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Transcript of Wasterland 3 Meltdown 3e
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©Dicehead Gaming 2011
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IntroductionHello and welcome to the third edition of Wastelands, the post-apocalyptic miniatures wargame. This
version is designed to bring together some of the complexity of the first edition with some of the solo
play ideas of the second and a whole heap of new concepts and ideas.
Wastelands is not an easy game and nor should it be, the post-apocalyptic world is incredibly dangerous
in lots of ways so you’ll have to think carefully about how you develop your faction and how to approach
the battles that you will inevitably have to fight for survival.
I’d like to thank nb246 for the artwork which was so generously provided and to everyone that helped
me playtest the game and all the folks at http://s1.zetaboards.com/Post_Apoc_Wargames/index/ who
played previous versions and posted their battle reports and expressed an interest in this new version.
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Playing Wastelands
BattlesThe easiest way to start playing Wastelands is to fight a battle, either against another player or solo
playing both sides. This will help you get used to the battle system before you dive into a campaign.
Simply use the faction section and weapons tables to pick two equal point forces and starting battling. A
force of around 100 points is a good starting point.
Solo Campaign
The solo campaign is really the focus of this edition. In the solo campaign you create a small gang from
one of the factions and then set out to achieve the objectives you want to achieve. Perhaps you want to
become the most notorious band of raiders the wasteland has ever seen or grab yourself the finest
territory, maybe you want to build a band of legendary heroes or become a legendary defender of the
highways. You can do all this and more in the solo campaign. In this edition your faction has a
reputation, bad reputation generally means you’ll be offered less opportunities but you can do whatever
you please, good reputation generally means you’ll get offered lots of chances to advance your faction.
The ultimate aim of the solo campaign is to make you feel as though you are taking part in a coherent
story set in a post-apocalyptic world and all the factions, events and missions are designed with that in
mind.
Multiplayer Campaign
The multiplayer campaign lets two or more players manage their own faction, fighting battles between
themselves for territory and against other random enemies. Players can continue playing their factions
solo in between face to face games if they like.
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Introduction ..................................................................................................................................................2
Playing Wastelands.......................................................................................................................................3
Battles .......................................................................................................................................................3
Solo Campaign ..........................................................................................................................................3
Multiplayer Campaign...............................................................................................................................3
Core Rules ...................................................................................................................................................12
Unit Stats.................................................................................................................................................12
Taking Turns............................................................................................................................................12
Actions ....................................................................................................................................................12
Base Contact ...........................................................................................................................................14
Movement...............................................................................................................................................14
Trampling ............................................................................................................................................14
Shooting ..................................................................................................................................................14
Being free to fire .................................................................................................................................14
Shooting ..............................................................................................................................................14
Aimed Shots ........................................................................................................................................15
Auto Fire..............................................................................................................................................15
Shooting around Corners ....................................................................................................................15
Throwing Bricks and Rocks..................................................................................................................15
Cover ...................................................................................................................................................16
Prone units and figure height .............................................................................................................16
Crossfire ..............................................................................................................................................16
Close Combat ..........................................................................................................................................17
Close Combat ......................................................................................................................................17
Charge .................................................................................................................................................17
Morale.....................................................................................................................................................17
Failing Morale .....................................................................................................................................17
Fearless ...............................................................................................................................................17
Fleeing Voluntarily ..............................................................................................................................17
Death and Loot........................................................................................................................................18
Rerolls .....................................................................................................................................................18
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Knocked Down and Falling......................................................................................................................18
Shoving Enemies off Ledges....................................................................................................................18
Units............................................................................................................................................................19
Special Abilities .......................................................................................................................................19
Special ability: Bite ..............................................................................................................................19
Special ability: Bomb...........................................................................................................................20
Special ability: Powerful Charge .........................................................................................................20
Special ability: Trample.......................................................................................................................20
Mutations................................................................................................................................................20
Armoured Body...................................................................................................................................20
Bite / Claws .........................................................................................................................................21
Blob Form............................................................................................................................................21
Burrowing Claws .................................................................................................................................21
Camouflage .........................................................................................................................................21
Corrosive Vomit ..................................................................................................................................21
Extra Arm or Arms...............................................................................................................................21
Extra Head...........................................................................................................................................21
Extra Legs ............................................................................................................................................22
Intense Radiation ................................................................................................................................22
Mind Control .......................................................................................................................................22
Paralysing Touch .................................................................................................................................22
Projectile Spines..................................................................................................................................22
Repulsive.............................................................................................................................................23
Stinger .................................................................................................................................................23
Spikes ..................................................................................................................................................23
Splatter................................................................................................................................................23
Horns...................................................................................................................................................23
Tail.......................................................................................................................................................23
Tentacles .............................................................................................................................................23
Wings ..................................................................................................................................................24
Heroes.........................................................................................................................................................24
Hero Special Abilities ..............................................................................................................................24
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Animal Frenzy......................................................................................................................................24
Diplomacy ...........................................................................................................................................25
Farsight................................................................................................................................................25
Command............................................................................................................................................25
Mechanic.............................................................................................................................................25
Medic ..................................................................................................................................................25
Trader..................................................................................................................................................25
Wastewalker .......................................................................................................................................25
Bestiary .......................................................................................................................................................26
Small Beasts ............................................................................................................................................26
Large Beasts ............................................................................................................................................26
ARmoury .....................................................................................................................................................27
Primitive Aimed Weapons ......................................................................................................................27
Basic Aimed Weapons.............................................................................................................................27
Advanced Aimed Weapons.....................................................................................................................27
Thrown Weapons....................................................................................................................................27
Close Combat Weapons..........................................................................................................................28
Special Weapon Effects...........................................................................................................................28
Area (+value).......................................................................................................................................28
Auto Fire..............................................................................................................................................28
Blast.....................................................................................................................................................28
MoF (Move or Fire) .............................................................................................................................29
Obscure ...............................................................................................................................................29
Single Shot...........................................................................................................................................29
Other equipment ....................................................................................................................................29
Gas Mask.............................................................................................................................................29
Geiger Counter....................................................................................................................................29
Mines...................................................................................................................................................30
Shield...................................................................................................................................................30
Vehicles .......................................................................................................................................................30
Vehicle Stats............................................................................................................................................31
Vehicle Movement and Orders...............................................................................................................31
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Vehicle Orders.....................................................................................................................................32
Driving Basics ..........................................................................................................................................32
Driving Backwards...................................................................................................................................32
Crashing ..................................................................................................................................................32
Vehicle Collisions ....................................................................................................................................33
Running People Over ..............................................................................................................................35
Control Test.............................................................................................................................................35
Control Failure ........................................................................................................................................35
Attacking Vehicles...................................................................................................................................36
Area Weapons vs Vehicles ..................................................................................................................36
Control Loss from Critical Damage......................................................................................................36
Vehicle Upgrades ....................................................................................................................................36
Block Dropper .....................................................................................................................................36
Oil Dropper..........................................................................................................................................36
Spike Dropper .....................................................................................................................................37
Razor Wire...........................................................................................................................................37
Ram Bars .............................................................................................................................................37
Wheel Cutters .....................................................................................................................................37
Spikes ..................................................................................................................................................37
Nitro ....................................................................................................................................................37
Mounting Weapons on a Vehicle........................................................................................................37
Passengers Attacking ..........................................................................................................................38
Firing at Passengers ............................................................................................................................38
Mounted Weapons or Passenger Weapons? .....................................................................................38
Hijacking Vehicles ...................................................................................................................................38
Getting Onboard .................................................................................................................................38
Hijackers on Vehicles ..........................................................................................................................38
Taking over a Vehicle ..........................................................................................................................39
Exiting a Moving Vehicle ....................................................................................................................39
Factions ....................................................................................................................................................... 40
Amazons..................................................................................................................................................40
Bandits ....................................................................................................................................................40
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Biker Gang...............................................................................................................................................41
Bunker.....................................................................................................................................................41
Cannibal Savages.....................................................................................................................................42
Crazies.....................................................................................................................................................42
Cult ..........................................................................................................................................................43
Gladiators................................................................................................................................................43
Devolved .................................................................................................................................................44
Hunters ...................................................................................................................................................45
Lawdogs ..................................................................................................................................................45
Mercenaries ............................................................................................................................................47
Mutants...................................................................................................................................................47
New World Order....................................................................................................................................48
Nomads...................................................................................................................................................49
Paramilitary.............................................................................................................................................49
Primitives ................................................................................................................................................50
Plaguebringers ........................................................................................................................................51
Raiders ....................................................................................................................................................51
Road Warriors .........................................................................................................................................52
Scavengers ..............................................................................................................................................53
Slavers .....................................................................................................................................................53
Street Punks ............................................................................................................................................54
Survivors..................................................................................................................................................55
Traders ....................................................................................................................................................55
SOLO CAMPAIGN RULES .............................................................................................................................57
Campaign Actions ...............................................................................................................................57
Scouting...............................................................................................................................................58
Tactics and morale for random enemies ............................................................................................58
Tactics Table............................................................................................................................................59
Random Locations...................................................................................................................................60
Random Enemies ....................................................................................................................................61
Events......................................................................................................................................................62
Acid Rain .............................................................................................................................................62
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Hidden Resources ...............................................................................................................................62
Wandering Dregs ................................................................................................................................62
Rat Infestation.....................................................................................................................................62
Good Harvest ......................................................................................................................................62
Trade Routes .......................................................................................................................................62
Information .........................................................................................................................................62
Terrible Storms....................................................................................................................................62
Safe Haven ..........................................................................................................................................62
Blight ...................................................................................................................................................63
Alliance................................................................................................................................................63
Plague..................................................................................................................................................63
Wandering Hero..................................................................................................................................63
Maps....................................................................................................................................................63
Dreg Uprising ......................................................................................................................................63
Innovation...........................................................................................................................................63
Repopulation.......................................................................................................................................64
Leadership Challenge..........................................................................................................................64
Starving Population.............................................................................................................................64
Good Harvest ......................................................................................................................................64
Bad Weather .......................................................................................................................................64
Settlers ................................................................................................................................................64
Gun Runner .........................................................................................................................................64
Reputation tarnished ..........................................................................................................................64
Dog Packs ............................................................................................................................................64
Slave Traders.......................................................................................................................................64
Rolling Invasion ...................................................................................................................................65
Healing Land........................................................................................................................................65
Lucky Find............................................................................................................................................65
Relic of the Ancients ...........................................................................................................................65
Standard Missions...................................................................................................................................66
Hunting Party ......................................................................................................................................66
Murder Mission...................................................................................................................................66
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Scrap Pile.............................................................................................................................................66
Wasteland Games ...............................................................................................................................66
Lost World...........................................................................................................................................66
Infiltration ...........................................................................................................................................67
Easy Prey .............................................................................................................................................67
Trader Ambush....................................................................................................................................67
Mysterious Ruins.................................................................................................................................67
Defend the Trading Post .....................................................................................................................67
Merchant Escort..................................................................................................................................68
Negotiations........................................................................................................................................68
Looting Mission...................................................................................................................................68
Subway Exploration ............................................................................................................................69
Greaser under Attack..........................................................................................................................69
Slaver Compound................................................................................................................................69
Farm attack .........................................................................................................................................69
Wasteland Princess .............................................................................................................................70
Trade Caravan .....................................................................................................................................70
Scrapyard ............................................................................................................................................70
Ghost Town.........................................................................................................................................70
City Shootout ......................................................................................................................................71
No Retreat...........................................................................................................................................71
Riot!.....................................................................................................................................................71
Mutant Fortress ..................................................................................................................................72
Truck Ambush .....................................................................................................................................72
Raid the Settlement ............................................................................................................................72
Defend the Settlement .......................................................................................................................72
Sleeping Bunker ..................................................................................................................................72
Vehicle Missions......................................................................................................................................73
Drive By ...............................................................................................................................................73
Race Day..............................................................................................................................................73
Doc Run ............................................................................................................................................... 73
Supply Run ..........................................................................................................................................74
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Intervention ........................................................................................................................................74
Road Rage ...........................................................................................................................................74
Exodus.................................................................................................................................................74
Clear the Highway...............................................................................................................................74
Clear the Highway...............................................................................................................................75
Chase...................................................................................................................................................75
Hit and Run .........................................................................................................................................75
Through the Wastes............................................................................................................................75
Tanker Hijack.......................................................................................................................................75
Race Day Cup ......................................................................................................................................76
Convoy ................................................................................................................................................76
Vehicle Scouting..................................................................................................................................76
Locusts ................................................................................................................................................76
Rocket Alley.........................................................................................................................................76
Find the Derrick...................................................................................................................................77
Drag Racing .........................................................................................................................................77
Auto War.............................................................................................................................................77
Road Block...........................................................................................................................................77
Compound Raid...................................................................................................................................78
Auto Duel ............................................................................................................................................78
Road War ............................................................................................................................................78
Race Day..............................................................................................................................................78
NWO Bunker .......................................................................................................................................78
Wasteland Sports........................................................................................................................................79
Gladiator Games .....................................................................................................................................79
Race Days ................................................................................................................................................80
Scrap Chariot Racing ...............................................................................................................................81
Special Chariot Rules...........................................................................................................................81
Scrap Chariot Upgrades ......................................................................................................................82
Pile of Bricks ........................................................................................................................................82
Tin Cans...............................................................................................................................................82
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Core RulesThis section introduces the basic rules for movement, shooting and close combat for people and animals.
If you just want to dive into a battle this is the only section you’ll need for now.
Unit Stats
A unit refers to any single person, animal, bike, trike or vehicle. People, animals, mounted riders (horse
riders, bikes and trikes) are referred to simply as units. Vehicles are a separate class with a different
profile and rules, for now the rules concern basic units.
All units have a set of stats that define how fast they are, how well they fight and how hard they are to
kill. Some units also have special abilities and all units have a cost. The cost is the number of resources it
costs to add them to your roster.
Movement Aimed Combat Kill Special Cost
Militia 2 4+ 4+ 4+ 16
The stats above are for a militia character, one of the most common units in the game. Militia are men
and women that are either semi-trained or who have gained reasonable combat skills through
experience.
Movement is how far in inches a unit can move when they are given a movement order. Aimed indicates
what they must normally roll to successfully hit a target with their ranged weapons. Combat is the same,
but with close combat weapons. The kill stat is the number required to kill this unit using one dice plus
the weapons power once you’ve hit them. All of this is explained in detail in the combat section.
Our militia unit can move two inches and hits in close combat and ranged combat on a 4 or better. If you
were attacking him you’d need to hit him in the first place and then roll 4 or better using one dice + your
weapons power. He has no special abilities and costs 16 points to purchase. He’s nothing special but a
fairly reliable unit that has no particular strengths or weaknesses.
Taking Turns
At the start of a battle players roll one dice and the player that rolls highest goes first. After that they
take it in turns to give actions to all of their units.
ctions
One of the most important aspects of Wastelands Meltdown to grasp is the action point system. Many
skirmish games impose an unrealistic restriction where units can only move and then fire or move and
then attack. Wastelands instead uses a simple two action point system to give you more flexibility.
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At the start of your turn each of your units gains two action points. Action points do not carry over
between turns so if you choose not to use them all up then they are wasted.
Select one of your units and spend their action points, once you have done that move on to another unit
and do the same. Once all your units have spent their action points your turn is over. You cannot go back
to a unit once you have given actions to another unit.
An action point can be spent to perform one of several orders, some orders cost two action points.
Action Points Effects
Move 1 The unit may move a distance equal or less
than their movement stat.
Standard Shot 1 The unit fires at a valid target.
Aimed Shot 2 The unit fires at a valid target with +1 to their
roll to hit.
Close Combat 1 The unit makes a close combat attack.
Charge 2 The unit moves into contact with an enemy and
if they hit gain +1 power to their attack.
Sentry 2 The unit waits for an enemy to show
themselves and then fires at them, interrupting
their actions.
Auto Fire 2 The unit fires multiple shots with an auto
weapon, continuing to fire till they miss or run
out of targets.
Throw Object 2 The unit throws an item, usually a grenade.
Fire around Corner 2 A unit that is close to a corner may fire around
it, benefitting from the cover of the corner.
Climb 1 The unit climbs their movement distance up a
ladder or other scalable surface.
Stand up 1 The unit gets back on their feet.
Go Prone 2 The unit gets on the ground to make
themselves harder to hit.
Other/Operate 1 This action is used to open doors, pull levers or
manipulate other objects.
Hold All action points. The unit does nothing.
As you can see there are only a small number of possible actions but by combining them your units can
move around the battlefield and fight in a variety of ways. Making the best use of your action points is
the key to success on the battlefield.
Example of using actions: Todd is in the street moving towards the enemy when he comes under fire
from a light machine gun. Luckily he isn’t hit but he now has to decide what to do. He is armed with an
assault rifle and has grenades. He could fire an auto fire shot back for two action points or he could fire a
normal shot and then use a movement action to move into cover. He could use two movement actions to
get completely out of sight of the machine gun or he could use both action points to throw that grenade
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he has been itching to use. He could also fire two standard shots. As you can see even the simplest
situations offer a wealth of options.
Base Contact
An important concept to be aware of is base contact. Base contact simply means that the base of your
unit is touching the base of an enemy unit.
Movement
People, bikes, trikes and animals and mounted units have no ‘facing’, that is to say they do not need to
spend action points or movement to turn to face their enemies. It is assumed they are constantlylooking around and aware of the battlefield. Only vehicles have a facing.
If during movement your unit moves into contact with an enemy unit then their movement for this
action ends immediately. You may move out of contact with enemies freely during a movement order.
Trampling
Some units are large enough to trample enemies underfoot. Horses, bikes, trikes, mutant riding beasts
and monstrous mutants all have the ability to trample. See the special abilities section for details. All you
need to know for now is that when a trampling unit moves into contact with a non-trampling unit that
isn’t a vehicle they make a free attack against it.
Shooting
Being free to fire
Aimed weapons cannot be fired if you are in base contact with an enemy. There are two exceptions to
this:
Vehicles can always fire, even if they are in base contact with an enemy.
Units armed with a weapon that has the special “short” can fire freely, even when an enemy isin base contact.
Shooting
To shoot a weapon using a standard shot follow these simple steps.
Check LOS: Check the line of sight from the unit shooting to the target. If the target is at least
partially visible they may be fired at.
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Check range: All weapons have a range, the target must be within that range to be fired at.
Roll to hit: Roll one dice, if the result is equal to or higher than the shooters AIMED stat they
they have scored a hit. However, cover modifies the dice roll as detailed in the cover section.
Roll to kill: Roll one dice and add the weapons power modifier. If the result is equal to or higher
than the target’s kill value then the target is killed.
Example of shooting
Our shooter is a militia unit, just like the one in the unit stats introduction. He is firing at another militia
character who is out in the open so cover doesn’t apply in this case. Militia have an AIMED stat of 4+ so
our shooter simply needs to roll 4 or better on a dice. He rolls a 5 and hits. He is firing a rifle which has a
+0 power modifier. He is firing at a militia enemy who has a kill value of 4+. He rolls one dice and adds
nothing to it because the rifle has +0 power. He rolls a 4+0=4 and the target is killed.
Aimed Shots
To fire an aimed shot you must spend two action points. An aimed shot gives you +1 to your roll to hit
dice.
Auto Fire
To auto fire you must spend two action points and have a weapon with the auto fire special ability.
Fire a shot at your selected target as per the standard shot rules. You may continue shooting at that
target or a target within 2” of the last target you fired at until you run out of targets or miss a shot.
Shooting around CornersIf your character is at the edge of scenery which blocks line of sight to their target then they may use
this action to fire a shot around the corner if they are within 1” of the corner. Treat them as being in
light cover when they make the shot. Units on sentry mode may fire at them if they can see the corner
that the unit is firing from.
Shots from around corners always count as standard shots, it is not possible to fire an aimed or auto
shot around a corner as the person firing is taking a pot shot before ducking back into safety.
Sentry
A unit can be put on sentry mode for two action points. This allows them to interrupt the movement of
an enemy to shoot a standard shot at them as soon as they become visible. This happens out of
sequence and then play returns to the other side. Sentry is a good way to guard areas.
Throwing Bricks and Rocks
Any unit that isn’t a dog, bike, trike or vehicle can pick up a brick or rock and throw it unless they are in
scenery which makes finding one extremely unlikely, for example stood on a metal walkway or on top of
a vehicle.
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It costs two action points to find and throw a brick or rock, this takes into account the time spent picking
up the object. Throwing it is a shooting attack with range 6 and a power bonus of -1.
Cover
There are three types of cover; light, heavy and complete cover.
Light cover is when 25% to 50% of the unit is hidden. When firing at a target in light cover the firer
suffers a -1 penalty to their to hit dice roll.
Heavy cover is when more than 50% of the unit is hidden. When firing at a target in heavy cover the firer
suffers a -2 penalty to their to hit dice roll.
Complete cover is when the unit is completely concealed from view, for instance they are stood behind
a wall. A unit in complete cover cannot be fired at.
Prone units and figure height
A unit that is prone is on the ground and is harder to hit at distances of 6” or further. If a unit is on theground at a distance of 6” or more then they are considered to be in light cover. If they are already in
cover then being prone has no effect.
Units that are prone are determined to be 1/3 of the scale you are playing at for line of sight purposes.
For example a 30mm figure that is prone is 10mm high. A 15mm figure that is prone is 5mm high. Use
these heights when there is any uncertainty about whether a prone figure can be seen or not.
Likewise when firing a shot at a figure it is the scale height that counts not the actual figure. A 30mm
scale figure stood behind a 20mm wall can be shot at even if the figure depicts a crouched man who
might not be visible to players. This is to eliminate any advantage or disadvantage from figure poses.
Crossfire
To use crossfire two units must meet all the criteria for shooting as per the normal rules, ie they must
both be in range, have line of sight and not be adjacent to an enemy (unless they have a short weapon).
In addition both units must be able to trace a line between themselves which passes through the
intended target.
If these criteria are met both units gain +1 to any shooting rolls they make this turn against the target
they have a crossfire on.
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Close Combat
Close Combat
To make a close combat attack your unit must be in base contact with the enemy, this means their bases
must be touching. Follow these simple steps to resolve close combat:
Roll to hit: Roll one dice, if you have scored equal to or higher than your units combat stat then
you have hit.
Roll to kill: Roll one dice and add your close combat weapons power modifier. If the result is
equal to or higher than the target’s kill stat then you have killed them.
Charge
To take a charge action your unit must not be in base contact with an enemy. They may move their full
movement distance and then, if they are in base contact with an enemy, they may make a close combat
attack as normal. If the attack hits then they gain +1 power in addition to the power bonus of their
weapon.
Unarmed Close Combat
A unit that is unlucky enough to be unarmed in close combat has a power bonus of -1 on their attacks.
Morale
A gang must make a morale roll when they lose a third or more of their current units during a single
turn. Each faction has a morale value, this is the number you must roll equal to or higher than on one
dice. If you are defending your last territory your force is fearless and does not have to take morale rolls.
Failing MoraleIf a morale roll is failed the battle ends immediately. Lack of ammunition and the threat of being
ambushed by another force is enough to prevent victorious forces chasing after enemies that flee.
However all units still on the battlefield when morale is failed must roll one dice, on a result of 1 they
were killed on their way back to your territory and are removed from the roster.
Fearless
As mentioned previously a gang that defends its last territory is always fearless, this rule does not apply
to random enemies in the solo rules. Other conditions may make certain factions fearless, if this is the
case then ignore morale for them completely.
Fleeing Voluntarily
Your units may flee the battle voluntarily by declaring “I’m fleeing” when they are at a board edge and
spending an action point. Put those units aside until the end of the battle and roll one dice for them
when the battle ends. On a score of 1 that unit was killed by something in the wasteland and is removed
from your roster, on any other result they make it safely home and remain on your roster.
Units that voluntarily flee count as being “lost” for morale purposes.
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Death and Loot
When a unit is killed all the weapons and equipment they are carrying is lost too. This is a bit of an
abstraction designed to prevent one faction growing too rich from looting the dead. If you want you can
ignore this rule and allow the victorious side to collect anything that was on the dead bodies.
Rerolls
Throughout the rules you will find that some factions or situations allow you to reroll dice. For
simplicities sake all rerolls follow the same convention.
If permitted to reroll one or more dice you may roll them again, but if you do so you must keep the
result rolled – you cannot reroll and then decide to take the previous dice roll instead.
You may never reroll a reroll, even if a situation or ability appears to imply that you might be able to.
Knocked Down and Falling
Some weapons have the blast ability which can knock enemies down. If a unit is knocked prone within
1” of a ledge they must make a close combat attack to attempt to avoid falling. Close combat is used as
it is a good measure of how alert and physically adept the unit type is. If the attack fails to hit then the
unit falls off the ledge. If there is more than one way they could fall the player that attacked them
chooses where they fall.
A unit that falls less than 3” is placed prone but suffers no other effects. If they fall further roll one dice
and add the additional number of inches they fell to it. If the result is higher than their kill value they are
dead, if not they are placed prone on the ground.
Shoving Enemies off Ledges
Sometimes a fall might be more hazardous to your enemy than the weapon you have. If an enemy is on
a ledge and you hit him in close combat you may declare that you are knocking him off the ledge instead
of making your roll to kill roll. The other unit is knocked off the ledge as per the falling rules.
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UnitsMovement Aimed Combat Kill Special Cost
Armoured
Soldier
2 3+ 3+ 5+ 18
Beast Rider 4 4+ 3+ 6+ Bite,
Powerful
Charge
24
Biker 6 4+ 3+ 5+ Trample 21
Civilian 2 5+ 5+ 3+ 10
Dog 4 X 4+ 3+ Bite 10
Dreg 2 6+ 6+ 3+ 8
Hunter 2 3+ 4+ 4+ 15
Militia 2 4+ 4+ 4+ 14
Maiden
Guard
2 4+ 3+ 4+ Powerful
Charge
17
Mutant Runt 2 5+ 5+ 3+ Mutant
Upgrade (1)
10
Monstrous
Mutant
2 4+ 2+ 6+ Mutant
Upgrade (3),
Trample
22
Mounted
Warrior
4 4+ 2+ 6+ Trample 22
Mutant
Warrior
2 4+ 3+ 4+ Mutant
Upgrade (2)
15
Soldier 2 3+ 3+ 4+ 16
Suicide Bike 6 5+ 5+ 3+ Bomb 16Suicide
Bomber
2 5+ 5+ 3+ Bomb 12
Trike 5 3+ 3+ 6+ Trample 25
Warrior 2 4+ 3+ 4+ 15
Special bilities
Special ability: Bite
When a unit attacks using their bite they automatically kill any non-vehicle enemy on a combat to hit roll
of 6. Bite/claws has a power bonus of +1. Note that this is the same as the mutation bite.
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Special ability: Bomb
A unit with the bomb special ability may spend an action point to detonate their bomb. Doing so kills the
unit automatically and hits all units within D6” with a +D6 power attack. Units in light cover reduce the
power of the attack by 1, units in heavy cover reduce the power of the attack by 2. Bombs do not hit
targets that the bomber does not have line of sight to, for example units hidden behind a solid wall.
Bombs are an area weapon and do double damage to vehicles as per the vehicle rules.
Example: A bomber detonates his bomb, he rolls D6 to see how far the blast extends and gets a 4.
Everything within 4” is hit by the bomb. Next he rolls for the power of the bomb, rolling one dice and
adding its power which is also one dice. He rolls a 4+5 giving him a 9. One of the units hit is behind heavy
cover so the power of the attack is reduced to 7, but this is still enough to kill any living unit.
Special ability: Powerful Charge
When a unit with this special ability makes a charge move they get +2 power bonus on top of any power
bonus they get from their weapon.
Special ability: Trample
When a unit with the trample ability moves into contact with a unit that isn’t a vehicle and doesn’t itself
have the trample ability there’s a chance they may be crushed underfoot. Roll a power +0 attack against
the unit as a free close combat attack. If the unit comes into contact with multiple units make a separate
attack against each one as a free attack.
Mutations
Characters with the mutant upgrade special ability may be given mutations. The number of mutations a
character may be given is listed, for example a mutant warrior has mutant upgrade 2, allowing them up
to two mutations. Mutations have a cost in resource points, if you are playing a battle or campaign you
may purchase these mutations at the time the mutant is added to the roster. You may not purchase
more mutations for a mutant once they are on your roster.
Mutants do not have to be given mutations if you don’t want to. You may not choose the same mutation
more than once with the exception of extra legs.
Armoured Body
Cost: 2
This mutation increases the units kill value by 1.
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Bite / Claws
Cost: 2
When this mutant attacks using their bite or claws they automatically kill any non-vehicle enemy on a
combat roll of 6 but only if they are not using a weapon to make the attack. Bite/claws has a power
bonus of +1.
Blob Form
Cost: Free
Blob form mutants are big bloated monstrosities. A mutant with this mutation has a movement of 1 but
is immune to being knocked prone by blast weapons. It cannot voluntarily go prone and lands standing
up even if it falls. Blob form mutants that die from falling splatter as though they had the splatter
mutation.
Burrowing Claws
Cost: 1
A mutant with this ability moves by slowly digging out the ground much like a mole. He may movethrough solid obstacles during his movement as long as he ends his movement in open ground. This
mutant may only be given one movement order per turn but is always counted as being in light cover
unless better cover applies. Because of the amount of time spent underground a mutant with burrowing
claws suffers a -1 penalty to his shooting dice due to being virtually blind and relying on other senses.
Camouflage
Cost: 3
Mutants with camouflage are extremely hard to spot. When they are in the open they are treated as
being in light cover. When they are in light cover they count as being in heavy cover. When they are in
heavy cover they cannot be the target of ranged attacks at all unless the other unit is within 3” of them,in which case they count as being in heavy cover as normal.
Corrosive Vomit
Cost 3
A unit with this mutation may spit a stream of corrosive spittle at enemies. The attack is a shooting
attack and may only be a standard shot. The range is 3. If the shot hits the power of the attack is +1,
however if a 6 is rolled when making the shooting roll the target is instantly destroyed, this also applies
to vehicles!
Extra Arm or Arms
Cost 2
A unit with this mutation gets +1 to all close combat attack rolls.
Extra Head
Cost 3
Crossfire attacks against this character do not get a bonus. In addition instead of giving this unit two
actions as normal you may instead roll a dice to see how many they get.
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1: None, the two heads are busy arguing with each other.
2: One action, the two heads can’t agree.
3: Two actions, the heads are in agreement.
4-5: Three actions, two heads are better than one.
6: Four actions, both heads are working together perfectly.
Units with two heads cannot be given extra actions using the command skill, they have enough to deal
with already.
Extra Legs
Cost 1
This mutation increases a units movement by 1 each time it is purchased, it is the only mutation you
may take more than once.
Intense Radiation
Cost: 3
At the start of your turn roll a dice for any non-vehicle unit in base contact with this mutant. On a result
of 5 or 6 the pulsing radiation sickens them so much they are knocked prone. Note that this applies to all
units, not just those of your enemy! Only vehicles and units with the intense radiation special ability or
trample special ability are immune.
Mind Control
Cost: 5
For two action points a mutant with mind control may try to take over the mind of any unit, including
vehicles, within 6” of themselves. Roll a dice, if the result is 4 or higher then they may issue an action to
the mind controlled unit. The mind control only lasts for that action and the unit may be issued with
actions by the player that controls him on their next turn as normal. Mind controlled units may not be
ordered to attack themselves but may be ordered to fire at their friends, walk off buildings or take other
actions which are hazardous to themselves or allies.
The mind control ability does not require line of sight and is not blocked by cover in any way.
Paralysing Touch
Cost: 3
When a mutant with paralysing touch hits anything that isn’t a vehicle while unarmed that unit loses
one action point on their next turn. A victim hit twice would lose both actions but a unit cannot lose
more than their next two actions so a unit with command can always issue an action to a completelyparalysed unit.
Projectile Spines
Cost: 3
To use this mutation a mutant must be given an auto shot action for two action points. It begins spitting
spines at the nearest enemy target as an auto fire action. Spines have a -1 power modifier and a range
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of 6. All normal auto fire rules apply except the shooting ends when the target is killed and only one
target may be selected.
Repulsive
Cost: 2
When an enemy that isn’t a vehicle attempts to move into base contact with this mutant, includingcharging, they must make a morale roll first. If the morale roll fails the action, or actions if it was a
charge, cannot be used. They may give alternative orders instead, though they may not attempt to move
into contact again with that unit on this turn. Note that vehicles are immune from this special ability as
are forces that are fearless.
Stinger
Cost: 4
A mutant must have a tail mutation to choose this mutation. One per turn, as a free action, the mutant
may make a close combat attack against an enemy they are in base contact with. If the attack hits the
stinger has a +2 power bonus.
Spikes
Cost: 1
If this unit is attacked in close combat and the close combat attack fails to hit him the attacker is
automatically hit with a power -1 attack back.
Splatter
Cost: 1
When this unit is killed all enemies within 2” are hit with a power 0 attack which hits automatically.
Targets in heavy or complete cover are immune to the attack.
Horns
Cost: 2
When a mutant with horns makes a charge move they may reroll their close combat attack dice.
Tail
Cost: 2
When a mutant with a tail makes a close combat attack they may also make another close combat
attack for free using their tail. The free attack may be against the original target or against any target
they are in base contact with. The tail has a power bonus of -1. The mutant does not get a tail attack
when making a charge attack.
Tentacles
Cost: 2
Any enemy other than vehicles attempting to leave base contact with this mutant must spend two
action points to give one move order.
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Wings
Cost: 4
A mutant with wings may move through other units and ignore scenery that it is possible to rise above,
ie a building without a roof. Mutants may move double their normal movement when flying. Mutant
wings are not capable of keeping a mutant aloft for long so a mutant with wings lands on the ground at
the end of each movement order and may be attacked normally in close combat. Mutants with wings
may fly when given a charge action. A mutant with wings never suffers any damage when falling from
heights, they break their fall by flapping their malformed wings.
HeroesHeroes are special characters with skills that make them a cut above the rest of your forces. Not everyfaction can recruit every hero, but all factions have the chance of meeting new heroes during the course
of the solo or multiplayer campaign and persuading them to join them.
Movement Aimed Combat Kill Special Cost
Amazon
Queen
2 3+ 3+ 5+ Diplomacy,
Command
40
Beast
Master
2 4+ 3+ 5+ Animal
Frenzy
25
Commander 2 2+ 3+ 6+ Command 40Diplomat 2 5+ 5+ 3+ Diplomacy 25
Doc 2 5+ 5+ 3+ Medic 25
Greaser 2 4+ 4+ 5+ Mechanic 25
Gunslinger 2 2+ 4+ 5+ 30
Merchant 2 4+ 5+ 4+ Trader 100
Shaman 2 4+ 3+ 5+ Wastewalker,
Farsight
30
Warlord 2 3+ 2+ 6+ Command 40
Hero Special bilities
Animal Frenzy
A character with this ability is able to whip (sometimes literally) animals into a state of frenzy. Any
friendly beasts within 6” of the hero gain +1 to their close combat rolls.
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Diplomacy
For each hero with the diplomacy skill you have you may treat your reputation as being 1 point higher or
lower than it really is. For example if you had two diplomats and a reputation of 1 you could treat your
reputation as being anywhere from -1 to 3. This is useful when rolling missions as some mission require
you to have a reputation above or below a certain level.
Farsight
If you have one or more heroes with the farsight special ability you may choose to reroll an
unfavourable event. If you choose to do so you must use the same number of dice you originally used
and must accept the rerolled result.
Command
A character with the command ability gains one extra action per turn. The extra action may be used by
the commander or given to any unit other than vehicles. You must declare who gets the extra action at
the start of your turn or the extra action is automatically allocated to the unit with command. You may
never have more than one unit on your roster with the command ability, if you do then you mustdiscard one at once.
Mechanic
If you have one or more heroes with the mechanic special ability on your roster you may repair vehicle
damage at the cost of 1 resource point per body point of damage after the resource phase. You don’t
have to fully repair a vehicle of all body damage before using it again, though using damaged vehicles
means they are more vulnerable to being destroyed.
Medic
After a battle (including missions) if you win the battle there is a chance a medic can save the lives of
any units that were “killed”. Roll a dice for each unit lost that isn’t a vehicle. On a 5-6 the unit has been
saved. Heroes are saved on a 4 or better. The medic can only help your injured if you won the battle, if
you lost then he cannot be used. Also, unit that fled the battle and were killed while fleeing are lost to
the horrors of the wastes and cannot be saved.
Trader
Traders generate D6x10 resources in the resource phase. If you have one or more trading posts you may
reroll the dice for any traders you have but you must accept the second result if you choose to do this.
Wastewalker
If you flee a battle and one of your units on the battlefield or fleeing has the wastewalker special abilitythen all units return safely to your roster without you having to roll. Wastewalker represents a
characters innate knowledge of the wasteland and ways to avoid being ambushed or falling prey to
animals, natural hazards and other dangers.
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BestiaryThis section contains the beasts of the wasteland.
Small Beasts
Movement Aimed Combat Kill Special Cost
Rat Swarm 3 X 5+ 5+
Dog 4 X 4+ 3+ Bite
Large Beasts
Movement Aimed Combat Kill Special Cost
Mutant
Beast
4 X 3+ 5+ Bite,
Trample
Stinger Plant 1 X 4+ 6+ Paralysing
Touch,
Camouflage
Death
Worm
3 X 5+ 5+ Bite, Burrow
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Armoury
Primitive imed WeaponsRange Power Special Cost
Bow 9 -1 2
Hand crossbow 6 +0 Single Shot 1
Large crossbow 9 +0 Single Shot 2
Musket 12 +0 Single Shot 3
Basic imed Weapons
Range Power Special Cost
Pistol 9 +0 Short 4Heavy Pistol 6 +1 Short 4
Rifle 18 +0 6
Shotgun 9 +2 Blast 6
Sawn off Shotgun 6 +3 Blast, Short 6
Assault Rifle 15 +1 Auto Fire 8
Submachine Gun 9 +1 Auto Fire 6
Light Machine Gun 21 +2 Auto Fire, Mof 12
dvanced imed Weapons
Range Power Special Cost
Chaingun 12 +4 MoF, Auto Fire 20
Grenade Launcher 12 +3 Blast, area 2” 20
RPG/Missile
Launcher
18 +5 MoF, Area 4” 30
Sniper Rifle 24 +2 MoF, Single Shot 15
Flamethrower 9 +4 Auto Fire 15
Heavy Machine
Gun
24 +3 Auto Fire, Mof 20
Thrown Weapons
Range Power Special Cost
Fragmentation
Grenades
6 +3 Blast, area 3” 10
Smoke Grenades 6 X Obscure 3” 5
Poison Gas 6 +1 Area 2”, Obscure 10
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Grenades 2”
Molotov Cocktails 6 +4 Area 2” 10
Close Combat Weapons
Units that are unarmed have a power of -1 when they hit in close combat.
Range Power Special Cost
Knife or club 0 +0 1
Sword or spear 0 +1 2
Two handed blunt
weapon
0 +1 Blast 3
Two handed blade 0 +2 3
Chainsaw 0 +4 6
Special Weapon Effects
Area (+value)A weapon marked with the area special ability hits all targets within that distance when it successfully
hits the intended target. Roll to see the power of the hit for each unit individually. Area weapons are
especially effective against vehicles and do double damage.
Auto Fire
A weapon marked with the auto fire special ability can be used to make an auto fire shot as per the
shooting rules.
Blast
Weapons with the blast special ability are very effective at knocking enemies down. If an enemy is hit
with a blast weapon but not killed they are knocked prone if the roll to kill result is one under the
number required to kill them. For example a grenade is thrown, it has power +3. The target is a group of
armoured soldiers with a kill value of 5. The dice roll is 1 with +3 bonus giving a final result of 4. This isn’t
enough to kill the armoured soldier but it knocks him prone as it is one less than the number required to
kill him.
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MoF (Move or Fire)
Some weapons are bulky or take some time to set up. These are marked as MoF which stands for Move
or Fire. A unit with a MoF weapon can either be given movement or shooting orders during a turn, not
both. For example a unit with a sniper rifle could move into position but not fire that turn, or fire but not
move in the same turn. If the weapon is mounted on a vehicle then these restrictions do not apply.
Obscure
Obscuring weapons are always area weapons too. When an obscure weapon hits it creates an area of
smoke or gas that is hard to see through. Mark the area with a template as large as the area value of the
weapon. Shots may not be fired through the template and units may not charge through it, though they
may move through it normally. At the start of each players turn roll a dice for each template in play, on a
1 or a 6 the cloud has drifted off and the template is removed, any other result indicates that the
template remains in play.
If the template is a poison gas template then any unit that moves into the template who doesn’t have a
gas mask are hit as though the weapon had just been fired at them.
Any vehicle that attempts to move through an obscure weapon template or is hit by them must make a
control test. Bikers and mounted units may never move through an obscure template, it’s just too risky.
Single Shot
Single shot weapons can only be fired once per turn. This restriction is ignored if the weapon is mounted
on a vehicle.
Other equipment
Gas Mask
Cost: 5
A gas mask is a useful piece of equipment when scouting the polluted wastes. Gas masks can be given to
any unit that isn’t a vehicle. When scouting if that unit rolls a 1 you may reroll their dice. In addition a
gas mask makes the wearer immune to the effects of a poison gas grenade.
Geiger Counter
Cost: 10
Tech: You must have access to basic or advanced weapons to purchase this item.
If you have one or more units equipped with a Geiger counter then you may treat toxic wasteland
territories that you control as wasteland territories instead for all rule purposes, including obtaining
income from them. Note however that the area is not transformed into a wasteland, it is only treated as
one so if another force takes it from you they obtain a toxic wasteland and not a wasteland.
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Mines
Cost: 25
Tech: You must have access to basic or advanced weapons to purchase this item.
Purchasing mines allows you to lay them when your faction is invaded, they may not be used in missions
or when attacking. Place an area of minefields that are 6” by 1” long. Randomly generated enemies arenot aware of their presence and will treat the minefield as open ground until one of their units moves
into it. When this happens treat it as a grenade exploding directly on them. After this point the enemy
will not enter into the minefield voluntarily unless they are using the frontal assault tactic. Once a
minefield has been used in a battle it is spent and cannot be used again. You may purchase multiple
minefields if you wish.
A vehicle that moves into a minefield triggering it automatically loses control and suffers 3D6 damage.
Roll on the control failure table.
Note that mines are indiscriminate killers, if you move into your own minefield it triggers an explosion as
detailed above.
Shield
Cost: 1
Tech: Primitive
When a unit with a shield is hit in close combat they may force the attacker to reroll the attack. Shields
require a hand to hold them and anyone equipped with a shield may only use one handed weapons. A
shield also works the same way against ranged attacks that have a power bonus of 0 or less, a weapon
with a power of 1 or higher simply blasts through the shield and it has no benefit.
VehiclesTop Speed Safe
Speed
Acc/Dec Body Control Passengers Cost
Car 15 8 5/5 35 3+ 4 75
Bus 10 6 4/4 45 4+ 10 85
Truck 10 6 3/5 55 4+ 12 95
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Buggy 16 6 10/6 30 3+ 3 75
Big Rig 12 4 4/6 65 5+ 3 100
Dragster 20 5 15/5 35 5+ 1 85
Hot Rod 16 8 8/8 40 4+ 1 85
Monster
Truck
8 7 5/5 45 3+ 3 80
Vehicle Stats
Vehicles use a different stat block to normal units, as an example here is the stats for a car.
Top Speed Safe
Speed
Acc/Dec Body Control Passengers Cost
Car 15 8 5/5 35 3+ 4 75
Top Speed is how fast a vehicle can potentially move, you cannot accelerate beyond this speed.Safe Speed is how fast a vehicle can travel and still turn without having to make control tests.
ACC is how much a vehicle can accelerate by when given an accelerate action.
DEC is how much a vehicle can decelerate by when given a decelerate action.
Body is how much damage a vehicle can take before it is destroyed.
Control is what you must roll or higher when making a control test to pass.
Passengers is how many of your other units a vehicle can carry. Vehicles cannot carry units with the
trample ability, bikes or trikes.
Finally cost is how much a vehicle will cost to add to your faction.
Vehicle Movement and Orders
Vehicles have some major differences to units, here is a summary of how vehicles differ from other
units.
Vehicles have a current speed, they must always move exactly that distance on their turn.
Vehicles can only be given one action per turn. Changing their speed or firing their weapons is
an action but moving and turning is not. The order may be given before the vehicle moves, after
it moves or at any point in between.
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Vehicle Orders
Accelerate: The vehicle’s current speed is increased by up to its ACC value. A vehicle cannot exceed its
top speed stat.
Decelerate: The vehicle’s current speed is decreased by up to its DEC value. A vehicle that has a
negative current speed begins to travel backwards but you cannot travel forwards and backwards on the
same turn so a vehicle must come to a complete halt before it can begin travelling backwards.
Emergency Brake: When this order is issued the vehicle’s current speed is reduced by twice the value of
its DEC stat, down to a minimum of zero. A control test must be made after the vehicles speed is
adjusted.
Fire Weapons: If a vehicle is moving equal to or below their SAFE speed value then this order allows
them to fire all of their weapons. If they are travelling above their SAFE speed value then they may
choose to either fire only one weapon or fire them all and make a control test.
Drift: Once per movement you may move the vehicle 1” to the left or right without turning. If
attempting to drift while moving above your safe speed then make a control test before the drift to see
if it is successful. A drift can be used to sideswipe another vehicle, see the sideswipe rules.
Driving Basics
A vehicle has a current speed, this must be recorded somewhere – be it dice next to the vehicle or on a
scrap of paper. The current speed of a vehicle is not a secret, the other player may ask.
A vehicle must move a distance equal to their current speed every turn.
A vehicle may turn up to 90 degrees after making a 1” move forwards or backwards. If they are
travelling equal to or below their safe speed then this happens automatically. If they are travelling above
their safe speed then a control test must be made each time they turn.
Driving Backwards
Driving backwards is handled in exactly the same way as driving forwards, however if a vehicle moving
backwards is forced to make a control test then they must instead make two control tests one after
another.
Crashing
A vehicle that moves into a solid object like a wall or rocks has crashed. When this happens roll one dice
for every 4 points of current speed the vehicle has and add the dice up. The result is the amount of body
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points the vehicle has sustained. A vehicle that crashes has its current speed reduced to zero. Vehicles
that crash under 4 speed are not damaged, they have their current speed reduced to zero.
Vehicle Collisions
When two vehicles collide there are four ways it can happen.
A head on collision happens when one vehicle drives into the front of another vehicle, this is generally
the most dangerous way to collide.
Sideswipes happen when one vehicle drifts or loses control and is moved sideways into another vehicle.
Shunts are when a vehicle drives into the back of another vehicle, if the shunting vehicle has enough
speed or is big enough it can force the other vehicle forwards – with luck into a solid object or other
vehicle.
A ram occurs when two vehicles collide in any way that isn’t a head on, sideswipe or shunt for example
driving into the side of another vehicle.
Each of these situations requires both vehicles to make dice rolls, the following chart explains how to
resolve these collisions.
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Running People Over
If a vehicle moves into contact with a unit that isn’t a vehicle there is a good chance they will run them
over. Roll a dice for every 4 current speed the vehicle has. If any of the dice are equal to or higher than
the targets kill value then the target was run over and killed. If not then the player controlling the unit
must move the unit up to 1” so that they are no longer in contact with the vehicle, if this cannot be donethen the unit is killed.
Vehicles moving under speed 4 are not considered to be going fast enough to pose a threat to
pedestrians, move the target 1” out of the way. If they are unable to do so they are run over and killed.
Control Test
A control test is required when turning at above safe speed and in other circumstances as described
previously. To make it simply roll one dice and compare the result to the vehicle’s control stat. If you