We Have Issues! Publishing Fertile, MN 56540zynvaded.com/files/RulesBook_e1a_Final.pdf · No...

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____________________________________________________________________________ ___________________________________________________________________________ __________________________________________________________________________________________________________________________ We Have Issues! Publishing 3317 361st Street Fertile, MN 56540 www.zynvaded.com We Have Issues! Publishing 3317 361st Street Fertile, MN 56540 www.zynvaded.com

Transcript of We Have Issues! Publishing Fertile, MN 56540zynvaded.com/files/RulesBook_e1a_Final.pdf · No...

Page 1: We Have Issues! Publishing Fertile, MN 56540zynvaded.com/files/RulesBook_e1a_Final.pdf · No insects, alien or otherwise, were harmed during the production of ZynVaded! Evo. 30 Found

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We Have Issues! Publishing

3317 361st Street

Fertile, MN 56540

www.zynvaded.com

We Have Issues! Publishing

3317 361st Street

Fertile, MN 56540

www.zynvaded.com

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2

ZynVaded! ™ Evo

“Conquering the world, one inch at a time”

Creditz

We Have Issues! Publishing

John Vogel

Chad Obenauer

Chad Mauch

Justin Nyland

ZynVaded!™ Evo

Created by John Vogel.

Rules Development/Playtesting/Creative Input

John Vogel, Chad Obenauer, Chad Mauch, Kevin Deany,

Amanda Akerman, Joseph Wolz, Ryndel Vogel, Steve

Maul, Collyn Dahl, Ty Jones, Leanna Jones, Justin Nyland,

Danny Zimmerman & Shaun Rezac

2

ZynVaded! ™ Evo

“Conquering the world, one inch at a time”

Creditz

We Have Issues! Publishing

John Vogel

Chad Obenauer

Chad Mauch

Justin Nyland

ZynVaded!™ Evo

Created by John Vogel.

Rules Development/Playtesting/Creative Input

John Vogel, Chad Obenauer, Chad Mauch, Kevin Deany,

Amanda Akerman, Joseph Wolz, Ryndel Vogel, Steve

Maul, Collyn Dahl, Ty Jones, Leanna Jones, Justin Nyland,

Danny Zimmerman & Shaun Rezac

Found Itemz Chart (Cont.)

(One-Time Use Items)

(Roll 1D10)

6: Med Kit

The model may erase up to 3 BP circles. Uses 1

ACT.

7: Speed Boost

Model may move up to 3 extra inches during 1

Move Action. Uses no ACT.

8: Grenade (8)

The model has

1 Grenade.

See the rules for Grenade. Uses 1 ACT.

9: Adrenalin Shot

Once this model marks the last BP circle it may

take 1 additional Attack Action before the model is

removed. Uses no ACT.

10: Shield

This Item stops 1 Damage, and is then immediate-

ly discarded. Uses no ACT. 31

Grenade RNG ROA PRC CST

8” 1D 6 1

Found Itemz Chart (Cont.)

(One-Time Use Items)

(Roll 1D10)

6: Med Kit

The model may erase up to 3 BP circles. Uses 1

ACT.

7: Speed Boost

Model may move up to 3 extra inches during 1

Move Action. Uses no ACT.

8: Grenade (8)

The model has

1 Grenade.

See the rules for Grenade. Uses 1 ACT.

9: Adrenalin Shot

Once this model marks the last BP circle it may

take 1 additional Attack Action before the model is

removed. Uses no ACT.

10: Shield

This Item stops 1 Damage, and is then immediate-

ly discarded. Uses no ACT. 31

Grenade RNG ROA PRC CST

8” 1D 6 1

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30

Found Itemz Chart

(One-Time Use Itemz)

(Roll 1D10)

1: Extra Magazine

The model may erase up to 5 Ammo circles for any

Pistol, Rifle or Gun. Uses 1 ACT.

2: Med Kit

The model may erase up to 3 BP circles. Uses 1

ACT.

3: Adrenalin Shot

Once this model marks the last BP circle it may

take 1 additional Attack Action before the model is

removed. Uses no ACT.

4: Grenade (8)

The model has

1 Grenade.

See the rules for Grenade. Uses 1 ACT.

5: Extra Magazine

The model may erase up to 5 Ammo circles for any

Pistol, Rifle or Gun. Uses 1 ACT.

3

Miniatures Creation/Prototype Casting

John Vogel.

Ver. 3.0 Rules Layout/Editing

John Vogel, Chad Obenauer, Chad Mauch

Special Thanks

Travis Ramsaur & Cool Mini or Not

Troy and Kim Doerner from Cosplay Deviants

But most of all:

A huge thanks to our family and friends who have been

cool enough to support our long hours toiling away on

this project and so many others!

PRODUCED BY WE HAVE ISSUES! PUBLISHING

© The copyright in all text, artwork and images herein, unless marked otherwise, are the property of We Have Issues! Publishing 2015. All Rights Reserved.

The We Have Issues! Publishing logo, We Have Issues! Publishing, ZynVaded! EVO, Mini-Pulatorz, Shadowcorpz, Roughneck, Dracolich, Komabai, Deadman, Hoax, Charmed Angel, Inksmith, Other characters, and all associated marks, names, characters, illustrations and

images from the ZynVaded! EVO Universe are either ®, TM and/or © We Have Issues! Publishing 2005-2016, where applicable registered in the US and other countries around

the world, All Rights Reserved. No insects, alien or otherwise, were harmed during the production of ZynVaded! Evo.

30

Found Itemz Chart

(One-Time Use Itemz)

(Roll 1D10)

1: Extra Magazine

The model may erase up to 5 Ammo circles for any

Pistol, Rifle or Gun. Uses 1 ACT.

2: Med Kit

The model may erase up to 3 BP circles. Uses 1

ACT.

3: Adrenalin Shot

Once this model marks the last BP circle it may

take 1 additional Attack Action before the model is

removed. Uses no ACT.

4: Grenade (8)

The model has

1 Grenade.

See the rules for Grenade. Uses 1 ACT.

5: Extra Magazine

The model may erase up to 5 Ammo circles for any

Pistol, Rifle or Gun. Uses 1 ACT.

3

Miniatures Creation/Prototype Casting

John Vogel.

Ver. 3.0 Rules Layout/Editing

John Vogel, Chad Obenauer, Chad Mauch

Special Thanks

Travis Ramsaur & Cool Mini or Not

Troy and Kim Doerner from Cosplay Deviants

But most of all:

A huge thanks to our family and friends who have been

cool enough to support our long hours toiling away on

this project and so many others!

PRODUCED BY WE HAVE ISSUES! PUBLISHING

© The copyright in all text, artwork and images herein, unless marked otherwise, are the property of We Have Issues! Publishing 2015. All Rights Reserved.

The We Have Issues! Publishing logo, We Have Issues! Publishing, ZynVaded! EVO, Mini-Pulatorz, Shadowcorpz, Roughneck, Dracolich, Komabai, Deadman, Hoax, Charmed Angel, Inksmith, Other characters, and all associated marks, names, characters, illustrations and

images from the ZynVaded! EVO Universe are either ®, TM and/or © We Have Issues! Publishing 2005-2016, where applicable registered in the US and other countries around

the world, All Rights Reserved. No insects, alien or otherwise, were harmed during the production of ZynVaded! Evo.

Grenade RNG ROA PRC CST

8” 1D 6 1

Grenade RNG ROA PRC CST

8” 1D 6 1

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4

The World of ZynVaded! ™

ZynVaded!™ is a 1/1 scale miniatures game unlike any

you’ve likely seen before, because you literally fight battles

on a table top (or desktop, or countertop, or wherever) set

in our own world! In it, you assume the role of an inches-

high, insectile race, or their enemies, waging war on our

planet. The battles are fought on one cluttered surface at a

time, and since there is no need to buy any outside terrain

for this, or any other ZynVaded!™-based game, any items

around your home can represent the obstacles the different

Factionz face. Besides each other, of course…

The Factionz

The Zyn

The Zyn are an inches-high, insec-

tile alien race determined to conquer as many

worlds as they can. They sent a probe to Earth

to investigate the resources available, and to gather infor-

mation on indigenous life. The probe crash landed, and

29

model receiving the Item, and it costs 1 ACT. One-use

Itemz can be written down on the model’s Stat Sheet in the

Special Abilitiez section or on the back. Once the model

has completed the Evolution process, erase all the EVO

circles. They can now be used to Evolve again.

Evolution Chart

(Roll 1D10)

1: Roll on “Found Itemz Chart”

2-3: +1 SPD

4-5: +1 MCA

6-7: +1 RCA

8-9: +1 AGL

10: +1 ACT

4

The World of ZynVaded! ™

ZynVaded!™ is a 1/1 scale miniatures game unlike any

you’ve likely seen before, because you literally fight battles

on a table top (or desktop, or countertop, or wherever) set

in our own world! In it, you assume the role of an inches-

high, insectile race, or their enemies, waging war on our

planet. The battles are fought on one cluttered surface at a

time, and since there is no need to buy any outside terrain

for this, or any other ZynVaded!™-based game, any items

around your home can represent the obstacles the different

Factionz face. Besides each other, of course…

The Factionz

The Zyn

The Zyn are an inches-high, insec-

tile alien race determined to conquer as many

worlds as they can. They sent a probe to Earth

to investigate the resources available, and to gather infor-

mation on indigenous life. The probe crash landed, and

was damaged upon impact. As it was programmed to do,

29

model receiving the Item, and it costs 1 ACT. One-use

Itemz can be written down on the model’s Stat Sheet in the

Special Abilitiez section or on the back. Once the model

has completed the Evolution process, erase all the EVO

circles. They can now be used to Evolve again.

Evolution Chart

(Roll 1D10)

1: Roll on “Found Itemz Chart”

2-3: +1 SPD

4-5: +1 MCA

6-7: +1 RCA

8-9: +1 AGL

10: +1 ACT

Sav’m

Kyll’al

Sav’m

Kyll’al

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28

Model Evolution

During the course of your battles, your models will have the

chance to improve their stats or gain single-use items or

abilities.

When your model takes an enemy model out-of-action,

completes an Objective or is still alive at the end of a game,

mark one of the EVO circles located on the Stat Sheet. As

soon as all 3 circles are marked it immediately Evolves.

The player now gets to roll 1D10 on the Evolution Chart

(See next page) for that model. Once a stat is rolled for,

you mark one of the circles beside the original stat value.

For each circle marked, you add +1 to that stat each time

you make a roll with that stat going forward. If you roll on

the chart for a stat that is already maxed-out, you can make

a roll on the Found Itemz Chart instead, using 1D10 (See

next page). All Itemz found on this chart cost 1 ACT to use,

unless otherwise stated. Itemz may be given to other mod-

els in the player’s force during the next game, but the mod-

el giving the Item must be in base-to-base contact with the

5

the probe explored the area, sending still images back to

the Zyn. It discovered many primitive life forms that ap-

peared to be made out of metals or plastics, and were simi-

lar in size to the Zyn. When the report was received back

on their home world, the Zyn monarch decided that Earth

would be easy to invade and take over. The one thing that

the Zyn did not know was that the probe had actually land-

ed on a gamers’ table and had accidentally scanned some

miniatures that were being used in a game! When the Zyn

invasion force arrived on Earth, they were halted upon see-

ing humans' actual size. The Zyn cannot return to their

home world with what few supplies remain on their ships,

so they have decided to establish a makeshift headquarters

in the basement of a Chinese restaurant while they try to

replenish their resources. The bulk of the operation is head-

ed by the Zyn who wish to continue as planned, calling

themselves the Kyll’al, and their plan is to return home to

inform the monarch and return with more forces and better

weapons. Some of the Zyn do not wish to start a war, espe-

cially one that looks to be near-impossible to win, and

would prefer to stay and remain undiscovered. They have

formed a splinter faction to try to stop the impending inva-

sion, calling themselves the Sav’m. There is a constant bat-

tle between these Factionz for control of their fleet, and

most humans don't even know it.

28

Model Evolution

During the course of your battles, your models will have the

chance to improve their stats or gain single-use items or

abilities.

When your model takes an enemy model out-of-action,

completes an Objective or is still alive at the end of a game,

mark one of the EVO circles located on the Stat Sheet. As

soon as all 3 circles are marked it immediately Evolves.

The player now gets to roll 1D10 on the Evolution Chart

(See next page) for that model. Once a stat is rolled for,

you mark one of the circles beside the original stat value.

For each circle marked, you add +1 to that stat each time

you make a roll with that stat going forward. If you roll on

the chart for a stat that is already maxed-out, you can make

a roll on the Found Itemz Chart instead, using 1D10 (See

next page). All Itemz found on this chart cost 1 ACT to use,

unless otherwise stated. Itemz may be given to other mod-

els in the player’s force during the next game, but the mod-

el giving the Item must be in base-to-base contact with the

5

the probe explored the area, sending still images back to

the Zyn. It discovered many primitive life forms that ap-

peared to be made out of metals or plastics, and were simi-

lar in size to the Zyn. When the report was received back

on their home world, the Zyn monarch decided that Earth

would be easy to invade and take over. The one thing that

the Zyn did not know was that the probe had actually land-

ed on a gamers’ table and had accidentally scanned some

miniatures that were being used in a game! When the Zyn

invasion force arrived on Earth, they were halted upon see-

ing humans' actual size. The Zyn cannot return to their

home world with what few supplies remain on their ships,

so they have decided to establish a makeshift headquarters

in the basement of a Chinese restaurant while they try to

replenish their resources. The bulk of the operation is head-

ed by the Zyn who wish to continue as planned, calling

themselves the Kyll’al, and their plan is to return home to

inform the monarch and return with more forces and better

weapons. Some of the Zyn do not wish to start a war, espe-

cially one that looks to be near-impossible to win, and

would prefer to stay and remain undiscovered. They have

formed a splinter faction to try to stop the impending inva-

sion, calling themselves the Sav’m. There is a constant bat-

tle between these Factionz for control of their fleet, and

most humans don't even know it.

SPD MCA RCA AGL EXO ACT

6 6 6 1 3 1 1 2

SPD MCA RCA AGL EXO ACT

6 6 6 1 3 1 1 2

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6

The Terra

The Terra are the mutated insects native to

Earth. Upon their arrival on our planet, the

Zyn began using Earth bugs as cheap labor.

They were made to be beasts of burden,

used for carrying weapons and equipment for

their new masters. Over time, the insects

were exposed to the odd radiation given off

by the Zyn's ships and machinery, which started to force

their evolution. It started with an increase in intelligence,

and developed from there into a physical change. They

started to walk upright on 2-4 legs, grew opposable thumbs

and began to develop their own crude tools. Once they

evolved to the point where they could think clearly for them-

selves, they started to plan their escape from servitude to

the Zyn. The Terra started by stashing odds and ends,

making hidden caches of old weapons, armor and other

necessary equipment. Much of it was damaged or outdat-

ed, so it wasn't often missed, and if anyone asked the

whereabouts of a missing item, the Terra played dumb. The

Zyn, not realizing how intelligent their underlings had be-

come, dismissed any losses as being due to the Terra's

diminished intellect. By the time they realized their mistake,

Once all players have taken their Turnz the Round is over.

Begin a new Round.

Ending the Game

In the case of a one-off game, the first player to meet their

Missionz Objective wins. If no one meets their Objective,

then the last model standing wins. In a campaign or tourna-

ment, victory will still be determined based upon the above

mentioned parameters, but the total number of earned

Pointz at the end will decide the winner. See Missionz

section for individual Missionz as well as full details on

Campaignz.

6

The Terra

The Terra are the mutated insects native to

Earth. Upon their arrival on our planet, the

Zyn began using Earth bugs as cheap labor.

They were made to be beasts of burden,

used for carrying weapons and equipment for

their new masters. Over time, the insects

were exposed to the odd radiation given off

by the Zyn's ships and machinery, which started to force

their evolution. It started with an increase in intelligence,

and developed from there into a physical change. They

started to walk upright on 2-4 legs, grew opposable thumbs

and began to develop their own crude tools. Once they

evolved to the point where they could think clearly for them-

selves, they started to plan their escape from servitude to

the Zyn. The Terra started by stashing odds and ends,

making hidden caches of old weapons, armor and other

necessary equipment. Much of it was damaged or outdat-

ed, so it wasn't often missed, and if anyone asked the

whereabouts of a missing item, the Terra played dumb. The

Zyn, not realizing how intelligent their underlings had be-

come, dismissed any losses as being due to the Terra's

diminished intellect. By the time they realized their mistake,

Once all players have taken their Turnz the Round is over.

Begin a new Round.

Ending the Game

In the case of a one-off game, the first player to meet their

Missionz Objective wins. If no one meets their Objective,

then the last model standing wins. In a campaign or tourna-

ment, victory will still be determined based upon the above

mentioned parameters, but the total number of earned

Pointz at the end will decide the winner. See Missionz

section for individual Missionz as well as full details on

Campaignz.

27

27

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26

make a Melee attack, adding +1 MCA and +1 PRC.

They must have Line of Sight (LOS) to their target,

with no obstacles more than an inch in height between

the models. The model must move in a straight line to

the target, and must move at least 2”. Models cannot

make a Shoot Action before or after a Charge Action

unless a Special Ability or Talent allows it.

Models can use almost any combination of the 5 Actionz

as their ACTs allow for. For example, they can Move up to

their full SPD then Shoot; Shoot and then Move up to their

full SPD; Charge and then Melee; etc. They may not, how-

ever, use a Shoot Action before or after a Charge Action

unless a Special Ability or Talent allows it.

Once Player A has no more models left to activate, their

Turn is over. The next player, Player B, now takes their

Turn. You may also choose to end your Turn whenever

you are finished, even if you have ACTs left on models.

Player B Turn

On Player B’s Turn, they follow the same directions as

Player A above, as do any other players that may be in-

volved in the game (Player C, Player D, etc.).

7

it was far too late. The Terra began a mass uprising in

unison, using the Zyn's own communication network to or-

ganize behind their backs. Once it began, it was brutal and

swift, and the losses to both sides were staggering, espe-

cially considering how crude most of the Terra's equipment

was. While most of the Terra escaped, there are pockets of

them still under Zyn control around the world. The Terra

have created a formidable force to contest the Zyn's claim

on Earth, and they won't stop fighting until every last invad-

er is gone.

The Zed-Bugz

The Zed-Bugz started out life as ordinary

Zyn and Terra warriors. At some point,

they were killed by, or in proximity to,

standard Earth pesticides. The chemicals

react oddly to the unique physiologies of

both species, causing the dead bodies of

both to reanimate in a zombie-like state. A rare few ex-

posed to the chemicals don't completely die, but instead go

to the very edge and gain the ability to wield dark, death

magicz. They become enslaved to the pesticide's effects,

and must continue to inhale or ingest them to keep alive,

utilizing respiration systems or feeding tubes to do so.

26

make a Melee attack, adding +1 MCA and +1 PRC.

They must have Line of Sight (LOS) to their target,

with no obstacles more than an inch in height between

the models. The model must move in a straight line to

the target, and must move at least 2”. Models cannot

make a Shoot Action before or after a Charge Action

unless a Special Ability or Talent allows it.

Models can use almost any combination of the 5 Actionz

as their ACTs allow for. For example, they can Move up to

their full SPD then Shoot; Shoot and then Move up to their

full SPD; Charge and then Melee; etc. They may not, how-

ever, use a Shoot Action before or after a Charge Action

unless a Special Ability or Talent allows it.

Once Player A has no more models left to activate, their

Turn is over. The next player, Player B, now takes their

Turn. You may also choose to end your Turn whenever

you are finished, even if you have ACTs left on models.

Player B Turn

On Player B’s Turn, they follow the same directions as

Player A above, as do any other players that may be in-

volved in the game (Player C, Player D, etc.).

7

it was far too late. The Terra began a mass uprising in

unison, using the Zyn's own communication network to or-

ganize behind their backs. Once it began, it was brutal and

swift, and the losses to both sides were staggering, espe-

cially considering how crude most of the Terra's equipment

was. While most of the Terra escaped, there are pockets of

them still under Zyn control around the world. The Terra

have created a formidable force to contest the Zyn's claim

on Earth, and they won't stop fighting until every last invad-

er is gone.

The Zed-Bugz

The Zed-Bugz started out life as ordinary

Zyn and Terra warriors. At some point,

they were killed by, or in proximity to,

standard Earth pesticides. The chemicals

react oddly to the unique physiologies of

both species, causing the dead bodies of

both to reanimate in a zombie-like state. A rare few ex-

posed to the chemicals don't completely die, but instead go

to the very edge and gain the ability to wield dark, death

magicz. They become enslaved to the pesticide's effects,

and must continue to inhale or ingest them to keep alive,

utilizing respiration systems or feeding tubes to do so.

Page 8: We Have Issues! Publishing Fertile, MN 56540zynvaded.com/files/RulesBook_e1a_Final.pdf · No insects, alien or otherwise, were harmed during the production of ZynVaded! Evo. 30 Found

The Mercz

Because of their drive for individuality, the

Mercz have varied histories with no direct,

shared backstory. They do, however, share

one common trait; the need to be free of

whatever rigid guidelines their former Fac-

tionz held to, so that they can forge their own destinies with

the help of like-minded individuals.

The Mercz

Because of their drive for individuality, the

Mercz have varied histories with no direct,

shared backstory. They do, however, share

one common trait; the need to be free of

whatever rigid guidelines their former Fac-

tionz held to, so that they can forge their own destinies with

the help of like-minded individuals.

25

8

8

25

objects that are the models height or lower without any

penalty.

Climb: The model can Climb any object, so long as the

model that’s attempting to Climb has enough ACT and

SPD to reach a level surface for the model to rest its

base on. If a model Charges as part of a Climb, the

model doesn’t receive the +1 MCA bonus for the

Charge, but does still receive the +1 PRC.

Shoot: Spend the amount of ACT listed in the CST stat,

found on the Weaponz stat line, to fire the weapon you

choose. You must declare your shot first, and then

measure for RNG. If you do not have sufficient RNG,

the ACT is spent regardless, and an Ammo circle must

be marked. If in RNG, roll 1D10 and add that to your

RCA stat. If you match, or beat, your target’s AGL, you

score a hit.

Melee: Spend the amount of ACT listed in the CST stat to

attack with the Melee weapon you choose. Check that

you have RNG, then roll 1D10 and add to your MCA

stat. If you match, or beat, your targets AGL, you score

a hit.

Charge: A Charge costs 2 ACT, and adds 2” to your SPD

stat. If a model Charges an enemy model, they may

objects that are the models height or lower without any

penalty.

Climb: The model can Climb any object, so long as the

model that’s attempting to Climb has enough ACT and

SPD to reach a level surface for the model to rest its

base on. If a model Charges as part of a Climb, the

model doesn’t receive the +1 MCA bonus for the

Charge, but does still receive the +1 PRC.

Shoot: Spend the amount of ACT listed in the CST stat,

found on the Weaponz stat line, to fire the weapon you

choose. You must declare your shot first, and then

measure for RNG. If you do not have sufficient RNG,

the ACT is spent regardless, and an Ammo circle must

be marked. If in RNG, roll 1D10 and add that to your

RCA stat. If you match, or beat, your target’s AGL, you

score a hit.

Melee: Spend the amount of ACT listed in the CST stat to

attack with the Melee weapon you choose. Check that

you have RNG, then roll 1D10 and add to your MCA

stat. If you match, or beat, your targets AGL, you score

a hit.

Charge: A Charge costs 2 ACT, and adds 2” to your SPD

stat. If a model Charges an enemy model, they may

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24

all teams are deployed. Players should be deployed no

closer to an enemy Team than 12” if possible, depending

on your battlefield/mission parameters.

Order of Turnz

At the beginning of each Round, roll for Initiative. Do this

by rolling 1D10 and adding your Leadership bonuses, if

any. This is your Initiative score. The player with the high-

est score goes first. In the case of a tie (or ties), the players

will reroll the die.

Player A Turn

On Player A’s turn, they choose a model to activate. The

activated model then uses their allotted ACTs to perform

Actionz, until they have no more ACTs to spend or the

player chooses to stop.

Once the model has completed their Actionz, Player A

chooses another model to activate until all models have

been activated. A model may only activate once per turn,

unless a Talent or Special Ability allows for it.

The Actionz available to the models are listed below:

Move: The model can move up to its SPD in inches for

each Move Action taken. Models can move over/through

Getting Started

Anatomy of a

Stat Sheet

Before we begin, let’s

take a look at the lay-

out of the Stat

Sheets:

1: Faction Symbol.

This shows which

team this model plays

for. Mercz play for all

Factionz, unless oth-

erwise noted.

2: Function or Name.

This area will show

what job the model

performs, such as

Sergeant, Heavy

Gunner or Sniper. In

the case of Mercz,

this will often be the

name they use.

24

all teams are deployed. Players should be deployed no

closer to an enemy Team than 12” if possible, depending

on your battlefield/mission parameters.

Order of Turnz

At the beginning of each Round, roll for Initiative. Do this

by rolling 1D10 and adding your Leadership bonuses, if

any. This is your Initiative score. The player with the high-

est score goes first. In the case of a tie (or ties), the players

will reroll the die.

Player A Turn

On Player A’s turn, they choose a model to activate. The

activated model then uses their allotted ACTs to perform

Actionz, until they have no more ACTs to spend or the

player chooses to stop.

Once the model has completed their Actionz, Player A

chooses another model to activate until all models have

been activated. A model may only activate once per turn,

unless a Talent or Special Ability allows for it.

The Actionz available to the models are listed below:

Move: The model can move up to its SPD in inches for

each Move Action taken. Models can move over/through

Getting Started

Anatomy of a

Stat Sheet

Before we begin, let’s

take a look at the lay-

out of the Stat

Sheets:

1: Faction Symbol.

This shows which

team this model plays

for. Mercz play for all

Factionz, unless oth-

erwise noted.

2: Function or Name.

This area will show

what job the model

performs, such as

Sergeant, Heavy

Gunner or Sniper. In

the case of Mercz,

this will often be the

name they use. 9

9

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10

Anatomy of a Stat Sheet (Cont.)

3: Team Slot/Model Type. This shows what position on the

team the model can fill; Leader, Support or Scout. Some

models can fill multiple positions, and it is up to their player

to decide before the game which position they will take.

Other models can’t fill in any of these positions, in which

case they may only be used as a fourth member of the

team. Additionally, this area shows what type of model this

counts as; Living, Mechanical, Non-Living, etc., as well as

base size: Small, Medium, Large, etc..

4: Body Pointz (BP) Track. This area shows how many

Body Pointz (BP) your model will start the game with. For

each Damage this model takes, you mark off one of these

circles.

5: Talentz. This shows the name of the models Talent,

their once-per-game use Special Ability, as well as the

circle you mark once the model has used their Talent.

6: EVO Track. This area is where you chart your models

advancement during a campaign. See Model Evolution

section for full details.

7: Stat Line. This shows the models SPD, MCA, RCA,

AGL, EXO and ACT stat values, as well as the available

23

battlefield to inches-tall aliens. This should go without say-

ing, but please make sure that the area you choose is ap-

proved by its owner. Your coworker doesn’t want to come

back from lunch to find their cubicle overrun with your epic

struggle for resource renewal! Trust me on this one!

That being said, choose any location you feel comfortable

with playing. Just starting out, we recommend an area

about 3’ x 3’ to get your feet wet. We’ve play tested on a

variety of surfaces like desks, kitchen countertops, and

even an x-ray machine. Any flat surface with as little or as

heavy “clutter” (terrain) as you want will work for a battle-

field.

Feel free to use anything for the battlefield terrain. That’s

the beauty of the game! Some options: die-cast cars, pop

cans, building blocks, paper tubes, and if you want some-

thing more realistic you can use any 28mm scale war-game

terrain you have sitting around. Once all terrain is set each

player may rearrange one object.

Deployment

Each player rolls 1D10, the player with the highest roll will

deploy first. Players deploy their models in a 5” x 5” zone

on the edge of their playing area. Once that player is done

the player with the next highest roll deploys, and so on until

10

Anatomy of a Stat Sheet (Cont.)

3: Team Slot/Model Type. This shows what position on the

team the model can fill; Leader, Support or Scout. Some

models can fill multiple positions, and it is up to their player

to decide before the game which position they will take.

Other models can’t fill in any of these positions, in which

case they may only be used as a fourth member of the

team. Additionally, this area shows what type of model this

counts as; Living, Mechanical, Non-Living, etc., as well as

base size: Small, Medium, Large, etc..

4: Body Pointz (BP) Track. This area shows how many

Body Pointz (BP) your model will start the game with. For

each Damage this model takes, you mark off one of these

circles.

5: Talentz. This shows the name of the models Talent,

their once-per-game use Special Ability, as well as the

circle you mark once the model has used their Talent.

6: EVO Track. This area is where you chart your models

advancement during a campaign. See Model Evolution

section for full details.

7: Stat Line. This shows the models SPD, MCA, RCA,

AGL, EXO and ACT stat values, as well as the available

23

battlefield to inches-tall aliens. This should go without say-

ing, but please make sure that the area you choose is ap-

proved by its owner. Your coworker doesn’t want to come

back from lunch to find their cubicle overrun with your epic

struggle for resource renewal! Trust me on this one!

That being said, choose any location you feel comfortable

with playing. Just starting out, we recommend an area

about 3’ x 3’ to get your feet wet. We’ve play tested on a

variety of surfaces like desks, kitchen countertops, and

even an x-ray machine. Any flat surface with as little or as

heavy “clutter” (terrain) as you want will work for a battle-

field.

Feel free to use anything for the battlefield terrain. That’s

the beauty of the game! Some options: die-cast cars, pop

cans, building blocks, paper tubes, and if you want some-

thing more realistic you can use any 28mm scale war-game

terrain you have sitting around. Once all terrain is set each

player may rearrange one object.

Deployment

Each player rolls 1D10, the player with the highest roll will

deploy first. Players deploy their models in a 5” x 5” zone

on the edge of their playing area. Once that player is done

the player with the next highest roll deploys, and so on until

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22

conquests against seemingly impossible odds.

Terra: The Earth’s own evolved insect population that

are leading the movement to get the entire Zyn Em-

pire off of our planet.

Zed-Bugz: The fallen soldiers of war that have come

back to feast on the living through their contact with

Earth pesticides.

Mercz are characters that have been swayed

by the influence of pop-culture to reach beyond

their assigned positions within their respective

Factionz. They have a special role to play on

the team and can be played in one of two ways; First, as

long as both sides agree, a Merc may be added onto each

team as a fourth model. Second, a Merc may be chosen to

fulfill one of the team slots (Leader, Support or Scout) if

they are able to. Not every Mercz model has a slot it may

fill on a team, but those that do have it listed below their

name on their Stat Sheet.

Battlefield Location

Before the game starts, players must choose where the

battle will take place, keeping in mind that ANY surface is a

11

Anatomy of a Stat Sheet (Cont.)

EVO upgrade circles located beside each stat. See Model

Evolution section for full details on EVO.

8: Weapon Stats. This shows the models weapon stats like

RNG, ROA, PRC and CST.

9: Ammo Track. This area shows how much Ammo your

model will start the game with for each weapon that re-

quires it. For each Shoot Action this model takes with the

chosen weapon, you mark off one of these circles.

10: Special Abilitiez. This shows the Special Abilitiez as-

signed to this model, as well as a brief description of what

they do for the model.

11: Weaponz. This area shows any special rules assigned

to this models weapons, as well as a brief description of

what they do.

12: Talentz. This shows the name of the models Talent,

their once-per-game use Special Ability, as well as a de-

scription of the Talent and its effects.

22

conquests against seemingly impossible odds.

Terra: The Earth’s own evolved insect population that

are leading the movement to get the entire Zyn Em-

pire off of our planet.

Zed-Bugz: The fallen soldiers of war that have come

back to feast on the living through their contact with

Earth pesticides.

Mercz are characters that have been swayed

by the influence of pop-culture to reach beyond

their assigned positions within their respective

Factionz. They have a special role to play on

the team and can be played in one of two ways; First, as

long as both sides agree, a Merc may be added onto each

team as a fourth model. Second, a Merc may be chosen to

fulfill one of the team slots (Leader, Support or Scout) if

they are able to. Not every Mercz model has a slot it may

fill on a team, but those that do have it listed below their

name on their Stat Sheet.

Battlefield Location

Before the game starts, players must choose where the

battle will take place, keeping in mind that ANY surface is a

11

Anatomy of a Stat Sheet (Cont.)

EVO upgrade circles located beside each stat. See Model

Evolution section for full details on EVO.

8: Weapon Stats. This shows the models weapon stats like

RNG, ROA, PRC and CST.

9: Ammo Track. This area shows how much Ammo your

model will start the game with for each weapon that re-

quires it. For each Shoot Action this model takes with the

chosen weapon, you mark off one of these circles.

10: Special Abilitiez. This shows the Special Abilitiez as-

signed to this model, as well as a brief description of what

they do for the model.

11: Weaponz. This area shows any special rules assigned

to this models weapons, as well as a brief description of

what they do.

12: Talentz. This shows the name of the models Talent,

their once-per-game use Special Ability, as well as a de-

scription of the Talent and its effects.

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12

Key Termz

Models

Body Pointz (BP): Body Pointz (BP) show how many hits

a model can take before it is removed from play. BP is

tracked on the top of the models Stat Sheet, and as

Damage is taken, the circles are marked, one BP circle

for each Damage.

Speed (SPD): Speed (SPD) is the number of inches a

model may move with each Move Action. Each Move

Action costs 1 ACT.

Melee Combat Ability (MCA): Melee Combat Ability

(MCA) represents the model’s skill with close-combat

attacks. The player rolls a D10 and adds that to their

MCA. If the combined number is equal to or greater

than your opponents AGL, you successfully hit your

target. If you roll less than your opponents AGL, it is

counted as a miss.

Ranged Combat Ability (RCA): Ranged Combat Ability

(RCA) represents the model’s skill with Ranged Com-

bat attacks. The player rolls a D10 and adds that to

their RCA. If the combined number is equal to or great-

er than your opponents AGL stat, you successfully hit

21

resolves any dice rolls or effects from Special Abilitiez or

Talentz.

Team Building

A team is typically built of three models, each fulfilling one

of three slots. So your team will have a Leader, a Support

and a Scout. Each model’s stat sheet says which slot they

can fill. Team models come from the choices available to

each Faction.

There are currently 4 Factionz in the ZynVaded universe,

with more on the way:

Kyll’al Sav’m Terra Zed-Bugz

Kyll’al: The more militant members of the Zyn Empire,

bent on conquering the universe regardless of the

costs to their species.

Sav’m: The members of the Zyn who would rather not

engage in resource wasting, interplanetary con-

12

Key Termz

Models

Body Pointz (BP): Body Pointz (BP) show how many hits

a model can take before it is removed from play. BP is

tracked on the top of the models Stat Sheet, and as

Damage is taken, the circles are marked, one BP circle

for each Damage.

Speed (SPD): Speed (SPD) is the number of inches a

model may move with each Move Action. Each Move

Action costs 1 ACT.

Melee Combat Ability (MCA): Melee Combat Ability

(MCA) represents the model’s skill with close-combat

attacks. The player rolls a D10 and adds that to their

MCA. If the combined number is equal to or greater

than your opponents AGL, you successfully hit your

target. If you roll less than your opponents AGL, it is

counted as a miss.

Ranged Combat Ability (RCA): Ranged Combat Ability

(RCA) represents the model’s skill with Ranged Com-

bat attacks. The player rolls a D10 and adds that to

their RCA. If the combined number is equal to or great-

er than your opponents AGL stat, you successfully hit

21

resolves any dice rolls or effects from Special Abilitiez or

Talentz.

Team Building

A team is typically built of three models, each fulfilling one

of three slots. So your team will have a Leader, a Support

and a Scout. Each model’s stat sheet says which slot they

can fill. Team models come from the choices available to

each Faction.

There are currently 4 Factionz in the ZynVaded universe,

with more on the way:

Kyll’al Sav’m Terra Zed-Bugz

Kyll’al: The more militant members of the Zyn Empire,

bent on conquering the universe regardless of the

costs to their species.

Sav’m: The members of the Zyn who would rather not

engage in resource wasting, interplanetary con-

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20

weapon. The model may, however, Move or make a Shoot

Action with another weapon if it has any ACT left. Weap-

ons that Auto Miss are considered cleared at the begin-

ning of the models next turn, and they may use that weap-

on as normal.

Auto Hitz/miss: Melee Actionz

If a player rolls a 10 to hit with a Melee Action, they score

an Auto Hit, regardless of their targets AGL stat, and auto-

matically pass the PRC roll for that Melee Action. Accord-

ingly, if a player rolls a 1 on the die to hit with a Melee Ac-

tion, they Auto Miss regardless of their targets AGL stat.

Round

A Round consists of all players’ Turnz, and begins with all

players rolling 1D10 for Initiative. The player with the high-

est roll is the First Player for that Round and starts their

Turn first. The next highest rolling player goes next, and it

continues like this until the last player has finished their

Turn. Once all Turnz are complete, a new Round is start-

ed.

Turnz

Turnz are a single player’s portion of the Round. During the

Turn, the player uses all of their models’ Actions, and

13

your target. If you roll less than your opponents AGL,

you fail to score a hit.

Agility (AGL): Agility (AGL) represents the model’s ability

to avoid an enemy’s Shoot or Melee Actionz.

Exoskeleton (EXO): Exoskeleton (EXO) represents the

model’s ability to absorb/deflect hits before taking Dam-

age.

Action Points (ACT): Each model has an assigned num-

ber of Action Points (ACT). These mark how many

Actionz per turn can be performed by the model. The

cost of each Action varies depending on the Action or

the weapon/item used. Once all of your team’s models

are out of ACTs, your turn is over, and it goes to the

next team.

Special Abilities (SpAb): This area shows any abilities

and skills that the model may possess beyond their nor-

mal stats, and varies greatly from model to model.

Weaponz

Type: = Melee = Ranged

Range (RNG): Range (RNG) is the distance in inches that

a weapon may be used to make either a Shoot or Melee

Action.

20

weapon. The model may, however, Move or make a Shoot

Action with another weapon if it has any ACT left. Weap-

ons that Auto Miss are considered cleared at the begin-

ning of the models next turn, and they may use that weap-

on as normal.

Auto Hitz/miss: Melee Actionz

If a player rolls a 10 to hit with a Melee Action, they score

an Auto Hit, regardless of their targets AGL stat, and auto-

matically pass the PRC roll for that Melee Action. Accord-

ingly, if a player rolls a 1 on the die to hit with a Melee Ac-

tion, they Auto Miss regardless of their targets AGL stat.

Round

A Round consists of all players’ Turnz, and begins with all

players rolling 1D10 for Initiative. The player with the high-

est roll is the First Player for that Round and starts their

Turn first. The next highest rolling player goes next, and it

continues like this until the last player has finished their

Turn. Once all Turnz are complete, a new Round is start-

ed.

Turnz

Turnz are a single player’s portion of the Round. During the

Turn, the player uses all of their models’ Actions, and

13

your target. If you roll less than your opponents AGL,

you fail to score a hit.

Agility (AGL): Agility (AGL) represents the model’s ability

to avoid an enemy’s Shoot or Melee Actionz.

Exoskeleton (EXO): Exoskeleton (EXO) represents the

model’s ability to absorb/deflect hits before taking Dam-

age.

Action Points (ACT): Each model has an assigned num-

ber of Action Points (ACT). These mark how many

Actionz per turn can be performed by the model. The

cost of each Action varies depending on the Action or

the weapon/item used. Once all of your team’s models

are out of ACTs, your turn is over, and it goes to the

next team.

Special Abilities (SpAb): This area shows any abilities

and skills that the model may possess beyond their nor-

mal stats, and varies greatly from model to model.

Weaponz

Type: = Melee = Ranged

Range (RNG): Range (RNG) is the distance in inches that

a weapon may be used to make either a Shoot or Melee

Action.

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14

Rate of Attack (ROA): Rate of Attack (ROA) is the num-

ber of dice you roll for each Shoot or Melee Action. For

example; if a weapon shows a ROA of 3D, for each attack

you make with that weapon you roll 3 dice, one at a time

not all at once. Each die counts as its own attack and is

resolved as such, and is not combined with the others, so it

is possible to score 3 hits with this one attack.

Piercing (PRC): Piercing (PRC) is the number you add to

a D10 roll to see if you cause Damage to a model. Once a

hit is scored with either a Shoot or Melee Action, roll a

D10 and add the weapons PRC. If the number is greater

than the targets EXO stat, then Damage is taken by the

target equal to the amount caused by the weapon used.

Most weapons only cause 1 Damage, but any weapons

that cause more Damage will have it listed in the Weapons

section of their Stat Sheet.

Cost (CST): Cost (CST) shows how many ACT are need-

ed to use the weapon listed during a Shoot or Melee Ac-

tion. Most weapons use only 1 ACT, but some heavier or

more specialized weapons require 2 ACT.

Ammo: The empty circles beside the weapon stat bar

show how many shots are available for each ranged weap-

on. Each time a Shoot Action is made, mark off one

19

Task Master: This allows the model to grant one of their

team 1 extra ACT. This action must be used on the turn it

was granted, during the receiving models turn. Mark Task

Master as used.

Once the Talent has been used, mark the circle on the Stat

Sheet above the Ammo slots. It cannot be used again until

the models next game.

Damage

Damage is the result of successful PRC rolls after success-

ful Attack Actionz. Each point of Damage is taken off of

your models total Body Pointz (BP). Once a model is out

of BP, they are removed from the game, unless a Talent or

Special Ability allows otherwise. Weapons only cause 1

Damage, unless listed otherwise on their Stat Sheet.

Auto Hitz/miss: Shoot Actionz

If a player rolls a 10 to hit with a Shoot Action, they score

an Auto Hit, regardless of their targets AGL stat, and auto-

matically pass the PRC roll for that Shoot Action. Accord-

ingly, if a player rolls a 1 on the die to hit with a Shoot Ac-

tion, they Auto Miss and that shot fails. Any unrolled shots

in the ROA (2nd, 3rd, etc.) are lost. If you Auto Miss, the

model cannot make any further Shoot Actions with that

14

Rate of Attack (ROA): Rate of Attack (ROA) is the num-

ber of dice you roll for each Shoot or Melee Action. For

example; if a weapon shows a ROA of 3D, for each attack

you make with that weapon you roll 3 dice, one at a time

not all at once. Each die counts as its own attack and is

resolved as such, and is not combined with the others, so it

is possible to score 3 hits with this one attack.

Piercing (PRC): Piercing (PRC) is the number you add to

a D10 roll to see if you cause Damage to a model. Once a

hit is scored with either a Shoot or Melee Action, roll a

D10 and add the weapons PRC. If the number is greater

than the targets EXO stat, then Damage is taken by the

target equal to the amount caused by the weapon used.

Most weapons only cause 1 Damage, but any weapons

that cause more Damage will have it listed in the Weapons

section of their Stat Sheet.

Cost (CST): Cost (CST) shows how many ACT are need-

ed to use the weapon listed during a Shoot or Melee Ac-

tion. Most weapons use only 1 ACT, but some heavier or

more specialized weapons require 2 ACT.

Ammo: The empty circles beside the weapon stat bar

show how many shots are available for each ranged weap-

on. Each time a Shoot Action is made, mark off one

19

Task Master: This allows the model to grant one of their

team 1 extra ACT. This action must be used on the turn it

was granted, during the receiving models turn. Mark Task

Master as used.

Once the Talent has been used, mark the circle on the Stat

Sheet above the Ammo slots. It cannot be used again until

the models next game.

Damage

Damage is the result of successful PRC rolls after success-

ful Attack Actionz. Each point of Damage is taken off of

your models total Body Pointz (BP). Once a model is out

of BP, they are removed from the game, unless a Talent or

Special Ability allows otherwise. Weapons only cause 1

Damage, unless listed otherwise on their Stat Sheet.

Auto Hitz/miss: Shoot Actionz

If a player rolls a 10 to hit with a Shoot Action, they score

an Auto Hit, regardless of their targets AGL stat, and auto-

matically pass the PRC roll for that Shoot Action. Accord-

ingly, if a player rolls a 1 on the die to hit with a Shoot Ac-

tion, they Auto Miss and that shot fails. Any unrolled shots

in the ROA (2nd, 3rd, etc.) are lost. If you Auto Miss, the

model cannot make any further Shoot Actions with that

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18

a target number of 8, you missed by 3. This is the number

of inches the Grenade travels.

Stray

Stray is how you determine the random

direction and distance (D&D) something will

go. For a Stray, roll 1D10; the direction the

tip of the die is pointing is the direction the

Stray item will be placed. The distance is

determined by the number on the die. Once

D&D are determined, measure that distance from the origin

point, such as the target of a failed Shoot Action, in the

rolled direction. This is now the Stray items new location.

Swarm

If 2 or more models from the same team are in Melee com-

bat with the same opposing model, they gain +1 to their

MCA and PRC roll for every additional friendly model in

that combat.

Talentz

Talentz are one-use per game abilities/items that the mod-

el always starts the game with. They are listed on the Stat

Sheet at the bottom. See example below:

15

Ammo circle. In the case of a weapon with a higher ROA

(3D, 2D, etc.) it only counts as 1 Ammo spent for the Ac-

tion, regardless of how many shots are taken during that

single Shoot Action. Once all Ammo circles are filled, the

weapon is out of Ammo. Some Missionz or Scenarioz

involve finding Ammo stashes, and are the only way to re-

load a weapon. Ammo stashes are universal to all weap-

ons with Pistol, Rifle and Gun in their name, but Rocket

Launchers, Cannons or other heavy weapons cannot be

reloaded.

Burst Weaponz (BWX)

Some models are equipped with Burst Weapons (BWX).

The player must declare they are using this weapon to at-

tack and who their target is. Then the player rolls as normal

for a Shoot Action, unless they’re using a Grenade or a

weapon with Special Abilitiez that govern otherwise.

Burst Weaponz ignore any bonuses granted for Cover. If

the Shoot Action misses, the Burst Weapon will Stray

(see Stray rules) from the landing point. If the Shoot Ac-

tion succeeds, the player makes a PRC roll against the

target model, and any models within X inches of the target

model. X is equal to the number next to the BW stat in pa-

renthesis.

18

a target number of 8, you missed by 3. This is the number

of inches the Grenade travels.

Stray

Stray is how you determine the random

direction and distance (D&D) something will

go. For a Stray, roll 1D10; the direction the

tip of the die is pointing is the direction the

Stray item will be placed. The distance is

determined by the number on the die. Once

D&D are determined, measure that distance from the origin

point, such as the target of a failed Shoot Action, in the

rolled direction. This is now the Stray items new location.

Swarm

If 2 or more models from the same team are in Melee com-

bat with the same opposing model, they gain +1 to their

MCA and PRC roll for every additional friendly model in

that combat.

Talentz

Talentz are one-use per game abilities/items that the mod-

el always starts the game with. They are listed on the Stat

Sheet at the bottom. See example below:

15

Ammo circle. In the case of a weapon with a higher ROA

(3D, 2D, etc.) it only counts as 1 Ammo spent for the Ac-

tion, regardless of how many shots are taken during that

single Shoot Action. Once all Ammo circles are filled, the

weapon is out of Ammo. Some Missionz or Scenarioz

involve finding Ammo stashes, and are the only way to re-

load a weapon. Ammo stashes are universal to all weap-

ons with Pistol, Rifle and Gun in their name, but Rocket

Launchers, Cannons or other heavy weapons cannot be

reloaded.

Burst Weaponz (BWX)

Some models are equipped with Burst Weapons (BWX).

The player must declare they are using this weapon to at-

tack and who their target is. Then the player rolls as normal

for a Shoot Action, unless they’re using a Grenade or a

weapon with Special Abilitiez that govern otherwise.

Burst Weaponz ignore any bonuses granted for Cover. If

the Shoot Action misses, the Burst Weapon will Stray

(see Stray rules) from the landing point. If the Shoot Ac-

tion succeeds, the player makes a PRC roll against the

target model, and any models within X inches of the target

model. X is equal to the number next to the BW stat in pa-

renthesis.

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16

Cover

Cover is provided by whatever is handy on the play area to

hide behind. If any portion of a model’s base is behind an

object, and within a 1” of that object, it counts as having

Cover and gives the model a +1 to AGL against Shoot

Actions. Cover does not apply to Melee Actions.

Facing

The models can sense 360 degrees, due to highly evolved

internal antennae. There is no front or back arc to the mod-

els.

Line of Sight (LOS)

Line of Sight (LOS) is your ability to see a target. If you

can draw a straight line to any portion of a models body/

torso (not a stray arm or weapon sticking out) it counts as a

valid target.

Modelz in Melee

A model is in Melee when within the RNG of an enemy’s

Melee weapon. Models gain Cover against Shoot Actionz

and can’t use ranged weapons while in Melee combat, un-

less a Special Ability or Talent allows for this. A model

may spend 1 ACT and move up to 3” directly away from an

17

enemy to Break-Away from Melee combat.

Special Abilitiez (SpAbz)

Special Abilitiez (SpAbz) are what make a model or

weapon unique. They are listed below the models weapons

stats. See examples below:

Fortify: Model gains an additional +1 to AGL while in Cov-

er.

Leadership (X): While this model is in play you get a +X to

your Initiative roll. X is the number next to the SpAbz.

Grenade (X)

Shoot Actions with Grenades use the following rules; be-

fore the die is rolled, choose a location for the Grenade to

land within the RNG listed for it. Next, the player rolls 1D10,

using the number listed beside the Grenade (X) in paren-

thesis as the target number for the Shoot Action. For ex-

ample, a Grenade (8) would have 8 as the target number

for the Action. If the player equals or beats the target num-

ber, the Grenade lands where intended and all effects are

applied. If the number rolled is less than the target number,

the Grenade moves the direction the top of the die is point-

ing. The distance it moves depends on how far off from the

target number you were; For example, if you roll a 5 against

16

Cover

Cover is provided by whatever is handy on the play area to

hide behind. If any portion of a model’s base is behind an

object, and within a 1” of that object, it counts as having

Cover and gives the model a +1 to AGL against Shoot

Actions. Cover does not apply to Melee Actions.

Facing

The models can sense 360 degrees, due to highly evolved

internal antennae. There is no front or back arc to the mod-

els.

Line of Sight (LOS)

Line of Sight (LOS) is your ability to see a target. If you

can draw a straight line to any portion of a models body/

torso (not a stray arm or weapon sticking out) it counts as a

valid target.

Modelz in Melee

A model is in Melee when within the RNG of an enemy’s

Melee weapon. Models gain Cover against Shoot Actionz

and can’t use ranged weapons while in Melee combat, un-

less a Special Ability or Talent allows for this. A model

may spend 1 ACT and move up to 3” directly away from an

17

enemy to Break-Away from Melee combat.

Special Abilitiez (SpAbz)

Special Abilitiez (SpAbz) are what make a model or

weapon unique. They are listed below the models weapons

stats. See examples below:

Fortify: Model gains an additional +1 to AGL while in Cov-

er.

Leadership (X): While this model is in play you get a +X to

your Initiative roll. X is the number next to the SpAbz.

Grenade (X)

Shoot Actions with Grenades use the following rules; be-

fore the die is rolled, choose a location for the Grenade to

land within the RNG listed for it. Next, the player rolls 1D10,

using the number listed beside the Grenade (X) in paren-

thesis as the target number for the Shoot Action. For ex-

ample, a Grenade (8) would have 8 as the target number

for the Action. If the player equals or beats the target num-

ber, the Grenade lands where intended and all effects are

applied. If the number rolled is less than the target number,

the Grenade moves the direction the top of the die is point-

ing. The distance it moves depends on how far off from the

target number you were; For example, if you roll a 5 against