This is Not a Test Playtest 2012

41
THIS IS NOT A TEST By Joseph McGuire PLAYTEST (2012)

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Transcript of This is Not a Test Playtest 2012

Page 1: This is Not a Test Playtest 2012

THIS IS NOT A TEST

By Joseph McGuire

PLAYTEST (2012)

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Purpose

First, thank you for responding to my request for playtesters. May you never roll a fumble again.

Second, contained with this poorly edited and haphazardly thrown together PDF is an apocalyptic

ruleset that is both reflective of its genre and fun to boot (hope). In developing this ruleset I have tried

to balance fast play with a little bit of crunch. I know that there are many other good post-apocalyptic

rulesets out there, many of which I have bought and love. But I found that most lack in one department

or another and these rules are my vision and attempt to redress these deficiencies. Taking no small

amount of inspiration from the GW stable of games like Mordheim, Necromunda, etc., This is Not a Test

features smalls warbands fighting battles and who improve with every victory and defeat. Featuring a

multitude of skills, mutations, and other silliness, this ruleset is meant to be over the top and a more

light-hearted take on the apocalypse, probably somewhere between Gamma World and Road Warrior.

What I expect from you?

To be told, anything you can provide in the way of feedback is invaluable. While an extra set of eyes is

helpful and appreciated, honest to goodness playtests would be the most beneficial. Whether solo or

with buddies down at the club, any place where the dice roll is where the rubber meets the road. A lot

of what I have written looks decent on paper, but might fall apart in play. If this happens let me know.

Tell me what you like or more importantly don’t like. If you hate a rule tell me, though a reason is

beneficial. I’m an adult and can take honest feedback. Eventually, I would like to take these rules to

the commercial side of things and anything you can give improves the final product.

What do you receives?

Honestly, not much. My humble thanks and when the times comes a playtest credit in the book. Those

who I feel go above and beyond will be given a free PDF copy of the final ruleset, though this will be off

in the future.

What in the PDF

Contained in this PDF is the main rules, a quick reference sheet, rules for the first two warbands

(wasteland settlers and raiders), brief warband creations rules, skill and mutations lists, skill and

mutation tables, weapons list, and a relic list. Note that some items won’t make a lot of sense because

the rules are still being in developed on a daily basis. This is especially true for psychic abilities and

relics, these rules are included because some skills or mutations reference them, but are not required.

Feel free to use anything you want, though.

Closing

Thanks again and enjoy. Please send all correspondence to my email at [email protected].

I can also be reached on TMP, Frothers, and LAF under the pseudonym Deathwing. If there is sufficient

interest I can be coaxed into setting a form or something. Thanks.

Joey McGuire

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Introduction

What you have in your hand is a quick play rule set

for fast-paced skirmishes set in a post-apocalyptic

future. These rules are intended for a fun night of

gaming and not intended to be in any way realistic.

Designed for smaller scale fights between survivor

warbands, Kitchen Sink is a great way to replay the

fun clashes portrayed in literature, movies, the

small screen, and more recently video games.

Please note that these rules are in their beta form

and not all rules are present and even some stats

are really only included as place holders for future

expansion. Included separately are a weapons

chart, a list of special weapon abilities, and a sample

warband.

The Basics

Scale

Kitchen Sink is primarily designed for 28/32mm

miniatures, but there is no reason smaller or larger

miniatures can’t be used. Simply play as normal or

adjust ranges as desired. For example, one simple

solution for playing in 15mm is to covert inches to

centimeters.

Kitchen Sink does not have a presumed ground

scale; all distances and ranges are arbitrarily tied to

balancing the game instead of simulating reality.

Kitchen Sink does not require a set type of basing.

However, it is recommended that basing be

consistent among figures as much as possible.

Measuring

Kitchen Sink uses inches for all distances. As a

rough rule of thumb, 1 inch = 25mm.

Some rules require that distances be halved or even

quartered; simply do so and round down fractions

to the nearest inch. Example: A figure with a 5-inch

move in rough terrain (half move) moves 5/2,

rounded down to 2 inches.

Dice and Mechanics

Kitchen Sink uses ten-sided dice, referred to as d10

in the rules. Two types of die roll mechanics resolve

all actions: Stat tests and Opposed tests.

• Stat tests are used when a figure is trying to

accomplish an action unopposed by an

enemy. It may be to open a locked door or

chop down a tree. The Player rolls a d10,

adds the relevant stat and any applicable

modifiers, and checks to see if they rolled

equal to or higher than the required TN.

The TN is specified by the type of action, as

are the results of success or failure. Unless

otherwise specified, all unopposed tests

have a TN of 8.

• Opposed tests are used for resolving direct

actions between figures, mainly close

combat. Both players roll a d10, add the

appropriate stat and any applicable

modifiers. The highest score wins. Ties

always go to the defender.

Additionally, several dice conventions are used:

• Critical Hit: Regardless of the requirements

of the original die roll, a natural roll of 10 on

the die will score an automatic success

regardless of TN or an opponent’s score

(unless they get a critical as well).

• Fumble: Regardless of the requirements of

the original die roll, a natural roll of 1 on the

die will cause an automatic failure.

• D3 – Some rules may require the roll of a

D3. To do so roll a d10, a score of 1 – 3 = 1,

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4 – 6 = 2, and 7 –9 = 3 (reroll any results of

10).

• D5 – Some rules may require the roll of a

D5. To do so roll a d10, a score of 1 –2 = 1,

3 – 4 = 2, 5 – 6 = 3, 7 -8 = 4, and 9 – 10 = 5.

Terminology

Note that the term melee and close combat are

used interchangeably and mean the same thing.

Additionally, the phrase “out of action” refers to

any figure that is no longer able to fight. It may be

terrified, unconscious, killed, or catatonic. The

result is the same: the figure is no longer a factor in

the battle. Its fate will be decided after the battle.

Figures

Levels

Each figure is assigned a level to represent their

overall competence and reliability in extreme

situations.

Level 1 figures are untrained non-combatants who

usually see combat only in defense of their homes.

They are poor fighters and highly unreliable.

Level 2 figures are average with some combat

training and can be reliable – to an extent. They are

usually the fresh recruits and/or lowest members of

most warbands; they are also the most numerous.

Level 3 figures are combat veterans who can be

relied upon in most situations. They are almost

always professional warriors and assume minor

leadership roles in the warband.

Level 4 figures are the leaders and heroes of the

warband. They possess the highest level of combat

proficiency and have the community’s resources at

their disposal.

Level 5 figures are legends in their time and are

capable of near-miraculous acts of violence and

leadership. They are few and far between, and are

not usually tied to one warband. The presence of

one of these figures can dramatically affect the

outcome of a battle.

The level of a figure determines the number of

wounds it can take before dying and its starting

number of Special Abilities.

Level Wounds Special

Abilities

1 1 1

2 1 2

3 2 3

4 3 4

5 4 Varies

Note that is rare to see Level 1 and 5 models in any

given game as most warbands are primarily made

up of Levels 2 through 4.

Stats

Move: How far a figure moves in inches per

activation.

Melee: How well a figure fights in close combat.

Ranged: How well a figure can fire a gun or other

distance weapon.

Strength: The ability to damage opponents in

melee and complete tasks involving brawn.

Agility: A figure’s overall nimbleness

Defense: A figures overall toughness, including any

armor or special defensive abilities.

Will: How motivated a figure is to stay in a fight

(morale) and how much internal fortitude they

possess to use or resist various supernatural

abilities.

Intelligence: How smart a figure is.

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Turn Sequence

1. Initiative Phase

2. Activation Phase

3. Clean-up Phase

Initiative Phase: Each Player rolls a d10 and adds

any scenario-specific modifiers to the roll. The

highest score activates first in the turn. Ties should

be rerolled until there is a winner.

Activation Phase: Figures activate by rolling

Activation. They perform actions by spending Action

Points (AP). Unless modified by special abilities, all

figures receive one or two AP.

Continue this phase until all figures on both sides

have activated.

Clean-up Phase: Resolve any end-of-turn effects,

etc.

Activation

Stat Test – Agility, TN 8

The player with initiative chooses a figure that has

not yet been activated during this game turn. The

model then attempts an Agility stat test against a

TN of 8. If successful, the player may use its full AP

(normally 2). After the figure has used all its AP, the

player may choose another figure to Activate, until

all his figures have been Activated or he fails an

Activation Roll. Failing the Activation Roll means

the figure may only use one AP, and play passes to

the opponent at the end of the figure’s action.

The last action within an Activation is to determine

the result of Wound rolls for all figures hit by

Ranged attacks this phase.

The game turn continues until all figures on both

sides have rolled for activation and completed their

actions.

1 AP Actions

Figures may perform one of the following actions

per AP spent. The same Action can be used

multiple times in a turn as long as the figure has AP,

except for making ranged attacks.

Move: The figure may move up to its Movement

stat in inches. The figure may drop to the ground

(go prone) for free at any point in their movement.

Stand: If prone, the figure may stand up.

Ranged Attack: A figure can fire one of its

weapons. A figure may only shoot once per

activation.

Un-jam Weapon: The figure may remove one

Jammed Token.

Close Combat Attack: If within melee range of an

enemy, the figure may make one melee attack.

Concentrate: If the figure makes a ranged or melee

attack immediately after using the Concentrate

Action, it gains a +1 combat bonus. Concentrating

costs cannot be used if the figure is charging.

Use Ability: Figure may use any Special ability

assuming all requirements of the ability are met.

AP cost varies.

Climb: If next to an appropriate terrain feature, the

figure may climb it at 1/3 their normal movement

rate (round down).

Multiple-AP Actions

Charge: The figure may make a normal Move action

followed immediately by a close combat attack

against any enemy in melee range. Charging costs

2 AP, but the attacker receives a +1 bonus to their

attack.

Hold: At the beginning of its activation, the figure

may sacrifice all current AP. During the any

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subsequent enemy activation, the Holding figure

may interrupt the Active figure’s action with its

own. It may take any action requiring 1 Action

Point, after which activation reverts back to the

original figure. Any ranged attack by the holding

figure may only be in its front 180° arc.

Movement

During its activation, a figure may move up to its

Move stat in inches. It may make multiple moves as

long as it has the AP to do so. The figure may turn

or change facing as desired.

Difficult Terrain

When moving through difficult terrain (water,

swamp, woods, etc.) figures move at half speed.

Figures may cross linear terrain (fencing, crates,

etc.) up to 1” in height, but it costs 4” of movement

to do so. Anything taller needs to be climbed.

Prone

Figures may drop to the ground for at any point in

their movement. This is a free action and does not

cost AP. Figures move at half speed when prone, or

quarter speed if prone in difficult terrain.

Climbing

Figures may climb any surface that is 1” or higher.

Figures move 2” of vertical height per AP. If a figure

spends more than one AP to climb, it must pass an

Agility or Strength test (player’s choice) at the end

of its Activation (or at the end of the climb) or fall.

If the figure falls, an opposing player rolls 1d10 for

each 2” of vertical height fallen. If any of the dice

equal or exceed the figure’s Toughness, it suffers a

wound.

Combat

Weapons in Kitchen Sink have the following

attributes:

Ranged Weapons

Effective Range: How far the weapon can shoot

without any loss of range or hitting power.

Max Range: The farthest a weapon can reasonably

shoot.

Strength: The ability of a weapon to bypass the

target’s defenses. Missile weapon Strength is a

static number.

Reliability: The likelihood of the weapon to run

out of ammo or become jammed.

Special Rules: Any exceptions or extra rules

inherent to the weapon.

Close Combat Weapons

Melee Range: Most weapons can only effect

enemy figure’s within base contact. Some weapons

have a slightly longer reach and may be used to

make melee attacks up to that range.

Thrown Range: Some weapons may be physically

thrown up to the range indicated. A weapon listed

as N/A cannot be thrown.

Strength: The ability of a weapon to bypass the

target’s defenses. Weapon Strength is added to the

Figure’s strength.

Special Rules: Any exceptions or extra rules

inherent to the weapon.

Ranged Combat

Stat Test – Ranged, TN 8

By spending an AP, a figure may fire at any enemy

that it can see within range of its weapon. Figures

are assumed to have a 360° field of view, except for

figures using the Hold action. Unless allowed by a

special rule, models may only ever fire once per

activation.

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If the firer has an enemy in effective range, but

wishes to fire at an enemy beyond effective range,

it may do so by passing a Will test; failure means

that it may only shoot the target in effective range.

Attack

Ranged Combat is a Stat test against the shooter’s

Ranged stat. A model’s shot can be modified by

various factors (firing modifiers are cumulative). If

the firer score is equal to or higher than 8, the

attack is successful.

Shooting: d10 + Ranged + modifiers => 8

Firing Modifiers

Modifier Condition

+2 Firer is using suppressive fire

+1 Firer is concentrating

-1 Firer moved or will move this turn

-1 Target is in light cover

-1 Target is prone and more than 6”

away from firer

-2 Target is in heavy cover

Determining Casualties

It is important to note firefights are chaotic affairs

and that it’s not always obvious when your target is

missed, wounded, or even killed. Additionally, all

shooting in any given activation phase happens

simultaneously. To represent this confusing

mayhem, all shots rolled within a single activation

phase should be determined prior to any rolls to

wound. Wound rolls are made when Activation

passes to the other player As a result of this, models

may receive multiple hits and may or may not

survive them. Any additional hits on a model that is

killed are wasted; such is the price to guarantee

their doom.

Example: Deadly Dirk and Hairy Deborah are

shooting at Zombie A and Zombie B. Deadly Dirk

hits Zombie A once and misses Zombie B. Hairy

Deborah wants to kill as many zombies as possible,

so she attacks each one once and manages to hit

both. Dirk and Deborah are the last two models

able to activate, so play will pass to their opponent.

Rolls to wound are now made. Zombie A is killed as

result of the first wound roll, the second shot

against him is then discarded. Zombie B shrugs off

his hit. The opponent plays his Activation phase

normally.

Wounding

Opposed Test –Str vs. Def.

On a successful Hit, the Attacker rolls to wound the

defender. This is an Opposed roll between the

Attacker’s Strength and the Target’s Defense stat. If

the Attacker’s roll is higher than the Defender’s, the

defender is wounded and/or out of action.

Grazed

If the Attack Roll hits the target but fails to kill it

(whether wounding a multiple wound figure, or

failing to beat its Defense), the target must pass a

Will test or go prone in the nearest cover within 6”;

going prone in the open if no cover is available. A

grazed model may voluntarily go to cover without

rolling.

Multiple Shots

Some weapons can fire multiple shots during the

same activation, as indicated in their special rules.

Figures firing multiple shots may shoot at other

enemies in addition to their original target. Figures

firing multiple shots may use the concentrate

action, and may target additional figures up to 3”

away from the original target. When a model fires

multiple rounds, they must target the closet models

within 3" of their original target (friend or foe) in

sequence; they may not skip intervening models to

hit targets further away.

Example: Deadly Dirk is firing a Sub machinegun at

three enemies in line, each 1 inch away from the

next. He targets the first figure in line and rolls his

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ranged attack. To fire at the last figure in line, he

must “walk” the stream of bullets through the

middle figure; he can’t simple ignore it.

Firing into Melee

Normally, people will not fire into a swirling group

of combatants in fear of hitting a friend.

Sometimes, though, the best option is to shoot at

the group and see what happens. All ranged attacks

fired at a group of figures in melee randomize the

attacks between figures. Simply determine all hits,

the roll for wounding results as described under

Determining Casualties.

Example: Dirk Deadly fires his sub machinegun at a

melee between his friend “Dirty Bob” and three

zombies. For each attack, Dirk’s player rolls 1d10

and counts off the hit. Dirk assign Bob the numbers

1-2, the three zombies get 3-4, 5-6 and 7-8. Re-roll 9

and 10.

Suppression Fire

Figures may fire wildly at enemy figures with the

intention of keeping their heads down rather than

actually trying to wound them. Figures attempting

Suppression Fire must declare it before firing.

Suppressing fire follows all the normal rules for

Ranged combat, except the firer receives a +2 firing

modifier to their Ranged stat and no roll to wound

is made against the target(s) Defense; all hits are

treated as Grazes (see above).

Cover

Figures hiding behind obstacles or basically making

themselves scarce may benefit from the protection

of cover. There are two types of cover: Light and

Heavy. Light cover includes fencing, unarmored

vehicles, wood barricades, tall grass, hedges, etc.

Heavy cover includes buildings, walls, metal

barricades, large rocks, etc.

A figure shooting at any target in light cover suffers

a -1 firing modifier to their Ranged stat, heavy cover

causes a -2 modifier

Reliability

Whenever a figure rolls a 1 on any to-hit roll while

firing the model receives a Jammed Token; a Jam

Token indicates the figure’s clip has run out or the

weapon has jammed (the effect is the same). A

weapon’s reliability determines how many such

tokens are received per ‘1’ rolled. Place the

appropriate number of Jammed Tokens next to the

figure; the weapon cannot be fired again until all

token are removed; a figure can spend an AP to

remove 1 Jam Token.

Close Combat

Opposed Test – Melee vs. Melee

A figure may make a close combat attack against an

enemy within melee range for one AP. They may

make as many attacks as they have AP. Defense is

“free” – a figure doesn’t need to spend AP to

defend itself.

To make a melee attack, roll a d10 and add the

figure’s Melee stat and any applicable modifiers.

The target rolls a d10 and adds their Melee stat. All

modifiers are cumulative.

Melee Modifiers

Modifier Condition

+1 Attacker is concentrating

+1 Attacker charged this turn

+1 For each friendly figure in base

contact with enemy

+1 Target is prone

-2 Attacker is prone

-1 Target in cover*

*First turn of combat only; it is assumed the

attacker has scaled the cover in subsequent rounds.

If the attacker wins, the target is hit; if the attacker

loses the defender may move the attacker back one

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inch anywhere within its rear 180° arc (defender’s

choice). If the result is a tie, the figures stay locked

in base contact, but no hit is scored.

Wounding

Opposed Test –Str. vs. Def.

On a hit, the Attacker rolls to wound the defender.

The Attacker rolls a d10 and adds his Weapon

Strength against the defender’s d10 roll plus their

Defense stat. If the attacker’s total is higher than

the Defender’s, the defender is wounded and/or

out of action.

Figures that are wounded in melee but not put out

of action must pass a Morale test (see Morale

section).

Important: Unlike shooting, casualties for close

combat are determined immediately, even if

multiple figures can attack the same model. Melee

is a deadly and decisive affair, who’s dead and

who’s alive is easy to determine.

Concentrating in Melee

Figures in melee that are concentrating may add a

+1 to their To-Hit roll; or to their Strength stat,

making it easier to wound their enemy.

Disengaging from Melee

A figure in base contact with an enemy may

attempt to disengage, but to do so it must pass an

Agility or Strength test (player’s choice). Failure

means it forfeits an Action Point and the enemy

may make a free out-of-sequence attack against it.

Success means it may move, etc., with no

repercussions from the enemy in base contact.

Morale

Stat Test – Will, TN 8

Certain situations may make figures rethink their

continued participation in the fight; this is

represented by testing a figure’s Will. Figures test

morale under the following circumstances:

• Whenever it is wounded in melee but not

put out of action.

• If the designated leader of its force is out of

action.

• When its side is reduced to 50% of its

original figures.

• When its side is reduced to 75% of its

original figures.

• When prompted by a special ability.

Morale tests are made immediately when any of

the above situations apply. Figures can be forced to

make multiple Morale tests in a turn. A Morale test

is a Stat test of Will with a TN of 11, unless modified

by certain rules (special abilities, etc.)

If the test is passed the figure is certain that victory

is still achievable and there is no other effect. If

failed, its nerve has broken and it must make an

immediate Move action towards its board edge,

ending in cover if possible. If a figure is forced to

leave melee because of a failed morale test, its

enemy may make a free out -of-sequence attack

against it.

If a figure falls back as a result of a failed Morale

test and crosses its board edge, it must immediately

make another Morale test; failure means it is

removed as a casualty.

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Tests

Stat Test: d10 + stat +modifiers

Equal or Beat Target Number

Opposed Test: d10 + stat + modifiers.

The highest score wins.

Activation

Stat Test – Agility, TN 8

Pass: two actions, and may activate another

model

Fail: one action, and play passes to opponent.

1 AP Actions

Move: Up to Move stat inches.

Stand: May stand from prone position.

Ranged Attack: Fire weapon once.

Un-jam Weapon: Remove one Jammed Token.

Close Combat Attack: Make a melee attack.

Concentrate: -1 bonus to Ranged TN or +1

bonus to melee attack (Melee or Strength).

Use Ability: Use a special ability.

Climb: Climb at 1/3 normal movement rate.

2 AP Actions

Charge: Move and close combat attack; +1

bonus to attack.

Hold: Sacrifice all current AP, holding figure

may interrupt the Active figure’s action with its

own during the turn. May take any action

requiring 1 Action Point; ranged attacks by the

holding figure may only be in its front 180° arc.

Morale

Stat Test – Will, TN 8

Test Morale when: figure wounded but not

killed; designated leader is killed; when a

model’s side is reduced to 50% starting figures;

when a model’s side is reduced to 50% starting

figures

Pass: No effect

Fail: Figure makes an immediate Move action

towards its board edge, ending in cover if

possible.

Melee Combat

Opposed Test - Melee

Melee Modifiers

Modifier Condition

+1 Attacker is concentrating

+1 Attacker charged this turn

+1 For each friendly figure in base

contact with enemy

+1 Target is prone

-2 Attacker is prone

-1 Target in cover*

Ranged Combat

Stat Test – Ranged, TN 8

Ranged Modifiers

Modifier Condition

+2 Target is using suppressive fire

+1 Firer is concentrating

-1 Firer moved or will move this turn

-1 Target is in light cover

-1 Target is prone and more than 6”

away from firer

-2 Target is in heavy cover

Reliability: Whenever a figure rolls a 1 on any

to-hit roll while firing the model receives

Jammed Tokens equal to Reliability number.

Multiple Shots: Models spending multiple AP

to shoot may only targets models within a 3”

radius.

Suppressive Fire: Model counts as Grazed

instead of rolling to wound.

Wounding

Opposed Test –Str vs. Def.

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WARBAND CREATION

1. Decide on point total.

a. 400-500 points are a good start.

2. Choose Warband type.

a. For now only raiders and settlers are available.

3. Select models up to point total.

a. Max Number determines the total of each model available.

i. 1+ indicates the minimum number that must be taken; there is no

maximum limit.

ii. 1 indicates that one and only one must be taken.

iii. 0-# indicates that up to # may be taken with no minimum limit.

b. Assign Skills.

i. Leader models may have two additional skills to the one they start with.

One may be chose and one must be determined randomly.

1. Skillset determine which skills tables may be used for rolling

randomly and choosing.

ii. Lieutenants may have one additional skill that is determined randomly.

iii. Unless they are already assigned a skill, henchmen do not start with skills.

c. Assign Mutations (if any)

i. Right now only relevant for Mutant Raider

ii. Roll on Mutations Table randomly.

1. For now ignore Physical Mutations and psychic abilities.

d. Choose Weapons.

i. Weapons are generally universal

1. Leaders may not have traditionally heavy weapons.

a. For now this only the Light Machine Gun.

i. Only one Light Machine Gun is allowed per

warband.

e. For now ignore any mention of Resource Points.

i. In the future this is how warbands obtain advanced weaponry and armor.

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Civilization in the Wastes

“Oh I like the settlers. The good ones stay behind their walls and pay us good money to keep out

the riffraff. Sometimes though they get a big old bug up their butts and they go exploring the

wasteland. Sometimes it’s a posse to round up a dangerous outlaw or perhaps a hunting

expedition. Regardless of the blasted reason, settlers make poor travelers. Living behind their

defenses has made them soft. Still with decent leadership and enough boots on the ground,

anything is possible. Hell, maybe even the small chance they might come back alive. And if that

doesn’t work out we get paid to retrieve the bodies, so win-win”.

---Jem Hangnoose, Toll-Keeper

Settlers

Settlers is the most polite terms for groups that remain in a single well-defended place, more

uncouth individuals may refer to them as townies, softbellies, etc. The largest example of a

settler group is the Free City of Cumberland, but many other settlements exist. Most settler

communities are located along trade routes and are open to trusted individuals, but strangers are

most likely met with an armed welcoming committee. All settlements are fortified by a stockade

wall or other natural bulwark provided by the landscape or pre-fall ruins. In fact the most

successful settlements can usually be located along pre-fall roads inside ruined towns and cities.

The origins of settlements are varied, but most recent settlements are the result of free-stakers

settling down and the older ones are places where Americans decided to rebuild after the Great

Fall. Many others are also the result of trade routes forming a nexus or where a resource is worth

defending.

Settlements can be of any organization type, though most are ruled by a council of its most

powerful citizens, a powerful family or military leader, or even religious figures. All

settlements only exist because they control the immediate land outside their walls, considered to

be their territory and defended as such, where they can farm and gather resources necessary to

their survival. It is this delicate dance of living behind fortifications yet required to leave them in

order to survive that most defines a settlement. It is only the most successful that have fully

enclosed their domains and have the capacity to defend them. Otherwise, settlements will have to

muster a civilian militia to protect the stockade. Many settlements do not even with permanent

farms and structures outside their walls. When attacked they let the enemies destroy them and

simply defend their near fortified walls. Other than the cost of pride, it’s easier to rebuild than to

squander precious lives and their limited resources.

Settlement Leader

Settlements will appoint a leader of their forces who will act in the town leadership’s behalf. In

smaller communities this individual may in fact be the actual settlement leader, though in larger

places like Cumberland, they are but one of several such leaders who organize and lead the

various patrols and expeditions. As befitting their position they usually have the best equipment

available, though their flair for individual and local custom makes their appearance quite diverse.

On the field the try to keep their forces together through a combination of threats of violence,

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charisma, and sheer bribery. Sometimes, even these are not enough to keep settlers together as a

cohesive fighting force.

Name Type Defense Wounds

Settlement Leader Human 5 OOO

Stats

Move Melee Ranged Strength Agility Will Intelligence

5 4 5 3 3 4 4

Special Abilities Motivator

Skillset: Any.

Starting Skills: 2 (one random, one chosen)

Cost: 88

Max Number: 1

Sheriff

Within settlements, sheriffs keep the peace and punish law breakers. Usually they are the best

combatants is a settlement force and usually have equipment on par with the leadership. They

are also the most motivated among the leadership forces as they truly understand how dangerous

the wasteland is and they brook no dissent when it comes to the protection of the settlements.

Usually of a “hang them first, ask questions later” mentality, sheriffs are notoriously ruthless

individuals, though given the dangerous of the wasteland, this is not without good reason.

Name Type Defense Wounds

Sheriff Human 4 OO

Stats

Move Melee Ranged Strength Agility Will Intelligence

5 3 4 3 3 3 3

Special Abilities

Skillset: Melee, Ranged, Defense, and Intelligence.

Starting Skills: 1 (one random)

Cost: 54

Max Number: 0-2

Citizen Medic

It should be no surprise that most medical science was lost during the dark years following the

Great Fall. Pre-fall medical supplies are jealously hoarded and those who practice medicine are

forced to make do with what is on hand and a whole lot of improvisation. Still for their

drawbacks, those in settlements are more likely to survive common injuries and ailments that

might otherwise doom those out in the wastes. What few actual doctors that exist are not

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allowed in the field due to the value and scarcity, but their students are encouraged to do so; both

for practical experience and to support the combat patrols. While it remains that sometimes

medics are lost to the waste, none argue the value of their presence on the patrol, especially for

the morale of unit.

Name Type Defense Wounds

Citizen Medic Human 4 O

Stats

Move Melee Ranged Strength Agility Will Intelligence

5 2 2 3 3 3 4

Special Abilities Medic

Skillset: Intelligence, Defense, and Movement.

Starting Skills: 0

Cost: 26

Max Number: 0-2

Organized Militia

Many settlements, especially the successful ones, live under a siege mentality. Knowing that

threats are all around them, many citizens receive combat training of some kind. The militias are

not full-time professional soldiers per se, but they drill several times a week and provide a semi-

reliable combat force when needed. Most communities can only maintain about a 30% ratio of

militia in their citizenry as they are also needed to perform various other services to the

community, such as farming, tradecraft, etc. Because of this, their availability is often in short

supply; however, most expeditions and patrol are spear-headed by at least several militiamen, if

not more.

Name Type Defense Wounds

Organized Militiaman Human 4 O

Stats

Move Melee Ranged Strength Agility Will Intelligence

5 2 3 3 3 3 3

Special Abilities

Skillset: Melee, Movement, Ranged.

Starting Skills: 0

Cost: 18

Max Number: 1+

Citizen Levy

When there are not enough available militiamen to support an expedition, regular settlers are

inducted in an impromptu levy. Though possessing rudimentary training and armed with

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whatever weapons the own, citizens can still be a force to reckon with when in sufficient

numbers and well-led. However, when combat takes its evitable toll and casualties mount, the

citizen levy is at its weakest and almost always the first to break.

Name Type Defense Wounds

Citizen Levy Human 4 O

Stats

Move Melee Ranged Strength Agility Will Intelligence

5 2 2 3 3 2 3

Special Abilities

Skillset: Ranged, Agility, and Movement.

Starting Skills: 0

Cost: 13

Max Number: 1+

Missionary

Many settlements are basically theocracies or have a religious component that voluntarily sends

missionary along with the settlement patrol. While they are armed and ready for the combat, the

missionary’s main objective is the spread their particular ideals to the wasteland, whether by

preaching to prisoners, speaking to the heathen, or purging the perceived unclean. Many

settlements barely tolerate the missionary’s presence, but it’s a rare settlement leader who will

refuse extra muscle.

Name Type Defense Wounds

Missionary Human 4 O

Stats

Move Melee Ranged Strength Agility Will Intelligence

5 2 3 3 3 4 3

Special Abilities Confident

Skillset: Melee, Ranged, and Will.

Starting Skills: 0

Cost: 29

Max Number: 0-3

Gunsmith

Many settlements are resource poor and are unable to provide their combat patrol with the best

available weapons. Instead they must make do with what is in hand and stretch that as much as

possible. For this reason, a good gunsmith is worth his weight in gold. Tasked with keeping the

team’s weapons in working order between fights, the life of a gunsmith is always busy repairing

weapons that are harshly treated and exposed to the elements. Though not in a position of

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authority, it is a rare gunsmith who is not well-treated by the men and offered everything from

cigarettes to extra rations.

Name Type Defense Wounds

Gunsmith Human 4 O

Stats

Move Melee Ranged Strength Agility Will Intelligence

5 2 3 3 3 3 4

Special Abilities Gunsmith

Skillset: Ranged, Intelligence, and Defense.

Starting Skills: 0

Cost: 29

Max Number: 0-2

Pompey’s Smash (Sample Faction)

“Sure their settlers are an ornery bunch and Ms. Pompey is the orneriest of them all, but their

secret is that 10 foot high concrete wall around their town. That’s got to give even the most

soft-bellied settler a sense of security. Still I poke but they do God’s work up there in the ruins.

Besides culling the raiders and mutants stupid enough to attack them, they also let traders and

us supply there. Makes our jobs easier and all we have to do is share information for them and

make the occasional supply run to Cumberland. Pretty easy all together. Still I worry about

them. It’s no secret that Haunt has vowed to destroy the town. No easy task for him mind you,

but who needs that kind of thing hanging over head.”

---Jem Hangnoose, Toll-Keeper

The original name of this particular settlement has been lost through centuries, but the

community of Pompey’s Smash has long served as a stabilizing force in the general area of the

Frostburg Ruins. Consisting of roughly one hundred people, mostly farming families, the town

is led by one Jolie Pompey, a firebrand of a woman in her late fifties. It is town tradition that

the leader of the settlement take the last name of Pompey and Jolie has continued this custom.

Immensely proud of her town’s survival despite repeated attacks by raiders and mutants

originating from the ruins, the secret to their success is simply well-planned defenses and

logistics. The townsfolk are assigned specific jobs and most are trained militia. Though

Cumberland would love to have such a large number of combat veterans in their ranks, the

constant danger from the ruins makes this a requirement and only a rare few citizens have not

shot an gun in anger. Because of this all civilians are trained to shoot with an early age and

several families voluntarily sent their sons and daughters to larger settlements to learn medicine,

various trades, and gunsmithing. Despite their training the settlement is not without its weakness

as its citizens rely heaving on its walls, once they go beyond its looming presence even their

stalwart resolve is sorely tested.

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The Scourge of the Wastes

“Scum, pure and simple. You’d think life in the wasteland would be hard enough for folks, but

these miscreants think otherwise. Every week we capture and hang a few, but more just seems to

come out of the woodwork. Getting the disorganized ones is easy, but it’s the large groups that

are a challenge. Once they organize themselves into something close to an army, they can be

near impossible to root out without killing the leader. Once he’s dead though, they scatter like

the dogs they are.”

---Jem Hangnoose, Toll-Keeper

Raiders

For time immemorial, the callous have always preyed on the vulnerable. In the wasteland raiders

are those who survive only by taking from others. They produce no goods and only maintain

items that allow them to continue their lifestyle, usually weapons and any available transports.

To be a raider is to live a life of nihilism, to survive by one's wits and strength, to fulfill all your

wants and desire as you see fit. Raiders live and die by their weapons and it is rare to see one

with grey hair. This lifestyle is hard, but still attracts many. Some would argue too many.

Raiders can be any mix of persons, whether human or mutant, tribal, criminal, or other outcast.

They are always led by the strongest of their group, though intelligence can also count for

leadership if it means successful raiding. The leader will usually surround him with a trusted

retinue of champions who are loyal to him alone and as a result they usually get first pick of loot,

after the leader of course. Finally, the bottom rungs are made up of the new recruits, captives,

and slaves. To be any of these is to live on borrowed time, which is always determined by your

profit potential to the gang. New recruits will either learn to fight quickly or will be used for

fodder in battle; captives and slaves will either prove their value through work or ransom or will

be sacrificed. Most raiders will maintain a base of operations, through which to terrorize the

countryside. This base may be hidden or not, depending on the brazenness of the gang, and is

easily defensible against a modest attack. Most cannot survive a protracted siege and it is

usually this way that larger raider gangs meet their end. As opposed to a static existence, many

raiders live as nomads, striking targets at whim and disappearing to a mobile campsite. Many

such groups terrorize the trade routes and the most successful utilize mounts or motorized

vehicle; luckily, the latter being rare. Worthy of special mention are what are known as the

"devil-stakers". Those raiders, who roam under the guise of free holders, go to great means to

conceal their appearance (wearing farm clothes, using captives and slaves as fake spouses,

among other tricks). They reveal true their colors along when get close enough to a vulnerable

settlement, trading post, or even a free-staker caravan. Devil-stakers exist among many other

types of raiders, their lone commonality is a willingness to murder and steal. It is perhaps the

existence of the raider that separates the times before the Great Fall and the times after.

Warlord

Warlords are the undisputed kings of their bandit group as they are the meanest and most

bloodthirsty of their kind. Born with a low cunning and a willingness to do commit any foul act

when deemed necessary, the warlord welds together a large-minded crew of criminals through

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violence, threats, and pure charisma. Fielding the finest arms and armor, the warlord enters

battle wearing the trophies of previously defeated enemies, the better to strike fear in the enemy.

To the warlord only the strong are fit to survive and all others are only useful as victims or

pawns.

Name Type Defense Wounds

Warlord Human 5 OOO

Stats

Move Melee Ranged Strength Agility Will Intelligence

5 5 4 4 3 4 3

Special Abilities Motivator

Skillset: Any.

Starting Skills: 2 (one random, one chosen)

Cost: 86

Max Number: 1

Raider Champion

No warlord is without his inner circle of sycophants and lieutenants, trusted men and women

who act as bodyguards and enforcers of the warlord’s will. Given the choice of the best weapons

and equipment available to the gang, the warlord buys his champion’s loyalty and ties their

success to his. As he rules so do they, though it is not uncommon for many a champion to envy

the warlord’s position and challenges are common and quite deadly as neither challenger or

challenged can expect quarter. The raider possesses no concept of mercy.

Name Type Defense Wounds

Raider Champion Human 4 OO

Stats

Move Melee Ranged Strength Agility Will Intelligence

5 4 3 4 3 3 3

Special Abilities

Skillset: Melee, Ranged, Defense, and Strength.

Starting Skills: 1 (one random)

Ranged: 52

Max Number: 0-2

Raiders

One of the strengths of every good raider gang is numbers and it is the simple raider who is the

mainstay of any bandit army. Raiders come from all walks of life and join for any number of

reasons, either willingly, impressment, or for protections. Bandits offer the criminal and the

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outcast a place in the world and act as a family of sorts. Though almost always starving and

armed with only what they what they can carry and scavenge, raiders live under the delusion that

with enough wanton cruelty they can move up in the ranks.

Name Type Defense Wounds

Raider Human 4 O

Stats

Move Melee Ranged Strength Agility Will Intelligence

5 3 3 3 3 3 3

Special Abilities

Skillset: Melee, Ranged, Strength.

Starting Skills: 0

Cost: 21

Max Number: 1+

Warriors

Warriors are essentially raiders, but for whatever reason eschew most forms of ranged weapons,

perhaps using only heavy revolvers or shotguns. To them there is no greater glory than to catch

the unwary up close and personal and to the terror in victims eyes before they are killed.

Though deranged by societal standards, warriors are not psychotic like the maniacs. They will

utilize stealth and sue their comrades as cover if it means they can get to grips with their enemies

and will not wantonly sacrifice themselves against an entrenched foe.

Name Type Defense Wounds

Warrior Human 4 O

Stats

Move Melee Ranged Strength Agility Will Intelligence

5 4 2 3 3 3 3

Special Abilities

Skillset: Melee, Movement, Strength

Starting Skills: 0

Cost: 23

Max Number: 1+

Maniac

It’s no secret that raiders will practically take anyone as long as they willing to kill in the

warlord’s name. Maniacs are those few psychos who take to murder and mayhem with such

abandon they could not exist in any other company. Pure sadists, maniacs like to physically

torture anyone they can get ahold of. Many raiders are stereotyped a leather-masked wearing

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crazies, but maniacs practically fit the bill. They wear all manner of grisly fetishes and rush into

combat with large close combat weapons and lose themselves in bloodlust. Even for raiders, the

maniacs are barely tolerated. Some warlords take the precaution of chaining or caging them

between skirmishes, mollifying them with occasional slaves and corpses.

Name Type Defense Wounds

Maniac Human 4 O

Stats

Move Melee Ranged Strength Agility Will Intelligence

5 4 2 3 3 4 2

Special Abilities Frenzied, Offensive

Skillset: Melee, Will, Strength

Starting Skills: 0

Cost: 30

Max Number: 0-4

Mongrel

Raiders gangs keep large hounds as a source of entertainment (dog fights), a food source, and as

a form of line breaker, Unlike the tribals and others who train animals for fighting, mongrels are

simply starved to near death and unchained when close to the enemy. The poor creatures driven

insane by starvation and constant torture will run away and attack anything in range with a

motivation born of madness.

Name Type Defense Wounds

Mongrel Human 4 O

Stats

Move Melee Ranged Strength Agility Will Intelligence

8 4 0 3 4 3 1

Special Abilities Animal, Frenzied

Skillset: Strength, Move, and Defense

Starting Skills: 0

Cost: 20

Max Number: 0-4

Mutant Raider

Though not constant across all bandit groups, many raider groups are willing to accept outcast

mutants. Unable to be accepted into the Downwinders or perhaps not able to locate a mutant

outcast group, many mutants willing join with raiders for protection and a chance at loot.

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Though mostly used as fodder by the warlord, many mutants have shown enough grit and

perseverance to assume a leadership position with the gang. Their anger at a human-centric

society that has rejected them, drives the mutant on a greater need for revenge, even if it means

working along a hated foe.

Name Type Defense Wounds

Mutant Raider Mutant 4 O

Stats

Move Melee Ranged Strength Agility Will Intelligence

5 3 3 3 3 3 3

Special Abilities Mutant

Skillset: Melee, Movement, Strength

Mutations: Any (except Psyker).

Starting Skills: 0

Starting Mutations: 1 (random inherent mutation)

Cost: 29

Max Number: 0-3

Hauntsmen (Sample Faction)

“My men think I’m brave, but I say bravery is for the foolish. Honor is for those with a death

wish. I am neither brave nor honorable and I’ll kill anyone who says otherwise. I’m a survivor

and I just happen to be the best, that’s why I am followed. I know the secret trails better than a

Stonepeak scout and I can outshoot a Toll-Keeper outrider. That’s why I’m in charge and

you’re not. You’re nothing but an up-jumped slave and uglier than a landsnapper. You think

you can lead the Hauntsmen over me? You want to fight about it? Fool! You want to see how I

fight? Look at your chest, that little red dot there. Guess what that is? That little dot means this

discussion is over, for you anyway.”

----Liam Haunt, Bandit Lord of the Hauntsmen

Liam Haunt, the self-styled Bandit Lord is the lord and master of the large raiding group known

as the Hauntmen. What once started as a small outcast group of tribals, quick became

something more as the charismatic Haunt recruit from disaffected settlers, mutants, and other

outcasts from more civilized society. Held together by promises and threats, the Hauntsmen are

the largest raiding group operating west of Cumberland, primarily in the Frostburg ruins. Haunt

is assisted by his inner cadre of lieutenant, known as the Haunted internally, and through them

that he has survived multiple challenges to his leadership and his edicts are obey by the gang

without question. Squirrelly to the extreme, multiple expeditions have been made to eradicate

the Hauntsmen, or at least capture Haunt, the group has managed to fade into the wastes until

retribution passes. It is said that Haunt’s tribal knowledge is unsurpassed and it is this that keeps

him ahead of his foes. His enemies believe he has the Devil’s own luck.

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SKILLS

Skills are special abilities that models can possess to differentiate from the peers and represent a

cross-selection of different talents. The section on warband creation details how skills are

obtained. Note that a model cannot possess duplicates of the same skill. If a skill is randomly

selected simply reroll until a different result is achieved.

Move (7)

Move skills give models the ability to cover ground quickly or otherwise benefit from

maintaining momentum. Models that have Move skills tend to be natural agile and quick.

Mad Charge – This model receives a +2 to their Move on any turn in which they charge. Note

this ability cannot be used if the charge cannot be completed successfully.

Run and Gun – This model ignores the -1 penalty to shooting when moving before or after

using a ranged weapon.

Trekker – When moving through difficult terrain the model may attempt an Agility test, on a

success they move through the terrain without penalty to their Move stat, on a failure they move

through the terrain as normal.

Scout – Regardless of any scenario conditions, this model may be deployed anywhere on the

board that is 12” away from any enemy model and is behind a terrain feature large enough to

conceal them. If this model’s warband deploys before the enemy, this model may put on the

table after the enemy has been deployed.

Leap – During a Move action the model may cross any linear terrain obstacle that is less than 1”

high without any reduction in movement.

Sprint – If the model takes two Move actions in a row they may move an additional distance

equal up to their Move stat. To use this ability all Move actions must be in a straight line.

On Point – At the start of the game after all models have deployed, but before Initiative is

determined, this model may make a free Move action.

Melee (6)

Melee skills are for close combat fighters who like to beat their opponents to the ground. Up

close and personal most fighters with this skill subset focus on melee and tend view ranged

combat at inglorious.

Cage Fighter – When in any difficult terrain or inside buildings or other enclosures, ruins count

for this rule, this model receives a +2 to their Melee stat.

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Quick Charge – The model may initiate a charge action on the turn they fail an Activation test

for 1 AP instead of the normal 2 AP. If they do so, they do not receive the normal charge bonus.

Flurry of Blows – On any turn this model makes a melee attack they gain an additional free AP

that may only be used to make another melee attack. This ability must be announced prior to the

first attack made as all attacks made this turn by the model suffer a -1 to hit.

Opportunist – When making a melee attack this model treats a tie as a win instead. The model

suffers a -1 to their Strength during the subsequent roll to wound.

Bully – Any enemy hit by this model is close combat that is not killed is knocked prone in

addition to any other result.

Defender – When defending in melee this model receives a +1 to their Melee and Defense stats.

Offensive – When charging this model receives a +2 bonus to their Melee stat instead of a +1

and also receives a +1 to their Strength stat for the duration of the combat turn.

Ranged (7)

Ranged skills are for models who like to keep their opponents at a distance. A combination of

technological know-how and a steady hand, ranged skills are often a necessary edge in a world

full of creatures that can tear a man in half.

Midnight Special – Any ranged weapon in this model’s possession receive a +1 bonus to its

Strength.

Steady Hands – This model receives a +1 bonus when shooting if they do not move during their

activation.

Field-Strip - When using the Unjam action this model may remove 2 Jammed tokens instead of

the normal 1.

Marksman – When shooting this model ignores the -1 penalty when shooting at a model in soft

cover and only suffers a -1 penalty when shooting at a model in hard cover.

Range Finder – When shooting any weapon the model adds 6” to the weapons maximum range.

This extra range does not affect any range dependent abilities the weapon may have.

Desperado – Any weapon this model carries that does not have the Burst ability gains this

ability. Additionally, the weapon’s reliability becomes 2 if not so already.

Weapons Expert – When this model loots a gun from a dead body they do not suffer the normal

-1 penalty when using it. Additionally, at the end of the game the model may roll a d10; on a roll

of 8+ the gun may be permanently added to the warband’s inventory; failure means the gun is

lost as normal.

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Intelligence (7)

Wasteland survival often does not place a high priority on intelligence, but most civilized settlers

understand the need for doctors and engineers. Intelligence skills are for the models that want a

broad base skillset that does not focus just on pure combat.

Tinker – When this model makes an Intelligence test related to the use of relics, they may roll

2d10 and take the highest roll. Additionally, any situation that results in the failure of a relic,

e.g., rolling a “1” on for activation causes power armor to fail, the model may make a Brains test

to ignore this malfunction (only 1d10 is rolled for this test). The original situation, however,

still applies, e.g. in the previous example the model would still count the activation roll as a “1”.

Purveyor of the Past – The model presence adds +X Resource Points to the warbands total.

The points may be spent anywhere, not just on the model, but are lost if the model is removed

from the warband. This ability may not be used on relic weapons.

Medic – This model may attempt to heal any model on your warband that has been taken out of

action. By spending an AP the model with Medical may pass a Brains test with a TN of 9.

Success means the model is brought back into play, but they suffer a -1 to all of their stats for the

rest of the game. Additionally, after the battle one model may be nominated to receive a +1

bonus when rolling on the Out of Action Table.

Scavenger – This model may be armed with any non-Relic weapon regardless of the weapon

options normally available to the armor; cost is paid as normal.

Maintainer – Any weapon the model carries that has a Reliability of 2 counts as having a

Reliability of 1 instead.

Gunsmith – The warband ignores the first Jam result of the game; this ability may not be saved

up and occurs during the first roll of a natural “1” on a d10 when shooting.

Personal Stash – At the beginning of the game, roll a d10 for this model on the following table.

Any items gained are good for this game only and are lost at game’s end.

Personal Stash Table

D10 Result Item

1-3 Shiny Object (No Effect)

4-5 Geiger Counter

6-7 Milsur Ammo

8 Personal Targeting Array

9 Battle Force Field (BFF)

10 Player’s Choice!

. 5

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Will (7)

Will skills are for models with nerve and courage or who can inspire these abilities in others.

Not all models possess the bravery and sheer single-mindedness to ignore flying bullets or can

contain their fear against the myriad of radioactive monstrosities that littler the wasteland, but

those will sufficient will can.

Confident – The model may reroll all Morale and Grazed Tests.

Assertive – All friendly models within 3” of this model receive a +1 to their Will stat.

Motivator – All friendly models within 3” of this model receive a +1 to their Agility stat when

making Activation rolls.

Fearful Reputation – All models that attempt to charge this model or move within base contact

must pass a Will test, if the fail they may not do so, but may perform any alternative action

instead.

Hero – This model may reroll the first activation test it fails of the game and gains a +1 to its

Will stat.

Iron Will – This model is immune to any ability (psychic, etc.) or weapon that causes a Will

test.

Gung Ho – When this model is taken out of action, do not remove them from the table. Instead

they remain on the table for one more turn until the end of their next Activation, after which they

succumb to their wounds and are taken out of action as normal. During this round of activation

they are immune to all Will tests. Additionally, if this model takes another wound before they

activate again remove them as normal.

Agility (7)

Agility skills enhance a models natural dexterity and overall quickness. Agile models can avoid

blows, perform amazing acrobatics, and confound their foes with their speed.

Sidestep – Once per game turn, the model receives a +2 bonus to their Melee stat when

defending from a single melee attack, subsequent attacks are defended without this ability. This

ability need not be announced prior to use.

Pure Luck – When making an Agility test, the model may roll 2d10’s and choose the highest

result. This ability has no effect on Activation tests.

Twitchy – When in melee this model gains a +1 to its Agility stat. Additionally, when in melee

this model may substitute its Agility score for its Melee stat for determining combat results, all

other combat rules remain unchained.

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Duck and Weave – When in the open, i.e. not benefitting from cover, any shots at this model

receive a -1 penalty to hit.

Reactive – This model receives a +1 bonus when making Activation Tests.

Spring-Heeled – When prone this model may take the Stand action without paying any AP; this

ability may only be used on the model’s activation.

Climber – When taking the Climb action this model may take an Agility test, if passed the

model may climb up to its normal Move stat instead of the usualmal 1/3 rate, if failed they

simply climb at the normal rate..

Defense (7)

The wasteland breeds survivors and defense skills are the product of experience in such a

dangerous environment. Models with these abilities tend to stick around longer than their

compatriots either through sheer doggedness or extreme toughness.

Veteran – When in cover this model receives a +1 bonus to their Defense stat.

Unfazeable – This model automatically passes all Grazed tests; they may still choose to fail as

normal.

Hard As Nails – After being hit by any attack, but before the roll to wound, this model may roll

a d10. Reduce the Strength of the attack by the result of the die roll, if this would make the

attack’s strength 0 or lower, the attack is negated entirely. This may only be used once per

game.

Brace – This model may spend an AP on their turn to “Brace”. If they do so they receive a +1 to

their Defense stat until the start of their next activation.

Titanium Jaw – This model gains a +1 bonus to their Defense stat when hit by melee attacks.

Armorer – If this model wears armor, that armor provides an additional +1 bonus to their

Defense stat. This ability cannot be applied to power armor.

Dive For Cover – After taking a Move action this model may move an additional 2”; however,

if done the model must be placed prone afterwards.

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Strength (7)

Strength is often a must in the wasteland and is a common attribute among both the uncivilized

and the monstrous. By focusing on strength models can push their bodies to unnatural limits

and their opponents off cliffs.

Push Off – Model receives a +1 to their Strength stat. Also, they may substitute their Strength

stat for their Agility stat when attempting to disengage in melee.

Hurler – This model may add +3” to the distance of any thrown weapon (small blades, spears,

grenades, etc.).

Knife Fighter – This model adds +1 to their Strength when rolling to wound with any melee

weapon.

Brute – The model receives a +1 to their Strength stat when making melee attacks; they also

ignore the Heavy weapon rule for any weapon they use.

Dolorous Blow – Any enemy taken out of action by this model receives a -1 penalty when

rolling on the Out-of-Action Table.

Smash – On the first melee attack of any activation this model receives a +2 to their Strength

stat.

Strongman – This model receives a +2 to their Strength when making any type of Strength test

(e.g. breaking down doors, moving heavy objects, etc.). Additionally, they suffer no penalties

when carry heavy loads.

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SKILL CHARTS

Strength Skill Table

D10 Result Skill

1-2 Reroll

3 Push Off

4 Hurler

5 Knife Fighter

6 Brute

7 Dolorous Blow

8 Smash

9 Strongman

10 Player’s Choice!

Move Skill Table

D10 Result Skill

1-2 Reroll

3 Mad Charge

4 Run and Gun

5 Trekker

6 Scout

7 Leap

8 Sprint

9 On Point

10 Player’s Choice!

Melee Skill Table

D10 Result Skill

1-2 Reroll

3 Cage Fighter

4 Quick Charge

5 Flurry of Blows

6 Opportunist

7 Bully

8 Defender

9 Offensive

10 Player’s Choice!

Ranged Skill Table

D10 Result Skill

1-2 Reroll

3 Midnight Special

4 Steady Hands

5 Field-Strip

6 Marksman

7 Range Finder

8 Desperado

9 Weapons Expert

10 Player’s Choice!

Intelligence Skill Table

D10 Result Skill

1-2 Reroll

3 Tinker

4 Purveyor of the Past

5 Medic

6 Scavenger

7 Maintainer

8 Gunsmith

9 Personal Stash

10 Player’s Choice!

Will Skill Table

D10 Result Skill

1-2 Reroll

3 Confident

4 Motivator

5 Assertive

6 Fearful Reputation

7 Hero

8 Iron Will

9 Gung Ho

10 Player’s Choice!

Agility Skill Table

D10 Result Skill

1-2 Reroll

3 Sidestep

4 Pure Luck

5 Twitchy

6 Duck and Weave

7 Reactive

8 Spring-Heeled

9 Climber

10 Player’s Choice!

Defense Skill Table

D10 Result Skill

1-2 Reroll

3 Veteran

4 Unfazeable

5 Hard As Nails

6 Brace

7 Titanium Jaw

8 Armorer

9 Dive For Cover

10 Player’s Choice!

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MUTATIONS

As has been stated most humans in the wastelands are mutated to some degree, though almost all

will claim pure-strain human heritage. Some, however, possess inherited traits that make this

impossible. These mutations are both a source of strength and a curse to their possessors as they

offer a clear advantage in daily life, but also represent a significant barrier to integrate into

society. Mutations come in two flavors, inherent and physical. These are denoted below. Note

that since mutants can choose mutations in place of skills, some mutations duplicate the effect of

various skills. If a mutant ever receives a skill or mutation that duplicates an ability they possess,

simply randomly apply another result. Further note that sum mutations are ranged abilities or

directly mimic a firearm; models with these types of abilities cannot be “disarmed” of their

abilities and ignore Reliability effects for rolling fumbles. Mutations never jam!

Inherent

Inherent mutations are those that a mutant possesses, but are not obvious to the casual observer.

A mutant may have any number of such mutations and may even have mild physical

manifestations of them, such as bad breath, unusual skin or hair color, or an unnatural aura, but

otherwise the mutations are undetectable. Mutants usually may not choose these mutations as

their inheritance is mostly random due to radioactivity. Inherent mutations have been classed as

such so that players may have mutations that are not clearly represented on the model and allow

a bit of surprise and differentiation among mutant warbands. As such inherent mutations are

almost always randomly assigned.

Flame Breath – The model can store volatile components in its body and spew them as an

attack. The model counts as being armed with a flamethrower that can only be used once per

game.

Electric Aura – This model is surrounded by a statically-charged aura. Any model that comes

in base contact with this model takes an automatic Strength 1 hit when first doing so.

Acid Spit – This model can spit the acidic components of its stomach at its enemies. Treat as a

12” ranged attack with a Strength 4; any models hit by this attack have any bonus they receive

from wearing armor reduced by -1. Any armor damaged this way is repaired in time for the next

game. ranged attack with

Kinetic Projection – This model has a spastic muscular that enables it to launch parts of its

body, which regrow later, at high speeds; treat this model as equipped with a pistol that can

never be disarmed.

Webs – This model can shoot webbing out of concealed pouches on its hands. Treat as a ranged

attack that does not roll to wound. Instead the target must pass an Agility test or be immobilized.

An immobilized model cannot take any actions that requires movement (shooting, melee, most

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non-passive special abilities, etc.) until they break free by passing a Strength test at the beginning

of their next turn. Psychic powers may be used while immobile.

Poison – This model secretes a natural poisonous slime. Any melee attack the model takes,

either with their fist or with a weapon, receives +1 to its Strength. Additionally, any model

wounded by this model must pass a Defense stat test or suffer a -1 to their Defense for the rest of

the game. These tests, which are cumulative, must be taken until the model’s Defense reaches

zero, and the go out of action, or the pass.

Retractable Spikes – This model boney arm spikes that can be concealed. The model counts as

being equipped with a long blade that can never be disarmed.

Chameleon – This model can change its appearance to naturally blend into the background

while hiding. Any model that is 12” or more away from this model must pass a Brains test if the

wish to attack the model, failure means they cannot do so, but may target another model.

Regeneration – This model can spontaneously heal itself, even from the verge of death. When

this model goes out of action do not remove it from the table. Instead, place on its side and make

a Defense test, with a TN of 12, at the beginning of each game turn. On a success the model

returns with one wound and counts as prone.

Adrenal Sacs – This model is capable of over-charging itself with a short boost of adrenaline.

Once per game the model automatically passes a single activation test. Additionally, it’s gain a

bonus AP, for a total of 3.

Caustic Blood – This model seems normal, buts its blood is a dangerous type of acid when

exposed to air. Whenever this model is taken out of action or wounded all models in base

contact suffer a Strength 3 hit.

Energy Absorption - This mutant is capable of withstanding substantial levels of heat to no ill-

effect. This model is immune to the effects of weapons with the Flammable and Laser weapon

abilities and cannot be set on fire by any means. Not this model is affected by plasma weapons

normally and is not immune to super-heat sources such as lava.

Radioactive - This model is capable, though not often voluntarily, of leaking radiation from their

body. During their activation the model can spend an AP to irradiate all models, friendly or

foe, within d5 inches. All effected models must test for radiation as normal. This ability cannot

be reused until the model passes a Strength test at the beginning of their activation; this test does

not count as an action and can be repeated at the beginning of each activation until passed.

Functionally Immortal - Perhaps one of the strangest mutations found, functional immortality

allows certain mutants to enjoy a substantially longer lifespan and the ability to slowly heal even

the most severe wounds. When rolling on the Out of Action Table for this model only a natural

roll of “1” will result in this model’s permanent death.

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Amphibious – This model can breathe underwater. This model may traverse any water or other

non-lethal liquid terrain feature as if it were open terrain.

Psychic Battery – This model possesses an enhanced cerebral cortex, which acts as an amplifier

for psychic abilities. This model receives a +1 to its Intelligence stat and may use two psychic

powers in any given turn. If this is done any rolls to hit are at -1 and models taking any stat

based tests as a result of these powers receive a +1 bonus to the relevant stat. Note the model

may use the same psychic power twice in a row. Reroll this result if ever applied to a non-

psychic mutant.

Psyker – This mutant possesses psychic ability, whether they want it or not. This model may

freely use any psychic ability they have access to. Additionally, they gain one psychic ability,

determined randomly. This ability may be duplicated; each level generates one additional

psychic power.

Reactive Skin – If given time to react this mutant may increase the natural hardness of their

epidermis, though at the cost of mobility. This model receives a +2 to their Defense stat against

all attacks that originate 12” or further away. The next activation after a model uses this ability,

they suffer a -1 to their Move stat.

Physical

Physical mutations are obvious under the most indirect observation and are often the most likely

to cause a negative attitude to mutants. Physical mutations include bizarre body types, extra

and/or odd body parts, or other extreme future. Physical mutations are never roll assigned

randomly and must be clearly represented on the model. In fact this classification exists so

players can use the weird and unusual models in the collections. Note that due to their unusual

body shapes any armor found or purchased by a model with physical mutation only has a 50% of

being able to fit or be modified to fit. To determine this simple roll a d10, on a roll of 1-5 the

armor does not fit and can be discarded or passed to another model, if a 6-10 is rolled the armor

fits and can be used.

Long Legs (Cost 8) – This mutant has legs that abnormally large, which gives it a faster gait.

This model receives a +2 bonus to its Move stat.

Long Arms (Cost 8) – This model has arms that are proportionally longer that its body size

would indicate. This model gains a +1 to their Melee stat and all close combat attacks this model

makes have the Reach weapon ability.

Multi-Limbed/Prehensile Tail (Cost 8) – This model has an additional grasping appendage,

which allows it to wield an additional melee weapon or to better brace a firearm. At character

creation may take the Flurry of Blows skill or the Steady Hands skill, the model can change

which skill they have before each battle, but cannot change it during.

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Two-Headed (Cost 8) – This mutant has two heads and two different personalities that are

sometimes in conflict. The model receives a +1 to its Intelligence stat and may use their Brains

stat when rolling for activation instead of Agility. However, should the model ever roll a fumble

during an activation test they cannot take any actions at all.

Large Crushing Claws (Cost 8) – This mutant has large claws instead of hands, such as a crab

or lobster. This model cannot wield any firearms or melee weapons. However, they count as

being equipped with a power fist that can never be disarmed.

Wings (Cost 8) – This model possess large wings, which can be feather, bat-like, or any other

ability that allows them short bursts of flight. When moving this model may ignore terrain when

moving, they simply fly over it. However, since they are not actually capable of sustained flight,

they must land at the end of their turn. If they land in difficult terrain for any reason they must

pass an Agility test or suffer a Strength 4 hit.

Carapace (Cost 10) – This mutant possessed a hardened outer shell that gives them significant

natural protection. This model cannot wear any type of armor, but receives a +2 to their defense

stat. This bonus is natural and does not count as armor for the various abilities that affect armor.

Big (Cost 13) – This mutant is larger than the majority of their kin. This model receives a +1 to

their Strength, gains an additional wound, and counts as having the Large special rule.

Bulbous Head (Cost 0) – This model has a head that is disproportionally larger than the rest of

its body. The model receives a +2 to their Brains stat, but also a -1 to their Melee and Strength

stats.

Scorpion Tail (Cost 8) – On any turn this model makes a melee attack they gain an additional

free AP that may only be used to make another melee attack. This last attack has the Poison

ability.

Grasping Tentacles (8) – This model has tentacles appendages that snake about and grasp

opponents close by. Any model in base contact with this model must pass a Strength test or

suffer a -2 to their Melee stat and a -1 to their Strength stat when attacking this model in close

combat.

Armored Spikes (8) – This mutant has large spikes that jut out from various parts of their body.

Any model that makes a melee attack against this model must pass an Agility test or suffer a

Strength 3 hit.

Burrow (Cost 10) – This model has the ability to burrow through dirt and rock, either because of

large mole like claws or the ability to secrete rock-melting acidic saliva. This model may spend

an AP to go underground. While underground they move normally, ignore terrain while doing

so, and cannot be targeted by ranged weapons, special abilities, or melee attacks. This model

may spend an AP to reemerge. This model cannot begin to burrow or reemerge in solid rock,

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asphalt, concrete, water, or other similar circumstances (apply common sense). However, while

moving underground the model may bypass these obstructions, though they cannot enter

enclosed spaces such as underground vaults or bunkers.

Bizarre Appearance (Cost 8) – This mutant has grotesque appearance or such a bewildering

accumulation of deformities that only the most brave or psychotic to be in their presence. This

model has the Fearful Reputation skill.

Suction (Cost 8) – This model has large sucker-like feelers on its feet and legs or can otherwise

stick to vertical surfaces like an insect. This model may traverse walls and other vertical areas

they were open terrain. Should this model ever been knocked down, etc., they take falling

damage as normal.

Psychic Attacks (under development)

Demoralize (psychic)

Psychic bolt (psychic)

Mind Shield (psychic)

Cloud mind (psychic) create cover

Psychic Shield (psychic)

Telekinetic Push (psychic)

Levitation (psychic)

Boost (psychic)

Healing touch (psychic)

Invisibility (psychic)

Allure, draw models closer

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Inherent Mutations

2D10 Result Skill

2 Flame Breath

3 Electric Aura

4 Acid Spit

5 Kinetic Projection

6 Webs

7 Poison

8 Retractable Spikes

9 Chameleon

10 Regeneration

11 Adrenal Sacs

12 Caustic Blood

13 Energy Absorption

14 Radioactive

15 Functionally Immortal*

16 Amphibious

17 Psychic Battery**

18 Psyker

19 Reactive Skin

20 Player’s Choice!

*Reroll this skill if not playing in a campaign.

** Reroll this skill if not a psyker.

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SPECIAL RULES

Special rules are inherent aspects that that each model possesses than generally cannot be earned

or awarded. They either have these abilities from the beginning or they do not. Each model’s

entry will indicate if they have any special rules. Special rules do not entail any costs and are

free. Special rules are the following:

Animal – This creature has the intelligence of a basic animal. As such they cannot use firearms,

relics, melee weapons, or otherwise interface with technology (use doors, ladders, etc.).

Coward – This model is craven and will forsake friends and allies if ever put into real danger.

When making any Morale or Grazed test, this model must roll 2d10 and use the lowest result.

Frenzied – This model is deranged and is not really capable of controlling their bloodlust. At

the beginning of their activation, they must take an Intelligence test. Success means they may

activate as normal; failure indicates the model has lost control. On the activation this happens,

the model may not take any other actions other than to move towards or if possible charge the

closest enemy model or if make a melee attack if in base contact with an enemy. Additionally,

they pass all Morale and Grazed tests.

Human – This model is a pure-strain human. Models with this rule count as human for any

special abilities that can affect them and cannot possess or gain mutations. Human models that

gain mutations for any reason lose this rule and gain the mutant special rule instead.

Large – This model is bigger than the average-sized human, standing 8’ or higher. This model

receives a +1 bonus to Melee when in combat with models without the Large special rule.

However, this model is easier to hit at range and any model shooting at it receives a +1 to their

Range score when doing so. Also, due to this model’s size they should be placed on a larger than

normal base.

Mutant – Though it may be hidden to the outside world or quite obvious, the model is a mutant

and can no longer be considered human. Models with this rule count as mutants for any special

abilities that can affect them and can also possess and gain mutations.

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WEAPONS

Primitive Ranged Weapons Chart

Type Max Range Strength Reliability Special Rules

Crossbow Pistol 12” 3 1 N/A

Bow 30” 4 1 N/A

Crossbow 24” 4 1 N/A

Black Powder Pistol 12” 4 1 N/A

Musket 24” 5 1 Move or Fire

Blunderbuss 6” 4 1 Move or Fire, Spread

Spear Gun 18” 5 1 N/A

Molotov Cocktail N/A 3 N/A Flammable, Spread

Modern Ranged Weapons Chart

Type Max Range

Strength Reliability

Special Rules

Pistol 12” 4 1 N/A

Machine Pistol 12” 4 2 Burst

Submachine Gun 16” 4 2 Burst, Close Assault

Rifle 36” 5 1 N/A

Assault Rifle 24” 5 2 Burst

Light Machine Gun 36” 6 2 Move or Fire

Sniper Rifle 36” 5 1 Move or Fire, Target Priority

Shotgun (Shot) 16” 3 1 Spread, Close Range

Shotgun (Slug) 24” 5 1 Close Range

Flamethrower 16” 4 2 Flammable, Limited Ammo, Line,

Volatile

Advanced Ranged Weapons Chart

Type Max Range Strength Reliability

TN3 Special Rules

Laser Pistol 12” 6 1 Laser

Plasma Pistol 12” 6 1 Plasma

Laser Carbine 24” 8 2 Laser

Plasma Rifle 24” 8 2 Plasma

Gatling Laser 36” 8 2 Burst, Gatling, Laser, Move or Fire

Plasma Caster 36” 8 2 Spread, Plasma, Volatile

Minigun 36” 8 2 Burst, Gatling, Move or Fire

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Melee Weapons Chart

Type Range

Strength Special Rules Melee Thrown

Small Blade Base 6” Base Strength N/A

Long Blade Base N/A Base Strength + 1 N/A

Club Base N/A Base Strength N/A

Spear Base 6” Base Strength Reach

Heavy Weapon Base N/A Base Strength + 2 Heavy

Light Improvised Base 3” Base Strength Improvised

Heavy Improvised Base N/A Base Strength + 2 Heavy, Improvised

Fist Base N/A Base Strength - 2 N/A

Advanced Melee Weapons Chart

Type Range

Strength Special Rules Melee Thrown

Chain Blade Base N/A Base Strength + 2 N/A

Force Blade Base N/A Base Strength + 2 Ignore Armor (2)

Powerfist Base N/A Base Strength + 3 N/A

Monofilament Whip Base N/A Base Strength Reach, Ignore Armor (2)

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Ranged Weapons Market

Weapon Cost

Pistol 5

Machine Pistol 8

Submachine Gun 10

Rifle 8

Assault Rifle 15

Light Machine Gun 25

Sniper Rifle 20

Shotgun (Shot) 10

Shotgun (Slug) 10

Flamethrower 15

Melee Weapons Market

Weapon Cost

Small Blade 5

Long Blade 10

Club 5

Spear 5

Heavy Weapon 10

Light Improvised Free

Heavy Improvised Free

Fist Free

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Weapon Abilities

Burst – Burst weapons, also known as automatic weapons, allow the shooter to keep firing as long as

the trigger is pulled. What they trade in accuracy, they make up for in pure amount of lead thrown at

the target. Burst weapons may be used to shoot as long the firer has AP to use, disregarding the

normal limitation of shooting once per turn. However, any subsequent shots beyond the first suffer a

-1 penalty and all targets must be within 3”, i.e. a single 3” radius.

Close Range – Some weapons are meant to be deadly when used at extremely close distances. When

this weapon is fired at a target less than or equal to 6”, the firer adds +1 to the weapon’s Strength.

Close Assault – When this weapon is fired at a target less than or equal to 6”, the firer gains an

additional AP, which may only be used to shoot the weapon. Only one AP is earned regardless if

multiple AP is spent during the same activation.

Flammable – Flamethrowers and such were built to both sweep enemies out of cover and to cause

horrific injuries, a tradition that continues to this day. Models hit by a flammable weapon, but not taken

out of action, must pass an Agility test or be set a flame. Models set a flame will continue to take an

automatic Strength 3 hit (the opposing player may roll to wound) until they pass another Agility test at

the end of their turn. Friendly models in base contact with the model set a light count as helping control

the flames, the affected model gains a +1 bonus for each friendly model in contact.

Large Caliber – Ranged weapons that gain this ability add a +1 bonus to their Strength permanently.

However, their reliability score goes up by +1 permanently as well.

Laser - Laser weapons were developed decades before the Great Fall, but never saw widespread use

due to difficulty in manufacturing them. Instead they were parceled out to sniper and elite units who

could make use of the inherent abilities. Laser weapon focus a high energy beam over great distances,

which gives the firer unparalleled accuracy at distance shots. Laser weapons add +1 bonus to the firer’s

Ranged stat when used.

Line – This weapon shoots out a line of projectiles, usually flaming incendiary, that hits multiple

opponents at once. Draw an 8” line starting at the base of the firer. Any model, friend or foe, is

considered a target for this weapon, roll to hit normally. Note that the line has minimal width in order

to establish the line. It is recommended that players use the narrow side of a tape measure or ruler to

establish the line.

Heavy – Heavy weapons are large and unwieldy, though capable of great harm when used. Any model

attacked by a heavy weapon gains a +1 bonus to their Melee stat due to the cumbersome nature of the

weapon.

Ignore Armor (#) – Certain advanced weapons were designed to bypass heavy armors that were

becoming increasingly common just prior to the Great Fall. When determining whether or not a model

is wounded, the defender receives a negative modifier to his roll equal to the number indicated in

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parens. Note that this only affects if the model is wearing armor, the maximum penalty cannot be

greater than the models total armor bonus (armor is indicated in a model’s special rules).

Improvised – Improvised weapons are literally anywhere a model can find a heavy enough object to

bludgeon someone to death with. They can be lamps, bricks, lamp posts, etc. As such any model may

spend an AP to scrounge around and immediately pick up a improvised weapon of their choice (light or

heavy).

Gatling – Gatling weapons, though more correctly referred to as chain or mini guns, use a complex

rotating barrel to unleash a torrent of fire at the target. Gatling weapons may shoot twice per AP spent.

All shots in this manner suffer a -1 to hit and all additional targets must be within 3” of the original

target. They otherwise follow all normal shooting rules.

Limited Ammo – Some weapons are always short in ammo, or do to complexity or simply carrying too

much is not possible. When a weapon has this ability roll a d10 at the beginning of the game. Divide the

number in half (round up), this is the total amount of times the weapon may be used for this game.

Ammo is replenished in between games as normal.

Move or Fire – Many larger weapons have huge recoil or required being braced properly before they

can be fired. Weapons with the Move or Fire rule cannot be fired if the owning model moved or intends

to move during the same activation. Note that Move and Fire weapons mounted on a vehicle can be

fired on the move.

Plasma -Plasma energy weapons were among the newest technology developed before the Great Fall.

Plasma weapons are a type of ray gun that use streams of excited energy to causes horrendous damage

to their victims, sometimes rendering their targets into a glowing gelatinous goo. When a model is

taking out of action by a weapon with the Plasma ability, they suffer a -1 penalty to their Out of Action

roll. Additionally, all Will checks caused by plasma weapons are 1 higher than normal.

Reach – Model may attack models in melee combat up to a 1” away instead of just base combat. All

other combat rules remain.

Spread – Weapons with the spread ability fire small projectiles from a single shell, sacrificing hitting

power for an increased chance to hit the target. When fired place the shooter should designate a single

target. Place the small template (3”) directly over that model; all other models under the template,

either partially or whole, are hit as well. Roll for damage, etc., normally.

Target Priority – Weapons with this ability are designed for large range sniping and are equipped with

target lasers and high-quality scopes. When using this weapon the firer counts as having the Steady

Hands skill. Actually, having the Steady Hands ability confers not additional bonus.

Volatile – Some weapons are simply dangerous to use, either because their ammunition is explosive

when exposed to air, their construction is barely understood, or for any number of reasons. All ranged

attacks against a model with a volatile weapon gain a +1 to Strength due to their potential to rupture

the weapons storage tanks, disrupt their containment field, etc.

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RELICS

Geiger Counter – A model equipped with this item may automatically determine the radiation

distance of any known source just by being within 12’ inches of the radiation point.

Personal Targeting Array – Nominate one gun carried by the model, when using that weapon the

model may reroll all rolls of “1”, If any reroll results in another “1” the array fires itself and is

lost.

Pre-Fall Ammo - Nominate one gun carried by the model, when using that weapon the model

receives +1 bonus when shooting. At the beginning each game, roll a d10 for this model, on a

result of “1” or “2” the model has run of this particular ammunition and loses the bonus.

Battle Force Field (BFF) – The model receives a +2 to their Defense from any ranged attack that

originates 12” or more from the model; the BFF may not be combined with Power Armor. Any

time this model rolls a “1” when wounded the BFF malfunctions and is lost.

Power Armor – The model adds +4 to their Defense stat and +1 to their Strength stat. When

rolling for activation if the model ever rolls a “1” their power suit malfunctions and they become

immobile until the pass a Brain test at the beginning of each of their activations. This test does

not cost any AP and need only be passed once.. The may fire not any weapons, perform any

abilities that require motion, and are hit automatically. The model may use psychic abilities if

they possess them.