This is Not a Test Playtest 2012
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Transcript of This is Not a Test Playtest 2012
THIS IS NOT A TEST
By Joseph McGuire
PLAYTEST (2012)
THIS IS NOT A TEST PLAYTEST
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
THIS IS NOT A TEST
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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.
THIS IS NOT A TEST
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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.
THIS IS NOT A TEST - QUICK PLAY SHEET
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.
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.
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,
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
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
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
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.
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
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
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
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.
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.
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.
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.
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
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.
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.
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.
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!
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
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.
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.
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,
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.
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.
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.
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.