_________ .__ / _____/____ _______ ____ ____ ______ | |__ _____ ____ __ __ ______ \_____ \\__ \\_ __ \_/ ___\/ _ \\____ \| | \\__ \ / ___\| | \/ ___/ / \/ __ \| | \/\ \__( <_> ) |_> > Y \/ __ \_/ /_/ > | /\___ \ /_______ (____ /__| \___ >____/| __/|___| (____ /\___ /|____//____ > \/ \/ \/ |__| \/ \//_____/ \/ Dust of Nations Sarcophagus: Dust of Nations 2-Player Demo by Fiver Ver:0.7 ................................ WARFARE, A TWELVE STEP PROGRAM ................................ 1. Select a Faction 2. Build a Warband 3. Select a Scenario 4. Fight Fools 5. Roll Still Standing/Left Behind 6. Resolve XP and Level Up 7. Grant Earned Accolades If Used 8. Select Downtime Activities 9. Roll Global Event 10. Reveal and Resolve Downtime 11. Select Another Scenario 12. (Repeat Until FINALE) ................................ ................................ I'M PUTTING A TEAM TOGETHER ................................ When constructing an warband players have a budget of Requisition Points to purchase units and equipment for their force. (400-600) Requisition is suggested, but do what's in your heart. Warbands must have at least 9 models and cannot exceed 16 models. Forces are constant and carry over from game to game as they level and gear up. Each scenario will call for a certain amount of points or models to be deployed from the warband, into a striketeam. Characters may be wounded, disfigured or even killed in the line of fire, sometimes recovering, sometimes retiring. If any character passes the XP threshold to level up they roll (d12) equal to current level and select one result. At every milestone of Level 3 and Level 5, characters gain a trait or ability, choosing a table to roll on and rolling 2(d12) While your grunts may not have the headstart in power level that your leader has, they have the same advancement potential with careful manangement. ................................ >LEADERS ................................ Every Warband has a Leader, a shotcaller and standin for the player that holds the fate of these unfortunate souls in their hands. At creation a Leader must be selected, and only one. (Others may be hired or promoted later, up to a total of 3.) The founding leader is called the Primary Leader, any later leaders are called Secondary Leaders. Leaders start a degree stronger than their subordinates but it is important to keep them safe. A warband without a Leader (specialist interim leaders do not count) can only perform 1 downtime action and cannot do the faction specific one. >If the Primary Leader is killed, an available secondary leader MUST be selected to replace them, or MUST be bought with RP as soon as possible. -if no leader is available through any means, the highest level specialist steps in but does not gain the Aura of Command. >Leaders all have a 12" radius around them that allows allies to use their current GRIT for any GRIT test, called the Aura of Command -secondary leader AoC only effects the group they deploy with, -if an AoC overlaps and/or has an added effect, it does not stack with another AoC, the model must use only one AoC >Leaders Start with a Trait and an Ability Roll >Trait: -Leaders roll 2(d12) and choose a result from ANY table matching one of the results when determining their freebie. -If they roll doubles, they may choose at will. >Ability: -First level Leaders roll 3(d20) and select any result. ................................ >SUBORDINATES ................................ After you've selected your avatar for the purpose of bloodshed and conquest, you must assemble a motley crew of cutthroats to serve them. From here the player selects 8-15 additional units from the CHAFF/CORE/SPECIALIST/ELITE classes, with a few caveats. -The warband MUST have 4 CORE units, but 2 CHAFF units count as a single CORE unit for this requirement. -The warband may only have UP TO 3 SPECIALISTS of the same type. -The warband may only have 1 ELITE. -Any units with a recruitment cap will have it listed after their name. (EX: (50)rp-SuperUnit (3)) -If an ELITE has a recruitment cap, it refers the amount of that unit that can be taken as the one ELITE choice. Recruiting SPECIALIST and ELITE units after initial creation doubles their cost, but CORE and CHAFF are plentiful and easy to replace. These units are known as SUBORDINATES and as you have probably noticed, they are a little light on equipment so let's get on that. Y-you did save some scratch for supplies right...? ................................ >TOOLS OF THE TRADE ................................ With the remaining Requisition Points left over from warband creation it's time to purchase items from your faction's armory for the warband. While a weapon is only as good as it's wielder, a strong loadout makes a character more likely to survive and grow into their flashy kit. Items come in a few types: >WEAPONS -killing implements of the ranged and melee variety, these have different stats, weights, hand requirements, and effects >GEAR -items that do not need to be equipped to use and often have limited charges per sortie, these charges refresh between battles >ARMOR -protective equipment your goons wear, upper tier armor sets may have a WGT cost, some weapons/gear also count as/towards armor >CONSUMABLES -items with one use, use conditions may be in battle, in downtime, or in deployment, when and where it is used is listed in it's profile >BUT THIS ONE IS MINE -After purchasing or scrounging up an Item, note it in your Warchest on your roster sheet. -When giving a SUBORDINATE a weapon or armor from the Warchest, it is now considered their property and cannot be reassigned. -If a subordinate is given another weapon that replaces or displaces an item from their EQUIPMENT, it then enters the Warchest in that item's place. -Gear may be moved around at will. -Note the total RP cost of a unit with it's gear on its roster entry for fast reference. -Starting Equipment sells for half value, on the assumption that it has already seen much use and abuse. -All Warchest management takes place between sorties. ................................ >SCENARIO SELECTION ................................ After resolving Global Event and Downtime Activity it's time to choose a scenario. Steps: -The lower Dominance player chooses a scenario type. -The higher Dominance player chooses the specific scenario within it. -Review the scenario conditions and rules before rolling off. ................................ >SUITING UP ................................ >MUSTER CALL -Select models from your Warband to join the STRIKE FORCE, unhealed injures and destroyed limbs persist. -In a Point-Cost deployment, combine the RP value of the participants up to the limit of the scenario. -In a Model Limit deployment, deploy up to the model limit listed in the scenario, with ELITES and Secondary Leaders each counting as 2 models. -In an Ultimatum deployment, both sides may deploy their entire warband. >AND MY AKS -In a Finale scenario, the player with lower DOMINANCE may shore up their warband with Emergency Reinforcement units to equalize model count. -Total the number of models the lower Dominance player has less than the higher Dominance player, they may choose any combination of the below: -1 SPECIALIST for each 2 models lesser -1 CORE for each model lesser -3 CHAFF for each 2 models lesser -(Ex: player down 4 models can take 4 CORE, 3 CHAFF and a SPECIALIST, 2 CORE and 3 CHAFF, or 2 CORE and 1 SPECIALIST, etc.) -All emergency reinforcement models are Lvl:1 but may borrow a single item from the Warchest. -A player may choose to keep any ER model that survives so long as they do not exceed the Warband limit. >FORM UP -Divide your Strike Force into 3 GROUPS of equal model counts (as equal as possible) -Give each Group a radical STRIKE TEAM name. -Only one Leader may be in each Group. >TAKE THE FIELD -Take turns placing terrain and make sure you agree on what is what sort of cover for clarity and ease of use. -Deployment is determined by a series of roll-offs, with players adding their DOMINANCE stat, the player who wins chooses, and is not forced. -make a roll for determining who chooses their table edge -make a roll for who deploys the first group -make a roll for determining who activates first -lower Dominance player wins ties -Starting with the first deployment player, players take turns placing Groups until all are placed. -Models without special deployment rules must DEPLOY within 6" of their other Group members. -Groups containing Leaders may double this deployment range to 12". -Groups do not have to retain any form of proximity or coherency after deployment. >THINGS CHANGE -When the scenario is chosen, any unique scenario rules and restrictions take precedence over the standards. >FIGHT ANOTHER DAY -If a player has suffered too many losses they may voluntarily route, but leave all salvage and all downed/shocked/engaged units must roll on "Those Left Behind". -A player must declare this at the top of a table-turn. ------------------------ Short Campaign Track ------------------------ >Mission 1 -50% Starting RP or Model Limit:7 (flip for it if players do not agree on one) -lower Dominance player selects mission table -higher dominance player selects mission within table or -roll d6 equal to dominance lead and select a result >Mission 2 -66% Starting RP or Model Limit: 9 (selected by lowest Dominance player) -lower Dominance player selects mission table -higher dominance player selects mission within table or -roll d6 equal to dominance lead and select a result >Mission 3 -75% Starting RP or Model Limit: 11 (selected by lowest Dominance player) -lower Dominance player selects mission table -higher dominance player selects mission within table or -roll d6 equal to dominance lead and select a result >Mission 4 -100% Starting RP or Model Limit: 13 (selected by lowest Dominance player) -lower Dominance player selects mission table -higher dominance player selects mission within table or -roll d6 equal to dominance lead and select a result >FINALE -Ultimatum Deployment, no model or point limit. -Higher Dominance player attempts their FINALE -If FINALE is unsuccessful, Lower dominance player may attempt theirs or choose ANY scenario. -------------------- >SCENARIO TABLES -------------------- >Skirmish: >Attack/Defend: >Special: >FINALE -------------------- -------------------- -------------------- -------------------- (d6) Mission (d6) Mission (d6) Mission (!) Mission -------------------- -------------------- -------------------- -------------------- -1- Recover Wreck -1- Waylayed Caravan -1- Sealed Vaults -!- INTO THE BREACH -2- Battle for the Block -2- Assassination -2- Easy Prey -!- RUN THEM DOWN -3- Escalation -3- Break Through -3- The Storm is Upon Us -!- END OF THE LINE -4- Confrontation -4- Not One Inch -4- Jagged Alliance -5- Dead Inside -5- In Bocca Al Lupo -5- Arms Race -6- Smash and Grab -6- Straw Dogs -6- Last Stand -------------------- -------------------- -------------------- -------------------- -------------------- >OLDSCHOOL SELECTION -------------------- For a more traditional experience, the lower Dominance player may roll (d20) with additional dice equal to the Dominance deficit and select a result. Use the same RP or Model Limits as above. Lower Dominance Player Determines which limit (RP or Model Count) to use. On a result of (19) or (20), the lower dominance player chooses the scenario outright but is locked into RP or Model Count selection. -------------------- -------------------- -------------------- -------------------- (d20) Mission (d20) Mission (d20) Mission (d20) Mission -------------------- -------------------- -------------------- -------------------- -1- Recover Wreck -6- Easy Prey -11- Not One Inch -16- Smash and Grab -2- Waylayed Caravan -7- Escalation -12- Jagged Alliance -17- Straw Dogs -3- Sealed Vaults -8- Break Through -13- Dead Inside -18- Last Stand -4- Battle for the Block -9- The Storm is Upon Us -14- In Bocca Al Lupo -19- (Any, Model Limit) -5- Assassination -10-Confrontation -15- Arms Race -20- (Any, Point Limit) ................................ >TURN STRUCTURE ................................ Sorties are divided into TABLE TURNS, a Table Turn ends when each player has activated each of the Groups in their Force. If a scenario has a Table Turn limit, it ends when that Table Turn ends. >FLOW OF A TURN -Table Turn Begins. -Resolve all "TOP OF TABLETURN" effects and conditions. -Player A chooses a Group in their Force and activates it, expending their models AP in any order until finished. -Player B likewises activates a Group. -This back and forth of one Group activation is called a ROUND. -Both players continue, taking turns activating a Group at a time until all teams are done with their activations. -All NEUTRAL models activate. -Resolve all "BOTTOM OF TABLE TURN" effects and conditions. -Table Turn Ends. >NEEDFUL SEMANTIC GARBAGE -Effects may specify a Table Turn or Activation as a condition or duration. -A MODEL counts as Activating the instant before it spends its first AP. It is considered Activated until that Group Activation ends. -A GROUP counts as Activating when the player declares which Group they are using this ROUND. -Unless stated otherwise any effect with "AT ACTIVATION" refers to MODEL ACTIVATION. ................................ >ACTIONS ................................ -AP is spent on Actions, models only spend their own AP, models may spend their AP however they wish. -A model does not have to spend all of its AP before a Group-mate can spend theirs, a unit can be returned to even after spending AP with another. -A unit cannot spend more AP than it has. -All actions cost 1 AP unless otherwise noted. MOVE: Move up to MOVE stat in inches. -making additional move actions count as RUNNING -if currently using a weapon with WGT greater than available hands, reduce base MOVE by 2" per excess WGT -SPRINTING counts as RUNNING but RUNNING does not count as SPRINTING, both count as MOVE -getting oneself up when downed counts as a MOVE action RUN: Add half of MOVE stat to MOVE action -additional move actions after the first become RUNNING and only grant half MOVE distance each -making a double run essentially doubles total movement, and can be called a SPRINT -you may not start a RUN action within 6" of an unengaged enemy unless that enemy is being engaged with the RUN SHOOT: Fire ranged weapon. -if currently using a weapon with WGT greater than available hands, cannot move and fire -if using TWINNED ranged weapons, a single AP fires with both -when using TWINNED ranged weapons, suffer -2 ACC when shooting -if firing to full RoF, make a 5+ AMMO CHECK, if failed the weapon must be reloaded for 1 AP -if ENGAGED, only CQC ranged weapons may be fired RELOAD: Reload ranged weapon. -if weapon fails a 5+ AMMO check or has the RELOAD tag, it must be reloaded before firing again. CQC: Attack with melee/CQC weapon. -if holding TWINNED melee weapons, a single AP attacks with both -when attacking with TWINNED melee weapons, suffer -2 to hit in CQC -if holding two melee weapons a model counts as having +1 Save and +1 AV in CQC -CQC guns do not count as "true" melee weapons for this purpose unless stated -if no melee weapon is equipped or usable they may make an unarmed attack -this attack profile is RoF:2 Shots:1 RNG:1" DMG:d2 AN:0 -if an arm is destroyed, unarmed attack RoF becomes 1 GEAR: Use equipped gear. -if the gear has charges, each use expends a charge -gear may cost more than the standard 1AP, if it does, it is listed in the item profile -gear does not need to be swapped to to use SWAP: Switch active equipment between hands and storage. -Swapping while engaged requires passing a GRIT test -(EX: Swapping your rifle for your stowed knife and a pistol.) -(EX: Swapping your smg for your stowed LMG) ABILITY: Use given ability, an individual abilities AP cost is listed in the ability profile. -Abilities can only be used once an activation DISENGAGE: Escape a CQC battle. -make a GRIT test, if successful, move half MOVE stat in inches -a successful DISENGAGE counts as a MOVE action -if failed, the unit remains in place but may retry STABILIZE: Attempt to remove a status effect (Bleeding Out/Stun/Poison/Shock) -make a GRIT test, if successful, remove one status effect on the model -if failed, nothing happens but it may be tried again -can be used on self or on allies -GRIT tested is the higher of the two if being used on an ally -can be used to get a downed ally up RALLY: Attempt to rally self or an ally within 9" with a GRIT test -tests the modified GRIT of the broken model INTERACT: Interact with an object in the environment such as scenery/machinery/doors or to collect salvage -may be used to loot a corpse of 1 EQP per AP (must be KILLED, not a casualty) -required to collect salvage -if a special scenario interaction requires more than 1AP it will be outlined in the brief PREP: Burn an AP to gain a PREP token, this may be expended on the enemy turn in response to enemy actions. When a PREP action is used in response to an enemy action, it resolves before the declared enemy action. PREP tokens are lost upon unit activation, so they do not carry over or stack. -GET DOWN: -gain a -2 modifier to be shot, no cover counts as soft cover, soft and heavy cover count as one tier higher -BRACE FOR IMPACT: -gain a -2 modifier to be CQC attacked, whole body counts as armored -REPOSITION: -move half of MOVE stat in any direction, if this prevents a shooting attack, the attack is not made -this action may be used to engage a target, and used before a move becomes a run -OVERWATCH: -make a single shooting attack at -2 ACC at enemy in range and LoS -SUPPRESS: -make a single shooting attack at -2 ACC, does no damage, but lowers enemy ACC and MOVE by damage that would be dealt -TRIAGE: -make a single stabilize action to self or target within 2" using the GRIT of the PREP token user -COUNTERMEASURES: -use PREP-capable gear with -1 to any ACC/CQC/GRIT checks involved >COMBAT ................................ Roll using ACC as TN to hit (d12) with shooting or CQC in melee -modify up or down using factors such as cover/movement/weapon -12 always hits and 1 always misses Check location of hits (d12) -modify results up/down by up to the amount hit TN was exceeded Roll Damage based on weapon used -DMG stat may be expressed in dice or a flat number -Resolve weapon effects Check armor if armored in hit location -make armor save (EX:8+) with the save and Armor Value(AV) reduced by Armor Negation(AN) -if damage saved exceeds AV on a saved hit, AV loses one value point -(EX: dmg4 into AV2 is saved, but AV:2 armor loses a stack and becomes AV:1) -if failed, reduce damage by Armor Value(AV), then reduce AV by damage that got through, if no damage gets through, AV loses one flat value -(EX: dmg3 hit is not saved by AV:2, 2 damage is prevented by the AV:2, but the remaining 1dmg is dealt and AV downgrades by 1) -if AV reaches zero, the armor is broken and the save is lost -if in cover, you must use the cover AV to gain the cover save benefit ................................ >STATUS EFFECTS ................................ Bleedout: pass a GRIT test upon activation or lose VIT, if the last VIT is lost to bleedout the unit is goes into SHOCK Shock: must be stabilized in d3 turns, cannot act, attacks may reroll damage against this target, if stabilized they revive at 1 VIT Concussed: lose d3 AP next activation, if this reduces AP to zero, go prone Downed: 1 AP to stand up, +2 to be hit or shot while downed Poisoned: on a failed GRIT test effected part/s takes 1 dmg each activation until stabilized ................................ >CQC: ................................ A model who is within base to base contact, or within range of an enemy melee weapon is considered ENGAGED. While engaged, a model can only use melee weapons or guns/gear with the CQC trait. Guns with the CQC trait may use ACC OR CQC to check hits. Melee weapons with range MAY count enemies within their range as ENGAGED. If a model wishes to leave CQC with a willing enemy they must succeed a DISENGAGE action. Engaged models may be targeted by shooting, but misses are rolled again to see if they hit the unit target is engaged with. Engaged models may only target models that are in range of CQC-capable equipment. >FLANKING IN CQC ................................ A model is considered FLANKED if it has at least 2 enemies engaged with it that are not in base-to-base contact with eachother. Being flanked inflicts a -2 to CQC rolls and grants the flankers a +2 CQC bonus. Flanking additionally imposes a -1 to DISENGAGE tests on the flanked unit. >HIT LOCATION ................................ 11-12 (Head) Injury:Concussed Destroyed:Casualty 7-10 (Torso) Injury:AP Down 1 Destroyed:Bleed Out 4-6 (Arms) Injury:ACC/CQC Down 2 Destroyed:One-Handed 1-3 (Legs) Injury:MOVE Down 2 Destroyed:Move Halved ................................ >INJURY ................................ When suffering damage to a part, damage equal to the first threshhold causes an INJURY passing the second threshold DESTROYS the part. -A Destroyed part is considered Injured as well as Destroyed, in this vein you can consider a Destroyed part 2 Injuries. -So, every damage threshold topped out is an injury, even on the same part, for purposes of "when inflicting an injury"-style effects and Recovery. -This does not mean that an injured part must suffer Injury consequences AGAIN when an injured part is Destroyed. If injured, mark injury effects, and make a GRIT check or lose (1)VIT and (1)GRIT -check is roll equal or under current GRIT on d12 If a part is destroyed, autolose VIT instead and gain a bleedout effect. Pass a Grit test or be knocked down. After the check lose (1)GRIT. -bleedout: each activation, make a GRIT check or lose a VIT -if the destroyed part is the torso, gain an additional bleedout stack >DEATH ................................ A character falling in combat may not be the end of the road for them. The saddest casualties are sometimes those left living. Those who fall in battle or desert their post roll on the "THOSE LEFT BEHIND" table to reveal their fate. A character only inarguably DIES when they become a casualty if: -Their Head and Torso are destroyed. -3 total parts are destroyed. -They fall from a height greater than 12". -They are subject to an effect EXPLICITLY stating they are dead. ................................ >MORALE ................................ >When a Group has 1/2 of its members out of action, suffering a destroyed part, or in shock, the whole Group is considered SHAKEN. -SHAKEN models must make GRIT tests when their group activates or they panic. >When a strikeforce has 2/3rds of its members out of action, suffering a destroyed part, or in shock, the Strikeforce is considered to be FLAGGING. -A FLAGGING Strikeforce treats all Groups as SHAKEN and must roll under their modelcount each top of TT on a d12 or they route. -When a strikeforce routes, all models are removed from the table and any that are in shock or engaged must roll on "those left behind." -A player may opt to route willingly at the bottom of turn 4, this is called a TACTICAL RETREAT. -When using a Tactical retreat, models that are engaged or in shock leave as normal if an ally is within 6". -When a player routes, their opponent is the automatic Sortie victor and gains a Dominance Point. -Additionally, any unclaimed discovered loot on the board is automatically given to the victor. ................................ >PANIC ................................ -If a model fails the morale GRIT test, they make an instant move away from the nearest visible enemy to the closest table edge at the normal 1 AP cost. -They may attempt to RALLY themselves with any remaining AP but cannot do anything but RALLY until they get their shit together. >Allies may attempt to RALLY panicking models if within 9”. If they activate unrallied, they will now attempt to RUN off of the board for 2AP. -models that fail morale while engaged must pass the 1AP DISENGAGE test or remain and suffer (d2) DMG to a random part -broken models will continue to try to disengage until they succeed -if they activate unrallied they always RUN upon a successful disengage, regardless of remaining AP ................................ >COVER ................................ Cover grants benefits against most shooting attacks, players agree on what counts as what sort of cover before deployment. When in cover, all hits count as if on armor, broken armor uses cover AV. Cover AV is seperate and lost first, if cover AV is depleted, it is destroyed. To mark destroyed cover, simply put a token or marker on the outside of the cover between the shooter and target. Any part of the feature within 1" in either direction of the marker no longer counts as cover or as blocking LoS. A unit touching cover with its base or obscured by it from LOS of the attacker is considered in cover. If a shooter's LOS draws an object midway through the trajectory as obscuring the target, it counts as light cover. Models ignore terrain they are wholly inside of and cover they are touching when drawing LOS. Soft Cover: -1 to be shot, +1 to SV and AV Hard Cover: -2 to be shot, +2 to SV and AV Fortified: -3 to be shot, +3 to SV and AV ................................ >ARMOR AND COVER ................................ -when a hit is saved by armor, if the total dmg saved is higher than AV, an AV point is lost -when a hit is not saved by armor, all damage done is checked against AV, reducing dmg per AV point -DMG exceeding AV on an unsaved hit removes an AV point and also deals direct damage -this is caluclated at the end of the attacker's activation -(EX: shooter hits twice for 2 and 3 DMG at an AV:3 target and they save neither, AV reduces the total DMG to 2 and loses 2 AV) -ARMOR NEGATION reduces ARMOR SAVE and ARMOR VALUE by stated amount for the purpose of resolving the attack -shooting attacks into cover always count as hitting armor, even if the struck part is unarmored -AN does not effect base cover save, so a unit in Soft/Hard/Fortified cover cannot be reduced beyond a 12/11/10+ save. -cover improves the save of models within it by 1-3 depending on grade, this bonus is lost when the cover is broken -(EX: 7+ save becomes 3 better in fortified cover and is now a 4+ save before AN is factored) -cover AV is separate and used up first when being shot, when cover AV is reduced to zero, the cover is destroyed -splash-over damage from cover being destroyed is resolved against the target ................................ >TERRAIN ................................ Terrain is an important factor in firefighting and angling on opponents, it is advised to have fairly dense terrain. -Climbing: A model may move vertically on terrain equal to its MOVE stat, but cannot RUN up or down terrain. -A model may not perform any other action while climbing but may end their activation mid climb. -A model that is damaged while climbing must pass a GRIT test or fall and suffer a hit with DMG=Inches dropped and be DOWNED -Jumping: A model may jump off of terrain instead of climbing down, but must roll over the drop distance in inches on d12. -If the model passes they may continue moving as if on flat terrain and even RUN. -If the model fails the jump test they suffer an automatic hit with DMG value equal to the degree of failure with no save. -A unit may longjump gaps while moving, up to a distance equal to half of total movement speed in inches. -When longjumping the BASE TN is d12:(5+), modified to be one lower for each inch under maximum longjump distance. -Failing the jump resolves as failing a normal jump, and the model falls on the midpoint in the gap. -(EX1: A model with MOVE:6 may jump 3" while using a basic movement, on a 5+) -(EX2: The same MOVE:6 model may jump 4.5" with a RUN or 6" when SPRINTING on that same 5+) -(EX3: If above model SPRINTS but only needs to longjump 3", the leftover distance eases the roll by one per full inch, to a 2+ TN) -Difficult terrain causes units moving through it to lose half MOVE value on any move that enters or starts in difficult terrain. -Units RUNNING through difficult terrain with consecutive moves gain no benefit from RUN but still suffer the penalties. -Dangerous terrain causes units moving in or through it to suffer d3 damage hit per move action. (Running can be 2-3 d3 DMG hits) -Units RUNNING through dangerous terrain move at half-rate as with difficult terrain. >SIZES AND BASING ................................ The implied sizes and proportions of models, with applied effects to CQC and Cover. Not terribly important to follow but just a heads-up. >Standard: (25mm) -Performs as normal. >Large: (40mm) -(+1)AN/DMG to Unarmed attacks in CQC, downgrades tier of cover used by one. >Huge: (60mm) -(+2)AN/DMG to Unarmed attacks in CQC, cannot benefit from Cover. ................................ >STATS AND STANDARDS ................................ AP: 3 Standard -determines amount of actions the unit can take ACC: 7+ Standard -determines shooting attack success CQC: 7+ Standard -determines melee attack success VIT: 3 Standard -HP pool, death upon depletion GRIT: 8+ Standard -resistance to VIT loss when injured/bleeding out, modified by lost VIT MOVE: 6 Standard -in inches, determines movement action range EQUIP: 4 Standard -total WGT of equipment they can have in loadout HEAD: 3/3 Standard TORSO: 4/2 Standard ARMS: 3/3 Standard LEGS: 3/3 Standard -Damage thresholds for the part, the first number is DMG when an INJURY is taken, the second is when it is DESTROYED ................................ >WEAPON STATS ................................ RNG: 6-18" standard -range of weapon in inches RoF: 2 Standard -amount of possible uses per activation SHOTS: 1 Standard -amount of shots per use DMG: d4 Standard -amount of damage per hit AN: 0 Standard -amount of Armor Negation, reduces save and counts AV as lowered by stated amount -(EX: AN:-1 makes a 6+ armor save at AV:3 into an 7+ armorsave at AV:2) -AN does not directly damage AV, but simply makes it COUNT as lesser for the purpose of resolving the attack -a positive AN increases the save and AV for the purpose of resolving the attack if the unit has unbroken armor EFFECT: 1-2 standard -special effect of the weapon (EX:ACC mod, DMG mod, or applied condition) WGT: 1-2 standard -amount of EQUIP space used, WGT2+ requires both hands to wield ................................ >ARMOR STATS ................................ SV: Armor Save, TN to save from damage, reduced by AN, expressed as (X)+, meaning (X) or above saves AV: Armor Value, amount of damage the armor can block, reduced by AN, when depleted the armor is broken WGT: Armor Weight, how much EQP it uses up ................................ >GEAR ................................ Equipment that isn't weaponry or armor is called GEAR. Gear costs 1 AP to use unless otherwise noted. If gear has a restricted amount of uses it is listed as (X/X) and cannot be used once depleted. Gear refills automatically after each sortie and does not need to be rebought unelss otherwise stated. ................................ >LOADOUTS ................................ Units may have as many loadout slots as their EQP rating. Equipment items all have a weight, WGT 1 requires one hand to hold, WGT2+ requires both hands. The WGT of an item determines how many slots it occupies in a unit's loadout. The weight of an item is denoted by a number next to the item name. GEAR items do not need to be equipped unless stated, and as such does not have a handedness. When using a weapon greater than hands available (3+ normally or 2+ when down an arm) lose 2" MOVE for each excess WGT, cannot move and fire -(EX1: Bangstick (2) is weight 2, Cattleprod (1) is weight 1, making a Bangstick a 2handed weapon and the Cattleprod a 1hander) -(EX2a: EQP:4 unit may have a WGT:3 and WGT:1 item/4 WGT:1 items/2 WGT:2 items/etc, but can only fill their usable hands) -(EX2b: a model with a destroyed arm may use 1h weapons normally, but treats 2h weapons as if they were 3+ due to losing an arm slot) -(EX3a: STRONG model counts WGT:2+ items as one less for handedness but their weight is normal for EQP purposes) -(EX3b: Above Brute May wield a 2hander and a 1hander at the same time, but with 3 EQP, cannot dual wield 2handers since that is 4 WGT) -(EX3c: Should the STRONG model take a 3 WGT weapon, they wield it without penalty, but that eats up all of their EQP) ................................ >SHOOTING MODIFIERS ................................ +2 shooting downed target -1 for MOVE action before firing -1 for target in hard cover -2 for target in fortified cover -2 for MOVE action before firing HEAVY/WGT+3 wpn -2 for RUN action before firing -2 for arm injury -2 for target using (GET DOWN) PREP action ................................ >MELEE MODIFIERS ................................ +1 for move action before melee +2 for run action before melee +2 for flanking +2 for hitting downed target -1 for enemy in cover -1 for HEAD injury -2 for ARM injury -2 for target is RUNNING -2 for target using (BRACE) PREP action -2 for being flanked ................................ ................................ ................................ AFTER ACTION ROLL FOR THOSE LEFT BEHIND ................................ (d12) Effect ................................ 10-12: -Great Escape: Escapes and recovers from wounds. Gains bonus 1 XP. 8-9: -Born Survivor: Escapes but rolls for each EQP, on a 7+ the gear is saved. 6-7: -Pound Bricks: Escapes but loses all equipment. 4-5: -Close Call: Escapes but is in critical condition and must sit a mission out, loses all EQP. 2-3: -Torn Up: Escapes but loses gear and a random injury's stat debuff is permanent, sits out the next sortie. 1: -A Statistic: Dies of wounds. ................................ ................................ AFTER ACTION ROLL FOR THOSE STILL STANDING ................................ (d12) Effect ................................ 11-12: -Sticky Fingers: Recovers and looted something, roll on salvage table. 9-10: -Lessons Learned: Recovers from all wounds and gains a bonus 1 XP. 7-8: -Tough as Nails: Recovers from all wounds in time for next sortie. 4-6: -On the Mend: Injuries clear up and destroyed limbs downgrade to injured. 1-3: -Laid Up: Injuries and destroyed parts persist. ................................ EXPERIENCE THRESHOLDS ................................ Level Requirement ................................ Lvl:2 4 XP Lvl:3 6 XP Lvl:4 8 XP Lvl:5 10 XP ................................ -When leveling up the XP counter goes back to zero, so each level takes longer to get. -Characters additionally gain an ABILITY at Lvl:3 and Lvl:5, leaders start with a free one at Lvl:1. -Characters may exchange their ability gained from leveling up for a trait roll ................................ XP SOURCES ................................ -each sortie grants 1 XP to each survivor automatically -each kill grants 1 XP to the character who struck the final blow -stabilizing a unit dying from shock grants 1 XP -completing a scenario objective grants 1 XP (only counts for the first time/model if repeatable action) ................................ ................................ LEVEL UP TABLE ................................ When leveling up roll dice equal to level and select a result. (EX: When hitting level 2, roll 2 dice.) ................................ d12 Result ................................ 12: Combat Evolved: Gain a chosen TRAIT 10-11: New Tricks: Gain a random TRAIT from chosen table 9: Intense Cardio: Gain an AP 8: Dialing It In: Gain +1 ACC 7: Killer Instinct: Gain +1 CQC 6: Heart of Iron: Gain +1 VIT 5: Battle Hardened: Gain +1 GRIT 4: Hoarder: Gain +1 EQP 3: Speedrunner: Gain +2 MOVE 2: Pain Tolerance: Increase Part's (Destroyed) Threshold by 1 1: Scar Collector: Increase Part's (Injury) Threshold by 1 DUBS: Resourceful Get: Gain free item worth up to (Lvl)x(15) pts from armory, if doubled result is chosen. TRIPS: They are Watching: Gain an additional levelup roll if tripled result is chosen. ................................ ................................ TRAIT TABLES ................................ When gaining a trait through hitting Lvl:3 or Lvl:5 and opting for a trait instead of an ability, treat it as a NEW TRICKS result. When gaining a trait through COMBAT EVOLVED, select desired trait at will. The character now has this boon permanently. When gaining a trait through NEW TRICKS, select desired table and roll on it using 2 dice, if you get duplicate rolls, choose at will. If rolling results in a trait that is already owned, reroll the result. If you SOMEHOW reroll another owned trait choose one from the table. Leaders Start with a trait. Leaders roll 2(d12) and choose a result from ANY table matching one of the results when determining their freebie. If they roll doubles, they may choose at will. ................................ >SHOOTING ................................ (d20) Effect ................................ 1:Quickdraw- may freely swap active equipment during activation, may SWAP as a PREP action 2:Crackshot- may reroll shooting misses when stationary 3:Named Weapon- may reroll damage on a single weapon's shots each turn 4:Big Boss- may shoot non CQC weapons in CQC at -1 ACC 5:Tinker- may ignore RELOAD/BACKFIRE/HEAVY conditions for their weapons as well as any negative ACC modifiers it has 6:Zero In- when activating with unspent PREP token, ignore all negative modifiers to hit that activation 7:Bulletstorm- may ignore weapon RoF at the cost of -1 ACC, AMMO CHECK is on (7+) after using this trait 8:Called Shot- may modify hit location by TWICE the degree of success with one shooting action each activation 9:Equilibrium- when firing TWINNED ranged weapons, suffer no ACC penalties and a single RELOAD reloads both weapons 10:Spray&Pray- gain +2 ACC when firing any RoF:2+ weapon to full RoF, this buff lasts for the Table Turn. 11:Snapfire- this model never suffers penalties to ACC from making MOVE/RUN/SPRINT actions 12:Doorkicker- this model ignores cover when shooting targets inside/touching the same terrain or cover as itself 13:I See You- once per Table Turn, when fired upon by an enemy, this model may make a free single AP shooting action back, if out of range it is at -2 ACC 14:Keep the Change- when a shooting attack overkills a target or the struck part, roll the remaining damage as a shooting attack at the nearest enemy within (d12)" 15:Big Game Hunter- if this model strikes an unarmored or injured part with a shooting attack, it rolls for damage twice and keeps the higher result 16:Angel Eyes- when this model is stationary it forces rerolls on successful saves against its shooting attacks 17:Hollowpoints- when this models shooting attacks injure or destroy an enemy part, inflict a stack of bleedout 18:Hustler- this model may shoot at enemies that are in range but out of their own LoS if an ally can see them, at -2 ACC penalty 19:DieHard- this model never suffers ACC penalties from injuries, and reduces AN of shooting attacks made at it by 1 20:The Mag Dump- this model treats every weapon as (AUTOMATIC) and triggers the free hits on an 10+ instead of 11+ ................................ >MELEE ................................ (d20) Effect ................................ 1:Infamous- enemy must pass a GRIT test to make a movement action that would engage, must pass another to remain engaged at activation 2:Terrorizer- when engaged opponent must pass GRIT test to attack with a melee weapon 3:Juggernaut- may force opponent to reroll damage rolls in CQC 4:Ambidextrous- reroll misses when attacking with TWINNED melee weapons 5:Savage Blows- roll twice for damage with 2handed melee weapons and choose the result, unarmed attacks deal (d2) extra damage 6:Swashbuckler- treat all CQC weapons as melee weapons in regards to having dual melee weapons 7:Flow State- gain +1 CQC and impose -1 CQC per enemy combatant when engaged with multiple foes 8:Fight Dirty- doubles flanking penalties for foes and bonuses for self when flanking, may reroll hits when flanking 9:Onslaught- when using TWINNED melee weapons, gain +1 CQC instead of losing -2CQC 10:Pocketsand- when attempting to DISENGAGE or being engaged by a RUN, reduce target's CQC by (d3) until the end of their activation 11:Reprisal- this model may make a free unarmed attack for each missed cqc attack made against it 12:Rip and Tear- this model may DISENGAGE for free after INJURING or DESTROYING an enemy part in CQC, this may engage another target 13:Manslayer- this model may turn the AN of a melee weapon into bonus DMG, for each AN point lost it adds +1 DMG, this must be declared before the attack 14:Sucker Punch- when flanking an ENGAGED enemy, this model doubles the AN value on melee attacks against that enemy for both flankers 15:To Know a Man- you may replace this trait with any trait possessed by an enemy, even a non-leader innate trait, when this model defeats that enemy in CQC 16:The Hunger- when this model melee attacks a bleeding enemy, gain (+2)CQC for the attack, if this attack injures the foe, recover 1 VIT on a d12 roll of (9+) 17:You're Next- this model may attack enemies through terrain and walls in CQC, even if LoS is blocked, additionally gains (-1) AN on CQC attacks when attacking normally 18:Contender- this model's UNARMED attacks are improved to: Rng:1" Shots:1 RoF:3 DMG:(d3) AN:-1 (Wicked) 19:Two Trucks- when this model injures an enemy with a melee attack, target must pass it's GRIT test or additionally lose 1 AP next activation 20:He's Mine- when this model Engages an enemy, they may Disengage any allies Engaged with it, and gains (+1)CQC/DMG for each ally disengaged for rest of TT ................................ >CONDITIONING ................................ (d20) Effect ................................ 1:Terminator- ignore first injury and lose no VIT, treats first destroyed part as injured in terms of VIT and status, GRIT lost as normal 2:Tenacious- recovers 1 VIT when STABILIZED, doubles effect of healing items used on them 3:Indomitable- does not suffer GRIT reduction from injuries, only suffers 1 GRIT loss from destroyed parts 4:Undying- purges one stack of bleed/poison per activation, rolls 2 dice for SHOCK duration before death, always rolls STILL STANDING 5:Decisive- ignores negative modifiers when using PREP actions, may use any ally's PREP token, gift theirs, or reassign one 6:Champion- this model may reroll all of its own GRIT tests and allies within 12" can use this model's umodified value for GRIT tests 7:Strapping- this model may treat weapon handedness 2+ as one less at the cost of -1 ACC/CQC when attacking with it 8:Protector- this model does not roll against allies when shooting into an engagment, may grant ally free "2 disengage when hitting 9:Valorous- this model never takes morale tests, when STILL STANDING at sortie end they move one ally from LEFT BEHIND to STILL STANDING 10:Brutality- this model forces an immediate morale check on its target after DESTROYING an enemy part, taken after DMG resolution 11:Technician- this model applies a 1AV bonus to any armor it uses, and its base armor save (SV) cannot be reduced by Armor Negation 12:Second Wind- this model rolls a d(12) each activation, on a 7+ it gains 1 GRIT/CQC/MOVE for each VIT missing, tested before any morale or GRIT tests 13:Shallow Grave- when gained, select a slain ally from any sortie and return them, additionally allows you to reroll one "FOR THOSE LEFT BEHIND" per sortie 14:Can't Take it With You- gain free faction armory item of x value, once per downtime phase if a unit is killed, send any item in their possession to Warchest even if lost 15:It Won't Die- for each sortie, gain d3+lvl banked rerolls, imposed upon enemy rolls made against this model or within 6" of it 16:Melty Blood- when this model is injured, all enemies engaged with them suffer 1 DMG:(d3) AN:-2 hit, if injured all CQC/unarmed attacks gain AN:-1 and (poison) 17:Tonight, You- when deployed this model selects a deployed enemy model, this model rerolls all misses against them and gains AN:-1 on attacks against them 18:The No-Sell- when this model is injured but not downed, enemies within 6" and LoS must take a GRIT test or become panicked 19:Hype-Man- when this model injures an enemy, one ally within 12" and line of sight of this model or the victim, may regain a lost GRIT 20:Iron Discipline- this model counts as 2 models when checking GROUP morale threshold, and may autopass a Group members GRIT test once a Table Turn ................................ >MANEUVERS ................................ (d20) Effect ................................ 1:Parkour- may run while climbing and jump/longjump without test 2:Momentum- ignore MOVE reduction from injury/suppress/difficult terrain 3:Shifty- double (REPOSITION) distance and reroll DISENGAGE checks 4:Packmule- can move and fire 3+ WGT weapons and suffers no penalty to MOVE when using a wgt 3+ weapon 5:Heroic- this model may allocate attacks on an ally within 3" to itself and swap positions when it does 6:Rushdown- gain a single free AP to melee attack when RUNNING to engage in CQC 7:Speed Demon- may RUN full MOVE distance once an activation 8:Guardian- may move ally within 3" along with them during a single MOVE/RUN action, when MOVING if downed they get up, if in shock they stabilize 9:No Brakes- RUN cannot be prevented by enemy proximity, can push allies and enemies out of the way in transit, 1"/2" for RUN/SPRINT 10:Splashdown- gain (-1/-2/-3)AN and (0/1/2)DMG on your first melee attack when using (MOVE/RUN/SPRINT) to engage in CQC 11:Footwork- when missed twice by any foe in CQC in the same TT, they may make an instant free DISENGAGE, or pivot to any equidistant point to them 12:Bulldoze- this model may push an enemy (d4)" when making a successful DISENGAGE, and follow (d4)" when an enemy successfully DISENGAGES 13:Dodgeroll- once per TT, this model may move (d4)" when missed by a shooting action, after using this action they may make a free a RELOAD or SWAP action. 14:Late Goodbye- this model may make a shooting action as if it were at any point along its movement this TT, with the -ACC for MOVING instead of RUNNING/SPRINTING 15:Spear Tackle- when this model SPRINTS into an enemy, it may roll a hit location and (d6)+VIT, if result is higher than the health of the part, target is downed 16:Partners in Crime- this model may temporarily grant 1 of its own AP to one of its Group members during their Group Activation 17:Ground Game- if this model is downed, when it uses the MOVE action required to get up, it may make a free melee attack or shooting action, as if unengaged 18:Like Water- this model gains (-1) to be hit for each AP spent on movement past the first 19:Winback- once per Table Turn, when this model's cover is destroyed it may make an instant d6" MOVE action to cover, but must move to cover 20:Cranked- when this model is injured, it gains (2)MOVE and can activate with any GROUP, but still counts as part of its original GROUP ................................ >TRICKERY ................................ (d20) Effect ................................ 1:Contingencies- this model gains (d3)+Lvl banked rerolls each sortie that may be used for any roll this model makes 2:Keikaku Doori- this model generates a free prep token when it doesn't use a MOVE action on its activation 3:Skulker- forces rerolls of hits by shooting when 12" or more away from the shooter, halves neutral detection range 4:Bushwack- free pregame RUN or REDEPLOY, always counts as in soft cover 5:Secret Stash- doubles GEAR charges and may reroll any checks related to gear 6:Deceiver- deploys as two models, when an action is made by or against one of them, one is chosen to be real and the other removed 7:Masquerade- until this unit and its designated ally attack or are attacked, they appear as identical, when revealed, choose who is who 8:The Shape- once per sortie, when this unit is dealt damage that would put them into shock or kill them, negate that damage and move it d6" 9:Flash Step- when this model activates with an unspent PREP token it may use it for a free MOVE action, or give it to ANY ally 10:Duplicitous- this model autorallies after taking its FLEE movement and does not use AP fleeing, may opt to fail morale checks 11:Hypnagogic- this model also rolls for the hit location when struck, and chooses between the locations, takes 1 less damage from attacks in CQC 12:Think Fast- this model may expend a PREP token to ignore one damaging hit and move, in inches, the amount of damage negated 13:Must be the Wind- once per sortie, when an enemy engages with a move action, remove this model, next TT redeploy to any terrain outside of 12" of an enemy 14:Meat-Shield- once per sortie, this model may swap positions with an ally or downed enemy within 6" when an attack would injure them, shifting the DMG to them 15:Taking Lives- when this model deploys it may replace this trait with any earned trait, of a deployed enemy for the duration of the sortie 16:Who Goes There- this model starts the sortie concealed, and may not be targeted by direct fire until it fires a weapon gets within 12" of an enemy 17:Undertaker- when this model defeats an enemy in CQC, it may place a marker within 9" out of enemy LoS, it may instantly appear on that marker at will until next TT 18:Devil's Luck- when this model suffers an injury or is downed you may remove it from the board and redeploy it in base contact with an ally at the top of the next TT 19:Flicker- when this model uses the (GET DOWN) or (COUNTERMEASURE) PREP action it may reposition (d6)" and perform a free SWAP, this does not count as moving 20:Wild Card- once per TT this model may count as a member of any group when that group activates, so long as the model itself has not activated for the purpose of morale, this model never counts as a loss to any Group, only towards their buffer against being SHAKEN ................................ ................................ ABILITIES ................................ -At Lvl:3 and Lvl:5 all characters gain an Ability or Trait, which is an active AP expending action. -Leaders start with an ability at Lvl:1 and gain another at Lvl:3 and Lvl:5. -To determine which is gained, roll d20 equal to level and select a result, Lvl:1 Leaders roll 3(d20) for their freebie. -If an ability has a check involved before it's effect occurs, an additional AP may be spent to reroll it. -Abilities can only be used once per activation. ................................ (d20) (COST) ................................ (1)-REBEL YELL: (2AP) Allies within 6" regain 1 lost GRIT, enemies within 6" take a GRIT test or lose 1 GRIT. (2)-KILL COMMAND: (2AP) Mark target enemy in LoS, every ally has +2 ACC when targeting this model for remainder of Table Turn. (3)-SWING FOR THE FENCES: (2AP) Perform a CQC action that may reroll DMG and knocks the target away inches equal to damage dealt. (4)-THE GRUDGE: (1AP) Target enemy in LoS must pass a GRIT test to attack anything but this model. Failed tests waste the attack's AP. (5)-HAYMAKER: (2AP) Make a single melee action, if this attack strikes an injured part or creates one, enemy is DOWNED on hit, regardless of DMG. (6)-BOOBYTRAP: (3AP) Place a token in terrain you are touching or within, first enemy to enter/exit it suffers (d3) AN:-1 DMG:2 hits. (7)-GOGOGO: (2AP) Target ally within 12" and LoS may make a MOVE action, this may be an ENGAGE or DISENGAGE. (8)-BEGUILE: (2AP) Target enemy in LoS loses their PREP token and this model gains a PREP token at activation end. (9)-CALL ANGLES: (2AP) This model and all allies within 9" may reroll armor saves for remainder of Table Turn. (10)-INTO THE BREACH: (1AP) Target ally instantly and automatically rallies or purges DOWNED. If in SHOCK, they gain (d3) turns to be stabilized before becoming a casualty. (11)-VIRTUOSO: (2AP) Make a single shooting action on target enemy in LoS, do not roll for hit location, choose at will. (12)-CONFOUND: (2AP) Self/target engaged ally within LoS makes a single CQC action that ignores negative to-hit modifiers. (13)-HAIL OF LEAD: (2AP) Make a single shooting action, on hit, this halves the target's MOVE stat for remainder of Table Turn. (14)-DEMOLISH: (2AP) Pick cover or terrain within 3", roll a d12: (1-6) it is downgraded a tier, on a 7-12 it no longer provides cover. (15)-SPRING TRAP: (3AP) Target Ally/Self within 3" of board edge may redeploy to within 3" of either adjacent board edge. At least 9" from enemy. (16)-FLUSH THEM OUT: (2AP) Make a standard shooting action at enemy in LoS at -1 ACC, the next allied shooting attack against them ignores cover. (17)-INTO THE FRAY: (2AP) Make a MOVE action, any allied models within 3" may come with, so long as they do not move further than their MOVE stat. (18)-RE-ARM: (2AP) Allies within 9" and LoS recover 1 charge on all EQP, RELOAD their weapons, and ignore RELOAD checks for the Table Turn. (19)-OVERWHELM: (1AP) This models melee attacks each deal 1 GRIT damage when dealing damage this activation. (20)-BY THE NOSE (2AP) Self/Ally within 6" may make a single shooting action, DMG is turned into a -ACC mod for target's next activation. ................................ ............................. >DOWNTIME ............................. The Downtime Phase occurs before each Sortie after the first in the Campaign. Before the scenario selection, resolve all Downtime choices and effects. This is typically the first part of a session, rather than the last, as it directly impacts the Sortie. Each player selects 2 activities in secret and after the GLOBAL EVENT roll, all are revealed at once. The GLOBAL EVENT may cancel out choices entirely and that activity is lost, such is life. Units can only be assigned to one given activity in the Downtime Phase. Those with 2 Injuries or a Single Destroyed part can only participate in (Tend to the Wounded) ............................. >Send Patrols -Send out patrols to secure the camp. -Select models and tally up their value, this is the power of the patrol. -If a Raid occurs and has a higher power, the Patrol is scattered. -Scattering a Raid steals a Dominance Point from the raider. -If no Raid occurs, roll a d(12). -On a (7+), participating Subordinates gain an XP. -On a (11+) chosen participant also gains a random Trait. >Raiding Party -Send out a raiding party to raid a camp. -Select models and tally up their value, this is the power of the raid. -If the target has a Patrol with a higher power, the Raid fails. -A failed Raid must roll on "THOSE LEFT BEHIND" for each raiding model. -A successful Raid allows the raider to cancel a Downtime activity of the target. -The raiding player may alternatively gain a Dominance Point. >Tend to Wounded -Recover the wounded members of your Warband -Select any amount of models to recover and to assist, then roll a d(12) for each -For each (5+) generate one success, for each (9+) generate two, for each result of (1), remove one. -Injuries cost 1 success to remove. Destroyed Parts take 2. -Only participants may be healed. >Scout Periphery -Select models to send out scouting. -Roll on the Scouting table and gain 1 Dominance. -Random Event result may be modified up or down for every two scouts sent out. >Trade Caravan -Select models to send to the nearest trader with trade goods. -Equipment and Items equal or lesser to the combined EQP of the caravan may be sold. -Equipment and Items equal to or lesser than the comined EQP may be bought and brought back. >Requisition (Pillar Task Force Specific) -Select models and roll a d12 equal to those participating. -For each (7+) gain a success, for each (10+) gain two. -A Dominance Point may be burnt to gain 3 successes. -Successes may be spent on the following at the cost of (x) successes (2)-Salvage Table Roll (4)-Gain a Watch Vigilant (7)-Gain a SORT Member (8)-Promote (Subordinate) to (Leader) >Pit Ritual (Swine Horde Specific) -Select 3+ models to be cast into the fighting pit. -Roll a d12 assigned each of the participants. -The highest result is the winner and gains 3XP -The lowest two results are victims and roll 2 locations, those parts become injured. -If the locations are duplicates they are slain in the ritual. -If there are ties for one of the two lowest numbers, they count part of the lowest. -All participants gain 1 XP ............................. >GLOBAL EVENT TABLE ............................. This is rolled after Downtime Activities are determined, but before they are revealed. This table's condition applies to all players and persists until next Downtime. The roll is universal, but the player with the lowest Dominance rolls another die and may choose which result they use. ............................. d(12) Effect ............................. (1-3) Quiet....For Now -no effect, everything proceeds as normal (4) Hellish Weather -sudden awful condtions prevent any Raiding or Scouting (5) Something is Lurking -Caravans and Patrols are haunted by an unknown adversary and cannot operate (6) Flash Plague -a mysterious sickness spreads through the camps, preventing Tending to the Wounded (7) Parts Unknown -Scouts stumble upon an enigmatic region, and roll twice on the Scouting table (8) Adversarial Traders -the local market is full of cons and skinflints, prices are DOUBLED and sale gains are HALVED (9) Familiar Faces -a welcome reprieve and resupply, Caravans get double gains but must TRADE them for Faction Items, non-bankable (10) Wandering Samaritan -a stranger with strange medicine appears,pick up to 3 units and roll (d12) for each, on a result of (1) they are killed -(4-10): all injuries and destroyed parts are healed and the unit is ready for the next Sortie. -(11): the strange concoction has changed them and they gain a random Trait from a random table -(12) after a feverish trip they have come to an epiphany and gain a random Ability (11) Credible Threat -worrying stories circulate and camps are on high alert, Faction Specific actions are prevented unless a Patrol is active (12) Lost Caches -the ruins in this area are replete with supplies, everyone gains a salvage, lowest Dominance player gains 2 ............................. >SCOUTING EVENTS ............................. When Scouting during Downtime roll d(12) on the following table and resolve it. You may modify the result by one for every two scouts sent out. ............................. (d12): Effect: ............................. (1) He Was Right There: -a random lowest-level Scout does not make it back (2) We Were Followed: -a group of neutrals deploy within 6" of board center next sortie, placed by opponent (3) Hit a Snag: -if these scouts are used in the next sortie, they start offboard, each TT they join on your edge on a (6+) (4-10) By The Book: -everything off without a hitch, no complications occur (11) Actionable Intel: -you may Redeploy a Leader and 2 Subordinates after Deployment next Sortie (12) Got Some Souvenirs: -gain a salvage, choose between as many rolls as scouts sent out ............................. ............................. >SALVAGE SITUATIONS ............................. Salvage may be collected during Sorties or gained by events. When Salvage is collected mid-sortie place a token on the carrier. If the carrier is downed or removed as a casualty, an INTERACT action may grab the token off of them. If a Salvage is taken off board by any means, even by routing, the holder keeps it. If discovered Salvage is left on the table when the scenario ends, the winner claims it. NORMAL Salvage allows 2 (d20) rolls to determine contents and keeps 1 result. GREATER Salvage allows 3 (d20) rolls to determine contents and keeps 2 results. Rolls are made Post-Sortie and added to the claimant's warchest. --------------------------------------------------------------- (d20) Rwd (d20) Rwd --------------------------------------------------------------- (1) 15 RP (11) 65 RP (2) 20 RP (12) 70 RP (3) 25 RP (13) 50 RP of Items from foreign Armory (4) 30 RP (14) 60 RP of Items from foreign Armory (5) 35 RP (15) 70 RP of Items from foreign Armory (6) 40 RP (16) 80 RP of Items from foreign Armory (7) 45 RP (17) Olympian Aegis (8) 50 RP (18) Olympian Plasma Blade (9) 55 RP (19) Olympian Rail Rifle (10) 60 RP (20) Olympian Disintegrator --------------------------------------------------------------- Olympian Aegis (Armor) (1) SV:7+ AV:2 Effect: (Shielded3), (Stun) when broken in CQC, may extend to allies within 3". Olympian Plasma Blade: (1) RNG:2" Shots:1 RoF:3 DMG:(d6) AN:-1 Effect: (Melee) (Energy) (Parry) Olympian Rail Rifle: (2) RNG:24" Shots:1 RoF:3 DMG:(d4) AN:-3 Effect: (Rifle) (Deadly2) (Precise2) Olympian Disintegrator: (3) RNG:30" Shots:1 RoF:2 DMG:(d6) AN:-1 Effect: (Blast5) (Energy) (Explosive) ............................. ............................. >DOMINANCE ............................. A general measure of the progress of a faction in the Campaign towards their goals. -The lower Dominance player chooses the scenario type before Sortie, the highest Dominance chooses the scenario within it. -Dominance Score is added to roll-offs when deciding table edges, who deploys first, and who activates first. -The lower Dominance player wins ties in pregame roll-offs. -The final scenario is determined by who has made the most Dominance, chosen from their (FINALE) scenarios. ............................. >Sources of Dominance Points ............................. -get 1 point for each Leader -get 1 point for each Lvl:3 character -get 2 points for each Lvl:5 character -get 1 point for winning a sortie via Victory Points -get 1 point for completing a special sortie objective -get 1 point from scouting -steal 1 point when crushing a raid ............................. >ACCOLADES ----------------------------- Accolades are an OPTIONAL system for those who wish to include cheevos that speed up unit progression on the side. Accolades are earned by being the first to achieve certain feats or meet certain conditions in a campaign, and each unit may have (1) Accolade. They are awarded in the following downtime to the characters who earned them, when an Accolade is claimed, no other model may claim that Accolade. If two players or units meet the condition in the same sortie/downtime, the player with lower Dominance claims it. If a model claims two accolades in a sortie they may choose which to take, if there is a tie for an Accolade, they take the untied. Claiming an Accolade grants the claimant (3XP) and awards the model's Warband (1 Dominance). If a model with a Accolade is slain, the vanquisher may choose to take their title for themselves, and reap the benefits for themselves. We highly encourage throwing your own Accolades and Titles into the mix to suit your group. ----------------------------- Undisputed -inflict an enemy casualty with an Unarmed Attack Headhunter -inflict an enemy casualty with a shooting action headshot Risk Assessor -inflict an enemy casualty by causing a fall Vulture -inflict an enemy casualty by attacking a Downed/Shocked enemy The Shadow -inflict an enemy casualty while flanking an enemy in CQC Chicago Way -inflict an enemy casualty on an enemy that injured you or a groupmate ColdSteel -inflict an enemy casualty on a foe that could not see you at the start of your activation Bad Company -inflict an enemy casualty on a foe that is inside of the same building or terrain feature as you Blitzer -inflict an enemy casualty after RUNNING to engage in CQC Ganker -inflict a casualty on an enemy LEADER (secondary) Assassin -inflict a casualty on an enemy LEADER (primary) Black Mamba -inflict a casualty while Engaged with multiple opponents Wingman -inflict a casualty on an enemy or down them by shooting into an engagement Dark Horse -inflict a casualty on an enemy that is 2 or more Levels higher Guardian Angel -stabilize or heal three allies in one sortie Bargain Hunter -hit 3 enemies with a single (Blast) or (Spray) weapon Offlaner -survive a sortie with 3 injuries Free Runner -make a 6" or greater horizontal jump Unbreakable -survive being put into (Shock) twice Vampyr -inflict an enemy casualty through hard or fortified cover Hoarder -collect 3 salvage caches Street Sweeper -kill five neutral enemies Raid Leader -kill an Extreme Threat neutral Survivalist -survive rolling on "THOSE LEFT BEHIND" twice Bastard -make five consecutive saves against damage One-Armed Wolf -defeat or route an enemy in CQC with injured arms Nemesis -injure the same enemy in 2 consecutive sorties The Judge -pass 4 consecutive GRIT tests Revenant -KILL a non-neutral enemy after being stabilized TubThumper -survive being downed 3 times in one sortie Kombatant -injure an enemy twice in the same CQC Stormtrooper -miss with four attack actions in a row Skirmisher -successfully Disengage 3 times in one sortie Built Different -survive bleeding or poison for 3 Table Turns The Collector -inflict 3 casualties in a single sortie Leatherface -destroy 3 limbs in a single sortie Blood-Drunk -KILL 3 non-neutral enemies The Crowing -survive and inflict an enemy casualty while suffering a Destroyed Head MADman -survive inflicting a casualty while becoming one Comeback Kid -inflict an enemy casualty or win the sortie as the last remaining member of your group ----------------------------- SPEEDRUNNING GREATNESS ----------------------------- Depending on the length or size of your campaign you may wish to consider Accolades granting a free trait roll and/or increasing the XP granted from them. It can help to develop young Warbands quickly and allow for more diverse options on the table that much sooner. In case you wish to use this, we have divided Accolade into 6 basic categories, one for each Trait table and another general group. When an Accolade is earned by a unit, it will allow a roll on the associated (d20) table. When gaining a general Accolade, it will instead allow (LVL)+1 rolls on the d100 combination of all 5 tables to select a Trait. >MELEE >SHOOTING >CONDITIONING >MANEUVERS >TRICKERY >GENERAL --------------- --------------- --------------- --------------- --------------- --------------- Undisputed Headhunter The Judge Guardian Angel Risk Assessor Dark Horse Black Mamba The Chicago Way Tub-Thumper Ganker The Shadow Street Sweeper One-Armed Wolf Wingman Unbreakable Assassin ColdSteel Raid Leader Kombatant Bargain Hunter Offlaner Hoarder Revenant Nemesis Blitzer Vampyr Survivalist Free Runner Bastard Stormtrooper Bad Company Vulture Built Different Skirmisher MADman The Collector Leatherface Blood-Drunk The Crowing Comeback Kid --------------------------------------------------------------------------------------------------------------- ................................ >SAMPLE STATLINES ................................ Examples of what various statlines look like. ................................ >SAMPLE ARMOR ................................ -Flak Suit (0) -AV:2 -SAVE:8+ -CVR: Torso/Head ................................ >SAMPLE GUN ................................ -Surplus Carbine (2) -RNG: 18" -RoF: 3 -Shots: 1 -DMG: (d4) -AN: 0 -SIZE: 2 Effect: CHEAP -decrease ACC by one when firing over half range ................................ >SAMPLE MELEE WEAPON ................................ -Bayonet (1) -RNG: 1" -Rof: 2 -Shots: 1 -DMG: (d3)+1 -AN: -1 -SIZE: 1 Effect: MOUNTABLE -may be mounted on a WGT 2+ weapon -does not require a hand when mounted -when mounted, lose the bonus damage, gain 1" RNG ................................ >SAMPLE GEAR ................................ -Frag Grenade (1) -Charges:1/1 -RNG: 9" -DMG (d3) -Shots: (d3) -AN -1 -SIZE: 1 Effect: FRAG OUT -target a location or model within 9" -roll to hit with unmodified ACC -if miss, scatter the hit with a d12 by (d3)inches + amount ACC check failed -(EX: ACC 7+ rolls a 3, missing by four, so the grenade scatters (d3)+4" in the direction indicated by d12) -all targets within 3" are hit (d3) times for (d3) damage ................................ ---------------------------- >The Enemies of My Enemies ---------------------------- When rolling for neutral foes in a scenario or as a result of "We Were Followed", roll a d4 to determine which type of neutrals appear. If the scenario has neutrals AND one party was followed, roll 2(d4) and both types of neutrals appear. After determining which type/s appear/s with a (d4), roll a (d6) for each Group to be spawned and place the resulting foes on the board. Unless otherwise stated, Scenario Neutrals are placed before deployment, "We Were Followed" neutrals are placed after deployment. If two types of neutrals appear, change "We Were Followed" rule to mean "deployed by opponent from unoccupied board edge at least 18" from a player model". When spawned as part of a scenario, they deploy where the scenario states, and may sometimes scatter deployment, even if it ends up in a player zone. When spawned as a result of "We Were Followed", they deploy within 6" of the boards midpoint and are placed by the opponent of the player who was tailed. Neutrals count as GROUPS and deploy following group rules, and take morale tests as normal for groups. If multiple GROUPS of neutrals of the same type are on the board, they count as a STRIKEFORCE and take morale tests like one. Unless otherwise stated Neutrals activate all at once at the BOTTOM of the TableTurn. ---------------------------- >Neutral Foe Behavior ---------------------------- Until ALERTED, Neutrals are WANDERING and will make a standard MOVE action in a scatter direction determined by (d12). If alerted by salvage they will move up to it and attempt to claim it with an INTERACT action. Neutrals are alerted by the following: -They draw LoS to salvage within 9" -They draw LoS to an enemy within 12" -Hear a Gunshot, Blast, or a SPRINTING player-controlled model within 18" -They or a group member within 12" are attacked. ------------------------- >Alerts and Priorities ------------------------- If Neutrals are Alerted by noise of sprinting or gunshots, place a marker on the location of the sound The Neutrals will take the most direct path to gain LoS of that marker. When investigating sounds, Neutrals will stick together as much as possible without spending extra AP, and stick to cover. When a Neutral is attacked or fired upon, all Neutrals that are within 12" and those in the same Group become Alerted. Alerted Neutrals will then run their priorities on the spot if any valid targets are available. If no target is available, they will make repeated move actions to the nearest ally who is in combat or following a priority. Unless stated otherwise: -If a Neutral's PRIMARY weapon is a Melee or CQC weapon, they are a CQC Neutral. -If a Neutral's PRIMARY weapon is a Non-CQC Ranged Weapon, they are a RANGED Neutral. ------------------------- >Ranged Neutral Priority ------------------------- Ranged Neutrals will stick to cover and move to maximize their shots against a target, attempting to use their main weapons full RoF. When in optimal range to fire full RoF, they will only make a move action to take better cover or negate enemy cover. (1AP max) If the Neutral has a secondary weapon, it will opt to use it instead of shifting from unbroken cover. If a movement action would allow attacking with a secondary weapon they will make a move to cover, if possible to use it. 1.target downed/shocked enemy within 12" 2.target enemy that has injured them or an ally within 6" 3.target enemy with highest volume of attacks/fire on Groupmates 4.target highest level/RP enemy 5.target enemy out of cover in range 6.target closest enemy in range 7.make move actions to nearest cover en route to get in range ------------------------- >CQC Neutral Priority ------------------------- CQC neutrals will stick to cover and take the most direct route to an enemy. If they can stay out of LoS on the approach when not in priority (1-3), they will, even if it costs an extra AP. CQC neutrals will target visible enemies in the following priority. 1.target downed or shocked enemy within 9" 2.target enemy within MOVE engagement range 3.target within RUN engagement range 4.move up in cover to get an enemy into MOVE engagement range and fire 5.move up in cover to get an enemy into RUN engagement range and fire 6.target enemy within SPRINT engagement range 7.move up in cover to get an enemy into SPRINT engagement range and fire ---------------------------- >NEUTRAL GENERATION TABLES ---------------------------- (d4) Neutral Foe Type ---------------------------- -1- The Uncivilized -2- The Tideswept -3- Those Beneath -4- The Hive ---------------------------- ---------------------------- ---------------------------- ---------------------------- ---------------------------- (d6) The Uncivilized (d6) The Tideswept (d6) Those Beneath (d6) The Hive ---------------------------- ---------------------------- ---------------------------- ---------------------------- -1- (4x) Butchers -1- (3x) Intruders -1- (5x) Terranauts -1- (3x) Husks -2 Looted Rifle (2x) Trespassers -3 Repeaters (2x) Shamblers -2 Machete/Pistol ---------------------------- -1 Chaingun ---------------------------- (1x) Exterminator -2- (1x) Leviathan -1 Arc Projector -2- (1x) Locust -Scav Bazooka -Barnacled DeckGun ---------------------------- (4x) Husk ---------------------------- (3x) Trespassers -2- (5x) Terranauts ---------------------------- -2- (1x) Mongrel ---------------------------- -2 Repeaters -3- (2x) Locusts (3x) Butchers -3- (1x) Leviathan -2 Arc Projectors (2x) Husks -3 Looted Rifles -Warped Anchor -1 Dual Magnum (1x) Shambler (1x) Exterminator (3x) Intruders ---------------------------- ---------------------------- -Improvised AMR ---------------------------- -3- (5x) Terranauts -4- (5x) Locusts ---------------------------- -4- (1x) Murk Titan -2 Repeaters ---------------------------- -3- (2x) Mongrels (3x) Trespassers -2 Chainguns -5- (1x) Nidomorph (2x) Butchers ---------------------------- -1 Dual Magnum (4x) Shamblers -2 Scatterguns -5- (3x) Leviathans ---------------------------- ---------------------------- (1x) Scav Exterminator -2 Warped Anchors -4- (1x) Tommyknocker -6- (1x) Nidomorph -Terrorizer LMG -Barnacled DeckGun (3x) Terranaut (3x) Locusts ---------------------------- ---------------------------- -2 Dual Magnums ---------------------------- -4- (2x) Mongrels -6- (2x) Leviathans -1 Chaingun ---------------------------- (3x) Butchers -2 Warped Anchors ---------------------------- -3 Machete/Pistol (1x) Murk Titan -5- (1x) Jackalope ---------------------------- ---------------------------- (3x) Terranauts -5- (4x) Mongrel ---------------------------- -2 Repeaters (1x) Exterminator -1 Arc Projector -Terrorizer LMG ---------------------------- ---------------------------- -6- (1x) Tinstar -6- (3x) Exterminators (3x) Terranauts -Improvised AMR -3 Repeaters -Scav Bazooka ---------------------------- -Terrorizer LMG ---------------------------- (2x) Mongrels ---------------------------- ---------------------------- The Uncivilized ---------------------------------------------------- Scav Butcher AP: 3 H:3/3 ACC: 8+ T:4/2 CQC: 7+ A:4/2 VIT: 3 L:3/2 GRIT: 7+ MOVE: 6" EQP: N/A -Looted Rifle (Primary) RNG:24" Shots:1 RoF:2 DMG:(d4) AN:0 Effect: (Rifle) (Close Order) OR -Rusty Machete (Primary) RNG:- Shots:2 RoF:1 DMG:(d3) AN:0 Effect: (Melee) (Wicked) -Scav Magnum (Secondary) RNG:12" Shots:1 RoF:2 DMG:(d3) AN:-2 Effect: (Pistol) (CQC) OR -Crude ScatterGun (Primary) RNG:12" Shots:2 RoF:2 DMG:(d3) AN:0 Effect: (Push3) (Reload) (CQC) AR: -Raider Body Armor (N/A) (H/T) -SV:8+ AV:2 Trait: Know Your Place -This model autopasses GRIT tests when ENGAGED. -This model autopasses GRIT or Morale tests when within 6" of an Exterminator. ---------------------------------------------------- ---------------------------------------------------- Scav Exterminator AP: 4 H:4/2 ACC: 7+ T:4/3 CQC: 6+ A:4/2 VIT: 3 L:3/3 GRIT: 6+ MOVE: 5" EQP: N/A -Terrorizer LMG (Primary) RNG:18" Shots:2 RoF:2 DMG:(d3) AN:0 Effect: (Rapid Fire) (Automatic) OR -Scavenger Bazooka (Primary) RNG:24" Shots:1 RoF:2 DMG:(d4) AN:0 Effect: (Explosive) (Blast3) (Reload) OR -Improvised AMR (Primary) RNG:30" Shots:1 RoF:2 DMG:(d4) AN:-3 Effect: (Heavy) (Overheat1) AR: -Heavy Raider Armor (N/A) (H/T) -SV:7+ AV:2 Trait: Brazen Reaver -This model autopasses all GRIT and morale tests when at least 2 allies are within 12" ---------------------------------------------------- ---------------------------------------------------- Scav Mongrel AP: 3 H:3/2 ACC: 10+ T:3/3 CQC: 7+ A:3/2 VIT: 2 L:3/3 GRIT: 8+ MOVE: 7" EQP: N/A -Rotten Fangs (Primary) RNG:- Shots:1 RoF:2 DMG:(d3) AN:0 Effect:(Melee) (Wicked) (Poison1) AR: -Spiked Armor (N/A) (Full) -SV:9+ AV:2 -Effect: Inflicts instant DMG:1 hit when melee attacked. Trait: Natural Born Killer -This model ignores all GRIT tests when within 6" of an ally, including morale. ---------------------------------------------------- The Tideswept ---------------------------------------------------- Trespasser AP: 3 H:3/2 ACC: 7+ T:4/2 CQC: 7+ A:3/3 VIT: 3 L:3/3 GRIT: 7+ MOVE: 5" EQP: N/A -Dredged Rifle (Primary) RNG:18 Shots:1 RoF:2 DMG:(d3) AN:-1 Effect: (Close Order) (Light) AR: -Razorscale (N/A) (Full) -SV:9+ AV:2 -Effect: On a (9+) this model inflicts bleed on enemies that melee attack it. Trait: Boundless Hatred -When any enemy within 9" fails a GRIT test for any reason, this model restores one GRIT. ---------------------------------------------------- ---------------------------------------------------- Intruder AP: 3 H:3/2 ACC: 7 T:4/2 CQC: 7 A:3/3 VIT: 3 L:3/3 GRIT: 7 MOVE: 5" EQP: N/A -Boarding Axe (Primary) RNG:- Shots:2 RoF:1 DMG:(d3) AN:-1 Effect: (Melee) (Wicked) -Dredged Pistol (Secondary) RNG:9" Shots:1 RoF:2 DMG:(d3) AN:0 Effect: (CQC) (Pistol) AR: -Razorscale (N/A) (Full) -SV:9+ AV:2 -Effect: On a (9+) this model inflicts bleed on enemies that melee attack it. Trait: Boundless Hatred -When any enemy within 9" fails a GRIT test for any reason, this model restores one GRIT. ---------------------------------------------------- ---------------------------------------------------- Leviathan AP: 4 H:5/2 ACC: 8+ T:6/2 CQC: 6+ A:4/3 VIT: 5 L:3/3 GRIT: 8+ MOVE: 4" EQP: N/A -Barnacled Deck Gun (Primary) RNG:24 Shots:3 RoF:2 DMG:(d3) AN:0 Effect: (Heavy) (Overwhelm1) OR -Warped Anchor (Primary) RNG:6" Shots:1 RoF:2 DMG:(d4) AN:-1 Effect: (Melee) (Pull5) (Ruinous) AND -Snapping Jaws (Secondary) RNG:2" Shots:1 RoF:2 DMG:(d4) AN:-1 Effect: (Melee) (Impact) AR: -Repurposed Hull (N/A) (H/T) -SV:8+ AV:3 Trait: Empty Black Eyes -This model never takes morale tests so long as an enemy or ally is within 6". -This model is Size:LARGE and counts as an (Extreme Threat). ---------------------------------------------------- ---------------------------------------------------- Murk Titan AP: 4 H:6/3 ACC: 7+ T:9/3 CQC: 7+ A:6/4 VIT: 6 L:6/4 GRIT: 7+ MOVE: 4" EQP: N/A -Submerged Cannon (Primary) RNG:18" Shots:1 RoF:2 DMG:(d4) AN:-1 Effect: (Explosive) (Blast3) (Reload) -Handler Rifles (Primary) RNG:15" Shots:2 RoF:2 DMG:(d3) AN:0 Effect: (CQC) (Light) -Crushing Mandibles (Secondary) RNG:3" Shots:1 RoF:2 DMG:(d3) AN:-3 Effect: (Melee) (Shredding) AR: -Crusted Shell (N/A) (H/T) -SV:7+ AV:3 Trait: Bonded in Misery -This model loses its (Submerged Cannon) when its Torso is Injured and gains 2 MOVE. -This model loses its (Handler Rifles) when its Torse is Destroyed . -When its back is destroyed, it also gains (Frenzyd4) and does not differentiate friend from foe. -This model is Size:HUGE and counts as (Extreme Threat). ---------------------------------------------------- >Those Beneath ---------------------------------------------------- Terranaut AP: 3 H:3/2 ACC: 7+ T:4/2 CQC: 8+ A:3/3 VIT: 2 L:3/3 GRIT: 7+ MOVE: 5" EQP: N/A -Deadeye Repeater (Primary) RNG:18" Shots:1 RoF:3 DMG:(d3) AN:-1 Effect: (Precise1) (Rifle) OR -Rattler Chaingun (Primary) RNG:18" Shots:3 RoF:2 DMG:(d2) AN:-1 Effect: (Overwhelm1) (Reload) OR -Dual Lawbringer Magnums (Primary, Counts as Ranged) RNG:15" Shots:1 RoF:2 DMG:(d3) AN:-2 Effect: (Pistol) (CQC) (Twinned) OR -Solvmora Arc Projector (Primary) RNG:24" Shots:1 RoF:2 DMG:(d4) AN:0 Effect: (Heavy) (Overheats) (Energy) AND -Brimstone Blasting Charge (1/1) (Secondary) RNG:9" Shots:1 RoF:1 DMG:(d4) AN:-1 Effect: (Ready) (Blast4) (Explosive) (Scatter) AR: -Terranaut Hardsuit (N/A) (Full) -SV:7+ AV:2 Trait: Low Profile -This model may count any allied Exosuit as obscuring LoS to them. -This model increases Cover tier SV benefits by (+1). ---------------------------------------------------- ---------------------------------------------------- Tommyknocker Light Exosuit AP: 4 H:5/3 ACC: 7+ T:7/3 CQC: 6+ A:5/3 VIT: 4 L:4/4 GRIT: 7+ MOVE: 4" EQP: N/A -Tunnel Sweeper (Primary) RNG:12" Shots:1 RoF:2 DMG:(d4) AN:-1 Effect: (Wicked) (Shredding) -Mining Drill (Secondary) RNG:3" Shots:(d4) RoF:1 DMG:(d3) AN:-1 Effect: (Melee) (Fearsome) -Smoke Launcher (1/1) (Primary) RNG:18" Shots:1 RoF:1 DMG:(-) AN:- Effect: Places a 6" bubble of smoke that for (d3) turns. Smoke blocks line of sight and AR: -Tommyknocker Hull (N/A) (Full) -SV:6+ AV:3 Trait: The Earth Trembles -This model may deploy anywhere on the board that is at least 12" from a player model. -When this model deploys with Terranauts, they may all deploy within 6" of it. -This model is Size:LARGE and counts as an (Extreme Threat). ---------------------------------------------------- ---------------------------------------------------- Jackalope Light Exosuit AP: 4 H:6/2 ACC: 6+ T:6/2 CQC: 8+ A:4/3 VIT: 3 L:4/3 GRIT: 7+ MOVE: 4" EQP: N/A -Thumper Auto-Cannon (Primary) RNG:36" Shots:1 RoF:2 DMG:(d4) AN:-2 Effect: (Reload) (Explosive) -Hull Flak Charges (Only uses when fails to DISENGAGE) RNG:3" Shots:1 RoF:1 DMG:(d3) AN:0 Effect: (Fearsome) (Wicked), Targets everything within 3" radius around Jackalope but costs an AV stack. AR: -Jackalope Hull (N/A) (Full) -SV:7+ AV:3 Trait: Lagomorph Outriggers -This model gains (+2)ACC when stationary. -This model doubles DISENGAGE and REPOSITION distance. -This model is Size:LARGE and counts as an (Extreme Threat). ---------------------------------------------------- ---------------------------------------------------- Tinstar Exosuit AP: 4 H:6/2 ACC: 6+ T:8/2 CQC: 6+ A:5/3 VIT: 5 L:4/4 GRIT: 7+ MOVE: 5" EQP: N/A -Thunderbird HMG (Primary) RNG:18" Shots:3 RoF:2 DMG:(d3) AN:-1 Effect: (Ruinous) (Overheats) -LongTom Mortar (Secondary) RNG:30" Shots:1 RoF:1 DMG:(d4) AN:-1 Effect: (Explosive) (Blast3) (Scatteringd6) AR: -Tinstar Hull (N/A) (Full) -SV:6+ AV:3 Trait: Shock and Awe -This model forces a GRIT test to Engage in CQC and to remain engaged with it, taken upon each Activation. -This model is Size:HUGE and counts as an (Extreme Threat). ---------------------------------------------------- The Hive ---------------------------------------------------- Husk AP: 3 H:3/3 ACC: 9+ T:4/2 CQC: 7+ A:3/3 VIT: 3 L:3/3 GRIT: 6+ MOVE: 7" EQP: N/A -Wild Swipes (Primary) RNG:1" Shots:1 RoF:- DMG:(d2) AN:0 Effect: (Melee) (Frenzy3) (Toxin) -Biting Swarm (Auto) RNG:9" Shots:1 RoF:1 DMG:(d3) AN:0 Effect: (Wicked) (Poison) AR: -Living Hive (N/A) (Full) -SV:8+ AV:3 Trait: Mindless Vessel -This model ignores all morale tests and automatically stabilizes or recovers from DOWNED upon activation. -This model does not expend AP to use (Biting Swarm). ---------------------------------------------------- ---------------------------------------------------- Shambler AP: 3 H:4/2 ACC: 9+ T:5/3 CQC: 7+ A:4/2 VIT: 3 L:4/2 GRIT: 5+ MOVE: 6" EQP: -Bloated Graspers (Primary) RNG:1" Shots:1 RoF:- DMG:(d3) AN:0 Effect: (Melee) (Frenzy3) (Deadly1) -Virulent Detonation RNG:- Shots:1 RoF:- DMG:(d4) AN:-1 Effect: (Wicked) (Virus) (Blast3) AR: -Living Hive (N/A) (Full) -SV:8+ AV:3 Trait: Mindless Vessel -This model ignores all morale tests and automatically stabilizes or recovers from DOWNED upon activation. -This model only uses (Virulent Detonation) when slain or Engaged by more than one enemy. ---------------------------------------------------- ---------------------------------------------------- Locust AP: 3 H:4/3 ACC: 8+ T:4/4 CQC: 7+ A:4/3 VIT: 3 L:3/3 GRIT: 6+ MOVE: 7" EQP: N/A -Adhesive Noose (Primary) RNG:12" Shots:1 RoF:2 DMG:(d3) AN:0 Effect: (Slow3) (Pull3) (Stun) -Clattering Limbs (Secondary) RNG:1" Shots:2 RoF:2 DMG:(d3) AN:0 Effect: (Melee) (Fearsome) AR: -Iridescent Chitin (N/A) (Full) -SV:7+ AV:2 -Effect: (Parry) Trait: Dark Harvest -This model may count as FLYING up to 6" above the ground and ignores terrain when moving. -This model will continuously attempt to leave the board with DOWNED or SHOCKED enemies, at half speed. ---------------------------------------------------- ---------------------------------------------------- Nidomorph AP: 4 H:6/4 ACC: 7+ T:8/4 CQC: 6+ A:5/5 VIT: 5 L:4/4 GRIT: 5+ MOVE: 8" EQP: N/A -OmniAudient Scream (Primary) RNG:15" Shots:1 RoF:1 DMG:(d6) AN:0 Effect: (Ruinous) (Crushing) (Fearsome) (Stun) -Kaleidobarbs (Primary) RNG:15" Shots:2 RoF:2 DMG:(d2) AN:-1 Effect: Damaged targets must pass GRIT test or they spend their activation firing full RoF at, then moving to Engage, nearest ally. -Gleaming Swipes (Secondary) RNG:3" Shots:2 RoF:1 DMG:(d4) AN:-1 Effect: (Cleave) (Impact) (Poison) AR: -Obsidian Exoskeleton (N/A) (Full) -SV:7+ AV:5 Trait: Baleful Matriarch -This model ignores terrain when moving. -If this model is BLEEDING, all enemies engaged with her are targeted by a DMG:(d4) AN:-1 (Virus) hit at bottom of Table Turn. -This model is Size:HUGE and counts as an (Extreme Threat). -When this model appears in a Sortie, roll a (d12), on a (12) replace up to (d4) of her escort with characters from the graveyard. ---------------------------------------------------- ------------------ >PILLAR TASK FORCE ------------------ >Unit Typing ------------------ ------------------ ------------------ ------------------ ------------------ >Band Leaders: >Chaff: >Core: >Specialist: >Elite: ------------------ ------------------ ------------------ ------------------ ------------------ -Pillar Chief- -Hellhound Drone -Watch Grunt -Watch Commando -SORT Hellion -Watch Captain- -Pillar Conscript -SORT Striker -Sentinel -SORT Commander- -Sort Breacher -Cambion Drone ---------------------------------------------------- (10)rp-Pillar Conscript AP: 3 H:3/2 ACC: 8+ T:3/2 CQC: 8+ A:3/2 VIT: 2 L:3/2 GRIT: 8+ MOVE: 6" EQP: 3 -Surplus Carbine (2) AR: -Surplus Plates (0) (H/T) -SV:9+ AV:2 Trait: The Devil You Know -this model autorallies if within 12" of Leader ---------------------------------------------------- (10)rp-Hellhound Drone AP: 3 H:4/1 ACC: 9+ T:3/2 CQC: 6+ A:3/2 VIT: 2 L:3/2 GRIT: 7+ MOVE: 7" EQP: 2 -Pneumatic Jaws (1) -Flechette Burst (1) AR: -Hellhound Hull (0) (Full) -SV:8+ AV:1 Trait: Bound to Service -this model suffers MALFUNCTIONS ---------------------------------------------------- (20)rp-Watch Vigilant AP: 3 H:3/3 ACC: 7+ T:4/2 CQC: 7+ A:4/2 VIT: 3 L:3/3 GRIT: 7+ MOVE: 6" EQP: 4 -Infantry Rifle (2) -Survival Knife (1) AR: -Flak Suit (0) (H/T) -SV:8+ AV:2 Trait: Brutal Drilling -this unit's SUPPRESS/OVERWATCH put a token on an enemy unit, can be consumed by an allied unit to reroll a miss when shooting that target ---------------------------------------------------- (35)rp-SORT Breacher AP: 3 H:4/2 ACC: 6+ T:5/2 CQC: 6+ A:3/3 VIT: 3 L:3/3 GRIT: 6+ MOVE: 5" EQP: 4 -Ballistic Shield(1) -Auto-Pistol (1) AR: -SORT Tactical Armor (0) (H/T) -SV:7+ AV:2 Trait: Danger Close -gain +1 ACC/CQC when using COUNTERMEASURES, buff persists through their next activation ---------------------------------------------------- (35)rp-SORT Sweeper AP: 3 H:4/2 ACC: 6+ T:5/2 CQC: 6+ A:3/3 VIT: 3 L:3/3 GRIT: 6+ MOVE: 5" EQP: 4 -Battle Rifle (2) AR: -SORT Tactical Armor (0) (H/T) -SV:7+ AV:2 Trait: Fire Control -ignore a single negative ACC modifier on any shooting action ---------------------------------------------------- (50)rp- BlackWatch Commando AP: 3 H:4/2 ACC: 6+ T:4/2 CQC: 6+ A:3/3 VIT: 3 L:3/3 GRIT: 6+ MOVE: 6 EQP: 5 -Outrider SMG (1) -Commando Knife (1) AR: -BlackWatch Armor (0) (Full) -SV:8+ AV:2 Trait: Like a Fox -may forgo deploying during deployment and enter the battle on 7+ starting on the second TT, you may defer the roll to autopass it next turn -when using this trait, deploy on a board edge at least 12" from an enemy ---------------------------------------------------- (60)rp-SORT Hellion AP: 3 H:5/1 ACC: 6+ T:5/2 CQC: 5+ A:4/2 VIT: 4 L:4/2 GRIT: 6+ MOVE: 5" EQP: 4 -Pump Shotgun (2) -Voltaic Blade (1) AR: -SORT Shell Armor (0) (Full) -SV:6+ AV:2 Trait: Hellraiser -this model's group may deploy anywhere on the map so long as it is at least 12" outside of the enemy deployment zone and 12" from an objective ---------------------------------------------------- (70)rp- Cambion Drone AP: 3 H:4/2 ACC: 8+ T:5/3 CQC: 5+ A:5/3 VIT: 4 L:5/2 GRIT: 8+ MOVE: 4" EQP: 5 -ShotBunker (3) -Flamespitter (2) AR: -Cambion Hull (0) (Full) -SV:5+ AV:3 Trait: Bound to Service -this model counts as hard cover for allied models when within 2" or when enemy LoS to them crosses within 2" of the Cambion -using this ability does not damage the Cambion, this model also suffers MALFUNCTION rolls -this model counts all weapons as WGT:1 for the purpose of handedness -this model is Size:LARGE ---------------------------------------------------- (80)rp-Rampart Sentinel AP: 4 H:5/2 ACC: 7+ T:6/1 CQC: 7+ A:4/3 VIT: 3 L:4/3 GRIT: 7+ MOVE: 3" EQP: 6 -Avenger HMG (3) AR: -Sentinel Suit (0) (Full) -SV:6+ AV:3 Trait: Sentinel Frame -this model counts as being 3-handed and ignores the hand requirement for one equipped item, but does not gain any benefit from cover -this model can never replace or sell its ARMOR, a sentinel frame is an expensive cutting edge prototype -this model is Size:LARGE ---------------------------------------------------- (40)rp-Pillar Chief AP: 3 H:4/1 ACC: 7+ T:4/2 CQC: 9+ A:3/3 VIT: 3 L:3/3 GRIT: 7+ MOVE: 5" EQP: 3 -Peacekeeper Magnum(1) -Officer's Sabre (1) AR: -Reinforced Suit (0) (H/T) -SV:7+ AV:1 Trait: The Brass is Watching -unlocks Sentinel as an elite option -leadership aura allows rerolls of GRIT tests in this model's LoS ---------------------------------------------------- (50)rp-Watch Captain AP: 3 H:4/2 ACC: 6+ T:4/2 CQC: 7+ A:3/3 VIT: 3 L:3/3 GRIT: 7+ MOVE: 6" EQP: 4 -Autopistol (1) -Officer's Sabre (1) AR: -Watch Ballistic Suit(1) (Full) -SV:7+ AV:2 Trait: Lead From the Front -unlocks Cambion as an elite option -leadership aura allows rerolls of (1-2) results to hit for models in its LoS ---------------------------------------------------- (60)rp-SORT Commander AP: 3 H:5/2 ACC: 6+ T:5/2 CQC: 6+ A:4/2 VIT: 3+ L:4/2 GRIT: 7+ MOVE: 6" EQP: 4 -Battle Rifle (2) AR: -SORT Tactical Armor (0) (H/T) -SV:7+ AV:2 Trait: The Best Defense -unlocks Hellion as an elite option -this model can deploy its group's models up to 12" past the normal deployment range but not within 12" of a deployed enemy ---------------------------------------------------- --------------------- >TASK FORCE EQUIPMENT --------------------- >Infantry Armor --------------------- -Surplus Plates (0) (H/T) -RP:2 -SV:9+ AV:2 -Flak Suit (0) (H/T) -RP:5 -SV:8+ AV:2 -Reinforced Suit (0) (H/T) -RP:10 -SV:7+ AV:1 -SORT Tactical Armor (0) (H/T) -RP:14 -SV:7+ AV:2 -BlackWatch Armor (0) (Full) -RP:15 -SV:8+ AV:2 -SORT Shell Armor (0) (Full) -RP:20 -SV:6+ AV:2 -Sentinel Suit (0) (Full) -RP:25 -SV:6+ AV:3 -Watch Ballistic Suit (1) (Full) -RP:25 -SV:7+ AV:2 -Incursor Armor (1) (Full) -RP:30 -SV:8+ AV:3 -Watch Vanguard Armor (2) (Full) -RP:35 -SV:7+ AV:3 -Sealed Exo-Armor (2) (Full) -RP:50 -SV:5+ AV:2 --------------------- >Pillar Task Force Weapons --------------------- ------------------ >Melee ------------------ (1)-Survival Knife -RP:3 -RNG:- Shots:1 RoF:2 DMG:(d3) AN:0 Effect: (Wicked) (1)-Mounted Bayonet -RP:7 -RNG:- Shots:1 RoF:2 DMG:(d3) AN:-1 Effect: (Mounted), becomes RNG:2" when mounted (1)-Ballistic Shield -RP:10 -RNG:- Shots:1 RoF:1 DMG:(d2) AN:0 Effect: (Shielded1) (Push2) (Ready) (Parry) (1)-Commando Knife -RP:10 -RNG:- Shots:2 RoF:1 DMG:(d3) AN:-1 Effect: (Wicked) (1)-Stunstick -RP:15 -RNG:- Shots:1 RoF:2 DMG:(d3) AN:0 Effect: (Energy), DOWNS enemy when injuring them (1)-Voltaic Blade -RP:20 -RNG:- Shots:1 RoF:2 DMG:(d4) AN:-1 Effect: (Energy), DOWNS enemy when injuring them (1)-Officer's Sabre -RP:20 -RNG:2" Shots:1 RoF:3 DMG:(d4) AN:-2 Effect: (Shredding) ------------------ >Pistols ------------------ (1) Watch Sidearm -RP:5 -RNG:9" Shots:1 RoF:2 DMG:(d3) AN:0 Effect: (Pistol) (1)-Watch Auto-Pistol -RP:7 -RNG:12" Shots:1 RoF:2 DMG:(d2)+1 AN:-1 Effect: (Pistol) (Automatic) (1)-Havok MchnPistol -RP:10 -RNG:12" Shots:3 RoF:1 DMG:(d3) AN:0 Effect: (Light) (CQC) (1)-Flak Revolver -RP:10 -RNG:9" Shots:1 RoF:2 DMG:(d4) AN:0 Effect: (Wicked) (CQC) (1)-Peacekeeper Magnum -RP:15 -RNG:15" Shots:1 RoF:2 DMG:(d3) AN:-2 Effect: (Pistol) (Deadly1) ------------------ >SMGs/LMGs/MGs ------------------ (1)-Outrider SMG -RP:10 -RNG:12" Shots:2 RoF:1 DMG:(d3) AN:0 Effect: (Close Order) (Light) (Automatic) (2)-Watch Combat SMG -RP:10 -RNG:15" Shots:1 RoF:3 DMG:(d2) AN:0 Effect: (Rapidfire) (Light) (Automatic) (2)-Incursor SMG -RP:15 -RNG:18" Shots:2 RoF:2 DMG:(d3) AN:-1 Effect: (Overwhelm1) (Light) (2)-Sentry LMG -RP:15 -RNG:24" Shots:1 RoF:3 DMG:(d3) AN:-1 Effect: (Rapidfire) (Overheat1) (2)-Incursor MG -RP:25 -RNG:24" Shots:1 RoF:3 DMG:(d3) AN:-1 Effect: (Rapidfire) (Overwhelm1) (3)-Avenger HMG -RP:35 -RNG:30" Shots:3 RoF:2 DMG:(d4) AN:-1 Effect: (Heavy) (Overwhelm1) (Ruinous) ------------------ >Rifles ------------------ (2)-Surplus Carbine -RP:10 -RNG:15" Shots:1 RoF:2 DMG:(d3) AN:0 Effect: (Rifle) (2)-Infantry Rifle -RP:15 -RNG:18" Shots:1 RoF:3 DMG:(d3) AN:-1 Effect: (Rifle) (2)-Persecutor AR -RP:20 -RNG:18" Shots:1 RoF:2 DMG:(d3) AN:-1 Effect: (Rapidfire) (Light) (2)-Incursor AR -RP:25 -RNG:24" Shots:1 RoF:2 DMG:(d3) AN:-1 Effect: (Close Order) (Assault) (2)-Guardian BR -RP:25 -RNG:24" Shots:2 RoF:2 DMG:(d3) AN:-2 Effect: (Rifle) (2)-Outrider DMR -RP:30 -RNG:36" Shots:1 RoF:2 DMG:(d4) AN:-2 Effect: (Rifle) (Precise1) (Ruinous) ------------------ >Special ------------------ (2)-Incursor Shotgun -RP:30 -RNG:12" Shots:1 RoF:2 DMG:(d4) AN:0 -RNG:18" Shots:1 RoF:2 DMG:(d3) AN-1 Effect: (Close Order) (Alt Ammo) (Push3) (2)-Flamespitter -RP:40 -RNG:12" Shots:1 RoF:2 DMG:(d4)+1 AN:0 Effect: (Energy) (Spray5) (2)-Infernal Rocket Launcher -RP:45 -RNG:30" Shots:1 RoF:2 DMG:(d6) AN:0 Effect: (Explosive) (Blast5) (Reload) (Heavy) (2)-Watch Grenade Lnchr -RP:35 -RNG:24" Shots:1 RoF:2 DMG:(d4) AN:0 Effect: (Explosive) (Blast3) (Launcher) (Scatter) (3)-Punisher AMR -RP:40 -RNG:30" Shots:1 RoF:2 DMG:(d4)+1 AN:-2 Effect: (Ruinous) (Reload) (Heavy) (3)-SORT Rotary Cannon -RP:50 -RNG:24" Shots:1 RoF:2 DMG:(d4)+1 AN:-2 Effect: (Rapidfire) (Overheat1) (3)-Hellfire Cannon -RP:45 -RNG:24" Shots:1 RoF:2 DMG:(d4) AN:-3 Effect: (Heavy) (Energy) (Piercing) (3)-ShotBunker -RP:40 -RNG:12" Shots:(d3) RoF:1 DMG:(d3) AN:-1 Effect: (CQC) (Heavy) (Wicked) ------------------------ ------------------------ >GEAR ------------------------ (1)Medkit -RP:10 -restores (d3)+2 damage, if this recovers an injury, restore a VIT (1)LILIM Drone -RP:30 -allows deployment of a bonded LILIM Drone, lost when destroyed (1)FURY Drone -RP:30 -allows deployment of a bonded FURY Drone, lost when destroyed (1)IMP Drone -RP:30 -allows deployment of a bonded IMP Drone, lost when destroyed (1)Frag Grenades (Ready) -RP:10 -9" RNG, roll unmodified ACC, (Scatter), (d3)hits for (d3)DMG for everything within 3" bubble (1)Smoke Grenades (Ready) -RP:10 -place a 4" diameter smoke cloud within 12", it blocks LoS until the end of the next Table Turn (1)Concussion Grenades (Ready) -RP:10 -12" RNG, roll unmodified ACC, (Scatter), reduces MOVE by (d4) until the end of the next activation for everything within 3" bubble (1)Flashbang Grenades (Ready) -RP:10 -9" RNG, roll unmodified ACC, (Scatter), reduces ACC/CQC by (d3) for table turn for everything within 3" bubble (1)Custom Sight -RP:10 -gain +1 ACC on weapon when mounted (1)Telescoping Optic -RP:20 -gain +2 ACC on weapon when mounted (1)Extended Mags -RP:10 -pass ammo checks on a (3+), first reload each sortie costs no AP (1)Stabilizer -RP:15 -removes 1 ACC penalty from move actions before firing (1)Weapon Sling -RP:10 -when switching to or from this weapon, no SWAP action is required (1)Extra Thick Plating -RP:5 -adds +1 to AR save (1)Reinforced Harness -RP:10 -adds +1 AV to armor (O)Emergency Evac Beacon -RP:20 -used at sortie end to upgrade KILLED unit to "LEFT BEHIND" or "LEFT BEHIND" model to "STILL STANDING" --------------------- --------------------- >Drone Hulls --------------------- -Fury Hull (0) (Full) -SV:9+ AV:1 -Hellhound Hull (0) (Full) -SV:8+ AV:1 -Imp Hull (0) (Full) -SV:8+ AV:2 -Lilim Hull (0) (Full) -SV:7+ AV:1 -Cambion Hull (0) (Full) -SV:5+ AV:3 --------------------- Malfunction: --------------------- Drones have Malfunctions and never suffer morale tests. When a part is destroyed, the model must make a GRIT test or malfunction. Drones take GRIT tests as normal for injuries. If the head is destroyed, the model always malfunctions. BONDED DRONES may not leave a 6" radius of their owner. --------------------- d12 Effect --------------------- 1-3: HAYWIRE -fires full ROF at nearest model, allied or enemy, if no target is visible or in range it MOVES towards nearest model until one is 4-6: FRIED -cannot move and is -2 ACC and -2 CC this activation 7-9: LOCKED UP -can either move or shoot this activation, not both 10-12: REBOOT -counts as in hard cover, and gains a PREP token, cannot act this activation --------------------- --------------------- Bonded Drone Statistics --------------------- -FURY Drone AP: 3 H:3/1 ACC: 7+ T:3/2 CQC: 8+ A:3/1 VIT: 2 L:3/1 GRIT: 7+ MOVE: 7" EQP: N/A -Twinned Infantry Rifle AR: -Fury Hull (0) (Full) -SV:9+ AV:1 Trait: -this model hovers up to a height of 6" and ignores terrain when moving -this model marks its target with a token, allies may expend it for a +2 ACC shooting action against that target -this model is BONDED to it's user and suffers MALFUNCTIONS --------------------- -IMP Drone AP: 3 H:3/1 ACC: 8+ T:3/2 CQC: 7+ A:3/1 VIT: 2 L:3/1 GRIT: 7+ MOVE: 6" EQP: N/A -3x Grenades (Any) AR: -Imp Hull (0) (Full) -SV:8+ AV:2 Trait: MINION PROTOCOL -this model may handle (RELOAD) and (OVERHEATS) for its owner by using its AP -this model is BONDED to it's user and suffers MALFUNCTIONS --------------------- -LILIM Drone AP: 3 H:3/1 ACC: 8+ T:3/2 CQC: 8+ A:3/1 VIT: 2 L:3/1 GRIT: 7+ MOVE: 6" EQP: N/A -Medkitx2 AR: -Lilim Hull (0) (Full) -SV:7+ AV:1 Trait: -this model hovers up to a height of 6" and ignores terrain when moving -this model recovers (d3) DMG from allies when (STABILIZING) -this model is BONDED to it's user and suffers MALFUNCTIONS --------------------- >Requisition (Pillar Task Force Specific Downtime Activity) -Select models and roll a d12 equal to those participating. -For each (8+) gain a success, for each (11+) gain two. -A Dominance Point may be burnt to gain 3 successes. -Successes may be spent on the following at the cost of (x) successes (2)-Single Salvage Table Roll (4)-Gain a Watch Vigilant (7)-Gain a SORT Member (8)-Gain a Greater Salvage ------------------ VUAKSHAAS SWINEHORDE ------------------ >Swinehorde Unit Typing ------------------ ------------------ ------------------ ------------------ ------------------ >Band Leaders: >Chaff: >Core: >Specialist: >Elite: ------------------ ------------------ ------------------ ------------------ ------------------ -Alpha- -PigHound -Brood -Razorback -Feral -Greyhide- -Runt -Longtusk -Pit Boss -Aberrant- -Manglepelt -Abductor ---------------------------------------------------- >Swinehorde Statlines ---------------------------------------------------- (10)rp-Pighound AP: 3 H:4/1 ACC: 8+ T:4/1 CQC: 6+ A:4/1 VIT: 2 L:3/2 GRIT: 6+ MOVE: 7" EQP: 2 -Crooked Tusks (0) -Snapping Maw (0) AR: -Warped Hide (0) (Full) -SV:9+ AV:1 Trait: Tenacious Predator -when enemies fail a DISENGAGE action from this model, they are DOWNED -this model never loses AV from its Armor ---------------------------------------------------- (10)rp-Runt AP: 3 H:3/2 ACC: 8+ T:4/1 CQC: 7+ A:4/1 VIT: 2 L:3/2 GRIT: 8+ MOVE: 7" EQP: 3 -Rusted Heater (1) -Sodden Edge (1) AR: -Tattered Scraps (0) (H/T) -SV:10+ AV:1 Trait: Bottom of the Foodchain -gains XP for kills at double rate -cannot carry a WGT(3+) weapon ---------------------------------------------------- (15)rp-Brood AP: 3 H:4/1 ACC: 8+ T:5/1 CQC: 7+ A:4/2 VIT: 3 L:3/3 GRIT: 8+ MOVE: 6" EQP: 4 -Crude Carbine (2) -Gutting Blade (1) AR: -Ragged Plating (0) (H/T) -SV:9+ AV:1 Trait: Wild Charge -gains (+1)CQC and (-1)AN and RUNNING to engage an enemy, (+2)CQC and (-2)AN when SPRINTING to engage an enemy ---------------------------------------------------- (25)rp-Razorback AP: 3 H:5/1 ACC: 7+ T:5/2 CQC: 6+ A:4/1 VIT: 3 L:3/3 GRIT: 7+ MOVE: 6" EQP: 4 -Raiding Pistol (1) -Foe-Cleaver (2) AR: -Scavenged Plates (1) (Full) -SV:8+ AV:2 Trait: Bestial Strength -counts one 2h weapon in inventory as a 1h weapon, but weapon gains (-1)ACC/CQC ---------------------------------------------------- (25)rp-Longtusk AP: 3 H:4/2 ACC: 6+ T:4/2 CQC: 7+ A:4/1 VIT: 2 L:3/3 GRIT: 8+ MOVE: 5" EQP: 3 -Preyseeker Rifle(2) AR: -Ragged Plating (0) (H/T) -SV:9+ AV:1 Trait: Shooting Spree -gain (+1)ACC when making multiple shooting actions at the same target ---------------------------------------------------- (35)rp-ManglePelt AP: 3 H:5/1 ACC: 8+ T:5/2 CQC: 7+ A:4/2 VIT: 4 L:3/3 GRIT: 7+ MOVE: 4" EQP: 5 -Marauder Aslt Rifle(2) AR: -Rugged Scrap Mantle(1) (H/T) -SV:7+ AV:1 Trait: Scars Beyond Counting -this model only loses GRIT when one of their parts is DESTROYED ---------------------------------------------------- (60)rp-Pitboss AP: 3 H:5/2 ACC: 6+ T:6/2 CQC: 6+ A:5/2 VIT: 5 L:4/3 GRIT: 6+ MOVE: 5" EQP: 6 -Mauler Shotgun (2) -Gutting Blade (1) AR: -Savage Carapace (1) (H/T/A) -SV:6+ AV:2 Trait: Cruel Taskmaster -this model counts one 2h weapon as a 1h weapon, but that weapon (-1)ACC/CQC -this model projects a 6" diameter copy of the primary leader's AoC -generates a bonus XP for kills personally scored, to grant to subordinates after sortie (max:3) ---------------------------------------------------- (70)rp-Abductor AP: 3 H:5/1 ACC: 6+ T:5/2 CQC: 6+ A:4/3 VIT: 4 L:3/3 GRIT: 7+ MOVE: 6" EQP: 4 -Mancatcher (1) -LeadSpitter SMG (1) AR: -Barbaric Mail (0) (H/T/A) -SV:8+ AV:2 Trait: Hunter of Men -may alternatively deploy from any board edge at least 18" from an enemy, may bring 2 pighounds with it -always deploys with one personal pighound, even if the warband has none, his personal pighound respawns between sorties if killed -unlocks purchase of razorbolas/snaptraps/binding chains -only an abductor may use mancatchers or snagchains ---------------------------------------------------- (60)rp-Feral AP: 3 H:5/3 ACC: 8+ T:6/2 CQC: 6+ A:5/3 VIT: 4 L:4/4 GRIT: 7+ MOVE: 6" EQP: n/a -Flaying Claws -Caustic Spew AR: -Ebbing Flesh (0) (full) -SV:9+ AV:1 Trait: Malignant Castoff -may not use any armor or equipment, this model instead gains mutations that alter its form -this model has all of it's available "weapons" on equipped at all times -this model regains a VIT and 3 DMG on a roll of (7+) after scoring a kill -this model is Size:LARGE ---------------------------------------------------- (65)rp-Alpha AP: 3 H:5/2 ACC: 6+ T:5/3 CQC: 5+ A:4/3 VIT: 4 L:4/3 GRIT: 7+ MOVE: 6" EQP: 5 -Gutting Blade (1) -Marauder Rifle (2) AR: -Savage Carapace (1) (H/T/A) -SV:6+ AV:2 Trait: Leader of the Pack -this model's Aura of Command is extended to 18" for allies in LoS -may take two elites but not the same ones ---------------------------------------------------- (50)rp-Greyhide AP: 3 H:4/2 ACC: 7+ T:4/3 CQC: 8+ A:4/2 VIT: 3 L:3/3 GRIT: 7+ MOVE: 7" EQP: 4 -Preyseeker Rifle (2) -Sodden Edge (1) AR: -Greyhide Shroud (0) (Full) -SV:7+ AV:1 Trait: Cunning Tyrant -this model may apply Concoction Buffs to allies within its AoC, and allows those within to use them -if ally declares their use at activation it is a free action, but may be used later for 1 AP or as a PREP action -the Greyhide may use (Lvl)+1 concoctions per sortie ---------------------------------------------------- (60)rp-Aberrant AP: 3 H:4/2 ACC: 6+ T:5/2 CQC: 7+ A:4/3 VIT: 4 L:4/3 GRIT: 6+ MOVE: 6" EQP: 4 -Shredder Pistolx2 (2) AR: -Barbaric Mail (0) (H/T/A) -SV:8+ AV:2 Trait: Adaptive Outcast -this model starts with 2 salvage rolls in its Warchest and may count up to 2 LongTusks or ManglePelts as CORE selections -this models AoC allows allies within LoS to reroll one saving throw a Table Turn ---------------------------------------------------- ------------------ >Armor ------------------ -Tattered Scraps (0) (H/T) -RP:2 -SV:10+ AV:1 -Ragged Plating (0) (H/T) -RP:3 -SV:9+ AV:1 -Barbaric Mail (0) (H/T/A) -RP:5 -SV:8+ AV:2 -Rugged Scrap Mantle(1) (H/T) -RP:5 -SV:7+ AV:1 -Savage Carapace (1) (H/T/A) -RP:10 -SV:6+ AV:2 -Greyhide Shroud (0) (Full) -RP:10 -SV:7+ AV:1 -Scavenged Plates (1) (Full) -RP:15 -SV:8+ AV:2 -Linebreaker Armor (2) (Full) -RP:20 -SV:7+ AV:2 -Barbed HullSuit (2) (Full) -RP:30 -SV:6+ AV:3 >MELEE ------------------ (1)-Sodden Edge -RP:3 RNG:- Shots:1 RoF:3 DMG:(d2) AN:0 Effect: (Poison) (1)-Gutting Blade -RP:5 RNG:1" Shots:1 RoF:3 DMG:(d3) AN:-1 Effect: (Wicked1) (1)-Meat Hook -RP:7 RNG:- Shots:1 RoF:2 DMG:(d3) AN:-2 Effect: Climb at full speed and Re-roll Jumps. (1)-Execution Claw -RP:15 RNG:- Shots:1 RoF:2 DMG:(d2) AN:0 Effect: (Mounted) (FrenzyD3) (1)-ManCatcher -RP:15 RNG:2" Shots:1 RoF:2 DMG:(d3) AN:-1 Effect: (Ensnare) (Pull1) (1) Plated Knuckle -RP:10 RNG:- Shots:1 RoF:2 DMG:(d3)-1 AN:-2 Effect: (Mounted) (Impact) (2)-Foe-Cleaver -RP:20 RNG:2" Shots:1 RoF:2 DMG:(d4) AN:-1 Effect: (Wicked2) (2)-Pulverizer -RP:20 RNG:2" Shots:1 RoF:2 DMG:(d4) AN:-1 Effect: (Impact) (2)-Snagchain -RP:25 RNG:5" Shots:1 RoF:2 DMG:(d3)+1 AN:0 Effect: (Ensnare) (Pull2) (3)-Gorebrand -RP:30 RNG:3" Shots:1 RoF:2 DMG:(d6) AN:-2 Effect: (Fearsome) (Cleave) ------------------ >Pistols ------------------ (1)Rusted Heater -RP:3 RNG:9" Shots:1 RoF:2 DMG:(d3) AN:0 Effect: (Pistol) (CQC) (1)Raiding Pistol -RP:5 RNG:12" Shots:1 RoF:3 DMG:(d3) AN:-1 Effect: (Pistol) (CQC) (1)Shredder Pistol -RP:7 RNG:12" Shots:2 RoF:2 DMG:(d2) AN:0 Effect: (Light) (CQC) (1)Splattergun -RP:10 RNG:6" Shots:1 RoF:2 DMG:(d4) AN:0 Effect: (Light) (CQC) (Spray2) (1)Hand Cannon -RP:15 RNG:15" Shots:1 RoF:2 DMG:(d4) AN:-2 Effect: (Deadly1) (CQC) ------------------ >SMGs/LMGs/MGs ------------------ (1)Leadspitter SMG -RP:10 RNG:18" Shots:1 RoF:2 DMG:(d2) AN:0 Effect: (Light) (Close Order) (2)BulletHose SMG -RP:15 RNG:15" Shots:2 RoF:2 DMG:(d2) AN:-1 Effect: (Light) (RapidFire) (2)Harvester LMG -RP:20 RNG:18" Shots:3 RoF:2 DMG:(d3) AN:0 Effect: (Shielded) (2)Despoiler MG -RP:30 RNG:24" Shots:3 RoF:2 DMG:(d4) AN:-1 Effect: (Heavy) (RapidFire) (Overwhelm1) (3)Stampede Gatling - -RP:40 RNG:18" Shots:(d3)+1 RoF:2 DMG:(d4) AN:0 Effect: (Heavy) (Explosive) (Overwhelm2) ------------------ >Rifles ----------------- (2)Crude Carbine -RP:10 RNG:15" Shots:1 RoF:3 DMG:(d3) AN:0 Effect: (Rifle) (2)Marauder Assault Rifle -RP:15 RNG:18" Shots:2 RoF:2 DMG:(d3) AN:-1 Effect: (Rifle) (Assault) (2)Preyseeker Repeating Rifle -RP:20 RNG:24" Shots:1 RoF:3 DMG:(d4) AN:-2 Effect: (Rifle) (2)Ravager Battle Rifle -RP:20 RNG:24" Shots:2 RoF:2 DMG:(d4) AN:-1 Effect: (Rifle) (Fearsome) (2)DeadEye Bolt Action Rifle -RP:25 RNG:30" Shots:1 RoF:2 DMG:(d4)+1 AN:-2 Effect: (Rifle) (Precise1) (Ruinous) (Reload) ------------------ >Special ----------------- (3)Frag Cannon -RP:50 RNG:30" Shots:1 RoF:2 DMG:(d6) AN:-2 Effect: (Heavy) (Explosive) (Crushing) (3)Rocket Launcher -RP:45 RNG:24" Shots:1 RoF:2 DMG:(d4)+1 AN:-1 Effect: (Heavy) (Explosive) (Blast6) (Reload) (3)Flash Incinerator -RP:40 RNG:15" Shots:1 RoF:2 DMG:(d4)+1 AN:0 Effect: (Spray6) (Energy) (ScatteringD6) (2)Grenade Lobber -RP:35 RNG:15" Shots:1 RoF:2 DMG:(d3)+1 AN:0 Effect: (Launcher) (Blast3) (Explosive) (Scatter) (2)Mauler Shotgun -RP:35 RNG:15" Shots:1 RoF:3 DMG:(d3) AN:-2 Effect: (Alt Ammo) (Crushing) RNG:12" Shots:1 RoF:3 DMG:(d4) AN:0 Effect: (Alt Ammo) (Push3) (2)Burrow Gun -RP:25 RNG:12" Shots:2 RoF:2 DMG:(d3) AN:-1 Effect: (Push3) (Wicked) (2)Skewer Rig -RP:25 RNG:18 Shots:1 RoF:3 DMG:(d3)+1 AN:-2 Effect: (Piercing) (Pull3) (Deadly1) ------------------ >Gear ----------------- (1)Medkit -RP:10 -restores (d3)+2 damage, if this recovers an injury, restore a VIT (1)Sowblood -RP:15 -model gains (RegenerateD3) for the next 3 activations (1)Frag Grenades (Ready) -RP:10 -9" RNG, roll unmodified ACC, (Scatter), (d3)hits for (d3)DMG for everything within 3" bubble (1)Smoke Grenades (Ready) -RP:10 -place a 4" diameter smoke cloud within 12", it blocks LoS until the end of the next Table Turn (1)Concussion Grenades (Ready) -RP:10 -12" RNG, roll unmodified ACC, (Scatter), reduces MOVE by (d4) until the end of the next activation for everything within 3" bubble (1)Flashbang Grenades (Ready) -RP:10 -9" RNG, roll unmodified ACC, (Scatter), reduces ACC/CQC by (d3) for table turn for everything within 3" bubble (1)Custom Sight -RP:10 -gain +1 ACC on weapon when mounted (1)Telescoping Optic -RP:20 -gain +2 ACC on weapon when mounted (1)Extended Mags -RP:10 -pass ammo checks on a (3+), first reload each sortie costs no AP (1)Stabilizer -RP:15 -removes 1 ACC penalty from move actions before firing (1)Weapon Sling -RP:10 -when switching to or from this weapon, no SWAP action is required (1)Extra Thick Plating -RP:5 -adds +1 to AR save (1)Reinforced Harness -RP:10 -adds +1 AV to armor (1)Flesh-Composite Under Armor -RP:25 -adds +1 VIT (0)Revolting Serum (Consumable)-RP:15 -mutates a FERAL once ------------------ >Abductor Special Gear ----------------- (1)RazorBolas (Ready) -RP:10 -targets engaging this model or models within 3" must roll under their total movement this activation on a (d12) or suffer a DMG:2 arm hit and stop (1)Man-Traps (Ready) -RP:10 -targets engaging this model or models within 3" must roll over their total movement this activation on a (d12) or suffer a DMG:2 leg hit and stop (1)Binding Chains -RP:10 -target downed enemy is now tied up, requiring a 1AP interact action to unbind them on a (7+) before they can get up, if in shock, they are removed ------------------ >Pighound Stats: ----------------- Crude Tusks: RNG:- Shots:1 RoF:1 DMG:(d2) AN:-1 Effect: (Frenzy2) Snapping Maw: RNG:2" Shots:1 RoF:1 DMG:(d3) AN:0 Effect: (Crushing) ------------------ >Feral Base Loadout ----------------- Flaying Claws: RNG:2" Shots:1 RoF:2 DMG:(d3) AN:-1 Effect: (Twinned) Caustic Spew: RNG:6" Shots:d3 RoF:1 DMG:(d2) AN:0 Effect: (Blight) (Blast3) ------------------ >Feral Mutations ------------------ During downtime, a Swinehorde player may expend a (Revolting Serum) to roll for a new a mutation on their Feral. The Feral has two slots for arms and one for its head and body, mutations replace a part when acquired. When gaining a mutation in a place with multiple parts, select the part to be mutated. When two of the same mutation are aquired, they gain the (TWINNED) tag. When using the (Revolting Serum) roll a (d6) to determine which part warps into something new, then another (d6) to see what emerges. If you roll a mutation you already have, you may CHOOSE to restart the process from the top, or just roll the individual part table again. If you roll a duplicate again when restarting from the top, the Feral gains a Trait. Mutation Vector: ------------------ (d6) Effect: ------------------ 1-2 Roll an Arm Mutation 3-4 Roll a Head Mutation 5-6 Roll a Body Mutation ------------------ >ARMS: ------------------ (1) Hooked Graspers Rng:3" Shots:1 RoF:1 DMG:(d3) AN:0 Effect: (Frenzy3), Can climb while SPRINTING (2) Lasher Tendrils RNG:6" Shots:1 RoF:3 DMG:(d3) AN:-1 Effect: (Pull3) (Ensnare) (3) Hammer Fist RNG:2" Shots:1 RoF:2 DMG:(d3) AN:-1 Effect: (Impact) (Crushing) (4) Bone Grapnel RNG:9" Shots:1 RoF:2 DMG:(d4) AN:-1 Effect: (Pull3) (Ruinous) (5) Ossein Reaver RNG:2" Shots:2 RoF:2 DMG:(d4) AN:-1 Effect: (Parry) (Cleave) (6) Malformed Bullwark RNG:2" Shots:1 RoF:2 DMG:(d3) AN:0 Effect: Upgrades cover by one tier and Always counts as in soft cover. ------------------ >HEAD: ------------------ (1) Sonic Roar RNG:9" Shots:(d3) RoF:1 DMG:(d2) AN:0 Effect: (Fearsome) (2) Septic Fangs RNG:2" Shots:2 RoF:1 DMG:(d3) AN:-1 Effect: (Virus) (3) Weeping Abscesses RNG:2" Shots:2 RoF:1 DMG:(d2) AN:0 Effect: (Poison) (4) Noxious Saliva RNG:2" Shots:1 RoF:1 DMG:(4) AN:-1 Effect: (Toxin) (5) Titanic Tusks RNG:6" Shots:1 RoF:1 DMG:(d3) AN:-2 Effect: (Shredding) (Wicked) (6) Violent Expulsions RNG:9" Shots:1 RoF:1 DMG:(d6)-1 AN:0 Effect: (Spray) (Wicked) ------------------ >BODY ------------------ (1) Hardened Growths -gains +2 to armor and 1 AV (2) Freakish Metabolism -gains +2 to MOVE and triggers Regeneration on a (5+) (3) Heightened Senses -gains (Shielded2) and (Parry) (4) Ripper Quills RNG:9" Shots:(d6) RoF:1 DMG:1 AN:0 Effect: (Overwhelm2) (5) Continual Adaptation -sprout another basic ARM (6) Emergent Twin -grows another basic HEAD ------------------ ------------------ >CONCOCTIONS ------------------ Greyhides apply their twisted wisdom in creating foul mixtures and poultices. They generate 1 concoction (+1) per Level and it is chosen when used. It may be used by any ally upon their activation for free or mid-activation for 1 AP. It may also be imbibed as a PREP action. If within leadership aura of greyhide, it can be granted for no cost. When used roll a d(12), on a (7+) the negative effects do not apply. If a model becomes under the effects of multiple concoctions, they must pass a GRIT test or go into SHOCK. They last the entire sortie but those under the effects of a Concoction cannot be stabilized. ------------------ -Filthtoxin -weapon is poisoned, but suffers (-1)ACC/CQC -Shadowcap Spores -when this weapon deals DMG it downs the enemy on a (7+), (-1)AP/MOVE -Heartstopper Oil -when this weapon deals DMG, it inflicts a condition that disables the targets traits until stabilized(-1)ACC/CQC/MOVE -Berserk Powder -allows rerolls to hit in melee, when using this roll two dice for DMG and use lowest, (-2)ACC -Bloodchill Extract -(+2) ACC but (-3)MOVE, must reroll any successful melee attacks -Delirium Nectar -(+2)MOVE, (+2) GRIT, must reroll successful uncovered armor saves (-1)CQC/ACC -Brainscratch -(+2)AP, must pass a GRIT test to use each bonus AP or be DOWNED, (-1)GRIT -Devilroot paste -autopass GRIT tests at the cost of taking 1 DMG to a random part -Maniabrew -allows an ability to be used twice an activation, (-1)ACC/CQC/MOVE ------------------ >Pit Ritual (Swine Horde Specific Downtime Activity) -Select 3+ models to be cast into the fighting pit. -Roll a d12 assigned each of the participants. -The highest result is the winner and gains 3XP -The lowest two results are victims and roll 2 locations, those parts become injured. -If the locations are duplicates they are slain in the ritual. -If there are ties for one of the two lowest numbers, they count part of the lowest. -All participants gain 1 XP >SCENARIOS ---------------------------------------------------------------------------------------------------------------------------------------- >>>RECOVER WRECK (Skirmish) ---------------- >Rundown ---------------- A third party supply craft has been grounded by an unseen hand and both bands race to recover any goods they can before they are reduced to cinder. Salvage peppers the area and the burning remants of the wreck contain more but it is a matter of time before the flames claim them too. ---------------- >Objectives ---------------- >4 salvage caches are scattered on the map. -1 salvage is dropped in each quadrant of the board, scattered (d6)" from the centerpoint of the quadrant. >A large 6" diameter wreck marker is placed in the dead center of the board. ---------------- >Forces/Deployment ---------------- Both players start the game with one group deployed up to 4" from their board edge with their other two groups in reserve. Starting on the second Table Turn, players roll a (d12) for each of their reserve groups, on a (7+) the group deploys from their edge. When 3 total salvage are taken or the main wreck is Rummaged, all reserves enter at once at the top of the next tableturn. ---------------- >Terrain ---------------- (4x4' Setup) As dense as you can manage with the crash marker in a dangerous clearing surrounded by cover and terrain. ---------------- >Game Length ---------------- The game continues for 6 table turns or until one side routes. ---------------- >Winning ---------------- -1 VP for each enemy casualty inflicted. -2 VP to Player with most salvage gained. -3 VP for each uncontested Rummage action performed on the wreck. ---------------- >Special Rules ---------------- -Rummaging through the wreck costs 3 AP a turn. -Rummaging through the wreck uncontested grants 3 victory points a turn, collecting a salvage bundle grants 2 victory points -If an enemy enters the 6" wreck zone a rummage action cannot be performed. -When rummaging, roll a d12, on a (11+), the rummaging model gains a salvage, on a 1 they take (d3) damage to a random part as the wreck flares up. ---------------- >Notes ---------------- If any neutrals spawn in this scenario, place them on the wreck zone. ---------------- ---------------------------------------------------------------------------------------------------------------------------------------- >>BATTLE FOR THE BLOCK (Skirmish) ---------------- >Rundown ---------------- The remnants of an oldworld residential block would serve as a furtive shortcut for caravans in the area and both bands seek to secure it. Both parties are clearing the ruins when they encounter one another and the ultimatum is issued, only one will control this road. ---------------- >Objectives ---------------- -Players must battle over control of 4 structures in a residential block spread across the map. Structures are considered controlled if no enemy is within them or in base-to-base contact with them at the end of the tableturn. Each controlled structure awards an additional VP each consecutive turn it is held by the player, up to 3 VP a turn. (EX:1 VP for first turn, 2 VP for second turn, 3 VP for third turn consecutively held) -3 salvage are scattered (d12)" from the board centerpoint -1 greater salvage cache is on the board centerpoint ---------------- >Forces/Deployment ---------------- Both players deploy their 3 groups within 4" of their board edge. ---------------- >Terrain ---------------- (4x4' Setup) In each Quadrant of the board, one building serves as one of the objectives to be held, placed and spaced as evenly as possible. The rest of the terrain is the ruins of a once bustling residential area ---------------- >Game Length ---------------- The game continues for 6 table turns or until one side routes. ---------------- >Winning ---------------- -1/2/3 VP earned for holding the objective buildings uncontested at the end of the Table Turn. -1 VP earned for each enemy casualty inflicted. -2 VP earned for each collected salvage. -4 VP earned for claiming the greater salvage cache. ---------------- >Special Rules ---------------- -The victor in this scenario may send a Caravan as a downtime activity with no risk of failure or interference and ignore ADVERSARIAL TRADERS for the next 2 downtimes. -If a player used SCOUT as a downtime activity right before this scenario, they may make 1 free MOVE action with an entire group after deploying. (Does not count as moving.) ---------------- >Notes ---------------- -The victor's Caravan also ignores any negative Global Events for the following 2 downtimes. ---------------------------------------------------------------------------------------------------------------------------------------- >>>ESCALATION (Skirmish) ---------------- >Rundown ---------------- Sounds of battle have drawn both parties to discover the aftermath of an ambush, and a possible windfall. An imposing enemy stands victorious over its quarry and is consolidating the spoils in triumph. Both leaders send out the signal for sortie on the spot, not willing to let this opportunity go to waste. ---------------- >Objectives ---------------- -4 salvage caches are placed, one scattered (d6)" from each board quadrant's centerpoint. -1 greater salvage cache is placed in the modpoint of the board. -The greater salvage is guarded by an EXTREME THREAT neutral group. ---------------- >Forces/Deployment ---------------- Each player starts with 1 group deployed within 4" of their table edge, this group must contain their primary leader. Starting TT:2, each top of TT, players roll for their two reserve groups and a random edge to deploy them on. Reserve Groups enter on a (d12) result of (5+) in this scenario. Groups may not be placed within 12" of enemies that are also coming in from reserve at the same time, if this is impossible, roll for another edge. ---------------- >Terrain ---------------- (4x4' Setup) Dense as per par but bisected down the middle from both players and across with roads. ---------------- >Game Length ---------------- The game continues for 6 table turns or until one side routes. ---------------- >Winning ---------------- -1 VP for inflicted enemy and neutral casualties. -2 VP for salvage caches claimed. -3 VP for greater salvage cache claimed. -5 VP for slaying the extreme threat neutral. ---------------- >Special Rules ---------------- When generating the EXTREME THREAT neutral, roll for the type and then randomize which group containing one will appear. Neutrals will not claim the greater salvage and will bring any collected salvage caches to it and drop them by it as a free action. At the top of each Table Turn that the EXTREME THREAT neutral group is in active combat, roll a (d12), on a (10+) it summons another random group of its type. Summoned neutrals enter the board WANDERING, deployed from a random edge following the same rules as players. ---------------- >Notes ---------------- It is advisable to alpha-strike the Extreme Threat all at once to prevent it from overwhelming both players with a protracted stream of goons. ---------------------------------------------------------------------------------------------------------------------------------------- >>>CONFRONTATION (Skirmsh) ---------------- >Rundown ---------------- An antagonistic third party in the area has been under surveillance by both parties, and when the enemy has left their supplies unguarded, both bands descend on them. A simple target of opportunity quickly becomes a firefight as the forces spring from the shadows in unison. ---------------- >Objectives ---------------- -3 Salvage Caches are placed down on the midline between players, spaced equidistantly. -2 Greater Salvage Caches are placed evenly between the Lesser Caches. ---------------- >Forces/Deployment ---------------- Players deploy all three Groups within 4" of their respective board edge. ---------------- >Terrain ---------------- Both of the Greater Caches are inside of a building or terrain piece that counts as hard cover. ---------------- >Game Length ---------------- The game continues for 6 table turns or until one side routes. If one player has 9 VP at the top of the Table Turn, roll a (d12), on a (9+) the victim of the mutal raid returns in force and the scenario ends. ---------------- >Winning ---------------- -1 VP for each inflicted enemy Casualty. -1 VP for each Salvage Collected. -3 VP for each Greater Salvage Collected. ---------------- >Special Rules ---------------- -After this scenario, the victor rolls two Global Events instead of one and chooses the result. ---------------- >Notes ---------------- The densest terrain should be toward the center, representing a hideout/defensive position used by their mutual enemy. ---------------------------------------------------------------------------------------------------------------------------------------- >>>DEAD INSIDE (Skirmish) ---------------- >Rundown ---------------- In an attempt to gain a foothold in the ruins of a city, both Warbands have come upon a largely pristine area with Salvage left to claim. In the scramble to recover vital supplies before their foes, they realize all too late that there is a very good reason the place is largely untouched. ---------------- >Objectives ---------------- -3 3" Diameter Control Points exist on the board, 2 in the centers of diagonally opposite quadrants and one in the dead-center of the board. -To be held, a point must have no enemy models within it or engaged with those who are. Downed and shocked models cannot hold points. -3 Salvage Caches are placed equidistant from one another, down the middle line between player board edges, then scattered (d12)". ---------------- >Forces/Deployment ---------------- Players deploy within 12" of their board edge. ---------------- >Terrain ---------------- (4x4' Setup) At least 1 large building per quadrant and one large building or cluster of buildings in the centerpoint. Lots of cover between and throughout as per par. ---------------- >Game Length ---------------- The game continues for 6 table turns or until one side routes. ---------------- >Winning ---------------- -3 VP each for holding an uncontested control point at top of TT -2 VP for claiming a salvage cache -1 VP for killing a shambler -1 VP for inflicting an enemy casualty ---------------- >Special Rules ---------------- At bottom of table turn, each player rolls a (d12) for each group, on a (10+) a Shambler is placed in contact with a building/terrain piece nearest a member. (Opponent Places) Up to five Shamblers may be active, if five Shamblers are ever active at the top of the TT, a Nidomorph enters the board from a random table edge. If the Nidomorph arrives, all Shamblers count as a part of her Group. Additionally, the victor may choose one of the following: -Opponent will suffer "We Were Followed" effect in addition to normal effects, if that player Scouts or Raids next downtime. -Opponent will suffer "We Were Followed" effect in addition to normal effects, if that player Caravans or Patrols next downtime. ---------------- >Notes ---------------- Shamblers can pile up quick and the Nidomorph coming in on the edges all but guarantees proximity to a vital Capture Point. ---------------------------------------------------------------------------------------------------------------------------------------- >>>SMASH AND GRAB (Skirmish) ---------------- >Rundown ---------------- Coming to the conclusion that the foe will find it hard to fight back if they blackbag a few primo hostages, the Warbands angle to capture some important enemy personnel. ---------------- >Objectives ---------------- -Players attempt to kidnap an enemy model and escape with them. -Using a 1 AP scenario action, models may be subdued on a (8+) when downed or a (3+) when in shock. -A subdued enemy must be carried back to the captor's board edge and slows the movement of the carrier by half. -The unit is carried by remaining in base contact with the captor as they move. -If a second unit assists by also remaining in base contact with the captive, they may move without penalty. -2 Greater Salvage Caches are placed along the center line, a foot from either board edge. ---------------- >Forces/Deployment ---------------- Players deploy their Groups within 4" of their table edge. ---------------- >Terrain ---------------- (3x3' Setup) Standard fare, plenty of cover and disrupted lanes of fire. ---------------- >Game Length ---------------- The game continues for 6 table turns or until one side routes. ---------------- >Winning ---------------- -1 VP is awarded for each enemy casualty inflicted. -3 VP are rewarded for each Greater Salvage Cache Claimed -7 VP are rewarded for each enemy captured. ---------------- >Special Rules ---------------- The players may negotiate a hostage exchange after the battle if they wish. The claimed Greater Salvage Caches may be involved. If no agreement is met, ALL captives roll on "those left behind" and those who would die are considered POWs that will be rescued by succeeding in a Raid against that player. ---------------- >Notes ---------------- The board here is smaller to make escaping easier but this is no guarantee. The caches may be enough to win out in a tightly played scenario ---------------------------------------------------------------------------------------------------------------------------------------- >>>WAYLAYED CARAVAN (Attack and Defend) ---------------- >Rundown ---------------- A disaster has befallen a Warband's Caravan affiliates and one of their hauls has been attacked by the local malcontents. Desperate to keep their supply lines healthy, they rush to recover their affiliate's wares. The enemy will not let this opportunity escape them and moves in to detonate the waylayed caravan stockpile. ---------------- >Objectives ---------------- -A wrecked 5x5" Caravan is placed in the dead center of the board. -The Attacking player must affix a bomb to the target for (2 AP), scoring 8 VP upon detonation. The bomb can be defused for (3 AP), if it is not, it explodes at the end of the next table turn. -The Defending player must loot the target for (2 AP), scoring 2 VP for each loot action (one per model per turn) Neither Bomb Planting/Defusing or Looting may be performed if an enemy is within 6" ---------------- >Forces/Deployment ---------------- (4x4' Setup) Both players deploy within 4" of their board edges. A Group of Neutrals spawn on top of the the Caravan in the center. ---------------- >Terrain ---------------- The Caravan is on a road down the center of the map and surrounded by wreckage that provides cover, both sides of the road offer firing postions on the road. ---------------- >Game Length ---------------- The game continues for 6 table turns or until one side routes. ---------------- >Winning ---------------- Defender: -1 VP for each enemy casualty inflicted. -2 VP for looting the Caravan. -3 VP for killing the most Neutrals. Attacker: -1 VP for each enemy casualty inflicted. -3 VP for killing the most Neutrals. -8 VP for detonating the Caravan. ---------------- >Special Rules ---------------- -If 3 Neutrals are slain or in shock, an unengaged Neutral will sound an alarm and random Group of the same Type will appear on a randomized edge. -The scenario victor earns a Greater Salvage and an additional Dominance Point. ---------------- >Notes ---------------- Keeping the Caravan Companies happy is vital to survival this far out. ---------------------------------------------------------------------------------------------------------------------------------------- >>>ASSASSINATION (Attack and Defend) ---------------- >Rundown ---------------- A Warband's high profile Liason has met up with them in a secure location to exchange information and strategize. The enemy knows all to well the influence and threat of this VIP and moves to eradicate this thorn in their side. ---------------- >Objectives ---------------- The attacker seeks to kill the VIP or route the defenders. The defenders need to hold out until pickup arrives at the bottom of TT:6 or extract the VIP with a non-routing Group after TT:4. ---------------- >Forces/Deployment ---------------- The Defender starts in a 1x1' box in the center of the board with the VIP joining one of their Groups. The attacker may deploy within 4" of any and all edges. ---------------- >Terrain ---------------- (3x3' Setup) The defender's holdout terrain in the center of the board counts as FORTIFIED cover. ---------------- >Game Length ---------------- The game lasts until 6 turns have passed, the VIP is killed/extracted, or a side routes. ---------------- >Winning ---------------- -Attacker Wins if: The VIP is slain. The defender routes -Defender Wins if: VIP is protected until the enemy routes Defender Holds for 5 Table Turns Extracted by touching a board edge after TT:3 ---------------- >Special Rules ---------------- The VIP has: -4/4 damage threshholds on all parts. -2 AP, no weapons, and Armor:(SV:7+ AV:2). The victor of this scenario may choose one of the following effects: -GAIN an extra Downtime Activity next Downtime -LIMIT the opponent to 1 Downtime Activity next Downtime. ---------------- >Notes ---------------- The smaller map makes escaping easier, but also allows the attacker to tighten the noose quicker if left unanswered. ---------------------------------------------------------------------------------------------------------------------------------------- >>>BREAK THROUGH (Attack and Defend) ---------------- >Rundown ---------------- One Warband has positioned itself as to cut off their enemies from their headquarters, the attacker must steel themselves and press on to break the line. ---------------- >Objectives ---------------- The opposite board edge is the scoring zone, and the attacker scores 2 VP for each model that reaches it The defender scores 1 VP for each model that failed to reach the scoring zone by Table Turn 6. ---------------- >Forces/Deployment ---------------- Defending player has half of the board as a deployment zone. Attacking player has normal 4" board edge deployment. ---------------- >Terrain ---------------- (4x4' Setup) Normal terrain density. ---------------- >Game Length ---------------- The game continues for 6 Table Turns or until one side routes. ---------------- >Winning ---------------- Attacker -1 VP for each enemy casualty inflicted -2 VP for each model to reach the opposite board edge and escape Defender -1 VP for each enemy casualty inflicted -1 VP for each enemy that failed to escape by the end of TT:6 ---------------- >Special Rules ---------------- All Defender units are marked with tokens with their names on the bottom and are only revealed and placed when: -revealed by LoS -they RUN or SPRINT -they open fire -use gear or an ability The victor of this scenario counts either their Patrol or Raid as being 50% stronger next Downtime. Which is chosen is announced before Activity selection. ---------------- >Notes ---------------- Don't go crazy with the big deployment zone when on Defense. There is real danger to overextending your frontage and concentrating too much power in one spot as the defender here. ---------------------------------------------------------------------------------------------------------------------------------------- >>>NOT ONE INCH (Attack and Defend) ---------------- >Rundown ---------------- In an attempt to deny the enemy a foot in the door in this region, a Warband launches an offensive as their foes are relocating their headquarters. Striking right at the heart of their opponent, they force a desperate defense of the area to buy time for their support personnel and noncombatants to escape. ---------------- >Objectives ---------------- There are 3 (5") Control Points on the board, one in the centerpoint of the board and two in the centers of each Defender Quadrant. The Attacker must capture all three points by holding them uncontested at the end of the Table Turn. Once a point is captured, it cannot be retaken by the Defender. ---------------- >Forces/Deployment ---------------- Attacker deploys within 4" of their table edge. Defender deploys anywhere between the table midline and their table edge. ---------------- >Terrain ---------------- (4x4' Setup) Normal cover distribution and density. ---------------- >Game Length ---------------- The game continues for 6 turns or until one side routes. ---------------- >Winning ---------------- Attacker: -Capturing all 3 points is a Major Victory. -1 VP for each inflicted enemy casualty. -3 VP for each Capture Point. Defender: -Holding all 3 points is a Major Victory. -1 VP for each inflicted enemy casualty. -10 VP for holding at least one Capture Point at the bottom of TT:6. ---------------- >Special Rules ---------------- If either side wins a MAJOR VICTORY, they gain an additional Dominance Point. -If ATTACKER wins a Major Victory, the opponent cannot TEND TO THE WOUNDED or perform FACTION SPECIFIC Downtime Activities next Downtime -If DEFENDER wins a Major Victory, the opponent cannot RAID or send CARAVANS next Downtime. ---------------- >Notes ---------------- ---------------------------------------------------------------------------------------------------------------------------------------- >>>IN BOCCA AL LUPO (Attack and Defend) ---------------- >Rundown ---------------- A portion of the Warband's watch was drawn away with a carefully orchestrated distraction, tying them up in a goosechase as silhouettes closed in around their camp. Realizing something is amiss they pound bricks to make it back to the others, but as the herd is split, the wolves pour in. ---------------- >Objectives ---------------- The defender must exit the board from the edge opposite their third group or hold out for 6 turns. The attacker must prevent the escape of the enemies from the board edge opposite their 3rd Group or force them to route before turn 6. ---------------- >Forces/Deployment ---------------- Attacker deploys all 3 groups from 2 opposite board edges, within 12" of the center of the edges and no further than 4" in. Defender deploys 2 of their groups in a 12x12" box in the center of the board with the third within 4" of an otherwise unoccupied edge. The group with the highest RP or Model Count is the 3rd group in this scenario and is cut off from the others at the outset. ---------------- >Terrain ---------------- (4x4' Setup) The defenders start with a defensible terrain feature that counts as FORTIFIED COVER. The rest of the board is pretty standard, with abundant cover for both the Defender's hold and the Attacker's approach. ---------------- >Game Length ---------------- The game continues until 6 Turns pass or one side routes. ---------------- >Winning ---------------- No points to count here, just free yourself from the jaws of the wolf. ---------------- >Special Rules ---------------- The victor may, after XP calculation and leveling up, level up their lowest level survivor of the battle once, resetting their XP counter to 0. ---------------- >Notes ---------------- Works fine on a 3x3' setup but turns into a bloodbath pretty quickly, so use at your own peril. ---------------------------------------------------------------------------------------------------------------------------------------- >>>STRAW DOGS (Attack and Defend) ---------------- >Rundown ---------------- Upon searching an abandoned safehouse, the defenders have stumbled upon a mysterious technology that is undoubtedly valuable. Their enemies see the surge of bodies and equipment into the safehouse and move in to investigate. The defenders must buy time for their affiliate Caravan to safely recover and escape with it. ---------------- >Objectives ---------------- The attacker must sieze the building and ransack the stockpile. The defender must keep all enemies out of the building. ---------------- >Forces/Deployment ---------------- Defenders deploy completely in one board quadrant occupying a large building or compound with a central building. Attackers deploy on the two table edges that intersect in the opposite quadrant, no more than 4" in. ---------------- >Terrain ---------------- (4x4' Setup) Normal terrain allocation and deployment with a prominent building/terrain feature in the defender quadrant that counts as FORTIFIED COVER. ---------------- >Game Length ---------------- The game continues for 6 turns or until one side routes. ---------------- >Winning ---------------- Attackers: -1 VP for each casualty inflicted on the opponent -3 VP for each model that made it inside the target building Defender: -1 VP for each slain Neutral -1 VP for each casualty inflicted on the opponent -2 VP for each slain Extreme Threat Neutral ---------------- >Special Rules ---------------- Each top of TT, roll a (d12), on a (11+) the sound of fighting has attracted a group of neutrals. Neutrals deploy in the center of a random table edge with no regard for player-model proximity. The victor will gain a Greater Salvage Cache the next time they perform a CARAVAN downtime action. ---------------- >Notes ---------------- If playing this scenario early in a campaign, shift the board to a 3x3' Setup and limit neutral spawns to one group. ---------------------------------------------------------------------------------------------------------------------------------------- >>>SEALED VAULTS (Special) ---------------- >Rundown ---------------- A series of entrances to unknowably old vaults have been uncovered in the ruins of a district, both forces race to gain access to whatever valuables could be inside. ---------------- >Objectives ---------------- Five vaults form a "plus sign" with three placed equidistant across the boards halfway point, and two placed 12" from the table edge in the center of each players board half. -1 Vault contains a Greater Salvage Cache -2 Vaults contain a Salvage Cache -2 Vaults contain a Group of Neutrals To determine what is in each vault roll a (d12) upon opening it. When all of a category is found, it will not appear in a vault anymore. 1-6: Neutral Group 7-10: Salvage Cache 11-12: Greater Salvage ---------------- >Forces/Deployment ---------------- Both players deploy within 4" of their table edge with their generator being carried by one group ---------------- >Terrain ---------------- (4x4' Setup) Normal setup excluding the 5 Vault Doors/Entrances. ---------------- >Game Length ---------------- The game continues for 6 turns or one side routes. ---------------- >Winning ---------------- -1 VP for each inflicted enemy casualty -1 VP for each slain Neutral -2 VP for collecting a Salvage Cache -5 VP for collecting the Greater Salvage Cache ---------------- >Special Rules ---------------- Generators cut the movement speed of a model carrying them in half, but if two models keep it in base contact they can move it at normal speed. Generators when put in contact with a Vault door, can power them up with a (1AP) INTERACT action. A vault door may be closed again with a (1AP) INTERACT action so long as the generator is in contact with it. When cutting through a door without a generator, a model may use a (1AP) INTERACT action to roll a (d12), subtract the result from the doors durability. Vault doors have 15 durability, and when cut open, cannot be closed. When neutral groups are discovered, they will pour out of the entrance at the top of the following table turn unless the door is closed. ---------------- >Notes ---------------- For clarification: If you find both Neutral groups possible to spawn, every (d12) Vault result of Neutrals becomes normal Salvage and the opposite is true of normal Salvage Caches. If the Greater Salvage isn't found it is always in the fifth vault. ---------------------------------------------------------------------------------------------------------------------------------------- >>>EASY PREY (Special) ---------------- >Rundown ---------------- Both Warbands set out to investigate an inactive battlefield in a contested area, hoping to be the first to find survivors or something valuable in the aftermath. ---------------- >Objectives ---------------- There are two Groups of Neutrals, spawning to the left and right of the centerpoint of the table, each 12" away. Each Group is in possession of a Greater Salvage Cache, if the group contains an EXTREME THREAT, it is the model carrying it. One group acts at the top of the table turn, the other at the bottom. ---------------- >Forces/Deployment ---------------- Each player starts with only one group deployed within 4" of their table edge, with their other two Groups in reserve. Starting on the top of Table Turn 2, both players roll for their reserve groups, on a (8+) they deploy from the player's table edge, within 4". The reserve roll TN is eased by 2 for each TT that passes.(EX: 6+ on TT:3, 4+ on TT:4, 2+ on TT:6) ---------------- >Terrain ---------------- (3x3' Setup) Standard dense terrain/cover placement. ---------------- >Game Length ---------------- The game continues until 6 turns have passed or one side has routed. ---------------- >Winning ---------------- -1 VP for inflicting an enemy casualty -1 VP for slaying a Neutral -3 VP for slaying the most Neutrals -4 VP for claiming a Greater Salvage Cache -5 VP for slaying an EXTREME THREAT ---------------- >Special Rules ---------------- One Neutral Group acts at the top of the table turn, the other at the Bottom. Randomize which is which. ---------------- >Notes ---------------- If playing this one early in a campaign, bump the map size up to 4x4' to allow players a bit more breathing room. ---------------------------------------------------------------------------------------------------------------------------------------- >>>THE STORM IS UPON US (Special) ---------------- >Rundown ---------------- A terrible tumult has whipped up and the opponents run into eachother when seeking shelter. The storm makes it hard to accurately hit targets and slows movement considerably as well as making communication between groups near impossible. ---------------- >Objectives ---------------- 3 security nodes are spread equidistant across the middle line, they remove the hit modifiers in a 6" range for the holder. -A 1AP scenario action allows a player to repair them on a (9+) this may be retried, this claims the node for the repairing party. -A 2AP scenario action allows a player to claim an active node from its current owner. -A node cannot be repaired or stolen when an enemy model is within 4" of it. ---------------- >Forces/Deployment ---------------- Both players deploy within 6" of their table edge. ---------------- >Terrain ---------------- (4x4' Setup) It is advised to have plenty of buildings that models can take cover from the storm in on either side of the board, but leave the security nodes relatively exposed. ---------------- >Game Length ---------------- The game continues for 6 turns or until one side has routed. ---------------- >Winning ---------------- -1 VP for inflicting an enemy casualty -1 VP for stealing a security node -1 VP for holding more nodes than your opponent at TT end -2 VP for repairing a security node ---------------- >Special Rules ---------------- Players roll a d(12) for each of their groups and order the numbers of their groups high to low, this is the LOCKED initiative order for the Table Turn. Groups will activate in this order for the table turn. Roll a (d3) each table turn, all shooting is (-d3) to hit and MOVE is reduced by (d3) for those outside. On the result of a (3), all shooting ranges are also halved for that Table Turn. ---------------- >Notes ---------------- When the storm is at its worst, is sometimes the best time to reposition. ---------------------------------------------------------------------------------------------------------------------------------------- >>>JAGGED ALLIANCE (Special) ---------------- >Rundown ---------------- A false distress signal has drawn both warbands into a carefully laid ambush by an overwhelming foe. Caught the same noose, the Warbands draft an uncertain truce of circumstance and combine their might for a rabid push past their would-be killers. Odd looks and side-eye aside, the men understand this is a matter of survival and check their weapons one last time as they form up alongside their erstwhile foes. ---------------- >Objectives ---------------- Players must work together to reach the opposite board edge and escape. ---------------- >Forces/Deployment ---------------- Both players deploy 2 groups in a shared deployment zone. Deployment zone is the central 2' of the board and within 4" of the shared board edge. There are 4 Neutral Groups, each scattered from the centerpoint of each board quadrant. The Primary Leader of each band should be in one of their groups. ---------------- >Terrain ---------------- (4x4" Setup) At least 8 searchable terrain features and the normal spread. ---------------- >Game Length ---------------- The game continues for 7 turns or until the players route or escape. ---------------- >Winning ---------------- -2 VP for stabilizing a player-owned model -2 VP for collecting the most salvage -3 VP for the player to kill the most neutrals -5 VP for the player to escape with the most points of units ---------------- >Special Rules ---------------- Neutral Groups Activate in a randomized order, but one activates after each player activation. Each top of Table Turn, dead Neutrals return on the side table edges, if one the groups is wholly destroyed, they return on a (8+) intead Players ignore SHAKEN and FLAGGING in this scenario, but not panic checks. Up to four of the buildings are boobytrapped and every time a model enters terrain for the first time it must roll (d12) to see if that terrain is trapped. Up to four of the buildings have salvage, and every time a model enters terrain for the first time it must roll (d12) to see if theres loot to be had. Buildings are trapped on a (1-6) buildings have loot on a (7-12) Trap Table: (1-3)-Alarm -all unengaged neutrals within 12" target this model (4-6)-Snares -model is swept up in a snare and must free themself with a 1 AP interact action, by rolling a 7+, ally may free them on a 4+ (7-9)-TripWire Gun -model makes a MOVE test or suffers a DMG:3 AN:-1 shooting attack (10-12)-IED -a 4" diameter blast is centered on the model, all models within the blast suffer DMG:(d6) AN:-2 hit upon failing a MOVE test The highest scoring player is granted 5XP to be divided among any model in their Warband. ---------------- >Notes ---------------- You might want to reroll this result if it is the first or second scenario, though the heartbreaking narrative of them starting out amicable could be rad too. ---------------------------------------------------------------------------------------------------------------------------------------- >>>ARMS RACE (Special) ---------------- >Rundown ---------------- An unknown damaged craft was spotted ditching cargo as it carved a black streak through the morning sky, both groups race to make away with the ditched goods. ---------------- >Objectives ---------------- -3 weapon caches are placed along the midline, they must be dragged back to the deployment zone but half movement speed unless two models are carrying it. -4 random buildings contain salvage, when entering a building for the first time, roll a (d12), on a (9+) the model finds a stowed salvage cache. -Each player may try each building once, and may even find caches in the same building as the other player, when 4 are found there is no further need to roll. ---------------- >Forces/Deployment ---------------- both players start in a 1x1' box in opposite corners ---------------- >Terrain ---------------- (4x4' Setup) Include tons of searchable terrain, but not necessarily intact buildings. ---------------- >Game Length ---------------- Sortie ends when a player reaches 12 VP, 8 turns pass, or one side routes. ---------------- >Winning ---------------- -1 VP for each enemy casualty inflicted -2 VP for each Salvage Cache recovered. -5 VP for recovering a weapon cache. ---------------- >Special Rules ---------------- For each Weapon Cache claimed, players open them and gain 60 RP worth of ANY faction's armory items added to their Warchest, leftover RP is not banked. ---------------- >Notes ---------------- If playing this scenario early, shrink the setup to 3x3' and the deployment/recovery boxes to 6x6" zones in their corner. ---------------------------------------------------------------------------------------------------------------------------------------- >>>LAST STAND (SPECIAL) ---------------- >Rundown ---------------- Left reeling from a flurry of raids, both parties find themselves hiding out at a disused communications array as a clamoring horde of enemies sweeping the region passes by. The tense silent standoff abruptly ends when they are discovered by the horde and they are left no choice but to pool their firepower in a last stand against overwhelming odds. If they can trust their strange bedfellows to cover them, they just may be able to fix up the archaic communications enough to send out a signal for help. ---------------- >Objectives ---------------- Up to five groups of neutrals attempt to siege the player's position They must survive till TT:8 but one group may attempt a 11+ 2AP interact action to repair/call for help on a comm station in their deployment zone. Each attempt makes the check one easier on subsequent table turns. If the system is repaired, remove (d3) turns from the win condition. ---------------- >Forces/Deployment ---------------- Both players share a deployment 12x12" zone in the center of the map. Each player deploys 1 Group and share a group made up of half-and-half models from both players, making 3 roughly equal Groups in total. Neutrals each spawn in the centers of each board edge, 4" up. ---------------- >Terrain ---------------- (4x4' Setup) Defensive position with FORTIFIED Terrain in the center. ---------------- >Game Length ---------------- The game ends when 8 turns pass, or one side has routed. ---------------- >Winning ---------------- -1 VP for neutral kill -1 VP for stabilizing a downed player character -3 VP for extreme threat neutral kill -5 VP for repairing the comm station ---------------- >Special Rules ---------------- Each top of the Table Turn roll a (d12), on a (1-2) another neutral Group joins from a random table edge. No more than 5 Neutral groups can be active. Neutral groups activate between player activations, but when they have more Groups than the players, they activate first. Both players gain a Dominance point upon succeeding, but the VP leader scores 2. ---------------- >Notes ---------------- If a solid base of fire can cut a solid path, close combat specialists can weave through cover and eliminate ranged heavy hitters in a pinch. ---------------------------------------------------------------------------------------------------------------------------------------- >>>INTO THE BREACH (FINALE) ---------------- >Rundown ---------------- (Pillar X Brood) The taskforce sets out to kill the sows of the enemy and end their malignant lineage once and for all. The writhing bubbling flesh of the sows is near-impervious to small arms, so the Taskforce must close in to dose them with poison or affix a charge. The sows are heavily defended so action must be swift and decisive. ---------------- >Objectives ---------------- The Pillar Taskforce must engage the enemy and slay 3 broodsows, the Brood must prevent this at all costs. 2 4" diameter Sow markers are placed in the center of the board quadrant nearest the Brood player's edge, and the third equidistant between them. ---------------- >Forces/Deployment ---------------- (4x4' Setup, ULTIMATUM deployment) Swine Player has a freebie group of level one basic units that respawn on their board edge the group is destroyed or routed This group contains 2 Brood, 2 Runts, and a Razorback. The Taskforce Player has a freebie group of 5 Conscripts, they do not respawn. The Taskforce deploys within 4" of their board edge. The Brood may deploy anywhere within 18" of their board edge. ---------------- >Terrain ---------------- The sows are all in some sort of terrain or structure, the Brood Player's back half of the board should be slightly more built up than the attacking Pillar side. ---------------- >Game Length ---------------- The game continues for 8 turns, the sows are dead, or one side routes. ---------------- >Winning ---------------- Finish the fight before you are overwhelmed. ---------------- >Special Rules ---------------- 4 AP must be spent on INTERACT actions to kill each sow, or plant a charge with a 1 AP interaction. Planted charge goes off in (d3) turns doing a DMG:d8 AN:-1 hit to everything within 5", when planting, roll a (d12), that is the TN for the brood player to disarm if a charge's defusal is failed, it has chance to go off on the spot, roll a (d12), on a (4) or lower it detonates ---------------- >Notes ---------------- Anywhere the Brood would move their sows to would be a place they consider complete secure, so it is expected that they are in a built up location. ---------------------------------------------------------------------------------------------------------------------------------------- >>>RUN THEM DOWN (FINALE) ---------------- >Rundown ---------------- (BROOD X PILLAR) The horde has overtaken every foothold and FOB in a wave of bloody incursions, the Taskforce cannot hold and must EVAC post haste. Unwilling to let their enemy simply walk away, the Brood hound them to the last and have cornered them on the rooftops as they signal pickup. The Brood will not let the interlopers escape. ---------------- >Objectives ---------------- The Taskforce must survive until TT:5 when the chopper arrives and then keep a roof clear to allow them to lower enough to pick them up. The Brood must prevent as many from escaping as possible. ---------------- >Forces/Deployment ---------------- Both players start on a series of interconnected rooftops over a ruined city, Taskforce player must deploy first on the rooftops along their edge. Brood player may hold 1 group in reserve to attempt to deploy on a 5+ on ANY rooftop, and another group may deploy after deployment and pregame actions end. ---------------- >Terrain ---------------- (4x4' Setup, ULTIMATUM deployment) A good amount of cover from left behind shelters and such smatter the rooftops. The edges of the rooftops should constitute hard cover. ---------------- >Game Length ---------------- The game continues for 8 turns or until the heicopter is destroyed or sent away. ---------------- >Winning ---------------- Pillar: -chaff and core score 1 VP for escaping -specialists score 2 VP for escaping -elites score 3 VP for escaping -leaders score 4 VP for escaping Brood: -1 VP for inflicted casualties of chaff and core -2 VP for inflicted casualties specialists and elites -3 VP for inflicted casualties of enemy leaders -100 VP for swatting that fly out of the air -if the helicopter is destroyed the attacker wins -if the attacker scores more victory points when the escaping player sends the bird away, they win -if the escaping player boards the craft with more points saved than the attacker scores with casualties they wein ---------------- >Special Rules ---------------- Each top of TT, any rooftop occupied by the escaping player's models must roll a (d12), on a 6 or lower two basic (brood) climb on over the ledge. Spawned brood act at bottom of TT and are controlled by the attacker, they do not suffer morale or panic checks and are all counted as the same group for simplicity's sake. At the top of TT:5, pickup arrives in the form of a helicopter, over a building outside of the deployment rooftops designated by the escaping player. If the rooftop is clear of enemies models may take a line up to the helicopter with a (1 AP) INTERACT action. It can be targeted by the attacker, it can withstand 20 DMG and has an armor profile of (SV:7+ AV:5) The craft remains above the building until shot down or it is boarded and sent away by the primary leader or the surviving highest lvl secondary leader. If the chopper must be redirected to a different rooftop, it must be declared at the top of the table turn, and cannot be boarded that Table Turn as it repositions. The chopper may only reposition to a rooftop within 12" of the current one. ---------------- >Notes ---------------- You can model the rooftops by using flat terrain but treating the floor as hot lava. 3 or four rows of four small rooftops, or 3 rows of 3 large ones should be enough, at half to two-thirds of the surface should be playable. Goes without saying that falling is death. ---------------------------------------------------------------------------------------------------------------------------------------- >>>END OF THE LINE (FINALE) ---------------- >Rundown ---------------- This ends here and now, no more cheap tricks or gambits, just the crunch of boots and the flash of steel. Only one of you is walking out of this alive. ---------------- >Objectives ---------------- Fill the streets with their dead. ---------------- >Forces/Deployment ---------------- Both players deploy within 4" of their board edge. ---------------- >Terrain ---------------- (4x4" Setup) Take turns placing Terrain until it is nice and packed. After placing it all, lower dominance player chooses sides. If players are equal, the player who placed terrain second chooses side. ---------------- >Game Length ---------------- The game continues for 8 Turn or until one side routes. ---------------- >Winning ---------------- The player left standing wins. ---------------- >Special Rules ---------------- All panic and morale tests are taken unmodified. Players may not willfully retreat, they must fight to the limit. ---------------- >Notes ---------------- GL HF ---------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------ >TAG GLOSSARY: ------------------------------------------------------------------------------------------------------------------------------ Alt Ammo: this weapon may switch between it's profiles with a RELOAD action Assault: fires full ROF for 1 AP at half range Automatic: every hit-roll of 11+ adds another hit Blast(x) centers a (x)" diameter blast on target and hits everything within that bubble when hitting Blight: after dealing DMG, forces GRIT test or suffers (-d3)ACC/CQC upon activation, does not stack CQC: can be fired while engaged with ACC or CQC Cleave: melee attacks hit all enemies in base-to-base contact upon hitting target, go to damage check for all of them Close Order: this weapon doubles the SHOTS stat when firing at half range or less Counter(x): this weapon makes (x)AP worth of Melee attacks at target in range when damaged in CQC Crushing: removes an extra AV when removing AV Deadly(x): rerolls up to (x) DMG rolls an activation, cannot reroll the same roll twice Detonate(x): enemies killed by this weapon explode (x)" hitting nearby models on a 7+ for (x)DMG at AN-1 Energy: ignores AV damage reduction on a failed AR save Ensnare: forces opponent to roll 2 dice to disengage and use the lowest result Explosive: downgrades cover of target by 1 tier Fearsome: when inflicting an injury, the GRIT loss is automatic Frenzy(x) in CQC this model deals (x) attacks for 1 AP, the remaining AP is burnt, each AP increasing the DMG of the attacks by 1 Heavy: this weapon cannot be fired after RUNNING, doubles ACC penalty for MOVING Impact: adds current enemy Armor Value to damage Launcher: can ignore line of sight for a cost of -3 ACC Light: this weapon reduces ACC penalties for MOVE actions by 1 Mounted: does not occupy a hand Overheat(x): when fired to RoF limit, the weapon overheats and must be tended to next turn, costing an (x)AP, before it can be fired Overwhelm(x): hits with this weapon reduce their target's ACC by (x), does not stack Parry: this model's AR save cannot be modified in CQC. Piercing: fires in a straight line full range, roll against all targets in-line until a hit roll is failed Pistol: fires full ROF for 1 AP at half range, never suffer ACC penalties Poison: after dealing DMG, forces GRIT test or take dmg to poisoned parts upon activation, stacks Precise(x): rerolls up to (x) hit locations an activation, cannot reroll the same roll twice Pull(x): may pull enemy up to (x)" when dealing dmg Push(x): may push enemy up to (x)" when dealing dmg Rapid Fire: adds 1+ SHOT for each AP spent firing beyond the first, (EX: ROF:3 SHOTS:1 uses 3 ap shooting, gets 5 shots, (3AP 1+1+1+2)) Ready: can be used with a COUNTERMEASURE prep action Regenerate(x): this model recovers (x) part damage a turn, if this reverses an injury, restore a VIT Reload(x): must be reloaded for (x)AP between each shot, counts as reloaded at the start of each activation Rifle: +1 to ACC score when stationary Ruinous: ignores cover Scatter: scatters on miss by (TN) missed in inches, using a (d12) to determine direction using clockface intervals relative to shooter table edge Scattering(x): scatters on a miss (dx)", using a (d12) to determine direction, using clockface intervals relative to shooter table edge Shielded(x): this model ignores (x) AV loss a table turn Shredding: this weapon removes 1 AV instantly when armor save is failed, before damage is dealt Slow(x): upon dealing damage, reduces enemy MOVE stat by (x), does not stack Spray(x): when this weapon hits, all units within (x) are hit at half STR and AN (rounding down) Stunning: when this weapon deals damage it removes any PREP tokens on targets Toxin: after dealing DMG, forces GRIT test or loses 1 AP upon activation, does not stack Twinned: both weapons activate for a single AP Virus: after dealing DMG, forces GRIT test or a trait is disabled upon activation, does not stack Wicked(x): deals (x) bonus damage to unarmored parts