Professional Documents
Culture Documents
Command Protocols Escalation INC FAQ 2.3
Command Protocols Escalation INC FAQ 2.3
escalation
escalation
Escalation
Introduction...................................................3
Mercenaries & Merc Strike Teams..........4
Interactive Scenery.....................................6
Missions
Mission Selection and Set-Up..................8
Secret Missions...........................................9
Standard Missions.....................................10
Large Scale Missions................................14
Tactical Asset Missions...........................18
Items and Abilities
Items.............................................................22
New Abilities..............................................24
Abilities Errata............................................27
Army Lists
Mercenaries......................................30
Asterians...........................................42
Enforcers..............................................50
Forge Fathers...........................................58
GCPS.............................................................66
Marauders...................................................74
Mazon Labs..................................................82
Nameless.....................................................88
The Plague...................................................96
Rebs............................................................102
Veer-Myn....................................................112
1
escalation
Foreword
CREDITS
Concept & Games Design: Editing:
Rob Burman
Jake Thornton
quirkworthy.com Logo:
Luigi Terzi
Rules Development:
Andy ‘Doctor Deadzone’ Sharp Cover art:
Mark Smith Rob Jenx
Andrew ‘Coach’ Jashyn
Arthur Monteath-carr Internal Art:
Rob Burman Dave Allsop • Shen Fei Chan
Shane Knerl Robert Cirillo • Daniele Comerci
Heath Foley • Michele Giorgi
Playtesting: Hai Hoang • Luigi Terzi
Charles Budworth • Rick Hall and kids
Ian Davies • Ben Alexander Edwards Layout and Graphic Design:
Richard Martin • Fabian Valle Duncan Aldis • Ben Sandum
Ross Diggle • Hal Eccles
James Tandy • Ben Wright Photography:
Rob Taylor • Tyler Schulz Ben Sandum
Michael Kaup • Thomas Perez
Leon Chapman • Mark Engle Painting:
Andrew Jashyn Jr. • Richard Gill Leigh Buckett • Dave Neild
Claudio Mac Shepherd • Jesse Cornwell Dave Symonds • Chris Webb
As always, we at Mantic also extend our thanks to the Deadzone Rules Committee
for their continuing support. Their efforts go a long way to keeping our beloved
game competitive and thriving!
2
introduction
… and we’re back! Welcome to another Command Protocols supplement. Following the huge
success of last year’s supplement, Outbreak, these publications will now become a regular addition
to the Deadzone universe. Inside you’ll find any errata to the existing factions, abilities and items,
alongside new units, alternate ways to play and lots more. Command Protocols is a fantastic way to
keep Deadzone fresh and make sure it’s balanced for competitive tournament play.
In Command Protocols: Escalation we’ve reprinted all the faction lists and tournament scenarios
to ensure you only need to carry around one book. In the faction lists you’ll also find some exciting
additions – including the Volt Chasers sub faction for the Veer-myn and Alpha Team for the Rebs.
We’ve also taken the opportunity to bring in some cool miniatures from outside the Deadzone range,
like the terrifying Nameless Spawn and lethal Krastavor.
Escalation introduces some exciting new ways to play, like the rules for Interactive Scenery and
multi-mat scenarios, which will allow you to play bigger games of Deadzone! Alongside this
supplement, we’re also releasing the Incoming Intel Deck – this opens up an entirely new way to
play Deadzone and sees new missions and objectives radioed in during the game. You can buy the
Incoming Intel Deck from your FLGS or the Mantic website.
Finally, Escalation radically changes the rules for Mercenaries! Not only have some Mercs become
Living Legends in the standard faction lists, but we’ve also created an entirely new Mercs faction,
allowing you to cherry-pick the best soldiers of fortune and guns-for-hire from Deadzone and Star
Saga into a truly formidable strike team. The Mercenaries list isn’t designed for tournament play
(and we don’t expect to see it being played at tournaments) but it’s a great way to field an elite, cut-
throat strike team that only cares about how much they’re being paid!
Anyway, enough talk! Another containment protocol has been declared and it’s time to head to the
field. Suit up, strap in and prepare for combat…
Rob Burman
3
mercenaries &
merc strike teams
“The only difference between me and the
escalation
4
The Rankings
Living Legends
Mercenaries command fees appropriate to their
skills. The highest paid and most accomplished Some named models are marked with
Mercs are known as Tier One Operatives. Elite a [1] when they appear in faction lists.
killers and legends amongst the underworld, These models are Living Legends and may
these Mercs earn millions per mission and can only be taken once in a strike team. Living
often be found leading a crew of their own. Legends do not have weapons options,
Tier Two Operatives have done their time and cannot gain experience and may not take
paid their dues. A step above the typical hired items. There is no limit to the number of
gun, a Tier Two Operator will have unique skills different Living Legends you may include
or leadership experience from military service. in your strike team.
Tier Three Operatives are the vast bulk of the It is possible for two opposing strike
Mercenary community. They range from ex- teams to include the same Living Legend
military grunts doing odd jobs to make up for when facing each other - one of them
their meagre pension, to enthusiastic amateurs may be an imposter trading on the name,
who live-stream their missions while viewers an inter-dimensional doppelganger, evil
gamble on the outcome. clone, or any other explanation you can
Depending on the scale of the job and the client’s think of.
pocketbook, the fixer will assemble a team to
carry out the job. Where a Corporate soldier
can expect non-voting shares and the promise
Building a Mercenary Strike Team
of a comfortable annuity upon retirement, a Building a Mercenary Strike Team is similar
Mercenary’s life is either very profitable, or very to building a normal Strike Team, with a few
short. Most Mercs spend their credits as soon as exceptions.
they earn them, meaning there’s a steady supply
of labour for this very dangerous line of work. 1. Choose a Tier One Merc. This Mercenary
acts as your Leader, and counts for all
rules and mission objectives that refer
to the Leader.
2. Choose any number of Tier Three Mercs.
3. For each Tier Three Merc in your Strike
Team, you may choose a Tier Two Merc.
4. Models marked as Tier 1/2 may be
taken as either Tier 1 or Tier 2 Mercs.
5. Mercenary strike teams have access
to all Mercs Army Special results, and
may spend a Mantic Splat on a Command
Dice to use one of these abilities.
For Example: Anne is choosing a Mercenary
Strike Team for a game against Bob. She takes
Captain Erika Dulinsky as her Tier One Mercenary
and Leader. Next, she chooses five Marauder
Commandos from the Tier Three list, and Hacker
Half-Tail from the Tier Two list.
While Anne could not choose a second Hacker
Half-Tail for her team, Bob may choose to include
Hacker Half-Tail in his own Strike Team.
5
interactive scenery
Fighting over the ruins of a Deadzone can 1. Generate Terrain
present many dangers and opportunities. With
the local population dead or in hiding, key pieces Roll eight times on the table opposite to
of infrastructure are often left unguarded and determine which pieces of Interactive Scenery
escalation
can be of great use to scouting strike teams. will be used in the game. You may modify this
However, Deadzones are also a dangerous place, random generation in a manner agreed by both
full of hazards for the unwary looter. players. In the case of multi-mat games, players
may opt to add an extra 8 pieces per additional
When a developed world in the GCPS falls mat. If you roll a piece of terrain you do not have
under Containment Protocol, high-tech military in your collection, re-roll the result.
hardware is left abandoned in the chaos, ready
for a strike team to capture and use to establish
defensive positions, learn vital intel or simply
to steal everything in sight! Areas with high
concentrations of these facilities are often
heavily contested and many a battle has been
fought over the ruins of a military base or an
abandoned research lab.
interactive scenery
2. Place Terrain
These optional rules allow you to use Mantic’s
sci-fi scenery to bring your Deadzone board to Interactive scenery is placed after picking
life with a different set of interactive terrain deployment zones but before deploying strike
every game. This terrain offers a unique set of teams. The player who won recon will choose
challenges and opportunities to overcome and the first terrain piece to place and then alternate
exploit in your Deadzone games. between players. Each terrain piece should be
placed in the opponent’s half of the map, outside
of deployment zones and with a single terrain
piece per cube (or in the 2 opponent’s quadrants
for the Scatter Mission). If a cube is part of a
stack, interactive terrain pieces marked with an
* are placed on the top of the stack, all others
are placed at the bottom.
Items acquired from interactive scenery cannot
be used to score item-capture VPs in Scour
or similar missions. Items carried by models
cannot be used in combination with interactive
scenery (e.g. Ammo and Holo-Sights cannot be
used when firing a Defence Laser). If a piece of
interactive scenery is destroyed, remove it from
the table at the end of the action.
Models with the Beast or Vehicle special rule
may not use interactive scenery or gain any
benefit from them. They may, however, still suffer
negative effects and damage. Unless otherwise
stated, models may not interact with terrain if
there are enemy models in the same cube.
The following table makes use of pieces included
in the Starship Scenery, Industrial Zone and
Military Sci-Fi TerrainCrates.
6
Result Terrain Type and Effects
Terminal: A model in this cube may spend a Short action to access
the Terminal. Roll a D8: on a result of 8 they count as having found an Intel item and
1 score 1VP (dice results of 8 to access the Terminal do not explode). Once any Intel
has been found, the Terminal is destroyed to prevent the enemy from using it.
A model with the Engineer, Hacker or Scavenger ability will discover Intel on a 6+.
A model with the Hacker ability rolls two dice when accessing the Terminal,
gaining 1VP for each successful result.
2 Satellite Dish*: As long as a model from your Strike Team is in this cube you
count as having the Communications Relay ability.
Loot Crate: A model may spend a Free action to open the crate. Roll a d8 to
3 see what item the model gains; the crate is then destroyed.
1 Booby Trap, 2-3 Ammo, 4 Medi-kit, 5-6 Stimulant Shot, 7-8 Adrenaline Shot
Weapon Rack: A model may spend a Free action to search the weapon rack.
4 Roll a D8 to see what item they acquire. Once an item has been found, the
weapon rack is empty, but not destroyed. 1-2 Combat Blades, 3-4 Ammo,
5-6 AP Ammo, 7 Frag Grenade, 8 Stun Grenade.
Specimen Tank: A model may make a Shoot action against the Specimen Tank.
On a successful Hit, the acidic contents spill out and one randomly determined
5 model in the cube must make a Survive roll against a 3-dice (4+) attack at AP1.
Alternatively, a model in the cube may perform a Fight action to break the tank,
affecting the active model and another random model in the cube as above.
The specimen tank is then destroyed.
Power Plant: The unstable power plant is highly dangerous. If a model causes
6 potential damage during a Fight action in this cube, they may push the enemy
model onto the power plant instead of causing damage (or resolving other
weapon effects). Resolve a 5-dice (5+) Stun attack against the targeted model.
Defence Laser*: A model in this cube may perform a Shoot (long) action
to fire the Defence Laser. Line of Sight is drawn from the model and not the
7 Defence Laser itself. Each Defence Laser may only be fired once per Round per
strike team. Defence Laser: R8, AP1, Weight of Fire (2), Suppression
Explosive Barrel: A model may target the Explosive Barrel with a Shoot action.
8
On a successful Hit, the barrel is destroyed and explodes! Immediately resolve
a Frag (3) attack in the cube.
7
Missions
escalation
For Standard games of Deadzone, it is Unless stated otherwise the player who won
recommended that a random mission be recon chooses which deployment zone to set-up
selected. Roll a single dice to determine the in and deploys their entire strike team followed
mission that will be played: by their opponent.
If you cannot deploy your entire strike team
Dice Roll Mission in the deployment zone due to cube capacity
limits you may expand your deployment zone
1 Patrol 2.0 by the minimum number of cubes to place your
2 Scour 2.0 entire Strike Force on the board. Your opponent
may also expand their deployment by the same
3 Breakthrough 2.0 number of cubes.
4 Search & Destroy 2.0 Recon effects, then Scout moves are performed
5 Scatter in that order before the first Round begins.
6 Divide & Conquer For VPs required to win, please consult the table
7 Invade below:
8 Occupy
Strike Team VPs required
Points to win
This makes for interesting gameplay and 100 12
encourages players to make more balanced army 150 16
list choices, as certain models will naturally be
better at different missions. Alternatively, if both 200 20
players agree, a specific mission may be chosen. Per extra 50pts +4
8
Secret Missions
Secret Missions
These can be used as an alternative to the Secret Strike Standard New
Missions in the Core Rulebook.
Team Game Secret
Each round roll for 2 secret missions per strike points Missions
team. Do not let your opponent know what your
secret mission is. 100 12 16
150 16 20
If a secret mission is not achievable because
the target model has been killed you must keep 200 20 24
it even though you may not score for it. If a Per extra +4 +4
secret mission was never achievable because 50pts
your opponent did not take any of the particular
model type you may reroll this secret mission.
If you rolled the same secret mission twice, you
score VPs for both when you achieve the secret
mission. If you did not complete either of your
secret missions you may choose to keep one for
the next round and reroll the other.
If using these new Secret Missions, add 4VPs to
the total required for the game.
9
Mission: Patrol 2.0 Mission: Scour 2.0
All Deadzones contain important tactical This sector of the Deadzone contains highly
locations that your Strike Team must secure. valuable equipment and information, which
However, you are not the only strike team in the everyone stands to gain from. This mission
Deadzone and others may be trying to secure the represents a chance encounter in a resource
escalation
same assets. Your aim is simple: grab the goods heavy area as both Strike Teams attempt to
before they do or destroy your opposition in the retrieve as many resources as possible before
process. disengaging.
Victory points in this mission are gained by: Victory points in this mission are gained by:
• Killing an enemy model (VP value of that • Killing enemy models
model as shown on their stat line)
• Discovering Intel. Immediately gain
• Discovering Intel. Immediately gain 2VP and discard the Intel counter on
1VP and discard the Intel counter on discovery
discovery
• Recovering items and depositing them
• Occupying an objective. You must have at your cache (X). To retrieve an item,
the only model(s) in the cube. You get you must first pick up an item counter
either 1 or 2VPs (as shown on the map) placed during set-up, and then the model
per objective occupied at the end of must move into the cache cube (X) in its
each round. The VPs are awarded for own deployment zone. The item is then
each objective occupied, not per model removed from play as a Free action and
on the objective. the player gains 1VP
Note: Use 12 item counters in this game, rather
than the usual 8. Ensure that Intel is one of the
counters selected. If a counter is placed in a
deployment zone, re-roll the location until it can
be placed on the map.
During campaign games, each player gains
additional bonus Resource Points (RP) equal to
the number of items they retrieved during this
mission.
10
Mission: Breakthrough 2.0 Mission: Search & Destroy 2.0
In this mission both Strike Teams are attempting One of the Strike Teams has discovered intel
to keep moving, past the enemy and into about the location of a nearby threat, and is
the territory beyond. This could be a flanking seeking to eliminate it. The other Strike Team
manoeuvre for a larger strike, or simply due to has not been caught off-guard, however, and
being cut off and stuck behind enemy lines, with prepares for a brutal fight to the death.
their only route back to their main force being
blocked by the enemy.
1 1
Victory points in this mission are gained by: Victory points in this mission are gained by:
• Moving off the board through your • Occupying an objective. You must have
opponent’s deployment zone the only model(s) in the cube. You get
either 1 or 2VPs (as shown on the map)
To leave the board a model must move directly per objective occupied at the end of
off the board edge through the opponent’s each round. The VPs are awarded for
deployment zone. Immediately gain VPs equal to each objective occupied, not per model
the number of VPs that would be gained if that on the objective
model were killed along with a +1VP bonus.
11
Mission: Scatter Mission: Divide & Conquer
The tactical objectives in this section of the Intel from troops on the ground suggests that this
Deadzone have been scattered throughout the area contains several tactical locations that are
area. To locate and claim them quickly, you have key to securing the Deadzone. Your Strike Team
split your Strike Team to cover a larger distance. has been sent to capture these vital objectives
escalation
This allows a rapid deployment but disrupts the but you know that others are likely to be heading
coordination of your team. Any engagements to the region. You must capture the objectives
with the enemy could prove difficult with your and deny any hostiles from seizing them too.
forces spread out. Be careful…
1 2 2
1 2 2
Blue Red
Deployment Deployment
Blue Deployment
missions
12
Mission: Invade Mission: Occupy
Your spies in the Deadzone have reported that It’s almost time for you to leave the Deadzone
enemy forces have recently captured some behind and remove your valuable assets from
essential equipment and are now removing it to the planet. Unfortunately the only safe landing
their base. You need to ‘liberate’ this equipment point is in the middle of a battlezone and other
from them before it’s too late. However, the tech forces are likely to be heading to the same
in question lies in the heart of their base, so it’s location. To ensure your mission is a success you
not going to be easy. must ensure your recovered resources do not fall
into enemy hands.
1 2 2
1 2 2
4
Blue Deployment Blue Deployment
Victory points in this mission are gained by: Victory points in this mission are gained by:
• Killing enemy models • Killing enemy models
• Discovering Intel. Immediately gain • Discovering Intel. Immediately gain
1VP and discard the Intel counter on 1VP and discard the Intel counter on
discovery discovery
• Occupying an objective. You must have • Occupying an objective. You must have
the only model(s) in the cube. You gain the only model(s) in the cube. You gain
1 or 4VPs per objective occupied at the 2VPs per objective occupied at the end
end of each round. The VPs are awarded of each round. The VPs are awarded for
for each objective occupied, not per each objective occupied, not per model
model on the objective. You get no VPs on the objective
for occupying the objective closest to
your own deployment zone
13
large-scale Missions
A city, base or laboratory quarantined by a
Containment Protocol can often be a chaotic
place. Violent firefights can break out across
multiple locations and localised fighting can
escalation
Red Deployment 2
2 Blue Deployment
Chatter on the commlink strongly suggests that Victory points in this mission are gained by:
this area holds some vital (and valuable) assets.
But that means you’re not going to be the only • Killing enemy models (VP value of that
interested party. In cases like this, it’s best to go model as shown on their stat line).
in hard and fast so a small scouting force just • Discovering Intel. Immediately gain
won’t do the trick. It’s time for shock and awe! 1VP and discard the Intel counter on
discovery.
• Occupying an objective. You must have
the only model(s) in the cube. You get
2VPs per objective occupied at the end
of each round. The VPs are awarded for
each objective occupied, not per model
on the objective.
14
Mission: Calling in Reserves
B
1
A
3
1
A
B
Advanced forces have made contact with the Victory points in this mission are gained by:
enemy and severe fighting has broken out. Back-
up is on the way, but you’ll need to survive until • Killing enemy models (VP value of that
it arrives. model as shown on their stat line).
• Discovering Intel. Immediately gain
Mission Set-up
1VP and discard the Intel counter on
• The player who won recon deploys half discovery.
their strike team (by model count) in
• Occupying an objective. You must have
deployment zone A, followed by their
the only model(s) in the cube. You get
opponent.
either 1 or 3VPs (as shown on the map)
• At the end of Round 2, the player who per objective occupied at the end of
finished their activations first in Round each round. The VPs are awarded for
2 places their remaining models in each objective occupied, not per model
deployment zone B, followed by their on the objective.
opponent.
15
escalation
Mission: Domination
2
missions
1 1
Blue Deployment
Red Deployment
1 1
To control this part of the Deadzone you must Victory points in this mission are gained by:
secure and hold the central area while the rest
of your crew extract the assets. Unfortunately • Killing enemy models (VP value of that
this area is also less densely inhabited, which model as shown on their stat line).
means your strike team will have to make use of • Discovering Intel. Immediately gain
the limited cover available. 1VP and discard the Intel counter on
discovery.
Mission Set-up
• Occupying an objective. You must have
• No buildings in the central 4x4 cube
the only model(s) in the cube. You get
area (highlighted) may be greater than
1, 2 or 3VPs (as shown on the map) per
1 level in height.
objective occupied at the end of each
round. The VPs are awarded for each
objective occupied, not per model on
the objective.
16
Mission: Secure the Sector
Red Deployment
Blue Deployment
You’ve been tasked with holding this sector Victory points in this mission are gained by:
while back-up arrives. The problem is, the
tactical locations are more spread out than the • Killing enemy models (VP value of that
intelligence implied. You’re going to need a model as shown on their stat line).
bigger force to cover all the objectives at once. • Discovering Intel. Immediately gain
1VP and discard the Intel counter on
discovery.
• Occupying an objective. You must have
the only model(s) in the cube. You get
either 1 or 2VPs (as shown on the map)
per objective occupied at the end of
each round. The VPs are awarded for
each objective occupied, not per model
on the objective.
17
tactical asset
missions
The following missions allow you to fight themed Scenario Special Rules
Deadzone battles that make use of interactive
escalation
18
Mission: The Mainframe Mission: Stop the Signal
The central servers for a planet’s municipal The situation on the ground has changed, and
systems contain a wealth of information, from both Strike Teams are attempting to capture and
maps, to real-time data about active transport use the only functional satellite uplink station
networks, spaceports and security camera feeds. in the area to relay the information back to
They are one of the first places to be targeted HQ. To complicate matters, the station is under
by marauding Strike Teams once a Containment bombardment from a ship attempting to enforce
Protocol is enacted, to secure the data for their the Containment Protocol. Whoever gets the
own battle plans and prevent it from falling into signal through to their superiors while stopping
enemy hands. their enemies from doing the same will have a
significant tactical advantage in the battles to
Red Deployment come.
Red Deployment
T T T
T T T
Blue Deployment
• Killing enemy models (VP value of that • A model standing in the central 4 cubes,
model, adjusted for Tactical Assets). at the top of the stack and with no
enemies in the same cube, may Transmit
• Discovering Intel. Immediately gain as a long Action (see below).
1VP and discard the Intel counter on
discovery. • Scenario Special Rules: Bombardment,
Time Bomb
• Hacking a Terminal. Successfully
hacking a Terminal is worth 2VPs. Victory Points are not used in this mission.
Instead, the winner is the Player with the most
Transmission Counters at the end of the game.
19
Mission: Arms Race
One of the most valuable assets to seize after
a planet is declared off limits, are weapons
testing facilities, to recover secret experimental
weaponry from the chaos of the Deadzone. If an
escalation
W W
W W
Blue Deployment
Mission Set-up
missions
20
Mission: Raid the Lab
A medical facility in the heart of the Deadzone is Victory points in this mission are gained by:
rumoured to contain a weaponised super serum,
and the technology to administer it safely under • Killing enemy models (VP value of that
battlefield conditions. Both Strike Teams are model, adjusted for Tactical Assets).
keen to secure samples of the serum and test its • Discovering Intel. Immediately gain
effects on their own soldiers. 2VP and discard the Intel counter on
Red Deployment
discovery.
• Securing Serums. Players gain 2VPs
for each unused Serum carried by their
models at the end of the game.
21
items
Alternative Items
Each new Deadzone provides a wealth of new items for Strike Teams to uncover. As a result the items
escalation
included here can be used as an alternative to the standard items described in the Core Rulebook.
If you wish to use the alternative items, roll a D8 before the game and consult the table on this page
to see which items are in play. Use the standard item counters to represent the new items.
items errata
Holo-Sight Medi-Pack (+)
Remove (+). One-Use. Using a Medi-Pack is a special action,
does not require a dice roll and immediately
removes One Damage marker. The Medi-Pack is
then discarded.
22
new items
Adrenaline Shot (+)
The Adrenaline Shot increases
the heart rate and blood supply
to drive the user to higher
degrees of physical activity.
One-Use, increase Speed by
+1/+1 for this round.
Combat Blades (+)
A variety of sharp and serrated
combat weapons that are
designed for one use only. One-
use, RF, Frenzy (1).
Commlink
A model with a commlink is able to act as a
spotter for their comrades. The model may use Shock Baton (+)
a special action to call in the co-ordinates of a
target. Place a token in a cube within the model’s Used to control test subjects or
line of sight. Models throwing Grenades or unruly citizens, Shock Batons
using Indirect weapons treat this cube as being can be useful in combat. A
within their line of sight. model hit by a Shock Baton will
Note that this does not allow models to target be Knocked Back. In addition an
cubes outside of their weapon’s range, or to injured model will not need to test for Rampage
otherwise target cubes that are not valid targets. if it begins its activation in a cube with a friendly
model with a Shock Baton. RF, Knockback.
Stimulant Shot (+)
Many stimulants are
banned within civilized
GCPS space, but in the
carnage of a Deadzone
survival is all that
matters. Weaponised stimulants drive combat
soldiers to incredible feats of violence. One-Use,
Exo-thermic Accelerator gain +1 dice for a single roll (Fight or Shoot).
One-Use. Increase the range of a weapon with Toxic Grenade (+)
the It Burns! ability by 2 cubes.
One Use. This item follows the rules for grenades
Marksman Rifle (page 30 of the Deadzone 2.0 rulebook), except
This weapon provides accurate fire support that a toxic smokescreen is placed in the target
in the absence of designated Snipers. The cube (page 35 of the Deadzone 2.0 rulebook).
Marksman Rifle comes with an integrated Holo- Toxic Grenade: R3, Grenade, Toxic (1)
sight and gains all the rules for this (see page Smokescreen
37 of the Deadzone Rulebook). However, it does
not count as an item and cannot be swapped or Tripmine
picked up by another model. The model bearing
the rifle may take an additional item, but further Tripmines are One-Use, R4, Grenades, Trap [
Holo-sights have no additional benefit. Frag(3) ] weapons.
23
abilities
NEW ABILITIES
The Abilities below are used alongside the
escalation
Aerial Deployment
This model may choose to make an aerial
deployment. If it does so, do not deploy it with
the rest of your Strike Team. Once both players
have deployed their teams, but before any Scout
or Recon moves, a model using aerial deployment
may be deployed in any cube not containing an Cloaking Device
objective and provided it is at least two cubes This device disrupts the visual appearance of
away from the nearest enemy model. If there are troops. All models (friend or foe) in a cube or
multiple cubes in a stack, it must deploy on the adjacent to a cube containing a model with a
top level cube in that stack. Cloaking Device will suffer a -1 dice modifier to
A model may always aerially deploy into the target them with Shoot or Fire for Effect actions.
owning player’s deployment zone (cube size No additional effect will be gained from smoke
abilities
limits willing) but may never aerially deploy in the or another Cloaking Device. You may still gain
enemy’s deployment zone. If both players have the +2 dice for a clear shot, although with the
models with aerial deployment then alternate additional -1 modifier mentioned above.
aerial deployments starting with the player with Combat Team Training
the initiative. If this means that a model cannot
be deployed due to lack of a 2 cube distance As long as a model with this ability remains in
then that model will have to instead be deployed the game their strike team may re-roll command
within your deployment zone. dice, even if it has lost more than 50% of its
models.
Communications Relay
A model with this ability grants a free extra
activation Command Dice per round. You may
not reroll this Command Dice and if the model
granting Communications Relay is killed you lose
the extra activation from all subsequent rounds.
Companion
A model with this ability always counts as
having a friendly model in the same cube during
Charged Fight actions.
A model with this ability may choose to move Dismantle
an extra 1 cube as part of a Move action and
gains Frenzy (1) until the end of the activation. At This model has a special knack for finding the
the end of the activation the model must make weak spots of mechanical objects. Whenever
a Survive (2) test. If the test is failed it suffers this model deals potential damage to a model
1 wound. If this kills the model, VP’s will be with the Vehicle or Construct ability, add 1 to the
awarded to the opposing player. potential damage caused.
24
Evade Life Drain
When an unpinned model with the evade ability Make a Psychic attack against a target enemy
is the subject of a Shoot action but is not killed model within range. For each point of damage
or pinned it may make an immediate 1 cube caused, up to the number needed to kill the
move in any direction. This may generate a Fight target, you may remove 1 damage counter from
as normal. a friendly model within 2 cubes of the psychic
model making the attack. You may not increase
Firing Platform (n) the wounds of a model beyond their starting
A model with the Vehicle ability firing a weapon level. This ability has no effect on models with
with this ability gains +n dice when performing the Vehicle or Construct abilities.
a Shoot action. Non-Lethal
Flight The weapon does no direct Damage. If the
A model with this ability does not require a wall attack is a Hit, other effects of the weapon occur
or ramp to change levels. It may move over gaps as normal.
of any size on the same level. The model must Resilient (n)
end its move in a cube (and position) that allows
it to be physically placed on the gaming table. This model may re-roll (n) dice when making
Survive tests.
Smash!
When a weapon or model with this ability hits
and causes potential damage you may Smash!
the target model. Resolve the attack as normal,
then move the target model one cube in any
direction. This may result in falling damage or
being slammed into a wall. In addition if the
model enters a cube occupied by an enemy
model it will generate a Fight. At the end of the
Hacker move the target model is Pinned.
25
Trap Walker Shield
When a weapon with the Trap rule is used, place A model equipped with a Walker Shield gains
a Trap token in the targeted cube. Whenever an +1 Armour.
enemy model enters a cube with a Trap token,
the player who placed the token may choose to Weapons Team
escalation
detonate it; if they do so, immediately resolve Models with this rule are typically armed with a
the effect in parentheses following the Trap heavy machine gun, mortar, missile launcher or
ability (i.e. If a weapon is listed as Trap [Frag(3)], laser cannon, and consist of two or more models
resolve a Frag (3) attack in the cube.) This ends mounted on a single base.
the active model’s activation, and the token is
removed from play. Treat these models as a single model with the
listed size for purposes of movement, cube size
The only exception to this rule is if the enemy limits, and damage it can take before being
model entering the cube has the Engineer ability. removed as a casualty. Models with this rule
In this case, the owner of the Trap token may not must be equipped with a weapon when added to
detonate it, as the Engineer knows how to avoid your army list; they cannot be deployed unarmed.
its triggering mechanism. A Trap token may be Whilst models with this rule are injured, any
disarmed by any model with the Engineer ability equipped weapons are considered to have the
by spending a Special action to do so, then Slow Reload rule.
remove the Trap token from play.
Weapons Teams should be based on a 60mm
Triclinic Shard base. As an alternative models based on 25mm
If this weapon causes potential damage, place bases can be used as long as each model
(weapon, specialist and loader) are placed in
abilities
26
ABILITIES ERRATA firing model makes a 3 dice Shoot test (2) with
no modifiers. If successful, the target model
The Abilities below are to replace the versions removes an activation token. A single model may
that are found in the Core Rulebook: only benefit from the Invigorate ability once per
Round.
Fire Control
When the model takes a Shoot action it can use
Knockback
two weapons instead of one. Each weapon may When a weapon or model with this ability hits
choose the same or a different target. Declare and causes potential damage it will knock it
the targets of both weapons before rolling any back into a different cube. Resolve the attack as
attack dice. A model with Fire Control that normal, then move the target one cube directly
uses a Shoot symbol on a Command Dice only away from the attacker (see page 27 of the
benefits from a single extra shot from only one Deadzone 2.0 rulebook). If the knocked-back
of the available weapons. model’s route is blocked by a wall, the model is
slammed into it (see page 27 of the Deadzone
Hammerfist Drop Armour 2.0 rulebook).
A model with Hammerfist Drop Armour starts Medic
the battle off the table. It is called in using a
Special action by a model in the same Strike A Medic may use a Special action to heal a single
Team already on the table. Injured model of your strike team in the same
cube (which may be the Medic themselves). No
When called in, place the Hammerfist model test is required and all Damage counters are
in any empty cube on the table. If there is a removed. This ability only heals living models,
stack, place it on the top level. The force of the and cannot repair Constructs or Vehicles. In
model’s entry may send nearby models flying addition friendly models will gain Resilient (1)
- the Hammerfist model rolls a 3 dice 4+ test whilst in the same cube as the Medic.
(X) for the strength of the attack. Models in all
adjacent cubes must roll a 3 dice Survive test (X). Toxic (n)
Roll once for the attack and separately for each
target model’s survival roll. A model that suffers a wound from a Toxic
weapon will suffer (n) additional wounds. Toxic
Draw or Survive has more successes: has no effect on models with the Construct or
Attack misses or fails to cause any harm. Vehicle abilities.
Hammerfist has more successes: Teleport
No direct damage is caused but the target model
is thrown one cube directly away from the A model with this ability may Teleport as a Long
Hammerfist model and is Pinned. Damage may Action.
be caused by a model Falling or hitting a Wall.
Teleport allows the model to move up to 3 cubes
The Hammerfist model is then marked as in any direction without the need for there to be
activated. an unobstructed route between them. A model
using Teleport must end its move in a cube where
For the rest of the game, the model equipped it can be physically placed on the table (not mid-
with Hammerfist Drop Armour counts as having air or inside an inaccessible cube surrounded by
a Jump Pack. 6 solid walls). If a teleporting model ends this
move in the same cube as an enemy model then
Invigorate they will Fight as if it had moved into the cube
Weapons with this ability deliver a jolt of energy normally.
to their target, whether through a cocktail of You may Teleport out of a cube containing an
combat drugs or through Psychic unleashing enemy model but will be subject to the ‘breaking
of a soldier’s hidden potential. Weapons with away’ rule (see page 17 of the Deadzone 2.0
Invigorate may target friendly units, and units rulebook).
in the same cube as the active model. The
27
Marauder pirates use every tool at their disposal to ruthlessly
assault a Veer-Myn brood nesting in an abandoned mine complex.
28
The Crone Mother oversees her subjects as a Volt-Chasers strike team breaks into a
Corporation facility, hunting for new technologies to repurpose for their own vile schemes.
29
mercenaries army lists
30
mercenaries
Tier 1 Mercenaries
Blaine in Peacekeeper Armour [1] 50 pts / 5 VPs
S F Sv Gauss Shock Firearm: R5, AP1, Armed to the teeth with
1-2 Weight of Fire (1) the latest technology and
4+ 3+ 4+ Electro-Glaive: RF, AP2 protected by thick Peacekeeper
• Tactician (2) Jump Pack
3 Armour, Blaine is a one-man
• Tough Weapon Options: army ready for action.
• Frenzy (2) None
2
Campaign Ability Options:
None
Recon: 4+
Inimitable Infamy
Only a single Blaine model may be included in a Strike Team
(either Blaine, Blaine in Peacekeeper Armour or Blaine on Jetbike).
The universe is only big enough for one Blaine at a time!
31
Tier 1 / 2 Mercenaries
Recon: 5+
Recon: 4+
32
Francesco “The Devil” Selvaggio [1] 25 pts / 3 VPs
S F Sv Heavy Flamer: R3, AP1, Volatile, It Once a decent soldier,
1-2 Burns! Selvaggio demonstrated a
5+ 5+ 5+ Propane Bomb: R3, One Use, penchant for close combat
• Tactician (1) Grenade, It Burns!
1 and demolitions. Since leaving
Weapon Options: the military he’s become an
None unscrupulous hitman working
1
Campaign Ability Options: for anyone who will pay.
None
Recon: 4+
33
Tier 1 / 2 Mercenaries
Sergeant Ugurik [1] 25 pts / 3 VPs
S F Sv DB Laser Rifle: R6, Rapid Fire, Wearing his Vacuum Assault
1-3 Weight of Fire (1) Armour, Urgurik is an expert
5+ 5+ 4+ Auto-Blaster: R2
army lists
Recon: 5+
Tier 2 Mercenaries
34
C.U.R. B07153 - “Curby” [1] 16 pts / 2 VPs
S F Sv Laser: R5, Knockback Combat Utility Robots are
2-3 Electrical Discharge: RF, a common sight throughout
5+ 6+ 5+ Knockback
corporate space, although they
• Construct Weapon Options:
1 occasionally display behavioural
• Agile None
‘quirks’ when battle damaged or
• Engineer Campaign Ability Options: nearing deactivation.
1
• Hacker None
35
Tier 2 Mercenaries
Kr-0m3 [1] 24 pts / 3 VPs
S F Sv Plasma Cannons: R6, AP1, Rescued from the scrap
1-2 Weight of Fire (2) heap by Blaine, Kr-0m3
4+ 6+ 6+ Defender Shield
army lists
1
Campaign Ability
Options:
None
36
Ogan Helkkare [1] 24 pts / 2 VPs
S F Sv Burst Pistol: R3, Rapid Fire Exiled from the Star Realm, Ogan
1-2 Force Field: R2, Grenade, Shield has been forced to settle within
5+ 5+ 4+ Generator (1)
the GCPS. His engineering skills
• Engineer Energy Shield (2)
1 have made him a legend and
• Hacker Weapon Options: he’s able to create anything from
None
1 weapons to engine parts.
Campaign Ability Options:
None
37
Tier 2 Mercenaries
Sergeant Erriq Umunsar [1] 27 pts / 2 VPs
S F Sv Onslaught Cannon: R5, Weight Once an auxiliary trooper
1-2 of Fire (1), Suppression with the Trontek marines,
4+ 5+ 4+ Rocket Salvo: R8, Indirect (3),
army lists
One-Use
Erriq became disillusioned
1 • Resilient (1) with the corporation’s
Weapon Options:
aggressive expansionism
None
1 and soon he was working
Campaign Ability Options: alongside the Rebs.
None
1
Campaign Ability
Options:
None
38
Tier 3 Mercenaries
Brokkr 14 pts / 1 VPs
S F Sv Burst Pistol: R3, Rapid Fire Always keen to get enough money to
1-2 Forge Hammer: RF, AP1 fund the next drink at a local dive bar,
5+ 4+ 4+
Weapon Options: Brokkrs are happy to work for hire
0 • Frenzy (1) Small Arms, Light (Melee)
and don’t ask too many questions.
Campaign Ability Options:
1
Melee
39
army lists
Tier 3 Mercenaries
40
Weapon Points VPs Range AP Abilities Type
Pistol* 1 0 R3 - Small Arms
Laser Rifle 2 0 R6 - Rapid Fire Small Arms
Shotgun 1 0 R2 - Knockback Small Arms
Genling 340 4 0 R4 - Weight of Fire (1), Small Arms
“Frontiersman” Rapid Fire
Flamethrower 4 0 R2 - Volatile, It Burns! Light (Assault)
Thermal Rifle 7 1 R4 AP2 Light (Assault)
Grenade Launcher 8 1 R5 - Indirect (3) Light (Explosive)
Laser Carbine 4 0 R6 - Weight of Fire (1),
Rapid Fire Light (Marksman)
Marksman Rifle 8 1 R8 - Holo-sight Light (Marksman)
Combat Blades 5 0 RF - Frenzy (1) Light (Melee)
Energy Gauntlet 5 0 RF - Knockback Light (Melee)
Officer’s Sword 5 0 RF AP1 Light (Melee)
Heavy Laser Rifle 6 1 R10 AP1 Heavy Light (Sniper)
* Weapon does not replace a default weapon
41
ASTEriANS
Leaders
Overseer 30 pts / 3 VPs
army lists
1
Wheels Within Wheels: You may spend
Energy Pulse: R1, Knockback an Army Special result on your Command
Charge Glove: RF, Knockback Dice to discard any one of your opponent’s
Staff of Command: RF, AP2 Command Dice. This does not count as an
Energy Shield (3)
action. You may do this a maximum of once
Weapon Options:
Leader, Small Arms, Light (Melee) per activation.
Campaign Ability Options: Recon: 4+
Ranged, Melee, Command
42
Cypher Prime 22 pts / 2 VPs
S F Sv The lead Cypher in a combat clade, always
1-2 promoted by seniority and lethally efficient
- 4+ 5+
in their role.
1 • Tactician (1)
• Construct
• Vulnerable
1
• Toxic (2) Smokescreen
Lightblade: RF, AP2 Overcharge: Spend an Army Special
Energy Shield (4) result at the start of a model’s activation.
The target model’s Noh Rifle gains Rapid
Weapon Options:
Small Arms, Light (Melee) Fire, Weight of Fire (2) until the end of its
activation.
Campaign Ability Options:
Melee, Command, Specialist Recon: 5+
43
Troops
Cypher 15 pts / 2 VPs
S F Sv Noh Rifle: R5 An advanced combat chassis with a
1-2
3+ 5+ 5+ Weapon Options: remote mind link to a pilot operator
army lists
44
Specialists
Black Talon 20 pts / 2 VPs
S F Sv Noh Rifle: R5, Highly specialised Cyphers
1-2 Energy Shield (2), designed for rapid aerial insertion
3+ 5+ 5+ Jump Pack
and redeployment, piloted by the
• Construct Weapon Options:
1 most highly skilled operators.
• Vulnerable Small Arms, Light (Melee)
• Glide Campaign Ability Options:
1
Ranged, Specialist
45
Specialists
Support Drone 9 pts / 1 VPs
S F Sv Hardpoints: 1 These light drones eschew
1-2 Weapon Options: the ordnance of their heavier
5+ - 6+
army lists
1
Campaign Ability Options:
None
46
Ota Sora [1] 28 pts / 3 VPs
S F Sv Ion Cannon: R6, AP2, Weight Desperate to reverse the fortunes
1-2 of Fire (1) of the disgraced House Sora, Ota
5+ 5+ 4+ Body Slam: RF, Knockback Sora must first prove himself a
2 • Solid Weapon Options: worthy warrior and capable leader
• Honourable None – no matter the cost.
2
Campaign Ability Options:
None
Vehicles
47
Weapon Points VPs Range AP Abilities Type
Staff Of Command 6 1 RF AP2 Overseer
Energy Bow 1 0 R4 - Kalyshi
Glaive 7 1 RF AP1 Frenzy (1) Kalyshi
Razor Flails 8 1 RF AP2 Frenzy (1) Kalyshi
army lists
48
49
Enforcers
Leaders
Pathfinder Sergeant 22 pts / 2 VPs
army lists
1-2
4+ 5+ 4+ experience and the tactical awareness to
use it.
1 • Tactician (1)
50
Peacekeeper Captain 44 pts / 4 VPs
S F Sv Some Enforcer Captains take to the field
1-2 in Peacekeeper Armour, usually those who
4+ 5+ 3+
have served in the Peacekeeper divisions
2 • Tactician (2) previously.
2
Bastion: You may spend an Army Special
DB Laser Rifle: R6, Weight of Fire (1), Result on a Command Dice to add +1
Rapid Fire Armour and Resilient (1) to a model for a
Wristblade: RF, AP1 single Survive roll. You must declare to
Jump Pack use this Special Result before any dice
Weapon Options: are rolled for the Shoot or Fight attack. A
Leader, Light (Melee), Heavy (Melee) maximum of one Army Special Result can
be used per roll.
Campaign Ability Options:
Ranged, Melee, Command Recon: 4+
Troops
Assault Enforcer 14 pts / 1 VPs
S F Sv Pistol: R3 Equipped with deadly close combat
1-2 Wristblade: RF, AP1 weaponry, these specialists take
5+ 5+ 4+ Jump Pack
the fight to the enemy in lightning
1 • Frenzy (1) Weapon Options: assaults that leave no survivors.
Small Arms, Light (Melee)
1
Campaign Ability Options:
Melee
51
Specialists
Corporation Medi-Bot 18 pts / 1 VPs
S F Sv Defender Shield Deployed by corporations to keep
1-2 Weapon Options: life insurance pay outs down, the
- - 5+
army lists
52
Pathfinder Specialist 15 pts / 2 VPs
S F Sv TAG Rifle: R6, Tag Pathfinder Specialists take to the
1-2 Weapon Options: field on purpose built bikes, designed
4+ 6+ 4+
Small Arms, Recon, to run almost silently and tackle
0 • Scout Light (Sniper) any terrain, and allowing a single
• Hacker
Campaign Ability Options: Pathfinder to cover a huge area.
1
Ranged, Specialist
53
Specialists
ES435 ‘Monarch’ [1] 38 pts / 4 VPs
S F Sv Genling Bullpup: R5, AP1, Monarch has carried out several
1-2 Weight of Fire (2) undercover missions, as both a
4+ 5+ 4+ Jump Pack
army lists
54
Recon Unit N32-19 [1] 30 pts / 3 VPs
S F Sv TAG Rifle: R6, Tag One of the first Enforcers to land
1-2 Holo Sight on Nexus Psi, N32-19 survived
4+ 6+ 3+
Weapon Options: against the odds. He now acts as a
0 • Tactician (1) None scout for Enforcer teams in Plague
• Recon Drone containment zones.
Campaign Ability Options:
1
None
Recon Drone
When deploying a model with this Ability, you may also deploy one Recon Drone model anywhere
in your deployment zone. The Recon Drone does not count for strike team size, gains no experience
and is not added to the player’s roster. As a model, it uses the profile below:
Recon Drone - pts / 0 VPs
S F Sv Electro-Shock: RF, Knockback Discreet autonomous camera
2-3 Rangefinder: R10, Tag, Non-Lethal drones, used by recon Pathfinders
5+ 6+ 4+
Weapon Options: to reconnoitre their surroundings
0 • Scout None and monitor hostile forces.
• Beast Campaign Ability Options:
• Construct None
1
55
Vehicles
Enforcer Jet Bike 24 pts / 2 VPs
S F Sv DB Laser Rifle: R6, In conditions where dropship assault
1-5 Rapid Fire, Weight of is impossible due to environmental or
4+ 6+ 4+ Fire (1) time constraints, Enforcers will deploy
army lists
56
Weapon Points VPs Range AP Abilities Type
Pistol* 1 0 R3 - Small Arms
Laser Rifle 2 0 R6 - Rapid Fire Small Arms
Combat Shotgun 1 0 R2 - Knockback Small Arms
Fusion Gun 6 1 R4 - Frag (3) Light (Assault)
Incinerator 4 0 R2 - Volatile, It Burns! Light (Assault),
Heavy (Assault)
Thermal Rifle 7 1 R4 AP2 Light (Assault)
Burst Laser 4 0 R8 - Weight of Fire (1), Light (Automatic),
Suppression Heavy (Automatic)
Missile Launcher 8 1 R8 AP5 Heavy Light (Explosive)
R8 AP1 Heavy, Frag (3)
Wristblade 5 0 RF AP1 Light (Melee)
Energy Gauntlet 3 0 RF - Knockback Light (Melee)
Phase Claws 8 1 RF AP2 Light (Melee)
Sniper Rifle 12 1 R10 AP1 Heavy, Sniper Scope Light (Sniper)
TAG Rifle 8 0 R6 - Tag Recon
Double-Barrelled 3 0 R6 - Weight of Fire (1), Heavy (Automatic)
Laser Rifle Rapid Fire
Chainsaw 8 1 RF AP2 Frenzy (1) Walker (Melee)
Electro-Shock - - RF - Knockback -
Assault Flamer 6 0 R2 AP1 Volatile, It Burns! Walker (Assault)
Heavy Burst Laser** 8 1 R10 - Weight of Fire (2),
Suppression
Walker
(Automatic)
Grav-Ram Spear 12 1 RF AP2 Walker (Explosive)
R4 AP2 Frag (3)
Polaris Cannon** 10 1 R10 AP4 Walker (Lance)
Aggressor Shield 8 1 - - Walker Shield Walker (Shield)
Stealth Device* 4 0 - - Stealthy Support (Bike)
Shoulder Rockets*** 6 0 R3 - One-Use,
Grenade
Frag (3), Support (Walker)
57
FOrge Fathers
Leaders
Forge Lord 42 pts / 4 VPs
S F Sv
army lists
58
Steel Warrior Huscarl 32 pts / 3 VPs
S F Sv A Steel warrior Huscarl is a proud and noble
1-2 soldier honed by many decades – sometimes
3+ 4+ 4+
centuries – of warfare in the name of the
1 • Tactician (1) Star Realm.
59
Troops
Brokkr 14 pts / 1 VPs
S F Sv Burst Pistol: R3, Rapid Fire Hot tempered and viewed as coarse
1-2 Forge Hammer: RF, AP1 by their Forge Father brethren,
5+ 4+ 4+
army lists
60
Specialists
Brokkr Engineer 14 pts / 1 VPs
S F Sv Burst Pistol: R3, Rapid Fire Technically, all Brokkrs (and
1-2 Weapon Options: indeed all Forge Fathers) are
6+ 5+ 4+
Small Arms engineers by human standards.
0 • Engineer Some are just better than others.
Campaign Ability Options:
• Hacker Ranged, Specialist
1
61
Specialists
The Helfather [1] 32 pts / 3 VPs
S F Sv Xerxes Cannon: His customised Aesir armour and
1-2 R6, AP3, Heavy, It Burns! unique Xerxes cannon allow the
5+ 6+ 4+ Hailstorm Pistol: R4, Rapid Fire,
army lists
62
Ingulf Krestürsson [1] 45 pts / 5 VPs
S F Sv Dragon Breath: R3, AP1, Heavy, Ingulf Krestürsson, known by
1-2 Volatile, It Burns! many as ‘the Dragon’, is a feared
3+ 3+ 4+ Forge Hammer: RF, AP1 and respected Forge Lord. His
2 • Life Support Weapon Options: clan have been engaged in
• Tactician (3) None warfare against the GCPS for
• Solid centuries and Ingulf’s hatred of
• Combat Team Campaign Ability Options:
1
Training None mankind is as legendary as his
temper.
Faithful Companion
You may only include Padd in a strike team that also contains Ingulf
Krestürsson. The hound is unwaveringly loyal and will follow no other
master into battle.
63
Vehicles
Brokkr Bike 20 pts / 2 VPs
S F Sv Twin Hailstorm Rifles: R6, AP1, Modified civilian vehicles are
2-4 Weight of Fire (1), Rapid Fire preferred by the Brokkrs for their
5+ 5+ 4+
army lists
64
Weapon Points VPs Range AP Abilities Type
Burst Pistol* 1 0 R3 - Rapid Fire Small Arms
Hailstorm Rifle 3 0 R6 AP1 Rapid Fire Small Arms
Dragon’s Breath 4 0 R2 - It Burns! Light (Assault)
Magma Rifle 7 1 R3 AP2 It Burns! Light (Assault)
Hailstorm Pistol* 3 0 R4 - Weight of Fire (1),
Rapid Fire Light (Automatic)
Twin Hailstorm 6 0 R4 - Weight of Fire (2), Leader,
Pistols Rapid Fire Light (Automatic)
Missile Launcher 8 1 R10 AP5 Heavy Light (Explosive)
2-Handed Heat 8 1 RF AP2 Knockback Light (Melee)
Hammer
Forge Hammer 5 0 RF AP1 Light (Melee)
Magma Cannon 8 1 R5 AP3 Heavy (Assault)
Hailstorm Autocannon 8 1 R8 AP1 Weight of Fire (1),
Suppression Heavy (Automatic)
65
gcps army lists
66
GCPS
Leaders
Corporation Marine Sergeant 22 pts / 2 VPs
S F Sv Seasoned veterans who have displayed
1-2 tactical aptitude, but are ultimately still
5+ 5+ 4+
expendable.
1 • Tactician (1)
1 Overwatch: Spend an Army Special result when an enemy model moves into
a cube containing an unactivated friendly model equipped with a weapon with
Pistol: R3 the Rapid Fire ability. The friendly model may make a free Shoot action with
Energy Gauntlet: RF, Knockback that weapon after the enemy model has moved, but prior to resolving the Fight
Weapon Options: action initiated as part of the enemy’s Move action. This shoot action is not
Leader, Small Arms, Light (Assault) modified for Clear Shot, High Ground or Friendly Fire (Deadzone rulebook pg
20) but is still modified by other bonuses or penalties (eg. Holo-sight or Sniper
Campaign Ability Options: Scope). This Army Special cannot be played on a friendly model that is in the
Command, Ranged, Specialist same cube as an enemy model (other than the model moving into the cube),
and the free Shoot action cannot be used to Fire for Effect.
Recon: 6+
1
Drone Strike: Spend an Army Special
Pistol: R3 result on a Command Dice to allow the
Officer’s Sword: RF, AP1 active model to take a Special Action to
perform an R8, Indirect (2) attack.
Weapon Options:
Leader, Small Arms, Light (All)
Campaign Ability Options:
Command, Melee, Ranged Recon: 5+
67
army lists
Troops
Corporation Recruit 6 pts / 1 VPs
gcps
S F Sv Laser Rifle: R6, Rapid Fire Cheap to equip and given the
1-2 Weapon Options: bare minimum of training, these
6+ 7+ 5+ inexperienced fighters are
None
0
employed by corporations who
Campaign Ability Options: require quantity over quality of
Ranged their troops.
1
68
Specialists
1
Campaign Ability Options:
Ranged, Specialist
69
Specialists
Corporation Medi-Bot 18 pts / 1 VPs
S F Sv Defender Shield Most corporate militaries would
1-2 Weapon Options: prefer to replace their fragile
- - 5+
army lists
70
Major Loren Chard [1] 30 pts / 3 VPs
S F Sv Genling 340 “Frontiersman”: R4, With a wealth of experience from
1-2 Rapid Fire, Weight of Fire (1) across countless warzones, many
4+ 5+ 5+
Weapon Options: GCPS platoons have benefited from
1 • Tactician (1) None Chard’s specialist training.
Campaign Ability Options:
1
None
71
army lists
Vehicles
Corporation Strider 30 pts / 3 VPs
gcps
72
Weapon Points VPs Range AP Abilities Type
Pistol* 1 0 R3 - Small Arms
Laser Rifle 2 0 R6 - Rapid Fire Small Arms
(Accutek LR-45)
Shotgun 1 0 R2 - Knockback Small Arms
(Accutek ID-KFA)
Flamethrower 4 0 R2 - Volatile, It Burns! Light (Assault)
Grenade Launcher 8 1 R5 - Indirect (3) Light (Explosive)
Thermal Rifle 7 1 R4 AP2 Light (Assault)
Laser Carbine 4 0 R6 - Rapid Fire, Weight of Light (Marksman)
(Accutek LR-32) Fire (1)
Marksman Rifle 8 1 R8 - Holo-Sight Light (Marksman)
(Accutek LR-45 DMR)
Heavy Laser Rifle 6 1 R10 AP1 Heavy Light (Sniper)
(Accutek LR-AM)
Accutek LR-AWP 12 1 R10 - Sniper Scope, Heavy Light (Sniper)
Autocannon 4 0 R6 - Suppression, Heavy, Heavy (Crew
Weight of Fire (1) Served Weapon)
Laser Cannon 8 1 R8 AP3 Heavy Heavy (Crew
Served Weapon)
Missile Launcher 10 1 R8 AP1 Frag (3), Heavy Heavy (Crew
Served Weapon)
Mortar 12 2 R8 - Indirect (4), Heavy Heavy (Crew
Served Weapon)
Polaris Cannon** 10 1 R10 AP4 Walker (Lance)
Chainsaw 8 1 RF AP2 Frenzy (1) Walker (Melee)
Assault Flamer 6 0 R2 AP1 Volatile, It Burns! Walker (Assault)
Heavy Burst Laser** 8 1 R10 - Weight of Fire (2),
Suppression
Walker
(Automatic)
Grav-Ram Spear 12 1 RF AP2 - Walker (Explosive)
R4 AP2 Frag (3)
Aggressor Shield 8 1 - - Walker Shield Walker (Shield)
Shoulder Rockets*** 6 0 R3 - One-Use,
Grenade
Frag (3), Support (Walker)
73
Marauders
Leaders
Marauder Warlord 26 pts / 3 VPs
army lists
Pistol: R3
Weapon Options:
By The Numbers: You may spend an
Leader, Small Arms, Light (Melee) Army Special result on your Command
Dice to re-roll any normal test made by a
Campaign Ability Options:
Command, Ranged, Melee model with Commando in their type name.
Recon: 4+
74
Bolts [1] 24 pts / 3 VPs
S F Sv It’s not often a goblin gets promoted to
1-2 leader – but then it’s not often a goblin
5+ 5+ 5+ wears cannibalised Peacekeeper armour
• Tactician (1) and wields a gigantic chainsaw.
2
• Solid
Tinkerer: Use an Army Special Result on a
2 Command Dice to remove a single wound
previously taken or prevent a wound from
Buzzsaw: RF, AP1, Frenzy (1)
Ripper Talon: RF, AP2, Tenacious being taken on Bolts or a Grunt Bot model.
Weapon Options:
Multiple Army Special Results may be
None used during the same activation.
Campaign Ability Options:
None Recon: 6+
Troops
Commando 12 pts / 1 VPs
S F Sv Rifle: R6, Rapid Fire Headstrong and utterly fearless,
1-2 Weapon Options: Commandos are first to the fight,
5+ 5+ 4+ paving the way for the deployment
Small Arms, Light (Melee)
0 of specialists.
Campaign Ability Options:
Melee
1
75
Specialists
Sky Scraper 18 pts / 2 VPs
S F Sv Rifle: R6, Rapid Fire Equipped with effective (if slightly
1-2 Weapon Options: erratic) jump packs, Sky Scrapers
5+ 5+ 4+
army lists
76
Grunt Bot 20 pts / 2 VPs
S F Sv Buzzsaw: RF, AP1, Inspired by Bolts and
1-2 Frenzy (1) his makeshift armour,
5+ 5+ 5+ Ripper Talon: RF, other goblins started
• Solid AP2, Tenacious
2 ‘acquiring’ their own
Weapon Options: modified Peacekeeper
Heavy (Explosive, Lance, protection, complete
2 Melee)
with lethal weaponry.
Campaign Ability Options:
Ranged, Specialist
77
Specialists
Boomer, Hobgoblin Grenadier [1] 20 pts / 2 VPs
S F Sv Pistol: R3 Bad-tempered, foul-
1-2 Frag Grenades: R3, Grenade, Frag (3) mouthed and odorous,
5+ 6+ 6+ Smoke Grenades: R3, Grenade, Smoke
army lists
None notoriety.
78
Chief Mawlukah [1] 32 pts / 4 VPs
S F Sv Twin Heavy Pistols: R4, Soaring above the battlefield,
1-2 Weight of Fire (2) Chief Mawlukah drops behind
4+ 4+ 4+ Jump Pack
enemy lines to cause havoc
1 • Aerial Deployment Weapon Options:
None
and mayhem before soaring
• Tactician (2)
off out of danger, tactics that
• Tough Campaign Ability
1 made him infamous during the
Options:
None conflict on the doomed planet
Exham IV.
Vehicles
Stuntbot 32 pts / 3 VPs
S F Sv Weapon Options: Human designed walkers are
1-2 Hardpoints: too small for even the youngest
5+ 5+ 5+ 3 - Walker (All),
Orc, but goblins fit in them just
• Solid Vehicle (Lance)
3 fine. Unsurprisingly, competition
• Beast Campaign amongst prospective bot pilots is
• Construct Ability Options: quite fierce.
4 • Frenzy (1) Ranged, Melee
• Fire Control
79
Vehicles
Guntrack 18 pts / 2 VPs
S F Sv Weapon Options: Piloted by a pair of Goblins, the
1-1 Hardpoints: Guntrack is as simple as the name
5+ - 6+ 1 - Vehicle
army lists
80
81
Mazon Labs
Leaders
Dr. Lukas Koyner 26 pts / 3 VPs
army lists
1
Head of Security: You may spend an
Laser Pistol: R3, Weight of Fire (1) Army Special result to give the active
Bionic Arm: RF, AP1, Knockback model a free Fire for Effect action. You may
Weapon Options:
only use this once per activation.
Leader, Small Arms, Light (All)
Campaign Ability Options:
Command, Melee, Ranged Recon: 5+
82
Troops
Mazon Lab Technician 6 pts / 1 VPs
S F Sv Shock Baton: RF, Knockback Rather than searching the galaxy
1-2 Weapon Options: for the best scientists available,
6+ 5+ 6+
None Mazon Labs prefers to employ
0 Campaign Ability Options: those with loose ethical codes who
Melee, Specialist will protect their work at all costs.
1
83
Specialists
Aberration Specimen 40 pts / 4 VPs
S F Sv Talons: RF, AP2, Knockback Similar in shape to a Stage
1-2 Weapon Options: 1A, but larger and far more
- 3+ 4+
army lists
84
Urbana Black Wing Engineer 10 pts / 2 VPs
S F Sv Pistol: R3 Like most corporate military outfits,
1-2 Weapon Options: Black Wing has a specialised
5+ 5+ 5+
Small Arms Engineer Corps trained in demolitions
0 • Engineer and sabotage. The latter of these
• Hacker Campaign Ability Options:
Ranged, Specialist skills is especially useful when
1 setting traps for potential new “test
subjects”
85
Specialists
Corporation Medi-Bot 18 pts / 1 VPs
S F Sv Defender Shield Medi-Bots have become standard
1-2
- - 5+ Weapon Options: issue for all Mazon facilities, due
army lists
Vehicles
Urbana Black Wing Strider 30 pts / 3 VPs
S F Sv Weapon The Black Wing arsenal wouldn’t
1-2 Options: be complete without these
5+ 5+ 5+ Hardpoints: ubiquitous combat vehicles,
• Beast 2 - Walker (All), garrisoned at Mazon Labs facilities
3 Support (Walker)
• Construct as a failsafe in the event that an
• Solid Campaign Ability Aberration breaks loose.
4 Options:
Ranged
86
Weapon Points VPs Range AP Abilities Type
Pistol* 1 0 R3 - Small Arms
Laser Rifle 2 0 R6 - Rapid Fire Small Arms
(Accutek LR-45)
Shotgun 1 0 R2 - Knockback Small Arms
(Accutek ID-KFA)
Flamethrower 4 0 R2 - Volatile, It Burns! Light (Assault)
Thermal Rifle 7 1 R4 AP2 Light (Assault)
Grenade Launcher 8 1 R5 - Indirect (3) Light (Explosive)
Laser Carbine 4 0 R6 - Weight of Fire (1), Light (Marksman)
(Accutek LR-32) Rapid Fire
Marksman Rifle 8 1 R8 - Holo-Sight Light (Marksman)
Accutek LR-45 DMR
Shock Baton 2 0 RF - Knockback Light (Melee)
Polaris Cannon** 10 1 R10 AP4 Walker (Lance)
Chainsaw 8 1 RF AP2 Frenzy (1) Walker (Melee)
Assault Flamer 6 0 R2 AP1 Volatile, It Burns! Walker (Assault)
Heavy Burst Laser** 8 1 R10 - Weight of Fire (2),
Suppression
Walker
(Automatic)
Grav-Ram Spear 12 1 RF AP2 - Walker (Explosive)
R4 AP2 Frag (3)
Aggressor Shield 8 1 - - Walker Shield Walker (Shield)
Shoulder Rockets*** 6 0 R3 - One-Use,
Grenade
Frag (3), Support (Walker)
87
Nameless
Leaders
Psychotroid 36 pts / 4 VPs
army lists
88
Feromite Prime 28 pts / 3 VPs
S F Sv Able to rip through armour with its razor-
1-2 sharp claws, the Feromite Prime has
- 4+ 5+ recently been identified by ECTU biologists
• Beast lucky enough to survive encounters with it.
1
• Tenacious
• Tactician (1)
2
Rolling Stones: Use an Army Special
Result on a Command Dice to allow the
Massive Claws: RF, AP2 active model to gain the Solid and Tough
Defender Shield abilities until their next activation. The
Weapon Options: active model must not have performed
None a Move, Sprint or Breakaway action this
activation.
Campaign Ability Options:
Melee Recon: 7+
89
army lists
Troops
Inker 8 pts / 1 VPs
nameless
90
Specialists
Assassin 17 pts / 2 VPs
S F Sv Razor Claws: RF, AP1, Frenzy (2) Able to disappear into the
2-3 Jump Pack shadows and move without
- 5+ 5+
Weapon Options: sound, when you finally
1 • Beast None realise you’re being stalked
• Stealthy
Campaign Ability Options: by the deadly Assassin it’s too
Melee, Specialist late to respond.
1
91
Specialists
Spawn 23 pts / 3 VPs
S F Sv Ripping Tentacles:
1-2 RF, AP1, Frenzy (1)
- 4+ 5+
army lists
92
The Terror 24 pts / 3 VPs
S F Sv Ravenous Maw: RF, Previously hidden among Veer-myn
2-3 AP2, Frenzy (1) colonies where it fed on the brains
- 4+ 5+ of those foolish enough to stray
Weapon Options:
1 • Resilient (1) into its path, the Terror is now
None
• Agile making its terrible presence known
• Stealthy Campaign Ability in GCPS space.
2 Options:
Melee
Vehicles
Bathomite 27 pts / 3 VPs
S F Sv Weapon Options: Giving new definition to the term
1-2 Hardpoints: ‘hardpoints’, Nameless Bathomites
5+ 5+ 5+ 2 - Light (Melee), Heavy
launch devastating firepower from
• Solid (Assault, Explosive, Lance,
3
Melee) behind enormous clawed ‘shields’.
• Beast
• Tenacious Campaign
4 • Psychic Ability Options:
Melee, Ranged
93
Weapon Points VPs Range AP Abilities Type
Crystal Pistol* 2 0 R3 - Triclinic Shard Small Arms
Weight of Fire (1),
Twin Crystal Pistols 4 0 R3 - Triclinic Shard, Small Arms
Rapid Fire
army lists
94
95
The Plague
Leaders
Stage 1A “Lord” 36 pts / 4 VPs
army lists
3
Mutation: Spend an Army Special result
at the start of a model’s activation. That
Talons: RF, AP1 model manifests a mutation for the rest
of the Round. Choose from Resilient (1),
Weapon Options: Frenzy (+1), Increase AP of one RF weapon
None by 1 or Increase Armour of model by 1.
Campaign Ability Options:
Command, Melee Recon: 5+
96
Troops
Stage 2A “Leaper” 16 pts / 2 VPs
S F Sv Weapon Options: Smaller and weaker than the Stage
1-2 None 1A, these creatures are no less
- 4+ 4+
Campaign Ability Options: terrifying. Lightning quick and
1 • Rampage Melee nimble, they hunt with terrifying,
• Frenzy (1) lethal efficiency.
2
97
Specialists
Aberration 40 pts / 4 VPs
S F Sv Talons: RF, AP2, Similar in shape to Stage 1A, but
1-2 Knockback larger and far more aggressive.
- 3+ 4+
army lists
98
Stage 2B “Burster” 11 pts / 1 VPs
S F Sv Weapon Options: The bloated bodies of these
1-2 None grotesque Plague victims swill with
- 5+ 4+
Campaign Ability virulent toxins, ready to drench
• BOOM! (4) Options:
1 crowded foes with the deadly
Melee
Plague mutagen.
2
99
Specialists
Aqissiaq [1] 20 pts / 2 VPs
S F Sv Nuka: RF, AP2, Knockback Trained in the ancient martial arts
2-3 Weapon Options: of the Sphyr, Aqissiaq’s formidable
- 3+ 5+ prowess with her Nuka blade is
army lists
None
• Tough now twisted to serve the Plague’s
0 Campaign Ability
• Rampage sinister mission.
Options:
• Frenzy (1) None
1
Vehicles
Plague Strider 30 pts / 3 VPs
S F Sv Weapon Options: Occasionally a Stage 3 will
1-2 Hardpoints: be a vehicle operator of some
6+ 4+ 5+ 2 - Walker (All),
Support (Walker)
skill. The Pathogen seems
• Solid
3
• Beast able to detect this, leaving
Campaign Ability
• Construct Options: relevant skills intact.
4 Melee, Ranged
100
Weapon Points VPs Range AP Abilities Type
Pistol* 1 0 R3 - Small Arms
Rifle 2 0 R6 - Rapid Fire Small Arms
Flamethrower 4 0 R2 - Volatile, It Burns! Light (Assault)
HMG 4 0 R6 - Weight of Fire (1), Light (Automatic)
Suppression
Grenade Launcher 8 1 R5 - Indirect (3), Heavy Light (Explosive)
Experimental Weapon 5 1 R5 - Experimental Heavy (Automatic)
Mortar 12 2 R8 - Indirect (4), Heavy Heavy (Crew
Served Weapon)
Chainsaw 8 1 RF AP2 Frenzy (1) Walker (Melee)
Dual Chainsaws** 10 1 RF AP2 Frenzy (2) Walker (Melee)
Assault Flamer 6 0 R2 AP1 Volatile, It Burns! Walker (Assault)
Heavy Burst Laser** 8 1 R10 - Weight of Fire (2),
Suppression
Walker
(Automatic)
Polaris Cannon** 10 1 R10 AP4 Walker (Lance)
Grav-Ram Spear 12 1 RF AP2 - Walker (Explosive)
R4 AP2 Frag (3)
Aggressor Shield 8 1 - - Walker Shield Walker (Shield)
Shoulder Rockets*** 6 0 R3 - One-Use,
Grenade
Frag (3), Support (Walker)
101
Leaders
rebs
Shayo Silverback [1] 38 pts / 4 VPs
S F Sv Physically impressive, Shayo’s intellect is
army lists
1
Always Short: You can spend an Army
Long Rifle: R8 Special result on your Command Dice to
Weapon Options: place a new random item, face down, in
Leader, Small Arms, an unoccupied cube that is adjacent to the
Light (Sniper, Melee, Automatic) active model. This does not count as an
Campaign Ability Options: action.
Ranged, Command, Melee Recon: 4+
102
Rebel Cell Leader 20 pts / 2 VPs
S F Sv Jack of All Trades: Spend an Army
1-2 Special Result to allow the active model
4+ 5+ 5+ to switch their Shoot, Fight or Survive stat
0 • Tactician (1) for a test. A stat value of - may not be
swapped.
1 Species Diversity: When recruited, a
Rebel Cell Leader must choose one of
Rifle: R6, Rapid Fire these options:
Weapon Options: Human: Gain Logistics.
Leader, Small Arms, Rin: Gain Armour 1.
Light (All) Sphyr: Change Fight to 6+. Gain Mata
Campaign Ability Options: Magma Lance: R5, AP2.
Command, Melee, Ranged Kraaw: Change Shoot to 5+, Fight to 4+
and Survive to 6+. Gain Glide and Scout.
Recon: 5+
103
Troops
Rebel Sorak 9 pts / 1 VPs
S F Sv Blaster: R4, Blast Peculiar creatures with gangly
1-2
5+ 6+ 5+ Weapon Options: limbs and prehensile tails used
army lists
1
Campaign Ability Options:
Ranged
104
Specialists
Rebel Grogan 13 pts / 1 VPs
S F Sv Rifle: R6, Rapid Fire Heavy set creatures with thick skin
1-2
5+ 5+ 4+ Weapon Options: and overdeveloped muscles, Grogans
Small Arms, Heavy (All) often tote heavy rotary cannons to
0 • Resilient (1)
Campaign Ability soften up the foe.
Options:
Ranged, Melee
1
105
rebs army lists
106
Specialists
Judwan Medic 10 pts / 1 VPs
S F Sv Energy Shield (3) Their philosophy and culture
1-2
- - 6+ Weapon Options: precludes the use of violence, but
None some Judwan still feel the need to
0 • Medic
Campaign Ability Options: help the cause any way they can.
• Non-combatant Specialist, Command
107
Specialists
Rin Nomad 17 pts / 2 VPs
S F Sv
Twin Pistols: A long-ranged desert trooper
1-2 R3, Weight of Fire (1) specializing in hit-and-run tactics
4+ 5+ 5+ Twin Knives: RF, Frenzy (1)
army lists
108
Sergeant Erriq Umunsar [1] 27 pts / 2 VPs
S F Sv Onslaught Cannon: R5, Weight Once an auxiliary trooper
1-2 of Fire (1), Suppression with the Trontek marines,
4+ 5+ 4+ Rocket Salvo: R8, Indirect (3), Erriq became disillusioned
• Resilient (1) One-Use
1 with the corporation’s
Weapon Options: aggressive expansionism
None
1
and soon he was working
Campaign Ability Options: alongside the Rebs.
None
109
Specialists
Eddak P’Mera [1] 25 pts / 3 VPs
S F Sv Crossbow: R6, AP1 With a natural air of soft-spoken
2-3 authority, “he who haunts the
4+ 5+ 5+ Weapon Options:
army lists
Vehicles
rebs
110
Weapon Points VPs Range AP Abilities Type
Pistol* 1 0 R3 - Small Arms
Long Rifle 3 0 R8 - Small Arms
Rifle 2 0 R6 - Rapid Fire Small Arms
Flamethrower 4 0 R2 - Volatile, It Burns! Light (Assault)
Wrist Blaster 2 0 R3 - Blast Light (Automatic)
Blaster 3 0 R4 - Blast Light (Automatic)
Grenade Launcher 8 1 R5 - Indirect (3) Light (Explosive)
Ceremonial Blades 5 1 RF AP1 Light (Melee)
Combat Blades 5 0 RF - Frenzy (1) Light (Melee)
Sniper Rifle 12 1 R8 - Sniper Scope Light (Sniper)
Onslaught Cannon 3 0 R5 - Weight of Fire (1), Heavy (Automatic)
Suppression
Missile Launcher 8 1 R10 AP4 Heavy Heavy (Crew
Served Weapon)
Mortar 12 2 R8 - Indirect (4), Heavy Heavy (Crew
Served Weapon)
Desolator 8 1 R8 AP2 Heavy (Lance)
Assault Flamer 6 0 R2 AP1 Volatile, It Burns! Walker (Assault)
Heavy Burst Laser** 8 1 R10 - Weight of Fire (2),
Suppression
Walker
(Automatic)
Grav-Ram Spear 12 1 RF AP2 - Walker (Explosive)
R4 AP2 Frag (3)
Polaris Cannon** 10 1 R10 AP4 Walker (Lance)
Chainsaw 8 1 RF AP2 Frenzy (1) Walker (Melee)
Aggressor Shield 8 1 - - Walker Shield Walker (Shield)
Shoulder Rockets*** 6 0 R3 - One-Use,
Grenade
Frag (3), Support (Walker)
111
Veer-Myn
Leaders
Tangle 40 pts / 3 VPs
army lists
Ray Gun: R4, Weight of Fire (1), Surge: A Veer-Myn model that was
Rapid Fire
already marked as activated at the start of
Weapon Options: this Turn may make a Move action of up to
Leader, Small Arms, Light (All)
1 cube. This may trigger Fights as normal.
Campaign Ability Options:
Melee, Command, Specialist Recon: 4+
Ray Pistol: R2
Det Packs (Mag Lock): RF, AP2 Bomb Expert: Spend an Army Special
Det Packs (Prox Lock): R2, Blast result to allow the active model to take
a Special Action to perform a R2, Blast
Weapon Options:
attack.
Leader, Small Arms, Light (All)
Campaign Ability Options:
Melee, Command, Specialist Recon: 3+
112
Brood Mother 38 pts / 4 VPs
S F Sv Brood Mothers are rarely seen outside their
1-2 lairs at the centre of the nest. In desperate
5+ 5+ 4+
times however, they will take to the field
2 • Tactician (2) encouraging her progeny to ever greater
• Tough heights of savagery.
2 Feral Inspiration: You may spend an
Army Special result on your Command Dice
Chem Staff: R2, AP1, It Burns! to give all Veer-Myn models of your strike
Claws: RF, AP1
team within 2 cubes of the Brood Mother
Weapon Options: Frenzy (1) until the end of the Round, even
Leader, Small Arms, Light (All)
if it moves further than 2 cubes from the
Campaign Ability Options:
Brood Mother. If the Brood Mother has
Ranged, Melee, Command
been killed then you may still use an Army
Special result if within 2 cubes of the cube
in which the Brood Mother was slain. If
a model already has Frenzy then increase
the value by 1. You may not use multiple
Army Special results on the same model,
although if the Brood Mother moves you
may use another Army Special result to
affect any new models within range.
Recon: 4+
113
Leaders
Thorn [1] 26 pts / 3 VPs
S F Sv After the destruction of his birth-nest,
2-3
5+ 5+ 4+ Thorn roamed the stars gaining valuable
army lists
• Tactician (1)
knowledge in bio-engineering. He is the first
1
• Comms Relay Technorati but is unlikely to be the last.
• Charged
1
Overcharge: Use an Army Special Result
Heavy Ray Pistol: R4 on a Command Dice to allow the active
model to activate its Charged ability
Weapon Options: as normal. At the end of the activation
None the active model will not need to roll to
Campaign Ability Options: Survive.
None Recon: 5+
Troops
114
Troops
Crawler 10 pts / 1 VPs
S F Sv Ray Gun: R4, Weight of Fire (1), Armed with a two-handed chemical
2-3 Rapid Fire ray gun, Crawlers lay down a
6+ 5+ 5+
Weapon Options: withering spray which melts through
0 Small Arms armour, flesh and bone with ease.
Campaign Ability Options:
1
Ranged
115
Specialists
Malignus 12 pts / 1 VPs
S F Sv Ray Gun: The Malignus caste is widely
2-3 R4, Weight of Fire (1), assumed to be the minds behind
5+ 6+ 5+ Rapid Fire
army lists
116
Trapper 18 pts / 2 VPs
S F Sv Chem Spitter: R6, AP2, Trappers are deployed ahead of
2-3 Rapid Fire the main Volt Chaser force to hack
5+ 6+ 5+ Mine Launcher: R4, Trap
[Frag(2)] the systems of their enemies and
1 • Hacker
• Charged Weapon Options: compromise their defences.
None
1 Campaign Ability
Options:
Specialist
117
Specialists
Hacker Half-Tail [1] 26 pts / 3 VPs
S F Sv Ray Pistol: R2
2-3 Det Packs (Mag Lock): RF, AP2
5+ 6+ 3+
army lists
Swarm Lord
When deploying a model with this ability, also deploy up to two Rat
Swarms in your deployment zone. If there are fewer than two Rat
Swarms in play, The Piper may use a Special action to summon a new
swarm. Place a single Rat Swarm in The Piper’s cube. There must be
enough capacity in the cube for the new Rat Swarm, or it cannot be
summoned.
Rat Swarms brought into play using the Swarm Lord ability do not count
for strike team size, gain no experience and are not added to the Veer-
Myn player’s roster.
118
Vehicles
Rumbler Weapon Platform 16 pts / 2 VPs
S F Sv Weapon Options: It’s possible that the
1-2 Hardpoints: 1 - Vehicle (All) Malignus designed the
5+ - 5+
Campaign Ability Rumbler after witnessing
0 • Vehicle Options: similar Forge Father
Ranged weapons platforms. The end
result is cumbersome and
4
slow but serves its purpose.
119
Weapon Points VPs Range AP Abilities Type
Ray Pistol* 1 0 R2 - Small Arms
Ray Gun 3 0 R4 - Weight of Fire (1), Small Arms
Rapid Fire
Chem Staff 5 1 R2 AP1 It Burns! Leader
army lists
Leader
Heavy Chem 9 1 R3 AP1 Volatile, It Burns!, Heavy (Assault)
Thrower** Heavy
Pair of Drills** 6 0 RF AP1 Frenzy (1) Heavy (Melee)
Two-Handed Drill** 8 1 RF AP3 Heavy (Melee)
Superheavy Chem 12 1 R3 AP2 Volatile, It Burns!, Vehicle (Assault)
Thrower Heavy
Superheavy Chem Weight of Fire (1), Vehicle
Spitter 12 1 R8 AP2 Suppression, Heavy, (Automatic)
Firing Platform (1)
Twin Chem Spitters 10 1 R6 AP2 Weight of Fire (2),
Rapid Fire
Vehicle
(Automatic)
Scythes 7 1 RF AP1 Frenzy (1) Vehicle (Melee),
Beast (Melee)
Heavy Chem Spitter 8 1 R5 AP3 Beast (Ranged)
* Weapon does not replace a default weapon
** Weapon uses two hardpoints
Item Points Rarity
Ammo 2 Common
AP Ammo 4 Rare
Frag Grenade 6 Common
Smoke Grenade 3 Common
Stun Grenade 6 Rare
Toxic (1) Grenade 8 Rare
120