Table of Contents POST APOCALYPITC RULES MODS ............................................................................ 4 POST APOCALYPITC MISSILE WEAPON CHART ................................................. 4 POST APOCALYPITC SPECIAL WEAPONS CHART .............................................. 4 POST APOCALYPITC MELEE WEAPONS ............................................................... 5 Wandering Monsters....................................................................................................... 5 Skills ............................................................................................................................... 8 List of Skills........................................................................................................................ 8 Machines ........................................................................................................................... 12 MACHINES MISSILE WEAPON CHART ................................................................ 13 Machine Special Rules...................................................................................................... 13 Machine Damage Chart .................................................................................................... 13 Special Ammo Rules: ....................................................................................................... 14 TCR Ammo....................................................................................................................... 14 DS Shells........................................................................................................................... 14 EMP Grenade.................................................................................................................... 15 Campaign Rules ............................................................................................................ 15 Starting Forces .................................................................................................................. 15 Purchasing New or Replacement Models ......................................................................... 15 Force Maximums .............................................................................................................. 15 Casualties .......................................................................................................................... 16 Strongholds ....................................................................................................................... 16 Stronghold Component Chart ........................................................................................... 16 Upgrades ........................................................................................................................... 16 Creating a World............................................................................................................... 20 Campaign Turn Sequence 27 Moving on the Campaign Map ......................................................................................... 27 Choosing a Scenario ......................................................................................................... 28 Roll for Casualties............................................................................................................. 29 Taken Prisoner .................................................................................................................. 29 Voluntary Retirement........................................................................................................ 29 Advancement Threshold Modifiers .................................................................................. 31 Learning the Hard Way..................................................................................................... 32 Level Advancement .......................................................................................................... 33 Skill Advancement ........................................................................................................... 33 Statistic Maximums .......................................................................................................... 33 Generating Income............................................................................................................ 34 Trade Center Sites............................................................................................................. 35 Visiting Sites..................................................................................................................... 35 Site Random Events.......................................................................................................... 35 The Happy Place .......................................................................................................... 40 Little Willy’s Grub Pub .............................................................................................. 40
The Factions...................................................................................................................... 45 Remnant Forces ............................................................................................................ 45 SWAT ........................................................................................................................... 47 The Iron Brethren.......................................................................................................... 50 Mi-go............................................................................................................................. 56 Elder Things.................................................................................................................. 59 The Hasturites ............................................................................................................... 61 The Dragonflies ............................................................................................................ 63 Cultists .......................................................................................................................... 63 Pyramid Corporation..................................................................................................... 65 Survivors – Modern Day Heroes or Mercenaries for Hire ........................................... 68 Scenarios ........................................................................................................................... 70 Scenario Terms ............................................................................................................. 70 Setting up the Board...................................................................................................... 70 Types of Scenarios........................................................................................................ 72 Skirmish ........................................................................................................................ 72 Advance ........................................................................................................................ 73 Ambush ......................................................................................................................... 73 Patrol ............................................................................................................................. 74 Raid ............................................................................................................................... 75 Assault........................................................................................................................... 76 Rescue Mission ............................................................................................................. 77 Terror Attack................................................................................................................. 78 Free the Hostage ........................................................................................................... 79
POST APOCALYPITC RULES MODS Post apocalyptic wasteland stories have been among our favourites since the beginning of role-playing. Use the USX rulebook along with the following charts, which can replace or supplement the chart 5.2 and 5.3 in the rulebook. Also some special melee weapons and special items have been added to provide depth to a post apocalyptic future. POST APOCALYPITC MISSILE WEAPON CHART Weapon Damage ROF Range Assault Rifle 5 4 36” Pistol 3 1 12” Russian Assault Rifle 6 3 36” Chinese Pistol 3 2 12” Scoped .44 Magnum 5 1 15” Auto Pistol 4 3 24” Hunting Rifle 4 2 36” Shotgun 5/6 1 18” Combat Shotgun 5 3 18” Sniper Rifle 4 2 48” 5mm Mini Gun 6 3 18” Laser Pistol 4 1 15” Laser Rifle 6 2 24” Plasma Pistol 3 1 15” Plasma Rifle 6 1 36”
Special * * Scope
Scope
APx1 !, APx2 @,#, APx2
Chart Symbols: ! = 2” Template,@ = 3” Template, # = Cumbersome, * = Autofire POST APOCALYPITC SPECIAL WEAPONS CHART Weapon RAC Damage ROF RANGE SPECIAL Plasma Gernade B 4 1 8” @ Plasma Mine A 5 1 0 @ Pulse Gernade C 4 1 8” @, APx1 vs Robot Pulse Mine B 4 1 0 @, APx1 vs Robot Fragmentation Mine C 5 1 0 @ Fragmentation Grenade C 4 1 8” @ Incendiary Grenade B 5 1 8” @, See rules Smoke Grenade 0 0 1 8” @, See rules Tear Gas Grenade C 4 1 8” !, See rules Missile Launcher A 5 1 36” @.#,APx2 Incinerator A 4 1 8” Template, # Mini-Nuker A 6 1 12” 6” Radius, APX3
POST APOCALYPITC MELEE WEAPONS Weapon Damage Incinerator Sword 4 SPECIAL: On a successful Melee Hit roll a flame attack with the given RAC and DMG Chain Saw 4 SPECIAL: On a roll of 5, 6 severs appendage Sawz-all Powerfist 5 SPECIAL: On a roll of 5, 6 severs appendage If a special melee weapon is used, replace the models Damage with the Damage given for that weapon. Wandering Monsters Wandering monsters are rolled for at the beginning of a scenario on the Wandering Monsters Chart. If some are involved in the scenario then they are rolled for random placement. They will be located in one of the pieces of terrain that is placed on the board (see Setting up the Board). They will always charge when in charge distance from an enemy, including each other. Wandering monsters will not charge anything of the same race as themselves. RA3614 Super Mutant RAC MAC DC DMG HITS MP SPEED D C C(APX1) 4 4 7 3 Special: Regenerate one Hit per turn on roll of 7+ on 2d6 COST: 1100pts
Weapons Nail Board Frag Grenadex1
RA4517 Tough Super Mutant RAC MAC DC DMG HITS MP SPEED D C B(APX1) 4 4 7 4 Special: Regenerate one Hit per turn on roll of 7+ on 2d6 COST: 1500pts
Weapons Nail Board Frag Grenadex1
RA2942 Rad Ghoul RAC MAC DC DMG HITS MP SPEED E C B 4 2 7 5 Special: Regenerate one Hit per turn on roll of 6+ on 2d6 COST: 1000pts RA2942 Blazing Ghoul RAC MAC DC C C B
DMG HITS MP 4 4 7
SPEED 4
Weapons Claws
Weapons Light Blaze Ammox2
Special: Regenerate one Hit per turn on roll of 6+ on 2d6 Claws Special Attack: Light Blaze – effects 3” radius centered on the attacking model. Attacks as ranged combat any models within the radius. Use RAC of attacking model with a Damage of 6 and a ROF of 1. COST: 1300pts RA2942 Ursa Major RAC MAC DC DMG HITS MP SPEED E B C 5 4 7 4 Special: Regenerate one Hit per turn on roll of 5+ on 2d6 COST: 1100pts
Weapons Claws and Teeth
Rabid Dogs RAC MAC DC E D D COST: 400pts
DMG HITS MP 3 2 7
SPEED 4
Weapons Teeth
Wild Boar RAC MAC DC E C D COST: 500pts
DMG HITS MP 3 3 7
SPEED 4
Weapons Teeth
The Wandering Monsters Threshold must be rolled before every scenario that occurs in that Block to determine wandering monsters. Roll 1d6 and a result of the Threshold number or higher results in a roll on the Wandering Monsters Chart for that scenario. Players take turns controlling wandering monsters. Both players roll 1d6 and this is the number of wandering monsters you can move at the end of the turn. Alternate moving monsters. Alternately you can have another player run the wandering monsters. Wandering Monster Threshold Numbers Block Type Commercial Block Industrial Block Residential Block Urban Jungle Block Technology Block
Threshold Number Threshold: 5+ Threshold: 4+ Threshold: 6+ Threshold: 3+ Threshold: 5+
Wandering Monster Chart – Roll 2d6 Die Roll 3 4 5 6 7 8
Result 8 X Rad Ghoul, 2 Blazing Ghoul 4 X Super Mutants 1 x ASD Mk1, 3 x CSD Mk1 4 X Super Mutants, Tough Super Mutant 3 X Rabid Dogs Ursa Major
9 10 11 12 13 14 15 16 17 18
3 X Rabid Dogs 2 X Wild Boars 6 X Rad Ghouls 1 X CSD Mk 1, 1 X CSD Mk2 2 X ASD MkII Minigun, ASD MkII Missile 2 X Wild Boars, Ursa Major 3 X Rad Ghoul, Blazing Ghoul 3 X Rabid Dogs, 2 X Wild Boars, 1 X Rad Ghoul 4 X Super Mutants, 2 Tough Super Mutants 1 X ASD Mk1, 4 X CSD Mk1, 1 X CSD Mk2
Skills To perform a skill a player will declare his models intent to use a skill and the desired result. Some use of skills will be scenario specific, other times it may be at the players discretion. Use of skills may require an action and therefore could take the movement phase of the models turn, the missile fire phase of the models turn or both. Some skills may be inherent and are always in use and some may be as part of another phase. The player must roll 2d6 and the result must be above the number stated as the skill level on the Identification Card. This is called a Skill Check. Therefore, a lower score in a skill is better. Skills can have a value of 3 through 10. Example: RA2820 Burt Jackson has the skill Truck Driver 5. This will help him when driving transport trailer rigs. He is rounding a corner at a speed of 20 inches. This would usually call for a morale test to pass the skill. However, Burt may use his Truck Driving skill (which is better than his morale) to make the test. He rolls 2d6 for a 5 or better. He rolls a 7 and makes the skill check and continues with his movement. If there is a choice as to which stat to use then the owning player may choose the best chance for success, as in the example above. The skills and their affect on the game are listed below: Some skills are automatic and do not require a test. If so these will be noted in the description. If there is a choice as to which stat to use then the owning player may choose the best chance for success, as in the example above. The skills and their affect on the game are listed below: List of Skills Dexterity Skills Duck – The model knows the fine art of ducking out of harms way. Each time the model is wounded roll a Skill Check and if successful the model is not wounded. A model may only duck one wound/HIT per successful attack in this way. Duck and Roll – On a successful Skill Check the model is able to duck into cover. This skill may only be used against a new attack from one opponent per turn. Treat the cover gained as light cover. Go to Ground – If a model with this skill is shot at while in cover then that cover may become hard cover. A successful skill check must be made to improve cover benefits in this manner. Leap – The model is able to perform leaps of amazing distances. On a successful Skill Check the model may move over obstacles (i.e. through windows, over desks) without cost or add one inch of movement in rough terrain. Quickness – On a successful Skill Check the model gains initiative and may move before any other models regardless of speed. This does not affect the initiative of other models, which takes place normally.
Marksmanship Skills Dual Attack – A model with this skill may fire two weapons at the same time. A successful Skill Check would allow the model to fire the second weapon at a different target within a separate LOF if desired. Heavy Weapons Specialist – The model is a specialist at using heavy weapons and gets a +1 modifier on the models hit roll when firing. Normally a model needs to roll a 4, 5, or 6 to hit a target point with a heavy weapon. With a successful Skill Check the model would now need a 3, 4, 5, or 6 to hit his declared target point. Luck – On a successful Skill Check the model may make a roll again or make another model re-roll their attack. Trained Eye – The model knows the weaknesses of its target and thus improves its ability to do damage. If the model remains stationary during its Action Phase, it may raise its Ranged Attack Class by one level. This skill requires a successful Skill Check. Rapid Fire – On a successful Skill Check the model may add one die to his attack dice. This extra Damage die is only useable on the first roll of an extended ROF. Example: if firing an MP 5 the normal Damage dice to attack is four. With a successful skill check in Rapid Fire the model may now roll five dice. However, if firing burst fire the model would only get its normal three dice, then two. Melee Skills Florentine – A model with this skill has learned how to use two weapons during melee, but may only do so if not equipped with a missile fire weapon. While using two weapons, the model may make two attacks during a melee round as indicated on their Identification Card. See note under Damage as 3 x 2 attacks. This model would get 2 melee attacks of three dice each. Each attack would be at the models MAC. The model always gets one attack and must make a successful Skill Check to get the second attack. Parry – A successful Skill Check on this skill allows a model to stop the attack from one enemy model in one round of melee. A new check may be made each round of melee. Lightening Reflexes – On a successful Skill Check the model may attack first in melee regardless of initiative or other factors. This check may be made each round of melee. Martial Artist - The model has honed its fighting abilities through training and preparation. It is capable of taking on several opponents at once. When a model with this skill is attacked in the flank or rear it does not drop a level in defense if it passes a Skill Check. The model does not make a Morale Test for being attacked on the flank or rear. Disengage – On a successful roll the model is able to withdraw from melee without being hit by its opponent.
Strength Skills Good Arm – The model is able to throw objects farther than the average person. A model with this skill may throw a grenade 12” instead of 8”which it normally would. High Pain Threshold – A model with this skill may continue to fight after receiving enough damage to reduce it to zero Hits. After the model has been reduced to zero Hits, on a successful Skill Check roll 1d6. The number rolled is the number of turns the model may continue to fight in the game before being removed as causality. The model is removed after it performs its last Action Phase in the last turn on the board. Pig man – A successful Skill Check with this skill allows a model to move and fire with Heavy Weapons. Aptitude Skills Computer Hacker – A successful Skill Check and an action phase spent at a computer terminal will allow this model to download files, hack security or otherwise use a computer to get what he wants. One successful Skill Check and action is required per item of information or programming sequence. Some of these requirements may be scenario specific. Demolitions – Use of this skill allows a model to rig up a bomb. The bombs Attack class and Damage must be determined before the game and the models skill level determines what he is able to concoct. He must then bring the bomb into the game and spend an Action Phase and a successful Skill Check to place the bomb. He may determine the fuse length in number of turns at that point. See the chart below: Skill Level 9 - 10 7–8 5–6 3–4
Attack Class D C B B – APX2
Damage 3 4 4 4
Driving – The model has skill at driving cars and may use this number for his Loss of Control tests rather than his morale number. Mythos Hound – These individuals have seen and interacted with the Mythos creatures that would scare others. Thus they are hardened to this aspect of the Horror and do not need to check morale when seeing a monster that would normally cause a Horror Check. Security Specialist – A model with this skill knows how to overcome security systems and bypass controls. A successful Skill Check will allow him to crack security codes and move through areas undetected. Safe Cracker – A model may use this skill to rob banks by opening safes. A successful Skill Check must be made and 1d6 turns to open a safe.
Truck Driver – The model has the ability to drive transport trailer combos. Use this when making Loss of Control checks for driving a truck. Post Apocalyptic Skills List: Sneak: The model is able to move silently and make use of cover to avoid detection. On a successful skill check the model may not be fired at until spotted. If the model moves it must make a skill check for each 3” moved. The model cannot move faster than walk speed. Energy Weapons Specialist: The model has spent hours training with energy powered weapons. On a successful check the RAC of the model is raised one level for one turn only. Medic: Move the model with the Medic Skill to a fallen comrade and make a skill check roll. On a passed roll the Medic stabilizes the fallen model. This model does not have to check on the Wound Chart in the aftermath sequence. Scavenger: When the model check’s a loot marker it can reroll any result. The player must accept the second roll if it decides to reroll any loot marker check. Research: The model is uniquely gifted in constructing items. Often this is a matter of re-engineering an item and determining how it is built. A model must have the Research skill in order to operate a Laboratory. A successful skill check allows the model to reduce the Threshold number of a researched item by an additional -1.
Special Items: Any character that is equipped with the item may use that Special Item. It is not an action to use one of these items. A model may declare that they are using the item any time that it is needed in the turn. However, they may only declare that they are using one item per turn. Special items may be assigned to models before a game or alternately they may be scavenged during the game in buildings or specified locations during a game. Put a marker down so that all players know that the location provides special items and note what may be scavenged at each location. Players must assign to each model what is being carried. Special Items do not affect encumbrance. Use of Toughout, Def-X or Crazyhorse subjects a model to addiction rules (See Addictions). Medkit: A specially built medical syringe that medically repairs damaged tissue. The model may use a Medkit to heal one Hit. Toughout: The model has enhanced physical stature through a steroid like drug that increases reflexes and strength. Roll 1d6. For the rolled number of turns the model gets +1 Hits and +1 added to its Damage. When the drug wears off the model must remain stationary for one turn to recover from drug induced dizziness.
Def-X: A drug that increases Defense Class. Roll 1d6. For the number of turns rolled the models Defense Class is raised by one. At the end of the number of turns rolled the model automatically takes one Hit. Crazyhorse: A drug that provides adrenaline in a super dosage. Roll 1d6. For the number of turns rolled the models speed is increased by one point.
Rise of the Machines The machines rose out of mans desire for technological perfection. They are an AI that evolved into self thought and caused the end of mankind’s stable existence. They now own most of the production and manufacturing capabilities of the planet. It was there attack on humanity from within that created the post apocalyptic environment of the future. It was there attack on humanity that caused the destruction of man. After over one hundred years of dominating the planet surface they suddenly left the planet in large spaceships. There have not been any recorded meetings with the machines for the last twenty years or more. However, much of their technology still exists today. Mankind has once again began to grow and flourish in the aftermath of there leaving. A race once almost extinct now comes back to life. This destruction of mankind has also led to space being made for the other races that once inhabited the planet. They too are awakening to a new order on the planet surface. Deep Ones, Mi – go and Elder Things have suddenly found new space in the ruins of mankind’s folly.
Special Machine Campaign Rules The machines that are reemerging are just a shadow of the former Machine empire that ruled the planet. Small pockets have emerged waking up some from kind of hibernation that they cannot even explain. The Machines cannot take part in the Trade Center. They must produce all items which they wish to make. There Stronghold is considered a manufacturing plant of some type, run completely by Machines. They still create an income but have access to anything they want to manufacture from the Items Cost charts. They also manufacture everything for 25% off the prices listed. However, the machines may not ally with any human faction. Machines Stats CSD Mk1 RAC MAC DC C D DXAP1
DMG HITS MP 1 3 7
SPEED 4
Weapons 11mm Rotary Cannon Ammo x3
DMG HITS MP
SPEED
Weapons
COST:1095pts CSD Mk2 RAC MAC DC
C
D
DXAP2
1
3
7
3
2 x Auto Cannon Ammo x3
3 x Mini Missile - 1 x AP, 1 x HEAP, 1 x HE COST 1980pts ASD Mk1 RAC MAC DC DMG HITS MP SPEED Weapons D D DXAP1 1 2 7 3 +1 to Hit in Firing Arc Notes: All machines get a +1 to Hit number on any targets that are within the firing arc of the ASD Mk1. COST 800pts ASD MkII Minigun RAC MAC DC D D DXAP1 COST 785pts ASD MkII Missile Drone RAC MAC DC D D DXAP1 2 x AP, 2 x HEAP, 2 x HE COST 940pts
DMG HITS MP 1 2 7
SPEED 3
DMG HITS MP 1 2 7
SPEED 3
Weapons 11mm Rotary Ammox3
Weapons 6 x Mini Missile
MACHINES MISSILE WEAPON CHART Weapon Damage ROF Range 11mm Rotary Assault Canon 4 3 24” Auto Canon 6 4 56”
Special *, Suppression
Machine Special Rules Machines may move and fire at no penalty. They may choose type of fire. Type of missile must be declared before dice are rolled. Missiles hit as per special weapons 4,5, or 6 otherwise roll deviation. All machines have a Defense Class with an AP and therefore fall under the AP rules. Mini-missiles AP Missile HE Missile HEAP Missile
RAC ROF B 1 C 1 C 1
RANGE 56” 56” 56”
Special 1” template, 3D6 all targets, APX3 3” template, 5d6 all targets 2” template, 4d6 all targets, APX2
Machine Damage Chart When a Machine receives a Hit roll on the following chart Die Roll Result 1 - 1” movement 2 -1 to hit rolls
3 4 5 6
Morale Check at -1 Roll again, 1 – 3 Turret Jam, 4 – 6 Gun Jam Sensors hit, Check at 6+ see target Roll Again, 1 – 3 Ammo Hit machine explodes, 4 – 6 Engine Hit, no more movement allowed
Machine Item Costs Chart 11mm Rotary Assault Canon Auto Canon Repairs AP Missile HE Missile HEAP Missile
Cost 120 Points 350 Points 100 Points
Ammo Cost 20 Points 30 Points 90 Points 50 Points 70 Points
Special Ammo Rules: In order to combat the machines the remainder of the human race has developed special ammunition that is modified to fit their existing guns. Production of this ammunition is limited due to the capabilities of the remaining humans. Factories as such do not exist however, people who can produce these types of ammunition through expertise that has been transferred through generations usually can make a very good living for themselves. The human economy thus has devolved to the artisan type of society that existed prior to the industrial revolution. TCR Ammo Tungsten Core Rounds - These are specially fabricated rounds only available to military units and not available to the general public. They are uncommon and hard to find, and mostly available to Military units. However, with the rise of the Machines they have come into high demand as the Resistance Forces quickly realized that a higher velocity ammunition was required to penetrate the Machines plexi armour. Stores of this ammunition have become a sought after commodity as the war continues to grow. Rules: TCR have an APX1 value (see Armour and Armour Peircing – Page 11 USX Main Rules) when firing. Keep track of Ammo usage as per ammunition rules page 20 USX Main rule book. DS Shells Discarding Sabot Shells are used in shotguns. They essentially produce a high velocity slug that is specially designed for piercing armor. Originally it was a Military round and therefore only available to Military Units. Again, the Resistance Forces quickly realized the value of these shells and they are sought after by the humans. Rules: DS Shells have an APX1 (see Armour and Armour Peircing – Page 11 USX Main Rules) value when firing and role 5d6 to determine hits. See Manstopper Rounds Page 21 USX Main Rules. Keep track of ammo, once used they are gone.
EMP Grenade An Electro Magnetic Pulse Grenade that emits a high frequency pulse when triggered that severely affects computerized equipment. It was very successful against the machines when first used, however they have since hardened their armour, using rubberized sheathing to deaden the impact of the Grenades. They are still an effective weapon against the machines however. The EMP grenade is difficult to produce and not made in great quantities. The skill has been passed among the Resistance Fighters but still the grenades are in small supply. Rules: Use the regular grenade rules in the USX main rule book. Grenades hit their target on a role of 4, 5, or 6. Target must be declared before rolling. If the die roll misses roll deviation. If the grenade hits a machine target it rolls 4d6 with a B attack against each target in the burst radius. EMP grenades use a 2” template. Center the template on the target location. If humans are hit with an EMP grenade the attack level is D with 2D6. Campaign Rules The following section describes the procedure for running post apocalyptic campaign games using Modern Day Heroes rules. A campaign may be played with any number of players, although you must have at least two. No referee is necessary, although one can be added to the campaign. In the campaign game players run a force of post apocalyptic scavengers in the ravaged world of the future. After each scenario, the participating players record experience for their forces, determine if wounded models survive and purchase new equipment on the way to dominating the region. Starting Forces The first step the players must do is purchase their starting forces and choose their affiliation. Players may choose to pay forces from the Machines, the Remnant Forces, the Raiders, Police forces, Army Irregulars, or the Iron Brethern. Also, any of the elder races may be chosen as a starting force. Once you have chosen your affiliation you must purchase your starting Company. You have a total of 10000 points available with which to purchase your Company. You may choose only from the army lists stated in the description of your chosen affiliation. Purchasing New or Replacement Models You may purchase new or replacement models from the Army List of your chosen faction between scenarios by spending the appropriate amount from your income. Force Maximums In the course of a campaign your force may not exceed 32000 points.
Casualties In the campaign game whenever a model is removed as a casualty there is a chance that it survives or gains a wound that may affect its performance in future scenarios. For this reason it is important to keep track o how the model is taken out of the game as a casualty. The four categories for casualties are: Standard Missile Fire, Heavy Weapons Missile Fire, Melee and Magic. Magic is optional for the use of these campaign rules. For models with multiple hits only the fatal hit, ie that hit which actually kills the model, is recorded. After each scenario any casualties must roll on the wound chart that corresponds to the type of wound they received. Strongholds A stronghold consists of a company’s headquarters, supplies, living quarters and anything for life in the wastelands. Each player receives a Stronghold at no cost at the start of the game. You may purchase upgrades for your Stronghold and/or mine if you have leftover money at the start of the campaign. You may also buy upgrades after each or any scenario. Beginning Strongholds come with the components listed on the following chart. Stronghold Component Chart Component Size Armory – Fire Door 5” x 5” Barracks – Wooden Door 5” x 2” General Stores – Wooden Door 3” x 3” Mess Hall – Wooden Door 5” x 5” Cell – Safe Door 2” x 5” It is important that the owning player carefully maps out their Stronghold, because other players may very well attack if they can. Stronghold Upgrades If you wish, you may purchase upgrades for your Stronghold and other claims during the game from the upgrades listed below. Each lists the size, cost, and benefit of the upgrade. • The size indicates the amount of space the upgrade requires in your Stronghold. • The cost determines how much gold is needed to purchase the upgrade. • The benefits describe the upgrades effect on the game and any rules pertaining to the upgrade. Note: Strongholds may never be combined. Once the Stronghold is mapped out the upgrades stand as is and may not be modified. Be careful to plan for future expansion. Upgrades Vault Size: 4” x 4” Cost: 300 Points The General Stores room in your Stronghold may be upgraded into a vault. You may store any items you have in a vault. All items are considered stored in the vault unless otherwise noted. In the event of a raid the attackers must break into the vault to win the
scenario. A vault has a safe door and is locked at all times. In order to raid the contents of the vault the attackers must successfully break the door down or use Demolitions to enter the room. Garage Size: 3” x 3” Cost: 200 Points A garage houses all transport or vehicles that the company may purchase. You may not purchase vehicles until you have a garage at one of your Strongholds. Slave Pen Size: 4” x 4” Cost: 400 Points A slave pen houses captives that may be later sold on the black market as slaves. The slave pen has a fire door. It also allows you to buy slaves at the Black Market to scavenge for the gang. Each two slaves you have acts like one combatant on the Generating Income Chart. Rifle Range Size: 3” x 3” Cost: 250 Points A Rifle Range is an area where soldiers may take target practice in order to improve RAC skill. A Rifle Range adds +1 to any soldiers Threshold roll if they take advantage of practice on the range between scenarios. Judo Mats Size: 2” x 2” Cost: 250 Points Judo Mats provide an area for soldiers to practice their melee and martial arts skills. Judo Mats add +1 to any soldiers Threshold roll if they take advantage of practice on the range between scenarios. Fortifications Cost: 100/1” of wall Fortifications upgrade existing wall to be resistant to enemy fire. Any wall that has been fortified becomes APx1 with the usual DC of “C” against demolitions. Outpost Size: 6” x 6” Cost: 600 Points A small built up area usually stocked with some provisions and used to as a base of operations to scavenge income from a map area. These outposts may be added to as any Stronghold. Pit Traps Size: 1” square Cost: 150 Points You may purchase pit traps for your Stronghold. Each trap occupies 1 square and must be recorded on your map. Any model that moves into a square that contains a pit trap may activate the trap. Roll 1D6 to determine the outcome. On a roll of 1, 2, or 3 the trap is not activated but is spotted. Place a trap counter on the board and the model may continue to move. On a roll of 4, 5, or 6 the model springs the trap and falls into the pit.
Models affected by pit traps receive a D attack with 3 Damage. Models that survive the trap must spend 4” of movement climbing out of the pit. There is no limit to the number of pit traps you may purchase for a Stronghold but keep in mind that your own models can trip them, as well as the enemy. Models in a pit trap are considered to be in cover. Tactical Headquarters Size: 7” x 7” Cross shaped room Each wing is 3” x 2” Cost: 350 Points The Tactical Headquarters allows your leader to hold a strategy meeting before any battles or missions. If your leader does not visit the city during the post scenario phase you may hold a battle conference. Add +1 to your initiative roll during the next scenario. Subtract one from the Morale Point of any friendly model within the tactical headquarters during a scenario. Gates Size: Replaces any door Cost: 200 Points Gates may be purchased to replace any doors in a stronghold. The location of the gate must be clearly marked on your Stronghold map. Gates are subject to the following rules: • All gates have an A Defense Class and 6 Hits • Gates have locks and so may only be opened by the controlling player, the only way for the opposing player to open a gate is to attack and destroy it. • Gates do no block line of fire and may be fired through • Any models being shot at through a gate receive cover benefits • Models on opposite sides of a gate may not be engaged or engage in melee Laboratory Size: 3” x 3” Cost: 600 Points A laboratory allows one of your models to research. Research is completed by declaring what item you wish to research. A model must have the Research skill in order to work in a laboratory. Each turn of Research completed results in a 1d6 roll by the model that is completing the Research. The Threshold number of the research starts at 6. To be successful the 1d6 roll must be higher than the Threshold number required. It is modified down one for each turn of Research completed. On turn two of Research a 5 or 6 is needed, on turn three of Research a 4, 5, or 6 is needed to complete the Research. If the Model who is completing the Research makes a successful Research Skill Check then an additional modification of -1 may be added to the Threshold number required. Once Research has been successfully completed the owning player may now create the item that was researched in their Stronghold. You must assign a model to produce items. Each model assigned can only produce 1d6 of the item desired. Slaves may not be used to manufacture items. Cost of the item is 50% of the cost on the Bazaar or armory chart. Mini Nukes, Plasma and Laser weapons and ammo may never be Researched or produced. Torture Chamber Size: 3” x 3” Cost: 350 Points A torture chamber allows you to interrogate prisoners and reveal vital information on your foe. Whenever you capture another model you may elect to torture the model.
Whenever a prisoner is tortured roll 1D6. On a roll of 1, 2, or 3 the model cracks under extreme duress and pain. In this case the model must immediately roll on the Heavy Weapons Wound Chart. If the model dies you do not gain any information (poor soul, he just couldn’t take the strain). If the model does not roll a fatal wound, the owning player must reveal the location of one of his Strongholds to you. Next scenario you may automatically choose the Assault Scenario, and attempt to take the Stronghold for yourself. If a 4, 5, or 6 is rolled for the model it takes the pain and does not crack. In this case you gain no information and may not interrogate the model further, “electricity, I like electricity, what else have you got?”
Creating a World Once you have mapped your Stronghold and purchased your starting forces you are ready to begin. You must now create the World of the Apocalypse that your local campaign takes place in. Use the blank maps provided and roll initiative to determine an order to choose bases. This will also be your order of movement for the first turn. All factions may move and patrol one map area per turn. When a new area is moved into by any faction in a turn a die roll is made to determine what kind of area has been found. This is performed in front of all players and the information is recorded on the Campaign Map for all to see. A "site" refers to a game location where a resource or game bonus is located. Sites can be controlled by players, abandoned and or open depending on the progress of the campaign. Player controlled sites should therefore be marked on the campaign map. Resources and bonuses are used by players both during battles and in pre or post battle preparation. Each area on the map is considered a very wide space. It may be over 10 city blocks wide. Therefore terrain is randomly generated anytime a scenario takes place in an area. Players must map all their Strongholds. Random terrain generation is always used when fighting a scenario. Campaign map areas usually have one overall site type but also may have other interesting features as determined by the random Campaign Map Area Generation Charts. Roll 2d6 of different colours to determine the type of block you have located. The following chart gives a description for each site square. If a “Special” is rolled then determine the special block item by rolling on the Special Sites Chart. The chart also tells if a subway entrance exists in that block. This means that several subway entrances exist on this block and may appear on scenario maps. The Wandering Monsters Threshold must be rolled before every scenario that occurs in that Block to determine wandering monsters. Players must also roll the Site type that their Stronghold is located in. This will determine their stating income as well. There will be no Wandering Monsters or Subways in a Stronghold Block.
Die Roll 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66
Campaign Map Area Generation Chart Result Commercial Block - Special - Subway Commercial Block - No sites of interest Commercial Block - Drug store - Subway Commercial Block - Super market - Subway Commercial Block - DIY Depot - Duct Tape Commercial Block - Shopping Mall - Subway Industrial Block - No sites of interest Industrial Block - Scrap Yard Industrial Block - Factory – Subway Industrial Block - Power Station - Subway Industrial Block - DIY Depot - Duct Tape Industrial Block - Special Residential Block - Special Residential Block - No sites of interest - Subway Residential Block - Wasteland Residential Block – Convenience Store - Subway Residential Block - Apartment Complex Residential Block - Apartment Complex - Subway Urban Jungle Block - No sites of interest Urban Jungle Block - Wasteland Urban Jungle Block - Apocalypse Site Urban Jungle Block – Parkland - Subway Urban Jungle Block - Apartment Complex Urban Jungle Block - Special Technology Block – No sites of interest Technology Block – Wasteland - Subway Technology Block - Educational Site - Subway Technology Block - Hospital Technology Block - Apocalypse Site Technology Block - Special – Subway Urban Jungle Block – Wasteland - Subway Industrial Block – Train Yard Residential Block - Apartment Complex - Subway Technology Block – Hospital - Subway Industrial Block - Factory – Subway Commercial Block - Shopping Mall – Subway
Income Generated 300 Points + Special 300 Points / Turn 400 Points / Turn 400 Points / Turn 450 Points / Turn 500 Points / Turn 400 Points / Turn 500 Points / Turn 600 Points / Turn 550 Points / Turn 450 Points / Turn 400 Points + Special 200 Points + Special 200 Points / Turn 150 Points / Turn 250 Points / Turn 200 Points / Turn 150 Points / Turn 200 Points / Turn 100 Points / Turn 100 Points / Turn 150 Points / Turn 150 Points / Turn 100 Points + Special 250 Points / Turn 150 Points / Turn 250 Points / Turn 300 Points / Turn 250 Points / Turn 200 Points + Special 100 Points / Turn 400 Points / Turn 250 Points / Turn 300 Points / Turn 500 Points / Turn 600 Points / Turn
Special Block Chart Die Roll Result 1 Army Base 2 Educational Site 3 Apocalypse Site 4 Jail/Police Station 5 Theater 6 Hospital 7 Fire Station 8 Train Yard
Apartment Complex – Apartment complex’s may be used as a source of workers for a gang. If a recruiting mission is sent to an apartment complex during a campaign turn the player may roll 1d6. This is the number of additional workers that the gang presses into service. Educational Site – Research – A gang may establish a lab here once an outpost has been created in the site. The cost of the lab is free and they may begin researching technologies to produce. Apocalypse Site – An Apocalypse Site is the location of a group of one of the Apocalypse races. Roll 1d6 – 1 – 2 Rad Ghouls 3 – 4 Super Mutants 5 – 6 Machines An Apocalypse Site will provide 1d6 wandering monsters in any area adjacent to it in any scenarios that occur. It will also provide 1d6 + 3 wandering monsters in the area that the site is located. Clearing an Apocalypse Site – A player may declare that he is clearing an apocalypse site. He must use all his models for one turn and that is considered his campaign move. He then rolls 1d6. Apocalypse Clearing Table Roll Result 1 Roll one model random Melee wound, site not cleared 2 Site not cleared 3 Roll one model random Melee wound, site cleared 4 Roll one model random Missile Fire wound, site cleared 5 Site Cleared 6 Site Cleared +100 Points Scavenge Advancement Thresholds are all advanced one for models that took part in the clearing attempt. Army base – Has a total income of 1000 Points. Once this income is gone the base is tapped out. Once a player has an Outpost built in the Block that the base is located in then his gang may scavenge in this Site. The player must declare a number of models that are
scavenging in the site. These must be gang models and not slaves or apartment labour. Each model scavenging in the site creates 100 Points of income. Only the scenario winning player of the site may scavenge in the site each turn. Once 1000 Points of scavenge total by all players has been reached then the site is tapped out and only the initial Block Income may be used for this block. Example: Fred’s gang has one the scenario in the Army Base for this turn. He has five models scavenging in the Army Base. This is the first time the Base has been scavenged. It has 1000 points available to scavenge. The models scavenge 500 Points of income from the base. Subtract this 500 Points from the Gross Income of 1000 Points gives an amount of 500 Points. This is the amount of Points that is left in the base to be scavenged in future turns. Jail/Police station – Once an outpost is created in this site it counts as automatic slave pen as per the Stronghold upgrade. If the player loses a scenario in this site then all the slaves are set free. Theater- Any models that are sent to the theater will gain a +1 Modifier on any Morale Checks in any scenario’s that they take part in on the next turn. Fire station – Once an outpost is established this counts as an automatic garage as per Stronghold upgrade. Hospital- Medical – Roll 1d6 on the following chart to determine what is scavenged. Hospital Scavenge Chart Die Roll Result 1 1 Med Kit, 2 Toughout, 1 Crazyhorse 2 2 Med Kits, 2 Toughout, 1 Crazyhorse, 1 Def-X 3 2 Med Kits, 2 Def-X 4 2 Med Kits, 4 Toughout, 1 Def-X 5 3 Med Kits, 1 Toughout, 1 Crazyhorse, 1 Def-X 6 4 Med Kits, 2 Toughout, 2 Crazyhorse, 2 Def-X Train Yard – A major Train Yard has been discovered. It has a total income of 500 Points. Once this income is gone the station is tapped out. Once a player has an Outpost built in the Block that the station is located in then his gang may scavenge in this Site. The player must declare a number of models that are scavenging in the site. For each model scavenging 100 Points of income are generated. Once the total reaches 500 Points the station no longer generates income.
Outposts If you wish to stake a claim to an area you must permanently move into an area by purchasing an outpost in that area. If an outpost is assaulted in a turn then that faction cannot claim income from that area for that turn. It takes one turn of the campaign game to create an outpost. The following turn income can be scavenged from the new area. Subways A subway allows a gang to move from one subway station to any other subway station on the board. If two or more gangs are moving through a subway in the same turn all players must roll 1d6. If any players roll the same number then they have met in the subway and must fight a skirmish scenario in the turn. Alternately a player may set up an ambush in the subway. If this occurs any gang moving through the subway must roll 1d6. On a result of 5 or 6 they are caught in the ambush, on a roll of 1 – 4 they can move through the subway at will. Fight subway battles using the night rules in USX: Modern Day Heroes Page 22. Scavenging An Important part of the post-apocalyptic campaign is scavenging. Some items may only be found while scavenging. During scenario’s any model may take a turn to scavenge. Any piece of terrain may be declared to be scavenged. Once a piece of terrain has been scavenged then it may not be searched again. Any model that performs no action (move or fire) that is within 1 inch of a piece of terrain may declare that it is scavenging. Roll 1d6. On a roll of one through four there is nothing of interest in the terrain and it is marked as scavenged. On a roll of 5 or 6 the model has found some items of interest. Roll again on the chart below. Roll percentage dice to determine the result of a successful scavenge attempt. If a gang wins the battle they may choose one scavenging attempt by each model. Scavenging Table Die Roll Result 00 - 01 Pistol 02 Pistol Ammo 03 - 04 Chinese Pistol 05 06 - 07
Chinese Pistol Ammo Scoped .44 Magnum
08
Scoped .44 Magnum Ammo
09 - 10 11 12 – 13 14 15 – 16
Auto Pistol Auto Pistol Ammo Combat Shotgun Combat Shotgun Ammo Sniper Rifle
17 18 – 19
Sniper Rifle Ammo Laser Pistol
20 21 – 22
Laser Pistol Ammo Laser Rifle
23 24 – 25 26 27 – 28
Laser Rifle Ammo Plasma Pistol Plasma Pistol Ammo Plasma Rifle
29 – 30
31
Attacked by Killer Bees – The model must perform a rout move directly away from the terrain that was scavenged. This is considered the models move for the next turn. It automatically recovers from the Rout during the Logistics Phase of the next turn. Plasma Rifle Ammo
32 33 34 – 35
Plasma Gernade Pulse Gernade Fragmentation Grenade
36 – 37
Incendiary Grenade
37 – 38
Incinerator Sword
39
Medkit
40
Toughout
41
Def-X
42
Crazyhorse
43
Rope
44 – 45
Healing Herbs
46
Fine Clothes
47 – 48
Backpack and Webbing
49
Boltcutters
50 – 51
Roadside Flares - 1d6
52 – 53
Flashlight
54 – 55 56 57 58 59 – 60
Night Vision Goggles Demolitions – MAC: “C”, DMG: 4 Assault Rifle Assault Rifle Ammo Hunting Rifle
61 62 – 63
Hunting Rifle Ammo Shotgun
64
Shotgun Ammo
65 66
5mm Mini Gun 5mm Mini Gun Ammo
67 – 68 69 70 – 71
Russian Assualt Rifle Russian Assualt Rifle Ammo Pit Trap - On a roll of 1, 2, or 3 the trap is not activated but is spotted. Place a trap counter on the board and the model may continue to move. On a roll of 4, 5, or 6 the model springs the trap and falls into the pit. Models affected by pit traps receive a “D” attack with 3 DMG. Chain Saw TCR Ammo of choice DS Shells for Shotgun
72 – 73 74 75 76 – 77 78 79 – 80
Activate Hidden Creatures – 2 x Rabid Dogs charge into melee with the Scavenging Model Plasma Mine
81
Stepped on a Plasma Mine. The mine does not activate until the model moves again. If another model reaches the affected model roll 1d6 to help him escape. 1 – Both models are injured in blast, roll attack as normal. 2 – The helping model is unable to shield the scavenging model from the blast. Roll attack on th scavenging model only. 3 – The blast causes the roof to fall in or a tree to hit the models. Roll an attack of “D” with a DMG of “3” against both models. 4, 5, or 6 – The model is able to help the scavenger get free, no effect on either model. Pulse Mine
82 – 83
Fragmentation Mine
83 – 84
Incendiary Grenade
85 – 86
Smoke Grenade
87 – 88
Tear Gas Grenade
89 – 90
Incinerator
91
Incinerator Ammo
92 – 93
Missile Launcher
94
Missile
95 – 96
Bit by Snake while reaching behind a toilet to get a tin can – Roll 1d6. On a 1, 2 or 3 no effect. On a roll of 4, 5, or 6 the model has 1d6 turns to live unless helped by a Medic, Medkit or Healing Herbs. Remove the model from the campaign.
97 – 98
Sawz All Powerfist
99
Mini Nuke
Kills It is important to keep track of the number of kills your model causes during a scenario, and what type of kills you affected upon your opponent. A space has been provided on the battle roster for this purpose. Whenever, one of your models inflicts a casualty, simply checkmark the appropriate column for the kill. The number and type of kills a model affects will determine how the model advances. Kills are not cumulative from scenario to scenario, so, before each scenario any kills from the previous scenario must be erased. Of course players may wish to keep track of all kills for bragging rights. This should be done separately. Gang Retirement Once a gang has gained enough experience and Points it is forced to retire. It is important to keep track of your company’s total levels of experience; once this total reaches 100 the Gang is decommissioned.
Campaign Turn Sequence 1. 2. 3. 4.
Roll initiative to determine order of movement on the campaign map. Move on the Campaign Map (see Movement Rules) Determine Scenarios Aftermath Sequence i) Casualties, Prisoners, Wounds ii) Model Advancement iii) Generating Income iv) Build – Upgrades, Recruit v) Visit Trade Center vi) Training
Moving on the Campaign Map Players roll against each other for initiative. If there is more than one player then all players roll initiative and an order is determined. If a player passes their initiative round they may take no other action in that turn and lose there movement. The player with initiative must declare which square they are moving into on the Campaign World Map. In the early stages of the game there may be unoccupied squares on the map, that is squares without an existing outpost. If you move to one of these squares you then roll on the Campaign Map Area Generation Chart and follow that sequence as above. If another player has an Outpost in a site square then a scenario must occur. A player may move into any square adjacent to a square that he has an Outpost or Stronghold in. Gangs may also move using a subway into any other square that contains a subway. The player must have an Outpost in the subway site square in order to use the subway. (See subway rules above).
Choosing a Scenario To choose a scenario roll 1d8 and consult the Scenario Chart below. Once a player is involved in a scenario through a move on the Campaign Map he cannot be involved in a second scenario that turn. Also, this player may not be attacked by any other player this turn. He also loses his ability to move in this turn. This is the advantage of winning initiative. Example: Joey, Mabel and Fred are all playing in a campaign. They all roll initiative with one six sided die. Joey rolls a 4, Mabel rolls a 3 and Fred rolls a 1. Joey has initiative. He chooses to pass. Mabel decides to attack Fred’s Outpost in A2. She rolls on the Scenario Chart to determine the scenario that will be played. Mabel rolls a three. She gets the Ambush scenario. Her gang is considered the attacker for deployment purposes and Fred’s gang is considered the defender. Joey must sit out this turn or he could play wandering monsters. If you choose to attack a Stronghold you must use the Stronghold Assault Scenario. Scenario Chart Die Roll 1 2 3 4 5 6 7 8 1. 2. 3. 4. 5. 6. 7.
Scenario Skirmish Advance Ambush Patrol Skirmish Raid
Skirmish Advance Ambush Patrol Assault Rescue Mission Terror Attack
After you have determined which scenario you are going to play consult the appropriate scenario in the scenario section for rules on set-up and victory conditions etc. A Player may choose to Assault or Ambush at night if they desire.
Aftermath Sequence After the scenario the following steps must be taken by both players for each model to determine if they have survived and perhaps advanced to the next level of experience. All roles must be made in front of other players or a referee if one exists. At any time a
player may demand a re-roll in any instance where a roll was not made in front of another player. Roll for Casualties All models that were removed as a casualty must roll on the wound chart corresponding to the type of wound they received. Roll 2D6 and total the sum rolled. Consult the appropriate chart to determine the fate of the model. If you intend to send any of the wounded models to the infirmary for healing, ignore this process for those models. Taken Prisoner If models are left on the mapboard by one side or the other and they are considered the loser of the scenario it is considered left for dead by its comrades (or has surrendered). If both sides have prisoners they must be exchanged on a model for model basis. If one side has more prisoners, they are exchanged for their closest point value from the opposition. Example: Brock has captured a SWAT Sniper from Colin. Colin has captured a Recon Cleric and a Paladin from Brock. An exchange is mandatory. Colin must trade the Paladin for the SWAT Sniper because they are closer in point value. He may not trade the Recon Cleric as it is of lower value than the Paladin. If only one side has prisoners then it may offer a ransom demand. Should this demand seem unreasonable by the other player, that player has the option of doing a rescue Mission as the next scenario. Should the rescue frail, or not be attempted the player with the captive model may execute, enslave or otherwise dispose of the captive. Whatever is done in this case, the model is now out of the campaign. The player that captured the model retains equipment carried by the captured model in any event. Voluntary Retirement A model may be retired during any Aftermath Sequence that the owning player determines. Remove the model from the Campaign. A model must be given a weapon when it retires (for self defense purposes) however any weapon in a gangs armoury may be given to the model as it leaves, remove this weapon from the campaign. All the other equipment of the model may be retained by the owning player unless determined otherwise on the wound results chart.
Die Roll 2
3 4 5
Missile Fire Weapons Wound Chart Result Lose an Eye – The model loses the use of one eye. The model’s firing arc is modified to 45 degrees. A second eye loss results in the model’s removal from the campaign. Taken Prisoner – see Aftermath Sequence Grazing Shot – The shot grazed the model, no effect Pure Luck – It was a killing shot, but lucky for you that the model’s canteen stopped the bullet. The model is unaffected, but you lose one piece of equipment such as a melee weapon, special ammo or Medkit, etc. Roll randomly to determine which piece is lost. If the model has no equipment, its
6 7 8 9 10
11 12
missile fire weapon is destroyed. Just a Scratch – no effect Just a Scratch – no effect Just a Scratch – no effect Just a Scratch – no effect Lodged in Bone – The bullet lodges in one of the model’s bones and the doc cannot remove it without causing severe damage. The wound is left to heal over on its own. Before each future scenario roll 1D6. On a 5 or 6, the model’s wound acts up resulting in a -1 deduction from it’s movement rate for the upcoming scenario. Shot through the Heart – The bullet pierced the model’s heart – killing it instantly. Remove the model from the campaign, but keep its equipment. Dead – Remove the model from the campaign. The body is not recovered. Discard all equipment.
Magic and Heavy Weapons Wound Chart* Die Roll Result 2 Blinded – Model is blinded and removed from the campaign. 3 Taken Prisoner – See Aftermath Sequence 4 Just a Scratch – No effect 5 Phobia – The model recovers, but its brush with death has given it intense fear of the weapon or spell it was wounded by. Whenever the model is fired at by this type of weapon or spell, it must make a Horror Check (Pg. 20 – Chart 10.1 – Modern Day Heroes Main Rules). 6 Just a Scratch – No effect 7 Just a Scratch – No effect 8 Limb Immobilized – Roll again – 1 – MAC -1 level due to arm wound. 2 – RAC -1 level due to arm wound. 3 – 6 - The model receives a leg wound. Subtract 1” from the movement rate of the model – it may not run or charge. Subtract 1” from the movement rate of the model for each additional leg wound result. When the model reaches 0” of movement available from leg wounds, it must retire and is removed from the campaign. A model’s RAC and MAC may not be reduced below E. 9 Just a Scratch – No effect 10 Horribly Burnt or Disfigured – The model was disfigured by the wound and now causes a Horror Check - (Pg. 20 – Chart 10.1 – Modern Day Heroes Main Rules). 11 Twisted and Mangled – The model’s injuries have transformed it into a mass of disgustingly mangled flesh and must be killed to be put out of it’s misery. Remove the model from the campaign. 12 Toasted – The model has been fried beyond all recognition and dies a painful death. Remove the model from the campaign. * - Any weapon that uses a template to determine damage or any weapon with 7+ Damage dice.
Die Roll 2 3 4
5 6 7 8 9
10 11 12
Melee Wound Chart* Result Severed Arm – One of the model’s arms is severed. The model subtracts one level from its Defence Class and one level from its RAC. Taken Prisoner – See Aftermath Sequence Gangrene – The model recovers, but the wound becomes infected with gangrene. Roll 1d6. The number rolled is the number of scenarios the model will live. The model must receive treatment with a Medkit or in a laboratory before this number of turns is up or it will die. Remove the model from the campaign at this point. Stopped by Armour – No effect Stopped by Armour – No effect Stopped by Armour – No effect Stopped by Armour – No effect Involuntary Lobotomy – The model takes a massive blow to the head that slices off part of its frontal lobe. The Model loses one randomly determined skill. If the model has no skills, roll again. 1 or 2 – subtract one level from its MAC. 3 or 4 – subtract one level from its RAC. 5 or 6 – subtract one level from its DC. Gut Wound – The model receives a horrible gut wound and slowly bleeds to death. Remove the model from the campaign. Disemboweled – The model was disembowelled and dies. Remove the model from the campaign. Decapitated – The models head is cleaved clean off its shoulders. Remove the model from the campaign.
Advancement Threshold Modifiers The following modifiers decrease or increase Advancement Threshold Number. These modifiers are not cumulative from scenario to scenario and must be calculated after each scenario. Advancement Threshold Modifiers Type of Modifier Threshold Adjustment Kills Type: Kill is smaller than model Kill is same size as model Kill is larger than model Model is Winning Gang Leader For every two experience levels the model has achieved Scenario Conditions Handicap Modifier
-
½ 1 - 1 1/2 -1 +1 See Scenario -1 per point spent
All fractions remaining after the final tally are rounded up for the purposes of calculating the total modifiers. After calculating the modifiers subtract or add them to the
Advancement Threshold. The resulting number must be exceeded on 1d6 for the model to advance a level. Roll once during the Aftermath Sequence for each model which survived the scenario. If the threshold is exceeded, the model has advanced to the next level and receives a roll on the Advancement Chart. Record the model’s new level and re-adjust its threshold to 6 on your model roster. If the model fails the roll, deduct 1 from its threshold as stated above. Learning the Hard Way (Handicap Modifier) The Handicap Modifier represents the experience gained from fighting a superior opponent. To determine this modifier, both players total the levels of all models in their force before the start of the scenario. Subtract lower total from the higher total. The player with the lower total receives this amount to add to the dice roll for any of his model’s advancement rolls. If the handicapped player wins the scenario, he receives the amount as stated above. If the handicapped player loses the scenario he receives half of the Handicap Modifier (round all fractions up). These extra points are used to modify advancement rolls for any model in the player’s force and may be divided any way the player wishes. Players must declare where they are allocating the handicap points before any roll is made. Example: Bills Raider Gang Model Level Dagard 3 Thoron 2 Ulrich 2 Wulf 1 Dieterr 1 Total Levels: 9
Frank’s Army Gang Model Level Sgt. Crow 3 Pvt. Joe 1 Pvt. Nelly 1 Pvt. Skull 0 Pvt. Fred 0 Total Levels: 5
Above are the two forces fighting each other and their total levels: The handicap modifier is determined by subtracting Frank’s total from Bill’s (9 subtract 5 = 4) Frank and Bill have determined that Bill’s force is more experienced than Frank’s and that Frank receives the Handicap bonus. If Frank wins the scenario he receives 4 points, if he loses he receives half (4 divided by 2 = 2). Frank wins the scenario and gets 4 Handicap Points to add to his model’s advancement rolls. The following chart shows Frank’s model’s and their Advancement Thresholds: Name Sgt. Crow Pvt. Joe Pvt. Nelly Pvt. Skull Pvt. Fred
Advancement Threshold 6 6 4 5 4
Frank may apply his Handicap Points to any of the thresholds to improve their chances of advancing. Frank decides to modify Sgt. Crow’s threshold to 4 instead of 6 using up 2 of his Handicap Points. Frank now decides to spend his remaining 2 points of Pvt. Joe, modifying his Advancement Threshold to 4. Note: The Handicap bonus modifiers are temporary as are the kill modifiers. They do not permanently reduce the threshold number. Level Advancement When a model advances to the next level it must be determined how it advances. There are two different ways in which a model’s statistics may improve. The types of kills the model caused in the previous scenario and its faction will determine which areas it will improve in. There are three areas of improvement: Melee, Missile Fire, and Supernatural. There are three available areas to determine which improvement the model gains. You may choose which chart you wish to roll on for improvement but the model must have at least one kill in the desired area to roll on the chart. If the model had no kills in the previous scenario roll 1d6 to determine which chart the model rolls on. Use the faction Advancement Chart for each race to determine which chart is rolled on. After choosing area of advancement you wish to improve roll 1d6 on the appropriate chart. It must be decided which chart is being used before any dice are rolled. If the advancement rolled is a statistic increase, modify the appropriate statistic on your battle roster. If the improvement is a new skill the player may choose a new skill of the appropriate type and record the new skill on the unit roster. This skill starts at the 10+ level. If a model rolls a statistic advancement for a statistic that has reached the maximum, reroll the result. Should a model max out on everything on the chart it may choose to roll on any (even other races’) chart. Skill Advancement If a model successfully uses a skill in a scenario put a check beside the skill on the roster. In the Aftermath Sequence each skill that was successfully used may be advanced. Take the skill level currently used and subtract that number from 10. This will give you a number you need to roll higher than on 1d10 to advance the skill. If this roll is successful then the skill advances one level for that model. A roll of ten allows advances a skill. No skill may be higher than 3+. Example: Franks model Pvt. Skull used the Parry Skill successfully in the previous scenario. Pvt. Skull’s skill level in Parry is 9+. Subract 9 from 10 (10 – 9 =1). The player must roll above 1 or a 2 or higher on 1d10 in order to improve Pvt. Skull’s Parry skill. Frank rolls 1d10 and rolls a 7. Pvt. Skull improved in his Parry skill. Frank now records Parry 8+ on his Battle Roster for Pvt. Skull. In the next game Pvt. Skull will need to roll 8+ now to use the Parry skill in the next scenario the model is involved in. Statistic Maximums Maximums are listed in the appropriate chart for each force listed.
Generating Income After you have completed the advancement procedure for each of your surviving models you must generate income. Each player receives income from the sites that they control on the Campaign Map. This income is automatically generated each turn that the faction owns the site in the income phase. This number is the gross income for the turn. The total amount of models in your force is cross indexed with your gross income on the chart below to determine the net income. The difference in gross and net income applies to a variety of costs such as day to day maintenance, split with your hirelings, the costs of doing business, the inability or lack of desire of your henchmen to collect goods and the list could go on. Hey scavenging is not an exact science. Don’t for get to add in any bonus’s due for Stronghold upgrades. Add the total income to your treasury. Players may also sell any goods they have captured in the scenario battles or they may store these items in their armory for later sales or restocking. If a player wishes to sell items they must send a model to the Bazaar to sell and roll the appropriate event threshold which is its sole action for the turn. Items are sold at 50% of the value listed on the charts. Income may be spent when it is generated on any upgrades to the Stronghold that a player desires. Items may also be purchased at the Trade Center if models are sent to the appropriate site. Income Chart Number of combatants
Gross Income 0 – 200 201 – 400 401 – 600 601 – 800 801 - 1000 1001 - 1200 1201 – 1400 1401 – 1600 1601 – 1800 1801 – 2000 2001 – 2200 2201 – 2400 2401 – 2600 2601 - 2800 2801 – 3000
1–4 100 200 300 320 350 350 350 350 350 350 350 350 350 350 350
5-8 80 180 350 500 675 750 750 750 750 750 750 750 750 750 750
9 - 16 70 160 320 450 700 850 1000 1000 1000 1000 1000 1000 1000 1000 1000
17 - 20 60 160 290 400 650 800 900 1100 1400 1400 1400 1400 1400 1400 1400
21 - 24 50 140 200 300 550 650 800 900 1200 1500 1600 1600 1600 1600 1600
25 – 28 0 120 150 200 300 500 600 725 1000 1275 1400 1500 1800 1800 1800
29 - 32 0 0 100 150 200 400 500 650 775 950 1100 1200 1400 1700 2100
Visiting the Trade Center In between scenarios models may visit the trade center to purchase supplies and interact with various venders. There is no limit to the number of models you may send to the
Trade Center but you must leave at least one model at your Stronghold for protection and to gather income. Trade Center Sites As stated above you may send your models to the various sites at the Trade Center. The following is a list of the sites in the Trade Center and a general overview of what your models can do at each. Law is enforced in the Trade Center by a form of self proclaimed Sheriff. If the Sheriff needs support he can call upon local merchants and gangs as deputies to support him. Armory – The armory deals in weapons of all sorts and ammunition for those weapons. The Black Market – In a post apocalyptic world anything is attainable, for a price. The Trade Center attracts profiteers from all walks of life. Here everything is available including stolen technology, artefacts, meds or even slaves. The Bazaar – Merchants from all corners of the wastes sell their wares at the Bazaar. The Happy Place – Little is known of the goings on inside the dimly lit Happy Place, but most agree that it is a source of valuable information and usually an uplifting experience for most of its patrons. Little Willy’s Grub Pub – This is home to the mercenaries and hired hands of the future wastelands. They use this tavern as a hiring hall of sorts. Little Willy’s also attracts prospectors, slumming nobles and vicarious gamblers. This mix of individuals can sometimes lead to vicious brawls or personal duels. Leanore’s Lab – This bright intelligent lady sells many experimental and not so experimental medicines and dtugs. Visiting Sites Each of your models may visit one site in between scenarios. Each site has a list of items that you may purchase and models you may hire. Each site also has a set of Random Events and an Event Threshold Number. This represents the chances of something happening to the model while it is at the site. Site Random Events Whenever a model visits a site roll 1d6 before the model has purchased any goods or interacted with the site. If the number rolled equals or exceeds the sites Random Event Threshold something has happened to the model. Roll another 1d6 and consult the Random Event chart for the site to determine what has happened to the model. Follow the description for the event rolled. Some events also give price discounts on items; in this case deduct the appropriate amount. If the die roll is lees than the Event Threshold number nothing happens to the model and it may freely interact with the site.
Armory Event Threshold: 5+ You may purchase any weapon or ammo desired. Heavy weapons may not be purchased unless the Rare Find event is rolled. Any weapon that uses a template to determine damage or any weapon with 7+ Damage dice is considered a Heavy Weapon. Armory Random Events – Roll 1d6 and consult the chart below. 1 – Jumped – While on your way to the Armory the model is jumped by people of ill repute within the trade center. Roll 2d6 and add +1 to the die for each level of MAC that the models that were assigned to go to the trade center have. Have another player roll 3d6. If the 3d6 total is greater than yours then you lose 1d6 x 100 Points during the mugging and must roll once for each model involved on the Melee Wound Chart. If your roll is higher then you do not lose any money because you successfully fight off the robbers. In either event the models cannot continue to town and must return to your stronghold. 2 – Shoddy Equipment – One of the items purchased is of poor quality. Randomly determine which item it is. Each time the weapon or ammunition is used roll 1d6. On a score of 5 or 6 the ammunition explodes and the weapon is destroyed. 3 – A Rare Find – The Armory has a Heavy Weapon for sale. You may purchase a Heavy Weapon from the weapons list. 4 – High Demand, Low Supply – Add 25% to the price of all items for sale at the Armory. 5 – Market Flood – Subtract 25% from the price of all items for sale at the Armory. 6 – Money Back Guarantee – The model that purchased the items gets a money back guarantee on all items purchased. Note this on the Battle Roster. Should the model be killed or invalidated out of service the employer (you) receives 30 points but lose the item. 7 – Salvage Sale – You may purchase any item from the special ammunition or Heavy Weapons list. It is subject to both 1 (shoddy equipment) and 3 (high demand, low supply) listed previously. 8 – Challenged to a Duel – On your way to the armory your model is challenged to a duel by a member of a competing faction. If there is a faction that you have been fighting with more often than the others it will be a member of this faction. If no one can be found than choose randomly. Immediately roll a duel against a random model from this rival gang. If the model wins the duel it may continue to town. If it loses the duel then it must return to the Stronghold. If it wins the duel a bounty is placed on its head.
The Black Market Event Threshold: 3+ You may purchase the following items at the Black Market. You may also sell any dead models to the Black Market. For 300 points each. If you sell any dead to the market ignore the event chart. Roll 1d6 and consult the chart below.
Die Roll 1–2 3–4 5–6
Black Market Body Selling Chart Result You get away with it. You get caught and must bribe your way out of jail by paying 300 points. You are caught but manage to escape. The Trade Center places a bounty on your head. This Model gains a bounty and cannot purchase anything from the Black Market.
All special ammunition, special items and Heavy Weapons are available at the Black Market. Slaves – Cost 800 – You may purchase slaves to work your mines. Slaves may only be bought once for each Stronghold. Any Stronghold with slaves adds 200 extra income. If reported all model’s in the company receive a bounty. See Bounty rules. Black Market Random Event Chart 1. Raid – The Black Market is raided by the Sheriff and his Posse. Roll another 1d6. On a roll of 1, 2, or 3 the model is arrested. You must pay 350 points to bail it out of jail. You may elect not to pay the bail, if so the model must spend 2 scenarios in jail. On a roll of 4, 5, or 6 the model manages to escape the roundup. 2. Mugged – The model is mugged on the its way back to your Stronghold. Roll 1d6. On a 1, 2, or 3 it fights off its attackers. On a 4, 5, or 6 it is beaten and robbed. Lose 200 Points 3. Protection Racket – The local organized crime syndicate offers protection. Of course, they won’t take no for an answer. From now on, whenever one of your models visits the Black Market subtract 2 from random event rolls. You must pay the syndicate 100 Points after each scenario for the protection. If you do not pay the protection fees “Fat Mario” and his goons visit one of your models (roll randomly) and beats it senseless. Roll on the melee wound chart for the model that was beaten. 4. Wasted Trip – The model is unable to find the Black Market. The model may not interact with a site until the next scenario. 5. Fell off the Back of a Caravan Sale – Receive 25% off any one item that is purchased at the Black Market. 6. Bad Rep – Your model is fingered as a ratfink and may not visit the Black Market for the rest of the Campaign. The Bazaar Event Threshold: 5+ You may purchase the following items from the Bazaar. Rope
Cost: 100 Points
Rope allows the model equipped with it to get out of pit traps without spending the 4” of movement required to do so. Healing Herbs Cost: 150 Points The model equipped with this item may heal one Hit on another model as an action in the Action Phase. If a model is reduced to zero Hits the model equipped with the herbs must reach it before the end of the turn in which the Hit occurred. Fine Clothes Cost: 300 Points A model equipped with fine clothes may subtract 1 from all random event rolls. If the model is wounded, the effects are cancelled due to bloodstains and tears in the clothing. Backpack and Webbing Cost: 300 Points A backpack adds three encumbrance slots to a model and occupies one of its slots. Boltcutters Cost: 100 Points Use an action and cut a man size hole in a wire fence. Roadside Flares - 1d6 Cost: 100 Points Use as per Night rules in USX: Modern Day Heroes, Page 22. Flashlight Cost: 100 Points Use as per Night rules in USX: Modern Day Heroes, Page 22. Night Vision Goggles Cost: 150 Points Use as per Night rules in USX: Modern Day Heroes, Page 22. Demolitions Cost: 250 Points Demolition charges have one use which destroys the charge. A model with a demolition charge may spend their Action Phase placing charges as per the Demolitions Skill in Shadow Wars. Place a breach counter on any walls that are demolished due to the demolition charge. All walls are considered to have a Defence Class of “C” unless otherwise noted or fortified. Demolition charges may not be thrown. Bazaar Random Event Table 1. Pick Pocket – A local thief picks your model’s pockets. Lose 100 Points 2. Map – An old map with locations of areas of interest is available for sale. The map costs 500 Points. If you buy the map you automatically know the location of a site of value. Roll on the following table: Map Table Die Roll Result 1 Map to old Military Base – next mission you can find base 2 Map to Sporting Goods Store - next mission you can find store 3 Map to “Homes of the Star” – next mission you can find Movie Stars House 4 Map to Laboratory – next mission you can find Laboratory 5 Map to Scrap Yard – next mission you can find the Scrap Yard
6
Map to the Museum – next mission you can find a Museum
The player owning the map may declare any building on the scenario board the appropriate item as soon as its first model moves within 6” of the building. This building now holds a cache which may be captured if you control the building at the end of the game. Roll on the table below to determine the items found. If the map does not match up with the event rolled then the map is of no effect. Map Table Die Roll Result 2 The building has been raided and is empty. 3 If you have the Sporting Goods Store Map you can gather as much ammunition as you can carry. Also you get +100 Points income for the next turn. 4 If you have the map to “Homes of the Star” you find fine china. Sell it at the Bazaar after the mission and receive 250 Points. Also you find a stash of 2 of each of Toughout, Def-X and Crazyhorse. 5 If you have the map to Laboratory and you control this location at the end of the mission you may begin producing Toughout, Def-X and Crazyhorse at the rate of one each per Campaign Turn. 6 If you have the map to Scrap Yard and you control this location at the end of the mission you may begin collecting income from the Scrap Yard as per normal income rules. The Scrap Yard replaces whatever site is supposed to be at this location. Choose wisely. 7 The Map was a phony the building is empty. 8 If you have the map to the Museum you find a cache of old weapons. Add two Thompson and two MP-40 SMG’s to your arsenal. Also add Ammo x10 for each weapon. 9 The map is right but the building is wrong. The next closest building is the actual site. If no other building exists use some other terrain piece to represent the opening to the building. 10 The map is wrong but you find a House of the Stars anyway. Use that result 11 You hit the Motherlode - the building is still intact and some items are in immaculate shape. Double the amount of items found or the income which the building generates as listed above, or both, for the map you possess. 12 The building has been raided and is empty 3. Fortune Told – ignore the next random event this model rolls. 4. Shell Game – Lennie the town idiot ropes you into his shell game. Roll 1d6 and multiply the result by 10. The total is the amount of Points bet. Roll another 1d6. On a roll of 5 or 6 you beat Lennie at his own game and win the amount of gold equal to what you put up. On a roll of 1 to 4, you lose and must pay Lennie. 5. Overhead Information – You overhear some of the vendors gossiping about the location of one of the other players scrounging efforts. Your next mission may be an Assault of one of the other players income sites. 6. Lucky Rabbits Foot – A vendor has a rabbits foot for sale. To purchase it pay 50 Points. When a model equipped with this item is wounded, roll 1d6. On a roll of
1-4, the rabbits foot has no affect. On a roll of 5 or 6, the foot works! Ignore the wound. The Happy Place Event Threshold: Special This wondrous establishment caters to all entertainment needs. The Happy Place does not have an Event Threshold. Instead, roll 1d6 on the chart below when sending a model here. The cost for each result on the table must be paid; if unable to pay the cost, ignore the result and the model has wasted its trip and may not visit another site. Results 1. Pay 100 Points and add +1 to the model’s Morale Point for the next scenario only. 2. Pay 50 Points and add +1 to the model’s Morale Point and subtract one level from the model’s Defence Class for the next scenario. 3. The model becomes infatuated. Pay 50 Points and the model must automatically visit this site after the next scenario. 4. The model hears some interesting pillow talk and finds out about the shipment of another gangs income. The owning player may make a Raid on a randomly rolled player in the next turn (see scenario Page ). Pay 150 Points 5. The model becomes a regular. Pay 250 Points. All Happy Place fees are cut in half for this model for the rest of the Campaign. 6. The model overhears two bar patrons discussing the location of a technology cache. The Player may declare the location of a Cache containing a Plasma Rifle and ten Plasma Grenades in the next scenario. Little Willy’s Grub Pub Event Threshold: 4+ When visiting the tavern you may do the following. • Hire Models from the Mercenary Section • Gamble – To gamble, the model puts up an amount of Points it wishes to gamble. The player rolls 2d6 and totals the amount rolled. Another player does the same for the house. If the model’s total is higher than that of the house, you win an amount of Points equal to the sum you put up. If your roll is lower than the houses you lose the Points you put up. If the house rolls doubles you automatically lose. If you roll doubles you win double your stake. The house wins all ties. There is no limit to the number of times you may gamble but each time you do you must make an event roll. Once you exceed the event threshold and roll an event you may no longer gamble. Players should only gamble when all other players in the campaign are available. • Rent a Room – You may rent a room for 150 Points. If you do the model may visit another site as well as interacting with this one. The room must be rented before any gambling takes place. Random Event Table 1. Bar Room Brawl – A local starts a bar room brawl and your model is caught in the middle of it. Roll 1d6 and consult below.
1–2
Your model is wounded, and imprisoned for one scenario. Roll on the melee wound chart, rerolling any result that would retire the model. 3–4 Your model avoids being wounded, but is arrested and imprisoned for one scenario 5–6 Your model fights its way out and escapes unscathed. 2. Accused – While engaging in a friendly game of cards the model gets accused of cheating. The character may not gamble at the tavern for 1d6 scenarios. 3. Valuable Information – Little Willy the owner of Little Willy’s Grub Pub has some information for sale. He will sell the information for 150 Points. If you buy the information roll 1d6 to determine what it is. 1–2 Rumors – the information is interesting but of little value. 3–4 Inside Information – You may do an Assault scenario on the next player who takes a new territory. 5–6 Enemy Caravan – Little Willy tells the model about an enemy caravan departing the city. You may attempt to raid the caravan. 4. Impressive Display of Bravado – The druken boasts of your model are overheard by the other patrons, roll 1d6. 1 Follower – A young barfly is so impressed with the stories the model tells that he offers to join your gang. The barfly has the following statistics: RAC MAC DC E D E
DMG HITS MP 1 1 7
SPEED 2
Weapons Pistol Ammo x1 Knife The follower will become part of your faction, is the same race as your faction and rolls on all the regular faction charts for improvement. He has no equipment but you may equip him from your armory. 2–3 Mercenary – A mercenary offers to join your faction for half the normal cost. The mercenary can not have an original signing fee of more than 1200 Points. 4 Innkeeper Hospitality – Your model is offered a free room for the night. 5 False Interest – All the patrons listen patiently to your boasts and then quickly go back to what they were doing once you are finished. 6 Denounced as Braggart – The crowd is not impressed with your models claims to greatness and a bar room brawl ensues. You must roll 1d6 and consult the bar room brawl event table. 5. Interested Patron – The model’s antics have drawn the attention of a interested patron who may have use for someone with the type of “skills” your model has. Roll 1d6. 1–4 He is impressed and hires the model to escort him home. Gain 200 Points. 5–6 The patron is insulted by your model and he uses his contacts to get him banned from the city for 1d3 scenarios. This model may not return to town for the number of campaign turns rolled.
6. Wanted Dead or Alive – A bounty has been placed on the head of your model. See the bounty rules. Leanore’s Lab Event Threshold: 5+ You may bring any wounded model’s to Leanore’s Lab for healing. Any model’s that receive healing at the lab do not have to roll on the wound charts and automatically recover. This lab work costs 500 Points. Your gang may also purchase Medkits, Crazyhorse, Toughout and Def-X. Finally your models may also receive treatment for Addictions at the Lab. Leanore’s Lab Random Events Table 1. Corruption – The technician that works on the model. This technician has been affected by Toughout blindness, a peculiar disease that sometimes affects frequent Toughout users and causes hallucinations and visions of grandeur. This technician believes he needs to perform some experiments on your model. Roll another 1d6. 1–2 The patient healed but is horribly mutated from the experiments. The model now causes a Horror Check. 3–4 The patient is healed but loses stamina and endurance from the pain and suffering caused during the experiments. Reduce the model’s encumbrance by 2 slots. 5–6 The patient snaps due to the suffering endured during the experiments. In every future scenario the model must make a roll on the Horror Chart the first time it sees an enemy in every scenario for the remainder of the campaign. 2. Patient Rage – The model is uncooperative and abusive to the staff at Leanore’s Lab. They refuse treatment to the model and ban it from the Lab for 1d3 scenarios. The trip is wasted and the model may not interact at another site or receive healing. The model must roll on the appropriate Wound Chart. 3. Heroic Healing – The model feels great after the work at the lab. He feels so good he thinks he cannot be killed. Add +1 to the model’s Morale Point for the next scenario only. 4. Addiction – The model is healed but it becomes addicted to pain killers. He must go to the Black Market or Leonare’s Lab after all the scenarios for the rest of the campaign. After rolling the event threshold normally then roll 1d6 each time. 1–4 The model buys some stuff normally. Pay 100 Points 5 The model is refused treatment and steals the stuff it needs. No cost. 6 The model is refused treatment and steals the stuff it needs. The model is caught stealing and sent to jail. Pay 250 Points to bail the model out of jail. Pay another 100 Points to cure the model from its addiction. 5. Outbreak – There is a Zombie outbreak at the Lab. Any models that are visiting the Trade Center this turn must take part in the outbreak scenario. 6. Traveling Merchant Merchants often ply there trade throughout the Apocalypse world. Each turn a merchant may or may not visit any or all of the Strongholds in the Campaign Game. Each player
may roll 2d6 each turn. On a roll of 10 or higher, 10+, a traveling merchant visits your Stronghold. However, all prices are 25% higher than the list price determined by a die roll. Roll 1d6. 1 – 2 it is a Bazaar Merchant, use the Bazaar items chart. 3 – 4 it is a Black Market Merchant, use the Black Market items chart. 5 – 6 it is an Armory Merchant, use the Armory items chart. Addiction Models that use certain types of substances have a chance of becoming addicted. If a substance is addictive it will be stated in the description of the substance. Addictive substances have an addiction threshold rated from 1 to 6. Each time a model uses an addictive substance roll 1d6. If the number rolled equals or exceeds the threshold the model has become addicted to the substance. Addicted models cannot go more than two scenarios without using the drug and will automatically visit the Black Market to purchase more of the substance. If you cannot afford the substance the model is at -2” of movement each turn and has a -1 HITS modifier on all missile fire due to shaky hands. The model can elect to kick the habit by going cold turkey. If so, the model is considered wounded and must roll on the Heavy Weapons Wound Chart. The wound from this event cannot be healed at Leanore’s Lab. Alternately the model may seek healing at Leanore’s Lab. The model must miss one scenario and pay 100 Points to receive medical treatment to get relief from the addiction. Bounties When a model gains a bounty it is subject to the following rules. Models with a bounty add +1 to all event rolls. Whenever a model with a bounty visits Little Willys Grub Pub or the Happy Place roll 1d6. On a roll of 6 a bounty hunter shows up to collect the model’s bounty and turn them into the authorities. You must either bribe the bounty hunter by paying 250 Points or fight a duel. If you fight the duel the bounty hunter has a “C” MAC and a “C” DC with 1d3 Hits. If the model loses the duel, it is imprisoned for 1d3 scenarios. A model with a bounty ignores all random event rolls at the Black Market. Duels Duels are a common occurrence at the Trade Center. Although there is a form of law many visitors and residents in the Post Apocalyptic world must solve disputes on their own. The duel has become the most accepted way of doing this. When two model’s duel use the following system to determine the winner. To fight a duel both parties involved roll 1d6 with the high roller winning the duel. Reroll all ties. Each players die roll is modified by the following factors: For each level in RAC your model adds +1 to the roll. For each level in Defense Class of your opponent you must -1 from your die roll. After each player has determined their final total, the player with the highest score wins the duel. The loser of the duel must roll on the Missile Fire Wound Chart. The wounded model may not be sent to Leanore’s Lab. Throwing in the Towel
During a game (especially a campaign) one side may determine that it is just not worth fighting and decide to retreat. In order to throw in the towel a gang must have received one casualty (dead or routed model). If the decision is made the game ends immediately. The player who threw in the towel is automatically the loser of the scenario. In some scenarios there are variable victory conditions. If so, the victor gets to choose the one most favorable to his gang.
The Factions Remnant Forces Former militia forces of the United States of America before the fall. Now they are an army of fortune, usually under the control of a former officer. These soldiers were probably stationed away from any major base before the war which explains how they survived the Apocalypse which devastated most of the military structure of mankind. Most army bases were targeted by the Machines in the Apocalypse. These remaining groups were fighting at alternate sites, maintaining order as military police or were simply on leave when the apocalypse occurred. Remnant Forces were the original lines of rebellion against the domination of the Machines when they inhabited the earth. Now they look to each other and their former training and lines of authority to maintain discipline. They are untrusting of other groups and continue to maintain the war against the Machines if needed. Sergeant RAC MAC DC DMG HITS MP C D B 3 4 6 EMP Grenade, Smoke Grenade, Frag Grenade COST: 2000pts Corporal RAC MAC DC DMG HITS MP D D B 2 2 6 EMP Grenade, Frag Grenade COST: 1525pts Corpsman RAC MAC DC DMG HITS MP D D B 2 2 6 EMP Grenade, Smoke Grenade, Frag Grenade COST: 1400pts Private RAC MAC DC DMG HITS MP D D B 1 2 6 EMP Grenade, Smoke Grenade, Frag Grenade COST: 1510pts Heavy Weapons Specialist RAC MAC DC DMG HITS MP D D B 1 2 6 EMP Grenade, Frag Grenade COST: 1640pts Raw Recruit
SPEED Weapons 4 Assault Rifle(APX1) Ammox4
SPEED Weapons 3 Assault Rifle(APx1)Ammox5
SPEED 3
Weapons Shotgun(APx1) Ammox3 MedKit Medic Skill 6+
SPEED Weapons 3 Assault Rifle(APx1)Ammox4
SPEED Weapons 2 SAW Ammo x 3
RAC MAC DC E E D Frag Grenade COST: 300pts
DMG HITS MP 1 1 8
SPEED Weapons 2 Knife
Remnant Forces Advancement Charts Melee Advancement Chart Roll Improvement Notes 1 Roll Again 1- 3 +1 MAC, 4, 5 +1 Charge Die, 6 +1 DC 2 Roll Again 1-3 +1 DMG, 4-6 +1 Hit 3 1,2 +1 MP, 3-5 +1” Move, 6 +1 Speed 4 Melee Skill 5 Melee Skill Advances +1 level 6 1-2 Strength Skill, 3-4 Dexterity Skill, 5-6 Aptitude Skill Missile Fire Advancement Chart Roll Improvement Notes 1 Roll Again 1-3 +1 RAC, 4, 5 +1 MP, 6 +1 DC 2 Roll Again 1,2 +1 Speed, 3,4 +3” Range, 5,6 +1 Hit 3 Dexterity Skill 4 Marksmanship Skill 5 Post Apocalyptic Skill 6 Aptitude Skill
Max MAC – B, Max DC – A Max DMG – 4, Max Hits 4 Max MP – 3, Max SP - 4 Starts at 10+, Max 3+ Must have an existing skill New skill or advance existing +1 level
Max MAC – C, Max DC – A Max DMG – 4, Max Hits 4 Starts at 10+, Max 3+ Starts at 10+, Max 3+ Starts at 10+, Max 3+ Starts at 10+, Max 3+
Supernatural Advancement Chart Roll Improvement Notes Roll Again 1 Supernatural MAC 2 Supernatural RAC 3 Supernatural SP 4 Supernatural Skill 5 Aptitude Skill 6 Post Apocalyptic Skill If you get a supernatural characteristic then put a star on your gang list beside this characteristic. It may now advance one above your regular race max through supernatural means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one existing skill is permanently improved to 3+. If you roll Learn New Spell the model may choose a spell of its choice. If you roll a new skill the owning player must choose a skill of the type listed. Alternately they may choose to advance an existing skill of the type listed. This choice makes the skill easier to perform by reducing the number needed for
success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill and on down lower if this is chosen. SWAT Those that belonged to the police forces realized that due to their special training and weapons they possessed a better than normal chance of survival. Today they attempt to maintain law and order in a world gone wild. They will often set up minor settlements in walled communities or try to band together with local inhabitants that are trying to tame the wastes. They then proclaim themselves the local law and enforce curfews and some kind of justice on the locals. Some are good men trying to maintain the principles of the old morals and laws of society. Others have simply become robber barons, taking what they want from the locals they are supposed to be protecting. 2806 Lieutenant RAC MAC DC B C C Flash Bang COST: 1700pts
DMG HITS MP 3 3 6
2807 Sergeant RAC MAC DC DMG HITS MP C C C 3 3 6 EMP Grenade, Smoke Grenade, COST: 1510pts 2837 Sniper RAC MAC DC DMG HITS MP B D C 2 2 6 Smoke Grenade, Frag Grenade x1 COST: 1220pts 2808 Patrol Officer RAC MAC DC DMG HITS MP C D C 2 2 7 EMP Grenade, Tear Gas Grenade COST: 900pts 2808 Combat Officer RAC MAC DC DMG HITS MP C D C 3 2 7 EMP Grenade, Tear Gas Grenade COST: 940pts 2808 Cadet RAC MAC DC E D E
DMG HITS MP 1 1 8
SPEED 4
Weapons Assault Rifle Ammox5 Pistol Ammox1
SPEED 4
Weapons Assault Rifle Ammox5 Pistol Ammox1
SPEED 4
Weapons PSG1 Ammox3 TCR Ammox1(APX1) Scope +1 to hit
SPEED 3
Weapons Auto Pistol Ammox6 Pistol Ammox1
SPEED 3
Weapons Shotgun Ammox3 DS Shells x 1(APX1)
SPEED 2
Weapons Pistol Ammox1
Tear Gas Grenade COST: 300pts SWAT Advancement Charts Melee Advancement Chart Roll Improvement 1 Roll Again 1-3 +1 MAC, 4,5 +1 MP, 6 +1 DC 2 Roll Again 1-3 +1 DMG, 4, 5 +1” Move, 6 +1 Hit 3 1-3 +1 MP, 4-6 +1 Speed 4 Melee Skill 5 Melee Skill Advances +1 level 6 1,2 Strength Skill, 3-6 Dexterity Skill
Missile Fire Advancement Chart Roll Improvement 1 Roll Again 1,2 +1 RAC, 3,4 +1 Hit 5,6 Roll Again 1-3 Marksmanship Skill, 4-6 +1 Speed 2 Roll Again 1 +1 SP, 2 – 4 +1 Hit, 5,6 +3” Range 3 Aptitude Skill or Post Apocalyptic Skill 4 Marksmanship Skill 5 Marksmanship Skill Advances +1 level 6 Dexterity Skill Supernatural Advancement Chart Roll Improvement Roll Again 1 Supernatural RAC 2 Supernatural DC 3 Supernatural SP 4 Supernatural Skill 5 Aptitude Skill 6 Post Apocalyptic Skill
Notes Max MAC – B, Max DC – B Max DMG – 5, Max Hits 5 Max MP – 4, Max SP - 4 Starts at 10+, Max 3+ Must have an existing skill New skill or advance existing +1 Level, Max 3+
Notes Max MAC – C, Max DC – B
Max Speed – 4, Max Hits 5 Starts at 10+, Max 3+ Starts at 10+, Max 3+ Must have an existing skill Starts at 10+, Max 3+
Notes
If you get a supernatural characteristic then put a star on your gang list beside this characteristic. It may now advance one above your regular race max through supernatural means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one existing skill is permanently improved to 3. If you roll Learn New Spell the model may choose a spell of its choice. If you roll a new skill the owning player must choose a skill of the type listed. Alternately they may choose to advance an existing skill of the type listed. This choice makes the skill easier to perform by reducing the number needed for
success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill and on down lower if this is chosen.
The Iron Brethren A group of post apocalyptic soldiers that have created a community devoted to mutual protection and a pledge to defend the future of humanity. They have access to much of the technology that was available at the fall of humanity and have gathered many of the Machines technology. They have also developed technology specifically designed to fight the Machines. However it is in various stages of disrepair. RA5011 Inquisitor RAC MAC DC C B C APX1 Plasma Grenade COST: 1600pts
DMG HITS MP 3 3 6
RA5011 Paladin RAC MAC DC DMG HITS MP C C C APX1 3 3 6 Plasma Grenade, Flash Bang Grenade COST: 1400pts
SPEED 5
Weapons Sawz-all PF Mini Nuke Ammox1
SPEED 5
Weapons Laser Pistol
RA5012 Recon Cleric RAC MAC DC DMG HITS MP SPEED D D C APX1 2 2 6 4 Plasma Grenade, Flash Bang Grenade, Med Kit x 3 COST: 1100pts RA5013 Marine Cleric RAC MAC DC DMG HITS MP SPEED D D C APX1 2 2 6 3 Plasma Grenade x 2, Flash Bang Grenade, Med Kit x 3 COST: 1100pts RA5021 Specialist RAC MAC DC DMG HITS MP D D C APX1 2 2 6 Plasma Grenade x 2, Flash Bang Grenade COST: 1300pts RA5022 Specialist RAC MAC DC DMG HITS MP D D C APX1 2 2 6 Plasma Grenade x 2, Flash Bang Grenade COST: 1485pts RA5015 Specialist RAC MAC DC D D C APX1
DMG HITS MP 2 2 6
SPEED 3
SPEED 3
Weapons Laser Pistol
Weapons Laser Rifle
Weapons 5mm Mini Gun Ammox5
Weapons Incinerator Ammox4
SPEED Weapons 3 Missile Launcher Ammox3
Plasma Grenade x 2, Flash Bang Grenade COST: 1550pts RA5014 Specialist RAC MAC DC DMG HITS MP D D C APX1 2 2 6 Plasma Grenade x 2, Flash Bang Grenade COST: 1375pts RA5012 Recon Initiate RAC MAC DC E E B Flash Bang Grenade COST: 600pts
DMG HITS MP 1 2 8
SPEED Weapons 3 5 mm Mini Gun Ammox5
SPEED 2
Weapons Laser Pistol
Iron Brethren Advancement Charts Melee Advancement Chart Roll Improvement Notes 1 Roll Again 1-3 +1 MAC, 4,5+1 Charge Die, 6+1” MoveMax MAC-B, Max DC-CAPX1 2 Roll Again 1-3 +1 DMG, 4-6 +1 Hit Max DMG – 4, Max Hits 4 3 1-3 +1 MP, 4-6 +1 SP Max MP – 3+, Max SP - 5 4 Melee Skill Starts at 10+, Max 3+ 5 Melee Skill Advances +1 level Must have an existing skill 6 1-3 Strength Skill, 4-6 Dexterity Skill New skill or advance existing +1 Level, Max 3+ Missile Fire Advancement Chart Roll Improvement Notes 1 Roll Again 1-3 +1 RAC, 4-6 +3” Range Max MAC–C, Max DC–CAPX1 2 Roll Again Max Speed – 4, Max Hits 4 1,2 +1 Speed, 3,4 +1 Hit, 5,6 +1 DMG Die(RAC) 3 Dexterity Skill Starts at 10+, Max 4+ 4 Marksmanship Skill Starts at 10+, Max 3+ 5 Marksmanship Skill Advances +1 level Must have an existing skill 6 Aptitude Skill Starts at 10+, Max 3+ Supernatural Advancement Chart Roll Improvement Roll Again 1 Supernatural RAC 2 Supernatural MAC 3 Supernatural SP 4 Supernatural Skill 5 Aptitude Skill
Notes
Starts at 10+, Max 3+
6
Post Apocalyptic Skill
Starts at 10+, Max 3+
If you get a supernatural characteristic then put a star on your gang list beside this characteristic. It may now advance one above your regular race max through supernatural means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one existing skill is permanently improved to 3+. If you roll Learn New Spell the model may choose a spell of its choice. If you roll a new skill the owning player must choose a skill of the type listed. Alternately they may choose to advance an existing skill of the type listed. This choice makes the skill easier to perform by reducing the number needed for success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill and on down lower if this is chosen. The Raiders RA2854 Scourge RAC MAC DC C C C APX1
DMG HITS MP 3 4 6
SPEED 3
Weapons Flamethrower Ammox4 RPG-7 Ammox3
Cost: 1935pts RA2855 Goose RAC MAC DC DMG HITS MP SPEED D C D 3 3 6 4 Frag Grenade x 3, Chainsaw Rules: DMG:3, Incapacitate 5,6
Weapons Chainsaw
COST: 865pts RA2852 Fallout Girl RAC MAC DC C C D Sword COST: 1250pts RA2818 Hammer RAC MAC DC B C D
DMG HITS MP 3 3 6
SPEED 3
Weapons Shotgun Ammox3 9mm Pistol Ammox3
DMG HITS MP 3 4 6
SPEED 3
Weapons Shotgun Ammox3 Axe
DMG HITS MP 3 3 7
SPEED 2
Weapons Incinerator Ammox3 Chainsword
COST: 1250pts RA28 BBQ Bob RAC MAC DC E C D COST: 1000pts
Raiders Thug RAC MAC DC E D E
DMG HITS MP 2 2 8
SPEED 3
Weapons Club
COST: 350pts Raiders Advancement Charts Melee Advancement Chart Roll Improvement 1 Roll Again 1,2 +1 MAC, 3,4 +1 DC, 5,6 +1 Charge Die 2 Roll Again 1-3 +1 DMG, 4-6 Melee Skill 3 Roll Again 1,2 +1 MP, 3,4 +1 Speed, 5,6 +1 Hit 4 Melee Skill 5 Post Apocalyptic Skill 6 Roll Again 1-3 Strength Skill, 4-6 Dexterity Skill
Missile Fire Advancement Chart Roll Improvement 1 Roll Again 1-3 +1 RAC, 4-6 +1 DC 2 Roll Again 1,2 +1 SP, 3,4 +1 Hit, 5,6 +3” Range 3 Dexterity Skill 4 Marksmanship Skill 5 Marksmanship Skill Advances +1 level 6 Marksmanship Skill Advances +1 level Supernatural Advancement Chart Roll Improvement Roll Again 1 Supernatural MAC 2 Supernatural DC 3 Supernatural SP 4 Supernatural Skill 5 Supernatural RAC 6 Post Apocalyptic Skill
Notes Max MAC – B, Max DC – B Max DMG – 5, Max Hits 5 Max MP – 5+, Max Speed - 5 Starts at 10+, Max 3+ Starts at 10+, Max 3+ New skill or advance existing +1 Level, Max 4+
Notes Max MAC – C, Max DC – C Max DMG – 4, Max Hits 4 Starts at 10+, Max 3+ Starts at 10+, Max 4+ Must have an existing skill Starts at 10+, Max 4+
Notes
Starts at 10+, Max 4+
If you get a supernatural characteristic then put a star on your gang list beside this characteristic. It may now advance one above your regular race max through supernatural means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one existing skill is permanently improved to 3. If you roll Learn New Spell the model may
choose a spell of its choice. If you roll a new skill the owning player must choose a skill of the type listed. Alternately they may choose to advance an existing skill of the type listed. This choice makes the skill easier to perform by reducing the number needed for success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill and on down lower if this is chosen. Deep Ones The Deep Ones are usually grayish-green in colour with white bellies, however they have been known to exist in other colours including purple and blue hues. They have heads of fish with large bulging eyes but with human like bodies. They are covered in scales on their back and are much more at home in water than on land where they don’t move as well. Deep Ones are relatively harmless, preferring to keep to themselves being busy with the effort of surviving and thriving in their natural habitat. They have not progressed to the technological levels of other races because they do not have the desire and drive for expansion and conquering that exists with other races. This however can change when they become involved with humans. Deep Ones have been known to mate with humans causing a Deep One/Human Hybrid to be created. These individuals have human characteristics when younger and tend to become more Deep One in nature as they grow older. At some point they will eventually grow gills and webbed feet and hands and join the rest of the Deep One colony in there watery homes. These Hybrids become a special troop type for the Deep Ones in the campaign game. The Deep Ones are strongly attached to Cthulhu and the Cthulhu Mythos. They know any of the spells in the game and can pay for any member of their gang to be a spellcaster. Use the costs as given on the spell casting chart. Only one in six Deep Ones may be bought with the ability to cast spells. Deep Ones may receive spell casting ability as they progress in the campaign as an experience skill. If a Deep One gains spell casting ability in this way he does not affect the ratio of spellcasters to regular troops from above. This is the only way that Deep Ones may have more spellcasters than the one for every six ratio. Only Deep One Hybrids may be sent to the Trade Center. Deep One Swordsman RAC MAC DC DMG E C D 4 Cost: 425pts
Hits 3
MP 6
SP 3
Weapons Sword
Deep One Forker RAC MAC DC DMG E C D 4 Cost: 425Pts
Hits 3
MP 6
SP 3
Weapons Trident
Hits 2
MP 7
SP 2
Deep One Gunner RAC MAC DC DMG D C D 3
Weapons Hunting Rifle Ammox2
Cost: 675Pts Deep One Leader RAC MAC DC DMG E C D 3 Spells: Create Mist Cost: 850 Pts RA2919 Deep One Hybrid RAC MAC DC DMG E D E 2 Cost: 325 Pts
Hits 3
MP 6
SP 3
Weapons Sword
Hits 2
MP 7
SP 3
Weapons Pointy Stick
Deep Ones Advancement Charts Melee Advancement Chart Roll Improvement 1 Roll Again 1-3 +1 MAC, 4-6 +1 DC 2 Roll Again 1-3 +1 DMG, 4-6 +1 Hit 3 1-3 +1 MP, 4 +1 SP, 5, 6 +1” Movement 4 Melee Skill 5 Melee Skill Advances +1 level 6 1,2 Strength Skill, 3,4 Dexterity Skill 5,6 Post Apocalypse Skill Missile Fire Advancement Chart Roll Improvement 1 Roll Again 1-3 +1 RAC, 4 +3” Range, 5,6 +1 DC 2 Roll Again 1,2 +1 SPEED, 3,4 +1 Hit, 5,6 +1 MP 3 Roll Again 1-3 Dexterity Skill, 4-6 PA Skill 4 Marksmanship Skill 5 Marksmanship Skill Advances +1 level 6 Learn New Spell Supernatural Advancement Chart Roll Improvement 1 Supernatural MAC 2 Supernatural DC 3 Post Apocalypse Skill 4 Supernatural Skill 5 Aptitude Skill 6 Learn New Spell
Notes Max MAC – C, Max DC – C Max DMG – 4, Max Hits 4 Max MP – 3, Max SP - 5 Starts at 10+ Must have an existing skill New skill or advance existing +1 level
Notes Max MAC – C, Max DC – C Max DMG – 4, Max Hits 4 Starts at 10+, Max 3+ Starts at 10+, Max 3+ Must have an existing skill
Notes
Starts at 10+, Max 3+ Starts at 10+, Max 3+
If you get a supernatural characteristic then put a star on your gang list beside this characteristic. It may now advance one above your regular race max through supernatural means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one existing skill is permanently improved to 3. If you roll Learn New Spell the model may choose a spell of its choice. If you roll a new skill the owning player must choose a skill of the type listed. Alternately they may choose to advance an existing skill of the type listed. This choice makes the skill easier to perform by reducing the number needed for success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill and on down lower if this is chosen. Mi-go Mi-go are an interstellar race of aliens from a distant galaxy. Those with wings can travel through space by folding distance in order to fly. They communicate by changing colors in their head area and are reminiscent of crabs or scorpions. They are not however mammal in nature, being referred to as fungi, so they are fungus or spore based in biology. They may communicate with humans through surgically altering their voice boxes and speaking in a buzzing insect like voice. They often populate high mountainous regions of the world as they search and mine ores needed to fuel their industry. They have the ability to control humans through a form of mind control and often do this to keep sentries for their mining operations. They will often use humans as tools to keep others away or to get needed supplies. Human’s that are reclusive and inbred tend to have Mi-go controlling them. The Mi-Go have chosen to remain in hiding using the fragmentation of the humans to further there industrious plans. Whenever you find a human holding that seems perfect, friendly people working as an industrious community, that welcome other humans with open arms, you have probably found a Mi-go controlled community. However, do not be fooled, these humans can be just as vicious as the need to be if their Mi-go masters feel threatened. The Mi-go are at odds with the Hasturites. This group of mysterious individuals are attempting to align the planets to reveal the presence of Hastur the Nameless one. Often, the Mi-go, who do not want this event to take place, work at keeping the Hastur cults divided and at odds with each other. RA2939 Mi-Go Leader RAC MAC DC DMG HITS MP SPEED Weapons C C C 3 2 6 4 Electric Gun x 4 Model causes Horror Check, Flight 6“ COST: 1300pts Electric Gun: DMG: 4, ROF: 1, Range: 20” Special Effect: Tasered model loses all actions for one turn RA2939 Mi-go Soldier RAC MAC DC DMG HITS MP C C C 3 2 6 Model causes Horror Check, Flight 6“ COST: 1300pts
SPEED 4
Weapons Electric Gun x 4
Mist Projector: DMG: 4, ROF: 1, Range: 8” Mist Projectors use the flamethrower template Mi-go Controlled Human Leader 2811 Karl H. Unger RAC MAC DC DMG C C D 2
Hits 3
MP 6
SP 4
Weapons China Assault Rifle Ammox5 Knife
Hits 3
MP 6
SP 3
Weapons Shotgun Ammox2
Cost: 1145Pts Mi-go Controlled Human 2816 Harold Smith RAC MAC DC DMG B C D 2 Cost: 975Pts RA2824 Professor RAC MAC DC E D C Frag Grenade x 3 COST: 985pts RA2826 Jocelyne RAC MAC DC C C D Frag Grenade x 2 COST: 885pts
DMG HITS MP 2 4 6
SPEED 3
Weapons .44 Scoped Ammox6
DMG HITS MP 3 3 6
SPEED 4
Weapons Pistol Ammox5
SPEED 3
Weapons Auto Pistol Ammox6
RA2829 Delilah RAC MAC DC DMG HITS MP C D D 2 3 7 Smoke Grenade, Frag Grenade x 2 COST: 800pts Mi-go Advancement Charts Melee Advancement Chart Roll Improvement 1 Roll Again 1-3 +1 MAC, 4,5 +1” Move, 6 +1 DC 2 Roll Again 1-3 +1 DMG, 4-6 +1 Hit 3 Roll Again 1-3 +1 MP, 4-6 +1 SP 4 Melee Skill 5 Melee Skill Advances +1 level 6 1-3 Strength Skill, 4-6 Dexterity Skill
Notes Max MAC – B, Max DC – B Max DMG – 4, Max Hits 4 Max MP – 3+, Max SP - 5 Starts at 10+, Max 3+ Must have an existing skill New skill or advance existing +1
level Missile Fire Advancement Chart Roll Improvement 1 Roll Again 1,2 +1 RAC, 3,4 +3” Range, 5,6 +1 DC 2 Roll Again 1,2 +1 Speed, 3,4 +1 Hit, 5,6 +1 MP 3 Dexterity Skill 4 Marksmanship Skill 5 Post Apocalyptic Skill 6 Aptitude Skill Supernatural Advancement Chart Roll Improvement Roll Again 1 Supernatural RAC 2 Supernatural DC 3 Supernatural Speed 4 Supernatural Skill 5 Post Apocalyptic Skill 6 Learn New Spell
Notes Max MAC – B, Max DC – B Max MP – 5+ Max Speed – 4, Max Hits 4 Starts at 9+, Max 3+ Starts at 9+, Max 3+ Starts at 9+, Max 3+ Starts at 9+, Max 3+
Notes
Starts at 9+, Max 3+
If you get a supernatural characteristic then put a star on your gang list beside this characteristic. It may now advance one above your regular race max through supernatural means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one existing skill is permanently improved to 3+. If you roll Learn New Spell the model may choose a spell of its choice. If you roll a new skill the owning player must choose a skill of the type listed. Alternately they may choose to advance an existing skill of the type listed. This choice makes the skill easier to perform by reducing the number needed for success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill and on down lower if this is chosen. For Mi-go Controlled Humans use the Hasturites Advancement Charts.
Elder Things Much has been written about the evidence of The Elder Things. They came to earth a very long time ago and may have accidentally created life on this planet, as we know it. They were at war with both the Mi-go and the Polyps when those races came to earth. Today they are mostly frozen in the ice in the Antarctic region, inhabiting their long lost city there. They are constantly at war with the Shoggoths a race they created as workers who developed out of control. However, they still have some Shoggoths as workers, but these ones are usually the more dormant and not very high functioning ones. Shoggoths are usually big, ugly and very strong, being able to do physical labour for the Elder Things. The Elder Things attempted genocide on this race was unsuccessful and later amounted to their downfall. In combat they can attack with up to five tentacles at once, which makes them dangerous in hand to hand combat. Many also know some kind of magic and each one gets at least one spell. They live a very long time and this fact makes them knowledgeable about a good deal of information. If they were ever again to retain their place on the planet, it would spell the end of the human race. Elder Things Force List Senior Elder Thing RAC MAC DC DMG Hits MP SP D C B 2x3 5 6 4 Notes: Model causes Horror Check at -2, Flight 6”, Two spells Spells: COST: 2600pts Elder Thing Mid-Growth RAC MAC DC DMG Hits MP SP D D C 2x3 5 6 4 Notes: Model causes Horror Check at -2, Flight 6”, One spell Spells: COST: 2150pts Elder Thing Spawn RAC MAC DC DMG Hits MP SP E E D 3 3 7 3 Notes: Model causes Horror Check at -2, Flight 6” COST: 725pts Elder Thing Advancement Charts Melee Advancement Chart Roll Improvement 1 Roll Again 1-3 +1 MAC, 4,5 +1” Move, 6 +1 DC 2 Roll Again 1-3 +1 DMG, 4-6 +1 Hit
Weapon Tentacles x 2
Weapons Tentacles x 2
Weapons Tentacle
Notes Max MAC – B, Max DC – B Max DMG – 2x5, Max Hits 8
3 4 5 6
1-3 +1 MP, 4,5 +1 DMG, 6 +1 SP Melee Skill Post Apocalyptic Skill Roll Again 1-3 Strength Skill, 4-6 Dexterity Skill
Supernatural Advancement Chart Roll Improvement Roll Again 1 Supernatural MAC 2 Supernatural DC 3 Supernatural RAC 4 Supernatural Skill 5 Learn New Spell 6 Learn New Spell
Max MP – 3, Max SP - 5 Starts at 9+, Max 4+ Starts at 9+, Max 4+ Starts at 9+, Max 4+
Notes
If you get a supernatural characteristic then put a star on your gang list beside this characteristic. It may now advance one above your regular race max through supernatural means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one existing skill is permanently improved to 3+. If you roll Learn New Spell the model may choose a spell of its choice. If you roll a new skill the owning player must choose a skill of the type listed. Alternately they may choose to advance an existing skill at any time. This choice makes the skill easier to perform by reducing the number needed for success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill and on down lower if this is chosen.
The Hasturites This is more of a cult than an alien race. However, some of their practices are obviously steeped in traditions founded by the other races that have inhabited earth over the centuries. Where or how these groups were influenced is not known. This group does have a lot of information about the other alien races and in particular know much about the false gods and artifacts of the other races. This makes them not only a major player in the Shadow Wars but also means they may require some further research to determine their true level of danger. These cults seem to spring up all over the world, at different times and in different places. Although they seem to have no centralized authority, thus making them a minor nuisance, if any group of them were ever to succeed in manifesting the presence of Hastur then the earth as we know it would cease to exist. This is against the plans of Mi-go so they will often use cults of followers of their own to thwart any Hasurite plans that may actually be a threat. This cult seems to have access to a lot of information and artifacts that they should not and sometimes can grow very big in numbers. You are Decabolis leader of local chapter of the Hasturi. Your chapter worships the great old one Hastur. Mostly you wage war against the hated Mi-go however taking your own initiative you can start a solitary nation to worship Hastur. From here you can create the perfect society for use by Hastur when and if he returns. It is no longer needed to operate in secret and you have found that many of the survivors are interested in the hope that can be provided in the return of Hastur. RA2809 Leader RAC MAC DC DMG HITS MP SPEED B C C 2 3 5 4 Notes: S= Special Gas Ammunition that kills Mi-go COST: 1215pts
Weapons Shotgun Ammox2 +S Pistol Ammox2+S
RA2810 Heavy Weapons Soldier RAC MAC DC DMG HITS MP D C D 2 2 6 COST: 1005pts
Weapons RPG-7 Ammox3
RA2810 Soldier RAC MAC DC D C D Frag Gernade x 2 COST: 1000pts
SPEED 3
DMG HITS MP SPEED Weapons 2 2 6 4 Spas 12 x3 +S Notes: S= Special Gas Ammunition that kills Mi-go
RA2810 Hasturite Goon RAC MAC DC E E E Frag Gernade COST: 410pts Hasturi Advancement Charts
DMG HITS MP 2 1 7
SPEED 2
Weapons Pistol Knife
Melee Advancement Chart Roll Improvement 1 Roll Again 1,2 +1 MAC, 3,4 +1 Charge Die, 5,6 +1 DC 2 Roll Again 1-3 +1 DMG, 4-6 +1 Hit 3 1-3 +1 MP, 4-6 +1 Speed 4 Melee Skill 5 Post Apocalyptic Skill 6 Roll Again 1-3 Strength Skill, 4-6 Dexterity Skill Missile Fire Advancement Chart Roll Improvement 1 Roll Again 1-3 +1 RAC, 4 +3” Range, 5,6 +1 DC 2 Roll Again 1 +1 SP, 2,3 +1” Movement, 4-6 +1 Hit 3 Dexterity Skill 4 Marksmanship Skill 5 Post Apocalyptic Skill 6 Aptitude Skill Supernatural Advancement Chart Roll Improvement Roll Again 1 Supernatural MAC 2 Supernatural DC 3 Supernatural SP 4 Supernatural Skill 5 Post Apocalyptic Skill 6 Learn New Spell
Notes Max MAC – C, Max DC – C Max DMG – 4, Max Hits 4 Max MP – 3+, Max Speed - 5 Starts at 9+, Max 5+ Starts at 8+, Max 3+ Starts at 9+, Max 5+
Notes Max MAC – C, Max DC – C Max DMG – 4, Max Hits 4 Starts at 9+, Max 5+ Starts at 10+, Max 3+ Starts at 8+, Max 3+ Starts at 10+, Max 3+
Notes
Starts at 8+, Max 3+
If you get a supernatural characteristic then put a star on your gang list beside this characteristic. It may now advance one above your regular race max through supernatural means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one existing skill is permanently improved to 3. If you roll Learn New Spell the model may choose a spell of its choice. If you roll a new skill the owning player must choose a skill of the type listed. Alternately they may choose to advance an existing skill of the type listed. This choice makes the skill easier to perform by reducing the number needed for success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill and on down lower if this is chosen.
The Dragonflies During the 1980’s and 90’s with the growth of computers, the information highway, and the Internet, people who would normally never have the chance to meet or share information now had that opportunity. Some people who, for reasons of their own, liked to investigate the unusual, the different and the downright bizarre started to exchange stories and facts they had gathered over the years. Some of the more enlightened, or crazier depending on your point of view, noticed threads of similarity in many of the stories. Cultists Many cults have sprung up in the aftermath of the apocalypse. These cults all believe different things but they have a few things in common. They are usually led by a charismatic leader, they are a very insular community and they have some strange ceremonies. RA2838 Jill Lucas RAC MAC DC DMG HITS MP SPEED Weapons E D D 2 4 5 4 Ring of Ra Ammox3 Frag Gernade x2, Notes: Ring of Ra uses missile fire rules RAC:B DMG:6 ROF:1 Range 12” – 3” Radius Spells: Armor Ward and Combust COST: 1000pts RA2839 Cult Hero RAC MAC DC C D D Frag Gernade x2 Spells: Armor Ward COST: 1000pts RA2839 Support Cultist RAC MAC DC D D E Frag Gernade x2 COST: 925pts RA2839 Cultist Thug RAC MAC DC D D E Frag Gernade x1 COST: 475pts
DMG HITS MP 2 3 5
SPEED 3
DMG HITS MP 3 2 6
SPEED Weapons 2 China Assault Rifle Ammox3
DMG HITS MP 3 2 6
SPEED Weapons 2 Axe, Bat or Machette
Melee Advancement Chart Roll Improvement 1 Roll Again 1-3 +1 MAC, 4-6 +1 DC
Weapons Scoped .44 Ammox3
Notes Max MAC – B, Max DC – B
2 3 4 5 6
Roll Again 1,2 +1 DMG, 3,4 +1 Hit, 5,6 +1 Charge Die Roll Again 1-3 +1 MP, 3,4 +1 Speed, 5,6 +1” Move Melee Skill Post Apocalyptic Skill Roll Again 1-3 Strength Skill, 4-6 Dexterity Skill
Max DMG – 4, Max Hits 4 Max MP – 4+, Max Speed - 5 Starts at 9+, Max 3+ Starts at 9+, Max 3+ Starts at 10+, Max 4+
Missile Fire Advancement Chart Roll Improvement Notes 1 Roll Again 1,2 +1 RAC, 3,4 +1 DC, 5,6 +1 MP Max MAC – C, Max DC – C 2 Roll Again 1,2 +1 Speed, 3,4 +1 Hit, 5,6 Aptitude Skill Max Speed – 5, Max Hits 4 3 Dexterity Skill Starts at 10+, Max 3+ 4 Marksmanship Skill Starts at 10+, Max 3+ 5 Post Apocalyptic Skill Starts at 9+, Max 3+ 6 Roll Again 1-3 +3” Range, 4-6 Learn New Spell Supernatural Advancement Chart Roll Improvement Roll Again 1 Supernatural MAC 2 Supernatural RAC 3 Supernatural Speed 4 Supernatural Skill 5 Aptitude Skill 6 Learn New Spell
Notes
If you get a supernatural characteristic then put a star on your gang list beside this characteristic. It may now advance one above your regular race max through supernatural means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one existing skill is permanently improved to 3. If you roll Learn New Spell the model may choose a spell of its choice. If you roll a new skill the owning player must choose a skill of the type listed. Alternately they may choose to advance an existing skill of the type listed. This choice makes the skill easier to perform by reducing the number needed for success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill and on down lower if this is chosen.
Pyramid Corporation You are the body guard and hired killer for the Pyramid Corporation. The Pyramid Corporation was the corporation responsible for the creation of AI. They are not responsible for the apocalypse. However, for a corporation to maintain a presence after the devastation only shows the true foresight and planning of the Corporation. As a local Manager for the Corporation your job is to create a local office for the corporation. All profit must be sent back to the Head Office for the greater good. Remember to watch the bottom line. Your instructions are to put together a local hit team and create a Pyramid Corporate community. This corporate seizure is asking a lot considering that you do not know these men so you won’t be held responsible if you fail. However if you succeed you could get a bonus and another step on the next rung of the corporate ladder. Oh yes…and try not to get killed after all your skills are an asset we do so hate to see waste after all we have invested a certain amount of money in you. RA2815 Sydney Greenspan RAC MAC DC DMG HITS MP D C D 1 3 7 Spell: Choose one COST: 875pts RA2846 Ronin RAC MAC DC DMG HITS MP C B C 4 4 5 Smoke Grenade, Frag Grenade x 2 COST: 1430pts 2837 Sniper RAC MAC DC DMG HITS MP B D C 2 2 6 Smoke Grenade, Frag Grenade x1 COST: 1300pts 2808 Hired Gun RAC MAC DC DMG HITS MP C D C 2 2 7 Incendary Grenade, Frag Grenade COST: 880pts 2808 Combat Officer RAC MAC DC DMG HITS MP C D C 3 2 7 Incendary Grenade, Frag Grenade COST: 845pts 2808 Intern
SPEED 4
Weapons Pistol Ammox1
SPEED 4
Weapons Auto Pistol Ammox4
SPEED 4
Weapons PSG1 Ammox3 Scope +1 to Hit
SPEED 3
Weapons Auto Pistol Ammox6 Pistol Ammox1
SPEED 3
Weapons Shotgun Ammox3
RAC MAC DC E D E Tear Gas Grenade COST: 300pts
DMG HITS MP 1 1 8
SPEED 2
Melee Advancement Chart Roll Improvement 1 Roll Again 1,2 +1 MAC, 3,4 +1” Move, 5,6 +1 DC 2 Roll Again 1,2 +1 DMG, 3,4 +1 Hit, 5,6 +1 Charge Die 3 Roll Again 1-3 +1 MP, 3,4 +1 Speed, 5,6 +1” Move 4 Melee Skill 5 Post Apocalyptic Skill 6 Roll Again 1-3 Strength Skill, 4-6 Dexterity Skill Missile Fire Advancement Chart Roll Improvement 1 Roll Again 1,2 +1 RAC, 3,4 +1 DC, 5,6 +1 MP 2 Roll Again 1,2 +1 Speed, 3,4 +1 Hit, 5,6 +3” Range 3 Dexterity Skill 4 Marksmanship Skill 5 Post Apocalyptic Skill 6 Aptitude Skill Supernatural Advancement Chart Roll Improvement Roll Again 1 Supernatural MAC 2 Supernatural RAC 3 Supernatural DC 4 Supernatural Skill 5 Aptitude Skill 6 Supernatural Speed
Weapons Pistol Ammox1
Notes Max MAC – B, Max DC – B Max DMG – 4, Max Hits 4 Max MP – 4+, Max Speed - 5 Starts at 10+, Max 3+ Starts at 10+, Max 3+ Starts at 10+, Max 4+
Notes Max MAC – C, Max DC – C Max Speed – 5, Max Hits 4 Starts at 10+, Max 3+ Starts at 10+, Max 3+ Starts at 10+, Max 3+ Starts at 9+, Max 3+
Notes
Starts at 9+, Max 3+
If you get a supernatural characteristic then put a star on your gang list beside this characteristic. It may now advance one above your regular race max through supernatural means. Note: It does not increase in level for this roll. If you roll Supernatural Skill, one existing skill is permanently improved to 3. If you roll Learn New Spell the model may choose a spell of its choice. If you roll a new skill the owning player must choose a skill of the type listed. Alternately they may choose to advance an existing skill of the type
listed. This choice makes the skill easier to perform by reducing the number needed for success by one each time it improves. Therefore a 10+ skill would advance to a 9+ skill and on down lower if this is chosen.
Survivors – Modern Day Heroes or Mercenaries for Hire The following mercenaries are available for hire to any faction. All mercenaries have a signing fee that you must pay to hire them. Mercenaries have a maintenance fee that you must pay after each scenario to keep them on your staff. These fees are listed in the entry for each mercenary. If you keep a mercenary on your staff for ten consecutive scenarios, they then go on retainer and their maintenance fee is reduced. The retainer fee is listed after the maintenance fee for each scenario. If you fail to pay the maintenance fee before the mercenary is on retainer, the mercenary leaves and seeks employment elsewhere. If you have a mercenary on retainer status you don not have to pay each scenario, but only when you wish to use the mercenary. They will not leave between scenarios if unused. You may rehire mercenaries after they have left, but you must pay the signing fee again to do so. Other players may hire a mercenary you have released. It is important to keep track of mercenaries and their experience levels. Mercenaries gain experience normally and each entry will list which chart the mercenary rolls on for advancement. If a mercenary is let go other players in a campaign may hire the mercenary by paying the regular signing fee. Once a mercenary is on retainer, he may only be hired by another player if the player pays double the normal signing fee of the mercenary and if the mercenary was not used in the previous scenario by the former controlling player. 2835 Gloria Signing Fee: 2000pts Maintenance Fee: 200pts RAC MAC DC DMG HITS MP SPEED B A B 2x2 4 5 5 Notes: May attack two targets in Melee or Ranged Combat Notes: Supernatural model COST: 2000pts 2821 El Rojo Signing Fee: 1055pts Maintenance Fee: 110pts RAC MAC DC DMG HITS MP SPEED C D D 2 2 7 3 EMP Grenade, Smoke Grenade, Frag Grenade COST: 1055pts 2802 Desiree Dark Signing Fee: 1825pts Maintenance Fee: 185pts RAC MAC DC DMG HITS MP SPEED B B C 5 5 6 5 Notes: May attack two targets with Missile Fire Supernatural model COST: 1825pts 2803 Hanna Signing Fee: 1200pts RAC MAC DC
Maintenance Fee: 120pts DMG HITS MP SPEED
Retainer Fee: 100pts Weapons UZIx2 Ammox(3x2) Ghurka Knives
Retainer Fee: 50pts Weapons AK47 Ammo x 4
Retainer Fee: 120pts Weapons Pistolx2 Ammo-5x2 Flashbang
Retainer Fee: 60pts Weapons
B D D 2 3 5 Frag Grenade, Smoke Grenade, Incendary Grenade COST: 1200pts 2804 Briggs Signing Fee: 950pts RAC MAC DC D C D Frag Grenade x 2 COST: 915pts
4
.44 Scoped Ammox6
Maintenance Fee: 100pts DMG HITS MP SPEED 2 2 6 3
Retainer Fee: 50pts Weapons Auto Shotgun Ammox3
Maintenance Fee: 150pts DMG HITS MP SPEED 4 3 6 5
Retainer Fee: 75pts Weapons Katana
Maintenance Fee: 120pts DMG HITS MP SPEED 3 4 7 3
Retainer Fee: 60pts Weapons Auto Pistol Ammox6
RA2825 Hubert “The Equalizer” Signing Fee: 135pts Maintenance Fee: 150pts RAC MAC DC DMG HITS MP SPEED B B D 4 3 5 3 Frag Grenade x 2 COST: 1285pts
Retainer Fee: 75pts Weapons Auto Pistol Ammox2 Shotgun Ammox3
2805 Asp Signing Fee: 1300pts RAC MAC DC C A B Notes: Supernatural model COST: 1275pts 2808 Burt Jackson Signing Fee: 1200pts RAC MAC DC C D C Frag Grenade x 3 COST: 1200pts
RA2847 Kali Signing Fee: 1575pts Maintenance Fee: 150pts Retainer Fee: 100pts RAC MAC DC DMG HITS MP SPEED Weapons B D D 1 4 6 4 .50 Cal Sniper Rifle Ammox4 Smoke Grenade, Frag Grenade x 2 Scope +1 to Hit Notes: Supernatural model (specifically her strength) COST: 1570pts
Scenarios Scenario Terms Each scenario has several rules of engagement each player must follow and an objective for each player to accomplish. These factors vary from scenario to scenario and any special conditions are described under specific scenarios. Description This section gives an overall summary of the types of scenarios. Attacker – Defender Before rolling to choose a scenario in the campaign game, both players must roll for initiative. (see choosing a scenario). The player winning the roll is the attacker, and the loser is the defender. Each player uses the deployment, objective, and victory conditions for their corresponding role. Board Set – Up This section describes any special rules for setting up the playing area. Deployment Each scenario outlines how both the attacker and defender deploy their models during set – up. The standard procedure for deployment is anywhere within four inches of the player’s starting edge unless unless otherwise stated by the scenario. Objective This section describes the objectives of each player. Victory Conditions Each player receives a set of victory conditions to determine who wins the scenario. Setting up the Board All scenarios are played on a 4’ by 6’ area. Divide the area in two 4’ x 3’ halves. Each player chooses a short side as his set up area. Use whatever terrain the group has available. Each player rolls 1D6 and this is the number of terrain pieces that are used in the game. This gives the number of terrain pieced that each player may set up. Players alternate taking turns setting up terrain with the attacker setting up a piece first. Roll 1d6 on the following chart to determine random placement of pieces. Some scenarios may have required terrain pieces (see Scenario Types below). After the board is set up consult the scenario deployment rules to determine attacker and defender deployment areas. This means you may not start in the same area that you set up. Players also are allowed to place cover or accessory items on the board. Cover is anything from a half wall, stones, desks, beds or any piece of terrain that measure less than 2” x 2”. Each player rolls 1d6 and may add this amount of cover or accessories to
the board. Place these terrain pieces as desired. Opponent may scatter die and move it 1d6 inches on any pieces they desire. Random Terrain Generation 1. One large piece that touches all players’ areas. (8” x 8” or larger), roll on the Terrain Placement Chart. 2. Two small pieces that touch all players’ areas. (4” x 4” or less approximately) 3. One large and two small pieces that touch all players’ areas. (As above sizes). 4. Handful of stones, dropped from 2’ above table in the middle of the table. (10 stones minimum) 5. No added terrain. 6. Players can add another piece of terrain wherever they desire. Terrain may be stacked on top of one another. Such as Hills with a forest or building on top of it. Set – up Follow the procedure below for board set-up. 1. Determine Scenario type 2. Divide the terrain according to the amount determined for each player. 3. The attacking player chooses a piece of terrain to set up on the board. 4. 1d6 is rolled to determine placement position. 5. An adjustment roll is made by the other player. 6. Players continue placing terrain in alternating turns. 7. After all the terrain pieces are placed then the attacker may place an accessory or cover piece anywhere on the board. 8. An adjustment roll is made for each accessory placed in this way. 9. Players alternate placing cover or accessory pieces. 10. Deploy models as described in the scenario. Examples of terrain pieces: Types of Cover Types of Accessories Types of Terrain Swamp Stones Scenario specific item Jungle Tree Branches Ammo counter Forest Crates/Barrels Medical Pack Building Machinery Weapons Ruins Cars Terrain Placement Chart Die Roll 1 2 3 4 5 6
Result Anywhere on own side not over half. Anywhere on opponents side of board not over half. Touching one long edge of the board in the opponents half Touching the long edge of the board in own half Six inches from center line in opponents half Place anywhere
Die Roll 1 2 3 4 5 6
Terrain Adjustment Chart Result No change permitted Can slide the piece 6” in any direction Can slide the piece 12” in any direction Can rotate the piece on one point of the item up to 360 degrees Roll a random direction and slide the piece 2d6 inches in that direction. Piece is flipped to opposite side of the board at the opposite end of the board in a mirrored position to where it was originally placed
Types of Scenarios 1. 2. 3. 4. 5. 6. 7. 8.
Skirmish Advance Ambush Patrol Raid Assault Rescue Mission Terror Attack
Skirmish Description Forces stumble across each other and a fight ensues. The Skirmish is a straight fight between forces where neither has a strategic advantage over the other. Board Set-up Attacker Deployment The attacker may choose on which side of the board he wishes to deploy his models. The attacker must deploy his models first in the designated deployment zone in the area that he has chosen. For this scenario the deployment zone is within 4” of the board edge. Attacker Objective The attacker’s objective is to inflict as many casualties on the defender as possible, while minimizing his own. Defender Deployment The defender deploys his models in the remaining deployment zone after the attacker has finished deploying his models. Deployment is within 4” of the chosen board edge. Defender Objective The defender’s objective is the same as the attacker’s that is too inflict as many casualties on the enemy as possible.
Victory Conditions After the scenario is over, each side must total the amount of casualties he suffered during the scenario. The player that caused the highest number of casualties wins the scenario. If one player eliminates all of his opponent’s models and still has models active at end of the game he automatically wins. Models that Routed off the board count as casualties for the purposes of calculating the victory conditions. Advance Description The attacker needs to advance through the defender’s territory. An advance scenario requires one player to move his models from one board edge to the directly opposite board edge and off the board to be successful. Set-up Use the standard rules for board set-up. Attacker Deployment The attacking player sets his models up within four inches of the board edge he has chosen as his designated board area. Attacker Objective As stated above, the attacker’s objective is to move as many models off the opposite board edge as possible. To win the game the attacker must exist 30% of his models off the opposite board edge. Defender Deployment The defender sets up his models on the board edge opposite the attacker. Defender Objective The defender’s objective is to cause as many casualties on the attacker and prevent any of his opponent’s models from exiting the board. Victory Conditions After the scenario is over, each side must total the amount of casualties he suffered during the scenario. The player that caused the highest number of casualties wins the scenario. If one player eliminates all of his opponent’s models and still has models active at the end of the game he automatically wins. Models that Routed off the board count as casualties for the purposes of calculating the victory conditions. Ambush Description The attacker lays an ambush for the defender and catches him by surprise. The defender is returning to his Stronghold. Board Set-up
After the board is set-up using the standard set-up rules, the attacker must choose a piece of terrain on the board and designate it as the ambush site. Place an ambush counter on the terrain piece. The ambush site is where the attackers ambush the defenders. The attacker must also choose a board edge to designate as the defender’s exit point. Place an exit point marker on the chosen board edge. This is the edge the defender must exit off of in order to win the scenario. Attacker Deployment Because the attacker has ambushed the defender, the attacker deploys models after the defender. The attacker may deploy his models anywhere on the board. None of his models may be deployed within Line of Sight of an enemy model. Attacker Objective The Attacker’s objective is to inflict as many casualties as possible on the defender and prevent the defender from exiting his models off the designated board edge. Defender Deployment As stated above, the defender must deploy his models first. The defender must deploy his models within 8” of the ambush counter. None of the defender’s models may begin the game on Covering Fire. Defender Objective The defender’s objective is to exit as many of his models off the board as possible and keep the item if possible. Victory Conditions The scenario ends when either side has no models left on the board. The defender should keep track of each of his models that exits the board. Models that Rout off the board do not count towards the defender’s victory conditions. At the end of the scenario, total the number of models the defender successfully exited off the board and the number of casualties the attacker inflicted upon the defender. Compare the two totals; the player with the highest total wins the scenario. Patrol Description The attacker is on patrol searching for the enemy. The defender is trying to disrupt the attacker and destroy the attacker’s isolated patrol parties. Board Set-up Use the standard board set-up. The patrol scenario uses three patrol point markers. The attacker places one marker anywhere on the board and then the defender places the remaining two markers, also anywhere on the board. Each counter must be at least 12” away from any other counter. These markers represent patrol points that the attacker must move over in order to achieve victory conditions. Attacker Deployment
The attacker deploys his models within four inches of the board edge within his chosen zone. Attacker Objective The attacker must move his models to the patrol markers placed on the board during the board set-up. In order to gain victory points the attacker must move over a patrol marker with at least one model. It must remain stationary on the patrol marker for at least one turn. When this is accomplished, remove the patrol marker from the board and give to the attacking player. The more counters the attacker successfully patrols, the more victory points he gains. Defender Deployment The defender may split his forces into a maximum of three groups before the start of the scenario. Each group must have a minimum of one model. There is no limit to the number of models the defender may have in a group (up to the total number of models in his force). After the defender has divided his forces he may deploy each group within 8” of one of the markers (he cannot deploy all three groups at one counter, this would be only one group). The defenders may not be within Line of Sight of the attacking models at the beginning of the scenario. Defender Objective The defender must prevent the attacker’s model’s from patrolling the board. The defender loses victory points for each patrol counter that the attacker removes from the board. Victory Conditions The game ends when one side no longer has any models left on the board or all three patrol counters have been removed from the board. At the end of the scenario the attacker receives five victory points for each counter that has been successfully removed from the board. The defender receives five victory points for each counter remaining on the board. The side with the highest total wins the scenario. Raid Description The attacker declares that they are raiding another Gang’s base in order to steal an item of value. Board Set-up The board is set up according to the Stronghold map. The building is set up in the middle of the board and if there is any room left outside the base then the attacker may set up the remainder of this area. The item is placed in the vault or lab. Attacker Deployment The attacker may split his forces into three groups before the start of the scenario. Each group must have a minimum of one model. There is no limit to the number of models in each group (up to the total number of models in the attackers force). The defender must deploy his models before the attacker (see defender deployment). After the defender has
deployed the attacker deploys each group on any board edge, with only one group deployed, on any edge. Attacker Objective The attacker must break into the vault or lab and steal the item and make it back off the board. Defender Deployment As stated above, the defender must deploy all of his models first. The defender may deploy his models anywhere in his base. Defender Objective The defender must repel the attackers to prevent them from stealing the item. Victory Conditions The game ends when either side has no more models left on the board or the attacker moves off the board with the item. Whichever side retains control of the board (still has models standing) at the end or the scenario wins. If the attacker wins the scenario, the controlling player must relinquish ownership of the item to the attacker. If both sides eliminate each other, the scenario is a draw and the defender retains ownership of the item. Assault Description The attacker assaults the Stronghold or Outpost of a defender in order to destroy the base. Board Set-up The board is set up according to the Stronghold map. The building is set up in the middle of the board and if there is any room left outside the base then the attacker may set up the remainder of this area. Attacker Deployment The attacker may split his forces into three groups before the start of the scenario. Each group must have a minimum of one model. There is no limit to the number of models in each group (up to the total number of models in the attackers force). The defender must deploy his models before the attacker (see defender deployment). After the defender has deployed the attacker deploys each group on any board edge, with only one group deployed, on any edge. Attacker Objective The attacker must occupy the defender’s base and eliminate all of the defenders models. Defender Deployment As stated above, the defender must deploy all of his models first. The defender may deploy his models anywhere in his base.
Defenders Objective The defender must repel the attackers to prevent them from occupying the base. Victory Conditions The game ends when either side has no more models left on the board. Whichever side retains control of the board (still has models standing) at the end or the scenario wins. If the attacker wins the scenario, the controlling player must relinquish ownership of the base to the attacker. The attacker adds the newly captured base to his holdings. If both sides eliminate each other, the scenario is a draw and the defender retains ownership of the base. Rescue Mission Description The attacker decides to make a rescue attempt and venture into the enemies base to free their comrade. Board Set-up The board is set-up according to the Stronghold map. The base is placed at the center of the board and the attacker may set-up the remainder of the board. Attacker Deployment The attacker may choose one side of the board as his deployment zone and then deploys his models after the defender. Attacker Objective The attacker’s objective is to free the prisoner and exit the board. Once free, the attacker may exit his models off any board edge. In order to free the prisoner, the attacker must move one of his models adjacent to the prisoner and remain stationary for one Action Phase. Once free, the prisoner acts normally and has its normal weapon and any items that it carries. Defender Deployment The defending player must first place the prisoner on the board. The prisoner must be placed in the cell or other room. The defender has 1d6 of his models on the board at the start of the scenario. The defender may deploy these models anywhere in the base that is not within 6” of the prisoner. Defender Objective The defenders objective is to foil the escape attempt and inflict as many casualties on the attacker as possible. Special Rules There are a lot of special rules for this scenario. Use them for this scenario. 1. Guards
The defenders starting models are guarding the prisoner, and may start the game on Cover Fire. Once the game starts, the guards may not be moved normally. Each turn the defender rolls 2d6 and totals them. The number rolled is the amount of Movement in inches that the defender has for all of his models. These points may be divided among the defenders models as the player sees fit as long as a model does not exceed its walking movement rate. 2. Sounding the Alarm Once the alarm is sounded the defenders models may act normally and the defender will receive reinforcements each turn (see reinforcements below). The following conditions will sound the alarm. • Once the prisoner is freed the alarm will automatically sound • If any of the attacker’s models pass directly into one of the guard’s Line of Fire, the alarm is given. • If a guard survives the round of melee, the alarm is raised. 3. Reinforcements After sounding the alarm, the defender will receive one model per turn as reinforcement. All reinforcements start in the defender’s barracks and may be moved normally. The defender may choose which of his models enter the board as reinforcements. The defender will continue to receive reinforcements until his entire force is on the board. Note: Models wounded and removed as casualties may not be used as reinforcements. Victory Conditions The scenario ends when either side has no more models left active on the board (the game continues as long as the defender still has reinforcements). If the prisoner exits the board the game ends. If the defender prevents the prisoner from escaping he wins the scenario. If the attacker escapes with the prisoner he is the winner. Terror Attack There are two types of scenarios for Terror Attack, the Hostage Taking and the Bombing scenario Hostage Taking – at the grab Description The attacker finds out about that the defender will be attempting to take a hostage and shows up to break up the attempt. Board Set-up Use standard board set-up procedures. The target of the Hostage Taking is placed in the center of the board. Attacker’s Deployment The attacker deploys his troops Attacker’s Objective Defender’s Deployment
The defender has just whacked the hostages bodyguards and has the hostage in their clutches. They start in the center of the board with the hostage. One character is holding the hostage as per “Cuff em” rules and all models must be within 3” of the hostage. Defender’s Objective The defender must carry the hostage off the board. Victory Conditions The defender must exit their starting board edge with the hostage in tow. The attacker must stop them from performing this action. The scenario ends when either side has no more models left active on the board. Whichever side has models left wins the scenario and either keeps the hostage or frees him. If the hostage is taken any gang may perform the Free the Hostage scenario in their next campaign turn when they have initiative by challenging the hostage holding gang. If the hostage is not taken (ie the attacker wins) then that gang is immediately given a reward as determined on the hostage chart before the scenario. Free the Hostage Description The defender has taken a prisoner of value. It is a politician, corporation owners daughter, or royalty. The attacker attempts to rescue the hostage and thwart the scheme of the defender. Board Set-up The terrain type is a building, 24” x 24” placed in the center of the board. Attacker Deployment The attacker chooses the board edge they will attack from and deploys his models after the defender. Attacker Objective The attacker’s objective is to free the prisoner and exit the board. Once free, the attacker may exit his models off any board edge. In order to free the prisoner, the attacker must move one of his models adjacent to the prisoner and remain stationary for one Action Phase. Once free, the prisoner will move with the attacker’s models willing, but cannot Run. Defender Deployment The defending player must first place the prisoner on the board. The prisoner must be placed in the cell or other room. The defender must have one model defending each wall of the building and looking out into the street to see what is going on. They must remain in these positions for at least two turns after firing begins. The defender has his remaining models with the prisoner. They must start within 6” of the prisoner. Defender Objective
The defenders objective is to foil the escape attempt and inflict as many casualties on the attacker as possible. At any time the defender may kill the hostage. If they do this they automatically forfeit the ransom they would have earned and the scenario is considered a draw. However the game is continued to play out to see who is captured, or causality. Victory Conditions The scenario ends when either side has no more models left active on the board (the game continues as long as the defender still has reinforcements). If the hostage exits the board the game ends. If the defender prevents the hostage from escaping he wins the scenario. If the attacker escapes with the hostage he is the winner. Item Cost Lists The Black Market Weapon
Cost
Ammo Cost
TCR Ammo Cost
Pistol Chinese Pistol Scoped .44 Magnum
35 Points 50 Points 100 Points
5 Points 5 Points 10 Points
10 Points 10 Points 20 Points
Auto Pistol
120 Points
12 Points
24 Points
Combat Shotgun Sniper Rifle Laser Pistol
250 Points 250 Points 100 Points
25 Points 25 Points 10 Points
50 Points 50 Points
Laser Rifle Plasma Pistol Plasma Rifle Plasma Gernade
350 Points 150 Points 500 Points 80 Points
10 Points 50 Points 50 Points
Pulse Gernade Fragmentation Grenade Incendiary Grenade
50 Points 50 Points
Incinerator
510 Points
Incinerator Sword
100 Points
Medkit
300 Points
Toughout
200 Points
Def-X
250 Points
Crazyhorse
100 Points
Rope
120 Points
Healing Herbs
200 Points
Fine Clothes
200 Points
50 Points 50 Points
Backpack and Webbing Boltcutters Roadside Flares 1d6 The Armory Weapon Assault Rifle
400 Points 150 Points 150 Points
Cost 350 Points
Ammo Cost 35 Points
TCR Ammo Cost 70 Points
Pistol Chinese Pistol Scoped .44 Magnum
25 Points 40 Points 80 Points
3 Points 4 Points 8 Points
6 Points 8 Points 16 Points
Auto Pistol Hunting Rifle Shotgun Combat Shotgun
90 Points 75 Points 130 Points 170 Points
9 Points 7 Points 17 Points 17 Points
18 points 14 points 34 Points – DS 34 Points – DS
Sniper Rifle 5mm Mini Gun Laser Pistol Laser Rifle
175 Points 320 Points 50 Points 280 Points
20 Points 30 Points 5 Points 5 Points
40 Points 60 Points
Plasma Pistol Plasma Rifle
70 Points 325 Points
30 Points 30 Points
Plasma Gernade
50 Points
Plasma Mine
100 Points
Pulse Gernade
30 Points
Pulse Mine
50 Points
Fragmentation Mine
60 Points
Fragmentation Grenade Incendiary Grenade
30 Points 40 Points
Smoke Grenade
20 Points
Tear Gas Grenade
30 Points
Missile Launcher
450 Points
100 Points
Incinerator
375 Points
40 Points
Incinerator Sword
50 Points
Chain Saw
50 Points
Sawz All Powerfist
50 Points
Leanore’s Lab Medkit Toughout Def-X Crazyhorse
200 Points 100 Points 150 Points 75 Points
The Bazaar Rope Healing Herbs Fine Clothes Backpack and Webbing Boltcutters Roadside Flares - 1d6 Flashlight Night Vision Goggles Demolitions Pistol Chinese Pistol Hunting Rifle Shotgun Assault Rifle Chain Saw Smoke Grenade Fragmentation Grenade
100 Points 150 Points 300 Points 300 Points 100 Points 100 Points 100 Points 150 Points 250 Points 30 Points 50 Points 95 Points 150 Points 425 Points 50 Points 25 Points 40 Points
Ammo Cost 4 Points 5 Points 10 Points 20 Points 50 Points
Credits Copyright 2010 by Silver Fox Productions Inc. Playtested by the those dudes in Kitchener. Thanks Guys! Jeremy Fyfe Alex Chiarelli Chris Kalka Chris Chiarelli Andrew Pluta Levent Kurtman Jimmy Butane HotLead 2012, Council Fires 2012 and Origins 2012 – Thanks to all those convention attendees who had a hand in this project. Original Universal Soldier Rules John Laing Paul Sharpe Colin McClelland USX Rules Colin McClelland James Van Schaik Tom Frank Alexander Mitchell Brock Van Schaik Miniatures Sculpted By James Van Schaik Bob Murch Painted Miniatures Chris Smith Alex Bews B. Lescarbeau Janne Lonnqvist K. Radzinski