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Command Protocols:

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

patriotic soldier is, I have the sense to get


paid half up front.”

Ogan Helkkare, The Unexploded Life.

From the cashiered grunt shaking down


deadbeats for money, all the way to high-tech
assassins pulling millions of credits for hits
throughout the stars, the GCPS has no shortage
of credit-hungry individuals willing to fight
and die for money. Any corporation can find
themselves in need of the services of a Force
Application Specialist – whether it’s to steal a
competitor’s secrets, suppress a shareholder
merc strike teams

revolt, or retake a planet from hostile aliens –


and the market will rise to meet their demand.
Here you will find rules to expand the role
of Mercenaries in your games of Deadzone,
allowing you to take a wider variety of
mercenaries in your regular Strike Teams, and
even comprise whole Strike Teams of cut-throat
elite Operators ready to pillage the Deadzone for
all the treasure it holds.
MercNet
nightmare of dealing with corporate office
“I told the client that razing a peasant politics. Whether the fixer is the bartender at a
village would hurt my reputation. She starport dive bar or someone as powerful and
said she understood the importance well connected as the elusive Blaine, fixers work
of maintaining the core values of my mostly through the obscure encrypted channels
personal brand. No idea what that means, of the MercNet.
but it let me jack up the price by 20%” There is no single InfoSphere site called
Francesco “The Devil” Selvaggio, MercNet. Rather, it is the colloquial name given
interview for Galactic Scoundrel to the loose conglomeration of fan sites, ‘cast
channels, private chat rooms and subsphere
sites where soldiers of fortune swap war stories
Publicly, no self-respecting corporation wants and tips.
to be associated with a professional killer.
While larger corporations will have a dedicated It’s also where Mercs are rated and their
Practical Solutions Liaison Officer on staff, effectiveness evaluated by everyone from
smaller players will reach out to a fixer. military-enthusiasts to serious power players.
Nothing is certain in the underworld, but this is
Fixers match Mercs with clients and maintain where prospective employers look to determine
the air of plausible deniability corporations a Merc’s reliability and proof of competence. In
desire while keeping Mercs shielded from the broad terms, this is referred to as “the rankings”.

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

Selecting a mission Mission Set-Up


missions

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.

Roll Secret Mission


1 Gain an additional
1VP if you hold an
objective for this round
2 Gain 1VP for killing
the enemy Leader
3 Gain 1VP for killing
an enemy Specialist
4 Gain 1VP for destroying
an enemy Vehicle
5 Gain 1VP for killing
an enemy model
in a Fight action
6 Gain 1VP for killing
an enemy model with
a Shoot action
7 Gain 1VP for pinning
a model with a Fire
for Effect action
8 Choose any one result

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.

Red Deployment X Red Deployment

Blue Deployment Blue Deployment X


missions

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.

Red Deployment Red Deployment

1 1

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

• 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…

Red Blue Red Deployment


Deployment Deployment

1 2 2

1 2 2

Blue Red
Deployment Deployment
Blue Deployment
missions

Victory points in this mission are gained by:


Mission Set-up
• Killing enemy models
• The player who won the Recon roll
deploys half their Strike Team by model • Discovering Intel. Immediately gain
count (excluding models starting off 1VP and discard the Intel counter on
table), in one of their deployment zones, discovery
followed by their opponent. The first
player then places any remaining models • Occupying an objective. You must have
in their other deployment zone, followed the only model(s) in the cube. You gain
by their opponent. After deployment 2VPs per objective occupied at the end
your Strike Team will operate as normal of each round. The VPs are awarded for
each objective occupied, not per model
• Scout moves are not allowed on the objective
Victory points in this mission are gained by:
• Killing enemy models
• 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 gain
1VP per objective occupied at the end
of each round. The VPs are awarded for
each objective occupied, not per model
on the objective

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.

Red Deployment Red Deployment

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

quickly spread to engulf an entire district.


Yet the objective for a strike team is still the
same: get in and get out as quickly as possible
(and try not to die).
In this section you’ll find rules for playing large-
scale Deadzone missions. These scenarios
require two Deadzone mats to be placed
alongside each other. The standard rules for
setting up and playing a mission still apply, but
there’s the opportunity to increase the points
limit when building your Strike Team if you
want an especially bloody battle. Large-Scale
Missions are ideal for Strike Teams between
350pts and 400pts in size.

Mission: Shock & Awe


missions

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

scenery to simulate exciting scenarios, from Bombardment


intense siege battles to stealth raids on booby-
trapped secret labs. The entire battlefield is under siege from
indiscriminate mortar fire. At the end of each
To determine the mission that will be played, Round, roll 2D8 three times to randomly
roll a d8 on the following list, or simply choose a determine cubes on the map. A mortar round
scenario with your opponent: lands in each of these cubes, affecting the
highest cube in a stack. Resolve a Frag (2) attack
in each cube.
Dice Roll Mission
Hack
1-2 The Mainframe
If a model is in a cube with a terminal and there
3-4 Stop the Signal
are no enemy models in the same cube, they
5-6 Arms Race may spend a Long Action to hack the terminal
7-8 Raid the Lab and gain VPs as determined by the mission. Each
terminal may only be hacked once by each strike
team per Round. It is possible for both strike
teams to hack the same terminal. Models with
missions

the Engineer or Scavenger abilities may hack


using a Short Action. Models with the Hacker
ability may hack as a Free action.
Tactical Assets
The battlefield assets being fought over are of
such importance that orders are issued to secure
or retrieve them, no matter the cost! The VP value
of all models is reduced by 1 (to a minimum of 0).
Time Bomb
Both sides are under pressure to complete the
mission within a fixed period of time before their
position becomes compromised. The mission
lasts for 4-5 Rounds. At the end of Round 4, roll
a d8, on a 1-4, the game ends, on a 5-8 the game
continues for a single additional Round. Once
the game ends, add up all VPs to determine
the winner. In the event of a tie, the winner is
determined by the number of VPs gained through
completing objectives, as opposed to taking
enemy models Out of Action.

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

Mission Set-up Blue Deployment

• Set up 6 Terminals in the marked Mission Set-up


locations on the map.
• Set up a terrain piece in the central 4
• Scenario Special Rules: Tactical Assets, cubes (highlighted) to represent the
Hack Transmission Tower, ideally with one or
Victory points in this mission are gained by: more Satellite Dish terrain pieces.

• 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.

Action: Transmit (long)


The model sends valuable data off-world to be analysed by their strategists back at HQ. The
player gains one Transmission Counter each time a model Transmits. If the model has the
Engineer and/or Hacker abilities, the player gains one additional Transmission Counter. Models
with the Beast or Vehicle abilities cannot take this Action.

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

enemy Strike Team is in the area, the chance to


field test the weapons happens very quickly...
Red Deployment

W W

W W

Blue Deployment

Mission Set-up
missions

• Set up 4 Weapon Lockers in the marked


locations on the map.
• Scenario Special Rules: Time Bomb
Victory points in this mission are gained by:
• Killing enemy models.
• Discovering Intel. Immediately gain
2VP and discard the Intel counter on
discovery.
Roll Weapon
• Discovering weapons. Players gain
1VP when one of their models finds a 1-2 Riot Cannon: R4, Suppression,
weapon from a Weapon Locker (even if Knockback, One-Use
it goes BANG!) 3-4 Gamma Gun: R3, AP1, Toxic (1),
• Firing Weapons. Players gain 1VP when It Burns!, One-Use
their strike team uses a discovered 5-6 Psionic Beam: R2, AP10,
weapon in a Shoot action. Psychic, One-Use
A model in the same cube as a Weapon Locker 7 Grav Lifter: R3, AP1,
may take a Long Action to search it. Roll a D8 Smash!, One-Use
on the table opposite to see what they find. 8 BANG!: The weapon is an
This weapon counts as a carried item, and may unstable prototype and
be fired while it is being carried. Each Weapon misfires! Resolve a
Locker contains 4 useful weapons (any 1-7 Frag (2) attack in the
result); once these are found, the locker contains firing model’s cube
nothing else of interest.

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.

C C • Administering Serums. Players gain 1VP


when their strike team uses a Serum,
C C whatever the result.
To collect a Serum, a model must be in the
same cube as a Medical Cabinet with no enemy
models and perform a Special action to extract a
Blue Deployment sample. The Serum counts as a carried item. A
model carrying a Serum may self-administer it as
a Free action, determining the effect by rolling a
Mission Set-up D8 on the table below. After a Serum has been
• Set up 4 Medical Cabinets in the marked used, it is discarded. Models with the Construct
locations on the map. ability may not use Serums.

• Scenario Special Rules: Tactical Assets,


Time Bomb

Roll Serum Effect


1-2 Rage Serum: The model gains
+1 dice to all Fight tests for
the rest of the Round.
3-4 Focus Serum: The model gains
+1 dice to all Shoot tests for
the rest of the Round.
5-6 Nanobot Serum: The model
gains +1 dice to all Survive
tests for the rest of the Round.
7 Reflex Serum: The model adds
+1/+1 to its Move stat for
the rest of the Round.
8 Poison: The model takes a
Wound with no Survive
roll being made.

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.

Original Alternative 1 Alternative 2 Alternative 3


1-2 3-4 5-6 7-8
Ammo 5 Ammo 5 Ammo 5 Ammo 5
Frag grenade 3 Frag grenade 3 Frag grenade 3 Frag grenade 3
AP Ammo 2 AP Ammo 2 Combat Blades 2 Combat Blades 2
Intel 2 Intel 2 Intel 2 Intel 2
Medi-pack 2 Stimulant Shot 2 Adrenaline Shot 2 Adrenaline Shot 2
Stun Grenade 1 Shock Baton 1 Shock Baton 1 Stimulant Shot 1
Booby Trap 1 Booby Trap 1 Booby Trap 1 Booby Trap 1
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

Abilities included in the core rulebook.

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.

This model is skilled at accessing terminals and


intel. This ability is used in conjunction with
Tactical Asset Missions and Interactive Scenery.
Honourable
A model with this ability may not target a Pinned
model during a Fight or Shoot action. In addition
an enemy model attempting to Break Away from
a Honourable model will automatially pass its Stealthy
Survive roll. If another model is in the same cube
and doesn’t have the Honourable Special Ability When this model is the target of a Shoot action,
it may prevent Break Aways as normal. the attacking model may not benefit from the
Clear Shot modifier.
Ink Sac
Tenacious
When this model is killed place a Smokescreen
in its cube, as if the cube was hit by a Smoke This model is able to entangle and restrict a
Grenade. In addition once per game a model model as it moves away. A model leaving a cube
with this ability can deploy a smokescreen in its with an enemy in rolls one less dice to Break
cube at the beginning or end of its activation. Away if the enemy model with this ability is
rolling to hit.

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

a Triclinic Shard token on the target model.


Nameless models targeting a model with a base to base contact at all times. They cannot be
Triclinic Shard token receive +1 dice to Fight moved, targeted or removed individually and are
tests. This effect is not cumulative. treated as a weapons team as above.

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.

A sinister Krastavor stalks an unfortunate GCPS patrol while a callous


Mazon Labs scientist observes, taking notes as the fatal experiment unfolds.

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.

A loose band of mercs call upon the psychic powers of a Chovar


to aid them as they attempt to break through an Enforcer cordon.

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+

Blaine on Jetbike [1] 48 pts / 4 VPs


S F Sv Pistol: R3 For rapid, under-the-radar
1-5 Wicked Blades: RF, AP2 transportation between his
4+ 3+ 4+
Weapon Options: clandestine engagements,
1 • Tactician (2) None Blaine chooses the swooping
• Tough
• Frenzy (1) Campaign Ability speed of his uniquely
• Vehicle Options: modified Scarab jetbike.
2
• Flight None
• Evade Recon: 4+

Blaine [1] 40 pts / 3 VPs


S F Sv Pistol: R3 Blaine uses his exceptional
1-2 Raskan Punch-Blade: RF, AP2 skills of stealth and evasion
4+ 3+ 4+
Weapon Options: to execute close kills, then slip
1 • Tactician (2) None away leaving a bloody wake
• Tough Campaign Ability behind him.
• Frenzy (2) Options:
1
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!

Captain Erika Dulinsky [1] 34 pts / 3 VPs


S F Sv Laser Assault Rifle: R6, Rapid Fire, Although Erika’s past as an
1-2 Weight of Fire (1) officer in the Reiker Corp
4+ 5+ 4+ armed forces remains murky,
Weapon Options:
1 • Tactician (2) None her leadership and tactical
• Strategist skills place her in high demand
Campaign Ability among military freelancers.
Options:
1
None Recon: 4+

31
Tier 1 / 2 Mercenaries

Alyse [1] 28 pts / 3 VPs


S F Sv Life Drain: R4, Psychic, Life Drain An expert thief and
1-2 Tremor: R4, Psychic, Stun formidable fighter, Alyse
army lists

5+ 5+ 4+ Mind Scour: R4, AP1, Psychic is also able to drain the


• Tactician (1) Stun Baton: RF, Stun
0 lifeforce of her foes and
• Psychic Weapon Options: heal her wounds or those
None of her comrades.
1
Campaign Ability Options:
None
Recon: 4+

Arkoline [1] 26 pts / 3 VPs


S F Sv Concussive Blast: R3, Blast Following the destruction of her
1-2 Wrecker Fist: RF, AP1, planet, Crystallis, Arkoline has
5+ 4+ 5+ Knockback ventured across the stars trying
2 • Solid Weapon Options: to find those responsible and
• Tough None hold them to account.
• Tactician (1)
1
Campaign Ability Options:
None
mercenaries

Recon: 5+

Chief Radgrad [1] 40 pts / 4 VPs


S F Sv Decapitator: RF, AP3 With his impressive brawn
1-2 Twin Blasters: R4, AP2, augmented by a fearsome
5+ 4+ 4+ Weight of Fire (1) ripper suit, it is the combination
1 • Solid Weapon Options: of tactical cunning and sheer
• Tough None brute force that elevates this
• Tactician (1)
• Frenzy (1) Campaign Ability Orc to notoriety.
3
Options:
None

Recon: 4+

Ector Zanchez [1] 24 pts / 3 VPs


S F Sv Auto-Stabilised Grenade Launcher: A former DreadBall Xtreme player,
1-2 R4, Frag (3) Ector was injured following a near
5+ 5+ 5+ Pistol: R3
Smoke Grenade: R3, Smoke,
fatal explosion. Saved from the
• Fire Control
1
One-Use brink, he now works to repay the
• Tactician (1)
Weapon Options:
debt under the command of Blaine
1 None himself.
Campaign Ability Options:
None Recon: 5+

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+

Hund, Rebel Bounty Hunter [1] 32 pts / 3 VPs


S F Sv Sniper Rifle: R8, Sniper A talented bounty hunter who
1-2 Scope keeps a surprisingly low profile.
4+ 5+ 4+ Twin Pistols: R3, Weight
of Fire (1) More than money, he’s in it for
• Tactician (1)
1 the hunt.
• Fire Control Weapon Options:
None
1
Campaign Ability
Options:
None Recon: 5+

Kira Nikolovski [1] 24 pts / 3 VPs


S F Sv Sedative Injector: R2, Stun Sister to Rebs leader Adrienne
1-2 Sedative Injector: RF, Stun Nikolovski, Kira has taken a
5+ 5+ 5+ Adrenaline Shot
Stimulant Shot less violent approach to her
• Medic
1 work, which sometimes results
• Tactician (1) Weapon Options:
None in them trading blows while
• Hacker working for opposing factions.
1
Campaign Ability Options:
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

in breaching the hull of enemy


• Fire Control Jump Pack vessels during ship-to-ship
2
• Tactician (1) Weapon Options: assaults.
None
1
Campaign Ability Options:
None
Recon: 4+

So Hin [1] 28 pts / 3 VPs


S F Sv Light Glaive: RF, AP1, Frenzy (1) Accompanied by his warbird,
2-3 Asterian Warbird: R4, Indirect (2) Aeso, So Hin reports what he
5+ 3+ 5+
Weapon Options: learns of the corporate way
• Companion None
1 of life to the leaders of his
Campaign Ability clan on Asteria Prime.
Options:
1
None
mercenaries

Recon: 5+

Tier 2 Mercenaries

Boomer, Hobgoblin Grenadier [1] 20 pts / 2 VPs


S F Sv Pistol: R3 Bad-tempered, foul-mouthed
1-2 Frag Grenades: R3, Grenade, Frag (3) and odorous, Boomer would
5+ 6+ 6+ Smoke Grenades: R3, Grenade, Smoke
Stun Grenade: R3, Grenade, Stun be shunned by the galaxy if it
• Tough
0
• Engineer Toxic Grenade: R3, Grenade, Toxic weren’t for his encyclopaedic
• Volatile Smoke knowledge of explosives and
1 • BOOM! (3) Weapon Options: his talented application of that
None knowledge in battle.
Campaign Ability Options:
None

Chovar Psychic 24 pts / 3 VPs


S F Sv Mind Storm: R4, Psychic, Blast Creatures whose intellect
1-2 Blank: R4, Psychic, Stun exists in a communal
5+ - 6+ Passion: R4, Psychic, Invigorate
consciousness, a Chovar’s
0 • Psychic Weapon Options:
• Energy Shield (2) None
intense telepathy can give
Campaign Ability
strike teams a tactical
3
Options: advantage, or shatter the
None minds of the enemy.

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

Freya [1] 26 pts / 3 VPs


S F Sv Killswitch Pistol: R4, AP1, Weight Regarded as a technical marvel in
1-2 of Fire (1) GCPS territory, Freya is in demand
4+ 5+ 4+ Killswitch Pistol: R3, AP1, It Burns!
Forge Hammer: RF, AP1 for her mix of mechanical ability
0 • Engineer
• Frenzy (1) Weapon Options: and frontline battle experience.
• Hacker None
1 • Tough
Campaign Ability Options:
None

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+ Det Packs (Prox Fuse): R2, Blast
0 • Engineer Weapon Options: Reviled even by his kin,
• Hacker
None
Hacker Half-Tail drifts
• Dismantle from one Veer-Myn brood
1 • Tactician (1) Campaign Ability Options: to another, offering his
None dubious services.

The Helfather [1] 32 pts / 3 VPs


S F Sv Xerxes Cannon: His customised Aesir armour and
R6, AP3, Heavy, It Burns!
1-2
5+ 6+ 4+ Hailstorm Pistol: R4, Rapid Fire, unique Xerxes cannon allow the
Weight of Fire (1) Helfather to operate effectively
2 • Life Support
Weapon Options: in the field without a pesky
None entourage, just the way he likes.
1 Campaign Ability Options:
None

Kizai Uro [1] 28 pts / 3 VPs


S F Sv Psychic Smash: R3, Psychic, To some Kizai appears as a
1-2 Smash! magician, using his ‘telekinesis’
5+ 7+ 5+ Blank: R4, Psychic, Stun
Passion: R4, Psychic, Invigorate to move objects with unseen
0 • Psychic
Weapon Options: force. To others he is a deadly
• Medic
None assassin able to kill with a word.
1
Campaign Ability Options:
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

is now a highly versatile


1 • Construct Weapon Options: bodyguard, capable of
• Glide None
protecting his owner from
1
Campaign Ability Options: harm, or incinerating his
None
enemies with plasma.

Kur Keela [1] 20 pts / 2 VPs


S F Sv Carbine: R4 Outside of the Forge Fathers’
1-2 Energy Shield (1) Star Realm, it is Teraton society
5+ 5+ 4+
Weapon Options: that yields the most brilliant
• Teleport None
1 technical minds. Kur Keela has
• Tough Campaign Ability Options: found his engineering skill set to
mercenaries

• Hacker None be most profitable in the GCPS’s


2
• Engineer mercenary underworld.

Leesh’ma [1] 22 pts / 2 VPs


S F Sv Claws: RF, AP1, Frenzy (1) Able to create portals at
1-2 Weapon Options: whim, the Koris are one
6+ 4+ 5+
None of the strangest races
1 • Teleport encountered by the GCPS.
Campaign Ability
• Stealthy Options: Leesh’ma can appear
• Tenacious None at will to ambush her
1
enemies and cause chaos.

Nastanza [1] 32 pts / 3 VPs


S F Sv Sniper Rifle: R14, AP1, Heavy, A silent reaper for hire, she stalks
1-2 Sniper Scope the galaxy in impossibly advanced
3+ 6+ 5+ Energy Shield (1)
camouflage, ready to despatch her
• Stealthy Weapon Options:
0 quarry with a precision shot.
• Evade None

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

Ogre Terminator 30 pts / 3 VPs


S F Sv Mini-Gun: R6, Weight of Fire (2), There are many reasons
1-2 Suppression an organisation might
5+ 6+ 4+ Shank Bayonet: RF, AP1,
Knockback prefer mercenaries over
1 • Resilient (1)
Weapon Options:
other hired muscle.
• Solid
None When it comes to hiring
3 an Ogre Terminator,
Campaign Ability Options:
None there are six thousand
reasons per minute.

Orion [1] 24 pts / 2 VPs


S F Sv Gauss Blaster: R6, AP1, Orion is one of the few
1-2 Holo-Sight Huntsman Cybernetic Weapons
4+ 6+ 4+
Weapon Options: still functional in the galaxy
2 • Construct None
after escaping from an
Campaign Ability
Options: ‘aggressive decommissioning’
1
None programme.

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
• Solid
Sora must first prove himself a
2 Weapon Options:
• Honourable None worthy warrior and capable leader
Campaign Ability – no matter the cost.
2
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

Shade [1] 22 pts / 2 VPs


S F Sv Wrist Blade: RF, AP1 Unlike the more typical howling,
1-2 Pistol: R3 brutal Marauders, Shade
5+ 4+ 4+ Medi-Pack (One Use)
specialises in silence. He
1 • Stealthy Weapon Options:
negotiates a price and kills his
• Frenzy (1) None
mark without muttering a word.
mercenaries

1
Campaign Ability
Options:
None

The Survivor [1] 24 pts / 2 VPs


S F Sv Sawn-Off: R2, Knockback Having never been seen
1-2 Pistol: R3 outside of a fully enclosed
5+ 5+ 3+
Weapon Options: Hazardous Environment
1 • Tough None suit, he is a strangely
• Frenzy (1) Campaign Ability Options: silent and single-minded
• Weight of Fire (1) None enigma.
1

Wrath [1] 32 pts / 3 VPs


S F Sv Praetorian Pistol: R3, AP1, It The result of an assassin
1-2 Burns! creation programme conducted
5+ 3+ 3+ Blade of the Seven: RF, AP1 by the uppermost echelons of
1 • Tough Weapon Options: GCPS scientists, Wrath now
• Frenzy (2) None seeks revenge for the torturous
Campaign Ability Options: injustices that made him.
1
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

Commando 12 pts / 1 VPs


S F Sv Rifle: R6, Rapid Fire A Marauder’s thirst
1-2 Weapon Options: for violence is almost
5+ 5+ 4+ unquenchable. When
Small Arms,
0 Light (Melee) they’re not being hired
Campaign Ability Options: by corporate militaries,
Melee Commandos fill the time
1
with less reputable work.

Ex-Corp Lab Technician 6 pts / 1 VPs


S F Sv Shock Baton: RF, Knockback Certain corporations like to keep
1-2 Weapon Options: funding for top secret projects off
6+ 5+ 6+
Small Arms, Light (Melee) the books, so unscrupulous Lab
0 Campaign Ability Options: Technicians are forced to find other
Melee, Specialist means to pay for their dubious
1 research.

Ex-Corp Marine 8 pts / 1 VPs


S F Sv Laser Rifle: R6, Rapid Fire A corporation’s greatest enemy
1-2 Weapon Options: can often be the whims of fickle
5+ 6+ 5+
Small Arms shareholders. When a company
0 Campaign Ability Options: goes into administration, its former
Ranged security forces will do anything to
pay the bills.
1

Ex-Corp Veteran 11 pts / 1 VPs


S F Sv Laser Carbine: R6, Rapid Fire, Often forced to leave the security
1-2 Weight Of Fire (1) forces due to the stress of constant
5+ 5+ 5+
Weapon Options: conflict. Veterans find it tough to
0 Small Arms, Light (All) find gainful employment and end up
Campaign Ability Options: trapped in a vicious cycle of violence.
1
Ranged

39
army lists

Tier 3 Mercenaries

Kalyshi 15 pts / 2 VPs


mercenaries

S F Sv Energy Bow: R4 Keen to experience as much raw


2-3 Glaive: RF, AP1, Frenzy (1) sensation as possible, the Kaylshi
5+ 3+ 5+
Weapon Options: will volunteer their services simply
0 Small Arms, Light (Melee) for the thrill of combat.
Campaign Ability Options:
1
Melee

Rebel Trooper 7 pts / 1 VPs


S F Sv Rifle: R6, Rapid Fire Fighting the good fight against the
1-2 Weapon Options: mighty corporations doesn’t come
5+ 6+ 6+
Small Arms cheap. To help buy more equipment,
0 Campaign Ability Options:
Rebel Troopers will often be hired
Ranged out to mercenary teams.
1

Rebel Yndij 12 pts / 1 VPs


S F Sv Rifle: R6, Rapid Fire Many mercenary jobs require the
1-2 Weapon Options: Strike Team to get in and get out
5+ 5+ 6+ quickly without being seen. Yndij
Small Arms
0 • Agile specialise in low key and stealthy
Campaign Ability Options: infiltrations.
• Scout Melee
1

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

Merc Army Specials


Item Points Rarity
In it for the Money Ammo 2 Common
Change an Army Special result on a
Command Dice to a Fight, Shoot or Move AP Ammo 4 Rare
result. Commlink 4 Rare
The Best “Meds” Energy Shield (2) 5 Unique
Spend an Army Special result on a Command Energy Shield (3) 7 Unique
Dice to give a model Resilient (2) until the Frag Grenade 6 Common
end of the Round.
Medi-Pack 4 Common
Back in the Game Mono-Wheel Scout Bike 5 Common
Spend an Army Special result on a Command Sentry Gun 8 Rare
Dice to remove an activation token from a
Tier 3 Mercenary model previously activated Smoke Grenade 3 Common
this Round. This model may activate as Stun Grenade 4 Rare
normal later this Round. You may only use Thermal Mines 4 Rare
this Army Special once per model per Round.
Trip Mine 6 Rare

41
ASTEriANS
Leaders
Overseer 30 pts / 3 VPs
army lists

S F Sv Highly skilled commanders who attend


1-2 the combat zone personally to monitor the
5+ 5+ 5+
performance of the Cyphers and ensure
1 • Tactician (2) they are directed to their best potential.

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

Kalyshi Dervish 22 pts / 2 VPs


asterians

S F Sv Fulfilling the role of both spiritual guide and


2-3 hunt leader to their fellow Kalyshi, dervishes
5+ 3+ 5+ launch themselves into the fray wildly but never
0 • Tactician (1) recklessly.

1 Dance of Death: After the active model performs


a Fight action, use an Army Special Result on a
Energy Bow: R4 Command Dice to allow the model to move as if it
Razor Flails: RF, AP2, Frenzy (1) had a Move Command Dice played on it, with the
Weapon Options: exception that the model does not need to make
Small Arms, Light (Melee), Kalyshi a Break Away test to leave a cube containing an
enemy model. Maximum once per activation.
Campaign Ability Options:
Melee, Command, Specialist
Recon: 5+

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+

Marionette Prime 20 pts / 2 VPs


S F Sv Programmed with the most hi-tech
1-2 artificial intelligence, Marionette Primes
4+ 6+ 5+
are capable of quickly calculating superior
0 • Tactician (1) battle tactics.
• Construct
1
Linked: Use an Army Special Result on
a Command Dice when a Marionette,
Noh Rifle: R5 Marionette Specialist or Marionette
Weapon Options:
Prime performs a Shoot action to allow a
second Marionette, Marionette Specialist
Small Arms or Marionette Prime within 2 cubes of the
Campaign Ability Options:
first model to also take a free Shoot action
at the same or another model in range. At
Ranged, Command the end of the activation, both models are
marked as activated.
Recon: 5+

Black Talon Prime 28 pts / 3 VPs


S F Sv To hone the skills required to become
1-2 a Black Talon Prime is to achieve total
3+ 4+ 5+
mastery of Cypher piloting.
1 • Tactician (1)
• Construct
• Vulnerable
1
• Glide Stealth: Spend an Army Special result on
Noh Pistol: R3 a model with Cypher or Black Talon in their
Lightblade: RF, AP2 name, who is the target of a Shoot action,
Energy Shield (4); Jump Pack to give a +1 dice to a Survive roll. You may
Weapon Options: spend more than one Army Special Result
Small Arms, Light (Melee) on the same dice roll but must declare how
many before rolling.
Campaign Ability Options:
Ranged, Command, Specialist Recon: 4+

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

Small Arms who is trained to be able to use the


1 • Construct
Campaign Ability Options: Cypher as their own body.
• Vulnerable Ranged
1 • Toxic (3) Smokescreen

Cypher Warden 12 pts / 1 VPs


S F Sv Charge Glove: RF, Knockback Combining powerful Charge
1-2 Charge Glove (Energy Pulse): Gloves with decades of martial
4+ 4+ 5+ R1, Knockback arts training, a Cypher Warden is
1 • Construct Weapon Options: a premiere hand-to-hand combat
• Vulnerable Small Arms, Light (Melee) specialist.
Campaign Ability Options:
1 • Toxic (3) Smokescreen
Specialist, Melee
asterians

Marionette 10 pts / 1 VPs


S F Sv Noh Rifle: R5 More basic versions of the same
1-2 Weapon Options: technology powering Cyphers,
5+ 6+ 5+
Small Arms, Light (Melee) these drone-like combat chassis
0 • Construct sacrifice the precision and elegance
Campaign Ability Options:
Ranged of a Cypher for simplicity, allowing
1 several to be controlled by one
operator.

Kalyshi 15 pts / 2 VPs


S F Sv Energy Bow: R4 Wild, untamed cousins to the
2-3 Glaive: RF, AP1, Frenzy (1) Asterians who thrive on raw
5+ 3+ 5+
Weapon Options: sensation, they throw themselves
0 Kalyshi into combat with a thrill quite
Campaign Ability Options: distasteful to their more restrained
Melee kin.
1

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

Cypher Specialist 15 pts / 2 VPs


S F Sv Noh Rifle: R5 With an uprated chassis, this
1-2
3+ 5+ 5+ Weapon Options: variant Cypher can pack plenty
Light (Automatic, Explosive), of extra punch with the variety of
1 • Construct Heavy (Lance) armament options it can support.
• Vulnerable Campaign Ability Options:
• Toxic (3) Smokescreen Ranged, Specialist
1
• Hacker

Marionette Specialist 10 pts / 1 VPs


S F Sv Noh Rifle: R5 A variant of the standard
1-2 Weapon Options: Marionette, hardwired with a few
5+ 6+ 5+
Light (Sniper, Assault, Explosive) upgrades that allow for the fitting
0 • Construct of more advanced weapon options.
Campaign Ability Options:
• Hacker Ranged, Specialist
1

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

Platform (Camouflage, cousins in favour of advanced


0 • Construct Communications, Automatic) electronic warfare capabilities.
• Beast Campaign Ability Options:
1
None.

Weapon Drone 12 pts / 1 VPs


S F Sv Hardpoints: 1 Semi-autonomous anti-grav
1-2 Weapon Options: platforms designed to mount a
5+ - 6+
Platform (Artillery, Explosive, variety of weapons and devices
• Construct Lance, Shield)
0 to support an Asterian assault.
• Beast Campaign Ability
Options:
2
None
asterians

Nastanza [1] 32 pts / 3 VPs


S F Sv Sniper Rifle: R14, AP1, Heavy, A silent reaper for hire, she stalks
1-2 Sniper Scope the galaxy in impossibly advanced
3+ 6+ 5+ Energy Shield (1)
camouflage, ready to despatch her
• Stealthy Weapon Options:
0 quarry with a precision shot.
• Evade None

1
Campaign Ability Options:
None

Nem-Rath [1] 34 pts / 3 VPs


S F Sv Noh Pistol: R3 Is his long life, Nem-Rath has
1-2 Charge Glove: RF, Knockback observed and directed over a
4+ 6+ 5+ Charge Glove (Energy Pulse):
R1, Knockback thousand battles. To him, the
1 • Tactician (2)
Energy Shield (3) ebb and flow of battle is like a
• Communications
Relay Weapon Options: symphony to a conductor.
1 None
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

So Hin [1] 28 pts / 3 VPs


S F Sv Light Glaive: RF, AP1, Frenzy (1) Accompanied by his warbird,
2-3 Asterian Warbird: R4, Indirect (2) Aeso, So Hin reports what he
5+ 3+ 5+
Weapon Options: learns of the corporate way of
1 • Companion None life to the leaders of his clan on
Campaign Ability Asteria Prime.
Options:
1
None

Ten’Ur-Go [1] 35 pts / 4 VPs


S F Sv Noh Pistol: R3 The last survivor of the lost
1-2 Singing Blade: RF, AP2 colony of Tan’Shek, Ten’Ur
3+ 4+ 4+ Energy Shield (4)
Jump Pack Go fights in hallowed
1 • Construct
• Vulnerable Weapon Options: silence to avenge his fallen
• Glide None brothers.
1 • Frenzy (2)
• Tactician (1) Campaign Ability Options:
None

Vehicles

Sky Razor 22 pts / 2 VPs


S F Sv Twin Noh Rifles: An advanced jetbike with limited
2-4 R5, Weight of Fire (1) flight capabilities, used to provide
4+ 6+ 5+
Weapon Options: mobile heavy support to a Cypher
1 • Vehicle Bike (Automatic)
• Flight attack.
• Evade Campaign Ability
Options:
2
Ranged

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

Charge Glove 3 0 RF - Knockback Small Arms


Charge Glove 1 0 R1 - Knockback Small Arms
(Energy Pulse)
Noh Pistol* 1 0 R3 - Small Arms
Noh Rifle 2 0 R5 - Small Arms
Force Rifle 3 0 R5 - Blast Light (Explosive)
Grenade Launcher 8 1 R5 - Indirect (3) Light (Explosive)
Lightblade 6 0 RF AP2 Light (Melee)
Light Missile 8 1 R7 AP2 Light (Explosive)
Launcher
Phlogistor 5 0 R2 AP1 It Burns! Light (Assault)
Sniper Rifle 12 1 R8 AP1 Sniper Scope, Heavy Light (Sniper)
Cloaking Device 8 1 - - Cloaking Device Platform
(Camouflage)
asterians

Tactician (1), Platform


Comms Relay 8 1 - - Communications (Communications)
Relay
Fission Beamer 12 1 R10 AP5 Heavy Heavy (Lance),
Platform (Lance)
Plasma Vortex 18 2 R4 AP1 Frag (5) Platform
(Explosive)
Pulse Bombard 12 2 R8 - Indirect (4) Platform (Artillery)
Shield Generator 12 1 - - Shield Generator (4) Platform (Shield)
Bike (Automatic),
Twin Noh Rifles 3 0 R5 - Weight of Fire (1) Platform
(Automatic)

* Weapon does not replace a default weapon


Item Points Rarity
Ammo 2 Common
AP Ammo 4 Rare
Energy Shield (2) 5 Unique
Energy Shield (3) 7 Unique
Energy Shield (4) 9 Unique
Frag Grenade 6 Common
Holo-Sight 8 Rare
Medi-Pack 4 Common
Smoke Grenade 3 Common
Stun Grenade 4 Rare

48
49
Enforcers
Leaders
Pathfinder Sergeant 22 pts / 2 VPs
army lists

S F Sv Pathfinders operate behind enemy lines


1-2 and at the forefront of any Enforcer
4+ 5+ 4+
operation. Their Sergeants are men and
0 • Tactician (1) women of extreme skill, dedication and
• Scout patience.
1 Target Acquisition: Spend an Army
Special result on a Command Dice to Tag
Pistol: R3 an enemy model for the rest of the Round.
TAG Rifle: R6, Tag This does not require Line of Sight and
does not count as an action. In addition all
Weapon Options: Enforcers will gain the benefit of Tag when
Leader, Small Arms, Light (Melee), Recon shooting at this model even if they do not
have a Tag rifle.
Campaign Ability Options:
Ranged, Melee, Command Recon: 3+

Enforcer Sergeant 28 pts / 3 VPs


S F Sv Squad Leaders with a wealth of combat
enforcers

1-2
4+ 5+ 4+ experience and the tactical awareness to
use it.
1 • Tactician (1)

1 Mobile Infantry: Spend an Army Special


result at the beginning of a model’s
Pistol: R3 activation. If the active model is equipped
Energy Gauntlet: RF, Knockback with a Jump Pack, and does not have
Jump Pack the Vehicle ability, it may make a free
Weapon Options: Sprint action. The model may not take a
Leader, Small Arms, Light (Melee) second Sprint action or a Move action this
activation.
Campaign Ability Options:
Ranged, Melee, Command Recon: 4+

Enforcer Captain 34 pts / 4 VPs


S F Sv Unlike the Corporate Military, Enforcers
1-2 earn their rank – an Enforcer Captain is a
4+ 5+ 4+ peerless warrior and strategist amongst
1 • Tactician (2) elite company.

Pistol: R3 Stalwart: Enforcers are famed for their


Energy Gauntlet: RF, Knockback
Jump Pack
resilience and stubbornness. You may
spend an Army Special Result on your
Weapon Options:
Command Dice to immediately reroll any
Leader, Small Arms, Light (Melee)
number of your dice in a Survive test.
Campaign Ability Options:
Ranged, Melee, Command Recon: 4+

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

Enforcer 16 pts / 2 VPs


S F Sv Laser Rifle: R6, Rapid Fire Enhanced by the best science and
1-2 Jump Pack biotech available to the Council and
4+ 5+ 4+
Weapon Options: armed and equipped with the most
1 Small Arms advanced technology credits can
Campaign Ability Options: buy, the Enforcers are the Council’s
1
Ranged iron fist.

Pathfinder 15 pts / 2 VPs


S F Sv TAG Rifle: R6, Tag Scout specialists who operate ahead
1-2 Weapon Options: of a main Enforcer force, using their
4+ 6+ 4+
Small Arms, Recon excellent fieldcraft to map out enemy
0 • Scout positions, gather intelligence and
Campaign Ability Options:
Ranged cause confusion in the foe.
1

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

None Medi-Bot aims to treat troops in


0 • Construct the field with a range of simple but
• Medic Campaign Ability Options:
None effective techniques.
1

D.O.G. Drone 12 pts / 1 VPs


S F Sv Burst Laser: R8, Suppression, Deployable Offensive Gun (D.O.G)
2-4 Weight of Fire (1) drones are quadrupedal automated
6+ 7+ 6+ chassis designed to mount heavy
Weapon Options:
0 • Beast Light (Assault) weapons and traverse any terrain.
• Construct They accompany Pathfinders to
Campaign Ability
Options: provide heavy support where
1 necessary.
None
enforcers

Enforcer Engineer 17 pts / 2 VPs


S F Sv Laser Rifle: R6, Rapid Fire Often deploying automated sentry
1-2 Jump Pack guns, Engineers are also capable
4+ 5+ 4+
Weapon Options: field mechanics and hackers, using
1 • Engineer Small Arms their skills to bypass enemy systems
• Hacker and even repair defences when
Campaign Ability Options:
1
Ranged, Specialist necessary.

Enforcer Medic 17 pts / 2 VPs


S F Sv Pistol: R3 Though tough, the Enforcers are
1-2 Jump Pack not indestructible. Their combat
4+ 5+ 4+ medics are the equal of any of their
Weapon Options:
1 • Medic Small Arms comrades in combat ability, but their
Campaign Ability Options:
first duty is keeping their fellow
Ranged, Specialist Enforcers in the fight.
1

Enforcer Specialist 16 pts / 2 VPs


S F Sv Laser Rifle: R6, Rapid Fire Specialists train in a variety
1-2 Jump Pack of disciplines, from snipers to
4+ 5+ 4+
Weapon Options: engineers. They are the essential
1 • Hacker Small Arms, Light (Automatic, support of the Enforcer Corps, their
Explosive, Sniper, Assault) expertise often the vital component
1
Campaign Ability in achieving the objective
Options:
Ranged

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

Peacekeeper 26 pts / 3 VPs


S F Sv DB Laser Rifle: R6, Rapid Fire, Wearing armour that could stop a
1-2 Weight of Fire (1) tank shell, and carrying weaponry
4+ 5+ 4+ Energy Gauntlet: RF, Knockback that can shred infantry and light
Jump Pack
2 vehicles, Peacekeepers are deployed
Weapon Options: when subtlety is no longer an option.
Light (Melee), Heavy (All)
2
Campaign Ability
Options:
Ranged, Melee

Forward Observer [1] 34 pts / 4 VPs


S F Sv Laser Rifle: R6, Rapid Fire Forward Observers are independent
1-2 Grenade Launcher: R5, Indirect (3) operatives embedded within
4+ 5+ 3+ Energy Gauntlet: RF, Knockback Enforcer strike teams, expected to
• Tactician (1) Jump Pack be where the fighting is fiercest
1
Weapon Options: and survive to report their findings.
None Existing outside the Enforcer chain
1
Campaign Ability Options:
of command, they take their orders
None directly from the Council of Seven.

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

Pathfinder and sniper. Her excellence


• Scout Energy Shield (2) has been rewarded with promotion
1
• Tactician (1) Weapon Options: to the special ops branch of the
None Enforcers.
1
Campaign Ability Options:
None

Lt Commander Roca [1] 43 pts / 4 VPs


S F Sv LSX Sniper Rifle: R10, AP1, One of the Enforcer Corps’ most
1-2 Heavy, Sniper Scope decorated Forward Observers, Roca
4+ 5+ 4+ Pistol: R3
Energy Gauntlet: RF, Knockback has fought threats to the GCPS for
1 • Tactician (2)
• Scout Jump Pack decades.
Weapon Options:
1 None
Campaign Ability Options:
None
enforcers

Sergeant Howlett [1] 30 pts / 3 VPs


S F Sv Phase Claws: RF, AP2 Having exceeded all known
1-2 Pistol: R3 standards of Enforcer recruitment,
5+ 4+ 3+ Jump Pack
Howlett’s rise to an inspirational
1 • Tough Weapon Options:
• Frenzy (2) legend of assault combat was as
None
swift as the slash of his phase claws.
1
Campaign Ability
Options:
None

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

1 • Vehicle Weapon Options: on “XG-65” jetbikes, swooping along


• Flight Light (Explosive), the ground at speed and hitting the foe
• Evade Heavy (Automatic), before they know they are under attack.
2 Support (Bike)
Campaign Ability
Options:
Ranged

Enforcer Strider 35 pts / 3 VPs


S F Sv Weapon Options: Deployed in situations
1-2 Hardpoints: 2 where the Enforcers
4+ 5+ 5+ Walker (All), Support expect to face armoured
(Walker)
enforcers

3 • Construct resistance or heavy


• Beast Campaign Ability emplacements, the GR77
• Solid Options: Enforcer Pattern wields
4 Ranged, Melee a massive Genling 88 –
one shot from which is
enough to vaporize most
things it is pointed at.

Item Points Rarity


Ammo 2 Common
AP Ammo 4 Rare
Defender Shield 5 Rare
Exothermic Accelerator 3 Common
Frag Grenade 6 Common
Holo-Sight 8 Rare
Medi-Pack 4 Common
Mono-Wheel Scout Bike 5 Common
Sentry Gun 8 Rare
Smoke Grenade 3 Common
Thermal Mines 4 Rare

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)

Smoke Launchers*** 3 0 R3 - One-Use,


Grenade
Smoke, Support (Walker)

* Weapon does not replace a default weapon


** Weapon uses two hardpoints
*** Weapon does not use a hardpoint

57
FOrge Fathers
Leaders
Forge Lord 42 pts / 4 VPs
S F Sv
army lists

With centuries of experience in the craft of


1-2 war, a Forge Lord treats every battle as a
4+ 3+ 4+ finely wrought masterpiece, a sculpture of
2 • Tactician (2) savagery tempered with the iron discipline
• Life Support of the Dwarves. If a life must be spent, it will
• Solid demand a high price from their enemies.
1
• Strategist
Hailstorm Rifle: R6, AP1, Rapid Fire Defender of the Star Realm: Spend an
Forge Hammer: RF, AP1 Army Special Result to allow the active
Weapon Options: model to reroll any number of dice in a Fight
Leader, Small Arms, Light (Melee, Assault) action using either your Fight or Survive stat.
Campaign Ability Options:
Ranged, Melee, Command Recon: 4+

Forge Guard Huscarl 41 pts / 4 VPs


forge fathers

S F Sv Forge Guard Huscarls are amongst the most


1-2 respected individuals in Forge Father society
3+ 4+ 4+
– fierce and capable warriors whose counsel
2 • Tactician (2) is sought at the very highest levels of their
• Life Support government.
1 • Solid Starforged Armour: Spend an Army
Special result when you are resolving
Hailstorm Rifle: R6, AP1, Rapid Fire Potential Damage of an attack against one
Forge Hammer: RF, AP1 of your models. You may reduce the AP value
Weapon Options: of the attack by 1 for every Army Special
Leader, Heavy (Automatic), Light (Melee) result you spend in this manner. This does
not count as an action.
Campaign Ability Options:
Ranged, Melee, Command Recon: 4+

Chief Brokkr 26 pts / 2 VPs


S F Sv Brokkrs are wild and unmanageable by Forge
1-2 Father standards, and their Chiefs are no
5+ 3+ 4+
different from the rest. Exuberant and loud,
0 • Tactician (1) these fiery individuals match their tempers
• Frenzy (1) to their skills in battle.
• Tough
1 Strike It Lucky: Spend an Army Special
• Engineer
result on a Command Dice to give a model
• Dismantle
with Brokkr in its name the Evade and
Burst Pistol: R3, Rapid Fire Resilient (1) abilities for the Round.
Forge Hammer: RF, AP1
Weapon Options:
Leader, Small Arms, Light (Melee)
Campaign Ability Options:
Ranged, Melee, Command Recon: 5+

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.

1 Too Stubborn To Die: You can spend an


Army Special result on your Command Dice
Hailstorm Pistol: R4, Weight of Fire (1), to try and remove a point of Damage on the
Rapid Fire active model. Roll a 3 dice Survive test (2).
Forge Hammer: RF, AP1 Success removes one Damage token. Failure
Weapon Options: has no effect. This does not count as an
Leader, Small Arms, Light (Melee) action.
Campaign Ability Options:
Ranged, Melee, Command Recon: 4+

Thorgarim Huscarl 30 pts / 3 VPs


S F Sv Warfare, in its most basic form, is the
1-2 application of kinetic force to strategic
4+ 3+ 4+
targets. Thorgarim Huscarls just prefer to
1 • Tactician (1) deliver it in person.
• Frenzy (1)

1 Thunder Strike: Spend an Army Special


Result to allow a model with a Forge
Hailstorm Pistol: R4, Weight of Fire (1), Hammer or 2-Handed Heat Hammer to
Rapid Fire perform an R2, Frag (2) attack as a Special
2-Handed Heat Hammer: RF, AP2, Knockback Action once during its activation. This ability
Weapon Options: may not be used by an Iron Ancestor.
Small Arms, Light (Melee)
Campaign Ability Options:
Melee, Command, Specialist Recon: 5+

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

Weapon Options: Brokkrs are nonetheless as capable


0 • Frenzy (1) Small Arms, Light (Melee) with a weapon as with a tool or a
Campaign Ability Options: negotiation.
1
Melee

Militia 13 pts / 1 VPs


S F Sv Hailstorm Rifle: Every Forge Father is expected to
1-2 R6, AP1, Rapid Fire serve the Star Realm in time of
5+ 5+ 4+
Weapon Options: need. They may lack the training
0 Small Arms and experience of the Steel Warriors
Campaign Ability Options: or Forge Guard, but they are still
Ranged formidable opponents.
1
forge fathers

Steel Warrior 18 pts / 2 VPs


S F Sv Hailstorm Rifle: The rank and file soldiery of the
1-2 R6, AP1, Rapid Fire
4+ 5+ 4+ Forge Fathers. Solid, dependable
Weapon Options: and able to lay down a withering fire
1 Small Arms
from their hailstorm rifles.
Campaign Ability Options:
1
Ranged

Thorgarim 17 pts / 2 VPs


S F Sv 2-Handed Heat Hammer: Thorgarim have a saying: ‘Once you
1-2 RF, AP2, Knockback have a hammer, all your problems
5+ 4+ 4+ turn into nails.’ Humans have a
Weapon Options:
1 • Frenzy (1) Small Arms, Light (Melee) derivative saying, which Thorgarim
think rather misses the point of the
Campaign Ability Options:
original aphorism.
1
Melee, Specialist

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

Brokkr Specialist 14 pts / 1 VPs


S F Sv Burst Pistol: R3, Rapid Fire Brokkrs generally prefer to get
1-2 Forge Hammer: RF, AP1 stuck in up close with small arms
5+ 4+ 4+ or whatever tools they have to
Weapon Options:
0 • Frenzy (1) Small Arms, Light (Assault, Melee) hand, but occasionally they’ll pick
• Hacker up a big gun too.
Campaign Ability Options:
1
Ranged

Steel Warrior Specialist (Stormrage Veteran) 18 pts / 2 VPs


S F Sv Hailstorm Rifle: Stormrage Veterans provide the
1-2 R6, AP1, Rapid Fire punch to a Steel Warrior Assault,
4+ 5+ 4+
Weapon Options: covering their less experienced
1 • Hacker Small Arms, Light (Automatic,
Explosive, Assault), kin with heavy weapons
Heavy (Automatic, Assault)
1 Campaign Ability Options:
Ranged

Forge Guard 28 pts / 3 VPs


S F Sv Hailstorm Rifle: Proud Warriors who form
1-1 R6, AP1, Rapid Fire the elite of the Forge Father
4+ 5+ 4+ Forge Hammer: RF, AP1
forces, equipped with almost
2 • Life Support Weapon Options: impenetrable armour and
• Solid Heavy (Automatic, Assault),
Hardpoints: 1 - Light (Explosive) immensely powerful weapons.
1 Campaign Ability Options:
Ranged

Hammerfist Drop Trooper 26 pts / 2 VPs


S F Sv Inferno Drill: R4, AP2 Hammerfist Orbital Drop Armour is
1-2 Forge Hammer: RF, AP1 sufficiently reinforced to withstand
4+ 5+ 4+ Hammerfist Drop Armour
atmospheric entry and high-speed
1 Weapon Options: landfall. Any enemy that survives
None
their ground-breaking impact will
Campaign Ability Options: be pulverised with Forge Hammers
1 Ranged, Melee
or cut down by Inferno Drills.

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

Weight of Fire (1) Helfather to operate effectively


2 • Life Support in the field without a pesky
Weapon Options:
None entourage, just the way he likes.
1 Campaign Ability Options:
None

Bjarn Starfall [1] 30 pts / 4 VPs


S F Sv Inferno Drill: R4, AP2 Equipped with specially modified
1-2 Hammerfist Drop Armour Hammerfist Drop Armour, Bjarn
4+ 6+ 3+
Weapon Options: is a staunch proponent of the
1 • Tough None benefits of an unannounced,
Campaign Ability Options: overwhelming orbital strike.
None
1
forge fathers

Excavator Robot 20 pts / 2 VPs


S F Sv Mining Drill: Although designed to quickly
RF, AP2
1-2
- 4+ 4+ extract valuable minerals, the
Weapon Options: thick armour and powerful drill
2 • Solid None
• Construct of the Excavator Robot make
• Beast Campaign Ability Options:
Melee them ideal makeshift weapons.
2
• Tenacious

Freya [1] 26 pts / 3 VPs


S F Sv Killswitch Pistol: R4, AP1, Weight Regarded as a technical marvel in
1-2 of Fire (1)
4+ 5+ 4+ Killswitch Pistol: R3, AP1, It Burns!
GCPS territory, Freya is in demand
• Engineer Forge Hammer: RF, AP1 for her mix of mechanical ability
0
• Frenzy (1) Weapon Options: and frontline battle experience.
• Hacker None
1 • Tough
Campaign Ability Options:
None

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) have made him a legend and
1
• Hacker Weapon Options: he’s able to create anything from
None weapons to engine parts.
1
Campaign Ability Options:
None

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.

Padd [1] 7 pts / 1 VPs


S F Sv Teeth: RF, Frenzy (1) Padd is the loyal mastiff of Lord
2-3 Weapon Options: Ingulf, often see by his side
- 4+ 6+ even in the thick of battle. Steel
None
• Tenacious Warriors will often debate who is
0 Campaign Ability Options: the more surly and bellicose - the
None warhound or its master.
1

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

Weapon Options: greater nimbleness and speed,


1 • Vehicle None
• Evade though they suffer in terms of the
Campaign Ability
Options: protection afforded the rider.
2
Ranged

Inferno Drill 16 pts / 2 VPs


S F Sv Mining Laser: R24, AP3, Designed to carve up asteroids
1-2 Firing Platform (1) and mine through dense rock,
4+ - 3+ the laser of an inferno drill also
Weapon Options:
1 • Vehicle None makes an ideal improvised
• Remote weapon, able to reduce enemy
Campaign Ability
Options: vehicles and emplacements to
2 • Construct slag.
None
forge fathers

Iron Ancestor 44 pts / 3 VPs


S F Sv Weapon Options: Old Forge Father soldiers
1-2 Hardpoints: 2 - become Forge Guard.
4+ 5+ 5+ Walker (All), Really old ones become
• Solid Support (Walker) Iron Ancestors – several
4
• Construct Campaign tons of walking armoured
• Beast Ability
• Fire Control vehicle directed by
4 Options:
Ranged, Melee
centuries of combat
experience.

Thor Pattern Iron Ancestor 50 pts / 5 VPs


S F Sv Twin Forge Hammers: Some old veterans never lose the
1-2 RF, AP2 taste for close combat. The Thor
5+ 5+ 5+ Smoke Launcher: pattern is a formidable beast of
• Solid R3, Smoke,
4
Grenade, One-Use a machine, laying waste to all
• Construct
• Beast around it with its double Forge
Weapon Options:
• Frenzy (3) Hammer loadout.
4 None
Campaign Ability
Options:
Melee

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)

Twin Hailstorm Rifles 5 0 R6 AP1 Weight of Fire (1),


Rapid Fire Bike (Automatic)
Power Claw and 13 1 RF AP3 Walker (Assault)
Flamer R2 - It Burns!
Twin Hailstorm 7 1 R8 AP1 Weight of Fire (1) Walker (Automa-
Autocannons tic)
Twin Magma Cannon 8 1 R4 AP3 Weight of Fire (1) Walker (Lance)
IA Forge Hammer 5 1 RF AP2 Walker (Melee)
Smoke Launchers*** 3 0 R3 - One-Use,
Grenade
Smoke, Support (Walker)

* Weapon does not replace a default weapon


Item Points Rarity *** Weapon does not use a hardpoint.
Ammo 2 Common
AP Ammo 4 Rare Bomb Bot (+)
Bomb Bot 8 Rare The Bomb Bot is both an item and a model. It
Frag Grenade 6 Common is purchased as an item but begins the game
Holo-Sight 8 Rare deployed as a model and therefore must be
activated to move and counts towards your
Medi-Pack 4 Common
model count for determining if you can reroll
Sentry Gun 8 Rare Command Dice. To activate a Bomb Bot you must
Smoke Grenade 3 Common have a model with the Engineer ability within 3
Thermal Mines 4 Rare cubes. As a model, it uses the profile below:

Bomb Bot 8 pts / 0 VPs


S F Sv Weapon Options: Designed to sneak up to enemy
1-2 None forces and deliver a lethal
- - 5+
Campaign Ability Options: payload.
0 • Vehicle None
• Construct
• Remote
1
• BOOM!(5)

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+

Ranger Sergeant 30 pts / 3 VPs


S F Sv Trained to command extended operations
1-2 behind enemy lines, Ranger Sergeants find
4+ 5+ 4+ the combat conditions of a Deadzone to be
• Tactician (1) all too familiar.
1
• Aerial Deployment
Eye in the Sky: Spend an Army Special
1 result on a Command Dice to reroll any
number of dice when rolling to hit the
Pistol: R3 target cube with an Indirect weapon or
Energy Gauntlet: RF, Knockback grenade during a Shoot action. You may
Weapon Options: only use one Army Special result per Shoot
Leader, Small Arms, Light (Assault) action.
Campaign Ability Options:
Command, Ranged, Specialist Recon: 5+

Major-General 30 pts / 3 VPs


S F Sv High-ranking Corporation officers are not
1-2 only responsible for conducting battles
4+ 5+ 5+ and campaign strategy, but also budgeting
1 • Tactician (2) the financial cost of each engagement to
their miserly employers.

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

Corporation Marine 8 pts / 1 VPs


S F Sv Laser Rifle: R6, Rapid Fire The ubiquitous rank-and-file of
1-2 Weapon Options: professional soldiery in the GCPS.
5+ 6+ 5+
Small Arms
0 Campaign Ability Options:
Ranged
1

Corporation Veteran 11 pts / 1 VPs


S F Sv Laser Carbine: R6, Rapid Fire, These career soldiers have honed
1-2 Weight Of Fire (1) their combat and survival skills over
5+ 5+ 5+ multiple tours of duty on battlefields
Weapon Options:
0 Small Arms across the galaxy.
Campaign Ability Options:
1
Ranged

68
Specialists

Marine Specialist 8 pts / 1 VPs


S F Sv Laser Rifle: R6, Rapid Fire Marine squads are frequently issued
1-2 Weapon Options: with specialist gear to multiply their
5+ 6+ 5+
Small Arms, Light (Assault, battlefield presence and keep their
0 • Hacker Explosive, Marksman, Sniper), operations cost-efficient
Recon

1
Campaign Ability Options:
Ranged, Specialist

Corporation Engineer 9 pts / 1 VPs


S F Sv Laser Rifle: R6, Rapid Fire While lacking the intricate talents of
1-2 Weapon Options: Forge Father engineers, these troops
5+ 6+ 5+
Small Arms are more than capable when it
0 • Engineer comes to sabotage and demolitions.
• Hacker Campaign Ability Options:
Ranged, Specialist
1

Ranger 16 pts / 2 VPs


S F Sv Laser Rifle: R6, Rapid Fire Equipped with grav-chutes and
1-2 Weapon Options: oxygen masks to conduct HALO
5+ 5+ 5+ insertions, Rangers are expected
Small Arms, Light (Assault,
• Aerial Marksman, Sniper) to fight in the fiercest and most
1
Deployment dangerous hotspots. Training in
Campaign Ability multiple disciplines from sniping
Options: to engineering allows the unit
1
Ranged, Specialist maximum tactical flexibility.

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

None employees with sturdy combat


0 • Construct automata that don’t “get injured” or
• Medic Campaign Ability Options: “have families to feed”. Until then,
None they keep their soldiers fighting fit
1 with D-type Medi-Bots, if only to
minimise paid leave.

Corporation Medic 11 pts / 1 VPs


S F Sv Pistol: R3 Trained paramedics whose primary
1-2 Weapon Options: duty is to treat battlefield wounds
5+ 6+ 5+ and stabilise patients for medevac.
Small Arms
0 • Medic In the isolation of a Deadzone they
Campaign Ability Options: become even more vital to a strike
Ranged, Specialist team’s survival.
1

Heavy Weapons Squad 12 pts / 1 VPs


gcps

S F Sv Laser Rifle: R6, Rapid Fire


The man-portable heavy weapons
1-2
5+ 6+ 5+ Weapon Options: of a corporate arsenal bring
Heavy (Crew Served firepower normally reserved for
0 • Weapons Team Weapons) vehicles to the battlefield at
Campaign Ability a fraction of the price.
Options:
3
Ranged, Specialist

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

Lt Commander Roca [1] 43 pts / 4 VPs


S F Sv LSX Sniper Rifle: R10, AP1,
Many marines welcome the company
1-2 Heavy, Sniper Scope
4+ 5+ 4+ Pistol: R3 of an Enforcer Forward Observer in
Energy Gauntlet: RF, Knockback their ranks, grateful to have such
1 • Tactician (2)
• Scout Jump Pack a fearsome warrior accompanying
Weapon Options: their platoon to battle. In truth it is
1 None a bad omen, for Roca is sent only to
Campaign Ability Options:
investigate the most dire threats to
None the GCPS.

71
army lists

Vehicles
Corporation Strider 30 pts / 3 VPs
gcps

S F Sv Weapon Robust and reliable, Corporation


1-2 Options: striders lack the advanced
5+ 5+ 5+ Hardpoints: electronics suite of Enforcer models
• Beast 2 - Walker (All), but are just as hard to kill.
3 Support (Walker)
• Construct Their offensive capabilities
• Solid Campaign are especially prized against
4 Ability Options: large enemies such as Goran
Ranged Hulks and Nameless Ogres.

Item Points Rarity


Ammo 2 Common
AP Ammo 4 Rare
Commlink 4 Rare
Frag Grenade 6 Common
Medi-Pack 4 Common
Mono-Wheel Scout Bike 5 Common
Sentry Gun 8 Rare
Smoke Grenade 3 Common
Stun Grenade 4 Rare
Thermal Mines 4 Rare
Trip Mines 6 Rare

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)

Smoke Launchers*** 3 0 R3 - One-Use,


Grenade
Smoke, Support (Walker)
Energy Gauntlet 5 0 RF - Knockback Leader
Officer’s Sword 5 0 RF AP1 Leader
Genling 340 4 0 R4 - Weight of Fire (1), Leader
“Frontiersman” Rapid Fire
* Weapon does not replace a default weapon
** Weapon uses two hardpoints
***Weapon does not use a hardpoint

73
Marauders
Leaders
Marauder Warlord 26 pts / 3 VPs
army lists

S F Sv Gathering a host of Captains and their


1-2
5+ 3+ 4+ crews around him, a Marauder Warlord is
a force to be reckoned with, the equal of
0 • Tactician (1)
any human General.
• Tough
2 • Frenzy (1)
Green Rage: Spend an Army Special
Heavy Pistol: R4, Weight of Fire (1) result on a Command Dice to give Frenzy
Claw: RF, AP1
(4) to a model for the rest of the Round.
Weapon Options: You may spend this dice before taking any
Leader, Small Arms, Light (Melee) Fight test. If this model already has Frenzy,
Campaign Ability Options: then the higher of the two values is used.
Command, Ranged, Melee Recon: 5+

Commando Captain 28 pts / 3 VPs


S F Sv Often dressed in ostentatious garb that
marauders

1-2 crudely mimics human officers, Captains


6+ 6+ 4+ are formidable tacticians as well as highly
• Tactician (2) skilled warriors.
0
• Combat Team Training Tactical Genius: Spend an Army Special
result on a Command Dice during a
1 model’s activation. The active model may
immediately use and discard one of your
Pistol: R3 opponents Move, Shoot or Fight Command
Dice results. This result may only be played
Weapon Options: once per activation, and the active model
Leader, Small Arms
may not also use a Move, Shoot or Fight
Campaign Ability Options: Command Dice result from the owning
Command, Ranged, Specialist player’s Command Dice pool.
Recon: 4+

Commando Sergeant 18 pts / 2 VPs


S F Sv Leading individual squads of commandos,
1-2
5+ 4+ 4+ sergeants are experienced Marauders
almost always promoted up the ranks via
0 • Tactician (1)
experience.

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

Goran Auxiliary 10 pts / 1 VPs


S F Sv Poor Quality Rifle: R5 Although not as well trained or
1-2 Weapon Options: as well-equipped as the elite
6+ 5+ 4+ commandos they fight alongside,
Small Arms, Light (Melee)
0
Auxiliaries are no less formidable.
Campaign Ability Options: After all, being hacked apart by a
Melee meter-long warblade leaves you
1 just as dead as being shot by a
burst laser.

Mawbeast 12 pts / 1 VPs


S F Sv Chainmaw: RF, AP1 Savage creatures that are more
2-3 Weapon Options: teeth than anything else, semi-
- 4+ 5+ domesticated by the Orcs, purely
None
0 • Beast with an eye to their combat
Campaign Ability Options: usefulness.
None
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

Small Arms, leap forward to surprise and


0 • Aerial Deployment Light (Assault, Automatic, Melee) overwhelm the enemy, before
Campaign Ability Options: boosting away to let their comrades
Ranged, Melee mop up.
1

Commando Specialist 12 pts / 1 VPs


S F Sv Rifle: R6, Rapid Fire Providing heavy backup to the
1-2
5+ 5+ 4+ Weapon Options: Marauder crews, the specialists
Small Arms, keep the enemies’ heads down
• Hacker Light (Automatic, Assault)
0 while their comrades advance.
Campaign Ability
Options:
1
Ranged
marauders

Goblin Sniper 14 pts / 2 VPs


S F Sv Heavy Rifle: R8, AP1, With their tiny frames and nimble
1-2 Heavy, Sniper Scope fingers, Goblins make ideal snipers,
5+ 7+ 6+
Weapon Options: able to squeeze into the smallest
0 Small Arms, Light (Sniper) spots and disappear with ease.
Campaign Ability Options:
1
Ranged

Goran Saboteur 16 pts / 2 VPs


S F Sv Bow: R4 Saboteurs serve as skirmishers
1-2 Hrunka: RF, Frenzy (1) and light assault troops,
6+ 5+ 4+ Stun Grenade: R3, distracting an enemy or keeping
• Scout Stun Grenade (One Use) them occupied while more
0
Weapon Options: powerful troops move into a
Small Arms, Light (Melee) killing position.
1
Campaign Ability Options:
Melee, Specialist

Mawbeast Bomber 14 pts / 1 VPs


S F Sv Chainmaw, RF, AP1 Orcs aren’t all that sentimental
2-3 about their pets, as the Mawbeast
- 4+ 5+ Weapon Options: Bomber demonstrates – take one
None
0 • Beast Mawbeast, add bomb, and let it
Campaign Ability Options:
• BOOM! (4) None loose to blow itself (and the enemy)
to pieces.
1

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

Ripper Rainmaker 27 pts / 3 VPs


S F Sv Rotary Cannon: R5, Weight of Fire (1)
1-2 HEW Beamer: R7, AP3, Heavy
5+ 6+ 4+ Frag Launchers: R3, Frag (3)
Rocket Salvo: R8, Indirect (3),
1 • Solid One Use
Mounting the sort of
Weapon Options: firepower usually seen
3 Heavy (Explosive, on a support platform or
Lance, Automatic)
armoured vehicle, one
Campaign Ability Rainmaker suit can best
Options:
Ranged, Specialist a whole army in the
right hands.

Ripper Mauler 25 pts / 3 VPs


S F Sv Buzzsaw: RF, AP1, Brutal and straightforward, a
1-2 Frenzy (1) Ripper suit is a mechanical suit of
- 4+ 4+ Ram: RF, Knockback armour which lends the operator
1 • Tactician (1) Weapon Options: increased bulk and strength.
• Solid Heavy (Melee) The Mauler Pattern mounts
Campaign Ability vicious close assault weapons to
3 eviscerate and batter the foe.
Options:
Melee, Command

Hulk 30 pts / 3 VPs


S F Sv HEW Cannon: Big and brutish even by Orc
1-2 R12, AP5, Heavy standards, Hulks stalk forward
4+ 6+ 4+
Weapon Options: wielding massive guns to brutal
1 • Tough Heavy (All) effect.
Campaign Ability Options:
3
Ranged, Melee

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

Boomer would be shunned


• Tough Stun Grenade: R3, Grenade, Stun
0
Toxic Grenade: R3, Grenade,
by the galaxy if it weren’t
• Engineer for his encyclopaedic
• Volatile Toxic (1) Smoke
• BOOM! (3) knowledge of explosives
1 Weapon Options:
None
and his talented application
of that knowledge in battle.
Campaign Ability Options:
None

Chief Radgrad [1] 40 pts / 4 VPs


S F Sv Decapitator: RF, AP3 With his impressive
1-2 Twin Blasters: R4, AP2, brawn augmented by
5+ 4+ 4+ Weight of Fire (1) a fearsome ripper suit,
1 • Solid Weapon Options: it is the combination
• Tough None of tactical cunning and
• Tactician (1) sheer brute force that
• Frenzy (1) Campaign Ability
3
Options: elevates this Orc to
marauders

None notoriety.

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 in breaching the hull of enemy
• Fire Control Jump Pack
2 vessels during ship-to-ship
Weapon Options: assaults.
None
1
Campaign Ability Options:
None

Shade [1] 22 pts / 2 VPs


S F Sv Wrist Blade: RF, AP1 Unlike the more typical howling,
1-2 Pistol: R3 brutal Marauders, Shade
5+ 4+ 4+ Medi-Pack (One Use)
specialises in silence. He
1 • Stealthy Weapon Options: negotiates a price and kills his
• Frenzy (1) None mark without muttering a word.
1
Campaign Ability
Options:
None

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

(Artillery, Lance) suggests, and highly effective.


1 • Vehicle
Campaign
Ability Options:
4 Ranged

Weapon Points VPs Range AP Abilities Type


Pistol* 1 0 R3 - Small Arms
Heavy Pistol 3 0 R4 - Weight of Fire (1) Small Arms
Rifle 2 0 R6 - Rapid Fire Small Arms
HMG 4 0 R6 - Weight of Fire (1), Light (Automatic)
Suppression
Claw 5 0 RF AP1 Light (Melee)
Hrunka 5 0 RF - Frenzy (1) Light (Melee)
marauders

Ripper Talon 8 0 RF AP2 Light (Melee)


Rotary Cannon 3 0 R5 - Weight of Fire (1), Heavy (Automatic)
Frag Launchers 6 1 R3 Frag (3) Heavy (Explosive)
Flamer 4 0 R2 - Volatile, It Burns!, Light (Assault),
Heavy (Explosive)
HEW Beamer 8 1 R7 AP3 Heavy Heavy (Lance)
Mini-HEW Beamer 4 0 R5 AP1 Heavy (Lance)
Ram 3 0 RF - Knockback Heavy (Melee)
Buzzsaw 7 1 RF AP1 Frenzy (1) Heavy (Melee),
Walker (Melee)
Big Claw 7 1 RF AP3 Tenacious Walker (Melee)
Auxiliary Flamer 4 0 R2 - It Burns!, One Use Walker (Assault)
Thermal Cannon 3 0 R4 AP1 Walker (Lance)
Heavy Mortar 12 2 R10 - Indirect (4), Heavy Vehicle (Artillery)
Stabilised HEW 10 2 R12 AP5 Firing Platform (1) Vehicle (Lance)
Cannon

* Weapon does not replace a default weapon


Item Points Rarity
Ammo 2 Common
AP Ammo 4 Rare
Frag Grenade 6 Common
Holo-Sight 8 Rare
Medi-Pack 4 Common
Smoke Grenade 3 Common

80
81
Mazon Labs
Leaders
Dr. Lukas Koyner 26 pts / 3 VPs
army lists

S F Sv Pain is Koyner’s primary area of interest, both its


1-2 causation and its avoidance. He also indulges his
5+ 5+ 4+ other great interest: the use of alien mutagens
0 • Tactician (2) as a weapon.
• Frenzy (1) Fast-Acting Serum: Use an Army Special
• Medic result to replace a model from your strike
1
team that has just been killed with a Plague
Anaesthetic Injectors: RF, Stun Victim model. This model is placed pinned and
Anaesthetic Injectors: R1, Stun activated in the same cube as the killed model
Laser Cutter: R2, AP1, It Burns! and can activate as normal from the next round.
In all ways this new model acts as a member of
your strike team. VPs are scored for killing both
Weapon Options: the original model and if the new Plague Victim
Leader, Small Arms model is killed. The Fast-Acting Serum takes
Campaign Ability Options: precedence over any other similar rule such as
Command, Ranged, Specialist Plague Infection.
Recon: 6+
mazon labs

Guard Commander Graves 22 pts / 2 VPs


S F Sv Years of fighting in wars across the GCPS
1-2 taught Graves two things: how to lead men
4+ 5+ 5+
and women in combat, and that a wise
1 • Tactician (1) man doesn’t ask too many questions.
• Strategist

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

Mazon Security Guard 8 pts / 1 VPs


S F Sv Laser Rifle: R6, Rapid Fire Found at Mazon-controlled laboratories
1-2 Weapon Options: throughout the GCPS, the Mazon Security
5+ 6+ 5+
Small Arms Guard is a typical – and expendable –
0 Campaign Ability Options: low level grunt hired and fired at whim.
Ranged
1

Urbana Black Wing Marine 11 pts / 1 VPs


S F Sv Laser Carbine: R6, Rapid Fire, Drafted in from the best of the GCPS
1-2 Weight Of Fire (1) forces, the Urbana Black Wing
5+ 5+ 5+
Weapon Options: Marine is skilled in black ops, ready
0 None to withstand any ‘hostile’ takeovers
Campaign Ability Options: at Mazon.
1
Ranged

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

None aggressive. Mazon employees


1 • Beast only deploy these horrors in the
• Rampage Campaign Ability Options:
• Tough Melee most desperate circumstances.
4

Krastavor 26 pts / 3 VPs


S F Sv Proboscis: RF, AP1, Giant, intelligent, metal-clad
2-3 Toxic (1) spider creatures from another
- 4+ 5+
Weapon Options: dimension, the Krastovor
1 • Agile None are about the most terrifying
• Beast
mazon labs

Campaign Ability sight for anyone to see in a


Options: Deadzone.
3
Melee

Organic Data Storage Unit 26 pts / 3 VPs


S F Sv Mind Blast: R4, Psychic, Blast These powerful psychic
1-2 Mind Terror: R4, Psychic, beings are
5+ 5+ 6+ Stun
Hyperkinesis: R4, captured and
• Psychic
0
Psychic, Invigorate tortured by Mazon Labs
• Frenzy (1)
• Energy Shield (2) Electrical Discharge: to become nothing more
3 RF, Knockback than organic hard
Weapon Options: drives, trapped in a
None constant nightmare of
Campaign Ability Options: computerized coding.
Specialist

Plague Victim 11 pts / 1 VPs


S F Sv Weapon Options: The secretive experiments within the
2-3 None bowels of Mazon laboratories often
- 4+ 5+
Campaign Ability require live specimens. Occasionally
0 • Beast Options: they are let loose, so scientists
• Frenzy (1) Melee
• Rampage can observe their subjects in test
1 conditions.

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”

Urbana Black Wing Ranger 16 pts / 2 VPs


S F Sv Laser Carbine: R6, Rapid Fire, When Mazon’s experiments escape,
1-2 Weight of Fire (1) the corporation is forced to call in the
5+ 5+ 5+
Weapon Options: best, and most ruthless. Rangers are
1 • Scout None highly trained and skilled in combat.
Campaign Ability
Options:
1
Ranged, Specialist

Urbana Black Wing Ranger Specialist 13 pts / 2 VPs


S F Sv Laser Carbine: R6, Rapid Fire, As well as researching organic
1-2 Weight of Fire (1) mutagens, Mazon Labs is always
5+ 5+ 5+ looking to the push the boundaries
Weapon Options:
• Hacker Small Arms, Light (Assault, of weapon development. This
1
Explosive, Marksman) dangerous work requires dedicated
specialists willing to get the job
1
Campaign Ability Options: done.
Ranged, Specialist

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

None in part to their inherent immunity to


0 • Construct
• Medic Campaign Ability Options: Plague infection.
None
1

Urbana Black Wing Medic 12 pts / 2 VPs


S F Sv Pistol: R3 The wellbeing of a Black Wing
1-2 Weapon Options: Medic’s patient is often of little
5+ 5+ 5+
Small Arms concern. Instead they’re trained
0 • Medic to patch up their colleagues in the
Campaign Ability
Options: fastest and most cost effective
Ranged, Specialist manner possible.
1
mazon labs

Subject 901 [1] 24 pts / 3 VPs


S F Sv Teeth and Claws: RF, AP2 The product of a failed experiment to
1-2 Weapon Options: ‘control’ the Plague, all information
- 4+ 4+
None on Subject 901 is heavily classified
1 • Tactician (1) and field reports featuring 901 are
• Rampage Campaign Ability
• Frenzy (2)
Options: immediately intercepted by the
None Council.
2

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)

Smoke Launchers*** 3 0 R3 - One-Use,


Grenade
Smoke, Support (Walker)
Energy Gauntlet 5 0 RF - Knockback Leader
Officer’s Sword 5 0 RF AP1 Leader
* Weapon does not replace a default weapon
** Weapon uses two hardpoints
*** Weapon does not use a hardpoint
Item Points Rarity
Adrenaline Shot 2 Common
Ammo 2 Common
AP Ammo 4 Rare
Frag Grenade 6 Common
Medi-Pack 4 Common
Mono-Wheel Scout Bike 5 Common
Sentry Gun 8 Rare
Smoke Grenade 3 Common
Stimulant Shot 3 Common
Stun Grenade 4 Rare
Thermal Mines 4 Rare
Trip Mine 6 Rare

87
Nameless
Leaders
Psychotroid 36 pts / 4 VPs
army lists

S F Sv Known as Psychotroids by GCPS troops


1-2 unlucky enough to encounter them, this
5+ 6+ 5+ tripedal abomination excretes mysterious
• Resilient (2) gases from its glistening sacs that cause
1
• Beast the victim to suffer horrific hallucinations.
• Tenacious
2 • Psychic
• Tactician (2) Aura of Dread: Spend an Army Special
Result on a Command Dice at the start
Psychic Subjugation: R4, Psychic, Suppression or end of a model’s activation. You may
Psychic Surge: R4, Psychic, Invigorate choose one non-pinned enemy model
Psychic Stunning: R4, Psychic, Stun within 2 cubes and LoS and move it 1
Weapon Options: cube directly away from the active model.
None If the model enters a cube with an enemy
Campaign Ability Options: model it will initiate a Fight action but may
Ranged, Command only roll to Survive. If the model was in an
occupied cube it must Breakaway to leave
the cube. The model is then marked as
Activated, if it was not already. You may
use a maximum of one Special Result per
nameless

activation. Models with the Construct or


Vehicle abilities are unaffected by this rule.
Recon: 4+

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+

The Blight 32 pts / 3 VPs


S F Sv The Blight is a particularly vicious example
1-2 of what xenobiologists have classified as
5+ 4+ 4+ a ‘Calamiton’, a creature named for its
1 • Tactician (1) awful ability to wither and decay anything
• Resilient (1) it comes into contact with.
• Tough
2
Caustic Spittle: Spend an Army Special
result to allow the active model to perform
Ravenous Maw: RF, AP2, Frenzy (1) a free Shoot action with R2, It Burns!. If
Corrosive Blast: R3, AP1, It Burns! the active model has no Shoot stat it can
Weapon Options: still make a ranged attack with this Army
Light (Melee, Assault), Heavy (Assault) Special Result, using a Shoot stat of 7+.
Campaign Ability Options:
Command, Ranged, Melee Recon: 5+

The Fear 30 pts / 3 VPs


S F Sv Nameless anti-armour capacity was
1-2 believed to be limited - until the
4+ 5+ 4+
annihilation of three squadrons of Lancer
1 • Tactician (1) tanks on Bichler 539. Their marine crews
• Resilient (1) never even saw what hit them.
1
Creeping Fear: Spend an Army Special
Shoulder-mounted Phaser: R6, AP1, result to give the active model the Stealthy
Weight of Fire (1) and Resilient (1) abilities until the end of
Ripping Tentacles: RF, AP1, Frenzy (1) the Round. If a model already has Resilient,
increase the value by 1.
Weapon Options:
Small Arms, Light (Melee)
Campaign Ability Options:
Command, Ranged, Melee Recon: 5+

89
army lists

Troops
Inker 8 pts / 1 VPs
nameless

S F Sv Teeth: RF These little stowaways flood out of


1-2 Weapon Options: Nameless ships once they land on
- 6+ 6+
None a planet. When scared they emit
0 • Ink Sac a pungent, black ink that obscures
Campaign Ability Options:
None vision and stings for several days.
1

Scuttler 8 pts / 1 VPs


S F Sv Claws: RF Another one of the smaller
1-2 Weapon Options: Nameless creatures only recently
- 5+ 6+
None classified by the ETCU. These are
0 • Beast typically found feeding on the lice
• Horde Campaign Ability Options:
• Agile None that accumulate on their larger
1
• Evade cousins.

Gunslinger 13 pts / 1 VPs


S F Sv Twin Crystal Pistols: R3, Armed with a pair of Twin Crystal
1-2 Weight of Fire (1), Rapid Fire, Pistols, the Gunslinger is one of the
5+ 5+ 5+ Triclinic Shard
deadliest Nameless encountered
1 Weapon Options: by the ETCU. Most are lucky to
Small Arms escape with observations about its
1
Campaign Ability behaviour.
Options:
Ranged, Specialist

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

Caratid 15 pts / 2 VPs


S F Sv Razor Claws: RF, Caratid warriors have been reported
2-3 AP1, Frenzy (2) at most Deadzone sites. While they
- 5+ 5+
Weapon Options: rarely lead a hostile force, ETCU
1 • Beast Light (Melee) believes the more vividly coloured
Campaign Ability ‘shrimp’ do hold some rank.
Options:
1
Melee

Feromite 23 pts / 2 VPs


S F Sv Massive Claws: RF, AP2 Although smaller than the
1-2 Defender Shield lumbering Ogre, only the
- 4+ 5+ most foolish trooper would
Weapon Options:
1 • Beast underestimate the vicious claws
None
• Tenacious and protective shell of a Feromite.
Campaign Ability
2 Options:
Melee

Ogre 35 pts / 3 VPs


S F Sv Massive Claws: RF, AP2, Seeing one of these
1-2 Defender Shield hulking beasts lumbering
- 3+ 5+
Weapon Options: across a Deadzone is
2 • Beast None enough to scare even
• Tenacious
Campaign the most hardened GCPS
Ability marine. Covered in a thick
3 Options:
Melee
hide, they can withstand
even the strongest blast.

91
Specialists
Spawn 23 pts / 3 VPs
S F Sv Ripping Tentacles:
1-2 RF, AP1, Frenzy (1)
- 4+ 5+
army lists

Weapon Options: The Spawn was named following


1 • Resilient (1) garbled messages from a failed
None
• Tenacious ECTU observation mission on a
Campaign Ability Nameless-controlled asteroid. The
3 Options: team didn’t return but the Spawn’s
None legacy lives on.

Rifleman 15 pts / 2 VPs


S F Sv Crystal Rifle: R10, Triclinic ‘Man’ is definitely a misnomer
1-2 Shard, Rapid Fire because this tentacled monster is
5+ 6+ 5+
Weapon Options: nothing like its namesake. Armed with
1 • Resilient (1) Small Arms, Light (Sniper) a Crystal Rifle, the Rifleman can pick
Campaign Ability Options: out its targets with lethal accuracy.
1
Ranged
nameless

Needle Drones 10 pts / 1 VPs


S F Sv Psychic Charge: R2, Psychic, ETCU has theorised that these
2-3 Blast
6+ - 5+ small, flying Nameless are in fact
Weapon Options: immature versions of some other
0 • Hacker Light (Assault)
• Agile form of alien invader, yet to be
• Psychic Campaign Ability Options: identified in corporate space
1
Specialist

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

Project Oberon [1] 28 pts / 3 VPs


S F Sv Needler: R4, AP1, Weight of Working under the noses of the
1-2 Fire (1) corporations that employ him,
4+ 4+ 4+ Toxic Shards: RF, AP1, Toxic (1)
Project Oberon has been secretly
• Scout Energy Shield (1)
0 reporting his finding to his
Weapon Options: Nameless masters.
None
1
Campaign Ability
Options:
None

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

Goliath 48 pts / 5 VPs


S F Sv Crushing Maw: RF, AP3 Brutal creatures of immense
1-2 Lashing Tentacles: R2, strength, Goliaths are capable
5+ 3+ 4+ Smash! of inflicting catastrophic
• Solid Weapon damage upon whatever hapless
2
• Beast Options: foe crosses their path.
• Tenacious None
4 • Tough
Campaign
Ability
Options:
Melee

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

Corrosive Blast 6 0 R3 AP1 It Burns! Light (Assault)


Shoulder-mounted 5 0 R6 AP1 Weight of Fire (1) Light (Assault)
Phaser
Ravenous Maw 9 1 RF AP2 Frenzy (1) Light (Melee)
Razor Claws 10 1 RF AP1 Frenzy (2) Light (Melee)
Ripping Tentacles 8 1 RF AP1 Frenzy (1) Light (Melee)
Psychic Charge 4 0 R2 - Psychic, Blast Light (Psychic)
Psychic Subjugation 6 1 R4 - Psychic, Suppression Light (Psychic)
Crystal Rifle 6 0 R10 - Triclinic Shard, Light (Sniper)
Rapid Fire
Corrosive Bile Ducts 8 1 R3 AP1 Volatile, It Burns!, Heavy (Assault)
Heavy
Crystal Cannon 12 1 R8 AP4 Weight of Fire (1), Heavy (Explosive)
Triclinic Shard
Crystal Launcher** 12 1 R5 AP1 Indirect (3), Heavy, Heavy (Explosive)
Triclinic Shard
nameless

Psionic Disruptor** 10 1 R4 AP2 Psychic, Suppression Heavy (Lance)


Massive Claws 7 1 RF AP2 Heavy (Melee)
* Weapon does not replace a default weapon
Item Points Rarity ** Weapon uses two hardpoints
Ammo 2 Common
AP Ammo 4 Rare
Frag Grenade 6 Common
Holo-Sight 8 Rare
Medi-Pack 4 Common
Smoke Grenade 3 Common
Energy Shield (2) 5 Unique
Energy Shield (3) 7 Unique

94
95
The Plague
Leaders
Stage 1A “Lord” 36 pts / 4 VPs
army lists

S F Sv Hulking beasts with no vestige of their


1-1 humanity left, these monsters charge
- 3+ 4+ from the front, hitting their victims with
2 • Tactician (2) unstoppable force.
• Tough

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+

Stage 3A “General” 16 pts / 2 VPs


S F Sv Of the Stage 3 subtype, there will often be
2-3 one who seems slightly more self-aware
plague

6+ 5+ 5+ than the rest, directing the attack.


0 • Tactician (1)
Infection: When an enemy model is killed
1
you may spend an Army Special result on
your Command Dice to spread the Infection
and raise it again as a Zombie. Swap the
Rifle: R6, Rapid Fire Dead enemy model for a Pinned Zombie
in the same cube. The Zombie is marked
Weapon Options: as activated for this Round. The original
Leader, Small Arms model is dead and the Zombie is counted
Campaign Ability Options: as part of the Plague Strike Team.
Command, Melee, Ranged Recon: 4+

Stage 3A “Lieutenant” 18 pts / 2 VPs


S F Sv The bond some stage 3As have with the
2-3 more bestial Plague types is yet more
5+ 5+ 5+
evidence that Plague victims are not
0 • Tactician (1) mindless, but instead a social species...

Thirst for Blood: Spend an Army Special


1 Result on a Command Dice at the start
of a Stage 2A, 2B or Aberration model’s
Rifle: R6, Rapid Fire activation to gain 0/+1 Speed and a RF:
AP1 weapon (or increase the AP of any RF
Weapon Options: weapon by +1) for the rest of the Round.
Leader, Small Arms
In addition the model will not need to test
for Rampage at the start of this activation.
Campaign Ability Options:
Command, Melee, Ranged 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

Stage 3A “Ghoul” 10 pts / 1 VPs


S F Sv Rifle: R6, Rapid Fire Stage 3A’s remain closest to their
2-3 Weapon Options: original host, retaining basic
6+ 5+ 5+
Small Arms knowledge and muscle memory,
0 Campaign Ability Options: able to operate the weapons and
Melee equipment they carried in life.
1

Stage 3D “Hellhound” 6 pts / 1 VPs


S F Sv Weapon Options: The result of domesticated hounds
2-3 None being exposed to the Plague
- 5+ 5+
Campaign Ability Options: pathogen. Fast, savage and utterly
0 • Beast None lethal in packs.

Stage 3Z “Zombie” 6 pts / 0 VPs


S F Sv Weapon Options: Some victims of Stage 3s get no
1-2 None peace even in death, rising again
- 5+ 6+
Campaign Ability Options: as mindless creatures driven ever
0 • Horde None onwards by a hunger that can never
• Vulnerable be slaked.
1

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

Weapon Options: Aberrations do not spread Plague


• Rampage None
1 and seem to have no drive other
• Tough
• Beast Campaign Ability than to kill.
Options:
4
Melee

Murderbirds 19 pts / 2 VPs


S F Sv Weapon Flocks of Plague-infected flying
Options:
2-3
- 4+ 5+ None
creatures frequently attack the
• Tough
uninfected.
0 Campaign
• Beast Ability
• Flight Options:
2 None
• Scout

Plague Enforcer 20 pts / 2 VPs


plague

S F Sv Experimental Weapon: R5, Enforcers are occasionally sent on


1-2 Experimental missions dangerous even by their
5+ 5+ 5+ Jump Pack
standards, carrying experimental
Weapon Options:
1
Heavy (Automatic, Assault, weaponry. Not all return. At least,
Explosive) not in their original form.
1 Campaign Ability Options:
Ranged, Melee

Plague Swarm 20 pts / 2 VPs


S F Sv Acid Bite: RF, AP2 No creature, however small or
1-2 Weapon Options: insignificant, escapes the Plague
- 3+ 5+
None pathogen. The vermin and insects
• Agile
0 Campaign Ability of a planet will form a living tide of
• Tough Options: infected teeth, claws and flesh.
None
2 • Beast

Plague Teraton 24 pts / 3 VPs


S F Sv Claws: RF, Knockback Infection with the Plague does
1-2 Weapon Options: nothing to diminish the strength
- 4+ 5+
None and ferocity of a Teraton, nor their
• Teleport
1 Campaign Ability ability to teleport. Though rare,
• Tough Options: Plague Teratons are deadly.
Melee, Specialist
3

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

Stage 3A Specialist 10 pts / 1 VPs


S F Sv Rifle: R6, Rapid Fire Stage 3s who are able to operate
2-3
5+ 6+ 5+ Weapon Options: heavy weaponry and even vehicles,
Small Arms, Light (All) with a reduced skill but a grimly
0 • Hacker
Campaign Ability Options: mechanical determination.
Ranged
1

Stage 3A Weapon Team 12 pts / 1 VPs


S F Sv Rifle: R6, Rapid Fire With their reliance
1-2 Weapon Options: on weapon teams for
5+ 6+ 5+ fire support, it’s little
Heavy (Crew Served Weapon)
0 • Weapons Team surprise that former
Campaign Ability
Options: GCPS soldiers continue
Ranged, Specialist the practice after their
3 fatal transformation.

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

Doctor Gayle Simmonds [1] 18 pts / 2 VPs


S F Sv Rifle: R6, Rapid Fire Formerly a brilliant xenobiologist
1-2 Weapon Options: and one of the lead archeologists
6+ 5+ 3+
None present at the fateful expedition
0 • Tough on Nexus Psi, she is now hellbent
Campaign Ability
• Medic Options: on propagating the contagion she
None unearthed to the heart of the GCPS.
1 • Tactician (1)
plague

Subject 901 [1] 24 pts / 3 VPs


S F Sv Teeth and Claws: RF, AP2 The product of a failed experiment to
1-2 Weapon Options: ‘control’ the Plague, all information
- 4+ 4+
None on Subject 901 is heavily classified
1 • Tactician (1) and field reports featuring 901 are
• Rampage Campaign Ability
• Frenzy (2)
Options: immediately intercepted by the
None Council.
2

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)

Smoke Launchers*** 3 0 R3 - One-Use,


Grenade
Smoke, Support (Walker)

* Weapon does not replace a default weapon


Item Points Rarity
** Weapon uses two hardpoints
Ammo 2 Common
*** Weapon does not use a hardpoint
AP Ammo 4 Rare
Energy Shield (3) 12 Unique
Frag Grenade 6 Common
Holo-Sight 8 Rare
Smoke Grenades 3 Common

101
Leaders
rebs
Shayo Silverback [1] 38 pts / 4 VPs
S F Sv Physically impressive, Shayo’s intellect is
army lists

2-3 equally well-developed and he has become


- 4+ 5+
something of an intelligence specialist.
1 • Tactician (1)
• Agile Pounce Attack: Use an Army Special
• Tough Result on a Command Dice to allow the
3 • Frenzy (1)
active model to leave an occupied cube
• Rampage
without needing to make a Survive roll
Spiked Knuckles: RF, AP2, Knockback to Break Away. In addition, if the active
Weapon Options: model is an Alpha Simian it may ignore
None enemy models in cubes it would Move or
Campaign Ability Options: Sprint through as it leaps over their heads.
None Recon: 5+

Rebel Commander 28 pts / 3 VPs


S F Sv Often Rebel Commanders are disillusioned
1-2 Corporation Officers or, also, “ex-law“
3+ 5+ 5+ enforcement. Whatever their background,
0 • Tactician (2) to rise to their rank is an achievement in
itself.
rebs

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+

Yndij Infiltrator Commander 20 pts / 2 VPs


S F Sv Yndij are excellent natural scouts and
1-2 saboteurs, but they prefer to take orders
5+ 4+ 5+
from their own kind.
0 • Tactician (1)
• Agile Hide in Shadows: Spend an Army Special
• Scout result on a Command Dice at the end of a
1 model activation. The active model slinks
into hiding. For the rest of the Round, this
Rifle: R6, Rapid Fire model cannot be targeted by Shoot actions,
and cannot have Line of Sight drawn to it.
Weapon Options: The model is still affected by abilities that
Leader, Small Arms, target every model in the cube (such as Frag,
Light (Sniper, Melee, Automatic) Indirect, It Burns! or Blast) and can still be
Campaign Ability Options: the target of Fight actions.
Melee, Specialist, Command Recon: 5+

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

Small Arms, to balance and climb. Soraks are


0 Light (Melee, Automatic) excellent ambushers.
Campaign Ability Options:
1
Ranged, Specialist

Rebel Trooper 7 pts / 1 VPs


S F Sv Rifle: R6, Rapid Fire The Rebellion would be nothing
1-2 Weapon Options: without the ordinary brave men and
5+ 6+ 6+
Small Arms, Light (Melee) women who fill its ranks, making up
0 Campaign Ability Options:
for a lack of equipment and training
Ranged with sheer dedication.
1
rebs

Rebel Yndij 12 pts / 1 VPs


S F Sv Rifle: R6, Rapid Fire Using hunting and tracking skills
1-2 Weapon Options: passed on through endless
5+ 5+ 6+ generations, these warriors make
Small Arms, Light (Melee)
0 • Agile excellent scouts.
Campaign Ability Options:
• Scout Melee
1

Sphyr Hunter 13 pts / 1 VPs


S F Sv Harpoon Gun: R5, AP1 Normally seen hunting prey on
1-2 Combat Blades: RF, Frenzy (1) oceanic planets, the Hunter’s
5+ 5+ 5+
Weapon Options: Harpoon Gun is equally effective
0 Small Arms, Light (Assault, against land-based victims.
Automatic)

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

Kraaw Warrior 10 pts / 1 VPs


S F Sv Wrist Blaster: R3, Blast Winged aliens who make up for
1-2
6+ 4+ 6+ Weapon Options: their somewhat delicate build and
Small Arms, Light (Assault, diminutive stature with speed, skill
0 • Glide Melee) and nimbleness.
• Scout Campaign Ability Options:
1
Melee

Alpha Simian Brawler 26 pts / 3 VPs


S F Sv Spiked Gauntlets: RF, AP2, With a deadly combination of
2-3 Knockback agility and brute strength, the
- 4+ 5+
Weapon Options: Alpha Simian Brawler is the
1 • Agile Light (Melee) newest addition to the ever-
• Tough Campaign Ability growing rebellion.
• Frenzy (1) Options:
3
• Rampage Melee

Rebel Teraton 30 pts / 3 VPs


S F SvCeremonial Blades: RF, AP1
Grenade Launcher: R3,
1-2
6+ 4+ 5+ One-use, Frag (3)
Hand Flamer: R2, One Use,
1 • Teleport It Burns!
• Tough Weapon Options:
Though generally peaceable
Small Arms, Light (Melee,
3 enough, some Teratons feel the
Assault)
need to take direct action for the
Campaign Ability crimes of the GCPS against their
Options:
Melee, Command
people. And with their size and
strength, that action tends to hurt.

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

Rebel Specialist 7 pts / 1 VPs


S F Sv Rifle: R6, Rapid Fire Operating whatever heavy
1-2
5+ 6+ 6+ Weapon Options: weapons their cell can get hold of,
Small Arms, Light (Automatic, with extreme prejudice.
0 • Hacker Assault, Explosive)
Campaign Ability Options:
1
Ranged, Specialist

Survey Drone 7 pts / 0 VPs


S F Sv Weapon Options: The Rebs can’t afford to commit their
None
2-3
- - 4+ forces blindly. Survey Drones ensure
Campaign Ability Options: that they don’t have to.
0 • Construct None
• Agile
• Evade
1

Teraton Shock Trooper 20 pts / 2 VPs


S F Sv ARC Launcher: R4, AP1 Smaller than the female of the
1-2 Mace: RF, Frenzy (1) species, male Teratons nevertheless
5+ 5+ 4+
Weapon Options: prove themselves indispensable in
1 • Teleport None the fight against the capitalist
Campaign Ability Options: imperialists.
2
Ranged, Melee

Zee Scavenger 6 pts / 0 VPs


S F Sv Pistol: R3 Tiny genetically engineered monkeys
1-2
7+ 7+ 6+ Weapon Options: with an instinctive kleptomania: if it’s
Small Arms not screwed down, they’ll take it. If it
0 • Scavenger
Campaign Ability Options: is, they’ll take the screws too.
• Hacker Specialist
1

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

and guerilla warfare.


1 Weapon Options:
Small Arms, Light (Sniper,
Automatic, Melee)
1 Campaign Ability Options:
Ranged, Melee

Rebel Sorak Swordspawn 13 pts / 1 VPs


S F Sv Combat Blades: RF, Frenzy (1) Non-Sorak find the peculiar and
1-2
- 5+ 5+ Weapon Options: sinuous style of traditional Sorak
Light (Melee) fencing difficult to counter - most
0 • Frenzy (1)
Campaign Ability Options: sentients are not used to finding
Melee, Specialist swords where feet should be.
1

Sphyr Lancer 18 pts / 2 VPs


rebs

S F Sv Mata Magma Lance: R5, AP2 Sphyr Warriors carrying traditional


1-2 Mata Magma Lances – weapons
4+ 6+ 5+ Weapon Options:
Small Arms, Light (Assault, designed by Forge Fathers and
0 Automatic) as devastating to land-based
Campaign Ability Options: creatures as they are in the Sphyr’s
Ranged traditional environment.
1

Rebel Weapon Team 11 pts / 1 VPs


S F Sv Rifle: R6, Rapid Fire The keen eyes of the Sphyr mean
1-2
5+ 6+ 6+ Weapon Options: they often serve as spotters and
Heavy (Crew Served Weapons) loaders, while their human partners
• Weapons Team
0 Campaign Ability Options: handle the simple task of pulling
Ranged, Specialist the trigger.
3

Rebel Sniper 16 pts / 2 VPs


S F Sv Sniper Rifle: Equipped with basic but functional
1-2 R8, Sniper Scope rifles compared to their Corporate
4+ 6+ 6+
Weapon Options: counterparts, these snipers still get
0 Small Arms, Light (Sniper) the job done.
Campaign Ability Options:
1
Ranged, Specialist

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

Hund, Rebel Bounty Hunter [1] 32 pts / 3 VPs


S F Sv Sniper Rifle: R8, Sniper A talented bounty hunter who
1-2 Scope keeps a surprisingly low profile.
4+ 5+ 4+ Twin Pistols: R3, Weight More than money, he’s in it for
• Tactician (1) of Fire (1)
1 the hunt.
• Fire Control Weapon Options:
None
1
Campaign Ability
Options:
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

None ghosts” is a much respected and


0 • Agile senior huntsman among the Yndij.
• Tough Campaign Ability Options:
• Scout None
1 • Tactician (1)
• Stealthy

Adrienne Nikolovski [1] 28 pts / 3 VPs


S F Sv Dual Needle Pistols: R2, Toxic (1) A fanatic utterly consumed by the
Magma Lance: R6, AP2, Holo-Sight
1-2
4+ 5+ 4+ rebel cause, Adrienne is a callous
vigilante who defines herself by
• Tactician (1)
1
Weapon Options:
the extremes she’ll go to when
None fighting against the corporate
1 oligarchy.
Campaign Ability Options:
None

Vehicles
rebs

Rebel Strider 30 pts / 3 VPs


S F Sv Weapon Options: Occasionally the Rebs will
1-2 Hardpoints: 2 - get lucky and loot a Strider –
5+ 5+ 5+ Walker (All),
Support (Walker)
though rare, they are extremely
• Solid
3 useful.
• Beast Campaign Ability
• Construct Options:
4 Melee, Ranged

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)

Smoke Launchers*** 3 0 R3 - One-Use,


Grenade
Smoke, Support (Walker)

* Weapon does not replace a default weapon


Item Points Rarity ** Weapon uses two hardpoints
Ammo 2 Common *** Weapon does not use a hardpoint
AP Ammo 4 Rare
Defender Shield 5 Rare
Energy Shield (3) 12 Unique
Frag Grenade 6 Common
Holo-Sight 8 Rare
Medi-Pack 4 Common
Mono-Wheel Scout Bike 5 Common
Smoke Grenade 3 Common
Stun Grenade 4 Rare

111
Veer-Myn
Leaders
Tangle 40 pts / 3 VPs
army lists

S F Sv Tangles possess a rudimentary psychic


1-1 power and their presence on a battlefield can
5+ 6+ 5+
whip up their brethren into an unstoppable
1 • Tactician (2) fury.
• Comms Relay
• Vehicle
4
• Psychic Protect the Warren: Use an Army
Visions of Glory: R4, Psychic, Invigorate Special Result on a Command Dice to give
Visions of Death: R4, Psychic, Stun the active model Frenzy (1) and Resilient
Hysteria: R4, Psychic, Suppression (1) until the end of the Round. In addition
Weapon Options: if the model was Pinned at the start of this
None activation it may Stand Up as a free action.
Campaign Ability Options:
Command Recon: 5+

Progenitor 20 pts / 2 VPs


veer-myn

S F Sv A Progenitor is similar to a Malignus in


2-3 appearance, though far better equipped and
5+ 5+ 4+
armoured. Their exact position in Veer-Myn
0 • Tactician (1) society is unknown, but they are vicious and
capable warriors.
1

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+

Master Creeper 20 pts / 2 VPs


S F Sv The most devious and ingenious Creepers
2-3
5+ 5+ 5+ are trusted with leadership of their own
gangs of saboteurs and sappers. Using
0 • Tactician (1)
tunnel networks to appear deep inside
• Scout
enemy territory, they wreak havoc before
1 slipping away in the confusion.

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+

Crone Mother [1] 40 pts / 4 VPs


S F Sv The Crone Mother is a survivor. Over
2-3 countless cycles she has protected her nest
4+ 5+ 4+
but the time for retreating is over. Now she
veer-myn

2 • Tactician (2) will make a stand against any who threaten


• Tough her brood.
• Charged
2 Inspiring Presence: Use an Army Special
Result on a Command Dice to allow the
Chem Staff: R2, AP1, It Burns!
Claws: RF, AP1 active model to gain Resilient (2) until the
Weapon Options: end of the Round.
None
Campaign Ability Options:
None Recon: 5+

Troops

Nightmare 17 pts / 2 VPs


S F Sv Weapon Options: These elite infantry
1-2 Hardpoints: 2 - Small Arms, are larger than the
6+ 4+ 4+ Light (Melee, Assault), Heavy majority of their kin,
• Frenzy (1) (Melee, Assault) using that extra bulk
1
Campaign Ability Options: to wield heavy combat
Melee, Ranged drills and chem throwers to
2 devastating effect.

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

Stalker 8 pts / 1 VPs


S F Sv Ray Pistol: R2 The backbone of a Veer-Myn force,
2-3 Weapon Options: Stalkers are aptly named, slinking
7+ 4+ 5+
None through the shadows to close with
0 Campaign Ability Options: their foe with blade and pistol,
None preferably from behind.
1

Rat Swarm 14 pts / 2 VPs


S F Sv Teeth & Claws: RF Veer-Myn are not above using their
2-3 technology to drive hordes of local
- 5+ 5+ Weapon Options:
0 • Agile None pests ahead of their armies.
• Beast
• Tough Campaign Ability Options:
2 None

Volt Runner 12 pts / 1 VPs


S F Sv Ray Gun: R4, Rapid Fire, Inseparably fused with the latest
2-3 Weight of Fire (1) technology, the Volt Runner is an
6+ 5+ 5+
Weapon Options: ‘upgraded’ and potentially deadlier
1 • Charged Small Arms version of the Veer-myn Crawler.
Campaign Ability Options:
1
Ranged

Volt Stalker 11 pts / 1 VPs


S F Sv Ray Pistol: R2 With so many Stalkers in
2-3 Weapon Options: a Veer-myn brood, they
7+ 4+ 5+
None provide the perfect test
1 • Charged subjects for an ambitious
Campaign Ability
Options: Technorati keen to expand
None their skills.
1

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

Veer-Myn weapon design, and


0 • Hacker Weapon Options: the Chem Thrower is one of their
Small Arms, Light (All) deadliest creations.
1
Campaign Ability Options:
Ranged, Specialist

Creeper 14 pts / 1 VPs


S F Sv Ray Pistol: R2 Creepers act as battlefield techs,
2-3 Det Packs (Mag Lock): RF, AP2 overseeing the various heavy
6+ 5+ 5+ Det Packs (Prox Fuse): R2, Blast weapons and vehicles of their kin.
0 • Engineer Weapon Options: They also carry detonation packs,
• Scout
Small Arms, Light (Melee) using them to deadly effect on
1 Campaign Ability Options: enemy vehicles.
Ranged, Specialist
veer-myn

Night Terror with Scythes 26 pts / 3 VPs


S F Sv Scythes: RF, AP1, Unhinged beasts barely controllable
2-3 Frenzy (1) even by their own kind, Night
- 4+ 5+
Weapon Options: Terrors are often fitted with a deadly
0 • Rampage Beast (Melee) arrangement of blades and set loose
• Tough at the enemy, where they leave only
• Beast Campaign
Ability Options: broken and bloody bodies in their
3
None wake.

Night Terror with Spitter 26 pts / 3 VPs


S F Sv Heavy Chem Spitter: R5, AP3 Occasionally, a Night Terror will
2-3 Weapon Options: be kept still long enough to install
5+ 5+ 5+
Beast (Ranged) a Heavy ChemSpitter on its back.
• Rampage
0 Campaign Ability Those who operate these weapons
• Tough
• Beast Options: are either the bravest or most stupid
None of their kind.
3

Shocker 14 pts / 1 VPs


S F Sv Razor Claws: Driven feral by the electrical
2-3 RF, AP1, Frenzy (1) impulses surging through its
- 4+ 5+
Weapon Options: body, this deranged Volt Stalker
1 • Charged None is driven to incredible feats of
Campaign Ability Options: melee combat.
1
Melee

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

Fuser 15 pts / 2 VPs


S F Sv Thermal Blaster: The Thermal Blaster of the Fuser
2-3 R3, AP1, Frag (3) may not be accurate, but when it
6+ 5+ 5+
Weapon Options: does hit the target, it’s extremely
1 • Charged None dangerous. When you see the
Campaign Ability Fuser coming, take cover.
Options:
1
None

Overcharger 32 pts / 3 VPs


S F Sv Razor Claws: RF, AP1, An Overcharger is the pinnacle
2-3 Frenzy (1) of a Technorati’s art. From birth
- 4+ 5+
Weapon Options: their genetic make-up is brutally
1 • Rampage None
• Tough combined with synthetics to produce
• Beast Campaign
Ability Options: an unpredictable but powerful beast.
3 • Charged
None

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

Det Packs (Prox Fuse): R2, Blast


0 • Engineer Weapon Options:
• Hacker Reviled even by his kin,
None
• Dismantle Hacker Half-Tail drifts
1 • Tactician (1) Campaign Ability Options: from one Veer-Myn brood
None to another, offering his
dubious services.

The Piper [1] 34 pts / 3 VPs


S F Sv Shock Baton: RF, AP1, While not a natural leader, the Piper
2-3 Knockback has been forced by the invasion of
6+ 5+ 4+
his home to lead those who would
1 • Agile
• Tough Weapon Options: ordinarily shun him into a desperate
• Swarm Lord None defence of the colony.
1 Campaign Ability Options:
None
veer-myn

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.

Tunnel Runner 33 pts / 3 VPs


S F Sv Twin Chem Spitters: R6, AP2, These lightning-fast
2-4 Weight of Fire (2), Rapid Fire contraptions are kept
5+ 5+ 5+ Scythes: RF, AP1,
steady by simple
• Vehicle Frenzy (1)
2 gyroscopic stabilisers.
Weapon Options: However, the Veer-Myn
Vehicle (Automatic)
4 riders themselves are
Campaign Ability anything but stable.
Options:
Ranged

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

Chem Thrower 4 0 R2 AP1 Volatile, It Burns! Light (Assault)


Thermal Blaster 7 1 R3 AP1 Frag (3) Light (Assault)
Chem Spitter 9 1 R5 AP2 Rapid Fire Light (Automatic)
Chemical Grenade 10 1 R5 - Indirect (4) Light (Explosive)
Launcher
Det Pack (Mag Lock) 4 0 RF AP2 Light (Explosive)
Det Pack (Prox Fuse) R2 - Blast
Smoke Grenade 8 0 R5 - Indirect (Smoke) Light (Explosive),
Launcher Leader
Toxic Grenade 12 1 R5 - Indirect (Toxic (3) ) Light (Explosive),
Launcher Leader
Big Drill 3 0 RF AP1 Light (Melee),
Heavy (Melee)
Razor Claws 7 1 RF AP1 Frenzy (1) Light (Melee)
Spitter Rifle 10 1 R6 AP1 Sniper Scope, Heavy Light (Sniper),
veer-myn

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

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