotusedalsomeansitdoes
notbenefitfromtheincreaseddamageofothershotgunsbutitisstillausefuldevice,evenifithas
notbeensignedoffforproductionandgeneraluse.Itishighlyexperimentalhoweverandsofairly
rarebutthosewhoareabletofindonevaluethemgreatly.
55
JabberwockRifle
This is the generic name for any of the many weapons either built inside the Zone or by DIY
gunsmiths looking for something that can hit a target in a different timezone. Jabberwocks are
characterisedbytheirridiculouslylongbarrels,bulkydesignandsinglechamberbreakopenaction
as they are normally constructed around elephant guns and similar. While they may be slow and
somewhatcumbersometheyarecapableofaccuratefireatarangewhichissecondtonone.They
arepopularamongsttowerdwellingcrazieswhoenjoypotshottingpostmenorRabbleGroupswho
usethemtotargetwallkguardsorevenairtraffic.
NorthstarILX
TheNorthstarisnewvariantofthetriedandusuallykilledtheguyusingitflamethrower,although
thisisofficiallydesignatedtheIncendiaryLauncher:eXperimental.Theweaponitselfholdsabinary
pyrophoricchemicalwithbothelementsheldinseparatereservoirs.Thesechemicalsarethenmixed
underpressureandejectedfromtheweaponinapowerfulstream.Pyrophoricchemicalsburnwhen
exposedtoairandthemuckthisfiresburnsextremelyhot.Despitethecleverdesignthatavoidsthe
userwalkingaroundwithgallonsofindustrialgradefuelstrappedtohisback,thisstillsuffersfrom
thesameproblemsaseveryotherflamethrowereverinvented.Namelyyoucan'tsafelyreloaditin
combat,yourfriendsarejustascombustibleasanyoneelseandthelastthingaragingbattleneeds
is to suddenly become a raging battle on fire. It just adds to the confusion and flaming people
runningaroundspreadsthedanger.Thiswilllikelyneverbesignedoffforproductionandfielduse
for those very reasons but may find a niche in those few situations where a decent source of
uncontrollableburningdeathisacceptableorevendesirable.
SaracenRailgun
The Saracen is not technically a railgun but instead a linear coil gun, and is an offshoot of the
Razorstorm project. Seeking to overcome the limited range of the Razorstorm they traded the
flechetteroundsforasinglecaseless12mmround,increasedthemuzzlelengthto1.5metresand
rampedupthepoweroftheacceleratorcoils.Theseimpartsimplyinsanelevelsofkineticenergyto
theroundgivingitincrediblestoppingpowerbutinturndrawhugeamountsfromthepowerpack.
Thisrequirestheusertocarryabatteryarrayinabackpackunitwhichplugsintotherifle'sstock.
While this weapon offers unrivalled killing power the designers have not been able to tweak the
powerbridge to provide a fast enough response time. This means there is a slight but significant
delaybetweenpullingthetriggerandtheweaponfiringwhichseriouslyreducesitsusefulnessina
livecombatsituation.
56
EXPERIMENTALARMOUR
CuttingedgearmourishardtocomebuyintheZone,mostofitalreadyhavingeitherbeensoldoff,
recylcedintohousingmaterial,carveduporclaimed.Thatbeingsaid,thereisthelegendaryHeavy
Angelsuit...
Notethatexperimentalarmourisnotformattedinthesamewayasmostsuitsmeaningyoucannot
combineitwithArmourInserts.
NAME
PraetorianSkin
HeavyAngelTacSuit
EXPERIMENTALARMOURSTATS
AV
SPECIAL
1
+1MOV
4
Bulky
COST
100RP
100RP
PraetorianSkin
The holy grail of armour is something which provides adequate protection and yet still allows the
wearertomovewithouthindrance.TheboffinsbehindthePraetorianchassiswentalittletoofarin
thelatterdirection,andsortofneglectedtheformer.Praetorianisasuitofsemipoweredarmour
which is wired into the wearer's neural cortex, meaning that the wearer can actually feel tactile
sensationsthroughtheskinofthearmour.Thesuitisalsocapableofdumpinganearlethalcocktail
ofstimulantsintothewearerwhichcangivesignificantbooststoperformancelevels.Thetradeoff
isforallthiswizardryisthatthelevelofprotectionisbasicatbest.
HeavyAngelTacSuit
TheHeavyAngelsuitismoreanurbanlegendthanarealthing.Supposedlytheworld'sfirstfully
poweredarmouritisconstructedfromaformoftankplateandneedstouseonboardservosand
powerfulmotorstoallowthewearertomoveatall.Whiletheservoscanhelptaketheweightofthe
suitthereislittletheycandotoovercometheinertiawhichmakeseachmovementtakemoreeffort
thanitshould.ThisisobviouslylessthanidealanduntilthiscanbeovercometheHeavyAngelwill
neverbeputintoformalproduction.
EXPERIMENTALEQUIPMENT
Military R&D is always funelling vast sums into improving battlefield kit and there are more than
enoughdadspotteringaboutwithbitsofordinanceintheirshedstomeantheZoneisoftenlittered
withstrangedevices,somemoreusefulthanothers.
NAME
LinearAccelerator
ZoneBolts
PurplePotion
EXPERIMENTALITEMSTATS
AP
SPECIAL
+1DAM/1ACC
1AP
Draw2Cards
1AP
Stim
57
COST
30RP
50RP
30RP
LinearAccelerator
This device consists of a barrel extension and a beltmounted battery pack. The barrel extension
houses a magnetic coil capable of increasing the velocity of rounds as the exit the weapon. This
increasestheeffectivedamageofthe weaponbut theslightest timingdelay inactivating the coils
canintroduceanerratictrajectorytotheround.ThisdeviceisnotsuitableformountingonLMGs,
HMGs, GLs or anything that does not fire solid slug ammunition. It cannot be combined with any
weaponsfromtheexperimentallist.
ZoneBolts
No one is sure where these specially treated bolts come from but their rarity and supposed
usefulness makes them prized possessions. These appear to be normal stainless steel bolts which
have been scrimshawed with intricate patterns. No conclusive proof that these are in any way
effective has been offered but many Zone Trippers swear by them, tossing them into suspicious
areasinthehopeofdrawingoutthemanligninfluenceoftheZonebeforeitcanaffectthem.This
actioncosts1APwhichispaidinadditiontothenormalActionPointsspentonmovingorsearching.
AUnitequippedwithZoneBoltscanrollaD10anddrawtwocardswheneverenteringabuildingor
performing a search (provided the scenario allows these actions). If the D10 roll is a 1 then an
opponentgetstopickwhichcardisplayed.Ontherollof0bothcardsareplayedandthesupplyof
ZoneBoltshasbeenexpendedforthisbattle.OnanyothernumberthisUnitmaychoosewhichcard
toplay.Anycardsnotplayedarereturnedtothedeckasnormal.
PurplePotion
This is the generic name given to any number of stimulants either supplied by Factions to their
troopsorcookedupintheZoneitselfbyrenegadechemists.Theeffectsareprettymuchuniversal
though, an incredibly powerful stimulant that boosts processing and reactions speeds as well as
lubricatingthefastnervefibresthatcontrolmovementleadingtoaneffectiveincreasetospeedof
action.Thedownsideisthatitripsthefuckoutofyourinsidesworsethanarustyrazorbladeenema.
58
SPOOOKY CARDS
THERANDOMMYSTERIOUSCHANCEOFFATEDECK
So,thisisbasicallyadeckofspecialcardsthatareusedtoinfluencethebattlefieldinvariousways
such as spawning NPC enemies, providing strange equipment (or booby traps), changing the
environmentinsomewayoralteringthevictoryconditions.
Thedeckcontains24(sometimes25or26withtheJokers)spoookycardswhichcanbeeasilymade
outofastandarddeckofplayingcardsbypullingallthemembersoftwosuits,oneblackandone
red. Sometimes you may need one or both jokers too. If I ever get round to it I'll knock up some
customcardsforitbutit'salotlesshassleforyoutojustuseanormaldeckratherthanprintingand
cuttingthemyourself.
Anyway, cards are drawn at various times during battle and each scenario will detail the ways in
whichcardscanbedrawn.Themostcommonmeansarelistedbelowalthoughoneormoreofthem
maynotbevalidforaparticularscenario.
CriticalFailIfyourollaCriticalFailyoucanchoosetodrawandresolveacardimmediately,rather
thansufferingtheconsequencesofyourroll.Thiscanbedoneonceperplayerperbattle.
Building Entry Often a scenario will call for you to draw and resolve a card immediately upon
enteringabuildingforthefirsttime.Thisrepresentsyoudisturbingwhateveriswithinthebuilding
andwilloftenresultinnewenemiesappearing.
Searching Some scenarios will allow you to search a building in order to draw a new card, often
whenyouaretryingtofindanobjectorparticularenemy.Thiscanbeinadditiontodrawingacard
uponentryinsomescenarios.
Timebomb Some scenarios will require one or more players to immediately draw and resolve a
card. This is known as the Timebomb effect and usually happens during escalationtype scenarios
where things get progressively worse and victory usually means escape or being the last Unit
standing.
NOTE:Anytimeyouarerequiredtodrawmorethanonecardfromthedeck,anythatarenotused
or discarded are returned to the unused deck which is then shuffled. Only cards which have been
activated are placed in the discard pile. This means that drawing 3 cards doesn't suddenly run
throughthedeck.
Ifyouuseupallthecardsinthedeckyouhavetwooptions.Eithershufflethediscardpileandstart
again,orforegotheuseofcardsfortherestofthegame.
Thecardsthemselves(valuesandeffects)arebelowthenfollowingthatisadescriptionofhowto
applythevariousdifferenteffects.
59
R2[Discovery]Youdiscoveralockedorotherwisesealedcontainer.Spend1APtoopenit.
B2[Spawn]ThiscausesaLevel2RabbleMobtospawn.
R3[Trap]Youtake1WoundwithaDVof1D10+3.
B3[Spawn]ThiscausesaLevel3RabbleMobtospawn.
R4[Event]Quake.FortheremainderofthisroundandthenextallUnitssuffer2MOV.
B4 [Event] Fog. For the remainder of this round and the next, weapons cannot fire beyond the
limitoftheirOptimumRangeband.
R5[Artefact]Eitheraweapon/itemfromtheExperimentalListoraZoneArtefactworth3VP
B5[Spawn]ThiscausesaLevel5RabbleMobtospawn.
R6[Trap]Youtake1WoundwithaDVof1D10+4.
B6[Spawn]Thiscausestwolevel3RabbleMobstospawn.OnespawnsonthisUnit,theotheron
anotherUnitdeterminedrandomlyfromamongstallthoseontheboard.
R7[Event]ColdSnap.BloodyMetOffice.MichaelFishshouldbebloodywellhung[Edit:According
toMrsFishheis].Suddenicyconditionsincreasethecostofmeleeattacksby+1APasyouslipand
slideabout.
B7[Trap]Youtake1WoundwithaDVof1D10+5.Ouch.
R8[Discovery]Youdiscoveralockedorotherwisesealedcontainer.Spend1APtoopenit.
B8[Event]Stealingamarch.TheRabblegroupnearesttothisUnitgetanextraactivationwhichis
resolvedimmediately.
R9[Artefact]Eitheraweapon/itemfromtheExperimentalListoraZoneArtefactworth3VP
B9[Event]TwistedSpace.Youstumbleintoareallyweirdtwistinspace/time.Switchplaceswitha
randomlydeterminedPlayerUnit.
R10[Discovery]Youdiscoveralockedorotherwisesealedcontainer.Spend1APtoopenit.
B10[Event]Tick,tick,BOOM.Youvejustsetoffatimeddetonation.Attheendofthisroundthe
nearestbuildingwillexplode.Replacethebuildingwithapileofrubble.Replaceanyoccupantswith
groundbeef.Theyareimmediatelyreducedto0Woundsandleftproneamongsttherubble.
RJ[Event]TVPSweep.ATVPgunshippassesoverheadanopensfire.Anyoneoutsidemustmakea
BODorMNDcheck(theirchoice).AnyUnitsthatfailtake1WoundwithaDVof1D10+4.
BJ (he he) [Spawn] This causes a Level 1 Face to Spawn on the triggering Unit. If there is no
triggeringUnitthenplacetheFaceinarandomemptybuilding.
RQ[Event]Infected.ThisUnithasbeenexposedtosomegrubbylittlegenetailoredvirusfromone
of the Merlin Workshops. Fortunately it probably won't kill you, or even impair your combat
performance.Unfortunatelyit'sairbornesyphilis.You'llneedtobedecontaminatedattheveryleast
when you get back to the outside world. If you come into basetobase contact with another Unit
youwillalsoinfectthem.Attheendofthegameeachplayerstakesa1VPpenaltyforeveryinfected
Unit of theirs, even if the Unit was killed after being infected. Dead Units cannot be infected. But
incapacitatedonescan...
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BQ[Spawn]ThiscausesaLevel2FacetoSpawnonthetriggeringUnit.IfthereisnotriggeringUnit
thenplacetheFaceinarandomemptybuilding.
RK[Event]DoubleTrouble.Draw2morecardsandresolvebothofthem,thendiscardthisone.
BK[Spawn]ThiscausesaLevel3FacetoSpawnonthetriggeringUnit.IfthereisnotriggeringUnit
thenplacetheFaceinarandomemptybuilding.
RA[Artefact]TheBigScore.YoufindeitheranexperimentaldeviceoraZoneArtefactworth5VP.
BA [Spawn] The Hive! Spawn two Level 2 Rabble Groups, one on this Unit and the other on a
randomly determined Unit. Spawn a Level 3 Face in a random empty building, placing it on the
highestlevelbelowtheroof.
Jokers[Special]Thesewillonlybeusedinspecificscenarios.Noneofthesamplescenariosatthe
endusethembuttheymaycomeinhandyatsomepointsoImleavingtheminfornow.
CARDEFFECTS
Artefact
YouhavefoundoneofthefabledZoneArtefacts.Thiscanbeanythingfromakitbashedweaponor
one stolen from a Merlin Workshop to a valuable piece of Zone stuff which people covet. Like a
statueofLadyGodivamadeoutofcutupcokecansandusedcondoms.Orajournaldetailingthe
last days before the city fell. Anything really. Its worth some kudos to you if you keep hold of it
though.
Discovery
Youhavefoundasealedcontainerwhichcouldholdanobjectofgreatvalue.Youopponentgetsto
placetheobject(eitheracounterorspecificpieceofterrain)withinthenearestbuilding.Spend1AP
toopenthecontainerandroll1D10:
1 4 [Trap]: Take a single Wound of DV 1D10+2 as a coffee can packed with rusty razor
bladesorsomethingequallynastyexplodesrightinyourstupidface.
59[UsefulShit]:Gain+3VP.Thiscantakevariousformssuchascash,data,Fabergeeggs,
Germandwarfdungeonporn,etc.
0 [Experimental Weapon]: Pick a single weapon or piece of equipment (not armour) from
theExperimentallistappropriatetoyourclass.Yougainitfortheremainderofthisbattle,afterthis
itceasestofunction.Takingtheexperimentaldevicemayrequireyoutodiscardoneormoreitems
ofyourown.
Events
Thesecardscauseaspecificeventtooccurwhichusuallyhasaneffectonthebattlefield.Thosewith
continuing effects are placed at the head of the board. At the beginning of the Admin Phase any
facedown cards are removed and discarded any fauce up are flipped face down when the other
tokensareflipped.Multipleeventscanbeinplaysimultaneously.
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Spawn
ThiscausesanNPCUnittospawninsidethenearestbuilding.Theycannotspawncloserthan6"to
thisUnitandifpossiblemustbeonanotherfloor.YouropponentgetstoplacetheUnit.Thevalueof
thecarddeterminestheRabbleGroup'slevel,forcardsvaluedabove5spawntwoRabbleGroups
eachequaltohalfthecard'svalue.OneoftheseisspawnedonthetriggeringUnitwhilethesecond
spawnsonaUnitrandomlydeterminedfromamongstallthoseontheboard.
The basic Rabble Group detailed below are 3strong and have the standard Rabble statline and
weapons,representingLevel0Rabble.Eachlevelabovethisgrantsthem1bonuswhichcaneither
be an extra group member, +1 to any Stat (for all members, max +2 to any 1 Stat) or a different
weapon.ThefirstweaponchoicereplacestheirImprovisedWeapon.Anyafterthatgivethemextra
weapons, up to the normal limits. If the Rabble are equipped with a 1shot weapon then only 1
membercarriesthisandtheymustbetheactivememberinanattacktobeabletouseit.Highlevel
Rabblecanbequitedangerous.ThereisasuggestedlistofRabbleGroupsatvariouslevelsbelowbut
feelfreetostatupyourowntosuityourowngameortheRabblemodelsyouareusing.
TheblackfacecardsspawnaspecialtypeofNPCknownasaFace.FaceUnitsareindividualswho
have risen above the degenerate masses of Milton Keynes' benighted inhabitants. Faces use the
normalUnitrulesinsteadoftheRabblerules.Theymaywellbeequippedwithgoodgearandcanbe
quite dangerous. The basic Face statline is below, representing a Level 1 Face. Additional levels
conferthesamebonusesasforRabble.Youareencouragedtopickmodelsfromyourcollection(or
buysomenewonesIsuppose)torepresentFaceUnitsandthenstatthemaccordingly.FaceUnits
follow the normal spawning rules for NPCs but their behaviour can be slightly different to Rabble
Groups.SeethesectionbelowonNPCBehaviour.
IftheNPCUnitcannotSpawninsidethesamebuildingduetothedistancerestrictionthentheywill
Spawnoutsidethebuildingsomewhere,butwithin10"ofthetriggeringUnit.IfnoUnittriggeredthis
card(duetoaTimebombsituation)thenrandomlydetermineaUnitfromamongstthosebelonging
totheplayerthatdrewthiscard.
Stash
Youfindsomesmallsavingscarefullyharvestedfromaweeklyallowance,setasideagainstfrailold
age.Foryearsithasbeenhiddenbeyondthewitofanythief,inanoldsock......underthesqueaky
floorboard... ...behind the kitchen dresser. It's yours now. This gives you the option of either
reloading an outofammo weapon (including those with the Disposable rule) or taking any item
fromthestandardlist(exceptaWPgrenade).Ifyouhavetodiscardoneofyourownitemsthenthat
goesintothestashandremainshereuntilanotherUnitclaimsit.
Trap
The people of Milton Keynes are fiercely territorial and will lash out at any who intrude on their
domain.Inadditiontomarkingtheirterritorywithcrudedaubings,grotesquejunkeffigiesandtheir
owneffluviatheyhavealsoexcelledatturningjustaboutanyobjectintosomethingthatwillexplode
and hurl nasty stuff through your anatomy. Unfortunately you've stumbled across one (perhaps
literally)andit'sgoneoff.TakeasinglewoundatthelistedDV,resistingwithBOD+AVasnormal.
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OVERVIEW
RabbleGroupsandFacesrepresentthetwistedinhabitantsofMiltonKeynesandareusedtokeep
the game interesting and provide opportunities to laugh at your mate when his carefully planned
action unravels as his prime unit gets its face eaten by leprous mutant cannibals. They also mean
combat is more than just a 3on3 affair between the players and can provide specific scenario
objectives.
OncetheseNPCshavehitthetabletheyneedtobeabletotakeactionsandalsoneedtobeableto
dosoinawaythatis(approximately)fairtobothplayers,quickandeasytoresolve.Tothatend,
NPCsoperateundersetRulesofEngagementwhichdictatehowandwheretheymoveandwhothey
attack.TheRulesofEngagement(RoE)areasimplechecklistwhichdeterminestheNPCbehaviour
fortheround.Onceithasbeendetermined(tothesatisfactionofallplayers)whatactionstheNPC
willtaketheymustbecarriedoutandresolved.IftheNPCistargetingaparticularUnitthentheir
actionswillbeplayedoutbyanotherplayer,whowillmakeanydecisionsastotheexactplacement
of miniatures, which is the active member during a Rabble attack, etc. If the NPC has a random
actiontheneitherplayercanmaketherollsandresolvethem.
NPCACTIONS
Once the players have both finished their actions for the Turn, but before the Admin phase has
begun, all NPC Units active on the board will activate and either move, attack, or both. They are
assumedtohaveallreceivedoneordereachandcanspenduptotheirAPvalueoncarryingthisout,
justasanyotherUnitwouldwhenreceivinganorder.Inordertomakethis(seem)fairandeven
handedNPCsactaccordingtotheirRulesofEngagementwhichsimplycodifywhatactionstheywill
attempt, rather than letting players use them as cannonfodder to whittle their opponents down.
Actually,playersdousethemascannonfoddertowhittleopponentsdown,butPlayersdontgetto
decidewhogetsattacked.
RabbleRoE
Rabblearefairlysimpletorunastheyalloperateonthesamebasicprincipleofattackingenemies
(in this case the players) whenever they can, and generally milling around when there are no
immediatetargets.TheirRulesofEngagementareasfollows:
1)MovetoOptimalRange.IftheRabblegrouphasoneormoreplayercontrolledUnitsin
sightthentheywillattempttomovetoOptimalRangeforwhateverweaponstheyhave.Formelee
weaponsthisisbasetobasecontact. RabblewilltargetthenearestUnitasthisrequirestheleast
amountofAPtobespentonmovement.
2)Attack.IftheRabblegroupisinOptimalRangeofanenemyUnitthentheywillattackit
untiltheyrunoutofAPortheUnitisdead.IftheUnitmoveoutofLoStheywilleitherfollowitor
attackanotherUnit,asperstep1.OnceaRabbleGroupareawareofanenemytheywillpursueit
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evenifitgoesoutofLoS,butwillattackanytargetsofopportunitythatpresentthemselvesifthey
arewithinOptimalRange.
3)Millaround.Ifnoenemiesareinsightand theyarenotawareofanyUnitswhichhave
movedoutofsightthentheRabbleGroupwillmillaroundaimlessly.Torepresentthis,rollaD10:
MILLINGAROUND(RABBLE)
ROLL
RESULT
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Make1APMoveinrandomdirection.Thenwait.
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KeepmovingrandomlyuntilAPspent.
Haveasitdown.Allgoprone.Nofurtheractions.
Theaboveshouldbefairlyselfexplanatorybutherewegoanyway.
Determine random directions by assigning numbers 1 8 to the table edges and corners,
goingclockwisewith1beingthedirectiontheyarecurrentlyfacing.Anyrollsof1,9or0resultin
themtravellinginthedirectiontheyarecurrentlyfacing.
When moving they will head in the direction indicated but will stick to any paths where
possible(ratherthanjustrunninginastraightline)andwillavoidtravellingacrossdifficultgroundif
thereisashorterwayaround.
When moving repeatedly determine a new direction after each AP of movement is spent
andkeepgoinguntilallAPisspent.
WhentheyhaveasitdownRabblegroupsgoproneandwillstaythereuntilthenextround.
The general RoE apply to this at all times. If at any time they gain LoS to a Unit they will
movetoOptimumRangeandthenattack.
RabbleStats
BelowarethebasicstatsforRabbleplusdetailsofhowtheBonusesavailabletohigherlevelgroups.
RabbleGroup(3Members)
ACC
COM
BOD
MND
AP
WND
MOV
COST
Gear:ImprovisedWeapon
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RabbleBonuses
Eachlevelabovezeroadds1Bonustothegroup,eitherastatboostoraweaponupgrade:
StatBoost:+1toanystat,eachstatmayonlyreceiveupto+2.
Weapon: 1 melee upgrade gives them combat blades, 2 gives them bats. 1 ranged upgrade gives
themTargetBastardpistols,2givesthemJackalSMGsand3givesthemTwinTailshotguns.
Armour:1armourupgradetogivethemimprovisearmour(AV1).
FACES
Faces are semiunique individuals who travel alone and use the standard single Unit rules for all
actions.TheyaremoredangerousthanRabbleGroupsandcanbefairlylethalwhenencounteredby
playerUnits.
Rather than have a single RoE set for Faces, they each have a Personality Type which determines
howtheybehave.Therearefourbasictypesbelowbutfeelfreetocreateanduseyourown,aslong
asallplayersagreetothem.
Berserker
Theberserkercaresnothingforstrategybutsimplylivestokill,eitheratrangeorinmelee.Berserker
types act exactly as Rabble except they never mill around, if no enemy Unit is in LoS they will
immediately startmovinginarandomdirectionandkeepmovinginthatdirectionuntiltheyhave
eitherseenaUnitorrunoutofAP.
Gladiator
TheGladiatorlivesforthethrillofcombatandseekstopitthemselvesagainstthebesttheworldhas
to offer. They act like Rabble except that they will always attack the highest Point Value Units in
range.IftherearenoenemiesinLoStheywillheadasdirectlyaspossibletowardsthehighestPV
Unitonthebattlefield(don'taskhowtheyknow).Theywillretaliate(usingthestandardRabbleRoE
at that point) against anything that attacks them but will ignore anyone else except their primary
target.
Guardian
This type is often found employed by groups within the zone to protect particular individuals or
resources.TheGuardianwillnotloseLoStonormovefurtherthan8"fromtheir"client"(aperson,
object or area, not more than 6" in diameter) and will attack any Units within LoS but will favour
anyonewhoiseitheractivelythreateningtheclientortryingtomoveintoaclientareaorinterfere
withaclientobject.
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Wolf
WolvesaretheoppositeoftheGladiator.Theyseektofightandsurvive,winnowingtheherdofits
weakest members. Wolves will always attack the weakest Units on the board. They will retaliate
when attacked (as above) but will otherwise concentrate on moving towards and attacking the
lowestPVUnitontheboard.
FACESTATS
Thereareagain3statlinesprovidedforFacesbutyouareencouragedtocomeupwithyourownto
suitthecharacteristicsandgameyouwant.ThebestthingtodoisbaseeachFacearoundamodelin
your collection and then stat it up to suit the model itself. Also, it should be noted that when
creatingaFaceyoucanmatchthePersonalityandstatlinesinanycombinationsyoufancy.
Freelancer
TheseguysareacutaboveRabblebutonlyjustso.Theymaketheirlivingsasindependentsandare
able to scrape by without degenerating into the gutters of Milton Keynes. Freelancers are often
associatedwithlargergroupsandsomaybefoundworkingalongsidevariousRabbleGroups.
ACC
COM
BOD
MND
AP
WND
MOV
COST
Gear:CombatBlade,TargetBastardPistol,BlockerArmour(AV1)
Enforcer
The Enforcer is considerably tougher than the Freelancer, these guys have either made it up the
rankssomewhatwithinalargerRabblecommunityortheyareverytoughindependentswhosurvive
byinstillingfearinRabble.
ACC
COM
BOD
MND
AP
WND
MOV
COST
Gear:CombatBladeorKnuxx,BigBossPistol,BlockerArmour(AV1)
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Bruiser
Bruisers are the type of sociopathic individuals who survive well in an environment like Milton
Keynes and they typically eschew the niceties of sneaking around rubble piles and trying to pick
enemies off for the more direct approach of leaping out in front on them and introducing sharp
metal to soft anatomy. And carving faces off, Bruisers are very much of the carving faces off
persuasion.
ACC
COM
BOD
MND
AP
WND
MOV
COST
Gear:CombatBladeorKnuxx,BigBossPistol,BlockerArmour(AV1)
FaceBonuses
StatBoost:Eachlevelgivesa+1bonustoanystat.Eachstatmaynotgainmorethana+2bonus.
Weapons:1meleelevelgivesabatorthrowingknives,2givesbothorKingKnuxx.1rangedbonus
givesCutterSMG,2givesSHARDARorRippershotgun,3replacesSHARD/RipperwithGrinnerLMG
orMX7LAW(!)
Armour:2levelsgivesRampartArmour(AV2),3givesBastionArmour(AV3)
Item:1levelgives1standarditem,2levelsgive2standarditems(orArmourInserts).
Special:Gain1ability(maxcost8points)fromaPlayerArchetype.2levelsgivesa2ndability(max8
points)orincreasesmaxpointsofthefirstabilityto12.
NAMES
ThereisafurtherNPCtypecalledNames.UnlikeFaceswhoaregeneric,ifrare,stereotypesNames
are specific individuals who are known to the likes of the TVP and even national television. Many
specialistMKrelatedwebsiteshave400+pagedebatesoverwhichoneistoughestorhasthebest
tasteinshoesorwhatever.Andthere'splentyofslashficfeaturingthem.Ohtheslashfic...
Anyway,theseguysarethebestofthebest,incrediblytoughbastardswhoonlyappearinspecific
scenarioswhichrequireanextremelycapableopponent.I'lldevelopafewofmyownbut,asever,
feelfreetocreateyourownbasedonmodelsinyourcollection.
As for their stats, gear and abilities this is all left entirely up to you. They should be bloody tough
though, poundforpound they should be a match for any single player Unit and with whatever
equipmentbestsuitstheirtheme.
NamescanuseoneofthePersonalityTypesaboveortheymayhavespecialRoEthatapplytothem
alone.Whatevermakestheminterestinganddangerousandalittlebitscary.
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NAMEABILITIES
ThefollowingabilitiescanbeusedtomakeNamesmoredistinctiveand/orallowthemtobreakthe
rulesininterestingways.FeelfreetousethemforexceptionalFacesaswell,whereappropriate,but
beawarethattheyarequitepowerful.
Teleport(ShadowWalk/Ethereal/PhaseShift/FastFade/BatmanExit)
This Unit can, by spending 3AP, move up to their Mind in inches. This movement must be in a
straight line but can be through walls or other obstacles, over difficult terrain or cause them to
ascendordescend(providedtheyhavesomewherestabletoland).Theyaresubjecttothenormal
restrictions on base size and cannot pass through locked doors (should such things exist). They
cannotusethisinmeleewithoutperformingasuccessfuldisengagefirst.IfaUnitwiththistakesa
wound make a Mind roll. If they fail they stay and fight, if they pass they will use this ability to
removethemselvesfromLoSofanyenemyUnitsandwillplacethemselvesasfarawayfromtheir
attackeraspossible.
Minion(MindControl/PodPeople/InfectiousThoughts/Pack/Zealot/DroneSwarm)
ThisUnitisattendedbyaRabblegroupoperatingundertheDefenderRoE.Theywillprotectitatthe
expense of their own lives without hesitation. The Rabble group can be whatever level is deemed
appropriatebutusuallylevel34isenough.IfthisabilityisgiventoaFacethentheRabblegroup
mustbeatleasttwolevelslower.EssentiallythisgivestheUnitsomecannonfodderfollowerswho
can die first and give them a nasty hand in combat. The Rabble group can be anything from
worshippers,conscriptsorgolemstopackofdogsorkillerdrones.
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SCENARIOS
Scenarios are what make the game more than just random groups of heavilyarmed mentalists
shootingeachother.Withscenariostheycanshooteachwhilepretendingthereisapurposebehind
itall.Muchlikelifeitself(freephilosophythere,takeitorleaveit).
Scenarios set up a situation and give objectives for the players to complete that will resolve the
situation to their advantage. Please feel free to create your own scenarios that suit your group or
playstyle.
Belowareafewsamplescenarios,eachofwhichfollowsthesameformat:
Situation:Thisdescribesthebackgroundtothescenario.
Setup:Thisexplainshowtheboardissetupanddetailsanyspecificbuildingplacements.
Deployment: This gives the deployment options for the players and where to place any initial
Rabble.
Objectives:CompletingobjectivesgivesVictoryPointsanddetermineswho"wins"thescenario.
SpecialRules:Thisfinalsectionexplainsanyspecialrulesthatareinplayduringthescenario.
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70
Place a Face [Level 4/Gladiator] on the ground floor of the central building. He will not leave the
buildinguntilhegainsLoSto1ormoreUnitsatwhichpointhewilloperateunderstandardRoEfor
hispersonality,attackingthehighestPVUnitinLoSand(ifhetakesouttheUnit)leavingthebuilding
asrequiredtohuntdownthehighestPVUnitontheboard.
OPTIONAL:For4playergames,ortomakeatougherchallengeforlessplayers,placeaFace[Level
3/Wolf] on the top floor or roof of a random empty building after all other Units have been
deployed.HeoperatesunderstandardWolfRoEfortheentiregame.
Objectives
Your Mob has to get in, get the Minister (and the 8Track) and get out. The Minister will follow
anyonewhocomesintobasetobasecontactwithhim,movingathisownmaximumrate.Hecarries
the 8Track chained to his wrist in a plastic Transformers lunchbox and is unwilling hand it over.
Spend1APslappinghimaroundandyoucantakeitoffhim.The8TrackcanbepassedtoanyUnitin
B2B as a 0AP action provided one of the Units has an order this turn. The Rabble and Face(s) will
obviouslytrytostoptheplayers,whichiswhereitgetsinteresting.TheScenarioiswonbytheplayer
who gets the Minister and/or 8Track out of Milton Keynes by moving off a board edge. The
followingVPareavailable:
KillingaRabbleGroup:LevelxVP
KillingaFace:Level+2xVP
RetrievingtheMinister:6VP
Retrievingthe8Track:10VP
LosingtheMinister:4VP(IftheMinisterdieswhilefollowingyourUnit)
KillingTheMinister:5VP
Best"InCharacter"EfNYQuote:1VP
It'spossiblethat1groupcanretrievetheministerwhileanothergetsthe8Track,inwhichcasethe
8Track is the more important of the two and first place goes to the Mob with the data. It's also
possiblethattheMobwhich"wins"earnslessVPthatonewhichdoesalotofkilling.Feelfreeto
squabbleamongstyourselvesatthispoint.
TheMinister
ACC
COM
BOD
MND
AP
WND
MOV
COST
Special Ability [Cower]: This grants the Minister +2AV against ranged attacks when he is behind
cover.ItfunctionsexactlyliketheHardCoverabilityoftheAssaultArchetype.
Gear:8Track(inlunchbox),wettrousers,9fingers.
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RabbleGroup:LevelxVP
Face:Level+2xVP
Special
DrawfromtheDeckwheneveraUnitentersabuilding.
Unitscansearchbuildingsbyspending1APwheninsidethem.
EachplayershoulddrawfromtheDeckonceintheAdminphaseofeachturn.Theyshoulddothisat
theendofthephase,aftereverythingelsehasbeenresolved.
AnyUnitwhichleavesthebattlebymovingoffaboardedgehasreturnedtobase.TheirCoupissafe
buttheycannotreenterthebattlefield.
ThegameendswhenallUnitshaveleftthefield.IfyouarethelastUnitleftthenyoumayfinishthe
currentturnandtakeonemore.Ifyouarestillontheboardatthatpointyouhavebeendeclared
overdueandcannotclaimCoupbuthavenotsufferedanyothersideeffects.
Thegamewillendprematurelyif,attheendoftheAdminphaseofanyturn,theyarenoNPCsactive
ontheboardandnoCoupMarkerswaitingtobeclaimed.Afterthispointisreachedtheycantake1
more Turn and then the game will end. Any Units still on the board at the end of the game are
declaredoverdueandcannotclaimCoup.
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FriendlyFire:Attackersearn2VPperAttackerkilled(in3/4playergames).
CollateralDamage:AttackersearnLevelxVPperRabbleGroup/FaceKilled.
Special
From Turn 2 onwards the Defenders can radio for a hot extraction. This costs 1AP and requires a
successfulMNDcheckat2.Thispenaltyreducesby1foreverysuccessiveattempt,toamaximum
of+3.OnlyoneUnitperDefendingMobcanmakearadioattempteachround.Ifsuccessfulthenthe
chopper arrives at the end of the following turn. Place a smoke marker on the roof of the central
building.AnyDefenderonthismarkercanspend1APtogettothechopperatwhichpointtheyare
removed from the battlefield. At the end of the round reduce the marker. Those within the inner
ring can spend 1AP to get to the chopper. At the end of this round, remove the marker as the
chopperleaves.
Attheendofeveryroundeachplayershoulddrawacardandresolveitimmediately.
AllRabbleGroupsandFaces(includingthosedeployedduringsetup)willoperateusingtheGladiator
RoE but if no Units are in LoS will always move towards the closest Defender Unit. They will still
target Attacker Units if they gain LoS to them but their primary focus is to besiege the central
building.
Unitscanperformasearchbyspending2APwhileinsideabuilding.Buildingsmayonlybesearched
once,withtheexceptionofthecentralbuildingwhichmaybesearchedtwice.
IfallDefendersarekilledorleavetheboardthegameendsimmediately.
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Objectives
The comms relays must be subverted in order to leak data outside the TVP systems. This can be
donebyanyUnit.MoveintoB2Bcontact,spend3APandmakeasuccessfulMNDcheck.Onlyone
attemptcanmadeoneachrelayinasingleturn.
DataJack:Subvertingarelayearns5VP
MoppingUp:KillingaRabbleGroupearnsLevelxVP
SendingAMessage:KillingaFaceearns(Level+1)xVP
HardTarget:KillingarivalUnitearns3VP
Special
TVPrelayshaveasoftwarealarmsystemwhichcandetectwhenoneormorenodesinthecluster
havebeensubverted.Theonlywaytoavoidtriggeringthisistosubvertallrelayswithinashorttime
frame.Oncethefirstrelayhasbeensubvertedthealarmwillberaisedin3turns,atthestartofthe
AdminPhase.IfthealarmistriggerednoMobcanearnVPfortheDataJackobjective.Ifallrelays
aresubvertedbeforethedeadlinethenthealarmhasbeenbypassedandVPisearnedasnormal.
Unitscansearchbuildingsbyspending2APwheninsidethem.Eachbuildingcanonlybesearched
once.
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WasteofAmmo:EveryRabbleGrouporFacekilledbytheAttackerearnsLevelxVP
Midnight Steal: If an attacker manages to Loot a dead Defender they can choose to take the
resourceload.Doingsoearnsanextra5VPattheendofthegame,providedtheAttackingMobstill
hastheresourceloadonanactiveUnit.
Special
Search:Unitscansearchbuildingsbyspending2APwhileinside.Eachbuildingmayonlybesearched
once.
Loot:TheProcurementabilitycanbeusedtotakeadeadUnit'sresourcesinsteadofaweaponor
item.Thisdoesnottakeupanyweaponoritemslots.
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"NewInBox":IfyouclaimamarkerinsteadofopeningitthenitisworthdoubleVPattheendofthe
game.
Persistent Experiment: If a Unit carrying a claimed marker dies then the marker is left in the spot
where they died. Unlike equipment this can be looted without the Acquisition ability by spending
1AP.AtthispointthenewUnitcanchoosetoeitheropenorclaimit,asabove.Ifamarkerhasbeen
openedthentheexperimentalgearcanonlybetakenusingAcquisition.
MutantRabble:TheseguysoperateunderthestandardRoEwiththeexceptionthattheTVPgroups
areconsideredvalidtargets,asopposedtoonlytargetingplayerUnits.
TVP:TheTVPhaveunleashedsomeoftheir"elite"SWANT(SpecialWeapons&NoTactics)teamsto
retrieve the lost gear. These guys operate under standard Rabble RoE except that whenever not
engagedincombattheywillmovedirectlytowardsthenearestmarkerandwillclaimitifpossible.
Eachgroupcancarryamaximumoftwomarkers.Iftheyhavetwothentheywilluseallmovement
to move off the board but will still attack other Units as normal. They will also happily (or least
instinctively)attackthemutants.ThestatsfortheSWANTteamsarebelow:
TVPSWANTTeam(3Members)
ACC
COM
BOD
MND
AP
WND
MOV
COST
Gear:CombatKnife,JackalSMG,BlockerArmour(AV1)
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If a player Unit makes it into B2B contact with Marduk they can attempt to coerce him into
following.Thiscosts1APandrequiresasuccessfulMNDorBODcheck(playerschoice).Ifsuccessful
thenhewillfollowtheUnit.
IftheUnitMardukisfollowingdiesthenhewillimmediatelyreceiveaneworderandattempttoflee
again.
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RabbledonotmillaroundbutinsteadusetheBerserkerRoEastheyaredrivenintoafrenzybythe
destructionaroundthem.
If, at the start of any Admin Phase, there are more Rabble Groups (including Faces) on the board
thantherearePlayerUnitstheninitiateaTVPSweep.ThisisidenticaltotheeffectofdrawingaRed
Jackfromthedeck.
AttheendofeveryAdminPhase,eachplayershoulddrawacardandresolveitimmediately.Yes,
this does mean you can suffer two TVP Sweeps in a single Turn. I told you it was a dangerous
scenario
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Special
Nospecialrules,nonothing.Justastraightfightforonce.
Ifyouwantyoucandispensewiththecardsforthisentirely,orallowpeopletosearchbuildingsto
draw them, or whatever. This sector of the Zone is pretty deserted, but there could be surprises
lyinginwait
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CAMPAIGN RULES
Campaignsarebasicallyaseriesofbattleswhichmayormaynotbethematicallylinked.Playersstick
withthesameMobandcanimprovethemovertime,aswellasrecruitingnewUnitsandpurchasing
moregear.
TherearetwobasictypesofcampaignswhichI'vegivensuitablyponcynames.Narrativecampaigns
areaseriesoflinkedscenarioswithcleargoalssetforeachMobattheoutsetofthecampaign.Each
battle fought is a step for one or another side towards their goals and the exact natures of the
scenarios played is largely determined by the narrative the players have constructed around their
game.SoascenarioinvolvingyoustealingdatafromarivalMobcanleadtothenextscenariobeing
you using the stolen data to infiltrate a base of theirs and wreak havoc or steal an experimental
weapon.Oritcouldleadtothemkindappingpersonnelfromyouinretaliation.
Whilethatsoundsreallyinteresting,itwilltakealotoftimetoworkoutproperly.SoinsteadI'mjust
goingtogiveyoutherulesfortheotherstyleofcampaign,whichI'mcallinganEscalationCampaign.
This is a fancy way of saying that things get tougher as you go along. This style of campaign is all
abouttheMobs,ratherthanthestoryaroundtheconflictandinsteadofpursuinglongtermgoals
theonlyobjectiveissurvivingandbecomingstrongenoughtowipeoutyouropponents.Youcanstill
hangastoryaroundthescenariosbutthestoryisverymuchsecondarytotheconstantstrugglefor
supremacyandtheneedtoimproveyourMob.Scenarioswilloftenbechosenatrandomandthe
campaignwillfeelmoreepisodicinnature.Morelikeakid'sTVshow,whereasaNarrativeCampaign
wouldfeelmorelikethesortofnovelsAlanPartridgewouldenjoy.
Also,itshouldbenotedthatNarrativeCampaignsaremorelikelytorunforasetperiodoftimeand
finishwithadefiniteconclusionwhileEscalationCampaignscanrollonandonuntileveryonegets
boredordecidestostartoverwithnewFactions.IfyouarelookingtoendanEscalationCampaignin
style(oratleastfierymayhem)thenIsuggestplayingtheHellInAHandbagscenario.
EscalationCampaignshaveseveralelementswhichareusedto define them andbecause ofthisit
hassomethingofaleaguefeeltoit.ThemostimportantelementofthecampaignisyourFaction.
ThesefunctionexactlyasinthenormalgameexceptthatyourUnitsandGearareretainedbetween
battlesandcanbegraduallystrengthened.
FACTIONS
In an Escalation Campaign you create a Faction as normal and enter the information on a Faction
Commandsheet.ThislistsalltheelementsofyourFactionand UnitsaswellashowmanyVictory
Pointsyouhaveaccruedandanyequipmentandweaponsyouhavespare.
FactionValue
YourFactionValueisthesumtotalofthepointscostsofallyourUnits(includingAbilitiesandGear),
anything you have stashed in your armoury and your current reserves of Victory and Resource
Points.Thisisusedasanoverallratingofhowpowerfulyouhavebecomeandcanbecomparedto
otherplayers'Factionsinapointlessdisplayofdickmeasuring.
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UnitRoster
ThisdetailsalltheUnitsyouhaverecruitedtoyourFactionandhaven'tmanagedtogetkilled.While
you can only ever field 3 Units at a time, you can recruit up to a maximum of 10 Units in total,
rotatingtheminandoutasrequiredbythescenario.ItisusefultorecruitnewUnitstoreplacethose
lostinbattle(becausepermanentdeathisathing)orallowyoutofieldaMobofspecialisitsfora
particularscenario.
Armoury
Your armoury represents all the weapons, armour and equipment your Faction currently has on
hand.Anythingyouhavepurchased,foundorstolenislistedhereandcanbegiventoanyUnitsthat
canusethemforagivenscenario.Thereiseffectivelynolimittothenumberofitemsyoucanstore
inhere,justgetmorepaperifyourunoutofspace.It'sonlyametaphysicalconstructsothere'sno
reasonforittobelimitedinsize.IfyouwantyourArmourycanbeaDysonsphereenclosingastarin
anothergalaxyorevendimension.AndforsomeFactionsthatwillmakeperfectsense.
VictoryPoints
Victory Points are an abstract concept that differs from faction to faction. They represent a
combinationofexperience,longevity,skillandprizesgainedfromsuccessfulmissions.Theycanalso
be whatever your Faction covets (aside from material wealth) from social standing to promotions
within an organisation or domination of the market in Scandinavian underground porn. Whatever
flts your bt. Victory Points are used to recruit new Units and train existing Units in new skills
and Abilities. Victory Points are earned by successfully completing scenario objectives and can be
storedforwhenneededortosaveforahighcostinvestment.
ResourcePoints
Nowthisisyourmaterialwealth.ResourcePointsareanabstractionofwhateveryourFactionuses
forcurrency.AttheendofabattleyouconverthalftheVPyouhaveearnedtoResourcePointsona
1for1basis.ResourcePointsareusedtopurchasenewequipmentandcanbesavedupforlarger
purchases or to provide a slush fund in case you take a heavy loss and need to replace some kit
quickly.
BootHill
ThiscanbeusedtorecordthedetailsofanyUnitspermanentlykilled.Youdon'tneedtohaveahuge
amount of info on them. I suggest Name, Type, Killed By and Perversion which can be anything
regardingthecharacteryouthinkshouldberecordforposterity.
90
CAMPAIGNROUNDS
Each round consists of 3 phases of which the 2nd is a scenario battle that takes up most of the
round. The first phase sets up the scenario and lets players choose and equip Units for their Mob
and the final phase is the postbattle sequence where losses are logged, VP calculated and any
VP/RPspendingisdone.Eachphaseisdetailedbelow:
BriefingPhase
Thisistheequivalentofthosedimlylitsequencesinfilmswheremensmokeandporeovermapsor
holographicdisplaysandmakedeclarativestatementsaboutexactlyhowtoughthisshitisgoingto
be.Feelfreetodoallthat,butyou'llalsoneedtodothefollowing:
ShitTogether:Getallthestuffyou'llneedtoplay.Tokens,dice,models,scenery,paperwork,these
rules.Hopefully.
Scenario: Pick a scenario, either randomly, by agreement or by consulting the entrails of a ritually
preparedgoat.Thegoat'snameshouldbeTimmy.
Mob: Choose the Units you'll be taking in your Mob. If this is near the start of the campaign you
probablywon'thavetospendlongonthis.
Loadout:EquipeachUnituptotheirusuallimitsfromyourArmoury.Again,atthestartthiswillbe
simple.
BattlePhase
Doallthestufftherestofthebookhasbeenabout:Setuptheboard,putdownyourminiatures,roll
afewdiceandmakeshootynoiseswithyourmouth.
CleanUpPhase
ThisiswhereyouresolveanylastingimpactsthebattlehashadonyourFactionandcangoabout
recruitingandbuyingnewkit.Youcanalsocrowaboutyourvictorywhileyourmatesobsbecause
hisfavouriteimaginaryman(afterJackBurton)hasbeenkilled.Thisphaseisdividedintoanumber
ofstageswhichshouldbedoneinsequence:
Debrief:CalculateanyVPearnedduringthegame,eitherthroughcompletingobjectivesorfinding
goodies in the Zone. Once each player has their VP total convert half of this (round down) into
ResourcePointswhiletherestremainasVP.TheseamountsarethenaddedtoyourFactiontotals.
91
CasualtyReport:AnyUnitswhichwerereducedto0WNDorbelowareconsideredcasualties.What
happensnextdependonhowbadlyinjuredtheywere.IfaUnitwason0Woundsattheendofthe
gamethentheyhavesufferedaminorinjuryandmustmakeaBODcheck(+2bonusiftheyhadbeen
bandaged).SuccessindicatestheywillmakeafullrecoverywhilefailuremeanstheymustrollD10
onthefollowingtable:
MINORINJURYTABLE
D10ROLL
RESULT
015
Nolastingeffect
59
1Stat(Playerschoice)
MajorInjury
Ifyoureceivethe1StatthenthePlayercanchooseanyoftheUnitsStatsandpermanentlyreduce
itby1.IfyoureceiveaMajorInjurythenmakeanotherrollonthetablebelow(dontmakeasecond
BODcheck).
IfaUnitwasreducedtolessthan0WoundsthentheyhavesufferedaMajorInjuryandmustmakea
BODcheckat2orbeforcedtorollontheMajorInjuryTable:
MAJORINJURYTABLE
D10ROLL
RESULT
012
Nolastingeffect
39
1Stat(Playerschoice)
FuckingDead
The results are the same as above with the obvious exception of the last entry. A dead Unit is
permanently dead and should be removed from your Faction roster. Any equipment (including
armour and weapons) they had on them are lost. This can be a bit of a downer, like the end of
EmpireStrikesBack.
IfyouelectedtoremoveaUniton0Woundsratherthanleavingthemonthebattlefieldthenthey
donotsufferanylastinginjuriesanddonotneedtorollforMinorInjury.However,thereisaprice
forthischeekywayofavoidingdeath.TheUnitlosesanyweaponsitwascarrying(exceptasingle1
handed weapon) and 1 Item (players choice). They can retain their Armour as it is assumed they
didntstripnakedbeforecrawlingoffthebattlefield.Theydidleavetheirgunsbehindthough.
92
DeadUnitsshouldbeinterredinBootHill.Youcanhavealittleceremonyforthemifyouwantwith
acloyinglyuncomfortablewake.OrjustgivetheminiatureaVikingfuneralinthebathwithlighter
fluidandanoldshoe.
IfyouhaveaUnitwhichhaseitherbeensobadlywoundedastomakethemuselessincombator
onethatyoulovesomuchyouvegrowntooattachedtoanddontwanttoriskgettingkilledthen
youcanvoluntarilyretirethem.ThiswillmeandifferentthingstodifferentFactions.Forsomeitmay
involve being given a desk job or operational command promotion, for others a pension and
retirementcottageinStIves.SomeFactionswillmerelytakeyououtbackandshootyouinthehead
while others will rend you down for your protein to feed the new recruits. Either way, their
remainingkitgoesbackintotheArmoury,theUnitisremovedfromyourRosterandyoureceivehalf
(rounddown)theirvalue(basiccost+Abilities)inVPtorepresentwhateveritisyourFactiondoesto
squeezethelastbitofvalueoutoftheseoldwarriors.
Salvage: If a Unit managed to steal or find a weapon or equipment during the battle (and then
survivedtotheend)thenthereisachanceitcanbeturnedovertowhateverpassesfortechiesin
yourFaction.
Each Unit with a piece of stolen or experimental kit should make a MND check. Success indicates
they manage to keep the item functioning well enough for you to add it to your Armoury. Gear
which is both 1Shot and Disposable cannot be recovered in this way if it used during the battle,
although once added to your armoury it can be reused again and again, subject to the usual
limitations.Essentially,onceitsinyourArmouryyourR&Dboyscanreplicateiteachtimeyouuseit
up.
Unitswhicharereducedto0Woundsorbelowautomaticallyloseanylootedorfoundgearaftert
thebattleastheyretoobusyholdingtheirlargeintestineinplacetokeepit.
Selection&Training:AfterdealingwiththecasualtiesyoumayneedtorecruitmoreUnits.Unitsare
paidforusingVP,accordingtotheirrecruitmentcosts.NewUnitsmayberecruitedwithamaximum
of1Ability.YoumayalsodevoteVPtotrainingexistingUnitsandgrantingthemnewskills.Theonly
UnitswhichcanbegivennewAbilitiesarethosewhichfoughtinthebattleandthesearepaidfor
usingVP.EachUnitcanonlypurchase1newabilityperbattlefought.Unitsarestilllimitedtothe
maximumof3AbilitiesandtheusuallimitationsoncrossArchetypeandStatBoostsapply.
Resupply:AfterspendingVPyoucannowspendRPonequippingnewUnits,upgradingexistingkitor
justbuyingitemstoaddtoyourArmoury.
Status Update: Update Faction roster sheets. Complain bitterly about shit rules, unlucky dice and
yourestrangedwife.
93
OPTIONAL RULES
Theserulesareprovidedtoaddinmoredetailtothestandardrules,increaseyouroptionsorchange
thewaytherulesworktoprovideamorestreamlinedgame.
Large&SmallMiniatures
The standard rules assume you are using roughly standardsized 28mm miniatures (or say,54mm,
miniaturesandyou'vedoubledallthedistancesintherules,ifyou'recrazy)butyoumaywanttouse
models which are either significantly larger or smaller than standard models. There are inherent
disadvantagesadvantagesandtotheserespectivelybecauseoftheLoSrules.Largermodelsmake
biggertargetsandarehardertohidebehindsceneryorgetintocover.Theymayalsohavetrouble
getting into some areas if their base is too big to fit through the doorway. On the other, hand;
smallerminiaturesareeasiertohideandcantakecoverbehindsmallerobjects.Toaccommodate
thisandbalancethingsoutalittle(seeingasasmallBrawlercanhavethesameorbettercombat
statsthanalargeBrawler)thesemodelshavethefollowingspecialabilities:
Small
This Unit's Wound stat is reduced by 1, to a minimum of 1. This should be factored into your
statline.
Large
ThisUnit'sWoundstatisincreasedby+1.Thisshouldbefactoredintoyourstatline.
Smallmodelsarethosewhichareroughlyhalfthesizeofstandardfiguresorsmaller.Particularlyif
theyareonasmallerbaserasthisaffectstheirabilitytomovethroughsmallgaps.
Largemodelsarethosewhichareroughlytwicethesizeofstandardmodelsorlarger.Particularlyif
ithasalargerbase.
GrenadeDelay
Realistically,grenadesdontgooffassoonastheyrethrownbutgivingthemarealisticdelaycanbe
abitofanarseonthebookkeepingfront.Ifyoudontmindthat(oryoucraverealismlikeasmack
addict)thenyoucanusethisruletoaddalittlebitmoredetail.
Whenthrown,grenadesdontexplodeimmediatelysojustplaceamarkeratthepointtheyendup
(after scattering). They will go off at the end of the round, after Rabble have been but before the
adminphasebegins.Atthispointreplacethemarkerwiththefullexplosiontemplateandhitanyone
caughtintheblastwiththeusualdamage.
Thisalsomeansthatgrenadesspendsometimejustlyingthere,waitingtoexplode,andabraveor
foolhardymancanexploitthis.Itcosts2APtopickupandthrowagrenadeandyoumustbewithin
1 of it. You suffer a 2 ACC penalty (due to haste/panic) and a failure indicates the grenade has
scattered as usual. A Critical Fail means its blown up in your hands and will go off immediately
(before the end of the round). If someone has a problem with this then just accept that your
characterhasangeredtheexplosiongods.
94
NoCards
SomeplayersmightfindtheRandomMysteriousChanceofFateDeck(fuckIhatethatnamenow)to
betoomuchofapaininthearsetodealwith,particularlyiftheykeepfindingRabblegroupsspawn
on their most vulnerable man at a critical point and cause them to lose a battle. The cards were
designedtokeepthingsinterestingandmakeupforthefactthattwo3mansquadscanseemquite
lostona4x4table.Iftheypissyouoffthough,dontfeelforcedtosuethem.
Ifyouwanttodowithoutthedistractionofthecardsthrowingupunexpectedresultsthenyoucan
simplyopttoplaywithoutthem.Thismaymeanyouneedtoreworksomescenariostodealwith
thisbutIllleavethatuptoyou.
NoFactions
Sometimes,particularlyforoneoffgames,Factionbuildingcanfeellikeanunnecessaryaddition.If
youwantareallyquickpickupandplaygamethenyoucandispensewiththeFactionrulesentirely.
InthiscasesimplyrecruitUnitsandbuyGearbutreduceyourResourcePoolto130points.
AlternateStartingValues
The default 150RP for Faction Building/Unit Recruitment was designed to give you competent
fighterswhilenotallowingeveryonetomaxoutonskillsandweapons.Ifyouwantamorelowlevel
gamewhereRabblecanbemoredangerousthenyoucanreduceyourstartingRPamounttoaround
100 or 130 which will make Player Units much more low level and highend equipment scarcer.
Likewise, if you want a game involving nearsuperhuman Units battling each other then increase
yourstartingRPtosomewherearound180200.
Youcanalsochoosetotightenorrelaxtherulesonstartingabilities,eitherallowingall3Unitsto
startwiththemaximum3skillsorreducingthemsothatonlytheSergeantmaystartwithasingle
skillandtheother2Unitshavingnostartingskills.Itsentirelyuptoyouhowyouwanttoplaythe
gameandwhatsortofpowerlevelsyouwanttouse.
95
RESULT
15
OutofAmmo
69
WeaponJam
DrawaCard
RANGEDWEAPONSTATS
NAME
SPEED
DAM
HANDS
SPECIAL
RANGE
COST
TargetBastardPistol
2AP
06
3RP
BigBossPistol
2AP
05
5RP
CutterSMG
3AP
16
20RP
JackalSMG
2AP
1"10"
10RP
TwinTailShotgun
3AP
2Wounds
28
18RP
RipperShotgun
3AP
2Wounds
1"5"
15RP
ShardAR
3AP
212
15RP
LancerAR
3AP
2"10"
15RP
WhisperRifle
4AP
+1ACC
520
15RP
GhostlightRifle
3AP
5"20"
20RP
MX7LAW
4AP
1Shot/Disposable/Blast(2)
5"15"
30RP
GrinnerLMG
4AP
3"18"
25RP
ReaperHMG
4AP
1ACC
3"20"
30RP
BusterGL
3AP
IndirectFire/Blast(2)/Scatter
6"15"
45RP
96
MELEEWEAPONSTATS
NAME
SPEED
DAM
HANDS
SPECIAL
COST
Unarmed
2AP
NoCritical
BasicKnife
2AP
NoCritical
Free/1RP
Knuxx
2AP
5RP
RZRCombatBlade
2AP
10RP
KingKnuxx
2AP
15RP
COMBat
3AP
25RP
ThrowingBlade
2AP
Range(2"4")
15RP
STANDARDITEMSTATS
NAME
AP
SPECIAL
COST
MilitaryTriageKit
Stabilise(1)
5RP
DocBox
Stabilise(2)/Heal
15RP
MurderballFragGrenade
3AP
Blast(3)/DAM4/1Shot/Disposable/Thrown
12RP
NullVisionSmokeGrenade
3AP
Smoke/Thrown/1Shot/Disposable
10RP
ThunderstoneMKIIStunGrenade
3AP
Blast(3)/Stun/1Shot/Disposable/Thrown
15RP
Climb+2
8RP
HappyTimesWPGrenade
3AP
Blast(3)/Flame/1Shot/Disposable/Thrown
MrSafetyArmourInserts
+1AV/2Slots
30RP
RappellingKit
STANDARDARMOURSTATS
NAME
AV
SPECIAL
COST
BlockerLightArmour
10RP
RampartMediumArmour
20RP
BastionHeavyArmour
30RP
97
EXPERIMENTALWEAPONS(RANGED)STATS
NAME
SPEED
DAM
HANDS
SPECIAL
RANGE
COST
IONPistol
2AP
13
15RP
SandmanSP
2AP
Stun
2"5"
25RP
RazorstormSMG
3AP
Flechette
2"6"
40RP
FlakCannon
3AP
Mount/Disposable
2"5"
30RP
JabberwockRifle
4AP
1Shot
5"25"
55RP
NorthstarILX
4AP
7*
SaracenRailgun
5AP
Disposable/Flame/Template Template
Disposable
8"16"
50RP
100RP
NAME
PraetorianSkin
HeavyAngelTacSuit
NAME
LinearAccelerator
ZoneBolts
PurplePotion
EXPERIMENTALARMOURSTATS
AV
SPECIAL
1
+1MOV
4
Bulky
COST
100RP
100RP
EXPERIMENTALITEMSTATS
AP
SPECIAL
+1DAM/1ACC
1AP
Draw2Cards
1AP
Stim
COST
30RP
50RP
30RP
BasicRabbleGroup(3Members)
ACC
COM
BOD
MND
AP
WND
MOV
COST
Gear:ImprovisedWeapon
RabbleBonuses
Eachlevelabovezeroadds1Bonustothegroup,eitherastatboostoraweaponupgrade:
StatBoost:+1toanystat,eachstatmayonlyreceiveupto+2.
Weapon: 1 melee upgrade gives them combat blades, 2 gives them bats. 1 ranged upgrade gives
themTargetBastardpistols,2givesthemJackalSMGsand3givesthemTwinTailshotguns.
Armour:1armourupgradetogivethemimprovisearmour(AV1).
98
NAME
ACC
COM
ABILITIES
WEAPONS
ARMOUR
ITEMS
NAME
AP
WND
TOTAL VALUE
MOV
COST
AP
RULES
COST
SPEED
DAM
HANDS
SPECIAL
RANGE
COST
AV
SPECIAL
COST
AP
SPECIAL
COST
ACC
COM
ABILITIES
WEAPONS
ARMOUR
ITEMS
NAME
ARCHETYPE
MND
BOD
AP
WND
TOTALVALUE
MOV
COST
AP
RULES
COST
SPEED
DAM
HANDS
SPECIAL
RANGE
COST
AV
SPECIAL
COST
AP
SPECIAL
COST
ACC
ABILITIES
WEAPONS
ARMOUR
ITEMS
ARCHETYPE
MND
BOD
COM
ARCHETYPE
MND
BOD
AP
WND
TOTALVALUE
MOV
COST
AP
RULES
COST
SPEED
DAM
HANDS
SPECIAL
RANGE
COST
AV
SPECIAL
COST
AP
SPECIAL
COST
SAMPLE FACTIONS
ThamesValleyPoliceDeathSquadsPCSOs
Faction:TVP
FactionPerks:IllegalTraining,BastardReroll
Verboten:Survivor(+5RP)
Biography:WhensomeonehasspenttoolongintheZone,whentheconstanthatredandwarfare
has got to them, Zone Trippers say they've got "Zoned Out". That hasn't happened to these guys.
What happened was much simpler. Take you average bunch of cops and put them in a situation
wherethey'reheavilyarmedandhavetheremittodowhatevertheycangetawaywithtoabunch
ofdowntroddenwretcheswhocan'teffectivelyfightback.Theyareveryfirmlynotnicepeoplebut
they do have access to TVP supply dumps so treat them as you would any standard police i.e. Be
polite,don'ttrustthemaninchandhopetheyfuckoffsoon.
DerekDarknova&TheMagnificentBastards
Faction:Szalsberg'sIntergalacticTours
FactionPerks:FromBeyondTheStars,ExperimentalDivision
Verboten:Stealth
Biography:NooneknowsifDerekisanalienornot,butwhatisknownisthathecanmakeitwith
prettymuchanysentientfemaleintheuniverse.Somehowhisrenownedbandhavebeenbookedto
playMiltonKeynesandsohe'sfoundhimselftroopingthroughtheZonetryingtofindsomewhereto
plughis micin.He'salsodoneabitofbountyhuntingin thepastsohasnoproblemwithscoring
somequick cashbytakingonvariousmissions.Justuntilhejetsoffonthe nextlegof hisgalactic
tour. As always Derek is accompanied by Vroon, his hairy alien bassist and Harry Szalsberg, his
increasinglyworriedtourmanager.
DudesofVengeance
Faction:InternationalBrotherhoodOfHeroes
Perks:HandofFate,SatelliteTracking
Verboten:Support
Biography:Whilenotquiteatopflightgroupofsuperheroes,theydohaveacertainabilitytoget
thejobdone.Providedthejobinvolvesgratuitousviolence,hackneyeddialogueandhighexplosives.
LeadbyCaptainShieldLady,aradicalfeministwithapenchantfordickpunching,thegroupalso
boastsManInSuitanescapedconvictsodensehecouldnteventhinkofabetterheronameand
oftenstrugglestocontrolhisstolenpowerarmourandTheViolentOne,anearsilentlonerwhojust
seemstoenjoyhurtingcriminals,theyexcelatbringingtheirownversionofjusticetothemean
streetsofMiltonKeynes.