Professional Documents
Culture Documents
1
DEADZONE
LOGO
FOREWORD
Welcome
to
the
new
Deadzone!
The
intent
is
not
to
take
away
a
popular
game,
but
to
replace
it
with
a
The
game
has
come
a
long
way
since
slicker
and
faster
version
of
itself
that
we
ran
our
first
Kickstarter
campaign,
retains
the
key
elements
whilst
losing
with
thousands
of
players
from
anything
unnecessary.
In
doing
this,
around
the
planet
now
familiar
with
many
elements
were
moved
from
the
Warpath
universe
and
the
deadly
being
separate
rules
to
being
perils
that
lie
within.
For
us,
it’s
been
integrated
in
other
ways,
so
most
of
great
fun
watching
gamers
take
the
what
seems
to
be
missing
is
actually
game
and
make
it
their
own,
building
just
hidden
somewhere
else.
This
a
myriad
different
futuristic
worlds
to
process
of
integration
has
made
the
fight
over
and
telling
the
stories
of
a
game
play
much
faster
and
with
a
far
thousand
battles.
The
creativity
and
greater
body
count.
support
of
this
community
is
truly
inspiring.
Thank
you
all.
This
book
is
split
into
three
main
sections:
Core
rules,
Additional
rules,
So
why
a
new
edition?
Two
reasons.
and
Reference.
Start
with
the
Core
Firstly,
because
despite
Deadzone’s
rules
and
play
a
game
–
you’ll
find
it
popularity,
we
thought
we
could
do
faster,
simpler
and
much
more
brutal
even
better.
Secondly,
because
that’s
than
before,
though
you’ll
still
have
what
people
asked
for.
plenty
of
hard,
tactical
decisions
to
make.
The
Additional
rules
section
is
Having
talked
to
many
Deadzone
fans,
about
taking
that
game
and
expanding
and
many
other
gamers
who
said
they
it
into
a
wider
story.
The
Reference
were
interested,
we
discovered
that
section
includes
army
lists,
abilities
the
initial
learning
curve
was
a
barrier
and
items
to
look
up
as
needed.
to
play
–
it
was
just
too
steep.
Sure,
there
were
other
details,
but
this
was
I
think
you’ll
find
that
Deadzone
Redux
the
core
issue.
So,
we
set
out
to
is
a
smoother
and
slicker
game
that
change
this.
First
we
tried
small
still
embodies
the
essence
of
what
tweaks
and
general
tidying
up,
but
it
made
Deadzone
fun
in
the
first
place.
simply
wasn’t
enough
of
a
difference.
But
don’t
just
take
my
word
for
it.
What
we
needed
was
a
step
change
in
Deploy
your
forces,
grab
some
dice,
ease
of
use,
so
we
came
up
with
this
and
try
it
out
for
yourself!
version.
Jake
Thornton
–
designer
2
CONTENTS
3
CONTENTS
CREDITS
Concept
&
Game
Design:
Jake
Thornton
(www.quirkworthy.com).
[please
insert
Quirkworthy
logo
here]
Editing:
Thomas
Pike
Additional
background
material:
Cover
Art:
Logo:
Internal
Art:
Layout
and
Graphic
Design:
Photography:
Painting:
Playtesting:
Stewart
Gibbs,
Jon
Peletis,
Ronnie
Renton.
With
special
thanks
to
the
thousands
of
gamers
who
backed
us
on
Kickstarter
(twice!)
and
the
many
more
who
joined
in
with
our
public
Beta
test.
It’s
you
guys
who
make
all
this
possible!
Insert
Deadzone
copyright
notice
in
small
text.
4
INTRODUCTION
Set
on
the
fringes
of
civilised
space,
Deadzone
is
a
game
of
futuristic
battles
fought
among
the
ruins
of
human
colonies
against
a
variety
of
alien
threats.
As
a
player,
you
will
take
command
of
an
elite
strike
team
of
human
soldiers
or
alien
warriors.
Each
turn
you
decide
which
of
your
models
to
move
and
what
they
will
do,
advancing
across
the
battlefield,
engaging
your
enemies
using
dice
rolls
and
picking
up
items
of
stray
equipment
on
your
way
to
taking
and
holding
vital
objectives.
Both
sides
fight
to
dominate
the
3D
battlefield
in
an
effort
to
be
the
first
one
to
complete
their
mission
and
win
the
game.
-‐-‐-‐-‐-‐-‐-‐-‐-‐Need
a
little
hobby
section
here
about
modelling.
Before
playing
,assemble
and
paint
your
models
Insert
picture
of
game
set
up
with
components
labelled.
5
THE
WORLD
OF
DEADZONE
(background
art,
and
universe
summary
750
words)
6
SETTING
UP
THE
Select
Strike
Teams
GAME
Each
player
should
decide
which
of
the
different
factions
they
want
to
represent.
To
set
up
a
game
of
Deadzone,
follow
The
collection
of
models
you
select
from
these
steps:
within
a
faction
is
called
your
strike
team.
Model
is
the
general
term
for
any
playing
1) Choose
Mission
piece
and
applies
whether
the
model
is
a
2) Select
Strike
teams
human,
mutant,
vehicle
or
an
alien
3) Set
up
battlefield
monstrosity.
Whenever
a
rule
refers
to
a
4) Place
objectives
and
items
model
it
means
the
whole
playing
piece
5) Recon
&
Deploy
including
any
base
that
it
may
be
attached
to.
It
also
includes
any
weapons,
clothing,
Choose
Mission
armour,
tentacles,
spikes,
hairstyles,
loincloths
or
anything
else
that
is
sculpted
as
part
of
that
model.
If
it
is
your
first
game,
we
recommend
the
standalone
mission
Patrol,
Each
type
of
model
has
its
own
stat
line.
described
on
page
XXX(25).
This
shows
the
game
values
that
define
how
good
it
is
at
Moving,
Shooting,
When
you
are
more
familiar
with
the
Fighting,
and
so
on.
game,
you
will
find
rules
for
a
longer
campaign
on
page
XXX(78)
or
you
can
For
your
first
few
games,
it’s
easiest
to
design
your
own
missions.
use
one
of
the
predefined
strike
teams
on
page
XXX(27).
Later,
you
can
build
your
own
strike
team
using
the
rules
on
page
XXX(28)
7
[END
BOX
OUT]
Mantic
scenery
can
be
assembled
in
Set
Up
the
Battlefield
an
infinite
number
of
ways
and
placed
anywhere
on
the
board.
You
should
Deadzone
battlefields
are
represented
experiment
for
yourself
to
find
out
by
an
8x8
square
gridded
mat
onto
what
suits
you,
but
lots
of
smaller
which
you
place
buildings
and
other
buildings
often
make
for
more
scenery.
This
scenery
adds
a
third
interesting
games
than
a
few
large
dimension
to
the
battlefield
and
ones.
Wherever
possible,
align
means
that
we
are
really
dealing
with
building
edges
with
the
printed
grid
on
cubes,
not
squares.
It
can
help
to
the
mat
and
we
recommend
that
no
3
visualise
the
battlefield
a
bit
like
a
x
3
cube
area
be
completely
devoid
of
giant
Rubik’s
Cube.
Consequently,
scenery.
Remember
that
you
can
Deadzone
uses
the
term
cubes
build
upwards,
and
multi-‐level
throughout
the
rules
as
a
constant
buildings
can
be
connected
by
reminder
that
you
are
fighting
in
three
walkways
above
ground
level.
dimensions.
A
series
of
cubes
piled
directly
on
top
of
one
another
is
called
To
make
it
fairer,
some
gamers
like
to
a
stack.
We
number
the
levels
starting
get
a
third
party
to
set
up
the
scenery
with
the
lowest
as
level
1,
the
one
for
the
players.
Alternatively,
you
above
that
as
level
2,
and
so
on.
could
have
one
player
set
up
the
scenery
and
then
allow
the
other
player
to
rotate
the
battlefield
and
choose
a
side
to
start
on.
[Picture
of
board
with
multi-‐level
buildings
on,
and
over
one
part
of
the
board
a
stack
of
transparent
cubes
illustrating
a
stack.)
8
Place
Objectives
&
Items
Objectives
Red
Deployment
Each
mission
sets
out
the
objective
1
locations.
In
the
Patrol
mission,
there
are
four
objective
counters:
two
each
2
of
1VP
and
2VP
value.
Use
this
map
to
2
1
=
1VP
place
the
four
objectives.
If
there
is
objective
1
scenery
in
the
marked
spaces,
place
2
=
2VP
BLUE
the
objectives
on
or
inside,
and
always
Deployment
objective
on
the
highest
level
of
the
stack
in
that
location.
Items
Recon
and
Deploy
In
addition
to
the
objectives,
the
shattered
battlefields
of
Deadzone
are
To
determine
which
player
deploys
his
littered
with
items,
equipment
and
strike
team
to
the
battlefield
first,
traps.
See
page
XXX.
A
random
both
players
roll
selection
of
these
is
placed
when
setting
up
the
battlefield,
as
follows:
5
dice
Recon
test
(X)
Take
the
item
counters
and
shuffle
See
dice
tests
on
page
XXX.
them
face
down.
One
player
takes
a
single
counter
at
a
time
from
the
pool
Each
player
is
rolling
to
beat
their
without
looking
at
it.
The
other
player
army’s
individual
Recon
value,
as
rolls
two
dice-‐
one
dice
for
a
random
shown
in
their
army
list.
Roll
the
test
column
and
another
dice
for
a
random
again
if
there
is
a
draw.
row
to
give
a
grid
reference
where
each
counter
will
be
placed.
If
the
The
winner
of
the
recon
test
decides
location
contains
a
stack,
counters
who
will
be
the
starting
player.
The
should
be
placed
on
the
highest
level
starting
player
then
places
his
models
of
that
stack,
and
a
single
cube
may
anywhere
within
his
deployment
zone
contain
more
than
one
item.
as
shown
on
the
map,
and
he
will
have
initiative
for
the
first
turn.
His
If
a
dice
roll
would
place
a
counter
in
opponent
then
deploys
all
of
his
either
player’s
deployment
zone
then
models
in
his
deployment
zone.
Non-‐
that
counter
is
discarded.
For
this
Vehicle
models
can
be
deployed
on
reason,
not
all
battles
will
have
the
any
level.
Vehicles
must
be
deployed
same
amount
of
items.
on
level
1
(ground
level).
When
you
have
placed
(or
been
forced
Start
the
Game
to
discard)
a
total
of
eight
counters,
put
the
remaining
counters
to
one
You
are
now
ready
to
start
the
first
side.
They
will
not
be
used
in
this
round!
battle.
9
[Box
Out]
Dice
Tests
Attempting
a
test
Some
actions
and
game
events
require
1) Take
number
of
dice
specified.
a
dice
role
to
determine
its
success.
Apply
any
modifiers
to
the
number
of
dice
rolled,
as
listed
These
rolls
are
called
tests
and
are
in
the
action
description.
always
written
in
a
standard
format
which
tells
you:
Important!
Modifiers
always
add
or
subtract
from
the
number
of
dice
to
be
-‐The
number
of
dice
to
be
rolled
rolled.
They
never
modify
the
target
stat
or
number
you
need
to
roll
on
an
-‐The
target
number:
The
relevant
stat
individual
dice
for
success.
of
the
character
or
army
performing
the
action,
or
simply
a
number.
If
the
modifiers
reduce
the
number
of
dice
you
can
roll
to
zero
or
less
then
-‐The
number
of
successes
required
(in
you
cannot
make
this
roll.
You
count
brackets)
to
carry
out
the
action.
as
rolling
zero
successes
for
this
test.
If
this
is
an
(X)
it
means
that
both
2) Roll
all
the
dice
at
once
players
roll
simultaneously
and
the
3)
number
of
successes
you
roll
is
compared
to
the
number
of
successes
a.Each
dice
is
read
separately.
your
opponent
rolls
to
see
who
wins.
b.If
you
have
equalled
or
beaten
the
If
an
action
offers
a
choice
between
stat
then
you
have
scored
a
success.
If
two
or
more
stats
to
roll
against,
you
not
then
that
dice
is
a
failure.
must
decide
which
one
to
use
before
rolling
any
dice.
c.
Each
dice
that
shows
an
8
counts
as
one
success
AND
allows
you
to
then
Example
1
roll
an
extra
dice.
If
you
roll
another
8
A
‘3
dice
4+
test
(1)’
would
require
you
with
this
extra
dice
then
it
is
another
to
roll
3
dice.
Each
dice
result
that
is
a
success
and
you
get
yet
another
extra
4
or
higher
counts
as
a
success,
and
dice.
Keep
rolling
again
until
you
roll
only
a
single
success
is
required
to
something
other
than
an
8.
perform
the
action.
4) Add
up
the
number
of
Example
2
successes
to
find
your
total
and
A
“3
dice
Shoot
test
(X)”
requires
that
determine
the
test
outcome
as
both
you
and
your
opponent
to
roll
3
described
in
the
action.
dice.
You
are
trying
to
equal
or
beat
Blank
Stats
your
own
character’s
Shoot
stat.
Then
If
a
model
has
a
value
of
“-‐”
for
the
compare
the
number
of
successes
you
required
stat
then
it
may
not
choose
rolled
against
the
number
your
to
perform
that
action.
If
a
model
with
opponent
rolled
to
see
who
wins.
The
a
stat
of
“-‐”
must
use
that
value
for
a
different
is
the
number
of
successes
test
then
regardless
of
modifiers
it
applied
to
the
action,
as
explained
in
rolls
no
dice
and
counts
as
making
its
description.
zero
successes.
[End
box
out]
10
PLAYING
THE
GAME
If
less
than
half
of
your
Strike
Team
remains
on
the
battlefield
you
lose
the
ability
to
re-‐roll
command.
Deadzone
is
played
in
a
series
of
rounds.
Rounds
always
begin
with
a
Your
command
dice
are
then
available
Command
Roll
and
are
then
made
up
to
spend
during
your
turns
in
the
of
alternating
player
turns.
During
a
coming
round
to
augment
the
actions
turn
a
player
gets
to
do
something
of
your
strike
team.
You
can
spend
as
with
a
model
of
their
choice.
Each
many
as
you
like
during
a
turn
and
model
may
act
once
in
each
round
and
each
Command
dice
is
discarded
when
when
all
models
on
the
battlefield
used.
Any
that
are
not
spent
by
the
have
acted
the
round
is
over.
end
of
the
round
are
wasted.
Each
round
follows
these
steps:
Taking
a
Turn
The
player
currently
taking
his
turn
1) Roll
Command
has
the
initiative.
2) Take
Turns
3) End
Round
When
it
comes
to
your
turn
you
will
normally
activate
a
single
model,
following
these
steps:
Rolling
Command
Command
dice
are
a
representation
of
a) Choose
one
model
that
has
not
how
the
training
and
cohesion
of
a
yet
acted
this
round
well-‐led
fighting
force
can
lead
to
b) Take
one
long
action,
or
up
to
extraordinary
moments
of
inspiration,
two
short
actions
cunning
and
good
fortune
in
battle.
c) Mark
it
with
an
activation
marker
At
the
start
of
each
round,
before
any
turns
are
taken,
each
player
rolls
their
Special
Cases:
command
dice
to
generate
a
selection
Do
nothing
-‐
You
can
choose
to
do
of
special
actions
that
will
be
available
nothing
with
a
model
in
a
turn
if
you
to
them
during
the
round.
The
player
want
to.
You
still
mark
it
as
activated
with
initiative
goes
first:
and
your
turn
ends.
Pass
-‐
If
you
have
fewer
models
Roll
-‐
Roll
3
command
dice
left
to
activate
than
your
opponent
simultaneously
then
you
may
choose
to
pass
the
initiative
without
activating
anything.
Re-‐Roll
-‐
After
rolling,
starting
with
the
If
all
your
models
have
been
activated
player
with
initiative,
you
may
then
you
have
no
choice
but
to
pass.
perform
one
single
re-‐roll
of
as
many
In
this
case,
the
remainder
of
the
of
your
dice
as
you
choose.
If
you
re-‐ round
will
involve
the
other
player
roll
any
dice
you
must
keep
the
new
taking
consecutive
turns
until
all
result(s)
models
have
been
activated.
11
End
Of
Round
a) Award
VPs
to
any
player
who
has
the
only
model(s)
present
When
all
models
have
been
marked
as
in
an
objective
cube
activated
the
round
is
over.
Follow
b) Count
the
VPs
in
each
player’s
these
steps:
pool
to
see
if
either
has
won
the
battle
c) If
the
battle
is
not
over
then
remove
the
activation
markers
The
player
who
finished
activating
his
from
all
models
and
start
a
models
first
starts
the
next
round
with
new
round
by
rolling
the
Initiative.
command.
(box
out)
The
symbols
and
meaning
of
the
command
dice
are:
Symbol
Meaning
Notes
(explain
timing
of
use)
+1[replace
+1
model
activation
Use
this
immediately
after
you
have
taken
a
turn
with
one
with
pic
of
model
to
take
a
turn
with
another
who
has
not
yet
been
final
icon]
activated.
If
you
have
rolled
this
result
several
times
then
you
can
take
turns
with
several
models
in
a
row.
Cube[replace
+1
dice
to
any
Add
1
dice
to
a
test
before
rolling.
If
you
have
rolled
this
with
pic
of
normal
test
result
several
times
then
you
may
choose
to
add
more
than
final
icon]
one
dice
to
a
single
test.
This
is
the
only
Command
dice
result
you
may
use
during
your
opponent’s
Turn.
Each
dice
you
add
uses
up
a
single
Cube
result.
Move[replace
Additional
Move
The
Move
is
restricted
to
1
cube
only,
regardless
of
the
with
pic
of
action
model’s
Speed
stat.
Each
model
may
have
only
one
of
the
final
icon]
Move,
Shoot
or
Fight
results
spent
on
it
during
each
Turn,
and
it
must
be
spent
while
that
model
is
active.
Can
be
used
on
models
that
have
already
moved
via
a
move
or
sprint
action.
Shoot[replace
Additional
Shoot
Each
model
may
have
only
one
of
the
Move,
Shoot
or
Fight
with
pic
of
action
results
spent
on
it
during
each
Turn,
and
it
must
be
spent
final
icon]
while
that
model
is
active.
May
be
used
on
models
that
have
already
taken
the
shoot
action.
Fight[replace
Additional
Fight
Each
model
may
have
only
one
of
the
Move,
Shoot
or
Fight
with
pic
of
action
results
spent
on
it
during
each
Turn,
and
it
must
be
spent
final
icon]
while
that
model
is
active.
May
be
used
on
models
that
have
already
taken
the
fight
action.
Mantic
Splat!
Army
special
The
effect
is
different
for
each
army
and
explained
in
the
without
text
army
list.
Army
special
effects
do
not
count
towards
any
in
[replace
other
restriction
on
number
of
actions
per
turn
unless
with
pic
of
specifically
mentioned
otherwise.
final
icon]
END
BOX
OUT
12
ACTIONS
MOVE
(SHORT)
When
a
model
is
activated
during
a
Each
model
has
two
movement
values
player’s
turn,
it
may
perform
a
in
its
stat
line,
separated
by
a
dash.
number
of
actions,
either:
(example)
one
long
action
or
up
to
two
short
When
taking
the
move
action
a
model
actions.
can
move
a
number
of
cubes
up
to
its
first
Speed
value,
or
to
reposition
itself
within
a
cube.
Each
move
must
Actions:
be
into
an
adjacent
cube.
Diagonal
movement
is
permitted.
• Move
(short)
• Sprint
(long)
• Stand
Up
(short)
• Shoot
(short)
• Fight
(long)
(use
a
new
example,
without
secenery)
• Special
Action
(Short)
The
active
model
in
the
centre
could
A
model
that
is
in
the
middle
of
its
move
to
any
one
of
the
surrounding
activation
is
called
the
active
model.
cubes.
Important!
A
model
may
only
perform
Positioning
within
a
cube
each
type
of
action
once
in
a
turn.
In
Deadzone,
a
model’s
exact
However,
actions
generated
by
placement
within
a
cube
is
very
command
dice
do
not
count
towards
important.
You
can
place
a
model
this
limit,
and
may
result
in
duplicates.
wherever
you
like
on
the
board,
including
partly
over
the
lines
that
form
the
grid
between
cubes.
But
in
all
cases,
the
centre
of
a
model’s
base
defines
which
cube
it
is
in
13
adjustment
required
to
fit
the
new
model
into
the
cube.
The
owning
player
always
decides
on
a
model’s
exact
position
when
it
needs
to
(Pic)
change
position
for
any
reason
Both
models
are
in
the
same
cube
Moving
and
Fights
even
though
the
one
on
the
left
is
partly
overlapping
the
line.
If
a
model
moves
into
a
cube
containing
an
enemy
model,
You
should
treat
the
edge
of
the
board
deliberately
or
otherwise,
then
they
as
a
solid
wall
that
blocks
all
must
Fight
it
immediately
(see
Fight
movement.
Models
can
only
move
off
action
on
page
XXX).
If
there
is
more
the
board
if
specifically
allowed
by
the
than
one
enemy
model
in
the
cube
mission
being
played.
A
model
that
then
the
moving
model
only
needs
to
leaves
the
battlefield
cannot
return
Fight
one
and
may
choose
which.
Cube
Capacity
If
a
model
is
in
a
cube
containing
an
enemy
model
and
wishes
to
leave
Every
model
has
a
size
listed
in
its
stat
then
it
may
do
so
following
the
normal
line.
Each
cube
can
hold
up
to
4
size
movement
rules.
However,
before
it
worth
of
models
from
a
single
faction.
moves
one
of
the
enemy
models
in
However,
it
is
possible
for
two
that
cube
(chosen
by
the
opposing
different
factions
to
each
have
4
size
player)
may
Fight
the
moving
model.
worth
of
models
in
a
single
cube,
The
moving
model
must
roll
a
Survive
making
the
total
capacity
8.
test
(see
page
XXX)
–
it
cannot
choose
to
roll
a
Fight
test.
As
long
as
the
When
moving
into
a
cube
already
model
is
not
Killed
or
Pinned
(see
page
containing
one
or
more
models,
you
XX)
it
may
continue
its
movement.
may
not
move
another
model
out
of
the
way
unless
there
is
nowhere
else
the
moving
model
could
be
possibly
Sprint
(Long)
be
placed
within
that
cube.
The
model
may
move
up
to
their
If
you
must
move
a
model
in
order
to
second
Speed
value
in
cubes.
fit
in,
then
you
must
move
friendly
Otherwise,
the
rules
for
movement
models
before
moving
enemy
ones
are
the
same
as
for
the
Move
action.
and
only
make
the
minimum
14
BOX
OUT
length
exist.
Only
one
of
them
needs
to
be
eligible
for
the
move
to
go
The
effect
of
scenary
on
movement.
ahead.
Moving
on
the
Same
Level
In
order
to
move
into
an
adjacent
cube,
the
shortest
orthogonal
path
between
the
two
cubes
must
be
taken
and
it
must
not
be
completely
blocked
Photographic
example
of
diagonal
by
scenery
i.e
there
must
always
be
a
movement
from
A
to
B
on
the
same
space
in
any
cube
face
you
pass
level,
with
arrows
showing
the
through
which
is
big
enough
for
the
traceable
orthogonal
route
used
to
model
to
fit
over,
under
or
through.
check
the
legality
of
this
move.
One
route
is
blocked,
shown
by
an
X,
the
The
smallest
gap
a
model
can
squeeze
other
is
eligible
shown
by
the
model’s
through
is
based
on
their
size
as
show
opaque
path
in
the
table
opposite/below.
It
is
a
good
idea
before
the
game
to
look
at
the
scenery
you
are
using
with
your
opponent
and
agree
what
is
what.
.
Photographic
example
of
orthogonal
movement
on
the
same
level
being
blocked
by
a
solid
wall,
with
arrows
indicating
that
to
go
over
the
wall,
or
Gap
Type
Models
around
it,
would
mean
entering
that
fit
BLOCKED
None
another
cube
i.e.
not
taking
the
100%
of
the
cube
face
-‐
e.g
a
solid
wall
shortest
route.
Also
show
a
legal
(Image
using
scenery
from
box
set)
move,
through
a
gap
of
suitable
size.
SMALL
GAP
Size
1
Approx.
25%
of
the
cube
face
-‐
e.g
a
only
window
(Image
using
scenery
from
box
set)
MEDIUM
GAP
Size
1-‐
Approx.
50%
of
the
cube
face
-‐
e.g
a
2
door
(Image
using
scenery
from
box
set)
In
the
same
way,
when
making
a
diagonal
move,
the
shortest
LARGE
GAP
Size
1-‐
orthogonal
route
must
be
checked.
Approx.
75%
of
the
cube
face
-‐
e.g
a
3
This
is
always
traceable
through
a
large
blast
cube
adjacent
to
the
destination,
and
(Image
using
scenery
from
box
set)
any
cube
faces
passes
through
must
not
be
totally
blocked.
Sometimes
several
orthogonal
routes
of
equal
15
route
to
the
destination
must
not
be
Moving
Up
and
Down
Levels
completely
blocked
according
to
the
rules
above.
All
of
the
cubes
on
the
level
immediately
above
and
below
the
It
is
assumed
that
the
elite
warriors
cube
a
model
is
in
count
as
adjacent.
of
a
Deadzone
Strike
Team
are
This
means
models
can
climb
or
sufficiently
well-‐trained
to
be
able
to
descend
scenery
using
a
move
action,
scramble
up
and
over
small
including
moving
diagonally
up
or
obstacles
and
up
or
down
all
but
the
diagonally
down.
To
do
so,
there
must
smoothest
walls.
So,
as
a
rule
of
be
an
adjacent
cube
face
adjacent
to
thumb,
always
lean
towards
allowing
the
model
containing
scenery
that
difficult
or
unusual
movement
reaches
the
full
height
of
the
cube
provided
and
settle
any
disputes
with
being
climbed
or
descended.
In
a
dice
roll.
addition,
the
shortest
orthogonal
Photographic
example
of
moving
up
a
level
orthogonally,
climbing
a
full
height
piece
of
scenery.
Example
of
moving
diagonally
up
a
level
from
A
to
B,
with
arrows
showing
the
orthogonal
path
used.
3D
movement
example
text
to
be
added
when
we
have
the
images.
16
Shoot
(Short)
To
take
this
action,
a
model
must
be
SHOOTING
equipped
with
a
ranged
weapon
-‐
one
that
has
a
range
number
(R)
in
its
stat
The
player
take
the
shoot
action
rolls
a
line.
Range
is
given
in
cubes
e.g.
R3.
Weapons
with
range
RF
may
only
be
3
dice
Shoot
test
(X)
used
in
a
Fight.
Stat
line
example
BOX
OUT
Shoot
modifiers:
Shoot
targets
a
single
model
-‐
other
models
in
the
same
or
intervening
• Clear
shot,
+2
Dice:
If
you
cubes
are
not
affected.
have
a
completely
unobstructed
view
to
the
The
target
must
be
within
the
whole
of
the
target
model.
maximum
range
of
the
weapon,
and
in
line
of
sight
(LOS)
from
the
model
• Friendly
Fire,
-‐2
Dice:
If
there
doing
the
shooting.
are
any
friendly
models
in
the
Line
of
Sight
target
cube.
LOS
is
calculated
by
looking
from
the
END
BOX
OUT
model’s
perspective.
Take
a
model’s
eye
view
and
ask
yourself
if
it
can
see
the
target
model
at
all.
Remember
the
The
target
of
a
Shoot
action
must
roll
a
model
includes
the
base
as
well
as
any
weapons,
flamboyant
hairstyles,
tails,
3
dice
Survive
test
(X)
etc.
Compare
the
total
number
of
YES
–
Normally
you
will
be
able
to
see
successes
each
player
has
rolled
to
at
least
part
of
the
model
and
the
find
the
outcome:
clutter
of
the
environment
will
obscure
the
rest.
This
allows
a
normal
Draw,
or
the
Survivor
has
more
shot.
successes:
The
attack
misses.
NO
-‐
If
you
can’t
see
the
model
at
all
Shooter
has
more
successes:
then
you
do
not
have
LOS
and
may
not
The
difference
in
number
of
successes
take
the
action.
is
the
potential
damage
(see
damage
on
page
XXX)
17
Measuring
Distance
When
you
need
to
work
out
how
far
a
model
can
move
or
shoot
you
use
the
same
method.
Just
count
the
range
as
if
the
distance
was
all
on
one
level,
then
count
the
difference
in
levels.
The
higher
of
these
two
numbers
is
the
distance/range.
You
never
count
the
cube
you
start
Photographic
shooting
in
and
always
count
the
one
you
examples
of
clear
shot/normal
finish
in.
shot,
18
FIGHT
(Long)
BOX
OUT
Fight
Dice
Modifiers:
These
dice
modifiers
are
the
same
for
If
a
model
begins
its
Turn
in
the
same
both
Fight
and
Survive
tests.
cube
as
an
enemy
model
then
it
may
choose
to
Fight
it.
+1
dice
if
the
model
moved
into
this
cube
in
this
action
If
you
move,
deliberately
or
otherwise,
into
a
cube
that
contains
an
enemy
+1
dice
if
any
friendly
models
are
in
you
initiate
a
fight
automatically,
the
same
cube
without
it
counting
as
an
action.
(max
+1
dice,
not
+1
diceper
friendly
model)
If
there
is
more
than
one
enemy
model
in
a
cube
the
active
model
+1
dice
if
opponent
is
injured
(see
chooses
which
one
it
will
fight.
page
XXX)
A
model
with
a
Fight
stat
of
“-‐”
may
+1
dice
if
you
are
a
larger
size
than
not
roll
during
fights.
your
opponent
Additional
weapons
that
can
be
used
+1
dice
if
opponent
is
pinned
(see
in
a
fight
are
those
with
range
F.
If
a
page
XXX)
model
has
more
than
one
range
F
weapon
then
it
must
choose
which
END
BOX
OUT
one
to
use
before
any
dice
are
rolled.
Compare
the
total
number
of
The
player
initiating
the
Fight
rolls
a
successes
each
player
rolled
in
their
test
to
find
the
outcome:
3
dice
Fight
test
(X)
Draw,
or
the
survivor
wins:
The
target
of
a
Fight
action
can
choose
No
effect.
whether
to
fight
back,
and
roll
A
fighter
wins:
3
dice
Fight
test
(X)
The
difference
in
number
of
successes
is
the
potential
damage.
or
simply
try
to
evade
the
blows
and
roll:
3
dice
Survive
test
(X)
19
Special
Action
(Short)
Photography
and
or
artwork
This
is
a
catch-‐all
action.
It
is
required
for
some
mission
actions,
such
as
showing
CLOSE
COMBAT
calling
in
the
drop
ship,
setting
the
timer
on
the
detonators,
and
so
on.
It
is
also
used
by
some
abilities.
The
specific
rules
and
effects
of
a
Special
action
are
described
by
the
mission
or
ability
that
calls
for
it.
Stand
up
(short)
A
Pinned
model
(see
page
xxx)
must
choose
Stand
Up
as
its
first
action
of
its
turn,
if
it
acts
at
all.
Its
owner
positions
the
model
standing
up,
anywhere
in
the
same
cube.
If
a
Pinned
model
Stands
Up
in
a
cube
containing
an
enemy
model,
then
it
is
immediately
attacked.
The
opposing
player
chooses
one
of
the
enemy
models
in
that
cube
to
Fight
the
active
model.
The
model
that
is
Standing
Up
must
roll
Survive
–
it
cannot
choose
Fight.
20
DAMAGE
Total
damage
to
the
Effect
model
0
damage.
The
model
is
A
model
is
always
in
one
of
three
undamaged.
damage
states:
1
or
more
damage,
The
model
is
injured.
but
not
more
than
Mark
the
model
with
the
model’s
size.
damage
counters
Undamaged
-‐
The
initial
state
of
a
equal
to
the
actual
model
at
deployment.
damage
caused.
More
damage
than
The
model
is
killed.
Injured
-‐
The
model
continues
to
fight.
the
model’s
size.
They
suffer
negative
modifiers
in
a
few
tests
but
are
otherwise
able
to
Example:
continue
as
normal.
A
size
2
model
is
hit
by
an
attack
that
resolves
with
a
potential
damage
of
2.
Dead
-‐
The
model
is
removed
from
the
Looking
at
the
table
we
can
see
that
game.
this
would
kill
an
unarmoured
model
of
this
size.
Luckily
the
model
is
Resolving
Damage
wearing
Armour
1.
Unluckily,
the
attack
is
with
an
AP1
weapon.
The
AP1
Each
successful
attack
generates
an
reduces
the
armour’s
effectiveness
to
amount
of
potential
damage.
The
zero,
meaning
that
the
model
still
effect
of
this
potential
damage
is
suffers
2
damage
and
dies.
resolved
as
follows:
1) The
target
model’s
armour
is
Photography
or
artwork
reduced
by
the
AP
ability
of
the
attack,
down
to
a
minimum
of
of
a
wounded
trooper
0
2) The
target
model’s
armour
is
subtracted
from
the
potential
damage
to
find
the
actual
damage
caused.
3) This
damage
is
added
to
any
previously
sustained
damage
and
compared
to
the
model’s
size,
using
the
following
table:
21
Full
page
artwork/photography
22
ADDITIONAL
RULES
Most
of
your
games
will
be
covered
by
the
preceding
core
rules.
However,
there
are
some
unusual
situations
and
these
are
described
below.
Pinned
In
the
midst
of
combat,
models
sometimes
get
blasted
off
their
feet,
Scatter
is
always
worked
out
initially
or
simply
choose
to
hit
the
deck
in
on
the
same
level.
Then,
if
the
model
order
to
avoid
incoming
fire.
This
is
or
item
scatters
into
a
cube
that
has
called
being
pinned.
To
show
a
model
no
floor
on
that
level
then
it
will
fall
is
pinned,
simply
lie
it
down.
until
it
lands
on
something.
A
Pinned
model
that
is
attacked
in
a
If
a
cube
has
a
partial
floor,
such
as
a
Fight
action
will
Stand
Up
half-‐width
walkway
or
a
floor
with
a
automatically
and
without
counting
it
trapdoor,
then
roll
to
see
if
the
model
as
an
action.
Their
opponent
gains
the
or
item
has
landed
on
it
or
fallen
past.
+1
for
fighting
a
Pinned
enemy
only
Roll
a
single
dice
to
see
whether
they
land
on
the
walkway
or
carry
on
during
that
first
Fight.
falling.
On
a
1-‐4
the
model
or
item
misses
the
walkway
and
continues
to
fall.
On
a
5+
they
land
on
the
walkway.
Scatter
In
this
way,
a
model
or
item
may
Sometimes
an
explosion
or
other
scatter
into
another
cube
on
the
same
effect
will
cause
a
model
or
item
to
be
level,
or
fall
into
a
lower
level.
Nothing
moved
into
a
random
adjacent
cube.
ever
scatters
upward.
Random
movement
of
models
or
items
is
called
scattering
and
is
usually
If
the
scatter
move
is
completely
worked
out
with
a
single
dice
roll.
Use
blocked
by
solid
walls
then
the
model
the
scatter
diagram
shown
below.
or
item
simply
bounces
back
into
the
Simply
move
the
model
or
item
in
original
cube.
question
one
cube
in
the
direction
indicated.
Agree
on
which
cubes
Items
can
always
fit
in
a
cube.
If
a
correspond
to
each
numbered
model
scatters
into
a
cube
that
it
location
before
rolling.
cannot
fit
into
due
to
the
size
limitations
explained
above,
then
it
must
bounce
back
into
the
original
cube
(if
on
the
same
level)
or
scatter
23
again
from
that
cube
(if
it
has
already
The
model
is
Pinned.
fallen
to
a
lower
level).
Gravity
wins:
Models
that
fall
or
are
thrown
into
The
model
is
Pinned,
and
the
walls
may
take
damage.
See
the
rules
difference
in
number
of
successes
is
for
whatever
caused
the
scatter
for
the
potential
damage.
more
details.
[box
out]
24
MISSIONS
Larger
Games
Predefined
strike
teams
are
100
Not
all
armies
are
fighting
for
the
points.
This
gives
a
fast
and
brutal
same
things.
Some
want
to
conquer,
game.
If
you
want
to
play
a
slightly
others
see
themselves
as
freedom
longer
game,
you
can
increase
the
size
fighters,
a
few
simply
want
to
survive.
of
the
strike
teams
to
150
or
even
200
points.
Before
you
start,
agree
with
your
opponent
how
large
a
battle
you
PATROL
want
to
play.
Obviously
the
increase
in
points
will
change
the
number
of
VPs
To
get
started,
we
recommend
the
required
for
victory.
Patrol
mission
which
is
ideal
for
learning
the
game.
Set
up
the
Strike
team
points
VPs
required
to
win
100
12
battlefield
as
described
on
page
7
150
16
(XXX)
of
this
book.
200
20
12
VPs
is
the
target.
New
Recon
Effects
VPs
are
earned
for
the
following:
You
always
need
to
make
a
Recon
test
at
the
start
of
a
battle
to
decide
who
• Killing
an
enemy
model
(VP
starts
with
the
initiative.
With
special
value
of
that
model).
missions,
as
well
as
the
normal
result
• Holding
an
objective.
You
of
that
test,
the
difference
in
number
must
have
the
only
model(s)
of
successes
is
the
number
of
dice
the
in
that
cube.
You
get
1VP
or
2
winner
rolls
on
the
table
below.
Each
VPs
(depending
on
the
dice
roll
and
result
is
dealt
with
objective)
at
the
end
of
each
separately,
and
resolved
entirely,
Round
you
hold
it.
The
VPs
before
the
next
one
begins.
The
player
are
awarded
per
objective
that
rolled
the
dice
may
choose
the
controlled,
not
per
model
on
order
they
are
resolved.
the
objective.
• Collecting
intel
(1VP
per
Roll
Recon
Effect
counter).
1
Look
at
1
loot
counter,
then
replace
it,
face
down,
in
the
cube
it
came
from.
NEW
MISSIONS
2
Look
at
up
to
3
loot
counters,
then
replace
them,
face
down,
in
the
cube
they
came
from.
After
you
have
played
a
few
games,
3
Choose
a
loot
counter
and
discard
you
may
decide
to
try
something
it
without
looking
at
it
or
showing
it
special.
There
are
a
number
of
ways
to
to
your
opponent.
4
Move
one
model
up
to
one
cube.
make
a
battle
special.
Try
each
Do
not
mark
it
as
activated.
The
approach
on
its
own
or
use
several
at
model
may
not
move
into
a
cube
once.
that
is
occupied
by
the
enemy.
5
Move
two
different
models
up
to
1) Play
a
larger
game.
one
cube
each.
Do
not
mark
them
2) Add
more
Recon
effects
as
activated.
Models
may
not
move
3) Play
a
different
mission
into
a
cube
that
is
occupied
by
the
enemy.
25
6
Move
three
different
models
up
to
one
cube
each.
Do
not
mark
them
as
activated.
Models
may
not
move
into
a
cube
that
is
occupied
by
the
enemy.
[box
out]
7
Remove
one
of
your
models
from
the
battlefield
-‐
it
is
on
a
flanking
Keeping
Missions
Secret
manoeuver.
At
the
end
of
the
first
Round,
place
the
model
in
any
Missions
are
much
more
fun
if
you
can
empty
cube
along
the
left
or
right
keep
them
secret
from
your
opponent
hand
side,
adjacent
to
the
board
until
the
end.
There
are
a
number
of
edge.
The
model
can
act
as
normal
from
the
second
Round.
simple
ways
to
do
this.
8
Choose
any
one
result.
• Write
down
the
mission
name.
• Leave
a
dice
under
a
cup.
Unless
otherwise
stated,
apply
these
• Tell
a
friend
who’s
not
taking
effects
before
the
first
Turn
begins.
part
in
the
battle.
• Use
the
mission
cards.
Different
Missions
As
long
as
you
can
track
which
secret
Always
set
up
the
battlefield
as
you
mission
you
are
really
on
the
exact
would
for
a
Patrol.
means
of
doing
so
is
unimportant.
At
the
start
of
a
game,
after
you
have
Always
track
VPs
openly
as
if
you
were
chosen
your
strike
teams
and
laid
out
doing
a
Patrol
mission.
Don’t
forget
the
battlefield
as
described
on
page
that
VPs
earned
by
your
secret
mission
XXX,
each
player
rolls
a
single
on
the
are
on
top
of
these.
special
mission
table
for
their
own
army.
[end
box
out]
Special
missions
are
faction-‐specific.
Some
factions
share
similar
or
even
identical
missions,
but
the
combination
of
missions
they
may
be
tasked
with
is
unique.
Pathfinder
Missions
Roll
Mission
1-‐2
Patrol.
3-‐4
Staking
a
Claim.
Objectives
earn
double
VPs.
Model
kills
are
worth
half
the
normal
VPs.
5-‐6
Assassination.
Earn
double
VPs
for
killing
enemy
Leaders.
Objectives
earn
0
VPs.
7-‐8
Lie
of
the
Land.
Each
friendly
model
that
moves
off
the
board
through
the
enemy
deployment
zone
earns
twice
their
own
VP
value
in
VPs.
26
Pre
Gen
Strike
Teams
For
you
first
game,
see
how
these
two
150pt
strike
teams
face
off.
Enforcers
Enforcer
Captain,
2
x
Enforcers,
2
x
Peacekeepers,
1
x
Frag
Grenades
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
Enforcer
Pistol:
R3
Tactician
Captain
Energy
(2)
38
L
1-‐2
4+
5+
4+
1
1
4
Gauntlet:
RF,
Knockback
Jump
Pack
Enforcer
Laser
Rifle:
16
T
1-‐2
4+
6+
4+
1
1
2
R6
Jump
Pack
Peacekeeper
Double-‐
barrelled
Laser
Rifle:
R6,
Weight
of
30
S
1-‐2
4+
5+
4+
1
2
3
Fire
Energy
Gauntlet:
RF,
Knockback
Jump
Pack
Veer-‐Myn
Brood
Mother,
Stalkers
x
6,
Night
Terrors
x
2
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
27
Building
your
own
Strike
Team
Before
a
game
of
Deadzone,
each
gear
as
shown
in
its
stat
line.
In
player
is
allocated
a
certain
number
addition,
you
can
equip
models
with
of
points
to
spend
on
building
their
even
more
weapons
and
gear
from
strike
team.
The
number
of
points
the
lists
provided.
These
each
have
a
available
might
be
dictated
by
the
point
cost
and
this
is
added
to
the
mission
description,
or
can
be
total
cost
of
the
strike
team.
agreed
with
your
opponent
However,
there
are
two
things
to
beforehand.
Typical
games
range
remember
when
taking
extra
from
150
to
300
points
to
keep
weapons
and
gear:
Rarity
and
VPs.
things
manageable,
but
larger
battles
are
possible
if
you
wish.
Rarity
Strike
teams
have
limited
supplies
First,
decide
which
faction
you
Rarity
Strike
Team’s
Total
Points
Budget
want
to
be.
The
Army
List
100pts
150pts
200pts
250pts
300pts
section
of
this
book
(see
page
Common
2
3
4
5
6
XXX)
contains
information
about
Rare
1
1
2
2
3
each
faction
and
the
point-‐cost
for
each
model.
Then,
choose
a
Unique
1
1
1
1
1
strike
team
from
your
chosen
army
and
the
rarity
of
an
item
limits
how
(you
cannot
mix)
being
careful
not
to
many
of
each
type
you
can
take
to
a
exceed
the
agreed
limit.
battle.
Strike
teams
are
selected
using
the
following
structure:
VPs
Loading
up
on
weapons
and
gear
is
a
double
edged
sword.
While
it
might
make
a
trooper
more
combat
effective,
it
also
makes
him
a
high
value
target
which
the
enemy
would
do
well
to
bring
down.
As
a
result
some
weapons
and
gear
include
a
VP
value.
These
VPs
are
added
to
the
standard
VPs
awarded
to
your
opponent
for
killing
your
model.
You
can
only
take
one
leader
For
example,
an
Enforcer
is
normally
You
can
take
any
number
of
Troops
worth
2
VPs
to
the
enemy.
Equip
that
Enforcer
with
a
Thermal
Rifle,
You
may
take
one
Specialist
for
each
and
he
becomes
worth
3
VPs
if
slain.
troop
taken
When
you
have
made
your
You
may
take
one
Vehicle
for
every
selections,
note
everything
down
on
three
troops
taken
your
army
sheet
and
you
are
ready
to
deploy!
Each
model
comes
equipped
with
a
standard
loadout
of
weapons
and
28
STAT
LINES
• Shoot:
written
as
a
value
to
be
rolled
on
a
single
dice,
e.g.
4+.
It
is
never
modified.
Each
type
of
model
has
its
own
stat
• Fight:
written
as
a
value
to
be
line
that
defines
how
good
it
is
at
rolled
on
a
single
dice,
e.g.
5+.
Shooting,
It
is
never
modified.
Fighting,
and
so
on.
During
the
game,
• Survive:
written
as
a
value
to
you
are
free
to
examine
the
stat
lines
be
rolled
on
a
single
dice,
e.g.
of
the
other
player’s
models.
3+.
It
is
never
modified.
• Size:
a
fixed
value
describing
Example
Statline
the
height
or
bulk
of
the
model
to
determine
how
many
can
fit
in
a
cube.
This
is
also
a
measure
of
how
much
damage
the
model
can
take
before
it
is
removed
from
Stat
lines
contain
a
lot
of
information
play.
about
the
model:
• Armour:
a
fixed
value
describing
the
amount
of
• Name:
the
name
of
this
type
protection
the
model
has
of
model.
from
damage.
• Points:
the
amount
of
points
• VPs:
the
amount
of
VPs
your
it
costs
to
include
a
single
one
enemy
earns
if
they
kill
this
of
this
type
of
model
in
your
model.
strike
team.
• Weapons
&
Equipment:
a
• Type:
Models
are
divided
list
of
the
most
important
into
a
number
of
categories
items
on
the
model.
Weapons
depending
on
their
place
in
have
some
stats
of
their
own:
the
faction’s
hierarchy
and
o Range:
This
is
the
duties
on
the
battlefield.
The
maximum
weapon
different
possible
types
are:
range
in
cubes.
RF
o Leader
(L):
the
weapons
may
only
be
commanders
of
a
used
in
a
Fight.
faction.
o AP:
The
armour
o Trooper
(T):
normal
penetration
of
the
rank
and
file.
weapon.
o Specialist
(S):
models
o Excess
AP
values
are
with
unusual
ignored.
See
page
XXX.
weapons,
training
or
• Abilities:
any
special
skills
equipment.
the
model
may
have.
See
page
o Character
(C):
a
XXX
for
an
alphabetical
list
of
named
individual.
all
the
abilities.
• Speed:
written
as
two
numbers.
The
first
is
the
Move
distance
in
cubes,
the
second
is
for
the
Sprint
action.
29
FULL
PAGE
PLAGUE
ART
30
THE
PLAGUE
FLUFF
Box
out
SPECIAL
RUES
Strike
Teams
led
by
a
Plague
Stage
1A:
Recon
5+
Fury:
You
may
spend
a
Special
result
on
your
Command
Dice
to
re-‐roll
your
dice
for
a
Fight
test.
Strike
Teams
led
by
a
Plague
Stage
3A
Recon
4+
Infection:
When
an
enemy
model
is
killed
you
may
spend
an
Army
Special
result
on
your
Command
Dice
to
spread
the
Infection
and
raise
it
again
as
a
Zombie.
Swap
the
dead
enemy
model
for
a
Pinned
Zombie
in
the
same
cube.
The
Zombie
is
marked
as
activated
for
this
Round.
The
original
model
is
dead
and
the
Zombie
is
counted
as
part
of
the
Plague
strike
team.
END
BOX
OUT
(photography
of
the
army
in
action)
31
(photography
of
several
of
the
key
minis
from
the
table
)
Leaders
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
Stage
1A
Talons:
RF,
Tactician
36
L
1-‐1
-‐
3+
4+
3
1
4
AP1
(2),
Tough
Stage
3A
Tactician
(1)
16
L
2-‐3
6+
5+
5+
1
0
2
Rifle:
R6
“General”
Troops
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
32
(photography
of
several
of
the
key
minis
from
the
table)
Specialists
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
Aberration
Rampage
Talons:
RF,
40
S
1-‐2
-‐
2+
4+
4
1
4
AP1,
Knockback
Plague
Acid
Bite:
RF,
Agile,
20
S
1-‐2
-‐
3+
5+
2
0
2
Swarm
AP1
Tough
Plague
Claws:
RF,
Teleport,
Teraton
38
S
1-‐2
-‐
4+
5+
3
1
4
Knockback
Tough
Vehicles
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
33
(photography
of
several
of
the
key
minis
from
the
table)
Weapons
Weapon
Points
VPs
Range
AP
Abilities
Pistol
0
0
R3
-‐
Rifle
2
0
R6
-‐
HMG
4
0
R6
-‐
Weight
of
Fire
Grenade
8
1
R5
-‐
Indirect
(3)
launcher
Mortar
12
1
R6
-‐
Indirect
(4),
Heavy,
Slow
Reload
Assault
6
1
R2
-‐
Volatile,
It
Flamer
Burns!
Chainsaw
4
0
RF
AP1
Gear
Item
Points
Rarity
Ammo
2
Common
AP
ammo
4
Rare
Energy
Shield
12
Unique
(3)
Frag
grenade
4
Common
Holo
sight
8
Rare
Smoke
4
Common
Grenade
34
FULL
PAGE
ENFORCER
ART
35
THE
ENFORCERS
.
Box
out
–
Special
Rules
Strike
Teams
led
by
an
Enforcer
Leader:
Recon
4+
Stalwart:
Enforcers
are
famed
for
their
resilience
and
stubbornness.
You
may
spend
a
Special
result
on
your
Command
Dice
to
immediately
re-‐roll
any
number
of
your
dice
in
a
Survive
test.
END
BOX
OUT
(photography
of
the
army
in
action)
36
(photography
of
several
of
the
key
minis)
Leaders
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
Enforcer
Pistol:
R3
Tactician
Captain
Energy
(2)
38
L
1-‐2
4+
5+
4+
1
1
4
Gauntlet:
RF,
Knockback
Jump
Pack
Enforcer
Pistol:
R3
Tactician
Sergeant
Energy
(1)
28
L
1-‐2
4+
5+
4+
1
1
3
Gauntlet:
RF,
Knockback
Jump
Pack
Troops
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
37
(photography
of
several
of
the
key
minis)
Specialists
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
Peacekeeper
Double-‐
barrelled
Laser
Rifle:
R6,
Weight
of
30
S
1-‐2
4+
5+
4+
1
2
3
Fire
Energy
Gauntlet:
RF,
Knockback
Jump
Pack
Enforcer
Pistol:
R3
Medic
20
S
1-‐2
5+
6+
4+
1
1
2
Medic
Jump
Pack
Enforcer
Laser
Rifle:
Engineer
Engineer
14
S
1-‐2
5+
6+
4+
1
1
2
R6
Jump
Pack
DOG
Drone
Burst
Laser:
12
S
2-‐4
6+
-‐
6+
1
0
1
R8,
Weight
of
Fire
Vehicles
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
38
(photography
of
several
of
the
key
minis
Weapons
Weapon
Points
VPs
Range
AP
Abilities
Pistol
0
0
R3
-‐
Laser
Rifle
2
0
R6
-‐
Incinerator
4
0
R2
-‐
Volatile,
It
Burns!
Burst
Laser
4
0
R8
-‐
Weight
of
Fire
Thermal
6
1
R3
AP2
Rifle
Missile
8
1
R8
AP5
Heavy
Launcher
Sniper
Rifle
12
1
R10
-‐
Heavy,
Sniper
Scope
Double-‐ 4
0
R6
-‐
Weight
of
barrelled
Fire
Laser
Rifle
Energy
4
0
RF
-‐
Knockback
Gauntlet
Tag
rifle
8
0
R6
-‐
Tag
Combat
2
0
R2
-‐
Knockback
Shotgun
Wristblade
6
0
RF
AP1
Gear
Item
Points
Rarity
Ammo
2
Common
AP
ammo
4
Rare
Defender
6
Rare
Shield
Frag
grenade
4
Common
Holo
sight
8
Rare
Medi-‐Pack
6
Common
Sentry
Gun
8
Rare
Smoke
4
Common
Grenade
Thermal
4
Rare
Mines
39
FULL
PAGE
VEER-‐MYN
ART
40
THE
VEER-‐MYN
Fluff
Box
out
-‐
SPECIAL
RUES
Strike
Teams
led
by
a
Brood
Mother:
Recon
4+
Bodyguard:
When
the
Brood
Mother
is
the
target
of
a
Shooting
attack,
you
may
spend
a
Special
result
on
your
Command
Dice
to
move
a
Crawler
or
Stalker
one
cube
into
the
path
of
the
attack,
anywhere
along
the
line
of
sight.
Strike
Teams
led
by
a
Progenitor:
Recon
3+
Surge:
A
Veer-‐myn
model
that
was
already
marked
as
activated
at
the
start
of
this
Turn
may
make
a
Move
action
of
up
to
1
cube.
This
may
trigger
Fights
as
normal.
End
box
out
(photography
of
the
army
in
action)
41
(photography
of
several
of
the
key
minis)
LEADERS
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
Brood
Mother
Chem
Staff:
Tactician
(2)
R1,
AP1,
It
5
38
L
1-‐2
5+
4+
2
2
4
Burns!
+
Claws:
RF,
AP1
Progenitor
Ray
Gun:
R4,
Tactician
(1)
30
L
2-‐3
5+
5+
4+
1
0
3
Weight
of
Fire
TROOPS
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
42
photography
of
several
of
the
key
minis)
SPECIALISTS
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
Nightmare
Big
Drill:
RF,
Tough
AP1
Chem
32
S
1-‐2
6+
4+
4+
2
0
3
Thrower:
R1,
AP1,
It
Burns!
Night
Terror
Scythes:
RF,
Rampage
26
S
2-‐3
-‐
4+
5+
2
0
3
AP1,
Frenzy
VEHICLES
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
43
(photography
of
several
of
the
key
minis)
WEAPONS
Weapon
Points
VPs
Range
AP
Abilities
Ray
Pistol
0
0
R2
-‐
Ray
Gun
4
0
R4
-‐
Weight
of
Fire
Chem
Staff
6
1
R1
AP1
It
Burns!
Chem
4
0
R1
AP1
Volatile,
It
Thrower
Burns!
Chem
10
1
R6
AP2
Spitter
Chemical
12
1
R5
-‐
Indirect
(4)
Grenade
Launcher
Big
Drill
6
0
RF
AP1
Two-‐ 8
1
RF
AP3
Handed
Drill
Pair
of
8
1
RF
AP1
Frenzy
Drills
Heavy
Chem
12
1
R3
AP2
Volatile,
It
Thrower
Burns!
Scythes
8
1
RF
AP1
Frenzy
Heavy
Chem
20
2
R8
AP3
Spitter
GEAR
Item
Points
Rarity
Ammo
2
Common
AP
ammo
4
Rare
Frag
grenade
4
Common
Smoke
4
Common
Grenade
44
FULL
PAGE
FORGE
FATHER
ART
45
THE
FORGE
FATHERS
FLUFF
Box
out
-‐SPECIAL
RULES
Strike
Teams
led
by
a
Huscarl:
Recon
4+
Technologists:
You
can
spend
an
Army
Special
result
on
your
Command
Dice
to
try
and
repair
a
point
of
damage
on
the
active
Vehicle.
Roll
a
3
dice
Survive
test
(3).
Success
repairs
one
point
of
damage.
Failure
has
no
effect.
This
does
not
count
as
an
action
Strike
Teams
led
by
a
Chief
Brokkr:
Recon
5+
Explosives
Expert:
You
may
spend
a
Special
result
on
your
Command
Dice
to
re-‐roll
all
the
dice
for
a
Frag
explosion
(either
yours
or
your
opponent’s).
End
box
out
(photography
of
the
army
in
action)
46
(photography
of
several
of
the
key
minis)
Leaders
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
Huscarl
Steel
Tactician
Warrior
(1)
Armour,
Hailstorm
Pistols:
R4,
32
L
1-‐2
3+
4+
4+
1
1
3
Weight
of
Fire
Forge
Hammer:
RF,
AP1
Chief
Brokkr
Burst
Pistol:
Tactician
26
L
1-‐2
5+
3+
4+
1
0
1
R3
(1),
Frenzy,
Hammer:
RF
Tough
Troops
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
47
(photography
of
several
of
the
key
minis)
Specialists
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
Forge
Guard
Hailstorm
Rifle:
R6,
AP1
30
T
1-‐1
4+
5+
4+
1
2
3
Forge
Hammer:
RF,
AP1
Brokkr
Burst
Pistol:
Engineer
Engineer
14
S
1-‐2
6+
5+
4+
1
0
1
R3
Hammer:
RF
Vehicles
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
48
(photography
of
several
of
the
key
minis)
Weapons
Weapon
Points
VPs
Range
AP
Abilities
Forge
6
0
RF
AP1
Hammer
Hailstorm
4
0
R6
AP1
Rifle
Burst
Pistol
0
0
R3
-‐
Missile
8
1
R10
AP5
Heavy
Launcher
Twin
6
0
R6
AP1
Weight
of
Hailstorm
Fire
Rifles
Magma
Rifle
8
1
R3
AP2
It
Burns!
Magma
8
1
R5
AP3
Cannon
Hailstorm
4
0
R4
-‐
Weight
of
Pistols
Fire
Twin
12
1
R4
AP3
Weight
of
Magma
Fire
Cannon
Power
Claw
8
1
RF
AP3
Flamer
6
0
R2
-‐
It
Burns!
Two
Forge
12
1
RF
AP2
Frenzy
Hammers
Two
Twin
24
3
R8
AP1
Weight
of
Hailstorm
Fire,
Fire
Autocannon
Control
Hailstorm
8
1
R8
AP1
Weight
of
Autocannon
Fire
Gear
Item
Points
Rarity
Ammo
2
Common
AP
ammo
4
Rare
Frag
grenade
4
Common
Holo
sight
8
Rare
Medi-‐Pack
6
Common
Smoke
4
Common
Grenade
Thermal
4
Rare
Mines
49
FULL
PAGE
ASTERIONS
ART
50
THE
ASTERIONS
Box
out
SPECIAL
RUES
Strike
Teams
led
by
an
Asterian
Overseer:
Recon
4+
Wheels
Within
Wheels:
You
may
spend
an
Army
Special
result
on
your
Command
Dice
to
discard
any
one
of
your
opponent’s
Command
Dice.
This
does
not
count
as
an
action.
Striker
Teams
Led
by
Cypher
Prime:
Recon:
X
Special
X
End
box
out
(photography
of
the
army
in
action)
51
(photography
of
several
of
the
key
minis)
Leaders
Name
Weapons
Abilities
&
Armour
Survive
Points
Speed
Shoot
Equipment
Fight
Type
Size
VPs
Overseer
Energy
Tactician
(2)
Pulse:
R1,
Knockback
Charge
Glove:
RF,
38
L
1-‐2
5+
5+
6+
1
1
4
Knockback
Staff
of
Command:
RF,
AP2
Energy
Shield
(3)
Cypher
Prime
Lightblade:
Tactician
(1)
RF,
AP2
24
L
1-‐2
-‐
4+
5+
1
1
2
Energy
Shield
(4)
Troops
Name
Weapons
Abilities
&
Armour
Survive
Points
Speed
Shoot
Equipment
Fight
Type
Size
VPs
52
(photography
of
several
of
the
key
minis)
Specialists
Name
Weapons
Abilities
&
Armour
Survive
Points
Speed
Shoot
Equipment
Fight
Type
Size
VPs
Drone
with
Shield
Construct
Shield
22
S
1-‐2
-‐
-‐
6+
1
0
2
Generator
Generator
(4)
Black
Talon
Noh
Rifle:
Construct,
R5
Vulnerable,
20
S
1-‐2
3+
5+
5+
1
1
2
Energy
Glide
Shield
(2)
Jump
Pack
Vehicles
Sky
Razor
Twin
Noh
Vehicle
Rifles:
R5,
20
V
2-‐4
4+
-‐
5+
2
0
2
Weight
of
Fire
53
(photography
of
several
of
the
key
minis)
Weapons
Weapon
Points
VPs
Range
AP
Abilities
Energy
Bow
2
0
R4
-‐
Glaive
8
1
RF
AP1
Frenzy
Energy
2
0
R1
-‐
Knockback
Pulse
Charge
2
0
RF
-‐
Knockback
Glove
Staff
of
6
1
RF
AP2
Command
Lightblade
6
1
RF
AP2
Grenade
8
1
R5
-‐
Indirect
(3)
launcher
Force
Rifle
4
0
R5
-‐
Blast
Fission
12
1
R10
AP5
Heavy
Beamer
Light
8
1
R7
AP2
Missile
Launcher
Noh
Rifle
2
0
R5
-‐
Twin
Noh
4
0
R5
-‐
Weight
of
Rifles
Fire
Plasma
18
2
R4
AP1
Frag
(5)
Vortex
Pulse
18
2
R8
Indirect
(4)
Bombard
Gear
Item
Points
Rarity
Ammo
2
Common
AP
ammo
4
Rare
Energy
Shield
6
Unique
(2)
Energy
Shield
8
Unique
(3)
Energy
Shield
10
Unique
(4)
Frag
grenade
6
Common
Holo
sight
8
Rare
Medi-‐Pack
6
Common
Smoke
4
Common
Grenade
Shield
20
Unique
Generator
(4)
Stun
Grenade
4
Rare
54
FULL
PAGE
MARAUDERS
ART
55
THE
MARAUDERS
Box
out
-‐
SPECIAL
RUES
Strike
Teams
led
by
a
Commando
Leaders:
Recon
4+
By
The
Numbers:
You
may
spend
an
Army
Special
result
on
your
Command
Dice
to
re-‐roll
any
normal
test
made
by
a
model
with
Commando
in
their
type
name.
End
box
out
(photography
of
the
army
in
action)
56
(photography
of
several
of
the
key
minis)
Leaders
Name
Weapons
Abilities
&
Armour
Survive
Points
Speed
Shoot Equipment
Fight
Type
Size
VPs
Commando
Pistol:
R3
Tactician
(2)
22
L
1-‐2
6+
6+
4+
1
0
2
Captain
Commando
Pistol:
R3
Tactician
(1)
18
L
1-‐2
5+
4+
4+
1
0
1
Sergeant
Troops
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
57
(photography
of
several
of
the
key
minis)
Specialists
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
Mauler
Buzzsaw:
RF,
Tactician
Ripper
Suit
AP1,
Frenzy
(1),
Solid
22
S
1-‐2
-‐
4+
4+
3
1
2
Ram:
RF,
Knockback
Rainmaker
Rotary
Solid
Ripper
Suit
Cannon:
R5,
Weight
of
Fire
HEW
Beamer:
R7,
AP3
22
S
1-‐2
5+
6+
4+
3
1
2
Frag
Launchers:
R3,
Frag
(3)
Rocket
Salvo:
R8,
Indirect
(3)
Hulk
HEW
Cannon:
Tough
R12,
AP5,
28
S
1-‐2
4+
6+
4+
3
1
3
Heavy,
Weight
of
Fire
Mawbeast
Chainmaw:
Beast,
12
S
2-‐3
-‐
3+
5+
1
0
1
Bomber
RF,
AP1
BOOM!
(4)
Vehicles
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
58
(photography
of
several
of
the
key
minis)
Weapons
Weapon
Points
VPs
Range
AP
Abilities
Pistol
0
0
R3
-‐
Heavy
Pistol
4
0
R4
-‐
Weight
of
Fire
Claw
6
0
RF
AP1
Thermal
4
0
R4
AP1
Cannon
Auxiliary
4
0
R2
-‐
One
use,
It
Flamer
Burns!
Chainsaw
6
0
RF
AP1
Rifle
2
0
R6
-‐
Flamer
4
0
R2
-‐
Volatile,
It
Burns!
HMG
4
0
R6
-‐
Weight
of
Fire
Heavy
Rifle
14
1
R8
AP1
Heavy,
Sniper
Scope
Buzzsaw
6
1
RF
AP1
Frenzy
Ram
4
0
RF
-‐
Knockback
Rotary
4
0
R5
-‐
Weight
of
Cannon
Fire
HEW
8
1
R7
AP3
Beamer
Frag
6
1
R3
-‐
Frag
(3)
Launchers
Rocket
10
1
R8
-‐
Indirect
(3)
Salvo
HEW
16
2
R12
AP5
Heavy,
Cannon
Weight
of
Fire
Heavy
20
2
R10
-‐
Indirect
(4),
Mortar
Heavy
Gear
Item
Points
Rarity
Ammo
2
Common
AP
ammo
4
Rare
Frag
grenade
4
Common
Holo
sight
8
Rare
Medi-‐Pack
6
Common
Smoke
4
Common
Grenade
59
FULL
PAGE
REBS
ART
60
THE
REBS
FLUFF
Box
out
SPECIAL
RUES
Strike
Teams
led
by
a
Rebel
Commander:
Recon
4+
Always
Short:
You
can
spend
an
Army
Special
result
on
your
Command
Dice
to
place
a
new
random
item,
face
down,
in
an
unoccupied
cube
that
is
adjacent
to
the
active
model.
This
does
not
count
as
an
action.
End
box
out
(photography
of
the
army
in
action)
61
(photography
of
several
of
the
key
minis)
LEADERS
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
Rebel
Troop
Sniper
Rifle:
Tactician
28
L
1-‐2
3+
5+
5+
1
0
3
Commander
R8
(2)
Rebel
Yndij
Tactician
Infiltrator
24
L
1-‐2
5+
4+
5+
1
0
2
Rifle:
R6
(1),
Agile,
Commander
Scout
TROOPS
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
Rebel
8
T
1-‐2
5+
6+
6+
1
0
1
Rifle:
R6
Trooper
Rebel
Sorak
Blaster:
R4,
10
T
1-‐2
5+
6+
6+
1
0
1
Blast
Kraaw
Wrist
Blaster:
Glide,
Scout
10
S
1-‐2
6+
4+
6+
1
0
1
Warrior
R3,
Blast
Rebel
Yndij
12
T
1-‐2
5+
5+
6+
1
0
1
Rifle:
R6
Agile,
Scout
62
(photography
of
several
of
the
key
minis)
SPECIALS
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
Rebel
Sniper
Rifle:
R8,
16
S
1-‐2
4+
6+
6+
1
0
2
Sniper
Sniper
Scope
Zee
Scavenger
6
S
1-‐2
7+
7+
6+
1
0
0
Pistol:
R3
Scavenger
Survey
Construct,
Agile
6
S
1-‐2
-‐
-‐
5+
1
0
0
-‐
Drone
Rebel
Ceremonial
Teleport,
Tough
Teraton
Blades:
RF,
AP1
Grenade
Launcher:
30
S
1-‐2
6+
4+
5+
3
1
3
one
use,
R3,
Frag
(3)
Hand
Flamer:
one
use,
R2,
It
Burns!
Judwan
Energy
Medic,
Non-‐
12
S
1-‐2
-‐
-‐
6+
1
0
1
Medic
Shield
(3)
Combatant
VEHICLES
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
63
(photography
of
several
of
the
key
minis)
WEAPONS
Weapon
Points
VPs
Range
AP
Abilities
Pistol
0
0
R3
-‐
Rifle
2
0
R6
-‐
Energy
8
1
-‐
-‐
Shield
(3)
Assault
6
1
R2
-‐
Volatile,
It
Flamer
Burns!
Chainsaw
4
0
RF
AP1
Sniper
Rifle
16
2
R8
Sniper
Scope
Heavy
Burst
12
1
R8
-‐
Weight
of
Laser
Fire,
Suppression
Polaris
10
1
R10
AP4
Cannon
Onslaught
4
0
R5
-‐
Weight
of
Cannon
Fire
Desolator
8
1
R8
AP2
Missile
8
1
R10
AP4
Heavy
Launcher
Ceremonial
6
0
RF
AP1
Blades
Grenade
4
0
R3
-‐
One
use,
Launcher
Frag
(3)
Hand
4
0
R2
-‐
One
use,
It
Flamer
Burns!
Wrist
2
0
R3
-‐
Blast
Blaster
Blaster
4
0
R4
-‐
Blast
Combat
6
0
RF
-‐
Frenzy
Blades
GEAR
Item
Points
Rarity
Ammo
2
Common
AP
ammo
4
Rare
Defender
6
Rare
Shield
Energy
Shield
12
Unique
(3)
Frag
grenade
6
Common
Holo
sight
8
Rare
Medi-‐Pack
6
Common
Smoke
4
Common
Grenade
Stun
Grenade
4
Rare
64
ABILITIES
APx
AP
is
short
for
Armour
Piercing
and
denotes
a
type
of
weapon
that
is
We
can
safely
assume
that
the
elite
particularly
good
at
defeating
warriors
and
fearsome
monsters
armour.
AP
will
always
be
listed
that
make
up
the
various
factions
all
with
a
number
after
it
in
place
of
the
have
an
above
average
ability
to
“x”,
eg
AP1,
AP2,
etc.
fight
and
survive.
These
common
traits
are
included
as
stats.
However,
Attacks
by
a
model
or
weapon
with
some
have
even
more
specialised
this
ability
ignore
a
number
of
points
and
unusual
skills,
and
whether
they
of
armour
equal
to
the
number
after
are
innate
or
learned
they
are
listed
the
AP.
So,
if
an
AP1
attack
hits
a
as
separate
abilities.
Each
model’s
model
with
Armour
2
then
the
stat
card
lists
the
abilities
that
apply
damage
is
resolved
as
if
the
target
to
it.
had
Armour
2-‐1
=
1.
Some
abilities
belong
to
the
model
AP
is
cumulative.
If
more
than
one
and
others
to
the
weapons
that
they
AP
modifier
applies
to
an
attack
then
carry.
Weapon
abilities
are
listed
as
modify
the
armour
by
their
total
part
of
the
weapon’s
line
on
the
card.
before
working
out
the
damage.
Model’s
abilities
have
their
own
section.
All
are
listed
here.
Beast
Where
an
ability
conflicts
with
a
The
model
cannot
pick
up,
carry
or
core
rule,
the
ability
takes
use
items.
All
of
its
weapons
and
precedence.
equipment
are
either
natural
or
have
been
grafted
on
permanently
by
skilled
bio-‐technicians.
This
ability
can
also
apply
to
models
that
are
already
so
burdened
by
their
normal
combat
load
that
they
Battle
action
Artwork/photography
have
no
room
to
carry
more.
Blast
The
weapon
does
no
direct
damage,
though
the
force
of
the
blast
may
push
models
off
buildings
or
slam
them
into
walls.
If
the
attack
is
a
HIT
then
all
models
Agile
in
the
cube
except
the
target
are
After
a
model
takes
a
Move
or
Sprint
thrown
one
cube
away
from
the
action
it
may
additionally
choose
to
target
model
and
then
Pinned.
The
move
up
or
down
one
level
for
free.
target
model
is
thrown
one
cube
in
a
This
change
in
level
follows
the
random
direction
and
then
Pinned.
normal
movement
rules.
If
the
attack
is
a
MISS
then
all
models
in
the
target
cube
are
Pinned.
65
it
in
place
of
the
(n),
eg
Frag
(3),
Frag
(5),
etc.
BOOM!
(n)
When
a
model
with
this
ability
is
Roll
a
variable
dice
4+
test
(X)
for
killed,
they
explode.
the
strength
of
the
attack,
where
the
number
of
dice
rolled
is
the
number
In
addition,
the
model
may
choose
to
in
brackets
after
Frag.
For
example,
trigger
the
explosion
as
a
Special
a
Frag
(5)
weapon
would
roll
5
dice
action.
for
damage.
Models
in
the
target
cube
must
roll
a
3
dice
Survive
test
Regardless
of
the
cause,
when
the
(X).
Roll
once
for
the
attack
and
model
explodes,
treat
it
as
a
Frag
separately
for
each
target
model.
explosion
in
that
cube.
Draw
or
Survive
wins:
MISS
-‐
Attack
misses.
Construct
This
model
is
an
artificial
creature
Frag
wins:
HIT
–
the
difference
in
and
as
such
is
immune
to
certain
number
of
successes
is
the
potential
effects.
damage.
Engineer
Whatever
the
results
of
the
The
model
is
experienced
with
explosion,
all
surviving
models
in
the
tripwires
and
mines.
If
they
reveal
a
target
cube
are
thrown
one
cube
in
a
booby
trap
item
then
the
Engineer’s
random
direction
and
then
Pinned.
activation
ends
immediately.
All
models
in
adjacent
cubes
on
the
However,
the
booby
trap
does
not
same
level
are
thrown
one
cube
explode.
Instead
it
is
defused
and
away
from
the
centre
of
the
discarded.
explosion
and
then
Pinned.
In
addition,
some
items
can
only
be
used
by
Engineers.
Fire
Control
When
the
model
takes
a
Shoot
action
it
can
use
two
weapons
instead
of
one.
Each
weapon
may
choose
the
Battle
action
Artwork/photography
same
or
a
different
target.
Declare
the
targets
of
both
weapons
before
rolling
any
attack
dice.
66
Glide
opponents
en
masse
to
drag
them
The
model
may
drop
any
number
of
down
by
sheer
weight
of
numbers.
levels
without
harm.
This
may
be
The
best
example
of
this
are
the
done
by
choice
or
as
the
result
of
Plague
Zombies.
being
blasted
out
of
a
position.
In
either
case
they
glide
to
the
ground
When
a
model
with
Horde
is
in
a
unharmed
by
the
drop
and
land
on
Fight
it
gets
the
+1
modifier
for
their
feet.
For
every
level
they
drop
having
friendly
models
in
the
cube
they
may
move
one
cube
sideways
as
usual.
In
addition,
it
receives
an
(relative
to
their
original
position).
extra
+1
for
each
friendly
model
(not
counting
itself)
in
the
same
cube
that
also
has
Horde.
Grenade
All
Grenades
are
thrown
the
same
way,
using
a
Shoot
action.
Choose
a
target
cube.
You
do
not
need
LOS
to
an
enemy
model,
though
if
you
do
not
have
LOS
then
both
the
shooting
model
and
the
target
cube
Battle
action
Artwork/photography
must
be
visible
when
viewed
by
the
player
from
directly
above.
Roll
a
3
dice
Shoot
test
(1),
with
no
modifiers.
Success
means
that
the
Grenade
has
landed
in
that
cube.
Failure
requires
a
scatter
roll
to
determine
which
cube
the
Grenade
detonates
in.
An
inaccurate
Grenade
will
scatter
onto
the
same
or
lower
level,
not
up.
The
effect
the
Grenade
has
varies
by
type.
Heavy
The
weapon
is
cumbersome
and
takes
time
to
set
up
and
sight
in,
so
Shoot
counts
as
a
long
action.
In
addition,
all
Fight
rolls
for
a
model
carrying
a
Heavy
weapon
are
at
an
additional
-‐1.
Horde
Most
models
in
Deadzones
fight
as
highly
trained
individuals.
However,
a
few
shun
individual
talent
and
rely
instead
on
simply
piling
onto
their
67
Indirect
(n)
Indirect
weapons
can
Shoot
Frag
wins:
HIT
–
the
difference
in
normally,
or
they
can
choose
to
number
of
successes
is
the
potential
Shoot
at
targets
they
cannot
see.
damage.
Indirect
will
always
be
listed
with
a
number
after
it
in
place
of
the
(n),
eg
Whatever
the
results
of
the
Indirect
(3),
Indirect
(5),
etc.
explosion,
all
surviving
models
in
the
target
cube
are
thrown
one
cube
in
a
If
an
Indirect
weapon
Shoots
random
direction
and
then
Pinned.
normally
then
use
the
normal
rules.
All
models
in
adjacent
cubes
on
the
The
following
modified
rules
only
same
level
are
thrown
one
cube
apply
if
it
targets
a
model
it
cannot
away
from
the
centre
of
the
see.
explosion
and
then
Pinned.
Shoot
becomes
a
long
action.
Also,
due
to
its
arcing
trajectory
the
weapon
cannot
target
anything
within
2
cubes,
regardless
of
its
normal
range.
Choose
a
target
cube.
You
do
not
need
LOS
to
an
enemy
model,
though
both
the
shooting
model
and
the
target
cube
must
be
visible
when
viewed
by
the
player
from
directly
above.
Roll
a
3
dice
Shoot
test
(2),
with
no
modifiers
(not
even
from
Command
dice).
Success
means
that
the
shot
has
landed
in
that
cube.
Failure
requires
a
scatter
roll
to
determine
which
cube
the
shot
explodes
in.
An
inaccurate
shot
will
Battle
action
Artwork/photography
scatter
onto
the
highest
level
of
the
stack
it
scatters
onto.
When
an
indirect
shot
explodes
it
may
injure
or
kill
models
in
the
same
cube.
Roll
a
variable
dice
4+
test
(X)
for
the
strength
of
the
attack,
where
the
number
of
dice
rolled
is
the
number
in
brackets
after
Indirect.
For
example,
an
Indirect
(5)
weapon
would
roll
5
dice
for
damage.
Models
in
the
cube
must
roll
a
3
dice
Survive
test
(X).
Roll
once
for
the
attack
and
separately
for
each
target
model.
Draw
or
Survive
wins:
MISS
-‐
Attack
misses.
68
It
Burns!
The
model’s
activation
ends
The
weapon
unleashes
immediately.
indiscriminate
sheets
of
flame,
acid,
or
similar
lethal
concoctions.
Flames
double:
the
target
remains
on
fire.
The
potential
damage
is
Choose
one
visible
model
as
the
equal
to
the
difference
in
total
primary
target
and
roll
for
the
attack
successes
and
is
resolved
at
AP3.
with
no
modifiers.
Roll
Survive
The
model’s
activation
ends
separately
for
each
model
in
the
immediately.
target
cube
and
compare
each
individually
to
the
attack
roll
see
the
results.
It
Burns!
weapons
attack
Knockback
every
model
in
same
cube
as
the
When
a
weapon
with
this
ability
hits
primary
target,
regardless
of
which
its
target
it
will
knock
it
back
into
a
side
they
are
on
or
whether
they
are
different
cube.
Resolve
the
attack
as
visible
to
the
Shooter.
normal,
then
move
the
target
one
cube
directly
away
from
the
attacker
Whatever
the
result
of
the
attack
(see
page
XXX).
(even
if
it
misses)
all
models
in
the
target
cube
are
set
on
fire.
In
reality,
the
weapon
fires
great
gouts
of
flame
that
fill
the
cube,
and
even
near-‐
misses
set
things
alight.
Battle
action
Artwork/photography
If
a
model
is
on
fire
when
it
is
activated,
then
its
first
action
must
be
to
attempt
to
put
out
the
fire.
This
is
a
Special
action
that
supersedes
the
normal
restrictions
on
actions
Loader
and
is
worked
out
as
follows:
If
a
model
with
this
ability
is
in
base-‐
to-‐base
contact
with
a
friendly
The
fire
rolls
a
3
dice
4+
test
(X).
model,
then
the
Loader
can
remove
a
Reload
counter
from
that
model
by
The
target
rolls
a
3
dice
Survival
test
taking
a
Special
action.
(X).
Draw
or
Survival
wins:
the
target
Medic
puts
out
the
flames
before
they
do
A
Medic
can
heal
a
single
injured
any
real
damage.
The
model
may
model
in
the
same
cube
(which
could
continue
with
any
remaining
actions
be
the
Medic
themself)
by
taking
a
as
normal.
Special
action.
No
test
is
required.
One
damage
counter
is
removed
per
Flames
win:
the
target
manages
to
use
of
this
ability.
put
out
the
flames
and
is
no
longer
on
fire,
but
suffers
damage
in
the
This
ability
only
heals
living
models,
process.
The
potential
damage
is
and
cannot
repair
Constructs
or
equal
to
the
difference
in
total
Vehicles.
successes
and
is
resolved
at
AP1.
69
Non-‐Combatant
Scavenger
This
model
cannot
or
will
not
hurt
The
model
may
carry
up
to
3
items
their
enemies.
They
may
not
use
any
instead
of
the
normal
limit
of
1.
In
weapon
and
must
choose
to
use
addition,
the
model
is
an
Survive
if
engaged
in
a
Fight.
experienced
explorer
of
rubbish
tips
and
debris
fields
and
will
never
set
off
a
booby
trap.
If
they
reveal
a
Rampage
booby
trap
item
then
the
Scavenger’s
When
a
model
with
this
ability
is
activation
ends
immediately.
damaged,
but
not
killed,
it
goes
However,
the
booby
trap
does
not
crazy.
In
its
blood
frenzy
it
may
even
explode.
Instead
it
is
dismantled
and
attack
its
friends.
For
the
remainder
discarded.
of
the
game,
whenever
the
model’s
owner
chooses
to
activate
it
you
must
roll
one
dice:
1-‐2:
The
opposing
player
may
control
the
model’s
actions
for
this
Battle
action
Artwork/photography
Turn.
This
can
include
attacking
the
active
model’s
friends.
In
the
confusion,
neither
side
may
claim
the
+1
modifier
for
additional
friends
in
a
Fight.
This
model’s
Scout
actions
count
as
an
activation
for
the
After
deployment,
before
the
first
active
model’s
side,
not
for
the
side
Turn
of
the
first
Round,
a
Scout
that
actually
controlled
it.
model
may
make
one
free
Sprint
3-‐6:
The
owner
of
the
active
model
action.
If
both
sides
have
Scouts
then
may
act
with
the
model
as
normal.
the
player
with
initiative
moves
all
7-‐8:
The
owner
of
the
active
model
his
Scouts
first.
A
Scout
may
not
may
act
with
the
model
as
normal.
In
enter
a
cube
containing
another
addition,
as
the
model
is
so
frantic
model
during
this
pre-‐battle
that
it
may
move
1
cube
before
it
movement.
takes
its
normal
actions,
as
if
the
owner
had
played
a
Command
Dice
Slow
Reload
Move
result
on
it.
When
this
weapon
fires
it
is
marked
with
a
Reload
counter.
That
weapon
Remote
cannot
Shoot
again
until
this
counter
A
model
with
this
ability
acts
under
is
removed.
Removing
the
counter
remote
control.
As
long
as
a
friendly
requires
a
Special
action
by
the
Engineer
is
within
3
cubes
when
the
model
carrying
it.
If
a
model
has
model
is
activated,
the
Remote
other
weapons
then
this
penalty
model
acts
normally.
If
this
is
not
the
only
applies
when
using
the
Slow
case
then
the
Remote
simply
idles
on
Reload
weapon.
the
spot,
taking
no
actions
during
its
Turn.
Smokescreen
The
model
is
equipped
with
smoke
generating
or
mini-‐grenade
70
deploying
devices
that
are
enough
to
the
most
out
of
a
combat
situation.
produce
a
single
use
Smokescreen.
Tactician
will
always
be
listed
with
a
number
after
it
in
place
of
the
(n),
eg
Once
during
a
battle,
at
the
start
of
Tactician
(1),
Tactician
(2),
etc.
any
one
of
its
Turns,
the
model
may
place
a
Smokescreen.
The
effect
is
When
rolling
command
at
the
start
identical
to
a
smoke
grenade
going
of
a
round,
add
(n)
dice
to
the
roll.
off
in
the
model’s
cube.
Placing
a
Smokescreen
is
not
an
action
and
Note
you
can
only
apply
the
tactician
may
be
done
even
if
there
are
enemy
ability
of
one
friendly
model.
Having
models
in
the
same
cube.
more
than
one
Tactician
in
a
Strike
Team
provides
no
benefit
beyond
If
the
model
moves
away,
the
having
a
replacement
if
the
first
one
Smokescreen
remains
in
the
cube
it
is
killed.
was
deployed
in.
It
disperses
in
the
same
way
as
a
smoke
grenade.
Tag
A
model
with
a
Tag
rifle
can
spend
a
Sniper
Scope
short
action
to
mark
an
enemy
The
weapon
gains
+2
dice
to
Shoot
model
as
a
target.
For
the
remainder
actions
in
addition
to
any
other
of
this
round,
all
shots
made
against
modifiers
that
apply.
that
target
by
any
models
with
tag
rifles
receive
1+
dice.
Teleport
A
model
with
this
ability
may
Battle
action
Artwork/photography
Teleport
as
a
Special
action.
Teleport
moves
the
model
up
to
2
cubes
in
any
direction
without
the
need
for
a
clear
route
between
them.
Solid
If
the
teleporting
model
ends
this
A
model
with
this
ability
is
not
move
in
the
same
cube
as
an
enemy
affected
by
weapon
effects
that
move
model
then
they
will
Fight
as
their
target
to
a
new
cube,
such
as
normal.
the
blast
of
a
grenade
or
a
Knockback.
In
addition,
the
model
is
never
Pinned.
Tough
The
model
ignores
1
point
of
potential
damage
per
attack.
This
is
Suppression
calculated
before
Armour
and
A
weapon
with
this
ability
Shoots
as
cannot
be
countered
by
any
AP
value
normal.
Then,
in
addition,
any
of
the
attack.
models
(from
either
side)
in
the
target
cube
are
Pinned.
Toxic
A
model
struck
by
a
Toxic
weapon
is
Tactician
(n)
never
injured.
Any
damage
that
gets
The
model
is
a
great
leader
and
through
the
model’s
armour
will
kill
intuitively
understands
how
to
get
them.
71
They
may
not
climb
up
or
down
walls.
Toxic
Smokescreen
The
model
can
generate
clouds
of
A
Vehicle
cannot
pick
up,
carry,
or
poisonous
smoke
to
hide
itself.
use
items.
Vehicles
have
an
amount
of
damage
Once
during
a
battle,
at
the
start
of
based
on
their
size,
just
like
other
any
one
of
its
Turns,
the
model
may
models.
fill
its
cube
with
Toxic
smoke.
The
effect
is
identical
to
a
smoke
grenade
A
Vehicle
is
not
affected
by
the
going
off
in
the
model’s
cube
with
movement
portion
of
explosions
or
the
added
bonus
of
the
smoke
being
attacks
such
as
Knockback
or
Blast.
It
Toxic.
As
long
as
a
model
remains
in
cannot
be
moved
into
another
cube
the
smoke-‐filled
cube
it
is
treated
as
by
any
attack.
However,
it
still
having
the
Vulnerable
ability.
Models
suffers
damage
from
these
types
of
that
are
immune
to
Toxic
are
attack
as
normal.
immune
to
the
Toxic
effects
of
a
Toxic
Smokescreen.
Models
that
are
When
a
Vehicle
is
destroyed
it
is
left
already
Vulnerable
suffer
no
in
place
on
the
battlefield.
It
is
now
additional
effects.
Adjacent
cubes
treated
as
part
of
the
battlefield’s
are
not
affected
by
this
Toxic
effect.
terrain.
For
the
sake
of
appearance
you
might
like
to
remove
any
crew
Placing
a
Toxic
Smokescreen
is
not
an
models
and
add
a
small
piece
of
action
and
may
be
done
even
if
there
cotton
wool
to
make
it
look
like
a
are
enemy
models
in
the
same
cube.
smoking
wreck
If
the
model
moves
away,
the
Toxic
Volatile
Smokescreen
remains
in
the
cube
it
A
weapon
with
this
ability
includes
a
was
deployed
in.
It
disperses
in
the
tank
of
highly
Volatile
fuel.
same
way
as
a
smoke
grenade.
If
a
model
carrying
a
weapon
with
this
ability
is
saved
from
injury
by
its
Vehicle
armour
then
roll
a
dice.
On
a
roll
of
a
The
model
is
a
Vehicle.
If
the
model
2-‐8
the
Volatile
fuel
is
safe.
On
a
roll
comes
with
separate
crew
figures
of
a
1
the
fuel
tank
ruptures
and
sets
then
you
can
choose
to
either
attach
the
model
on
fire.
See
It
Burns!
on
them
to
the
main
chassis,
or
leave
page
XXX.
The
Volatile
weapon
is
them
loose
so
the
main
vehicle
can
destroyed.
be
used
as
a
wreck
(or
scenery
in
battles
where
it
is
not
used
in
the
Strike
Team).
They
have
no
specific
Vulnerable
game
function
beyond
looking
good
A
model
with
this
ability
is
never
and
showing
that
the
Vehicle
is
still
injured.
Any
damage
that
gets
in
the
battle.
through
the
model’s
armour
will
kill
them.
Vehicles
are
large
and
cumbersome
so
cannot
move
about
the
battlefield
with
the
same
ease
as
smaller
Weight
of
Fire
models.
A
Vehicle
can
only
change
A
weapon
with
this
ability
throws
so
level
by
moving
up
or
down
a
ramp.
much
firepower
at
the
target
that
72
something’s
bound
to
happen.
Any
Shoot
dice
that
fails
may
be
re-‐rolled
once.
This
also
applies
to
any
additional
dice
gained
by
rolling
an
8.
73
ITEMS
Picking
Up
and
Carrying
Items
Models
can
pick
up
and
carry
a
single
item.
When
a
model
moves
into
a
cube
containing
an
item,
but
no
enemy
models,
they
may
choose
to
pick
it
up.
Battle
action
Artwork/photography
This
applies
whatever
the
cause
of
the
movement.
In
addition,
if
a
model
spends
a
Move
action
repositioning
within
the
same
cube
then
they
may
also
pick
up
an
item
in
that
cube.
If
there
is
more
than
one
item
in
a
cube
then
the
moving
model
must
choose
which
to
pick
up.
They
can
only
pick
up
one
at
a
time.
Items
begin
the
battle
face
down,
so
Swapping
Items
Between
Models
that
their
type
is
unknown.
Picking
up
an
item
allows
a
player
to
turn
it
over
If
a
model
could
pick
up
an
item
then
and
look
at
what
it
is.
Once
an
item
they
can
choose
to
swap
an
item
with
has
been
revealed
then
it
stays
face
up
a
friendly
model
in
the
same
cube
for
the
rest
of
the
game
even
if
it
is
instead.
dropped
or
swapped
later.
The
active
model
gives
an
item
they
If
the
model
picks
up
an
item
then
are
currently
carrying
to
the
other
they
may
choose
to
keep
it,
drop
it
or
model.
If
this
other
model
cannot
destroy
it.
Models
can
carry
up
to
one
carry
more
items
than
it
already
has
item
at
a
time.
If
they
pick
up
a
new
then
they
must
either
give
one
to
the
item
they
may
choose
which
to
keep
active
model
or
drop
one
on
the
floor.
and
which
to
drop/destroy.
Only
the
active
model
spends
an
An
item
that
is
dropped
is
placed
in
action
in
order
to
swap
items.
The
the
same
cube,
face
up.
other
model
can
be
already
activated
or
yet
to
have
its
Turn
when
the
swap
An
item
that
is
destroyed
is
removed
takes
place.
from
the
game.
74
This
short
list
includes
only
those
in
brackets.
A
roll
of
8
rolls
up
as
items
required
for
these
playtest
usual.
forces.
For
each
6+
you
roll,
one
potential
damage
is
absorbed
by
the
shield.
Ammo
However,
the
shields
are
new
Ammo
is
one-‐use.
technology
and
are
somewhat
unreliable.
If
you
roll
more
1s
than
A
model
that
is
carrying
ammo
may
successes
then
the
incoming
energy
choose
to
use
it
when
he
takes
a
overwhelms
the
shield’s
ability
to
normal
Shoot
action.
It
adds
a
+1
buffer
the
surge
of
power
and
it
is
modifier
for
that
Shoot
action.
destroyed.
Any
successes
in
that
roll
will
still
reduce
the
potential
damage
as
normal,
but
the
shield
will
not
AP
Ammo
work
again
during
this
battle.
Ammo
is
one-‐use.
If
a
model
is
protected
by
more
than
A
model
that
is
carrying
ammo
may
one
Energy
Shield/Shield
Generator
choose
to
use
it
when
he
takes
a
then
all
apply.
Roll
each
separately
normal
Shoot
action.
It
adds
a
+1
and
reduce
the
potential
damage
by
modifier
for
that
Shoot
action,
and
the
total
effect.
any
damage
is
resolved
as
AP1.
Frag
Grenade
Defender
Shield
Frag
grenades
are
one-‐use,
R3,
Frag
The
model
carrying
the
Defender
(3),
Grenades.
Shield
uses
it
to
form
a
moving
barricade
behind
which
he
and
his
comrades
can
advance
safely.
The
model
with
this
item
gains
+1
Armour.
In
addition,
all
size
1
or
2
friendly
models
in
the
same
cube
also
gain
+1
Armour.
Battle
action
Artwork/photography
Each
model
can
only
benefit
from
a
single
Defender
Shield
bonus
at
a
time.
Energy
Shield
(n)
Energy
shields
are
designed
to
absorb
the
energy
of
incoming
attacks,
whether
this
is
from
particle
Holo
Sight
weapons
or
kinetic
energy
devices.
A
model
that
is
equipped
with
a
holo
sight
adds
a
+1
modifier
to
their
When
a
model
wearing
this
item
Shoot
actions.
A
holo
sight
cannot
be
suffers
potential
damage,
roll
a
used
with
Indirect
weapons
number
of
dice
equal
to
the
number
75
Intel
Using
a
medi-‐pack
is
a
Special
action
When
a
piece
of
intel
is
picked
up
by
for
the
model
carrying
it.
It
does
not
a
model,
immediately
exchange
it
for
require
a
dice
roll
and
works
a
1VP
counter
and
add
it
to
the
automatically.
The
effect
of
using
a
player’s
total.
medi-‐pack
is
to
completely
heal
the
target
model.
The
medi-‐pack
is
then
The
item
is
not
being
carried
by
the
discarded.
model.
Instead,
the
data
has
been
transmitted
back
to
High
Command
where
it
can
be
properly
analysed.
Mono-‐wheel
Scout
Bike
For
game
purposes,
riding
this
bike
counts
as
carrying
it
as
an
item.
Jump
Pack
A
model
that
is
equipped
with
a
While
the
scout
bike
is
being
ridden,
jump
pack
is
not
Pinned
by
falling
the
model
acquires
Vehicle
and
their
and
takes
no
damage
if
it
falls.
Speed
changes
to
1-‐6.
Medi-‐Pack
A
Medi-‐pack
is
One-‐use.
Battle
action
Artwork/photography
Medi-‐packs
are
used
to
heal
injured
models.
They
may
only
be
used
on
any
living
models,
and
cannot
repair
Constructs
or
Vehicles
Sentry
Gun
A
model
with
a
medi-‐pack
may
use
it
The
Sentry
Gun
is
both
an
item
and
a
either
on
themselves
or
any
other
model.
As
an
item
it
can
be
carried
single
living
model
in
the
same
cube
by
any
model,
just
like
any
other
as
long
as
no
enemy
models
are
in
item.
As
a
model
it
has
the
following
that
cube.
profile:
Name
Weapons
&
Abilities
Equipment
Armour
Survive
Points
Speed
Shoot
Fight
Type
Size
VPs
76
of
smoke
when
they
detonate.
No
Emplacing
or
packing
up
a
Sentry
damage
is
caused
to
models
in
the
Gun
is
a
Special
action.
Emplacing
a
target
cube.
Sentry
Gun
does
not
count
as
its
action
for
that
Round.
Once
The
smoke-‐filled
cube
blocks
all
LOS,
emplaced,
a
Sentry
Gun
cannot
move
including
to
and
from
models
inside
or
be
moved
in
any
way
until
an
it.
Note,
however,
that
it
does
not
Engineer
packs
it
again.
block
LOS
to
the
cube
itself.
Any
Shoot
attacks
that
trace
a
LOS
through
a
cube
that
is
adjacent
to
a
Shield
Generator
(n)
smoke-‐filled
cube
suffer
a
-‐1
This
is
a
larger
version
of
the
modifier
(regardless
of
how
many
familiar
Energy
Shield
(n)
and
works
such
cubes
they
cross).
the
same
way.
The
only
difference
is
the
area
that
it
protects.
Instead
of
At
the
end
of
each
Round
roll
one
covering
a
single
model,
a
Shield
dice
per
smoke
cube.
On
a
1-‐4
the
Generator
provides
protection
for
smoke
remains
in
place;
on
a
5-‐8
the
every
model
of
either
side
in
the
smoke
dissipates
and
is
removed.
same
cube.
Only
roll
for
the
original
target
cube,
not
the
adjacent
ones.
If
a
model
is
protected
by
more
than
one
Energy
Shield/Shield
Generator
then
all
apply.
Roll
each
separately
Stun
Grenade
and
reduce
the
potential
damage
by
Stun
grenades
are
one-‐use,
R3,
the
total
effect.
Grenades
that
disorient
those
nearby.
No
damage
is
caused
to
models
in
the
target
cube.
All
models
in
the
affected
cube
are
marked
as
activated.
Thermal
Mines
Thermal
mines
are
one-‐use,
RF,
AP3
weapons.
Battle
action
Artwork/photography
Smoke
Grenade
Smoke
grenades
are
one-‐use,
R3,
Grenades
that
generate
a
thick
cloud
77
Campaign
System
Deadzone
Redux
Campaign
System
V.
1.1
–
02/12/15
This
version
is
the
second
full
draft
of
the
new
campaign
system,
and
incorporates
material
written
by
Jake
for
the
Deadzone
1
campaign
system,
alongside
new
material
from
the
Deadzone
Rules
Committee
members.
This
version
is
ready
for
inclusion
in
a
public
beta
release.
The
Committee
will
still
need
to
consider
adjusting
RP
values
to
be
more
in
line
with
the
Deadzone
2.0
main
rules,
and
if
possible
would
like
to
conduct
a
public
survey
to
gather
data
on
wins,
losses,
and
casualties
in
the
new
system.
Introduction
Campaigns
allow
players
to
link
individual
games
of
Deadzone
into
a
larger
narrative
that
chronicles
the
adventures
of
their
character’s
lives
and
trials.
Campaigns
are
a
lot
of
work,
and
the
ups
and
downs
of
strike
force
development
can
be
frustrating
at
times,
but
an
exciting
campaign
can
be
very
rewarding
and
will
likely
feature
in
your
gaming
group’s
conversations
for
years
to
come.
Living
in
a
Deadzone
is
a
daily
struggle
for
survival.
Your
Strike
Force
was
sent
in
to
achieve
a
goal
that
now
seems
distant
and
unrealistic,
or
was
trapped
here
when
the
cordon
came
down
and
is
only
looking
for
a
way
to
escape
or
wait
out
the
quarantine.
Contact
with
central
command,
if
your
faction
has
one
in
the
system,
is
sporadic
–
but
still
there,
and
they
send
through
supplies
and
fresh
orders
when
they
can.
Otherwise,
your
team
scours
the
battlefields
and
rubble
for
anything
they
can
salvage,
repair,
or
build
from
scratch.
Even
if
your
strike
force
doesn’t
include
a
dedicated
engineer
many
civilian
homes
have
a
commercial-‐grade
fabricator
that
can
be
hacked
to
assemble
common
military
gear;
frontier
worlds
are
often
awash
in
outdoors
and
survivalist
equipment
that
can
be
re-‐purposed
to
fill
your
needs;
to
say
nothing
of
the
virtues
of
an
oily
rag
and
a
whiskey
bottle
filled
with
home-‐brewed
napalm.
Campaign
Terms
As
well
as
the
normal
Deadzone
rules,
campaigns
need
to
more
closely
define
a
few
terms
and
add
a
couple
of
extra
ones:
Army
This
is
your
overall
force
of
models.
Think
of
this
as
your
base
camp
where
all
the
resources
you
have
are
collected.
You
will
not
have
everything
available
at
once,
and
this
more
accurately
reflects
the
difficulties
in
maintaining
logistics
and
supply
lines
in
the
chaos
of
a
Deadzone.
However,
you
will
be
able
to
tailor
what
resources
you
do
have
–
at
least
to
an
extent.
78
Stores
This
is
the
collection
of
items
that
you
purchase
using
RP,
find
on
the
battlefield,
or
stumble
across
during
the
Exploration/Scavenging
phase
(See
page
XX).
These
are
the
only
items
you
can
choose
to
take
with
you
when
you
assemble
a
Strike
Team
for
a
mission.
Strike
Team
This
is
a
selection
of
models
and
items,
taken
from
your
Army
and
Stores.
Unlike
a
normal
game,
you
must
draw
the
models
and
items
from
your
Army
and
Stores
rather
than
simply
taking
anything
you
like.
This
makes
campaign
Strike
Teams
different
to
those
built
for
one-‐off
games.
Resource
Points
Resource
Points,
or
RP,
are
the
currency
of
Deadzone
campaigns.
These
points
represent
resources
collected,
information
decrypted,
and
reputation
(or
infamy)
earned
among
the
other
groups
fighting
in
the
Deadzone.
They
are
earned
through
winning
games
or
exploring
the
Deadzone
between
games,
and
are
spent
on
new
items,
models,
and
other
supplies.
On
your
roster
sheet,
you
will
have
two
spaces
for
RP:
Total,
and
unspent.
Total
RP
is
a
record
of
all
RP
earned
throughout
the
campaign,
and
only
ever
increases;
this
may
be
used
by
some
Campaign
Organisers
to
track
progress
or
decide
a
winner
of
the
campaign,
or
for
bragging
rights.
Unspent
RP
rises
and
falls
as
RP
are
earned
and
spent.
Roster
Sheet
This
is
a
record
of
all
the
models
and
items
that
are
part
of
your
Strike
Force
and
Stores.
Individual
models
have
their
stats
listed
here
along
with
any
injuries
or
experience.
You
will
also
be
able
to
record
campaign
points
(see
page
XX)
or
other
information
relevant
to
your
campaign.
Some
players
even
keep
a
record
of
models
they've
lost
on
the
back
sheet,
to
remember
their
service,
but
this
is
not
required.
Starting
a
Campaign
Before
beginning
your
campaign,
your
group
will
need
to
make
a
few
decisions
around
the
kind
of
campaign
they
want
to
play.
Campaigns
can
be
as
elaborate
or
as
simple
as
the
players
prefer,
with
some
groups
making
elaborate
territory
maps
for
armies
to
fight
over,
or
a
branching
narrative
decision-‐tree
with
an
over-‐arching
plot
that
evolves
as
players
win
or
lose
games.
Some
players
may
find
themselves
motivated
to
write
short
fiction
or
photographed
battle
reports
based
on
their
exploits,
and
share
them
in
an
online
forum
or
wiki
–
while
others
are
content
to
simply
swap
stories
over
post-‐game
drinks
of
the
heroic
exploits
and
humiliating
misfortunes
experienced
on
the
table-‐top.
For
your
first
few
attempts
at
campaign
play,
we
recommend
keeping
things
simple.
Playing
a
campaign
through
to
completion
not
only
feels
great,
but
acts
as
a
great
recruitment
tool
when
seeking
more
players
for
the
next
one;
and
of
course
there
is
no
reason
why,
at
the
end
of
the
campaign,
a
group
of
players
can't
decide
to
extend
the
campaign
for
just
a
few
games
more.
79
Organisation
One
player
in
the
campaign
should
act
as
the
campaign
organiser.
This
person
will
be
responsible
for
reminding
players
to
schedule
games,
keep
their
rosters
updated,
keep
track
of
wins
and
losses,
and
act
as
a
mediator
and
arbitrator
for
rules
disputes.
This
may
sound
like
a
lot
of
work,
and
it
can
be,
but
it
can
ultimately
be
a
rewarding
experience.
The
players
should
also
agree
on
how
long
they
want
the
campaign
to
go
on
for.
Short
campaigns
with
fixed
end
points
are
a
good
way
to
build
experience
in
running
campaigns;
for
your
first
campaign
we
recommend
having
each
player
play
between
4-‐8
games
each.
Once
everyone
has
played
the
agreed
upon
number
of
games,
tally
up
each
player's
wins
and
losses
as
follows:
Win
–
3
Campaign
points
Lose
–
1
Campaign
point
This
winner
of
the
campaign
will
be
the
player
with
the
most
Campaign
points.
Alternatively,
the
campaign
organiser
might
choose
another
metric
for
success,
such
as
tracking
the
total
amount
of
Resource
Points
earned
across
the
entire
campaign,
or
having
the
top
two
place-‐holders
fight
a
final,
no-‐hold-‐barred,
winner-‐takes-‐all
game
in
a
climactic
fight
to
the
death.
Future
Deadzone
supplements
will
include
more
complicated
or
involved
campaign
outlines
with
special
objectives
or
faction-‐specific
goals
to
represent
the
many
and
varied
Deadzones
found
throughout
the
galaxy.
Starting
a
Campaign
Once
you
have
a
group
of
players
excited
for
the
upcoming
campaign,
you
will
need
some
armies.
Each
player
needs
to
follow
these
steps
to
get
started:
1)
Choose
a
faction
2)
Complete
a
roster
sheet
3)
Work
out
initial
Army
4)
Play
some
games!
1)
Choose
a
faction.
Players
will
have
a
collection
of
models
and
a
favourite
faction.
It's
more
fun
if
there
is
a
mixture
of
different
factions
in
your
group,
but
the
amount
of
infighting
within
every
faction
makes
it
perfectly
reasonable
to
have
duplicates.
Have
a
read
of
the
faction
lists
in
this
book,
starting
on
page
XX.
Finding
a
faction
that
appeals
aesthetically
and
thematically
is
more
important
than
trying
to
decide
which
faction
is
the
most
powerful
in
the
game
–
you
will
be
spending
a
lot
of
time
painting
and
customising
your
models,
and
having
models
that
appeal
to
you
will
go
a
long
way
to
motivating
you
to
keep
playing
and
painting.
80
and
each
time
they
gain
experience,
you
note
this
on
the
roster
sheet.
It
is
the
central
record
of
everything
that
makes
your
Strike
Force
unique.
Keep
it
safe.
Some
groups
will
want
to
give
a
copy
of
their
roster
to
the
Campaign
Organiser,
but
this
is
not
required.
3)
Work
out
initial
army.
An
Army
is
similar
to
a
strike
team,
made
up
of
soldiers
and
equipment
purchased
from
the
player’s
starting
funds.
In
a
normal
game
of
Deadzone,
each
player
has
100
points
to
spend
on
his
models.
In
a
campaign,
each
player
has
600
points
to
spend
purchasing
his
Army.
During
each
game,
the
player
will
assemble
his
strike
team
from
models
in
his
Army.
Because
of
this,
having
a
balanced
Army
is
essential
to
success
in
a
Deadzone
campaign,
because
a
player
will
only
be
able
to
use
soldiers
already
listed
in
his
Army
roster,
rather
than
any
models
available
to
the
faction.
[Army
Selection
section
goes
here,
pending
an
update
on
roster
building
from
Jake]
When
recruiting
your
initial
army,
you
may
only
ever
have
one
of
each
item
with
the
Unique
rarity.
You
may
purchase
one
of
each
Rare
item
initially,
but
are
not
restricted
as
to
how
many
you
may
own
at
any
given
time
as
the
campaign
develops.
Likewise,
you
may
purchase
up
to
3
of
each
Common
item
initially,
but
may
own
any
amount
of
them
at
any
point
as
you
find
and
purchase
more
for
your
Stores
using
RP
earned.
You
will
not
necessarily
need
to
own
a
physical
model
for
every
model
you
purchase
for
your
army
–
If
you
only
own
two
Plague
Stage
3D
Hellhound
models,
for
example,
you
should
feel
free
to
purchase
three,
four,
or
more
for
your
initial
army
and
only
field
two
in
any
given
game.
The
others
will
act
as
'spares'
or
re-‐enforcements
should
the
first
two
become
injured
or
are
killed
As
games
are
played,
individual
models
earn
experience
and
increase
in
veteran
ranks.
The
ranks
represent
skill
and
talent
gained
as
the
character
becomes
more
proficient
as
a
soldier.
Ranks
are
usually
accompanied
by
improvements
to
the
model’s
base
stats
or
new
abilities
or
skills
which
are
added
to
his
repertoire.
Additionally,
because
a
rank
1
human
will
be
less
effective
on
the
battlefield
than
a
rank
5
human,
relative
veteran
ranks
are
used
to
balance
teams
with
different
experience
against
each
other.
More
about
this
will
be
explained
in
the
Playing
a
Game
(see
page
XX),
and
Resolve
Experience
(see
page
XX)
sections
later.
In
addition
to
individual
models
increasing
in
levels,
the
player
earns
Resource
Points
(RP).
These
points
represent
resources
collected,
information
decrypted,
and
reputation
(or
infamy)
earned
among
the
other
groups
fighting
in
the
Deadzone.
These
points
can
be
spent
on
adding
new
models
to
the
Army
roster
or
adding
new
equipment
to
the
team’s
stash,
increasing
strategic
options
available
to
them
in
future
games.
This
will
be
covered
in
more
detail
in
the
Recruitment/Resupply
Phase
(See
page
XX)
section
later.
Finally,
consider
naming
your
models.
With
any
luck,
they
will
fight
with
honour
and
enjoy
a
long,
adventure-‐filled
service
throughout
the
campaign;
and
if
not,
you'll
want
to
know
what
name
to
scrawl
on
the
broken
piece
of
concrete
that
will
serve
as
their
grave
marker
in
the
shallow
grave
you'll
be
leaving
them
in,
in
the
Deadzone.
81
4)
Play
some
games!
Fighting
battles
in
a
campaign
setting
is
much
the
same
as
a
normal
one-‐off
battle.
However,
there
are
additional
steps
to
follow
before
and
after
the
game,
as
outlined
in
the
Pre-‐Game
and
Post-‐Game
Sequences
below.
Pre-‐Game
Sequence
When
playing
a
campaign
game,
follow
the
set-‐up
sequence
as
detailed
on
page
Xx
with
a
few
exceptions
as
outlined
below.
To
play
a
campaign
game,
each
player
chooses
his
strike
team
to
the
agreed
upon
point
value
as
normal,
except
that
all
models
added
to
the
strike
team
must
be
chosen
from
that
player’s
Army
roster.
Usually
games
will
be
played
at
100
points,
but
your
campaign
coordinator
may
set
a
higher
points
value
for
games
(with
the
corresponding
increase
in
VP
needed
to
win,
as
per
the
core
rules)
at
their
option.
Slowly
escalating
the
points
values
of
games
as
the
campaign
progresses
can
be
a
good
way
to
represent
an
intensifying
conflict.
Next,
the
players
add
up
and
compare
their
strike
team’s
Veteran
Levels.
The
difference
in
levels
determines
the
number
of
Underdog
dice
that
are
awarded
to
the
player
with
the
smaller
number
of
Veteran
levels.
These
dice
may
be
added
to
any
normal
test
made
during
the
game,
and
are
rolled
just
like
the
other
dice
and
need
the
same
number
for
success,
and
will
score
a
success
and
a
bonus
dice
roll
on
an
‘8’
as
normal.
A
player
must
decide
before
rolling
whether
or
not
he
will
add
any
underdog
dice
to
the
roll
and
he
may
only
add
a
single
dice
to
any
given
roll.
You
may
wish
to
note
this
on
a
piece
of
spare
paper,
keep
a
tally
of
unspent
dice
using
a
spare
dice,
or
keep
a
separate
pool
of
especially
lucky
dice
to
use
in
a
pinch;
so
long
as
both
players
know
how
many
dice
have
been
used
and
how
many
remain
in
the
less
experienced
player’s
pool
the
exact
method
used
to
track
Underdog
dice
is
unimportant.
Underdog
Dice
Awarded
Differen Dice
Differenc Dice
ce
Total
e
Total
0-‐2
0
11-‐12
5
3-‐4
1
13-‐14
6
5-‐6
2
15-‐16
7
7-‐8
3
17-‐18
8
9-‐10
4
19-‐20+
9
Mercenaries
If
either
player
wishes
to,
he
may
add
a
mercenary
to
his
strike
force.
These
models
use
up
points
as
normal
from
the
player’s
point
allotment
for
choosing
their
Strike
Team
for
the
game.
In
addition,
in
order
to
hire
the
mercenary,
the
player
must
pay
for
their
services
out
of
their
Army’s
unspent
RP
as
a
hiring
fee.
The
hiring
fee
for
a
mercenary
depends
on
their
points
cost
–
the
more
experienced
and
deadly
a
mercenary,
the
more
money
they
can
command
for
their
services.
Consult
the
table
below
82
Points
Hiring
Cost
Fee
1-‐10
2RP
11-‐20
4RP
21-‐30
6RP
31-‐40
8RP
41-‐50
10RP
51-‐60
12RP
Forfeiting
a
Game
From
time
to
time,
during
a
game,
it
may
become
obvious
that
you
are
fighting
a
losing
battle.
In
a
campaign,
it
can
be
advantageous
to
cut
your
losses
and
run.
At
any
point
at
the
start
of
a
player's
turn,
if
25%
of
their
Strike
Team's
models
(rounding
up)
have
been
removed
as
casualties,
the
player
may
opt
to
concede
victory
to
their
opponent.
In
doing
so,
they
will
still
earn
RP
for
losing
a
game,
but
may
not
earn
RP
for
completing
any
mission
objectives.
Carry
out
the
post-‐
game
sequence
as
normal.
Post-‐Game
Sequence
At
the
end
of
each
game
a
number
of
things
may
happen:
models
may
die
or
gain
experience,
items
and
RP
are
earned
and
added
to
the
strike
force’s
stash
for
future
use,
and
new
recruits
and
equipment
may
be
purchased.
In
order
to
make
the
process
easier,
this
process
is
streamlined
into
a
simple
sequence
followed
by
each
player
at
the
end
of
a
game:
1) Return
items
to
the
stores
2) Calculate
Reputation/Resources
(RP)
3) Resolve
Casualties
4) Apply
XP
and
Level
Up
5) Exploration/Scavenging
Phase
6) Recruitment
and
Resupply
Phase
7) Check
roster
is
fully
updated
In the following sections each of these phases will be described in more detail.
83
if
the
closest
model
to
them
at
the
end
of
the
game
is
from
their
Strike
Team
and
is
not
already
carrying
an
item
(make
a
note
of
this
before
the
models
are
cleared
from
the
board).
If
this
is
not
the
case
then
the
weapon
is
lost
and
removed
from
the
roster.
Weapons
marked
as
‘One-‐Use’
are
assumed
to
be
reloaded
between
battles,
and
are
not
removed
from
your
roster
or
discarded
if
they
are
used
during
a
game.
2) Resolve
Casualties
Models
killed
(ie,
removed
from
play
due
to
taking
damage)
during
the
course
of
the
battle
may
not,
in
fact,
have
perished.
During
the
confusion
of
a
firefight
it’s
hard
to
tell
what
injuries,
exactly,
a
model
may
have
sustained.
It’s
only
afterwards,
when
the
dust
has
cleared
and
your
buddies
have
been
dragged
away
on
a
stretcher,
are
you
able
to
tell
the
true
extent
of
a
model’s
injuries.
Models
that
end
the
game
with
an
Injured
token
are
presumed
to
receive
first
aid
from
their
surviving
comrades,
and
will
be
ready
to
fight
for
the
next
battle.
Models
removed
from
play
as
a
casualty,
however,
require
more
extensive
medical
treatment,
and
in
the
chaos
of
a
Deadzone
a
Medivac
to
HQ
is
often
more
than
a
million
miles
away.
For
each
model
removed
as
a
casualty,
roll
on
the
following
chart:
Dice
Roll
Result
1
The
model
is
dead,
and
buried
in
a
hasty
unmarked
grave.
Remove
them
from
your
roster.
2
The
model
survives,
but
is
shaken
by
the
experience.
Roll
again:
1-‐4:
If
the
model
has
earned
any
abilities
through
levelling
up,
they
lose
one
of
those
abilities
chosen
at
random
and
-‐1
Rank.
If
they
have
not
earned
any
abilities,
they
lose
3
XP.
If
they
have
no
XP,
the
model
is
unaffected
(apart
from
the
lingering
night
terrors).
5-‐8:
They
suffer
-‐1
to
their
Shoot
stat.
3
The
model
survives,
but
their
physique
suffers.
Roll
again:
1-‐4:
They
suffer
-‐1
to
their
Survive
stat.
5-‐8:
They
suffer
-‐1
to
their
Fight
stat.
4-‐7
The
model
survives,
but
will
take
time
to
fully
recover.
They
must
miss
the
next
game.
8
The
model
survives
with
no
lasting
complications.
They
may
participate
in
the
next
game
as
normal
If
your
Strike
Team
contains
any
uninjured
models
with
the
Medic
ability,
you
may
re-‐roll
one
result
for
each
model
with
this
ability.
No
dice
can
be
re-‐rolled
more
than
once.
If
you
have
any
medkits
in
your
stores,
you
may
discard
one
medkit
to
re-‐roll
one
result.
No
dice
can
be
re-‐rolled
more
than
once.
If
a
model
has
an
injury,
and
the
same
type
of
injury
is
rolled,
ignore
the
effects
of
that
second
injury.
84
3) Resolve
Experience
Each
model
starts
at
rank
0
and
can
increase
in
rank
up
to
10.
Individual
models
gain
experience
points
according
to
the
table
below.
Each
model
can
only
gain
1
experience
in
each
category
per
game.
Adjust
each
model’s
entry
on
the
roster
sheet
accordingly:
Situation
XP Earned
Model participates in a game
+1 XP
Model scores a kill
+1 XP
Model scores any non-kill VPs in a game (eg Capture, Lie of +1 XP
the Land)
MVP (Player chooses 1 model after game)
+1 XP
Fought against a Strike Force with a larger Veteran level
+1 XP
Each
model
has
a
rank
and
all
models
start
at
Rank
0.
Refer
to
the
following
table
to
see
when
a
model
advances
in
rank:
Rank
XP
Rank
XP
total
total
1
2
6
27
2
5
7
35
3
9
8
44
4
14
9
54
5
20
10
65
A
model
may
only
advance
one
rank
at
a
time;
if
they
earn
sufficient
XP
to
advance
a
second
rank,
the
model
will
be
able
to
advance
to
the
second
rank
after
the
next
game
played,
whether
that
model
participates
in
the
game
or
not.
The
maximum
rank
a
model
may
achieve
is
10.
When
a
model
reaches
a
new
rank,
it
may
choose
one
of
the
following
options:
Stat
Upgrade,
New
Ability,
or
Veteran
Dice.
Stat
Upgrade
A
model
may
choose
one
of
the
following
stat
upgrades.
Only
one
upgrade
per
stat
may
be
taken.
If
a
model
is
subsequently
injured
and
suffers
a
penalty
to
the
upgraded
stat,
the
stat
may
not
be
upgraded
again.
+1
Shoot
+1
Fight
+1
Survive
Increases
in
Shoot,
Fight,
or
Survive
stats
make
the
number
drop
by
1,
so
a
6+
becomes
a
5+,
a
5+
becomes
a
4+,
and
so
on.
New
Ability
Whether
the
model
has
been
learning
on
the
job,
been
mainlining
books
on
tape
between
battles,
or
has
scrounged
up
enough
gear
to
become
the
designated
combat
engineer,
your
troops
are
constantly
learning
from
and
adapting
to
conditions
in
the
Deadzone.
Even
the
seemingly
mindless
Plague
can
mutate
and
evolve,
in
the
right
conditions.
A
model
may
only
have
each
ability
once.
The
exception
is
Tactician:
A
model
with
Tactician(n)
who
learns
Tactician(+1)
increases
their
Tactician
level
by
+1.
A
model
may
only
do
so
once.
85
A
model
may
only
have
one
of
Engineer,
Medic,
or
Scavenger.
If
a
model
already
has
one
of
these
abilities
it
cannot
choose
either
of
the
others.
If
a
model
learns
Engineer
or
Medic,
it
also
gains
Beast.
The
specialist
equipment
needed
for
their
new
skills
means
they
do
not
have
pack
space
for
other
items.
Each
model
will
have
access
to
one
or
more
categories
of
ability.
Refer
to
the
chart
on
page
XX.
Broadly
speaking,
Troops
have
one
ability
list
available,
Specialist
models
two,
and
a
Leader
three.
Ranged
Abilities
Melee
Abilities
Command
Specialist
Abilities
Abilities
Loader
Toxic
(RF
weapon
Tough
Medic
only)
Deadeye
Knockback
Tactician
(+1)
Scavenger
Marksman
Brawler
Engineer
Suppression
Solid
Scout
Veteran
Dice
Hardened
veterans
have
learned
how
to
survive
in
the
harsh
realities
of
combat
and
know
all
manner
of
subtle
tricks.
These
are
represented
by
Veteran
Dice.
Each
Veteran
Dice
can
be
used
once
per
battle
to
add
to
any
normal
test
for
the
model
that
owns
them.
Decide
before
you
roll
any
dice
whether
you
will
add
one
or
more
Veteran
Dice
to
it.
You
may
add
as
many
Veteran
Dice
as
you
like
to
a
single
test
with
the
proviso
that
you
can
only
use
each
one
you
have
once
per
battle.
They
are
rolled
just
like
the
other
dice
and
need
the
same
number
for
success,
roll
up
on
an
8,
and
so
on.
86
4) Calculate
Resource
Points
(RP)
After
each
game
players
will
gain
resources
to
spend
on
purchasing
new
units
and
equipment.
The
number
of
RP
earned
depends
on
the
Victory
points
earned
by
the
strike
team
during
the
game.
Game
Win
Loss
Any
Objective
Met
Size
100
4
3
3
150
6
5
3
200
8
7
3
Add
the
RP
earned
to
both
the
total
RP
and
unspent
RP
areas
of
the
Army
roster
sheet.
The
total
RP
only
ever
goes
up,
whilst
the
unspent
RP
rises
and
falls
as
it
is
earned
and
spent.
RP
earned
can
be
spent
in
the
next
phase
of
the
post-‐game
sequence,
or
saved
for
future
games.
87
D88
Result
Event
11
Vault
-‐
Picking through the wreckage of an overrun military complex, your squad finds a sealed
vault with stockpiles of weaponry and supplies. Add 3 Ammo, 3AP Ammo, 1 frag grenade, 1
holo-sight to your stores and gain an extra +d8 RP.
12-‐13
Functioning
Fabber
Unit
-‐
You’re in luck – one of the hab-tainers you investigate still has a
functioning home fabrication unit. With a bit of reprogramming you manage to convince it to
spit out some military-grade gear. Add 1 Ammo, 1 Frag Grenade, and one Smoke Grenade to
your Stores. If you have a model with Engineer in your Strike Team, also add 1 AP Ammo to
your stores.
14-‐15
Data
Cache
-‐
An otherwise unremarkable office block hides a valuable treasure – The Q4 profit
projections, client list and manufacturing details of Accutek’s branch office on this planet. Sure,
you can'’t eat it and you can’'t shoot someone with it, but you do know someone who will pay
handsomely for this information. Roll 2d8, and discard one result. Add this number of RP to
your roster.
16-‐18
Wrecked
APC
-‐
Corporation Police did their best in the initial fighting, but were quickly
overwhelmed in the first waves of panic. You find enough mil-spec ammo in the wreckage of a
police APC to add two AP Ammo to your stores.
21-‐23
Grim
Cargo
-‐
While checking the industrial area for supplies, your squad breaks into a cargo
container that has been locked from the inside. The family that took refuge here is long dead,
having taken their own lives rather than face the horrors of the Deadzone. They have left behind
enough supplies for your team to fight another day, though. Add 1 Ammo and 1 Med-kit to your
stores.
24-‐26
Survival
of
the
Fittest
-‐
If you’'ve seen one of the many Corporate gymnasiums across the
galaxy, you've seen them all: As much a place to be seen as they are a place to exercise, they can
also be counted on to be over-stocked with protein powders and nutritional supplements. For
your purposes, this represents dried, lightweight, portable food. Gain 1d4+1 RP.
27-‐32
Chemist
-‐
On the off chance the looters have left something behind, your team searches a
chemist’s store. You find enough bandages and antibiotics to add 1 Med-kit to your stores. If
you have a model with Medic in your Strike Team, add 2 Med-kits to your stores instead.
33-‐36
Landing
Pad
–
STRATEGIC
ASSET:After examining the smoking wreckage of a transport
attempting to leave the deadzone to extrapolate its flight path, your strike team discovers the
location of an intact Landing Pad, and secure the area, hacking the automated defenses to allow
your own supply ships to pass. This important asset will allow you to create a new supply line
for your Strike Force. Gain one extra RP post-battle during the exploration phase after every
game you play. Rolling this result has no further effect if you already have a Landing Pad.
37-‐42
Abandoned
Store
-‐
Behind a hasty yet sturdy improvised barricade, your team finds a civilian
hardware store not yet touched by looters. With a bit of ingenuity you’re able to improvise some
crude yet effective weapons and survival gear. Add 1d4 RP to your stores.
88
43-‐46
Field
Hospital
–
STRATEGIC
ASSET:
Your strike team finds and secures a local infirmary.
After disposing of the many corpses it is filled with and activating backup generators you are
able to set up a working military grade field hospital for your soldiers to use. After each battle,
you may have one of your models recover from their injuries for free. Rolling this result has no
further effect if you already have a Field Hospital.
47-‐52
Corpse
-‐
While a common sight in Deadzones, corpses are generally the mutilated remains of
innocents caught in the crossfire. This one is an exception, a fallen soldier who still has some
useful equipment which you can pry from their cold, dead hands. Roll a d8 to see what you find:
1-2: +2 RP
3-4: 1 Ammo
5-6: 1 AP ammo
7: Frag grenade
8: Holo-sight
53-‐56
Fortified
Outpost
–
STRATEGIC
ASSET:
You find an overrun military outpost amongst the
ruins of the deadzone, While its inhabitants have been brutally slaughtered, the structure
remains reasonably intact. Upon further inspection you find a basement area with extensive
areas dedicated to firearms training, with holo-ranges simulating the local environment. Your
troops are able to use this to hone their skills at combat within this deadzone. After each battle,
you may spend d8 ammo counters to give one of your models with access to shooting skills +1
XP. Rolling this result has no further effect if you already have a Fortified Outpost.
57-‐62
Civilian
Survivor
-‐
Your team finds a lone survivor hiding in the rafters of a habtainer. How
they’ve managed to survive this long is anyone’s guess.
PLAGUE: You manage to chase them down and infect them easily enough. The transformation
is quick and painful for them. Roll a d8: On a 1-5, add a Stage 3Z to your roster. On a 6-8, add a
Stage 3A to your roster.
VEER-MYN: The Maligni will be interested to learn how this human survived for so long.
Choose one model to earn +2 XP.
REBS: It takes guts to survive in the Deadzone. Guts and luck. You share information on the
surrounding area, allowing you to deploy 3 models in your next battle as if they had
the Scoutrule. In addition, you may pay 2RP to add a Rebs Human to your force roster.
OTHERS: Whether your share your food in exchange for local area information, or brutally
interrogate them before putting a bullet in their head, you learn enough about the area to allow
you to deploy three models in your next battle as if they had the Scout rule.
63-‐66
Satellite
Uplink
Array
–
STRATEGIC
ASSET:
A radio beacon on your long range scanners
piques the interest of your strike team, and they investigate. Upon arrival, they find a tall
watchtower containing an intact spy satellite uplink, providing a bird's eye view of the
surrounding area. An extra one of your models may deploy as if they have the Scout rule in
every game you play whilst you control this Strategic Asset. Rolling this result has no further
effect if you already have a Satellite Uplink Array.
67-‐72 Brush with Death -‐ While searching for supplies and intel, a member of your strike team
89
comes under attack from multiple assailants. With a combination of skill and ingenuity, they kill
or escape their attackers and return with an exciting tale of bravado to tell. A random model
from your Strike Teams gains +1XP.
73-‐75
Retreat!
-‐
Caught by surprise while examining a promising-looking storage container, your
squad is forced to retreat from the area after you are discovered by a rival fireteam. Choose one
model to roll on the injury table. You may discard 1 Smoke Grenade from your stores to cover
your escape and ignore this result.
76-‐78
Ambush!
-‐
While moving through the Deadzone, your squad comes under fire from unseen
assailants. You manage to retreat, but not before catching a few bullets. Choose one model to
roll on the injury table. You may discard 2 Ammo items from your stores to fight your way free
and ignore this result.
81-‐83
Underground
Access
–
A Following a hunch, your team spends some time scouting the
nearby maintenance corridors and transit tunnels. An extra 3 of your models may deploy as if
they had the Scout rule in your next game.
84-‐85
Traffic
Drone
-‐
Your squad finds a crashed WKRS-1 Traffic Report Drone, and manages to
retrieve an accurate map of the area from its databanks. In your next battle, when making the
Recon test at the start of the battle, you will automatically score 6 successes.
86-‐87
Dead
End!
-‐
A wrong turn while retreating from a rival fireteam leaves you penned into a road
blocked by wrecked cars. Your squad manages to scramble over the obstacle, but not before
taking fire. Choose one model to roll on the injury table. You may discard 1 frag grenade from
your stores to blow open a path and ignore this result.
88
It's
a
Trap!
-‐
Your squad comes across what looks like the remains of a firefight between two
rival fireteams. While checking the bodies, one of your troopers disturbs a grenade left primed
under a corpse. Choose one model to roll on the injury table. You may discard 1 med-kit from
your stores to administer timely first aid and ignore this result.
[BOXOUT]Strategic
Assets
In
every
Deadzone,
there
are
areas
of
tactical
value
that
can
convey
a
strategic
advantage
to
the
force
that
holds
them.
In
game
terms,
these
are
Strategic
Assets.
If
an
Army
is
fortunate
enough
to
find
one
of
the
four
Strategic
Assets
listed
in
the
Exploration
phase,
they
may
use
its
benefit
during
each
Exploration
Phase
during
which
they
hold
the
asset.
An
Army
may
only
hold
one
Strategic
Asset
at
a
time.
If
a
player
whose
Army
holds
a
Strategic
Asset
should
lose
a
game,
then
the
winner
of
the
game
may
elect
to
seize
the
Strategic
Asset.
The
winner
does
not
roll
on
the
d88
table;
instead,
they
are
treated
as
if
they
rolled
the
Asset's
corresponding
result
on
the
Exploration
table.
The
player
who
lost
the
Strategic
Asset
rolls
on
the
exploration
table
as
normal.
At
the
Campaign
Coordinator’s
option,
there
may
be
only
one
of
each
Strategic
Asset
available
in
the
campaign.
The
Campaign
Coordinator
will
need
to
keep
track
of
which
Army
holds
which
Asset,
and
keep
all
players
advised
as
to
the
availability
or
otherwise
of
Strategic
Assets.
Should
a
player
roll
the
result
for
a
90
Strategic
Asset
that
is
held
by
another
player,
they
should
re-‐roll
both
d88
dice;
they
may
apply
re-‐rolls
from
skills
held
by
models
in
their
Strike
Team
to
this
result
as
well.[/BOXOUT]
91
ADVERTS
FOR
MANTIC
92